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A1E SRD

By Peter J. Schroeder

Designation of Open Game Content: The following is designated Open Game Content pursuant to the OGL v1.0a: all text excluding the OGL license. Designation of Product Identity: Product identity is not Open Game Content. The following is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): Nothing in this document is product identity.

Table of Contents
ABILITY SCORES
STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA

5
5 5 5 6 6 6

RACES
STARTING AGE RACIAL LIMITATIONS DWARF ELF HALF-ELF GNOME HALFLING HUMAN HALF-ORC

7
7 7 7 8 8 8 8 9 9

CLASSES
ALCHEMIST ASSASSIN CLERIC DRUID FIGHTER ILLUSIONIST MAGIC USER PALADIN RANGER THIEF VARIANT CLASSES RANGER PALADIN MULTI-CLASSING AND DUAL-CLASSING

9
9 11 12 14 15 16 17 19 20 22 24 24 25 25

SKILLS

27

CHOOSING SKILLS 27 SKILL SLOTS AND LEVEL ADVANCEMENT 27 OPTIONAL RULE: BONUS SKILL SLOTS BY INTELLIGENCE 27 IMPROVEMENT POINTS 27 SKILL SLOT CHART 27 MULTICLASS ADVANCEMENT 27 TRAINING SKILLS 27 WHO CAN TRAIN 27 ABSTRACT TRAINING OPTION 27 CALCULATING SKILL VALUES 27 MAKING A SKILL CHECK 28 DIFFICULTY CLASS 28 SKILL DIFFICULTY MODIFIER OPTION 28 AUTOMATIC SUCCESS 28 DEGREE OF SUCCESS 28 COOPERATIVE SKILLS 28 CONTESTED SKILLS 28 AD HOC SKILLS AND MONSTERS 28 UNTRAINED SKILLS 29 THE SKILL LIST 29 ENHANCING SKILLS 30 SKILL DESCRIPTIONS 30 AGRICULTURE 30 ALERTNESS 30 ANCIENT HISTORY 30 ANCIENT LANGUAGES 31 ANIMAL HUSBANDRY/HANDLING 31 ANIMAL LORE 31 APPRAISAL 31 ARCANA 31 ASTRONOMY/ASTROLOGY 31 BLACKSMITHING 31

BLIND-FIGHTING BOWYER/FLETCHER BREWING CALLIGRAPHY/SCRIBNER CARPENTRY CHARIOTEERING COBBLING COOKING DANCING DISGUISE DUAL WEAPON FIGHTING ENDURANCE ENGINEERING ETIQUETTE FAST TALK GAMBLING HEALING HERALDIC LORE HERBALISM HISTORY HORSEMANSHIP HUNTING JEWELER JUGGLING JUMPING LANGUAGES LISTENING MINING MOUNTAINEERING MUSICAL INSTRUMENT NAVIGATION OCCULT PAINTING PHILOSOPHY POTTERY RIDING, UNUSUAL RUNNING SCULPTING SEAMANSHIP SEAMSTRESS/TAILOR SEARCH SET TRAPS SHIELD & SWORD SINGING SPELL LORE STONEMASONRY STREETWISE SWIMMING THEOLOGY TIGHTROPE WALKING TRICK SHOT TUMBLING TWO-HANDED COMBAT UNARMED COMBAT WILDERNESS LORE VENTRILOQUISM WEAVING

31 31 31 31 31 31 31 32 32 32 32 32 32 32 32 32 32 32 32 32 33 33 33 33 33 33 33 33 33 33 33 33 34 34 34 34 34 34 34 34 34 34 34 34 35 35 35 35 35 35 35 35 35 36 36 36 36

MONEY EQUIPMENT TABLES ARMOR FOOD UNUSUAL NATURAL FOODS COMMON RACIAL FOODS ALCOHOLIC DRINKS AFTER DINNER PIPE

39 39 41 41 41 42 43 43

MAGIC

44

SPELL SCROLLS 44 EXPLANATORY NOTES CONCERNING THE SPELL DESCRIPTIONS 44 SPELL LISTS 44 CLERIC SPELLS (Clerical) 44 DRUID SPELLS (Druidic) 45 MAGIC USER SPELLS (Arcane) 46 ILLUSIONIST SPELLS (Phantasmal) 47 SPELL DESCRIPTIONS 48 CLERIC SPELLS (Clerical) 48 DRUID SPELLS (Druidic) 57 MAGIC USER SPELLS (Arcane) 64 ILLUSIONIST SPELLS (Phantasmal) 89 SPELLBOOKS 94 SPELLBOOK COVERS 94 SPELLBOOK STORAGE 95

PLAYING THE GAME

96

ALIGNMENT
THE NINE ALIGNMENTS LAWFUL GOOD (Crusader) NEUTRAL GOOD (Benefactor) CHAOTIC GOOD (Rebel) LAWFUL NEUTRAL (Judge) NEUTRAL CHAOTIC NEUTRAL (Free Spirit) LAWFUL EVIL (Dominator) NEUTRAL EVIL (Malefactor) CHAOTIC EVIL (Destroyer)

37
37 37 37 37 37 37 37 37 37 37

TIME MEASUREMENT 96 MOVEMENT 96 ENCUMBRANCE AND BASE MOVEMENT 96 GAINING LEVELS 96 EXPERIENCE 96 LIGHT AND VISION 97 INFRAVISION 97 FALLING 97 ITEM SAVING THROWS 97 COMBAT 98 COMBAT ACTIONS 99 COMBAT MODIFIERS 100 ATTACK AND SAVING THROW MATRICES FOR MONSTERS 100 TURNING THE UNDEAD 100 DAMAGE AND DEATH 101 NATURAL HEALING 101 SUBDUAL DAMAGE 101 LIFE ENERGY LEVELS AND LEVEL DRAIN 101 MORALE 101 POISON, DISEASE AND INSANITY 102 HIRELINGS AND HENCHMEN 103 STANDARD HIRELINGS 103 EXPERT HIRELINGS 103 HENCHMEN 109 ADVENTURE AND EXPLORATION 110 SEARCHING THE DUNGEON 111 EXPLORING THE WILDERNESS 114 AERIAL AGILITY 114 SPECIAL CASES 115 ADVENTURES IN TOWN 115 EXPLORING THE PLANES 115 AN EXAMPLE DUNGEON 116 EXAMPLE DUNGEON KEY 116 SAMPLE PLAY SESSION 116

GAME MASTERING
DUNGEON DRESSING THE WIZARDS LABORATORY RANDOM ENCOUNTERS RANDOM INN GENERATOR THE INNS NAME

119
119 119 120 121 121

EQUIPMENT

39

THE INN THE INN STAFF VISITORS

122 122 122

MONSTERS
ACANOPYORNIS ACULEAN ADDLEVETCH AGARINID ARCANOPLASM ASTRAL WEB AUTUMNAL MOURNER AVATAR OF FAMINE AVMAR BARATHELAR BLACKWATER SLOUGH BLESSED RING BLIGHT BELCHER BLOOD BOWLER BLOOD WORM BOG BEAST BOGWING BONE HOUND BONE SOVEREIGN BRINE CRUST BULL OF HEAVEN CADAVER CANOPY KRAKEN CAVE HERMIT CAVERN CROW CEILIDH HORROR CLAMOR COBLYNAU DARK VOYEUR DARK WOODSMAN DEADWOOD DELUSION HUMMER DEVILS Baraq (Lightning Devil) Sheth DIOCTOPUS DOPPELGANGERS Wax Doppelganger DRAGONS Amohaji Mithril Dragon DROTHYAR DRYAD, TREELOST ELEMENTAL PRINCE, WATER ENGRAVED EPICUREAN EROLTH FACELESS ONE FLUTTERING OOZE FOOLS DRAGON FOUL SPAWNER FROGS Giant frost frog Latch Frog FUNGAL RENDER FUNGHEMOTH FURROWER GAMBOGE HULK GANYADI GARGOYLES Madsome Gargoyle GEHZIN GHOULFRUIT TREE GIANT, NEPHILIM GIANT, RIME GIANT, SEA GIANT, WOOD GOBLINOIDS Goblin Hobgoblin Ogre

127
127 127 127 128 128 129 129 130 130 130 131 131 132 132 132 133 133 133 134 134 135 135 135 136 136 136 137 137 137 138 139 140 140 140 140 141 141 141 141 141 142 142 143 143 143 144 144 145 145 145 146 146 146 146 147 147 148 148 148 149 149 149 149 149 150 150 151 151 151 152 152

Orc GOLEMS Amalgam Golem Barrow Golem Dragonship Golem Furnace Golem Ice golem Ioun Golem Labyrinthine Golem Resin Golem Wax Golem GRAY LADY GREENFEEDER GROUNDLING HAEMOVORID HAG, BLOOD HAG, DOOM HANGING SNAGWORT HARBINGER HARMOAI HAZE HORROR HEARTH HORROR HEARTLESS HELIOKARABOS HELLSCORN HEPHAESTAN HERALD OF ARMAGEDDON HOLD CREEPER HYDRACNID HYDRAMNION ICE KEY GUARDIAN (Dwarf) ICE WARRIOR (Dwarf) ICELORD (Dwarf) INSCRIBER JELLYHIVE MITE KINGMAKER SWAN KLORTHACK SPINE KOBOLD LASSOO LOSTLING MAGPINE MALIGANTI MARLOC MEDUSA MEDUSA, GREATER MENEPTAH (God of War) MUMMY, GREATER MUS MAXIMUS MYRCLOUD NAGA, BLOOD NAGA, MOLT NEVERLASTING NOCTUAR NOJA NOKKER OAKMAN OATHBROKEN OOZES Green Slime Marshlight Ooze OTYUGH, CORRUPTED PALLEMON PHACIORE PHASE STALLION POD-MAN PRISM WARD PUDDLE STALKER QITHYONKI QUICKENER QUICKGRASS QUISLOI RANCID ROPE HORROR RUMBLE LIZARD SABULOUS HUSK

152 153 153 153 154 154 154 155 155 156 156 157 157 158 158 159 159 160 160 160 160 161 161 162 162 163 163 164 164 164 165 165 166 166 167 167 167 168 168 169 169 169 170 170 170 171 171 171 172 172 173 173 174 174 175 175 175 176 176 176 177 177 177 178 178 179 179 179 180 180 181 181 182 182 182 182

SCORPION, GIANT BLACK SCORPION SWARM SEEDER SHADOW LORD SHADOWCAP SHE-MINOTAUR SHRIEKING SAVAGE SHROOM SILENT REAPER SKELETON, BLACK SKRESH SKYSHARK SLAVERING MOUTHER SLITHERVINE SNAIL MAN SNAKE, CROWN COILER SNAKE, ICE GLARE SOULTRAPPER SPIDERS Acidweaver Brainlock Spider Primal Spider Time Spider STINGING WOODFLY STONESTRIDER STRANGLEBARK SUICIDE PLANT TEO-SELERAI TROLLS Shrieking Troll Snow Troll TULGORTH UBEROUS GUARDIAN UMBRA SMOKE BEASTS UNDAL VAMPIRE MOSS VERMIN DOG VOLLEY FLOWER VORPA VULTURE, GRIMDEATH WHITE FOAM WHITEMONK WODEWOSE WYRDWOLF ZOMBIES Feral Zombie (Zombus Delaurentius)

183 183 183 184 184 184 185 185 185 186 186 187 187 188 188 189 189 189 190 190 190 190 191 191 192 192 192 193 193 193 194 194 194 195 195 196 196 196 197 197 197 198 198 198 198 198

TREASURE
POTIONS POTION OF GREATER MANA POTION OF LESSER MANA WEAPONS SWORDS MISCELLANEOUS WEAPONS MISCELLANEOUS MAGIC ABYSSAL GATE BELT OF MANA BOOST CANDLE OF CONTINUATION CLOAK OF UTTER DARKNESS CODEX OF THE ENGRAVED CRYSTAL OF POWER DREAD TOAD OF AER DUST OF DISTORTION FLAME BOOTS FLASK OF DALA FLAVOR-ALL GRIM DUST HAND OF GLORY INSCRIBER TOME KOBOLDS FINGERBONE MIDNIGHT OPAL MIRROR SHARD OGRES TONGUE SHIPS FIGUREHEAD, MAKO STEW COOKER THIGHBONE FLUTE

200
200 200 200 200 200 200 201 201 201 201 201 201 201 201 201 202 202 202 202 202 202 202 202 203 203 203 203 203 3

TRENCHER OF FEASTING THE WITCH HEAD (Relic) RINGS RING OF ROTTING RING OF SPELUNKING RODS BLACKTHORN ROD ROD OF TRANSFIGURATION STAVES STAFF OF SCREAMS CURSED ITEMS RING OF GINKSADIM ARTIFACTS AMULET OF THE DEEP ONES ARMY OF TIRELESS TIN SOLDIERS RED ANTIQUITIES THE RELIQUARY OF MENEPTAH SWORD OF THE MASTERS THE TOME OF WRYNN WAND OF THE WEIRD

203 203 204 204 204 204 204 204 204 204 204 204 204 204 204 205 205 205 205 205

HAZARDS

208

ALTAR OF LIFE 208 THE BOOTS OF STONE 208 THE CEILING OF CLOUDS 208 CHANGING LANDMARK 208 THE CHASM PAINTING 208 THE CLOCK-STATUE OF THE RED HALL 208 THE COLD ROOM 209 THE DARK POOL 209 THE ETHEREAL HEMISPHERE 209 FRICTIONLESS CHIMNEY 209 THE GAZELLE 209 INVISIBLE DIRT 210 THE IRON CANNON 210 JACOBS LADDER 210 THE KEYHOLE FLOOR 211 MUSIC BOX 211 THE PERILOUS BARTENDER 211 ROTATING DOOR SURPRISE 211

RUDE SPITTOON SLIDING FLOOR STAIRWAYS THE SLIDING ROOM THE SPINNING ROOM THE STONE DOG THE STONE THROWER A TANTALIZING TREASURE TROVE THE TEST OF THREE

211 211 211 212 212 212 212 212

OPTIONAL RULES
HEIGHT AND WEIGHT YOUNG PLAYER OPTIONS HIT POINT REGENERATION LEVEL LIMITS MAGIC-USER HIT DICE MANA FOR CASTING SPELLS NO PERMANENT DEATH STARTING HIT DICE STARTING HIT POINTS

213
213 213 213 214 214 214 214 214 214

ABILITY SCORES

completely random challenge it is usually best to let the players take on the fantasy roles that satisfy them most. As well as eliminating or reducing the randomness of a characters strengths and weaknesses, the GM may also allow players a bit of a numerical advantage. Many GMs permit ability scores to be rolled using 4d6, dropping the result of the lowest die. This method, obviously, will tend to result in higher scores.

A characters basic attributes are represented in the game by six ability scores. These abilities are Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). The first three represent the characters physical qualities, and the second three his or her mental ones. Each of these abilities is represented by a number from 3-18, the higher the better. The Game Master (GM) will decide how you should generate these scores. For a truly brutal game, characters are generated using 3d6 for each ability in order. Because these numbers will be relatively low (compared to other methods for generating scores, described hereafter) and cannot be switched around, the players will be forced to use their utmost skill in creating a party of adventurers from whatever raw material the dice hand to them. Many GMs will allow the players to roll up six ability scores and then decide which scores will go with which ability. This gives the players more flexibility to create a good party and to decide among themselves who will be playing which class. A player may come to the table wanting to play a particular type of character, and unless the gamers agree that they want to test their skills with a Strength 3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 18.01-18.50 18.51-18.75 18.76-18.90 18.91-18.99 19 Bonus to Hit -3 -2 -1 0 0 0 0 0 +1 +1 +1 +2 +2 +2 +3 Bonus to Damage -1 -1 0 0 0 0 0 +1 +1 +2 +3 +3 +4 +5 +6

STRENGTH
Strength (Str) is a measure of physical power, and is the most important attribute for fighters. If a fighter, paladin, or ranger character rolls an 18 strength, the player then rolls a d%, and that number is added as a decimal, or percentage, to the 18 strength. (See the table below for details.) A roll of 00 on the percentage die indicates a strength score of 19. Members of other classes cannot naturally gain strength in excess of 18. The following table summarizes the bonuses and penalties for strength scores. Note that an Extraordinary Success indicates the possibility for extremely strong characters to perform exceptional or normally impossible feats of strength, such as opening a door which is held closed by some relatively minor magic rather than a lock.

Encumbrance Adjustment (in lbs) -35 -25 -15 0 0 +10 +20 +35 +50 +75 +100 +125 +150 +200 +300

Minor Tests, e.g. forcing doors (chance on d6) 1 1 1 1-2 1-2 1-2 1-2 1-3 1-3 1-3 1-3 1-4 1-4 1-4 (1 in 6 extraordinary success) 1-5 (1 in 6 extraordinary success)

Major Tests, e.g. bending bars and lifting portcullis (chance on d%) 0 0 0 1 2 4 7 10 13 16 20 25 30 35 40

DEXTERITY
Dexterity (Dex) is a measure of the characters speed, hand-eye coordination, and nimbleness of foot. It affects the accuracy of missile fire and the characters ability to dodge blows, so a high dexterity score can be extremely useful to characters of any class. It is the most important ability score for thieves. Except in surprise situations, dexterity does not modify the initiative roll in melee combat. However, it may modify initiative in missile combat (see Combat). Dexterity 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Surprise Bonus -3 -2 -1 0 0 0 0 0 0 0 0 0 0 +1 +2 +3 +3 Missile Bonus to Hit -3 -2 -1 0 0 0 0 0 0 0 0 0 0 +1 +2 +3 +3 AC Adjustment +4 +3 +2 +1 0 0 0 0 0 0 0 0 -1 -2 -3 -4 -4

CONSTITUTION
Constitution (Con) is a measure of the characters overall health and vitality. A high constitution score can give the character bonus hit points (hp), so it is a desirable score for any character class. Constitution is also important in two other regards, for it determines both a characters 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).

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

Hit Point Bonus per Die -2 -1 -1 -1 0 0 0 0 0 0 0 0 +1 +2 +2 (+3 for Fighters, Paladins, and Rangers) +2 (+4 for Fighters, Paladins, and Rangers) +2 (+5 for Fighters, Paladins and Rangers)

Survive Resurrection/R aise Dead (d%) 40 45 50 55 60 65 70 75 80 85 90 92 94 96 98 100 100

Survive System Shock (minor test) (d%) 35 40 45 50 55 60 65 70 75 80 85 88 91 95 97 99 99

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

Mental Saving Throw Bonus -3 -2 -1 -1 -1 0 0 0 0 0 0 0 +1 +2 +3 +4 +5

CHARISMA
Charisma (Cha) determines the characters maximum number of henchmen (see Chapter III), the henchmans loyalty (which is also applied as a modifier to the henchmans 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 characters 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 NPCs 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 A1E. Charisma Maximum Henchmen 1 1 2 2 3 3 4 4 4 5 5 6 7 8 10 15 20 Loyalty Bonus (d%) -30 -25 -20 -15 -10 -5 0 0 0 0 0 +5 +15 +20 +30 +40 +50 Reaction Bonus (d%) -25 -20 -15 -10 -5 0 0 0 0 0 +5 +10 +15 +25 +30 +35 +40

INTELLIGENCE
Intelligence (Int) is a measure of a characters raw mental powerhis or her ability to calculate, recall facts, and solve abstract problems. It is the most important attribute for magic users and illusionists. Intelligence also determines how many additional languages the character may learn beyond those he or she knows at the start of 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 character 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 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Maximum Additional Languages 0 0 0 0 0 1 1 2 2 3 3 4 4 5 6 7 8

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

WISDOM
A characters wisdom score (Wis) indicates how in tune the character is with his or her surroundings. This translates not only to general awareness, but also to mystical attunement and the ability to understand peoples motives. It is, in many ways, a measure of the sixth sense. Wisdom is the most important attribute for clerics and druids.

RACES

It is a matter for the GMs discretion whether to adjust a characters ability scores based on the characters age. Some GMs add to constitution, and sometimes strength, and subtract from wisdom for younger characters, and make the converse change for older ones.

A characters race is a matter for the creating players choice, from all the races for which the character qualifies by virtue of his or her ability scores. It is possible for a player voluntarily to lower an ability score in order to qualify for a desired race, but not to raise it for the same reason unless the GM grants special permission. A note on racial languages: Demi-humans usually begin with several free languages. None may learn more than two additional languages over and above these, however, irrespective of their intelligence, save elves, who may learn three languages if their intelligence is 18.

RACIAL LIMITATIONS
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race is not a valid choice for the character: Racial Limitations Race Str Dwarf 8/18 Elf 3/18 Elf, Half 3/18 Gnome 6/18 Halfling 6/17 Human None Orc, Half 6/18 Dex 3/17 7/19 6/18 3/18 8/19 None 3/17 Con 12/19 8/17 6/18 8/18 10/18 None 13/19 Int 3/18 8/18 4/18 7/18 6/18 None 3/17 Wis 3/18 3/18 3/18 3/18 3/17 None 3/14 Cha 3/16 8/18 3/18 3/18 3/18 None 3/12

STARTING AGE
Starting Age Race Cleric Fighter Magic User Thief Dwarf 250+2d20 40+5d4 75+3d6 Elf 500+10d10 130+5d6 150+5d6 100+5d6 Elf, Half 40+2d4 22+3d4 30+2d8 22+3d8 Gnome 300 + 3d12 60+5d4 100+2d12 80+5d4 Halfling 40+3d4 (Druid) 20+3d4 40+2d4 Human 20+1d4 15+1d4 24+2d8 20+1d4 Orc, Half 20+1d4 13+1d4 20+2d4 * For the purposes of starting age, for all races, treat assassins as thieves, illusionists as magic users, druids as clerics, and paladins and rangers as fighters. Level Limitations Race Fighter Dwarf 9 (Str 18), 8 (Str 17), 7 (Str 16 or less) Elf 7 (Str 18), 6 (Str 17), 5 (Str 16 and below) Elf, Half 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and below) Gnome 6 (Str 18), 5 (Str 17 and below) Ranger 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and below) Assassin 9 10 11 Thief None None None

Magic User -

Illusionist -

Cleric 8 7 5

Druid -

Paladin -

None

8 (Int 18+), 7 (Int 17), 6 (Int 16 and below) -

Halfling Human Orc, Half

4 None 10

None -

15 15

None None 7 (Dex 17), 6 (Dex 16 and below)

None -

7 (One of Dex or Int 18+ and the other 17+), 6 (Dex and Int 17), 5 (Dex or Int under 17) None -

14 4

6 None -

None -

DWARF
Dwarves are a short and burly race, living in mountain fastnesses underground. They are loyal friends and fierce adversaries, known for their steadfastness in all things. The dwarves are inherently resistant to many spells and spell-like effects. Dwarfish characters gain bonuses against the use of most magic, including all spells, wands, rods, and staves. The amount of the bonus depends upon the dwarfs constitution: every 3.5 points of constitution (rounding down fractions) grants a bonus of +1 against such magic. Moreover, the hardy dwarfish nature imparts a similar bonus on any saving throws against poison. Dwarves are not a numerous folk, but they are adventurous, loving the luster of gold, the glitter of gems, and the quality of well-wrought metals. Dwarves can live to an age of 350 years or more. SUMMARY OF DWARFISH RACIAL ABILITIES: +1 constitution, -1 charisma (with respect to all but dwarves)

+1 to hit against goblins, half-orcs, hobgoblins, and orcs +1 bonus per 3.5 points of Con to saves against magic and poison -4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.

LANGUAGES: Dwarfish, gnomish, goblin, kobold, and orcish, and the common tongue and the appropriate alignment tongue. Regardless of intelligence, a dwarf may only ever learn two languages in addition to those listed. INFRAVISION: 60 ft Within ten ft, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information). Detect the existence of slopes or grades: 75% Detect the existence of new construction: 75% Detect sliding or shifting rooms or walls: 66% 7

Detect traps involving stonework: 50% Determine depth underground: 50%

MULTI-CLASS RESTRICTIONS: The more restrictive of any two class requirements apply to multi-classed Dwarfish characters for the use of class abilities. PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Thief, Fighter/Thief MOVEMENT RATE: 90 ft

SECRET DOORS: When searching, a half-elf character can detect secret doors on a 2 in 6 and concealed doors on a 3 in 6. When passing within 10ft of a concealed door, a half-elf will notice it on a 1 in 6. LANGUAGES: Common, elven, gnoll, gnome, goblin, halfling, hobgoblin, orcish. multi-class restrictions: The less restrictive of any class requirements apply to multi-classed half-elven characters, except that thieving abilities can only be used while wearing armor permitted to thieves. PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Magic user, Ranger, Thief, Cleric/Fighter, Cleric/Ranger, Cleric/Magic user, Fighter/Magic user, Fighter/Thief, Magic user/Thief, Cleric/ Fighter/ Magic user, or Fighter/Magic user/Thief. INFRAVISION: 60 ft MOVEMENT RATE: 120 ft

ELF
Elves are thinner and generally smaller in stature than humans. The elves have a powerful bond with nature and do not have souls; their thinking and motives are quite alien to those of humankind, and in any dealings with elves, it is perilous to forget this. Some elven clans have built elaborate civilizations, remote and beautiful places of profound learning, master craftsmanship, and long history. Such elves tend to be chaotic good in 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 humor with regard to humans is, at best, arbitrary and, at worst, cruel. Different as they are, these varied elven cultures 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

GNOME
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 dwarves, with larger noses and longer beards. Like dwarves, who are perhaps related to gnomes from some time in the distant and mythical past, gnomes are quite resistant to magic and sensitive to the nuances of construction. Gnomes can live to an age of 650 years or more. SUMMARY OF GNOMISH RACIAL ABILITIES: +1 bonus per 3.5 points of Con to saves against magic and poison +1 to hit kobolds and goblins -4 to attack rolls by bugbears, giants, gnolls, ogres, ogre mages, titans, and trolls.

ANY PULLED BOW: +1 to hit LONGSWORD AND SHORT SWORD: +1 to hit LANGUAGES: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, orcish. Languages in addition to these are only possible if the character has an intelligence of 16+, with one additional language possible for each point of intelligence over 15. INFRAVISION: 60 ft DETECT SECRET DOORS: 1 in 6 chance to notice secret doors when passing within 10 ft, 2 in 6 chance to discover secret doors when searching, and 3 in 6 chance to discover concealed doors when searching. SURPRISE: 4 in 6 chance to surprise when traveling in nonmetal armor and alone, or more than 90 ft in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6. MULTI-CLASS RESTRICTIONS: The less restrictive of any two class requirements apply to multi-classed elven characters, except that thieving abilities can only be used while wearing armor permitted to thieves. PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Magic user, Thief, Fighter/Magic user, Fighter/Thief, Magic user/Thief, Fighter/ Magic user/Thief. MOVEMENT RATE: 120 ft

LANGUAGES: Common, dwarfish, gnomish, goblin, halfling, kobold. Gnomes may communicate with any normal burrowing animal. They may not learn more than two additional languages to those listed, regardless of intelligence. INFRAVISION: 60 ft Within ten ft, a gnome can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the gnome is using this particular talent in order to gain information). Detect the existence of slopes or grades: 80% Detect the existence of unsafe wall, ceiling, floor: 70% Determine depth underground: 60% Determine direction of north underground: 50%

MULTI-CLASS RESTRICTIONS: Multi-classed gnomish characters may wear only leather armor, no better. PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Illusionist, Thief, Fighter/Illusionist, Fighter/Thief, Illusionist/Thief. MOVEMENT RATE: 90 ft

HALFLING
Halflings are a small and unprepossessing race, often living near human settlements at an agreeable remove from the bustle and hurriedness characteristic of humans. Halfling society is comfortable and staid, rooted in polite, placid, well-fed life. Halfling adventurers are thought aberrant, even lunatic, but also dashing and heroic figures, a charming and amusing contradiction of logic. Halflings value learning and craftsmanship, as long as nothing is taken to an embarrassing extreme. They are capable of moving very quietly and are excellent marksmen; given the right personality, halflings can become excellent thieves. Halflings live to be 150 or more years old. 8

HALF-ELF
It is possible for elves and humans to interbreed, although elven fastidiousness makes this a fairly uncommon occurrence. Half-elves do not have a separate culture or civilization of their own, usually assimilating into the elven or human society in which they were raised. SUMMARY OF HALF-ELVEN RACIAL ABILITIES: 30% resistance to sleep and charm spells

SUMMARY OF HALFLING RACIAL ABILITIES: -1 Str, +1 Dex +1 bonus per 3.5 points of Con to saves against magic (both aimed magic items and spells) and poison. +3 bonus to attacks with a bow or sling

CLASSES

SURPRISE: 4 in 6 chance to surprise when traveling in nonmetal armor and alone, or more than 90 ft in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6. LANGUAGES: Common, dwarfish, gnome, goblin, halfling and orcish. For every point of intelligence above 16, a halfling may learn an additional language, but may not more than two additional languages regardless of intelligence. MULTI-CLASS RESTRICTIONS: Use of thieving abilities is only possible when wearing armor permitted to thieves. PERMITTED CLASS OPTIONS: Fighter, Druid, Thief, or Fighter/ Thief. INFRAVISION: 60 ft MOVEMENT RATE: 90 ft

A characters class is a matter for the creating players choice, within the range of classes for which the character qualifies by virtue of his or her ability scores and race. Some classes particularly those with very high ability score requirements, such as paladinshould be very rare within the campaign, and even if some exceptional player character qualifies for the class, non-player characters of that class will be very uncommon. Non-player characters will, for the most part, lack any kind of class at all. Such individuals are called 0-level and their abilities are subsumed into fighters, hence the 0-level entries for fighters; all player character fighters should begin at level 1. In the authors campaign, perhaps one non-player character in a hundred has a class (rising to as many as one in fifty in borderlands, or even one in thirty in the wilderness).

ALCHEMIST
The alchemist studies the magic inherent in the natural world, especially the elements of air, earth, fire and water. These elements are the building blocks of everything in nature and by learning everything about them the alchemist slowly unlocks the greatest secret of all: the knowledge that the universe is present in the smallest particle of every object, that all things are one. ABILITIES IDENTIFY POTIONS/OILS/POISONS: At 1 st level the alchemist has a 75% chance +5% per level to identify potions, poisons or oils. The alchemist can do this in complete safety, identifying the characteristics of an unknown substance using smell and the way a few drops affects various substances, changing color and so forth. MIXOLOGY: The alchemist is a skilled transmuter and nowhere is this talent better displayed than his ability to mix potions effectively. By mixing two potions, the alchemist has a 50% chance +5% per level to change them into a single new potion of his choice. If this check fails, the alchemist rolls on the potion admixture table. Note however that the alchemist has not actually drunk the potions, which renders some results on the admixture table moot. Most of the results should be applied whenever possible however. For example, if the roll on the potion admixture table results in both potions working normally, then they might not mix at all, but separate like oil and water in the beaker. This ability is more art than science and because potions can be brewed in a variety of ways for the same effects, the alchemist must roll every time. Combining two potions of healing successfully into a potion heroism does not mean the alchemist will get this result every time. FORMULAE: At 1 st level the alchemist has gained a working familiarity with basic chemistry and can create one of the following types of substances: acids, poisons or medicines. Formulae can only be prepared under proper conditions. At low levels this means in a laboratory, typically only found in cities, though the characters might come across a usable laboratory anywhere during their adventures. At 7th level and above the alchemist is skilled enough to create formulae anywhere as long as he has access to fire and a pot to brew his creation in. Brewing formulae takes 1 hour plus 10 minutes per dose the character wishes to create. It requires special components that can either be purchased (the costs are detailed below) or scrounged. Scrounging components can be done anywhere, as alchemists are notoriously resourceful and inventive but it requires a good deal of time, typically one hour per sp cost of the formulaes components. At 3rd level and then at 6th level the alchemist learns a new branch of formulae meaning he will eventually be able to make acids, poisons and medicines. Acids: Acids cost 10 sp per vial to prepare and come in three varieties: 9

HUMAN
Humans are the standard for the game, and as such, humans have no unusual abilities or limitations in game terms. Because of their potential for unlimited progression in all the character classes save assassin and druid, humans are a popular choice for most players. This is an intentional feature of the rules. A common house rule in A1E-compatible games is the adjustment or removal of demi-human level limits. This will unbalance the game in favor of demihumans unless humans are given some corresponding advantage. GMs considering such a house rule for their own A1E-compatible games are advised to ensure that in most campaigns, humans should still represent an attractive choice for their players.

HALF-ORC
The progeny of human/orc breeding are normally indistinguishable from orcs. However, a few are sufficiently human to gain levels in a character class, although they are severely limited in classes that do not focus upon violence and death. Orcish blood runs strong in these half-breeds, and most of them are shifty, morally questionable, and unsophisticated. They are typically ugly, carrying the mark of orcish ancestry, but the same ancestry makes them deadly adversaries when the chips are down and the swords are out. Half-orcs can live to be 70 years old or older. SUMMARY OF HALF-ORCISH RACIAL ABILITIES: +1 Str and Con, -2 Cha

LANGUAGES: Common, orcish. A half-orc may learn a maximum of two additional languages, regardless of intelligence. MULTI-CLASS RESTRICTIONS: For armor, the more restrictive of any two class requirements apply to multi-classed half-orc characters for the use of class abilities. For weapons, the less restrictive requirements apply. PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Thief, Cleric/Fighter, Cleric/Thief, Cleric/Assassin, Fighter/Thief, Fighter/Assassin. INFRAVISION: 60 ft MOVEMENT RATE: 120 ft

flesh-eating, metal-eating and stone-eating. Each of these acids is described below. Flesh-eating: A single dose of flesh-eating acid can damage leather armor, worsening its armor class by 1 until the armor is repaired (requiring 30 minutes and costing 20 sp). Alternately, it can damage a living target, inflicting 1d6 damage +1 per level of the alchemist. The alchemist can choose either of these effects on a successful attack roll. Outside of combat a dose of flesh-eating acid can dissolve 1 inch of organic matter per round for a number of rounds equal to the acids maximum damage potential (so 7 rounds at 1 st level and so on). Magical armor is immune to the effects of this acid. Metal-eating: A single dose of metal-eating acid can damage metal armor, worsening its armor class by 1 until the armor is repaired (requiring 30 minutes and costing 20 sp). Against a creature composed primarily of metal this acid can inflict 1d6 damage +1 per level of the alchemist. Outside of combat a dose of metal-eating acid can dissolve inch of metallic matter per round for a number of rounds equal to the acids maximum damage potential (so 7 rounds at 1 st level and so on). Magical armor is immune to the effects of this acid. Stone-eating: A single dose of stone-eating acid can inflict 1d6 damage +1 per level of the alchemist to a creature primarily made of stone. Outside of combat a dose of stone-eating acid can dissolve inch of stone per round for a number of rounds equal to the acids maximum damage potential (so 7 rounds at 1 st level and so on). Poisons: Poisons cost 10 sp per vial to prepare. There are two types of poisons: ingested and injected. Ingested poisons inflict more damage but over time, whereas injected poisons tend to affect the target immediately. Whether or not poison has any alignment implications will be determined by the dungeon master so discuss the views of poison with him before practicing this branch of alchemy. It might also be prudent to discuss implications with other party members. Certainly rangers and druids would not have a problem with use of poisons, but a Paladin or good Cleric might. Ingested poisons: The victim of an ingested poison must succeed at a Poison saving throw or suffer severe cramps and muscle pain for 1-6 hours. The victim can take no actions during this time and suffers damage equal to the alchemists level each hour. If this saving throw is successful, the victim suffers damage once during a 10minute bout of nausea but is otherwise not affected. Injected poisons: Must be applied to a bladed or piercing weapon (including an arrow). On a successful attack roll the target must make a saving throw vs. poison or suffer an additional 1d6+1 damage per level of the alchemist who made the poison. A poisoned weapon will remain poisoned until either 24 hours has passed or until the wielder makes a successful attack roll, delivering the poison. Medicines: Medicines cost 10 sp per dose to prepare and come in three varieties: balm, ipecac, and poultice. Balms: Are curative oils or butters specifically tailored to help against specific ailments. For example an alchemist might make a soothing balm to aid burns for victims of fire damage. They require a full round to apply, usually by rubbing onto any exposed skin surfaces. If applied before a type of damage is suffered, a balm will remain effective for 1 hour. If the victim suffers the appropriate type of damage during that hour, she gains a +4 bonus to any saving throw to resist and has damage reduced by onehalf. So continuing the previous example, a warrior entering the lair of a red dragon might apply a balm against fire damage before going inside.

A character can only have one balm applied at a time, though she can remove a previously applied one (which is ruined) in order to apply a new balm. A balm will only protect from a single attack If applied after the appropriate type of damage is suffered, the victim is healed 1d6 hit points + 1 per level of the alchemist. So if the warrior had suffered damage from fire, she could apply a fire balm and heal some damage. Ipecac: Are a special concoction designed to aid against ingested poisons or to remove the effects of an unwanted potion. If a character has ingested something harmful, he can down an ipecac and trade 1-4 minutes of nausea for whatever effects the ingested substance would normally cause. Note that an ipecac does nothing to heal past damage caused by an ingested substance, so if a companion falls over dead as a result of a poison, its too late for an ipecac to do any good. Poultice: A poultice might best be described as a medicated bandage. Applied to an injured comrade, it can help him recover much faster than normal, though not as fast as by clerical magic. A poultice is applied before a character plans to rest for 8 hours or more. If the character rests undisturbed for a full 8 hours, she is healed 1d6 points+ 1 per level of the alchemist. If the character is only able to rest for an hour she is healed only 1-6 hit points. If a characters rest is interrupted less than an hour after applying a poultice the character heals only 1 hit point of damage. POTION CRAFT: At 5th level the alchemist can brew potions as described under the 7th level Magic-User ability Eldritch Craft. ADVANCED FORMULAE: At 7th level the alchemist learns advanced formulae of one of the basic varieties he mastered during his lower levels. Advanced Acids: Inflict an additional 1d6 points of damage (so 2d6 damage +1 per alchemist level). They can also reduce the armor class of +1 magical armor. Advanced Poisons: Can inflict instant death on a target of a lower level (or with fewer hit dice) than the alchemist on a failed Poison saving throw. Advanced Medicines: Heal an additional 1d6 hit points of damage (so 2d6 hit points +1 per alchemist level). COURT ALCHEMIST: At 10th level a wealthy noble will offer the alchemist a position in his castle, complete with a fully stocked laboratory for the alchemists use. This position will usually come with a minimum amount of time the alchemist is expected to make himself available to his patron, crafting potions according to his specifications. A court alchemist will also attract 1-6 1 st level alchemists who seek to learn from an accomplished master of their craft. MASTER FORMULAE: At 14th level the alchemist learns the most advanced formulae of one of the advanced varieties he mastered during his mid-levels. Master Acids: Inflict an additional 1d6 points of damage over advanced acids (so 3d6 damage +1 per alchemist level). They can also reduce the armor class of +3 magical armor or less. Master Poisons: Can inflict instant death on a target that fails a Poison saving throw. Master Medicines: Heal an additional 1d6 hit points of damage over advanced medicines (so 3d6 damage +1 per alchemist level). PHILOSOPHERS STONE: At 20th level the alchemist has mastered the ability to transmute one item into another. This ability is left intentionally vague because the alchemist is capable of amazing things, provided he is willing to invest the time and money into achieving them. Immortality, restoring youth to the old, turning a beautiful girl into an ugly crone, transforming lead to gold and even more amazing feats are possible, though not easy, for an alchemist with this ability. The greater the goal, the more time and money it will take to achieve but all things are possible for the supremely talented alchemist. MINIMUM SCORES: Str 3, Dex 9, Int 9, Wis 3, Con 9, Cha 3 HIT DIE TYPE: d6 (max 10) ALIGNMENT: Any EXPERIENCE BONUS: None ARMOR/SHIELD PERMITTED: Leather or Studded Leather 10

WEAPONS PERMITTED: Club, dagger, dart, oil, sling WEAPON PROFICIENCIES: 2 +1 every 4 levels PENALTY TO HIT FOR NON-PROFICIENCY: -3 Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base XP Required 0 1,300 2,600 5,400 11,000 22,000 55,000 93,500 250,000 500,000 750,000 1,000,000 1,250,000 1,500,000 1,750,000 2,000,000 2,250,000 2,500,000 2,750,000 3,000,000 Hit Dice (d6) 1 2 3 4 5 6 7 8 9 10 10+2 10+4 10+6 10+8 10+10 10+12 10+14 10+16 10+18 10+20

WEAPON SPECIALIZATION: N/A

Notes Identify Potions, Mixology, Basic Formulae Formulae Potion Craft Formulae Advanced Formulae Formulae Court Alchemist Formulae Master Formulae Formulae Formulae Philosophers Stone

Alchemist Saving Throw Table Level 1-4 5-8 9-12 13-16 17-20 21+ Aimed Magic Items (e.g., rod, staff, wand) 14 12 10 8 6 4 Type of Saving throw Breath Weapons Death, Paralysis, Poison 16 13 15 12 14 11 13 10 12 9 11 8 Petrifaction, Polymorph 12 11 10 9 8 7 Spells for unlisted categories 15 13 11 9 7 5

Alchemist To Hit Table Level -10 -9 -8 1-4 26 25 24 5-8 24 23 22 9-12 21 20 20 13-16 20 20 20 17-20 20 20 20 21+ 20 19 18

-7 23 21 20 20 19 17

-6 22 20 20 20 18 16

-5 21 20 20 19 17 15

-4 20 20 20 18 16 14

Roll required to hit Armor Class -3 -2 -1 0 1 2 3 20 20 20 20 20 19 18 20 20 20 19 18 17 16 19 18 17 16 15 14 13 17 16 15 14 13 12 11 15 14 13 12 11 10 9 13 12 11 10 9 8 7

4 17 15 12 10 8 6

5 16 14 11 9 7 5

6 15 13 10 8 6 4

7 14 12 9 7 5 3

8 13 11 8 6 4 2

9 12 10 7 5 3 1

10 11 9 6 4 2 0

ASSASSIN
Assassins are stealthy killers, trained by their shadowy guilds in the arts of spying, disguise, poison, and murder. Although assassins of lower level are little more than well-trained thugs, the eminences of this reprehensible profession are so feared as to be spoken of only in whispers. High-level assassins are artists of murder, and their experience with hunting highly placed targets, coupled with extensive education and training, often gives the sinister nobility of this class a silken, refined veneer over their true, murderous natures. This veneer, like many things pertaining to the assassins, is deceptive; survival in the higher echelons of an assassins guild requires animal cunning and a complete absence of mercy. Assassin characters must begin with an evil alignment. Virtually all cities (and many towns) will have a guild of assassins operating within the city walls and in the surrounding region, made up of 6-24 assassins of varying level. Player character assassins, if they are identified by the local guild, will be invited to join (such invitations ranging from polite to violent). Joining a guild places the assassin under the command of the local guildmaster, which may be inconvenient (and will require the assassin to pay a share of his take to the guild), but assassins guilds take a very dim view of freelancers working in their territory. Freelance assassinsand their companionsdo not ordinarily live to enjoy old age. There are, of course, benefits to joining such a guild; training costs may be reduced, and the guild may be a 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 leaving the guild reduced to a quarter of its original membership. The grandmaster of assassins (a campaign may have one or more) is a figure of legend and fear. These dark eminences usually live far from the cities, in remote and well-guarded locationstheir fame is such that those who need their services will seek them out. To advance to 15th level, an assassin must find and kill one of the existing grandmasters. ABILITIES 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 assassins chances slightly upward or downward according to the circumstancesguarded 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.

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BACKSTAB: An assassin may backstab with any of the melee weapons permissible to the thief class. Backstabbing doubles the weapons damage at levels 1-4, triple at levels 5-8, quadruple at level 9-12, and so on. Also, an assassin attacks from behind with a bonus to hit of +4 rather than the ordinary +2. DISGUISE: Assassins are masters of disguise. Within reasonable limits, an assassin can make him- or herself appear slightly shorter or considerably taller, fatter or thinner, or of the opposite gender. An assassin can even disguise himor herself as a member of another race (again, within reason). Any person observing the disguised assassin has a base 2% chance to see through the disguise, with one chance per day to do so. The base chance of seeing through a disguise increases another 2% if the assassin is posing as another class, race or gender (max 8% chance). The GM may assign additional penalties and bonuses to this check if the observer is unusually wise or intelligent (or particularly stupid), and common sense, of course, applies at all times. POISON: Assassins are not inherently better at using poison than any other character class capable of using poison, but generally have more opportunities to gain knowledge of poisons and their effects. THIEF ABILITIES: The assassin has thief abilities as a thief two levels below the assassins level. At first level, the assassin has the thieving abilities of a first level thief, but does not gain the abilities of a second level thief until reaching fourth level.

LANGUAGES (9th): Ninth and higher-level assassins with Int 15+ may learn languages that it would be impossible for a non-assassin to learn. An assassin can learn an alignment tongue other than his or her own, druids cant, and thieves cant as additional languages, but can only learn a maximum of four such special languages, one for each point of intelligence above 14. Only one such language can be learned per level above eighth. Such languages are over and above any limits imposed by the assassins race and intelligence. READ SCROLLS (12th): When an assassin reaches 12th level, he or she has received sufficient training to cast spells from an arcane scroll (magic user or illusionist). MINIMUM SCORES: Str 12, Dex 12, Con 6, Int 11, Wis 6 HIT DIE TYPE: d6 (max 15) ALIGNMENT: Any evil EXPERIENCE BONUS: None ARMOR/SHIELD PERMITTED: Leather or studded leather only (shields allowed) WEAPONS PERMITTED: Any WEAPON PROFICIENCIES: 3 + 1 every 4 levels PENALTY TO HIT FOR NON-PROFICIENCY: -3 WEAPON SPECIALIZATION: N/A

Assassin Level Advancement Level Base XP 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 Level Aimed Magic Items (e.g., rod, staff, wand) 1-4 14 5-8 12 9-12 10 13-15 8 Assassin To Hit Table Level 1-4 5-8 9-12 13-15 -10 26 24 21 20 -9 25 23 20 20 -8 24 22 20 20 -7 23 21 20 20 -6 22 20 20 20 -5 21 20 20 19 -4 20 20 20 18 -3 20 20 19 17 -2 20 20 18 16 Armor Class -1 0 1 20 20 20 20 19 18 17 16 15 15 14 13 2 19 17 14 12 3 18 16 13 11 4 17 15 12 10 5 16 14 11 9 6 15 13 10 8 7 14 12 9 7 8 13 11 8 6 9 12 10 7 5 10 11 9 6 4 Breath Weapons 16 15 14 13 Death, Paralysis, Poison 13 12 11 10 Petrifaction, Polymorph 12 11 10 9 Spells for unlisted categories 15 13 11 9

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

Clerics play an important support role for an adventuring party. Most clerical spells are oriented toward healing, strengthening, and defending others. However, when the need arises the cleric is fully capable of taking a place in the line of battle and smiting down infidels and foes. Clerics employ their holy symbols rather than spell books as a focus for their meditation. Cleric spells are automatically acquired as the cleric gains levels and no check is necessary to ensure they are understood; thus clerics may normally memorize any spell appropriate to their level. However, in some circumstances the powers the cleric serves may intervene and grant different spells to those requested; it is suggested that this is only done in extreme cases (such as when the cleric has been guilty of an alignment transgression of some kind, for example; more serious transgressions may result in fewer spells being granted, or even none at all). Some GMs may permit clerics of specific deities to have slightly different abilities from those described here.

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When a cleric attains ninth level, he or she has accumulated sufficient divine favor and mortal renown to found a temple/ stronghold. Such places are normally carved from the wilderness, in the same manner as a fighter establishes a freehold. For a cleric to assume the leadership of an existing temple, the details are left to the discretion of the GM; a level somewhat higher than ninth might be required. Whether the cleric establishes a stronghold or a temple, followers and acolytes will flock to the clerics banner. ABILITIES SPELL CASTING: Clerics may memorize and cast clerical spells in accordance with the tables provided hereafter. TURNING UNDEAD: Clerics can turn the undead, making them flee from the clerics holiness (or, in the case of an evil cleric, bringing them to heel as servants and minions). Because paladins are also capable of turning undead (though not with the same power as a cleric), rules for turning the undead are found later in this book rather than repeating them in the descriptions of both the paladin and cleric classes. BONUS SPELLS: These are awarded to clerics with high wisdom. They are not cumulative and are awarded by level; hence 2/2/1/1 means the cleric is granted 21st level, 22nd level, 13rd level, and 14th level bonus spells.

Wisdom Score 9 10 11 12 13 14 15 16 17 18 19

Bonus Spells 0 0 0 0 1 2 2/1 2/2 2/2/1 2/2/1/1 3/2/1/1

Chance of Spell Failure (d%) 15 10 5 1 0 0 0 0 0 0 0

MINIMUM SCORES: Str 6, Dex 3, Con 6, Int 6, Wis 9, Cha 6 HIT DIE TYPE: d8 (max 9) ALIGNMENT: Any EXPERIENCE BONUS: Wisdom 16+ ARMOR/SHIELD PERMITTED: Any WEAPONS PERMITTED: Blunt onlyclub, fl ail, 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 PENALTY TO HIT FOR NONPROFICIENCY: -3 WEAPON SPECIALIZATION: N/A

Cleric Level Advancement Spells by Level Level Base XP Required Hit Dice (d8) Notes 1 2 3 4 5 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 12 900,000 9+6* 6 5 5 3 2 13 1,125,000 9+8* 6 6 6 4 2 14 1,350,000 9+10* 6 6 6 5 3 15 1,575,000 9+12* 7 7 7 5 4 16 1,800,000 9+14* 7 7 7 6 5 17 2,025,000 9+16* 8 8 8 6 5 18 2,250,000 9+18* 8 8 8 7 6 19 2,475,000 9+20* 9 9 9 7 6 20 2,700,000 9+22* 9 9 9 8 7 21 2,925,000 9+24* 9 9 9 9 8 22 3,150,000 9+26* 9 9 9 9 9 23 3,375,000 9+28* 9 9 9 9 9 24 3,600,000 9+30* 9 9 9 9 9 * Constitution hp adjustments no longer apply Each level gained thereafter requires 225,000 experience points and grants +2 hit points. Cleric Saving Throw Table Level 1-3 4-6 7-9 10-12 13-15 16-18 19+ Aimed Magic Items (e.g., rod, staff, wand) 14 13 11 10 9 8 6 Type of Saving Throw Breath Weapons Death, Paralysis, Poison 16 10 15 9 13 7 12 6 11 5 10 4 8 2 Petrifaction, Polymorph 13 12 10 9 8 7 5 Spells for unlisted categories 15 14 12 11 10 9 7 6 1 2 2 2 2 3 3 4 4 5 6 6 7 8 7 1 1 1 2 2 2 3 3 3 8

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Cleric To Hit Table Roll required to hit Armor Class Level -10 -9 -8 -7 -6 -5 1-3 25 24 23 22 21 20 4-6 23 22 21 20 20 20 7-9 21 20 20 20 20 20 10-12 20 20 20 20 20 19 13-15 20 20 20 19 18 17 16-18 20 19 18 17 16 15 19+ 19 18 17 16 15 14

-4 20 20 20 18 16 14 13

-3 20 20 19 17 15 13 12

-2 20 20 18 16 14 12 11

-1 20 19 17 15 13 11 10

0 20 18 16 14 12 10 9

1 19 17 15 13 11 9 8

2 18 16 14 12 10 8 7

3 17 15 13 11 9 7 6

4 16 14 12 10 8 6 5

5 15 13 11 9 7 5 4

6 14 12 10 8 6 4 3

7 13 11 9 7 5 3 2

8 12 10 8 6 4 2 1

9 11 9 7 5 3 1 0

10 10 8 6 4 2 0 -1

DRUID
Druids worship the spiritual power of nature, maintain and protect holy places, perform festivals and ritual observances, and protect balance and harmony between civilization and nature. Their magic is rooted in the mystical oneness of nature, and they have particular power over fire, stone, and weather, as well as over plant- and animal life. Some druids pay homage to particular nature gods (some of these quite savage), while others eschew all deities and commune directly with the spiritual power of nature. Rather than using a holy symbol as clerics do, druids require mistletoe, holly, or (if neither can be found) oak leaves to cast their spells, and one of these is a required component for all druidic spells unless a druidic spell has no material component specified in the spell description. The druid must harvest these materials by the light of a full moon, or the darkness of a new moon, in order for the component to work with full efficacy. If mistletoe or holly is not gathered by the druids hand at the proper time, the druids spells will have only half the normal effect. Oak leaves always produce spells of half power, and if they are not harvested properly, oak leaves will permit spells of only one-quarter power. Player character druids must be neutral, although druids of differing alignments may be found as non-player characters in some GMs campaigns. Druids receive bonus spells for high wisdom, just as clerics do. See the table provided under Cleric for details. 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 3 in the world at any one time; 13th level druid (Archdruid)no more than 2 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 kindoften, but not necessarily, a duel.

The loser of the contest goes down to the next lowest level (losing all experience down to the very minimum to qualify for the new level). This may, in turn, result in a further contest if the preceding level is also fully occupied. ABILITIES DRUIDS CANT: All druids speak a secret language called the druids cant. The druidic cant cannot be learned by non-druids (unless otherwise noted, such as in the case of higher-level assassins). SAVING THROW BONUS: All druids gain a saving throw bonus of +2 against fire and lightning attacks of all kinds. SPELL CASTING: Druids may memorize and cast druidic spells in accordance with the tables provided below. DRUIDS KNOWLEDGE (3RD): At third level and higher, a druid can identify plant and animal types, and can determine when water is pure and safe to drink. WILDERNESS MOVEMENT (3RD): At third level and higher, a druid can move through any natural undergrowth leaving no trace of his or her passage, and may do so with no reduction in his or her normal movement speed. IMMUNITY TO FEY CHARM (7TH): At seventh level and higher, the druid becomes immune to charms and other such mental enchantments cast by fey creatures such as dryads, pixies, brownies, etc. SHAPESHIFT (7TH): Druids of 7th level or higher may change their forms up to three times per day. The form assumed must be a natural animal, no smaller than a mouse, and no larger than double the druids normal weight; in the process of shapeshifting, the druid recovers 1d6 x 10 percent of any hit points he or she might have sustained as damage. MINIMUM SCORES: Str 6, Dex 6, Con 6, Int 6, Wis 12, Cha 15 HIT DIE TYPE: d8 (max 14) ALIGNMENT: Neutral only EXPERIENCE BONUS: Wisdom and Charisma 16+ ARMOR/SHIELD PERMITTED: Leather only, wooden shields only WEAPONS PERMITTED: Club, dagger, dart, hammer, oil, scimitar, sling, spear, staff WEAPON PROFICIENCIES: 2 + 1 every 3 levels PENALTY TO HIT FOR NON-PROFICIENCY: -4 WEAPON SPECIALIZATION: N/A

Druid Level Advancement Spells by Level Notes 1 2 3 4 5 2 2 1 Druids Knowledge;Wilderness 3 2 1 Movement 4 8,000 4 4 4 2 2 5 12,000 5 4 3 2 6 20,000 6 4 3 2 1 7 35,000 7 Immunity to Fey Charm; Shapeshift 4 4 3 1 8 60,000 8 4 4 3 2 9 90,000 9 5 4 3 2 1 10 125,000 10 5 4 3 3 2 11 200,000 11 5 5 3 3 2 12 300,000 12 High Druid 5 5 4 4 3 13 750,000 13 Archdruid 6 5 5 5 4 14* 1,500,000 14 Supreme Druid 6 6 6 6 5 * 14th level (at 1,500,000 experience points) is the ceiling for druids. Any further experience points the druid receives will simply be lost. Level 1 2 3 Base XP Required 0 2,000 4,000 Hit Dice (d8) 1 2 3 6 1 2 3 4 7 1 2 3

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Druid Saving Throw Table Level 1-3 4-6 7-9 10-12 13-14 Aimed Magic Items (e.g., rod, staff, wand) 14 13 11 10 9 Type of Saving Throw Breath Weapons Death, Paralysis, Poison 16 10 15 9 13 7 12 6 11 5 Petrifaction, Polymorph 13 12 10 9 8 Spells for unlisted categories 15 14 12 11 10

Druid To Hit Table Roll required to hit Armor Class Level -10 -9 -8 -7 -6 -5 1-3 25 24 23 22 21 20 4-6 23 22 21 20 20 20 7-9 21 20 20 20 20 20 10-12 20 20 20 20 20 19 13-14 20 20 20 19 18 17

-4 20 20 20 18 16

-3 20 20 19 17 15

-2 20 20 18 16 14

-1 20 19 17 15 13

0 20 18 16 14 12

1 19 17 15 13 11

2 18 16 14 12 10

3 17 15 13 11 9

4 16 14 12 10 8

5 15 13 11 9 7

6 14 12 10 8 6

7 13 11 9 7 5

8 12 10 8 6 4

9 11 9 7 5 3

10 10 8 6 4 2

FIGHTER
When the clash of steel rings out in dark forests or dimly lit dungeons beneath the earth, it is the fighter who bears the brunt of the combat. Fighters are trained in the use of weapons and armor, usually beginning their adventuring careers after a stint of training as a town guardsman, soldier, man at arms, bandit, pirate, or mercenary. Fighters are the backbone of an adventuring party; without them to hold the line, the other members of the party will be overrun before they can bring their own skills to bear. Fighters are the most powerful characters in melee or missile combat, whether on offense or defense. Together with the ranger and paladin, they have the most hit points, and their ability to survive the most brutal battles is therefore unrivaled. They also have the best chance to hit of all the classes, particularly at higher level. They may use any kind of armor, shield, or weapon. Most fighters look forward to the day when their reputations will bring them into the ranks of the lesser nobility, where fighting prowess and armed followers are more important than high-fl own bloodlines. It is no small matter to carve a freehold out of the wilderness, but to do so is to leave behind a legacy in a world where most fortune-seekers die an unsung death. A fighter of 9th level or higher who has built a castle and cleared a wide area around it of monsters (at least a 20 mile radius), will attract a body of mercenaries to his or her service, provided that these are paid a fair wage. He or she will also be able to tax each freeholder, at up to the maximum rate of 1 gp per month per resident. Some players may choose to retire a character at this point, satisfied that the character has entered the historical records and legends of the campaign world. Others may choose to view the stronghold merely as the first step toward the pinnacles of mythic power. Such player-held castles and villages provide a higher-level party with a base for adventures, a stronghold against enemies, and possibly the introduction of feudal politics and war into their already-eventful lives. ABILITIES BONUS ATTACKS: Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks) means that the extra attack

is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable. FIGHTING THE UNSKILLED: When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4 th-level fighter attacking goblins would receive 4 attacks per round. NB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighters second attack in any given melee round will come last in the sequence. WEAPON SPECIALISATION (Optional): With the permission of the GM, weapon specialization may be selected during character generation. If weapon specialization is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention. If weapon specialization is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialization costs one proficiency slot for melee weapons and crossbows, and two slots for missile weapons other than crossbows. DOUBLE SPECIALISATION (Optional): For melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialize further; this increases combat bonuses to +3 to hit and +3 damage with the weapon. MINIMUM SCORES: Str 9, Dex 6, Con 7, Int 3, Wis 6, Cha 6 HIT DIE TYPE: d10 (max 9 hit dice) ALIGNMENT: Any EXPERIENCE BONUS: Strength 16+ ARMOR/SHIELD PERMITTED: Any WEAPONS PERMITTED: Any WEAPON PROFICIENCIES: 4 + 1 every 2 levels PENALTY TO HIT FOR NON-PROFICIENCY: -2 WEAPON SPECIALIZATION: Optional

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Fighter Level Advancement Level Base XP Required Hit Dice (d10) Notes 1 0 1 2 1,900 2 3 4,250 3 4 7,750 4 5 16,000 5 6 35,000 6 7 75,000 7 Bonus attacks 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 3hp. Fighter Saving Throw Table Level 0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19+ Aimed Magic Items (e.g., rod, staff, wand) 18 16 15 13 12 10 9 7 6 5 4 Type of Saving Throw Breath Weapons Death, Paralysis, Poison 20 16 17 14 16 13 13 11 12 10 9 8 8 7 5 5 4 4 4 3 3 2 Petrifaction, Polymorph 17 15 14 12 11 9 8 6 5 4 3 Spells for unlisted categories 19 17 16 14 13 11 10 8 7 6 5

Fighter To Hit Table Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20+ -10 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 -9 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 -8 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 -7 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 -6 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 -4 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 Roll required to hit Armor Class -3 -2 -1 0 1 2 3 20 20 20 20 20 19 18 20 20 20 20 19 18 17 20 20 20 19 18 17 16 20 20 19 18 17 16 15 20 19 18 17 16 15 14 19 18 17 16 15 14 13 18 17 16 15 14 13 12 17 16 15 14 13 12 11 16 15 14 13 12 11 10 15 14 13 12 11 10 9 14 13 12 11 10 9 8 13 12 11 10 9 8 7 12 11 10 9 8 7 6 11 10 9 8 7 6 5 10 9 8 7 6 5 4 9 8 7 6 5 4 3 8 7 6 5 4 3 2 7 6 5 4 3 2 1 6 5 4 3 2 1 0 5 4 3 2 1 0 -1 4 3 2 1 0 -1 -2 4 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 5 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 6 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 7 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 9 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -5 -6 -7 -8 10 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

ILLUSIONIST
Illusionists are practitioners of phantasmal magic, a type of spell casting that influences the minds and senses of other beings, and at higher levels becomes intertwined with the shadow- realities beyond the Prime Material Plane. They are often classed with magic users, since phantasmal magic operates in the same manner as arcane spellsindeed, some sages state that it represents a different means of tapping into the same source. Illusionists are dependent upon their spell books, and can only normally cast spells they have learned from these books (exception: spells may be cast from illusionist scrolls). Acquisition of new spells is difficult and demanding, and must normally be accomplished through adventuring, although illusionists will automatically receive one new spell of the highest spell level that he or she may cast upon completing training after acquiring a new level of experience. They are limited by their intelligence in what spells they can learn according to the same table as provided under magic users.

At 10th level, an illusionist may establish a stronghold, usually a tower or small keep, as a fighter does. ABILITIES SPELLCASTING: Illusionists may memorize and cast phantasmal spells in accordance with the tables provided below. A beginning illusionist character will know four spells. Two spells should be chosen by the player from the list of first level spells, and the other two should be determined randomly from the list of first level spells. Illusionist spells are written in phantasmal script, which can ordinarily only be deciphered by an illusionist. Illusionists do not employ (or require) the read magic spell. MINIMUM SCORES: Str 6, Dex 16, Int 15, Wis 6, Cha 6 HIT DIE TYPE: d4 (max 10) ALIGNMENT: Any EXPERIENCE BONUS: None ARMOR/SHIELD PERMITTED: None WEAPONS PERMITTED: Dagger, dart, oil, staff 16

WEAPON PROFICIENCIES: 1 + 1 per 5 levels PENALTY TO HIT FOR NON-PROFICIENCY: -5 Illusionist Level Advancement

WEAPON SPECIALIZATION: N/A

Level Base XP Required Hit Dice (d4) Notes 1 2 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 6 35,000 6 4 3 7 60,250 7 May hire followers 4 3 8 95,000 8 4 3 9 144,500 9 5 3 10 220,000 10 Master of Phantasms 5 4 11 440,000 10+1* 5 4 12 660,000 10+2* 5 5 13 880,000 10+3* 5 5 14 1,100,000 10+4* 5 5 15 1,320,000 10+5* 5 5 16 1,540,000 10+6* 5 5 17 1,760,000 10+7* 6 5 18 1,980,000 10+8* 6 6 19 2,200,000 10+9* 6 6 20 2,420,000 10+10* 6 6 21 2,640,000 10+11* 6 6 22 2,860,000 10+12* 6 6 23 3,080,000 10+13* 6 6 24 3,300,000 10+14* 6 6 * 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 Level 1-5 6-10 11-15 16-20 21+ Aimed Magic Items (e.g., rod, staff, wand) 11 9 7 5 3 Type of Saving throw Breath Weapons Death, Paralysis, Poison 15 14 13 13 11 11 9 10 7 8

3 1 2 2 2 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 6

Spells by Level 4 5 1 2 2 2 1 3 2 3 2 3 2 3 2 4 2 4 3 4 3 4 4 5 5 5 5 6 5 6 5 6 6 6 6

6 1 2 2 2 2 3 3 3 4 4 5 5 6

7 1 2 2 2 2 2 2 3 3 4 5

Petrifaction, Polymorph 13 11 9 7 5

Spells for unlisted categories 12 10 8 6 4

Illusionist To Hit Table Level Roll required to hit Armor Class -10 -9 -8 -7 -6 -5 1-5 26 25 24 23 22 21 6-10 24 23 22 21 20 20 11-15 22 21 20 20 20 20 16-20 20 20 20 20 20 20 21+ 20 20 20 20 19 18

-4 20 20 20 19 17

-3 20 20 20 18 16

-2 20 20 19 17 15

-1 20 20 18 16 14

0 20 19 17 15 13

1 20 18 16 14 12

2 19 17 15 13 11

3 18 16 14 12 10

4 17 15 13 11 9

5 16 14 12 10 8

6 15 13 11 9 7

7 14 12 10 8 6

8 13 11 9 7 5

9 12 10 8 6 4

10 11 9 7 5 3

MAGIC USER
Magic users are a rare breedpractitioners of the mysterious art of arcane spell casting. A lengthy apprenticeship of study and practice allows these somewhat eerie individuals to store arcane energy within their minds and to release it in the form of spells. Magic users cast spells by speaking a few magic words, weaving complex gestures in the air, and employing rare and magical materials. While magic users (with illusionists) are the weakest character class in combat, this weakness is balanced by possessing the most powerful and versatile spells in the game. The full underlying principles of magic are beyond mortal comprehension; even wizards of the profoundest intellect struggle from momentary inklings to understand its more complex patterns. Nevertheless, those character who possess formidable intelligence and a certain intuitive gift, who are willing to devote themselves to a lifetime of study, may in time sufficiently master the art to be capable of shifting mountains and shattering entire armies. High-level magic users are the most feared and dangerous characters in the game. Magic users do not gain bonus spells for high intelligence scores; intelligence does determine which spells they can understand and how many spells they may learn for each spell level.

Magic users are dependent upon their spell books, and normally may only cast spell they have learned from these books (exception: magic users may cast spells from arcane magical scrolls). Mages may not cast spells from divine, druidic or phantasmal magic scrolls. The acquisition of a new spell is difficult and demanding and must normally be accomplished through adventuring, although the mage will automatically receive one new spell of the highest spell level that he or she may cast upon acquiring a new level of experience. A1E magic users are superficially similar to the wizards of fantasy literature such as Gandalf and Merlin, but they are more closely similar to mages described in the works of Jack Vance. His Dying Earth cycle, and particularly Rhialto the Marvellous, are highly recommended. Magic users are the only class capable of fabricating magic items that they cannot themselves employ. Clerics, druids and illusionists can fabricate magic items, but only those they themselves can use; items such as magical swords, that no primary spell casting class may use, are in their creation the sole province of magic users. At 11th level, a magic user may establish a stronghold (usually a tower or small keep) in the same manner as a fighter.

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ABILITIES SPELLCASTING: Magic users may memorize and cast arcane spells in accordance with the tables provided below. A beginning magic user character will know four spells. One of these will automatically be Read Magic. The second spell should be chosen by the player from the list of first level spells, and the last two should be determined randomly from the list of first level spells. ELDRITCH CRAFT (7TH): Mages of 7th or higher level may create magical potions, scribe arcane scrolls (of spells that he or she already knows) and recharge magical rods, staves and wands. This process should be overseen by the GM, who must take care to ensure that it is not too easy! A long list of ingredients will always be required, some of which should be expensive, and others of which should be a challenge to acquire.

ELDRITCH POWER (12TH): Magic users of 12th level or higher may attempt to create other magical items by means of the enchant an item spell. However, this is even more difficult than creating a potion or scroll, and the various components required should be of a rarity and value appropriate to the magic item under consideration. Even then, success will not be guaranteed. MINIMUM SCORES: Str 3, Dex 6, Int 9, Wis 6, Con 6, Cha 6 HIT DIE TYPE: d4 (max 11) ALIGNMENT: Any EXPERIENCE BONUS: Int 16+ ARMOR/SHIELD PERMITTED: None WEAPONS PERMITTED: Dagger, dart, oil, staff WEAPON PROFICIENCIES: 1 + 1 per 5 levels PENALTY TO HIT FOR NON-PROFICIENCY: -5 WEAPON SPECIALIZATION: N/A

Magic User Spell Acquisition Table Intelligence Score Chance to Understand Spells (d%) 9 35 10-12 45 13-14 55 15-16 65 17 75 18 85 19 90 Magic User Level Advancement

Minimum/Maximum Spells Understood Per Level 4/6 5/7 6/9 7/11 8/14 9/18 10/22 Spells by Level 4 5 6 1 2 2 1 2 2 3 3 3 3 1 3 3 2 4 4 2 4 4 3 4 4 3 5 5 4 5 5 4 5 5 5 5 5 5 5 5 5 6 5 5 6 6 6 6 6 6

Level Base XP Required Hit Dice (d4) Notes 1 2 3 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 8 80,000 8 4 3 3 9 140,000 9 4 4 3 10 250,000 10 4 4 3 11 375,000 11 Wizard 4 4 4 12 750,000 11+1* Eldritch Power 5 4 4 13 1,125,000 11+2* 5 5 4 14 1,500,000 11+3* 5 5 5 15 1,875,000 11+4* 5 5 5 16 2,250,000 11+5* Mage 5 5 5 17 2,625,000 11+6* 5 5 5 18 3,000,000 11+7* Archmage 5 5 5 19 3,375,000 11+8* 5 5 5 20 3,750,000 11+9* 5 5 5 21 4,125,000 11+10* 6 6 5 22 4,500,000 11+11* 6 6 6 23 4,875,000 11+12* 6 6 6 24 5,250,000 11+13* 6 6 6 * 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 Level 1-5 6-10 11-15 16-20 21+ Aimed Magic Items (e.g., rod, staff, wand) 11 9 7 5 3 Type of Saving Throw Breath Weapons Death, Paralysis, Poison 15 14 13 13 11 11 9 10 7 8

7 1 2 2 3 3 4 4 4 5 5 6

8 1 2 2 3 3 4 4 4 5

9 1 1 2 2 2 3 3

Petrifaction, Polymorph 13 11 9 7 5

Spells for unlisted categories 12 10 8 6 4

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Magic User To Hit Table Roll required to hit Armor Class Level -10 -9 -8 -7 -6 -5 1-5 26 25 24 23 22 21 6-10 24 23 22 21 20 20 11-15 22 21 20 20 20 20 16-20 20 20 20 20 20 20 21+ 20 20 20 20 19 18

-4 20 20 20 19 17

-3 20 20 20 18 16

-2 20 20 19 17 15

-1 20 20 18 16 14

0 20 19 17 15 13

1 20 18 16 14 12

2 19 17 15 13 11

3 18 16 14 12 10

4 17 15 13 11 9

5 16 14 12 10 8

6 15 13 11 9 7

7 14 12 10 8 6

8 13 11 9 7 5

9 12 10 8 6 4

10 11 9 7 5 3

PALADIN
A paladin is a paragon of righteousness sworn to be, and always to remain, Lawful Good. If this vow is ever breached, the paladin must atone and perform penance to be decided by a powerful NPC cleric of the same alignmentunless the breach was intentional, in which case the paladin instantly loses his or her enhanced status as a paladin and may never regain it. Such a fallen paladin is in all respects a fighter, with no special powers, for the remainder of his or her career. The Paladin class in A1E superficially resembles such legendary warriors as Sir Galahad or Sir Gawaine of the Arthurian cycle, but is more closely similar to characters described in the works of Poul Anderson. His Three Hearts and Three Lions is particularly highly recommended. Paladins suffer the following restrictions: First, the paladin may never possess more than ten magic items, and no more than a single suit of magic armor with no more than one magic shield may be so owned. Second, the paladin must always give away a tenth of any money which he or she receives to some Lawful Good cause, and if he or she has any money remaining after paying his or her costs (such as maintaining equipment and paying servants wages) this surplus must be likewise donated. Third, paladins will not associate with characters who are not Good in alignment save under very exceptional circumstances (i.e., if approved by the GM). ABILITIES IMPROVED SAVING THROWS: The paladin uses a more favorable saving throw table than other classes (see table, below). CURE DISEASE: Paladins can cure disease (as the clerical spell) by touch, once per week. Paladins of higher than 5th level may do so twice per week, and

those higher than 10th level thrice per week. Paladins themselves are completely immune to disease. DETECT EVIL: A paladin may detect evil at any range up to 60 ft at will, provided he or she concentrates on doing so. protection from evil: A paladin radiates an aura within a 10 ft radius, equivalent to the clerical spell protection from evil. LAY ON HANDS: Once per day, the paladin may heal 2 hit points/ level to any creature touched (e.g. a third level paladin would heal 6hp with this ability) TURN UNDEAD (3RD): Paladins of third level and higher gain the ability to turn undead as a good aligned cleric does, but as a cleric of two levels lower than the paladins level. SUMMON WARHORSE (4TH): At fourth level, the paladin may summon a special Paladins Warhorse, a heavy warhorse with enhanced hit points, intelligence and movement speed. Such a destrier may be called only once every ten years. BONUS ATTACKS (8TH): Paladins gain additional attacks as fighters do, but less swiftly. A paladin has one attack at 1 st to 7th level, 3/2 attacks at 8th to 14th level, and two attacks at 15th level and above. If the optional weapon specialization rules are permitted by the GM, paladins may specialize as fighters do, save that they receive fewer proficiencies and gain extra attacks more slowly as described above. CLERICAL SPELLCASTING (9TH): Paladins gain the ability to cast certain cleric spells at 9th level (see table, below). MINIMUM SCORES: Str 12, Dex 6, Con 9, Int 9, Wis 13, Cha 17 HIT DIE TYPE: d10 (max 9) ALIGNMENT: Lawful Good only EXPERIENCE BONUS: Str and Wis 16+ ARMOR/SHIELD PERMITTED: Any WEAPONS PERMITTED: Any WEAPON PROFICIENCIES: 3 + 1 every 2 PENALTY TO HIT FOR NON-PROFICIENCY: -2 WEAPON SPECIALIZATION: Optional ruleas fighter

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Paladin Level Advancement Spells by Level Level Base XP Required Hit Dice (d10) Notes Spell Casting Level 1 2 3 4 1 0 1 0 2 2,550 2 0 3 5,500 3 Turn Undead 0 4 12,500 4 Warhorse 0 5 25,000 5 0 6 45,000 6 0 7 95,000 7 0 8 175,000 8 Bonus Attacks 0 9 325,000 9 Knight 1 1 10 600,000 9+3* 2 2 11 1,000,000 9+6* 3 2 1 12 1,350,000 9+9* 4 2 2 13 1,700,000 9+12* 5 2 2 1 14 2,050,000 9+15* 6 3 2 1 15 2,400,000 9+18* 7 3 2 1 1 16 2,750,000 9+21* 8 3 3 1 1 17 3,100,000 9+24* 8 3 3 2 1 18 3,450,000 9+27* 8 3 3 3 1 19 3,800,000 9+30* 8 3 3 3 2 20 4,150,000 9+33* 8 3 3 3 3 21 4,500,000 9+36* 8 4 3 3 3 22 4,850,000 9+39* 8 4 4 3 3 23 5,200,000 9+42* 8 4 4 4 3 24 5,550,000 9+45* 8 4 4 4 4 * Constitution-based hp adjustments no longer apply 8th is the ceiling spell casting level for paladins; they may never cast spells as a High Priest or Priestess does. Each level gained thereafter requires 350,000 additional experience points and gains 3hp. NB: Paladins do not gain bonus cleric spells for having high wisdom. This ability is limited to true priests, i.e. clerics or druids. Paladin Saving Throw Table Level 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19+ Aimed Magic Items (e.g., rod, staff, wand) 14 13 11 10 8 7 5 4 3 2 Type of Saving throw Breath Weapons Death, Paralysis, Poison 15 12 14 11 11 9 10 8 7 6 6 5 3 3 2 2 2 2 2 2 Petrifaction, Polymorph 13 12 10 9 7 6 4 3 2 2 Spells for unlisted categories 15 14 12 11 9 8 6 5 4 3

Paladin To Hit Table Roll required to hit Armor Class Level -10 -9 -8 -7 -6 -5 1 25 24 23 22 21 20 2 24 23 22 21 20 20 3 23 22 21 20 20 20 4 22 21 20 20 20 20 5 21 20 20 20 20 20 6 20 20 20 20 20 20 7 20 20 20 20 20 19 8 20 20 20 20 19 18 9 20 20 20 19 18 17 10 20 20 19 18 17 16 11 20 19 18 17 16 15 12 19 18 17 16 15 14 13 18 17 16 15 14 13 14 17 16 15 14 13 12 15 16 15 14 13 12 11 16 15 14 13 12 11 10 17 14 13 12 11 10 9 18 13 12 11 10 9 8 19 12 11 10 9 8 7 20+ 11 10 9 8 7 6

-4 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5

-3 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4

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

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

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

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

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

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

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

5 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

6 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5

7 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6

8 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7

9 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8

10 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

RANGER
Rangers are a special variation of the fighter class. They are modeled on such characters of fiction as Aragorn and Robin Hood and are particularly expert in 20

wilderness situations. Rangers are defenders of the poor and serve to protect civilization from the evil forces that lurk beyond civilized lands. Rangers must abide by certain limitations, in the same fashion as paladins: First, the ranger must always remain of good alignment (lawful, neutral or chaotic). Any deliberate change in the rangers alignment away from good will result in the character becoming a mere fighter, with 8-sided hit dice, never able to regain rangerhood. An unintentional change will transform the character into a fighter as above, but in this case, with sufficient questing and atonement, the ranger may be permitted to recover his or her status. The GM will determine the precise details of this process according to the situation. Second, rangers may not employ mercenaries or servants until they reach 8th level or higher. Even once permitted, a ranger may not employ any mercenary or servant who he or she suspects (or ought to suspect) is not of good alignment. Third, a maximum of three rangers may travel or operate together at any one time. Fourth, rangers travel light and may not keep any more treasure than they can lift (including any amount the ranger can carry on his or her steed, if any). ABILITIES ALERT AGAINST SURPRISE: Rangers are less likely to be surprised (only on a 1 on 1d6), and more likely to surprise others (1-3 on 1d6) than other character classes. DAMAGE BONUS VS. HUMANOIDS: Rangers receive a bonus of +1 damage per ranger level against evil humanoid or giantish opponents (including such creatures as orcs, goblins, and giants, for example). Thus, a 3 rd level ranger would receive +3 damage per hit against these creatures. This damage bonus applies only in hand-to-hand melee combat. TRACKING: Rangers may track other creatures, with a base 90% chance of success in rural settings (modified by the GM according to such factors as the age of the trail, the prevailing terrain and current weather conditions) and a base Ranger Level Advancement Level Base XP Required Hit Dice (d8) Notes

65% chance in urban or dungeon settings (again, modified by the GM to take account of local conditions). BONUS ATTACKS (8TH): Rangers gain additional attacks as fighters do, but less swiftly. A ranger has one attack at 1 st to 7th level, 3/2 attacks at 8th to 14th level, and two attacks at 15th and above. If the optional weapon specialization rules are permitted by the GM, rangers may specialize as fighters do, save that they receive fewer proficiencies and gain extra attacks more slowly as described above. SPELL CASTING (8TH): At eighth level, rangers receive limited spell powers, drawn from the Druid and Magic user spell lists according to the table given hereafter. BAND OF FOLLOWERS (10TH): Rangers of 10th level or higher receive a special body of followers. The GM will determine the exact nature of a rangers special followers, but the group may include unusual and magical creatures; centaurs and werebears, for example, would be possible followers. SCRYING DEVICE USE (10TH): Rangers of 10th level or higher may use crystal balls and other such devices that permit magical scrying. MINIMUM SCORES: Str 13, Dex 6, Con 14, Int 13, Wis 14, Cha 6 HIT DIE TYPE: d8 (max 11 at 10th level) INITIAL HIT DIE: 2* ALIGNMENT: Any good EXPERIENCE BONUS: Str, Int, and Wis 16+ ARMOR/SHIELD PERMITTED: Any WEAPONS PERMITTED: Any WEAPON PROFICIENCIES: 3 + 1 every 2 PENALTY TO HIT FOR NON-PROFICIENCY: -2 WEAPON SPECIALIZATION: Optional ruleas fighter * Rangers are different from fighters and paladins in terms of hit points. Rangers roll 8-sided dice to determine their hp, but they receive two such dice at first level. They gain 1d8 per level thereafter until they achieve a ceiling of 11 hit dice (at tenth level).

1 0 2 2 2,250 3 3 4,500 4 4 9,500 5 5 20,000 6 6 40,000 7 7 90,000 8 May employ followers 8 150,000 9 Bonus attacks 1 9 225,000 10 1 10 325,000 11 Ranger Lord (Lady) 2 11 650,000 11+2* 2 12 975,000 11+4* 2 1 13 1,300,000 11+6* 2 1 14 1,625,000 11+8* 2 2 15 1,950,000 11+10* Bonus attacks 2 2 16 2,275,000 11+12* 2 2 1 17 2,600,000 11+14* 2 2 2 18 2,925,000 11+16* 3 2 2 19 3,250,000 11+18* 3 2 2 20 3,575,000 11+20* 3 3 2 21 3,900,000 11+22* 3 3 2 22 4,225,000 11+24* 3 3 3 23 4,550,000 11+26* 4 3 3 24 4,875,000 11+28* 4 3 3 * Constitution-based hp adjustments no longer apply 6th is the ceiling spell casting level for rangers. Each level gained thereafter requires 325,000 additional experience points and gains 2hp. NB: Rangers do not gain bonus druid spells for having high wisdom. This ability is limited to true priests, i.e. clerics or druids.

Spell Casting Level 0 0 0 0 0 0 0 1 1 2 2 3 3 4 4 5 5 6 6 6 6 6 6 6

Druid Spells 1 2

Mage Spells 1 2 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 4 1 1 2 2 2 2 2 2 3 3 3 3

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Ranger Saving Throw Table Level 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19+ Aimed Magic Items (e.g., rod, staff, wand) 16 15 13 12 10 9 7 6 5 4 Type of Saving Throw Breath Weapons Death, Paralysis, Poison 17 14 16 13 13 11 12 10 9 8 8 7 5 5 4 4 4 3 3 2 Petrifaction, Polymorph 15 14 12 11 9 8 6 5 4 3 Spells for unlisted categories 17 16 14 13 11 10 8 7 6 5

Ranger To Hit Table Level -10 -9 -8 1 25 24 23 2 24 23 22 3 23 22 21 4 22 21 20 5 21 20 20 6 20 20 20 7 20 20 20 8 20 20 20 9 20 20 20 10 20 20 19 11 20 19 18 12 19 18 17 13 18 17 16 14 17 16 15 15 16 15 14 16 15 14 13 17 14 13 12 18 13 12 11 19 12 11 10 20+ 11 10 9

-7 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8

-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7

-5 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

-4 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5

Roll required to hit Armor Class -3 -2 -1 0 1 2 3 20 20 20 20 19 18 17 20 20 20 19 18 17 16 20 20 19 18 17 16 15 20 19 18 17 16 15 14 19 18 17 16 15 14 13 18 17 16 15 14 13 12 17 16 15 14 13 12 11 16 15 14 13 12 11 10 15 14 13 12 11 10 9 14 13 12 11 10 9 8 13 12 11 10 9 8 7 12 11 10 9 8 7 6 11 10 9 8 7 6 5 10 9 8 7 6 5 4 9 8 7 6 5 4 3 8 7 6 5 4 3 2 7 6 5 4 3 2 1 6 5 4 3 2 1 0 5 4 3 2 1 0 -1 4 3 2 1 0 -1 -2

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

5 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

6 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5

7 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6

8 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7

9 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8

10 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

THIEF
Thieves sneak furtively in the shadowed alleyways of cities, living by their wits. They are often members of the criminal underclass, usually trained by a thieves guild in the arts of burglary and stealth. It is not uncommon for a thief to seek out the great rewards that can be gained from the adventuring life, especially when circumstances require lying low for a while. Most thieves come from the teeming masses of a large city, wherein a thieves guild is often the only source of justice and exercises as much power as the citys legitimate government. Of course, not all thieves are members of a guild. Some are freelancers, evading both the authorities and the guild, living on the edge of the knife. Some are even found working on the side of the law; agents or spies who use their skills in more accepted (though equally shadowy) pursuits. A thief character must be of any neutral or evil alignment. Neutral good thieves are permitted because of the neutral component of their alignment. Sensible adventuring parties will almost always include a thief, for the skills of such a character are invaluable in reaching inaccessible places via climb walls, pick locks, and so on. In addition, dungeons frequently contain traps which must be located and disarmed, and the thiefs cunning and stealth conspire to make him or her very useful in a scouting role. Thieves in A1E are modeled on characters of fiction and legend, particularly characters from the works of Fritz Leiber and Jack Vance. Leibers Lankhmar series is highly recommended, particularly for its description of the operation of a typical thieves guild; but the high-level thiefs ability to read (or misread) magic scrolls is a nod to Vances Cugel. ABILITIES BACKSTAB: If the thief can approach his or her target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubledor trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13 th or greater level quintuple the

number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab. CLIMB: Climbing represents a thiefs ability to scale sheer walls and surfaces, cling to ceilings, and perform other feats of climbing that would normally be impossible. Climbing checks must ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without the use of a rope or magic, making the presence of a thief vital to many adventuring parties. FIND TRAPS: This ability represents the thiefs minute visual inspection of a new area for tiny telltale signs that something of interest or danger may be concealed nearby. It requires a full turn (10 minutes) to accomplish. HIDE IN SHADOWS: Some shadow must be present for this ability to be used, but if the check is successful the thief is effectively invisible until he makes an attack or moves from the shadows. The ability can also be used to blend in with a crowd of people rather than disappear into shadows. MOVE QUIETLY: Use of this skill allows the thief to move with preternatural silence even over surfaces such as squeaky floors. OPEN LOCKS/ DISARM T RAPS: 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 thiefs 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. THIEVES CANT: Thieves have their own language.

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READ SCROLLS (10TH): When a thief reaches 10th level, he or she has become well-versed enough in training to cast spells from an arcane or phantasmal scroll (magic user or illusionist). However, this casting is not always successful. The thief should roll against his or her intelligence as a magic user or illusionist does, and if the score shown on the die is insufficient for the thief to cast the spell, then the casting will fail, possibly (at the GMs option) having some entirely unexpected effect. MINIMUM SCORES: Str 6, Dex 9, Con 6, Int 6, Cha 6 HIT DIE TYPE: d6 INITIAL HIT DIE: 1

ALIGNMENT: Any neutral or any evil EXPERIENCE BONUS: Dex 16+ ARMOR/SHIELD PERMITTED: Leather or studded leather only, no shields WEAPONS PERMITTED: Club, dagger, dart, oil, sling, single-handed swords (except bastard swords) WEAPON PROFICIENCIES: 2 + 1 every 4 levels PENALTY TO HIT FOR NON-PROFICIENCY: -3 WEAPON SPECIALIZATION: N/A

Thief Level Advancement Level Base XP Required Hit Dice (d6) Notes 1 0 1 2 1,250 2 3 2,500 3 4 5,000 4 5 10,000 5 6 20,000 6 7 40,000 7 8 70,000 8 9 110,000 9 10 160,000 10 Master Thief; may read scrolls 11 220,000 10+2* 12 440,000 10+4* *Con-based hp adjustments no longer apply Each level thereafter requires 220,000 experience points and grants +2 hit points. Thief Skills TableBase chance Level Climb Walls Find Traps 1 80% 25% 2 82% 29% 3 84% 33% 4 86% 37% 5 88% 41% 6 90% 45% 7 91% 49% 8 92% 53% 9 93% 57% 10 94% 61% 11 95% 65% 12 96% 69% 13 97% 73% 14 98% 77% 15 99% 81% 16 99% 85% 17 99% 89% 18 99% 91% 19 99% 93% 20 99% 95% 21 99% 97% 22 99% 99% 23 99% 99% 24 99% 99% Hear Noise 10% 13% 16% 19% 22% 25% 28% 31% 34% 37% 40% 43% 46% 49% 52% 55% 58% 61% 64% 67% 70% 73% 76% 79% Hear Noise Hide in Shadows 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 91% 92% 93% 94% 95% 96% 97% 98% 99% Hide in Shadows -10% -5% +5% +10% +15% Move Quietly 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 91% 92% 93% 94% 95% 96% 97% 98% 99% Move Quietly -20% -15% -10% -5% +5% +10% +15% Open Locks 30% 34% 38% 42% 46% 50% 54% 58% 62% 66% 70% 74% 78% 82% 86% 90% 92% 93% 94% 95% 96% 97% 98% 99% Open Locks -10% -5% +5% +10% +15% +20% Pick Pockets 35% 39% 43% 47% 51% 55% 59% 63% 67% 71% 75% 79% 83% 87% 90% 91% 92% 93% 94% 95% 96% 97% 98% 99% Pick Pockets -15% -10% -5% +5% +15% Read Languages 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 92% 94% 96% 98% 99% Read Languages -

Thief Skills TableDexterity adjustments Dexterity Climb Walls Find Traps 9 -15% 10 -10% 11 -5% 12 13 14 15 16 17 +5% 18 +10% 19 +15%

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Thief Skills TableRacial Adjustments Race Climb Walls Find Traps Hear Noise Hide in Shadows Move Quietly Open Locks Pick Pockets Read 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 GMs discretion, no combination of adjustments can reduce a thiefs 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 Level 1-4 5-8 9-12 13-16 17-20 21+ Aimed Magic Items (e.g., rod, staff, wand) 14 12 10 8 6 4 Type of Saving throw Breath Weapons Death, Paralysis, Poison 16 13 15 12 14 11 13 10 12 9 11 8 Petrifaction, Polymorph 12 11 10 9 8 7 Spells for unlisted categories 15 13 11 9 7 5

Thief To Hit Table Level -10 -9 1-4 26 25 5-8 24 23 9-12 21 20 13-16 20 20 17-20 20 20 21+ 20 19

-8 24 22 20 20 20 18

-7 23 21 20 20 19 17

-6 22 20 20 20 18 16

-5 21 20 20 19 17 15

-4 20 20 20 18 16 14

Roll required to hit Armor Class -3 -2 -1 0 1 2 3 20 20 20 20 20 19 18 20 20 20 19 18 17 16 19 18 17 16 15 14 13 17 16 15 14 13 12 11 15 14 13 12 11 10 9 13 12 11 10 9 8 7

4 17 15 12 10 8 6

5 16 14 11 9 7 5

6 15 13 10 8 6 4

7 14 12 9 7 5 3

8 13 11 8 6 4 2

9 12 10 7 5 3 1

10 11 9 6 4 2 0

VARIANT CLASSES
RANGER
BOUNTY HUNTER Bounty hunters are a variation on the Ranger class and conform to that class in every way except those detailed here. They concentrate on hunting other men rather than humanoids. Since the Bounty Hunters primary focus is in bringing targets alive to face justice, rather than killing them, they are not required to be evil like assassins. ABILITIES DAMAGE BONUS VS. WANTED TARGETS: Bounty Hunters do not gain a damage bonus against humanoids. Rather, they gain a damage bonus against anyone with a reward out for his or her life. This reward must be at least 100 gp times the Bounty Hunters level. Bounty Hunters that reduce a target to zero hit points can choose to render him unconscious rather than kill him. Often the reward for bringing a living criminal to justice is double or more what it is for bringing him in dead. Bounty Hunters can inflict bonus damage on wanted targets with ranged weapons. POSSE COMITATUS (10th): Bounty Hunters do not receive a special band of followers as Rangers do. However, when a Bounty Hunter of 10 th level or higher agrees to hunt down a target he may form a Posse comitatus of ablebodied men to assist in his search. A Bounty Hunters posse will contain the following: one follower of one-half the Bounty Hunters level (often a member of the Bounty Hunter class herself); 1d6 followers of 2nd level; 1d6 followers of 1st level. These followers require no pay, being interested in bringing a criminal that wronged their community to justice but the Bounty Hunter must feed and provision them for the duration of their service. A posse will only stay with the Bounty Hunter until the target they were organized to capture is brought down, or one month.

After a month, they will assume the task is beyond the Bounty Hunter and return home. ALIGNMENT: Neutral HUNTER Hunters are a variation on the Ranger class and conform to that class in every way except those detailed here. They concentrate on hunting animals rather than humanoids. Hunters serve not only to provide food for their settlements but also to protect them from dangerous predators. ABILITIES DAMAGE BONUS VS. ANIMALS: Hunters do not gain a damage bonus against humanoids. Rather, they gain a damage bonus against animals. What constitutes an animal is partially up to the game master. In general, any creature that exists in our world, or has existed in our world, including giant varieties of these creatures, should be considered an animal for the purposes of this ability, rather than just the creatures listed under animal in the A1E core rules. Creatures that are fictional or have great intelligence or other magical abilities should not be considered animals. So, for example, Giant Ants, Giant Spiders and Dinosaurs would qualify for the damage bonus granted by this ability, since all of these creatures either do exist on our world (albeit at a much smaller size) or have existed on our world in the past. However a Lycanthrope or a Sea Serpent would not qualify. Hunters can inflict their bonus damage on animals with ranged weapons (normally bonus damage can only be inflicted with melee weapons). SPELLCASTING (8th level): Hunters do not receive spells of any kind. Their natural opposition to nature precludes any druidic training while learning magic-user spells is far too scholarly a pursuit for a rugged hunter. HUNTING PARTY (10th): Hunters do not receive a special band of followers as Rangers do. However, when a dangerous animal threatens an area a Hunter can organize a hunting party to help him deal with the animal. A hunting party will consist of the following: one follower of one-half the Hunters level (always a member of the Hunter class); 1d6 followers of 2 nd level; a number of 1st level followers equal to the hit dice of the creature sought.

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These followers require no pay and since a number of them will be skilled hunters, they can feed themselves so long as the hunting party is in the wilderness. Besides the assistant Hunter, most of the members of a hunting party will not be Hunters (most will be Fighters). However, while in the hunting party, they gain a +2 damage bonus with melee weapons against the target animal due to the expertise and direction of the lead Hunter. If a hunting party spends more than a week outside the normal territory of the animal they were gathered to hunt, they will assume that the Hunter has given up and will disperse. SCRYING DEVICE USE (10th level): Hunters have little aptitude or patience for magical studies and do not learn to use scrying devices. RANGER LEVEL ADVANCEMENT: Since Hunters possess fewer abilities than Rangers (in particular they lose the magical abilities of that class) they use the Fighter experience table for advancement, rather than the Ranger table. ALIGNMENT: Neutral POACHER Poachers are a variation on the Ranger class and conform to that that class in every way except those detailed here. They are enemies of nature and are committed to hunting down its protectors, especially Druids and Rangers. ABILITIES DAMAGE BONUS VS. DRUIDS AND RANGERS: Poachers do not gain a damage bonus against humanoids. Rather, they gain a damage bonus against Druids, Rangers and good-aligned Sylvan or Faerie creatures. They might also gain this bonus against other creatures at the discretion of the game master. Poachers can inflict their bonus damage on clerics and druids with ranged weapons. SPELLCASTING (8th): Poachers are antithetical to everything druidic orders stand for and receive no training in Druid spells from such orders, though they gain Magic-User spells normally. However, Poachers of 8th level and above do receive special training from other Poachers on how to resist Druidic spells and gain a +4 bonus to saving throws against any spell cast by a Druid or Ranger (including Magic-User spells cast by a Ranger). POACHING PARTY (10th): Poachers do not receive a special band of followers as Rangers do. However, they do gather like-minded individuals around themselves starting at 10th level if such is their desire. A poaching party will consist of the following: one follower of one-half the Poachers level (always a member of the Poacher class); 1d6 followers of 2 nd level (always members of the Hunter class); one 1 st level follower for each level beyond 10th gained by the Poacher (50% chance to be a member of the Hunter class, otherwise these are Fighters). These followers will stay with the Poacher as long as he is in the wilderness. They will stay outside if he ventures into a city, as they are neither comfortable nor welcome in such environments. Should the Poacher spend more than a month straight in a city, his poaching party will disperse and he will have to gather a new one, requiring at least 30 days (more if the Poacher makes a habit of allowing his poaching parties to disperse). Members of a poaching party that are killed are replaced after 1-2 weeks. ALIGNMENT: Evil

ABILITIES CAUSE DISEASE: Anti-Paladins cannot cure disease, though they can inflict disease on their opponents. DETECT GOOD: Anti-Paladins detect good as Paladins detect evil. PROTECTION FROM GOOD: Anti-Paladins radiate an aura of protection vs. good in a 10 ft. radius. SMITE: Once per day an Anti-Paladin can vent his righteous fury on a Good opponent, increasing the damage of a successful attack by +1 per level. The Anti-Paladin must use this ability before an attack roll and if the attack does not succeed, the ability is wasted for the day. COMMAND UNDEAD (3rd): Anti-Paladins command undead as evil clerics do. ALIGNMENT: Lawful Evil

MULTI-CLASSING AND DUAL-CLASSING


Multi-classing, which is an option available only to non-human characters, is simultaneous advancement in two or more different classes. Dual-classing, an option available only to human characters, is the ability to switch classes and begin advancing exclusively in a new character class. Specific information about the interaction of the restrictions and abilities of a multi-classed character are described in the racial description of each race. Gnomish multi-classed characters are, for example, limited to leather armor in order to cast spells, while elven multi-classed characters are not. These restrictions reflect the particular nature of the non-human races and thus are detailed in the race descriptions. There is a general rule, however, that a cleric/fighter may use edged weapons. When a non-human character has more than one character class, any experience points gained by the character will be divided evenly between these two classes, even once the character can no longer progress in one of the classes. When the character advances in one of his or her classes, additional hit points are determined by rolling the appropriate die (d4 for magic users and illusionists, d6 for thieves and assassins, etc.), adding the appropriate constitution modifier, and dividing by the number of classes involved (so two for a cleric/thief, or three for a fighter/cleric/magic user, for example). It is therefore entirely possible for a multi-class character to be at different levels of experience in different classes. As an extreme example, a half-orcish cleric/assassin of level 4/15 is possible. Optional Rule: Some GMs limit elven and half-elven fighter/ magic users and fighter/magic user/clerics in respect of the armor they may wear while casting spells. If this optional rule is in play, such a character may only cast arcane spells if unarmoredunless they are wearing elfin chain. The character may still cast divine spells regardless of the armor he or she is wearing. (This rule assumes that elfin chain is specially designed to allow fighter/magic users to wear it.) Dual-class characters are humans who elect to change irrevocably from one class to another. The character class of a nonhuman represents talents and abilities that are somewhat more innate than those of humankind. Humans are more flexible and can generally become more skilled in any one class than nonhumans, but lacking the innate talents of the other races, they can only focus upon one class at a time. In order to switch from one class to another, the human character must have an ability score of 15+ in the prime requisite(s) of the original class, and of 17+ in the prime requisite(s) of the new class. The character retains his or her hit points. He or she can use the particular abilities of the original class, but doing so will cause the character to forfeit all experience points from that adventure (as determined by the GM). This restriction applies until the character has advanced in the new class to a level at least one higher than was attained in the original class. When the character begins the process of learning a new class, he or she gains the abilities of the new class as a first level member of that class, and all experience is applied to progressing in the new class. The character gains no additional hit points until reaching a level in the new class one higher than in

PALADIN
ANTI-PALADIN Anti-Paladins are a variation on the Paladin class and conform to that class in every way except those detailed here. They are warriors as honorable as Paladins in their own way but devoted to the service of evil deities.

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the original class, after which time the characters hit points advance as per the new class. Unlike multi-class characters, dual-classed characters cannot perform the functions of several different classes simultaneously. So, for example, an elven fighter/magic user could cast arcane spells while wearing armor, but a human dual-classed fighter and magic user would have to remove his or her armor to do the same thing. However, with dual-classed characters, any combination of classes is possible, provided the character qualifies in terms of ability scores and can comply with any relevant alignment restrictions. Theoretically, an individual with very high ability scores could play a cleric/paladin or a magic user/illusionist.

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SKILLS

Skill Slot Chart Class Number of Starting Slots Assassin 3 Cleric 4 Druid Fighter Illusionist Magic-User Paladin Ranger Thief 4 4 4 4 4 4 3

New Slots Per Level 1 per 4 levels 1 per 3 levels 1 per 3 levels 1 per 3 levels 1 per 3 levels 1 per 3 levels 1 per 3 levels 1 per 3 levels 1 per 4 levels

This chapter provides a simple and straightforward method of handling general skills and talents. This system will allow a degree of character customization while also providing mechanics consistent with A1E design principles. The mechanics behind this system are based on 1st and 2nd edition concepts previously used for skill mechanics, with some OGL modifications to tighten up the system a bit. This skill system is designed to supplement the class mechanics to allow for additional flavor to characters, but it does not replace skills which are specific to certain classes.

Available Skill Categories rogue, general religious, general religious, general warrior, general arcane, general arcane, general religious, warrior, general warrior, general rogue, general

CHOOSING SKILLS
Skills use slots which are attained in much the same manner as weapon proficiency slots in the standard A1E rules. The number of slots allotted depends on the characters class, according to the following chart. Skill slots are used to purchase skills that belong to the class category of the character. Each category of skills as defined by class has a corresponding number of skill slots it costs to purchase the skill for the character. In order for a character to purchase a skill that is not in his class group, he must spend one extra slot in addition to the base cost. Finally, there is a special group of General Skills. These can be purchased by any other character no matter what their class is, regardless of cost. Many of these general skills cost a point. A character that spends a skill slot on a skill may either purchase two such skills, or he receives the skill plus one bonus improvement point (see below). Some of the skill options below include weapon maneuvers. These maneuvers allow characters to improve their opportunity to hit or add damage bonuses. Weapon maneuvers are available to any character who purchases them, but can only be used in conjunction with weapons in which the character has (or can have) proficiency. Thus, a fighter could use any of the listed maneuvers (if he learns them) with any of his weapons, while a magic-user would be limited to daggers, staves and darts.

MULTICLASS ADVANCEMENT
Multiclass characters get access to both class categories and receive the largest number of starting slots at the fastest advancement of slots per level. A thief/magic-user, for example, would get 4 slots at first level, advance at a rate of 1 per 3 levels, and have access to the general, rogue and arcane groups.

TRAINING SKILLS
Characters begin already trained in the skills they purchase at 1st level. Thereafter, any new skills must be trained, unless it is agreed upon due to ingame circumstances by both GM and player that sufficient in-game activity was performed to justify the acquisition of a new skill without proper training. Each skill includes a basic training cost and training time (see chart below) determined by the category of skill in question. This cost indicates the suggested gold piece value of training as well as a randomized allotment of time which must be passed before the skill is achieved. This time could be passed during the course of an adventure in the campaign if the character has purchased the services of a tutor, or a fellow player character has the skill, and there is a period of time sufficient to allow for training. Typically a character is assumed to have spent 4-6 hours a day practicing the skill and that training beyond that point can be fatiguing and counterproductive Likewise, less effort than required is wasted effort. Skill Training Cost and Time Category Cost Time General 10 GP/week 1D6 weeks Rogue 50 GP/week 1D10 weeks Warrior 50 GP/week 2D4 weeks Religious 100 GP/week 1D6 months Arcane 100 GP/week 1D6 months

SKILL SLOTS AND LEVEL ADVANCEMENT


Characters gain new skill slots as they advance in level, as shown on table 2.4 below. When the character achieves the level indicated, he gains the new slot, but he may be subject to training rules (see Who Can Train). Characters also receive 1 improvement point at each level of advancement (except 1 st level). See Improvement Points for more on improvement points.

OPTIONAL RULE: BONUS SKILL SLOTS BY INTELLIGENCE


You may choose to convert your number of bonus allotted languages in to a number of bonus skill slots. Using this method, you may spend skill slots to learn languages, although you should always start with the common tongue and any racial or class languages. The maximum number of languages still indicates how many languages your character is capable of knowing under ordinary circumstances. GMs may optionally declare that bonus skill slots from intelligence may only be used to purchase skills that have intelligence, wisdom or charisma as a modifier. Under this option, if the skill is physical in nature, then only standard skill points can be used to purchase it.

WHO CAN TRAIN


Any character with training in a skill can train another character in that skill. Hirelings who have the skill in question can also teach the skill, although accommodations must be made to insure that the player character and hireling tutor are in the same place for the necessary period of time.

ABSTRACT TRAINING OPTION


GMs and players who wish to hand-wave training may assume that it is going on between game sessions, during long voyages, or pretty much whenever the characters are off stage. In such cases the GM can simply require that the gold piece cost of training be paid and the skill is automatically granted, or he can just declare that the skill has been achieved and disregard the cost.

IMPROVEMENT POINTS
At each level of advancement a character receives one bonus point that can be added to the skill value of any existing skill he already knows. These improvement points reflect the experience the character gains with skills with which he is already familiar with. It is not the same as achieving a new skill slot, in that it reflects an improvement on his existing knowledge. A character can, if he chooses, switch a new skill slot out for 2 improvement points, rather than gain a new skill.

CALCULATING SKILL VALUES


Each skill has a value that is determined by a relevant characteristic (strength, dexterity, constitution, intelligence, wisdom or charisma) plus a listed modifier. To determine the skill value, you take the relevant stat and add the skill modifier listed. For example, horsemanship is a dexterity based skill with a +3 modifier. Example: Hailaesun the fighter is dexterity 15. The skill provides a +3 modifier. Thus, his horsemanship would be a base of 18.

SKILL SLOT CHART


The skill slot chart include the number of skill slots each class starts with at level 1, the number per level gained by each class, and the available skill categories. Characters that purchase skills that do not come from their available categories pay one extra slot on the cost of the off category skill.

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At each level you gain one improvement point that can be used to enhance any one skill you already have. Example: At level 2 Hailaesun decided he wants to be even better at horsemanship than he already is, so he may add his improvement point and he will now be a master horse warrior with horsemanship 19.

AUTOMATIC SUCCESS
If a skill level after modifiers is over 20, the GM should usually rule that the success is automatic (although he may want a roll to determine degree of success; see 4.5). OPTIONAL: CRITICAL SUCCESS AND FAILURE As an optional rule, any roll of a natural 20 on the die is an automatic failure, and leads to potentially disastrous consequences at the GMs discretion. Any roll of a natural 1 on the die roll indicates a critical success, and a special additional event that benefits the character as a result of his skill check should happen.

MAKING A SKILL CHECK


Characters can perform a number of stunts and attempt a variety of tasks with their skills. As a rule, it is the job of the GM to arbitrate difficulty tasks with the skills in question (see the Difficulty Levels chart below). The basic level of difficulty (easy) requires one roll on a D20, which is compared to the skill level in question. If the roll is equal to or under, then the character succeeds at the intended task with the skill. If the roll is over, then he fails. The length of time that it takes to succeed at a task depends upon the nature of the skill being used. As a rule of thumb, most skills require a turn, or approximately 1 minute to complete. Some skills are persistent (such as riding a horse) and the skill check may not be necessary until a specific event calls for one (such as the horse slipping on a narrow mountain path). Finally, skills involving extensive research (such as using history to read through an ancient tome and determine if it is a correct rending of events) could take hours or even days. GMs should keep an eye on making sure skill lengths are accurately represented.

DEGREE OF SUCCESS
Sometimes it can be important to determine just how well a character succeeded at a given task. This can affect contested skills (see below in Contested Skills) and it can also reflect degrees of success for tasks in which it is not as simple as success or failure. To determine degree of success or failure, subtract the skill value (after any modifiers) from the die roll result. The net difference is the degree of success. Suggested ranges are as follows: Degree of Success Chart Difference of Roll from Skill of Success -11 or greater -10 to -8 -7 to -5 -4 to -3 -2 to -1 0 +1 to +2 +3 to +4 +5 to +7 +8 to +10 +11 or greater Suggested Degree youve made a huge mistake that probably hurt catastrophic failure total failure close call failure barely succeeded moderate success decent impressive brilliant! GM should check your dice for odd weights

DIFFICULTY CLASS
GMs should consider the difficulty of any skill task before the player makes a skill check. There are two methods to handling skill modifiers. The first is to provide a bonus or penalty to the skill and the second is to provide a bonus or penalty to the die roll. The difficulty chart assumes you are penalizing the skill (by adding bonuses and subtracting penalties from the skill value) so if you apply the difficulty to the die roll then you would add negatives and subtract positives. You might want to try either method and see which suits you better. Example: Hailaesun has stumbled across a mysterious animal carcass he wants to identify. He has Animal lore at 10, and makes a D20 roll. The GM has ruled the skill has a difficulty -2 (difficult). Hailaesun can either modify the skill (-2 being a bad number, he subtracts it for a modified skill of 8) or he can modify his die roll, which would mean he reverses the number, so a -2 actually adds 2 to the die roll.

SKILL DIFFICULTY MODIFIER OPTION


Under this method, the GM tells the player if he adds or subtracts a certain number by difficulty from the skill. The player then rolls the dice to see if he succeeds. GMs who want to determine success or failure in secret (such as when the player might not be aware he is being tasked for some reason) can opt to let the player roll and apply penalties in secret, asking for the degree of success by which the player made his roll. Example: Hailaesun is attempting a riding maneuver. Hailaesun rolled a 13 on a D20 against his horsemanship, and the GM knew the difficulty was a -5 penalty, and then Hailaesuns skill level of 19 was actually reduced to 14. So he would have succeeded on a 13, which was 6 points better than he needed (and therefore 1 more than the -5 penalty). Suggested modifiers by difficulty are provided on the following chart: Difficulty Levels Difficulty Modifier -10 -8 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 Ease of Task impossible crazy extremely hard hard very difficult difficult mildly difficult average easy very easy simple trivial usually automatic

Example: Hailaesun is engaged in a series of contests involving feats of strength. The GM rules he needs to make an Endurance test to see how well he fares in the contests over the course of an hour. His Endurance skill is 12, and he rolls a 7 on a D20. 12 minus 7 is 5 under (+5 on the chart) so he has an impressive successthe GM rules that he won the contests. Had he rolled an 18 instead, then it would have been very bad; 12 minus 18 is -6, a catastrophic failure! The GM could have ruled he fell on his face in the log running contest and was knocked out cold

COOPERATIVE SKILLS
Sometimes characters may wish to assist one another at a task with which they are both proficient. Each character may attempt a skill roll, and the character providing assistance will add a +2 bonus to success to the lead characters skill value as long as he makes an average success on his own skill.

CONTESTED SKILLS
Sometimes characters might find themselves in opposition to one another. When this happens, each character may attempt a skill check. The degree of success becomes important here: the character who succeeds by a greater margin wins the contest of skills. Example: Eudap the dwarf is going to drink Hailaesun under the table, so they each make a skill check against their Endurance skill. Hailaesun has a 12, but the dwarf has an Endurance skill of 18 (being a dwarf and all). Hailaesun rolls a 3 (a 9 point margin of success), and Eudap rolls a 7 (an 11 point margin of success). After a short while, Hailaesun is slumped on the ground, incoherent and drunk, while Eudap is ready for a fifth round of dwarven whiskey.

AD HOC SKILLS AND MONSTERS


Oftentimes PCs might find themselves trying to interact with a monstrous opponent. When the opponent does not have a standard ability or skill set, the GM can either assign an appropriate score on the spot, or use the following formula: Physical Skills: Assume 8+Hit Dice for the score. 28

Hailaesun the horse nomad is now ready to go! Reduce by if the skill is Dexterity-based and the creature has no fine manipulation ability and likewise for Strength-based skills if the creature has high hit dice but is described as otherwise weak, physically. Intelligence/Mental Skills: for monsters of average or lower intelligence, use a base score of 8+1/2 hit dice for the contested skill. For monsters of very or high intelligence, use 10+1/2 level. For monsters of exceptional or genius intelligence use 12+1/2 level for the score. Default: Unless otherwise noted, or unless there is a reason to think otherwise, the GM can always default to a base score of 10 for any contested skill check with monsters. OPTIONAL: MONSTERS WITH SKILLS BY ROLE A GM who needs a set of skills for monsters can use the above guidelines as needed, but if you would like a more definitive methodology, the following is suggested: skill sets are provided for monsters by role, including the clever monster, the smart monster, the fast monster and the brutish monster. Clever and smart monsters advance in skills at the same rate as magic-users for purposes of this system, while fast monsters advance like thieves and brutish monsters advance like fighters. It is left to the discretion of the GM to assign such roles to the monsters of A1E as needed.

UNTRAINED SKILLS
Most skills can be performed untrained if pressed. To determine an untrained skill value, take the base trained value of the skill (see the Skill Chart table) and subtract 10. This is the untrained value for that character. If the value is 0, then that character cannot attempt the skill untrained. Characters can only attempt untrained skills that belong to their available skill categories (see Skill Slot Chart table). UNTRAINED OBSERVATIONAL SKILLS Optionally, GMs could allow all characters to have untrained observational skills (alertness, listening, and search) at base values equal to the trained value minus 5. These are adventurers, after all, and they should have some reasonable chance of noticing unusual and dangerous events

THE SKILL LIST


The following skill chart provides a summary of skills available in the game. This skill chart attempts to find a balanced medium between a good diversity of skills and skills which seem all-encompassing. For example, the ability to survive in the wilds should reasonably include the ability to start a fire with a couple sticks and some spare time, but not necessarily the ability to hunt big game or identify wild animals. You can add new skills to the list. Simply determine the key properties of the skill in question (what it lets the character do), its cost in slots, its base characteristic, any base modifiers, untrained value, training cost and time to learn. Skill Build Example: Hailaesun is a fighter, and at level one he takes his weapon proficiency slots and applies them to his preferred weapon skills (as a fighter he gets 4 slots at first level, so he chooses scimitar, long bow, and dagger, then scimitar for his fighter specialty.) Next, Hailaesun receives four starting skill slots at first level. He has an intelligence of 10, so he is eligible for two bonus skill slots (the GM has ruled that bonus skill slots are allowed, but languages must now be purchased with skill slots). Hailaesun is human so gets the common tongue for free. He picks orcish as a second language, using up one slot. He then looks at the fighter skill selection and chooses the following: endurance and bowyer/Fletcher. Khorsus has two remaining slots left, and decides to pick the general skills horsemanship and animal lore. He then grabs wilderness lore to fill out his roster. He calculates his skill values as follows: Endurance 12 (equal to Con) Horsemanship 18 (equal to Dex plus 3) Bowyer/Fletcher 13 (equal to Dex minus 2) Animal Lore 10 (equal to Int) Wilderness Lore 11 (based on Wis) 29

Skill Chart General Skills Professional Skills Agriculture Animal Husbandry/Handling Blacksmithing* Brewing Carpentry Cobbling Cooking Horsemanship Jeweler Mining Pottery Riding, Unusual Seamanship Seamstress/Tailor Stonemasonry Weaving Arts/Performance Skills Calligraphy/Scribner Dancing Musical Instrument * Painting Sculpting Singing Social Skills Etiquette Heraldic Lore Languages* Athletic Skills Juggling Jumping Mountaineering Running Swimming Observational Skills Alertness Listening Search Religious Skills Ancient History Ancient Languages* Astronomy/Astrology Healing Herbalism History Navigation Theology Spell Lore Rogue Skills Appraisal Blind-Fighting Disguise Fast Talk Forgery Gambling Read Lips Set Traps Streetwise Tightrope Walking Tumbling Ventriloquism Warrior Skills Animal Lore Blind-Fighting* Bowyer/Fletcher Charioteering Dual Weapon Fighting* Endurance Hunting Navigation Shield & Sword*

Cost 1 1 1 1 1 Cost 1 Cost 1 1 Cost 1 1 1 1 Cost 1 1 1 Cost 1 2 1 1 1 1 1 1 2 Cost 1 2 1 1 2 1 1 1 1 1 1 2 Cost 1 2 1 1 2 1 1 1 2

Value Wis+2 Wis Str Int-2 Str Dex Int Dex+3 (Dex+Int/2)-1 Wis+Str/2 Dex Dex Dex+1 Dex-1 Str-2 (Int+Dex/2)-1 Value Dex-3 Dex Dex-1 Dex-2 Dex-2 Cha Value Cha Int Int Value Dex-2 Str Str+Dex/2 Con Con+Str/2 Value Int+Wis/2 Wis (special) Int Value Int-1 Int-1 Int Wis-2 Int-2 Int Int-2 Wis Int-2 Value Int CM Cha-2 Cha Dex-2 Cha Int-2 Dex-2 Cha Dex-2 Dex Int-2 Value Int CM Dex-1 Dex+2 CM Con Wis-1 Int-2 CM

Trick Shot* 2 CM Two-Handed 2 CM Combat* Unarmed Combat* 2 CM Wilderness Lore* 1 Wis Arcane Skills Cost Value Ancient History 1 Int-1 Ancient Languages 2 Int-1 Arcana* 1 Int Astronomy/Astrology 1 Int-1 Engineering 2 Int-3 Herbalism 1 Int-2 History 1 Int Navigation 1 Int-2 Occult 1 Int Philosophy 1 Int Theology 1 Wis Spell Lore 1 Int-2 CM = combat maneuvers; these do not have skill values, providing modifiers to combat rolls instead. * = These skills grant more benefits when additional skill slots or improvement points are allotted to them = these skills cost half a skill slot; if you have half a point left over and nothing to spend it on, then you may convert of a skill slot in to 1 improvement point.

ENHANCING SKILLS
Some skills grant additional benefits when more than one skill slot (not improvement points) is applied to them. For example, the languages skill grants one language per slot spent on the skill. The blacksmithing skill grants a general familiarity with smithing, but a second skill slot adds weapon smithing, and a third slot adds armor smithing. Arcana grants basic knowledge or arcane lore for one skill slot, but additional skill slots allow the character to gain specific information not normally available.

SKILL DESCRIPTIONS
The following skill descriptions provide a brief summary of the use and purpose of each skill:

AGRICULTURE
Agriculture reflects knowledge of horticulture, farming, and seasonal effects on crops, planting, harvesting and other chores normal to farm work.

ALERTNESS
Alertness is a useful skill for adventurers. It reflects active and situational awareness. Characters with alertness may notice something unusual or odd out of the corner of their eye seconds before an ambush, or may spot the loose stone slab that triggers a trap as their ally steps on it. Alertness cannot detect a thief hidden in the shadows who has made a successful hide roll without beating an extremely hard success (-5 penalty) unless the lighting is not in the hidden thiefs favor, and the alert character must actively state he is looking for the thief in question. Using the optional rule (4.5.1) all characters have a base alertness score of (Int+Wis/2)-5; adding a slot to the skill removes the -5 penalty.

ANCIENT HISTORY
Ancient history reflects knowledge of the distant past; exactly how ancient the lore is depends upon the GMs chosen setting; a world in which events 500 years ago seem half mythical would consider such knowledge ancient, while another realm in which the last thousand years of recorded history are common knowledge would consider ancient history much more venerable. At the GMs option characters may have to declare a chief specialization in this skill, being a particular era or region in which the character is well versed; every additional improvement point spent adds one additional area of specialization. Attempts to learn the ancient lore of a region outside of the area of specialization are typically at -2 penalties to success or worse.

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ANCIENT LANGUAGES
This skill serves two purposes. When first chosen the character gains one new ancient language, and every additional skill slot spent adds an additional ancient language. Additionally, the character is experienced in interpreting ancient script, and may attempt to do so (in a manner similar to a thiefs read languages) except he is limited to actual, real languages; codes, ciphers, runes, cryptic writing or completely dead and unknown languages remain the in the domain of the thief.

armor class bonus granted (1D12 days per point for ring and chain mail!). These are guidelines only, and should be modified according to the circumstances of the game, number of assistants in the task, and any other circumstantial modifiers.

BLIND-FIGHTING
This combat maneuver reduces the penalty to fighting in darkness. The character has trained and practiced techniques of fighting in the dark that help his other senses to determine where his foe is to both strike and parry more effectively. As such, a character with this combat maneuver receives only a -2 penalty to hit and armor class when fighting in total darkness or blinded. For a second skill slot, the character reduces the penalties to -1.

ANIMAL HUSBANDRY/HANDLING
This skill grants a familiarity with the handling, care, training, driving and veterinary management of animals.

ANIMAL LORE
This skill involves the lore and knowledge of animal habits, behavior, tracks, scat, dens, and natural habitats. This skill deals specifically with natural animals, but can help to identify when a creature is mythical or monstrous, as well. Monsters which exist as natural creatures in the local ecology can be identified and studied with this skill.

BOWYER/FLETCHER
This skill allows the character to craft his own bows and arrows from raw materials gathered in the woods. This skill, coupled with blacksmithing, allows the character to also produce crossbows (both skills are required; use the better skill total for the crafting of crossbows). See the advice under the blacksmithing skill for suggestions on calculating material cost and time to produce.

APPRAISAL
This skill allows for the analysis and evaluation of the worth of valuables, be they works of art, coin or magical items. The degree of success or failure should be used by the GM to determine how accurate the appraisal ends up being.

BREWING
This skill deals with the art of brewing alcohols of various types and kinds. A character may opt to choose a specialization when picking this skill; he gains a +2 bonus to the skill when brewing his preferred alcoholic beverage. This can be a timeconsuming process, one which is best managed by starting the stills up before leaving for a dungeon delve, and checking back in when returning from a good haul All dwarves receive a +2 bonus to the brewing skill.

ARCANA
Arcana reflects the functional occult lore of the character, his ability to identify a type of spell being cast, the actual nature of the spell, and his ability to discern old enchantments or enchanted items and beings from mundane entities. The effective spell level of any enchantment should serve as a penalty to chance of success when using this skill (for example, a mage trapped in hallucinatory terrain would require a -4 penalty on any arcane check to discern he was in fact trapped in some sort of illusion.) Arcana can be used to determine if an object is magical without casting the detect magic spell at the GMs permission, although any attempt to sense a magic items inherent enchanted nature should be at a -5 penalty to success. Each additional slot allotted to arcana allows the character to add one specialization to his focus (illusions, summoning, necromancy, and so forth). Each specialization grants a +2 bonus when identifying arcane effects related to the indicated type of magic.

CALLIGRAPHY/SCRIBNER
Calligraphy and scribner reflect skills of transcription and penmanship. Vital to a seneschal or nobleman, these skills can dramatically improve the appearance and worth of any written words or notes, and a letter, book or code penned by a professional is both more legible and likely to be taken more seriously. A character trained as a scribner may be able to discern some hidden truths about the nature of anothers handwriting or to learn something or the technique and thusly where the note originates from.

CARPENTRY
The skill of carpentry is ages-old and a useful talent, though perhaps one adventurers will most likely call upon when barricading a door from marauding zombies or orcs. Carpenters can build buildings and other structures, as well as determine the stability or worth of existing wooden constructions. An especially cheap high level character who seeks to build a villa or other domicile on the spoils of his delves might enjoy the use of this skill to shave off some construction costs.

ASTRONOMY/ASTROLOGY
This skill encompasses the study of the stars and their movements, and the predictive abilities one gains from studying them for purposes of navigation and time keeping. A character with this skill can tell when the solstice or equinox occur, predict lunar stages, eclipses, and other phenomena. The astrological component allows them to make predictions or attempt to divine the fortune or astrological data on other characters, although success may depend either on chance, whim, or degree of success on the die roll at the GMs decree. A character who is trained in navigation as well as this skill should receive a +2 synergy bonus to both skills when using them in conjunction to navigate by the stars.

CHARIOTEERING
Mastery of chariots is a difficult task. Not nearly as simple as simply driving a wagon on, the skill of charioteering encompasses combat maneuvers, directing the horses and other skills necessary to survive this art. It may not be a skill available in the region of the adventurers delves, depending upon the time and place which the setting is based on. Charioteering can be used very simply through skill contests to resolve races or other activities, but in combat it should require a skill check every round to insure that the chariot is directed in the manner desired by the driver. A catastrophic failure (rolling a 1) inevitably lead to the device flipping over, a wheel snapping, or a horse collapsing, followed by appropriate saving throws and damage rolls.

BLACKSMITHING
Blacksmithing is the working of metals in to useful items. The first slot spent on this skill grants the character proficiency with basic smelting and handling techniques and an ability to forge and hammer out simple useful items such as horseshoes, hammers, nails and so forth. Additional slots grant two specializations (each costing one slot): armor smithing and weapon smithing. A character who gains one or both of these specializations can craft finely made steel weapons and armor. The cost of materials is usually equal to 40+2D10% of the base purchase cost of the item to be forged. The construction of the item in question will take 4D8 hours for single-piece items, but suits of armor will take 1D4 days per point of

COBBLING
The art of shoemaking is an oft overlooked skill for adventurers, and for good reason; it is not something an adventurous sole is likely to take up (pun intended). That said, if you have a player who is audacious enough to choose this professional skill for his character, I suggest rewarding him by having the partys boots stolen by gremlins in the night, allowing him the opportunity to shine by concocting new shoes for everyone, just in time for the passage through the lava chambers of doom. 31

COOKING
Talent in cooking is often underrated in an adventuring crew, who grow accustomed to trail rations and crude stews in backwater taverns. A Professional cook can impress and win over the hearts and minds of those around him if he is clever enough! Halflings are especially notorious for their culinary talents, and gain a +2 racial bonus to this skill.

FAST TALK
Fast talk is the art of bluffing or otherwise convincing another that you are truthful when in fact youre blowing hot air up their chain skirt. It can be useful when convincing city guards you did not, in fact, just descend from the second story window of the mayors house, or when trying to convince your kobold captors that they had better let you go or youll incinerate them all with your magic. This is usually a contested skill against a foes wisdom.

DANCING
Proficiency in dance can be useful to a courtier or other nobleman seeking to impress of woo, and adventurers can sometimes find it useful; bards are especially prone to an affinity for this skill, and if such a class is represented in your game then you might consider allowing this skill (as well as Musical Instrument) as freebies.

GAMBLING
Gambling is a luck-based talent with a modest amount of skill behind it, and this skill tries to capitalize on that. Gambling is most often a contested skill when dealing with card games or other venues in which the participants compete against one another, but luck is more likely to factor into games of chance (such as dice) unless the gambler has stacked the odds in his favor (such as loaded dice). In such cases the skill is relevant for casting the throw as desired while making it look innocent enough.

DISGUISE
Disguise is a vital skill to rogues of all sorts. Thieves can use it when begging to appear more unpleasant and leprous in the hopes of gaining more coin, heroes can use it to disguise themselves convincingly as guards in the necromancers palace, and heck one can even use it to appear to be a shambling zombie while moving through an infested graveyard of the undead without being noticed. If a character is using a spell to change their appearance, they can also use disguise to enhance the illusion.

HEALING
Healing is a useful way of getting your allies up and fighting again, but it tends to involve skills such as chirurgery, bleeding, and careful study of the bodys humors. As such, healing is not always useful, and in matters of disease, sickness, and poison the GM should rule any natural failure (a 20 on the skill check) to require a second healing check; a normal failure on the second check means that the patient has been made worse (usually 1D3 hit points of additional damage, or a progression of the disease, illness or poison by 1D6 hours). If, however, the healer is attempting to set broken bones, sew up a wound or otherwise staunch bleeding then it can heal 1D3 hit points instead. A wounded individual who is below 0 hit points and is dying and unconscious can have his recovery time reduced by one half with a successful healing check. At the GMs option, healing magic can automatically be maximized with a successful healing check, using the level of the spell as a penalty modifier.

DUAL WEAPON FIGHTING


Warriors who take on dual weapon fighting may now do so with fewer penalties. Each time a skill slot is spent on this talent, the warrior may reduce his dual-wielding penalties by 1 for each weapon; thus, a character who normally suffers a -2/-4 penalty to strike with two weapons (the default penalty) would have -1/-3 with one skill slot, and 0/-2 with two skill slots for DualWeapon Specialization. A third slot could reduce the penalty to 0/-1, and a fourth and final slot would reduce it to 0/0 (remember, you cannot get a bonus with dual-wielding modifiers).

ENDURANCE
With this skill a character can struggle along for longer periods of duress, suffer through hunger or thirst, and even have better odds of surviving disease and poison. Whenever a character with this skill is subject to one of the above conditions, he may make an Endurance test to see if he fares better than others. If he succeeds at the test, then the character can gain one of the following perks: Divide base movement by 4 (instead of 5) for overland movement rate Shift your maximum movement rate by encumbrance down one bar on the Encumbrance chart Gain a +2 bonus to a saving throw vs. disease or poison

HERALDIC LORE
In medieval times this is a valuable skill, allowing you to identify friend from foe and who you are dealing with by the imagery and symbols emblazoned on the tabards, shields and breastplates of enemies and allies. Characters should gain a +2 bonus to chances when in their homeland, and may suffer a -2 or greater penalty when they are far, far from home. They may have no hope of using the skill when in foreign kingdoms unknown to them, until they have had time to study up on the local heraldry, usually a process requiring a library, armory of the land or other location and 1D6 days of effort (or more).

HERBALISM
Herbalism is the art of seeking and gathering herbs and plants to grind with mortar and pestle in to salves, powders and potions. Homeopathic medicine is quite useful in a fantasy realm where such plants can have real curative qualities, and it is up to the GM as to how much liberation he wishes to allow his players with this skill. It is suggested that 1D6 hours be spend per day searching for ingredients equivalent to one use of a curative or salve, and that the chance of success at making a specific desired potion be given a penalty equal to the equivalent spell level of the desired potion. Elves are especially in tune with their environment and receive a +2 racial bonus to herbalism.

Other benefits may apply at the GMs discretion.

ENGINEERING
Engineering is the familiarity with building, construction, and mechanical design as set by the technological level of your campaign. Engineers are good at building bridges, buildings, castles, siege equipment and dungeons as well as ascertaining when such structures are weak or dangerous. An engineer in a dungeon can use his technique to learn much about how deep beneath the earth he is, how safe (or not) the tunnels and chambers of the dungeon are, and he can sometimes (with proper time to study) pick up oddities such as steady slopes or unusual details that might suggest traps. GMs who prefer a more negotiable approach to such matters should allow a character with engineering the benefit of the doubt when manually searching architecture for unusual vagaries rather than rolling, while details that would be unfamiliar to the untrained eye would simply not be noticed by the unskilled.

HISTORY
History is a valued subject among scholars and wizards, and often required by the nobility. Usually the historian is most familiar with his own realm, and its interpretation of history, but some scholars become very talented at distinguishing the fact from fiction in historical texts. A character can specialize in ancient history, regional history, or modern history. If the character chooses a specialization, he will gain a +2 bonus with that specialization, but a -2 penalty to the others. Each improvement point spent on history can be used to buy off one of the penalties, until all three branches of history are equally familiar to the historian (though he still only gets one +2 bonus to his chief specialization). 32

ETIQUETTE
Etiquette is the skill of proper manners, and is commonly found with nobility and those who support them. Any character of noble birth should likely have this skill, and will find it useful in situations where one does not want to offend their superiors. In a dungeon delving environment it might help to determine proper manners around, say, such creatures as the goblin king or a medusa.

Improvement points spent this way do not add to the skill, merely eliminating one of the penalties. Example: Seulae is a historian of ancient affairs, with an Intelligence of 17. He chooses ancient history as his specialization, granting him 19 with that branch of study, but only 15 with modern and regional history. When he reaches level 2 he uses an improvement point to improve his understanding of modern history, raising it from 15 to 17.

learn to speak and read the language for another half point, but must take the time to study and receive tutoring (usually 2D6 weeks or GMs discretion). Characters usually speak their native language and all languages they start with at first level fluently as natives. Later languages are spoken with an accent, unless the character actively tries to improve their talent in the language to native quality, which usually requires months or years of effort.

HORSEMANSHIP
Skill in riding horses is vital in an era when animals and muscle power are the main force behind locomotion. Horsemanship specifically deals with equestrian talents, and the riding, unusual skill deals with everything else. A rider with this skill can perform tricks and maneuvers in combat at a GMs discretion. Some suggestions include: Grant your horse a +4 bonus to AC for maneuverability Jump over an obstacle Charge a foe on horseback for a +1 to hit and +2 damage bonus Use your horses hooves for a rearing, trampling or kicking attack Keep your horse under control when it is fearful

LISTENING
Having a good ear for subtle noises is a sure way to stay alive in a dark, damp dungeon. Even if the character has poor sight, his hearing can often make up for it. Unlike other skills, Listening is made as a percentile skill check, and works like Hear Noise. Thieves who pick this skill gain an immediate synergy bonus with their class trait, adding their Listening skill bonus to their Hear Noise base chance of success. GMs who dont like the idea of letting other character types buy this skill can forbid it, leaving keen hearing in the domain of thieves alone.

MINING
Mining is a useful skill under the right context. It allows the GM to introduce rare and valuable metals that the characters will have to work for, and can be an incentive for them to work hard to clear out a dungeon, especially if they discover an incredibly lucrative vein of gold or a similar metal in the lower levels, unexploited by the demihumans within. Dwarves get a +2 racial bonus with the mining skill.

HUNTING
Hunting is a useful survival skill that applies to many environments. A hunter can make a check on this skill once per day to see if he tracks and finds game; at the GMs discretion it can be used to capture the game as well, if you do not wish to roll for the results in combat with the prey. Hunting is not the same as foraging, which is something done with wilderness lore.

MOUNTAINEERING
This skill is a survival talent for getting up high cliffs, across steep mountains, and living to tell the tale. A variety of equipment is available to assist mountaineers, and use of such (from pitons and crampons to plain old rope) will grant a +2 bonus to the use of this skill. When a skill check fails (and if will) if the character is taking precautions (tying themselves off and such) and they miss by no more than 3 of their base skill, then they may have lost their grip but managed to recover, or are hanging by a rope somewhere in need of assistance. If they fail by more than three.it is suggested that the GM then roll percentiles to see what percentage of distance up the length of the climb they made it when they lost their grip.

JEWELER
This skill covers the art of crafting, cutting and making gems and jewelry. A character with this skill can accurately study and appraise the worth, authenticity, and perhaps even the magic to be found within found gems, jewels and jewelry.

JUGGLING
Juggling is mostly a talent for entertainment, but a character who is also proficient with daggers and knives can gain a +1 bonus to surprise and a +2 to chances to hit should they incorporate an attack in to their act (such as for assassination!) on a successful skill check.

MUSICAL INSTRUMENT
Skill in musical instruments is a handy talent. A character can take this skill multiple times, and each time he must pick a new instrument to apply the skill to. Improvement points apply to only one specific skill at a time; a flutist could improve his flute skill, but not his drum skill, for example. Especially moving music should allow a commensurate bonus reaction modifier; usually a 1 point bonus for every 3 points below skill level the check succeeds by.

JUMPING
Getting from here to there can be tough when theres a ten foot pit in between. Jumping is the art of overcoming such obstacles. A jumping check will determine the following: if you make a straight jump across youll go a base of 1 foot, plus: for every point better than the skill you roll under, the character can jump 1 foot forward. If you can make a running jump, and you succeed, youll go 5 feet plus 1 foot for every point better than your skill value you roll under. If you are making a standing jump up, then you jump a base distance up of 1 foot plus for every 3 points under his skill on the roll you can jump straight up one extra foot. Thus, a character with Jumping 13 can roll and get a 7; he could do a running jump across a pit (with clearance) of up to 11 feet, or he could do a straight jump across (no running start) of 7 feet, or he could do a standing jump straight up of 3 feet. All totals should be halved if the character is moderately encumbered, or quartered if heavily encumbered.

NAVIGATION
The art of navigation, be it by land or sea, is a useful to avoid being lost. With the navigation skill a character can do, among other things, the following: Determine the cardinal directions correctly Plot an accurate course by the stars Recognize key landmarks in relationship to a map or memory Identify when those landmarks have been displaced, by sorcery or other means Read unusual maps

OCCULT
The occult skill is useful for recognizing sorcerous signs, symbols and entities. When someone wishes to recognize signs of a spell, identify remnants of the material used to cast such, or correctly recognize a tome of magical lore, this skill can be used. Occult can be used to identify the true nature of magical beings, or to sense the presence of magical beings nearby (if not specifically identify them) by noticing features in the landscape characteristic of their 33

LANGUAGES
The languages skill is a bucket; each point spent on languages grants the character proficiency in a new language. A character may learn to speak a language (but not read and write it) for a half skill point. A character can later

presence (such as suddenly curdling milk, ducks flying backwards, or the wind whispering in an ancient tongue.)

and haul everyone off to be sacrificed to their giant ape godtrust me, seamanship can be useful. There are a bewildering number of nautical terms that one may not be familiar with in regards to this skill; if you have one or more players who are deeply affected by sailing upon the sea, then you should encourage them to be descriptive, or seek out a resource that will aid you in the same.

PAINTING
The art of painting is one of producing beautiful images with paint, though the skill could also apply other mediums such as sand, stone, ink or charcoal. A character that makes a successful check by more than half his skill total can produce almost lifelike works, though the regional styles in which he or she is trained may not accommodate such realism in portraiture.

SEAMSTRESS/TAILOR
This useful skill can help to mend damaged garments, and to sew new ones. It can take several hours to properly mend or produce a satisfactory garb, but there are times when such a talent could be handy. A tailor can use this skill to identify magical cloth and garments made there from, though not necessarily the exact properties of such.

PHILOSOPHY
This skill encompasses knowledge of philosophical discourse; there are plenty of orators who are sufficiently talented at debate but entirely lacking in mental prowess, and vice versa. Characters that pick this skill may use it to comprehend complex philosophical questions or riddles, and they may also engage in debates through oratory skill. A character may opt to specialize in one or the other; a character that is specialized in the Study of Philosophy gains a +2 bonus to skill checks when pondering deep questions, but suffers a -2 penalty to his oratory skills. Conversely, a character might be a great sophist, gaining a +2 bonus to his Oratory talents, but in turn suffering a -2 penalty to his Study of Philosophy focus. One improvement point can buy off the penalty, if desired.

SEARCH
The search skill is not the same as alertness, which is a more primal sense of awareness. Search is what you do when you are combing a room for hidden clues, or perusing a library for a missing book. It is useful in finding obscure data or minutiae, and is also handy when you are trying to spot that one errant tile in a sea of colorful ceramic bits in a vast chamber in which a secret door might be hidden. Elves are naturally observant about minutiae, and gain a +2 racial bonus to this skill. In addition, as an optional rule GMs may allow elves or any other race that has an innate chance of detecting secret doors to make a search role should the occasion rise in place of the usual D6 roll.

POTTERY
This particular craft skill allows for the manufacture of clay fired goods, usually for fairly plebian tasks, though one could imagine an entrepreneurial adventurer manufacturing clay vessels in which to hold potions, brews, and black powder.

RIDING, UNUSUAL
When the thing youre sitting on is alive and moving but not a horse, this is the skill you need. Unusual Riding is, in fact, a multiplicity of skills, and each skill taken should pertain to a specific beast or class of such. A few examples include: Giant Lizards/Dinosaurs Elephants Water Buffalo Griffons

SET TRAPS
This skill allows a character to discreetly place and set traps such as snares, nets, pits, claw traps and so forth. The exact nature of the trap will determine the time it takes; digging a pit will be considerably more work than placing a claw trap, for example. The degree of success by which the skill check is made determines the difficulty penalty of the intended targets ability to spot the trap (via an alertness check).

SHIELD & SWORD


This skill encompasses the art of fighting in the traditional form, with a sword (or other weapon) in your main hand and a shield in your off-hand. The skill imparts the following benefits, depending upon how many slots you spend on it; he must choose from one of the following benefits each time he spends a slot on this skill: Improved Shield Use: the warrior gains an additional +1 bonus to AC when fighting in this style; he may pick this option twice (for a total +2 bonus) Arrow Deflection: the warrior gains a 15% chance of deflecting arrow attacks that he is aware of (not surprised by) with medium shields; 25% chance with large shields, and 5% chance with small shields or bucklers; he may pick this option a second time, increasing the bonuses above by 10% each. Shield Bash: the warrior may shield-bash, gaining a 1D4 bashing attack with his shield as an off-weapon (normal dual-wielding penalties apply, and can be offset with that particular skill). Shields equipped with spikes will do 1D6 bashing damage. For a second slot, the warrior can attempt a shield rush maneuver, which will do the indicated damage and knock his opponent prone. Note that all shield rules still apply regarding number of opponents that a shield is effective against; likewise, shield benefits do not apply to attacks from the rear.

RUNNING
The character is very, very good at running for short but determined sprints. When running, you may make a skill check to improve your distance and timing; on a success, you may triple, rather than double your running speed, but you must make a skill check each round to keep it up. Characters running gain penalties to their skill check for encumbrance, or being fatigued, as follows: Condition/Encumbrance Less than 20 lbs. carried 20-35 lbs. 36-70 lbs. 71-105 lbs. 106-150 lbs. or more Fatigued Lame leg Running Penalty none -1 -2 -4 -6 -5 -10

SCULPTING
Another craft skill, one which synergizes with pottery to allow for complicated statues and designs, sculpting is a fine art, and can be useful in down times when the adventurer has a chance to relax and pour his soul in to depicting images in claw, stone or another medium of his latest travails and delves. This skill might come in handy in actual adventuring only rarely, though a creative adventurer might think of ways.

SINGING
The talent of singing is one beloved by skalds and bards, but an adventurer might need it, too under unusual circumstances (such as when captured by a lecherous hag or a lusty nymph) to try and distract or entrance others. Successful use of the singing skill should grant a bonus to reaction modifiers if the situation is appropriate. Singing can also improve morale, and the degree of success (or failure) can be applied as a modifier to morale checks for troops in battle.

SEAMANSHIP
The skill of manning a boat, be it a dingy or a galleon is surprisingly useful for adventurers, especially when they find themselves stranded at sea after the crew mysteriously disappears on the Cursed Maiden, or perhaps they need to purchase a vessel of their own to investigate a lost island that no sailors dare travel near, for fear that the indigenous cults of lizard men will swarm the vessel

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SPELL LORE
This is the catch-all skill of arcane and divine talent. With spell lore a wizard or cleric (or other scribe) can recognize the type, strength and nature of magical spells and effects being cast in his vicinity. This skill, coupled with Occult can be very useful when identifying the origin and nature of sorcerous effects. The penalty for identifying a spell effect is based on the effective level of the spell; thus, a 9th level spell would have a -9 penalty to success (though admittedly watching the effect in action might speak volumes on its nature). Spell Lore can also be used to identify certain properties of magical items, such as activation phrases, number of charges remaining and possibly a key obvious effect. No magical device that has an ability which is not potentially obvious from careful study should be identified in this manner, however (such items should be left for the appropriate spell).

ropes, high winds, or the distraction of angry guards shooting arrows as the escaping thief.

TRICK SHOT
This particular combat skill allows for unusual skill when using missile weapons. Each slot applied to this skill grants a 1 point reduction in the penalty applied to any attempted trick shots. Trick shots are any unusual attempts by the character to hit especially small targets, perform unusual maneuvers while firing, or otherwise pull off anything an ordinary archer would be amazed by; range penalties apply, as does rate of fire effects for missile weapons. The following list suggests some possible trick shots and their base penalties. Each penalty listed is reduced by 1 for each skill slot spent on this skill, to a maximum reduction of 0 (just like dual wielding). Trick Shot Shooting an apple off head Hitting an eye Hitting a lever or switch Disarming a foe Shooting a running foe in the foot Base Penalty -4 -8 -6 -6 -4

STONEMASONRY
Where the engineer plans out a structure the stonemason builds it. This is a conventional crafting skill, but could be useful for characters with an hour or three to prepare for an unexpected siege, or as a useful skill in identifying weak points in a structure under observation.

STREETWISE
The skill of streetwise is one of familiarity with the city at large, and how to maneuver and get along therein. A streetwise character knows the nice areas of town (or can quickly identify them) as easily as the seedy areas, and is quick to locate specific persons or information about a given region. It is a sort of local knowledge skill, but applied to the city at large. If the character has a particular home town in which he grew up then he always has a +2 bonus to this skill when visiting that locale.

There are plenty of other possible variations on trick shots, though the above measurements can be used as guidelines. Remember that the above penalties assume the character is firing at a target in close range.

TUMBLING
This skill is useful for quickly darting and rolling out of the way during combat or when presented with a trap. A character who makes a successful tumbling check when faced with a saving throw in which dexterous movement might get him out of the way should receive a +2 bonus to his save. A character who tries to tumble in combat should make a skill check with a penalty of -4 to reposition him, allowing for a sudden backstab against another target perhaps, or allowing for a new opportunity of attack in battle. A1E does not use opportunity attacks endemic in later games, but if a tumbling character does attempt to reposition himself by a surprise move against his foe and succeeds, the GM should grant him either a +1 to his next chance to hit or damage for having gotten the better of his foe; conversely, if he fails the check, then the foe instead has thwarted his attempts to tumble in to a better position of attack and may instead gain a bonus to attack or damage against the tumbler. A GM could also rule that instead of a -4 penalty, that the base penalty is equal to the level or hit dice of the foe against whom the maneuver is being performed.

SWIMMING
Swimming is a much more useful skill than adventurers think, and can also be the death of many a hero who forgot he was wearing plat email. When swimming characters normally move at half their base rate unencumbered (and at half their encumbered rates as well). Characters should apply a penalty to their swimming skill check equal to the Effect on AC modifier apply to magical protection such as amulets or bracers). Thus, plate mail would incur a -7 penalty to swimming checks. Exactly how often swimming checks need to be made is dependent on the GMs preference. You could require one for every turn/minute of passage, or you could rule that a lightly encumbered man could swim for as many minutes as his constitution score before making a new check. Penalties for choppy water or stormy effect could also be applied, ranging from -2 for rough waters to -6 or greater for hurricane weather while swimming.

TWO-HANDED COMBAT
This martial combat skill allows a character to become better and more effective when wielding large weapons that require two hands. Each skill slot applied to two-handed combat grants the character one of the following benefits (choose one for each slot invested): Increased Damage: You may do an additional +1 to damage rolls with twohanded weapons. Reach bonus: if your foe closes on you to attack, you are not surprised, your weapon is ready and you have not made your attack this round, then you may perform your attack action before he does; this does not apply if your foe also has a two-handed weapon Sundering Attack: you can try and damage your foes armor with the force of your weapon; this targets the armor of the foe (who must be wearing armor in the first place) instead of the foe itself; the attack is at a -2 penalty to hit, but if you succeed then the foes armor has been damaged and is reduced in effectiveness by 1D3 points (i.e. Plate hit and damaged could go from a -7 AC modifier to as little as a -4 modifier). Such damaged armor will need to be repaired as necessary (the smithing skills would be useful here). Stunning Blow: you can stun an opponent by applying a -4 penalty to your chance to hit; if you succeed, you not only injure your foe but they must make a save vs. paralyzation or they are stunned for 1D3 rounds, incurring a -2 penalty to attacks and defense until they recover their wits. 35

THEOLOGY
While philosophy deals with the study of many mysteries and epistemology theology deals with the metaphysics of the gods and the afterlife. Theology also deals with the specific history of those gods and the churches and cults dedicated to them. Theology would seem to be a must for clerics, but in fact faith requires little understanding of the underpinnings of the divine. A theologian is one who seeks hidden truths within the framework of his belief system, and in turn often learns of other truths as well. Some theologians may not have any faith of their own, preferring to approach the divine in the same clinical way that the occultists parse out the secret lore and history of the arcane world.

TIGHTROPE WALKING
This is a handy skill for thieves, acrobats and even the legendary thief-acrobats. The skill is very difficult to accomplish if the character is at all encumbered; the penalty for light encumbrance (up to 35 lbs.) is - 2, and increased to -4 for medium encumbrance (up to 70 lbs.) then -8 for heavy encumbrance (up to 105 lbs.) and -16 beyond that. Tightrope walking can be a quick way to get out of a jam. GMs should allow for inventive players who like to fire rope-loaded arbalests across chasms across which they can walk, though commensurate penalties should apply for loose

If a GM does not want to allow these maneuvers in to his game without some potential penalty, then you can rule that each time the character performs one of these maneuvers he must make a constitution check (D20 equal to or lower than Con) or suffer fatigue and be unable to perform any more maneuvers until he has rested for a short period.

UNARMED COMBAT
Unarmed combat is a useful talent. This combat skill provides different bonuses for each slot applied; pick one below for each slot invested in this skill: Grappling: you can try and grapple an opponent; make your attack roll as usual; if you hit, make a contested strength check between you and your opponent. If you beat the check in the contest then you have grappled your opponent; your opponent is at a -4 penalty to his AC for the duration of the grapple; you may make one-handed or unarmed attacks against him while grappled. On his turn he may make a new strength test to break free of the grapple. Lethal Strikes: normally you deal nonlethal subdual damage with an unarmed attack (this is not specifically addressed in A1E, but it presumed to be a default for purposes of this skill). This modifier allows you to do lethal damage with your unarmed attacks instead. Stronger Blows: a normal attack is presumed to do 1D3 damage (plus strength bonuses). With this skill you can boost your unarmed blows to 1D6 damage. For a second slot you can boost it to 1D8 damage. If your character type does a larger amount of base damage for any reason, increase it by one die code instead (i.e. 1D8 base fist damage becomes 1D10). Stunning Blow: this option works just like stunning blow for two-handed combat, but applies only to unarmed attacks.

WILDERNESS LORE
A character versed in the lore of the wild is proficient at a number of useful skills, including the ability to start a fire without even flint and tinder, an innate sense of direction (not the same as what is offered by the navigation skill), the ability to forage off the land for subsistence, the ability to find shelter from the elements or construct such, and a familiarity with basic edibles in the wild, as well as those which are poisonous. A character can, upon spending an improvement point, instead pick a specific environment in which he is especially familiar, gaining a +2 bonus with skill checks when in that environment. Examples include the arctic, forestland, mountains, desert, jungle, and a sea. More exotic environments may also be available, depending upon the setting.

VENTRILOQUISM
Ventriloquism allows a character to throw his voice, essentially, and at times also to mimic anothers voice in tone and aspect such that he might be mistaken for that individual. The skill is a minor one but can be crucial to a roguish sort who needs a quick and dirty distraction. It can also be useful for entertainers who like to stick their hands up the posteriors of puppets, although such characters are unlikely to be delving in to the dark corners of the earth.

WEAVING
The skill of weaving is perhaps not one most adventurers take up, but it has its uses. Besides woven baskets and skirts one could use this skill conceivably to weave together the wicker frame of a crude sail or even the vessel itself. You might be surprised at one can come up with when this skill is available (then again you might not).

36

ALIGNMENT

LAWFUL NEUTRAL (Judge)


A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount. He or she may believe in personal order and live by a code or standard, or might believe in order for all, favoring a strong, organized government. Lawful neutral characters value reliability and honor, and some can be quite zealous about forcing these attributes onto society or other individuals.

Alignment represents where a character falls in terms of the ever-present battle between good and evil. Along the law-chaos axis, it also represents how the character approaches such issues. Alignment is more than a philosophy; evil and good are palpably real in the game world. An evil person bears the poison of his or her alignment in his or her very soul, and magic spells can even be used to detect the stain of it. In general, the good alignments will work together, although there may well be misunderstandings and disputes between those of differing good alignments. Relationships between those of evil alignments will generally be based on power and fear, although many evil aligned individuals or monsters are natural followers, not seeking to usurp power as much as they will seek to ally themselves with and serve the most powerful. The moral dictates of alignment are not tied to culture in any way; they are objective reality. If a barbarian comes from a society that kills the weak, he or she is evil if he or she accedes to the practice, even though it is considered necessary or beneficial in that culture. Such a culture is evil. Each alignment has an alignment language specific to that alignment, allowing characters of that alignment to communicate with one another to a certain degree. Alignment tongues are not precisely languages; they cannot be rendered into writing, but they can be an effective mode of communication nonetheless, consisting of a variety of words, gestures, and even facial expressions. Alignment tongues are almost never used unless the speaker is certain he or she will be heard only by members of the same alignment. Note that not all creatures of a particular alignment will speak their alignment tongue, although demi-humans and humanoids will normally do so. A creature such as a chimera, for example, that is non-humanoid and generally evil by nature rather than by choice, might be chaotic evil in alignment but would not speak the chaotic evil alignment tongue. A gnoll, however, that is humanoid and evil by choice as well as by nature, will tend to speak the chaotic evil alignment tongue.

NEUTRAL
A neutral character has no allegiance to either good vs evil or law vs chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. These normally think of good as preferable to evil after all, they would rather have good neighbors and rulers than evil ones. Still, such characters are not personally committed to upholding good in any abstract or universal way, especially when there is treasure to be had. Some neutral characters, on the other hand, are morally committed to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes, advocating and supporting neutrality as the best, most balanced road in the long run.

CHAOTIC NEUTRAL (Free Spirit)


A chaotic neutral character follows his or her whims. He or she is an individualist first and last. He or she values his or her own liberty but does not strive to protect others freedom. He or she avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not normally intentionally disrupt organizations as part of a campaign of anarchy. To do so, he or she would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from him- or herself suffer). A chaotic neutral character may be unpredictable, but his or her behavior is not normally totally random.

LAWFUL EVIL (Dominator)


A lawful evil villain methodically takes what he or she wants within the limits of his or her code of conduct without regard for whom it hurts. He or she cares about tradition, loyalty, and order but not about freedom, dignity, or life. He or she plays by the rules but without mercy or compassion. He or she is comfortable in a hierarchy and would like to rule, but is willing to serve. He or she condemns others not according to their actions but according to race, religion, homeland, or social rank. He or she is loath to break laws or promises. This reluctance comes partly from his or her nature and partly because he or she depends on order to protect him- or herself from those who oppose him or her on moral grounds. Some lawful evil characters have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil.

THE NINE ALIGNMENTS


Nine distinct alignments define all the possible combinations of the law-chaos axis with the good-evil axis. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

LAWFUL GOOD (Crusader)


A lawful good character acts as a good person is expected or required to act. He or she combines a commitment to oppose evil with the discipline to fight relentlessly. He or she normally tells the truth, keeps his or her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Generally, lawful good characters seek to combine the values of both honor and compassion.

NEUTRAL GOOD (Benefactor)


A neutral good character does the best that a good person can do. He or she is devoted to helping others. He or she might work with or on behalf of kings and magistrates, but does not feel beholden to them if he or she feels that they are not serving the cause of good. Neutral good characters value doing what is good without a particular bias for or against order (or laws).

NEUTRAL EVIL (Malefactor)


A neutral evil villain does whatever he or she can get away with. He or she is out for him- or herself, pure and simple. He or she sheds no tears for those he or she kills, whether for profit, sport, or convenience. He or she has no love of order and holds no illusion that following laws, traditions, or codes would make him or her any better or more noble. On the other hand, he or she doesnt have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

CHAOTIC GOOD (Rebel)


A chaotic good character acts as his or her conscience directs, with little regard for what others might expect. He or she makes his or her own way, but is generally kind and benevolent. He or she believes in goodness and personal honor, but has little use for laws and regulations. Such a character disdains those who seek to intimidate others and tell them what to do. He or she follows his or her own moral compass, which, although good, may not agree with that of society. Chaotic good characters value the combination of a good heart with a free spirit.

CHAOTIC EVIL (Destroyer)


A chaotic evil character does whatever his or her greed, hatred, and lust for destruction drive him to do. He or she is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he or she is simply out for whatever he or she can get, he or she is ruthless and brutal. If he 37

or she is committed to the spread of evil and chaos, he or she is even worse. His or her plans may be worked out well in advance, but their implementation will often be haphazard, and any group he or she forms is likely to be poorly organized. Typically, chaotic evil creatures can be made to work together only by force, and their leader lasts only as long as he or she can thwart attempts to topple or assassinate him or her. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

38

EQUIPMENT

MONEY
In A1E, coins are heavy. Ten coins weigh one lb. They are also of primary importance when keeping track of character experience, since gold the party recovers is converted to experience at the rate of 1gp = 1xp. (The GM may well wish to reduce the experience point award for gold if large amounts are gained for relatively small risk.) A1E prices normally far exceed prices as they were in the real medieval world. Gold is plentiful and hence of relatively little value. The purpose of this is to allow GMs to place the kinds of treasure mentioned in works of fantasy literaturehuge piles of gold, enormous gems and pieces of beautiful jewelerywithout destroying the fantasy economy of his or her game. A fundamental, driving assumption of A1E-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 the characters income during the early levels. If any players are skilled and fortunate enough that their characters survive to higher levels, they will find that the construction and maintenance of a stronghold also creates a great strain on the purse; while creating magic items is more expensive still. This constant drive for money should serve to motivate the player characters to explore dark dungeons, seek dragons hoards and otherwise constantly quest for wealth! A1E games normally use the following conversion rate for currency. Of course, a GMs specific campaign may change this, but in this case the GM should consider revising the price lists provided in the following section. 1 platinum piece = 5 gold pieces 1 gold piece = 2 electrum pieces 1 gold piece = 10 silver pieces 1 gold piece = 100 copper pieces Each character begins the game with a certain amount of money to buy initial equipmenthow much depends on the characters class. Clerics and druids receive 30-180gp (3d6 x 10); fighters, rangers and paladins receive 50-200gp ((3d6+2) x 10); magic users and illusionists receive 20-80gp (2d4 x 10), while thieves and assassins receive 20-120gp (2d6 x 10). Multi-class individuals receive the award for the wealthiest of their classes (thus, a fighter/thief would receive the starting money of a fighter, while a cleric/magic user would receive the starting money of a cleric).

EQUIPMENT TABLES
The following table shows suggested general equipment prices for a typical campaign. Players should check with their GM whether the prices show below apply in his or her specific campaign. Equipment Item Ale, pint Backpack Barrel Bedroll Bell Belt Blanket, woolen Block and tackle Boots, soft Boots, heavy Bottle (wine), glass Box (empty) Weight 1 10 (empty) 30 (empty) 5 2 5 3 5 1 15 Cost 1 sp 2 gp 2 gp 2 sp 1 gp 5 sp 5 cp 5 gp 1 gp 2 gp 2 gp 1 gp

Bracer, leather (archery) Caltrops Candle, beeswax Canvas (per sq. yd) Cauldron and tripod Chain (per 10 ft) Chalk, piece Chest (empty) Cloak Crowbar Dice, bone, pair Dice, loaded, pair Doublet, linen Firewood (per day) Fish hook Fishing net (per 25 sq. ft) Flask (leather) Flint and steel Gloves, kidskin, pair Gown, woolen Gown, linen Gown, silk Grappling hook Hammer (tool, not war) Holy symbol, silver Holy symbol, pewter Holy symbol, wooden Horse, cart Horse, nag Horse, palfrey Horse, rouncey Horse, war, heavy Horse, war, light Horse, war, medium Hose Iron spikes, dozen Ladder (per 10 ft) Lamp (bronze) Lantern, bullseye Lantern, hooded Lock Manacles Mirror (small steel) Mirror (small silver) Mule Musical instrument Needle and thread Oil (lamp) (per pint) Ox Parchment (per sheet) Pin (cloak) Piton Pole (per 10 ft) Pony Pot, iron Pouch, belt, large Pouch, belt, small Quill (pen) Quiver (holds 12 arrows) Quiver (holds 24 arrows) Quiver (holds 12 bolts) Quiver (holds 24 bolts) Rations, standard (per day) Rations, trail (per day) Reins, bit and bridle Robe, linen

1 2 1 15 10 25 2 5 1 20 1 1 1 4 2 1 1 1 N/A N/A N/A N/A N/A N/A N/A 5 20 1 3 2 1 2 N/A 1+ 1 N/A 8 N/A 10 5 2 (empty) 1 (empty) 1 (empty) 2 (empty) 1 (empty) 2 (empty) 2 1 5 1

8 sp 1 gp 1 cp 1 sp 2 gp 30 gp 1 cp 2 gp 3 cp 2 gp 5 sp 5 gp 3 gp 1 cp 1 sp 1 sp 3 cp 1 gp 3 gp 5 cp 3 gp 50+ gp 1 gp 5 sp 25 gp 5 gp 6 sp 15 gp 8 gp 40+ gp 25 gp 500+ gp 200+ gp 350+ gp 1 gp 1 gp 5 sp 1 sp 12 gp 7 gp 20+ gp 15 gp 20 gp 45 gp 18 gp 5+ gp 3 cp 1 sp 15 gp 2 sp 4 sp 1 sp 2 sp 12 gp sp 4 sp 2 sp 1 sp 1 gp 25 sp 12 sp 3 gp 2 gp 6 gp 2 gp 3 gp 39

Robe, silk Rope, hemp (per 50 ft) Rope, silk (per 50 ft) Sack, small Sack, large Saddle and stirrups Satchel Scrollcase, bone Scrollcase, leather Shoes, common Shoes, noble Shovel Signal whistle Skillet Soap (per lb) Master Weapon Table Weapon Type

1 10 5 (empty) 1 (empty) 20 5 (empty) 1 1 8 5 1

60+ gp 1 gp 10 gp 9 cp 15 cp 10 gp 1 gp 4 gp 1 gp 5 sp 30+ gp 2 gp 8 sp 1 gp 5 sp

Spell book (blank) Tent Thieves Tools Torch Tunic, woolen Tunic, banqueting Twine, linen (per 100 ft) Vellum (per sheet) Wagon, small Wagon, large Water, holy (per vial) Waterskin (3 pint) Whetstone Wine, pint

5 20 1 1 1 1 N/A N/A 1 (empty) 1

25 gp 10 gp 30 gp 1 cp 5 cp 10+ gp 8 cp 3 sp 100 gp 250 gp 25 gp 1 gp 2 cp 5 sp

Damage vs. Small or Damage vs. Large Encumbrance Cost Medium 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 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.

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Missile Weapon Table Weapon Type

Axe, hand 1d4 5 1 gp Bow, long 1d6 12 60 gp Bow, short 1d6 8 15 gp Club 1d3 3 2 cp Composite bow, long 1d6 13 100 gp Composite bow, short 1d6 1d6 2 50 ft 9 75 gp Crossbow, heavy* 1d6+1 1d6+1 60 ft 12 20 gp Crossbow, light 1d4+1 1d4+1 1 60 ft 4 12 gp Dagger 1d4 1d4 2 10 ft 1 2 gp Dart 1d3 1d2 3 15 ft 2 sp Hammer 1d4+1 1d4 1 10 ft 5 1gp Javelin 1d6 1d4 1 20 ft 2 5 sp Sling 1d4+1 or 1d4 1d6+1 or 1d4 1 35 ft 5 sp Spear 1d6 1d8 1 15 ft 5 1 gp * Heavy crossbows may not be used from horseback; only a footman can brace them correctly before firing. Some specially-made bows (sold at special cost if at allGMs 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).

Damage vs. Small or Medium 1d6 1d6 1d6 1d4 1d6

Damage vs. Large

Rate of Fire (in shots per round) 1 2 2 1 2

Range (-2 to hit per increment) 10 ft 70 ft 50 ft 10 f 60 ft

Encumbrance

Cost

ARMOR
Armor Table 1 Armor Type Encumbrance* Max Move Rate Effect on AC (base AC 10) Cost Banded 35 lbs 90 f -6 90 gp Mail hauberk or byrnie (chain) 30 lbs 90 ft -5 75 gp Mail, elven (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 armor Magic armor 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. Armor Table 2 Type of Armor None Shield only Leather or padded armor Studded leather or ring Scale or lamellar Mail hauberk or byrnie Banded armor Plate 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 means the Gothic and Milanese plate of the fifteenth century or later. If field plate is used in a campaign, it should be treated as having an AC modifier of -8 (i.e. field plate plus shield would be equivalent to AC 1) and a maximum movement rate of 90 ft. Some GMs may also wish to permit full plate, representing the jousting or tourney plate of the same period and later, which should be treated as having an AC modifier of -9 and a maximum movement rate of 60 ft. Druids are restricted to armor that does not contain metal. They are permitted leather (optionally studded leather at the GMs discretion) and shields not bound with metal. A wooden shield bound with rawhide costs the same, and has the same characteristics, as a small shield. Thieves are restricted to leather or padded armor. Some kindly GMs permit thieves to use studded leather or elven mail. Normally, plate gauntlets and helms must be removed before missile weapons such as bows can be employed.

AC Rating 10 9 8 7 6 5 4 3

The AC rating of a character employing a shield is improved by 1, so a character wearing leather armor and carrying a shield would be AC 7, while a character with plate armor and shield would be AC 2. Magic armor with a rating of +1 reduces AC by 1, +2 reduces by 2, and so forth; the principle is that a positive rating for a magic item shows that it is beneficial, but AC is rated on a descending scale whereby the lower the figure, the better the protection. Shields do NOT affect armor class where the target is being attacked from the rear. Likewise, a 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 armor types. These are assigned rather than calculated. For example, most hobgoblins are AC 5, but this does not mean that the hobgoblin will automatically be wearing chain mail armor worth 75gp! More than likely, the creature is wearing a mishmash of assorted pieces of armor of negligible value, but its armor class is considered to be 5 owing to its combat skill and the needs of the game system. Elven mail counts as normal (chain) mail except for the purposes of weight calculation and encumbrance. It is rarely sold, but suits are occasionally

FOOD
UNUSUAL NATURAL FOODS
Long Hauls: Long hauls are small crystalline life forms found in the underdeep. Theyre shiny and look like a mixture of mica and dry seaweed. In desperate situations, carbon-based life can eat long hauls and find enough sustenance to survive. A single long haul provides three days worth of sustenance for a medium-sized creature. The sustenance is slowly released over 41

the three-day period, but hunger is not assuaged even though all needs are being met. Long hauls taste awful and are usually found in small groups of three or four. If consumed for more than ten days, long hauls cease having any effect. Natural Order Pears: Pears of the Natural Order are an odd group, there being 1 for every respective alignment. When consumed by a being whose alignment matches the alignment of the Natural Order pear, the consumer is granted 1d6 temporary hit points, usable once per day. However, consuming a Natural Order pear of a differing alignment causes 1d6 hit points of damage to the consumer. Besides these traits, a Natural Order pear appears exactly as a normal pear. It is speculated that these pears only grow after many generations of normal pear trees are raised by groups of a particular alignment. Saintflesh Mango: Saintflesh mangos are the result of a regular mango seed planted over the grave of a saint. To all appearances, a Saintflesh mango is the same as a typical mango and comes in as many different shapes and varieties. The difference is only apparent when they the fruit are cut. First, the fruit seems to bleed as if it was mammalian instead of a fruit, and secondly, it is a powerful cure-all against all sorts of ailments when eaten. The flesh isnt sweet, instead it is very bitter, and when an entire fruit is consumed it allows the consumer an additional save against any ailment to resist the ailments effect and/or to remove the ailment. Needless to say, Saintflesh mangos are very rare, even rarer than saints, and they are usually heavily guarded by the religious organization to which the saint belonged. Snowline Apple: This apple tree grows far and above where any tree should naturally grow and its fruit seems practically immune to coldnot freezing under the direst of temperatures. It is extremely small, more of a bush than a tree, and its fruit is proportional to it size. The fruit is sweet and nutritious. This, in and of itself, would be enough of a reason to list Snowline apples as an important magical fruit tree, but their benefits do not end there. When ingested, Snowline apples remove any negative effects due altitude sickness and recalibrate the ingesters system to the altitude in which the apple was consumed. The yak cultures of the high plateau make extensive use of Snowline apples, allowing their yaks to descend greater distances while on trade caravan.

ELVISH MEALS Bellio: Ground squirrel, roasted over an open fire, garnished with local mosses. Served only in the fall and winter. Cost: 1 cp. Dininia: Thin strips of lightly seasoned white fish, served in a spring water broth with honey. Cost: 1 gp. Ganda: Wild jungle fruits with a pear-like taste, served over roasted acorns. Cost: 1 cp. Helicos: Roasted sunflower heart, served in a honey glaze, a favorite dish of elves near the plains. Cost: 2 gp. Samtul (Elven): Samtul is the unleavened elvish bread that sustained the Gentilli-mons Garrison during the Siege of Circudus and is legendary among elvish warriors. Eating the bread leaves the mouth unpleasantly dry and sets the heart racing, but fires a soldiers courage. Creatures eating samtul are granted a +1 bonus to morale checks for up to 4 hours after eating the flat bread. Cost: 10 gp. Xipatha: Raw frog or river eel, served in a bowl of assorted nuts and seeds. Cost: 1 cp. GNOMISH MEALS Bug surprise: An assortment of seasonal insects served according to the whim of the chef. Sometimes alive, sometimes dead, sometimes even cooked. Cost: 1 cp. Copo: Shredded fish, wine, and berries wrapped in honeybread. Cost: 1 cp. Manta Wing Bisque: A favorite coastal soup, a mantas fin is mixed with butter and garlic to make a delicious broth. Cost: 1 sp Pepper Chick: Shredded chicken or turkey, stuffed with peppers, basted with good gnomish mustard, and served wrapped in leaves. Cost: 2 cp. The Pigeon at Nest (Gnomish): Most gnomish bird dishes are served at nest, as shredded bits of meat wrapped in a large flat bread, stuffed with cold cheeses and bits of fruit and grain. The pigeon, when caught, is a symbol of good fortune to the little humanoids, and when incorporated into a meal, grants the diner a 50% chance of rerolling any natural 1 on a saving throw or attack roll within 4 hours of eating the dish. Cost: 10 gp. Piles: Dozens of tiny cookies, softened in chicken broth, served wrapped in a cup of woven sweet grass. Cost: 3 cp. Raindough: A thick lump of fried dough baked using rainwater, stuffed with a few mouthfuls of various odd meats. Cost: 1 cp Welk: Shish-ke-bob consisting of chunks of catfish, river eel, large dragonfly, marsh roots, and vegetables. Cost: 2 cp. HALFLING MEALS Dinoshaes Paws: Monkey paws are sauted, basted with fruit jellies and served with stuffing Cost: 1 sp. Greensome: Traditional halfling salad. A mix of greens, mushrooms, dried herbs, four kinds of cheeses, and up to 7 oils. Cost: 1 gp. Hard Berries: Popular halfling treat consisting of blueberries, cranberries and similar fruits within a hardened shell of maple sap. Cost: 4 cp. Mandilar Pinch Soup: Small pinches of fine tobacoo are sprinkled onto this corn soup, considered among halflings to spark the appetite. Cost: 1 cp. Manfred Giles Pecan Tort: A favorite desert, a fist-sized pie baked with pecans, walnuts, and sweetened milk. Cost: 2 cp. Puzzle Pie (Halfling): Served as a treat to inquisitive halfling children, puzzle pie is one of the most difficult pastries in the world to prepare. Several different cakes and pies, of varying but equally delightful flavors are baked and molded into intricate geometric shapes. Either in the oven, or after they are iced, the separate pieces are fitted together, like a meticulously designed puzzle, to form the puzzle pies final configuration. Puzzle Pies are commonly shaped like stars, 42

COMMON RACIAL FOODS


DWARVEN MEALS Arcus: Giant cave scorpion, served like lobster in a heavy mushroom and root sauce. Cost: 3 sp. Great Deep Eel: Plucked from underground rivers, served raw over ice. Cost: 3 cp. Hammerfall Tartar: Thin strip steaks that have cooked on the ambient heat of a dwarven anvil for days, tenderized by repeated mallet strikes. Served with mushrooms and potatoes. Cost: 7 gp. Kimmers Gruel: Mushroom and lichen porridge flavored with underground herbs and spices. Cost: 1 cp. Marphat: Large potatoes stuffed with shredded meat, deep fried in pork fat. Cost: 1 sp. Poor Dwarf Cave Beef: Mashed and fried bits of bats, insectoids, and cave fish. Cost: 2 cp. Raldorf Beer Bread: Thick black bread baked with dwarven beer. Often served with potato soup or turnip borscht. Cost: 1 gp Stone Cake Mushrooms (Dwarven): These mushrooms are nourished by the magically infused runoff of hundreds of subterranean streams and are distinctive for both their unique taste and more unique appearance. Covered by a hard mineral carapace (composed mostly of salt, calcium and lime) are generally believed to be nothing more than a slightly irregular rock formation by most surface dwelling subterranean tourists. Even after its been boiled to soften its shell, these mushrooms arent an appetizing dinner prospect; they are incredibly tough and stringy, and salty as the ocean. However, stone cake mushrooms make excellent, nutritious (if despised) travel rations because when properly prepared they can last till the end of time. Cost:2 cp. Tar Kum: Cthlhuthid brain mash served with a thick helping of irony, over sauted mushrooms. Cost: 6 gp.

religious symbols, crude caricatures of famous halflings, or geometric shapes, and are decorated in a bewildering array of colors. The best puzzle pies also hold secret compartments made from frosting concealing candies or inexpensive toys. Some sages speculate this traditional meal is the reason for halflings natural bonus to finding traps, but such has never been proven. Cost: 1 sp. Questors Brill: Multiply-folded Halfling pastry, laden with sugar and cinnamon, and stuffed with peaches or apples Cost: 1 sp.

Hearthfire: A fine halfling blend that produces a pleasantly smooth and relaxed smoke with a hint of aged wood underlying it all. Cost: 1 gp. Mad Wizard: A relatively spicy gnome blend that was supposedly smoked by the mad wizard Thystar. Its smell tends to remind one of old and musty books. Cost: 4 sp. Memory: This excellent gnomish blend, whose processing is kept a strict secret, is one of the most sought-after tobaccos. It produces a very mellow smoke that conjures up pleasant memories from those who are near it. Cost: 5 gp. Mountain Mist: This dwarven blend is named for the resemblance its smoke supposedly bears to the mist found in the mountain valleys on cold mornings. It is a very harsh and bitter blend that few people besides dwarves care to smoke or be near. Cost: 7 sp. Nose Pipe: First encountered in human lands, a nose pipe features a long stem and large bowl. The stem is the most peculiar part, as instead of the usual mouthpiece it features a split opening designed to fit into a nostril. Such pipes tend to be made from anything imaginable and available including bone and clay and the quality of the smoke suffers accordingly. Cost: 1 cp - 1 sp. Old Stoutfoot: A fine halfling blend that produces a thick but pleasant smoke faintly redolent of spices. Cost: 2 sp. Pipe O The Rock: A favorite among dwarves, this pipes bowl is made of volcanic stone while its stem is usually made of amber. The stone is intended to provide the filter effect that the wood in a briar pipe does, but it is not nearly as effective and as a result this pipe delivers a very potent and acrid smoke. These pipes are usually highly polished, but have little decoration beyond the occasional precious metal inlay. Cost: 2 gp - 10 gp. Poor Bastard: This is a generic term for any number of low-grade tobaccos that are the exclusive province of the poor and those down on their luck. You get what you pay for here. Cost: 1 cp. Seafoam (Meerschaum) Pipe: This pipe is made of white clay that is often found near regions bordering warm waters. It is a favorite of sailors in such regions and tends to feature a small bowl with a long stem. Cost: 2 sp - 8 gp. Springtime Glade: This elven tobacco is redolent of the smells to be found among the springtime. It is a mild and pleasant smoke, but only a true connoisseur can pick out all the underlying flower smells. Cost: 1 gp. Summer Meadow: An elven blend that produces a warm and rich smoke with a hint of wood and grassy undertones. Cost: 2 sp. Woodlands Pipe: This pipe is of elven manufacture and is usually made from the walnut tree. Such a pipe tends to be delicate piece, with a thin bowl and stem and is not considered to be well suited to adventure travel. Woodlands pipes tend to feature carvings of such images as trees and the animals within them and many are fantastic pieces of art. Cost: 2 gp - 15 gp. got you held.

ALCOHOLIC DRINKS
Well perhaps I lied. If theres anything better than a good pipe, its a good drink. Below youll find a short collection of alcoholic drinks for public consumption. Alwyr Red: A sweet elven desert wine, brewed by a reclusive clan of elves. It tastes strongly of cherries. Cost: 8 cp. Dwarven Peat Beer: So named for its thick consistency and dark taste, is one of the most potent beers known to man. While not as strong as the famed Dwarf spirits, Peat Beer has a small contingent of devotees who have come to appreciate its earthy taste. Cost: 2 sp. Dwarf Spirits: A drink famous on hundreds of worlds for its strength, Dwarf Spirits are, perhaps, the strongest drink around. One drink has been known to tip a man over, and dwarves pride themselves on their superior constitution and ability to drink these spirits. Cost: 3 gp. Fyana Flight: An elven beer, light and easy to drink in large quantities. Those unused to drinking it find its taste very dry. Cost: 1.2 sp. Gelifein Pale: A wine fermented by merfolk using a unique type of sea-weed. The wines texture is murky and green, and its taste is quite heavy. Many surface folk liken it to drinking grass. Cost: 1 sp. Ginglebarney Walnut Stout: A thick, dark beer flavored by walnuts. It is produced by the Ginglebarney Brewery, headed by a clan of gnomes known for their ability to drink copious amounts of beer. Cost: 1 sp. Goblin Ichor Wine: Made by tribes of goblins who live in the Howling Caves to the north. The wines unique taste is created by fermenting a breed of underground grape with the poisonous ichor of a giant centipede. Cost: 1gp. Rumblekin Mead: The product of the Rumblekin Halfling clan. The honey for their mead is gathered from the hives of specially trained giant bees, and is known to have a strong and heady taste. Cost: 2 sp. Ursahk's Dark Wine: The first foray attempt of the famed Half-Orc brewer Ursahk into the creation of wines. While his ale is known to be among the worlds best, the taste of this wine is not considered a success by any race except, strangely, the elves. Cost: 1 sp.

AFTER DINNER PIPE


Whats more enjoyable than a relaxing puff after a grand meal? Nothing that I know of, thats for certain. Keep in mind that pipes are almost infinitely customizable and can cost much more than the examples given below. They can feature anything from gems and metalwork to elaborate carvings and scrimshaw. The cost for all tobacco is per pound and the price for all pipes is per pipe. For more elaborate pipes without gems or other truly precious materials, simply double (or treble) the listed price. Briar Pipe: This is perhaps the most common type of pipe there is and is found in virtually all the lands. It can be of almost infinite size and infinite variety, although it always conforms to basic pipe design. This is the pipe most associated with humans, halflings, and gnomes, and it can be anything from a plain pipe to one heavily decorated. Cost: 1 sp - 10 gp. Clay Pipe: The pipe for those on a budget, a clay pipe is usually just a clay bowl and stem that are fashioned as one unit; they are rarely decorated. Cost: 1 cp - 1 sp. Forge Spark: A dwarven tobacco, this one is quite harsh and has an underlying metallic taste. Cost: 5 sp.

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MAGIC

removed with a dispel magic spell, but they are not magically protected from being removed with a sword stroke, either. The spell is simply complete once it is cast, and no more magic is active after that point. Spells marked with Instantaneous (permanent) under duration all have this propertythey cannot be removed by being dispelled. Spell components may be verbal (representing the words used to incant the spell), somatic (representing the gesture or gestures that must accompany the casting), and/or material (representing physical components that are normally consumed in the spells casting). Exception: Material components that are not normally consumed include a clerics holy symbol. Spells with a verbal component may not be cast within the area of effect of a silence spell or if the caster is gagged. Spells with a somatic component will require that the caster has at least one hand free for the casting. Spells with a material component will usually require two free hands as well as the material component itself. 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 should be assigned a level by the GM which should be commensurate with the approximate power of the spell. The GM should always ensure that such spell research is difficult, demanding, dangerous and very, very expensive! The spell names provided are generic, and may (or should) be adjusted for additional flavor and relevance to the particular campaign in question. Thus, for example, Animate Dead might be re-named Jaxons Fearsome Marching Corpse after the name of the mage who originally researched it in that particular campaignor perhaps, after the spells most famous (or infamous) victim.

Arcane and phantasmal spells are acquired as a result of long study and diligent practice. To cast a spell, the illusionist or magic user must have the spell scribed in his or her spell book and have prepared it for casting. Clerical and druidic spells, on the other hand, are acquired as a result of faithful religious service. To cast a spell, the cleric or druid must have spent time in prayer and meditation to prepare it for casting. In either case, the procedure for memorizing a spell is the same. Spell memorization requires a minimum rest period of 4 hours, which must be spent in a quiet place without interruption. Once this period has expired, it takes fifteen minutes per level to memorize spells; in other words, a character memorizing one 3rd, two 2nd and four 1st level spells would require a further (45+30+30+15+15+15+15=) two hours and forty-five minutes of memorization time. Spells, once cast, are lost from the casting characters memory and cannot be reused until the caster memorizes them again. (Exception: It is possible to memorize the same spell twice or even more times if the caster has sufficient spell slots.) Under saving throw the notation none (neg.) indicates the spell does not normally have a saving throw, but one is permitted for the spells reverse. For example, cure light wounds has no saving throw, but its reverse cause light wounds does have one. Also under saving throw, the notation half indicates that if the saving throw is passed, the spell takes half-effect. For example, with fireball if the saving throw is halved, targets within the area of effect take half the damage shown on the die.

SPELL SCROLLS
Spells are also sometimes found written on scrolls. It is not possible to memorize a spell from a scroll, although magic users and illusionists may copy the spell from the scroll into their spell books, if they understand the spell. This process always erases the scroll. This is the primary means by which magic users and illusionists will acquire new spells for their spell books. Alternatively, the spell may be cast directly from the scroll, in which case the scroll is erased as the spell is cast. In this case, it is not necessary for the caster to know the spell beforehand, and indeed it is possible to cast a spell from a scroll even if the caster does not know the spell or is of insufficient level to use the magic. In extreme cases (such as when a character casts a spell from a scroll well above the level he or she could normally memorize) the GM will assign a chance that the spell will fail. A character must be of the correct class to cast a spell from a scroll. Thus, only clerics or paladins may cast spells from clerical scrolls, only druids or rangers from druidic ones, and so on. (Exception: Thieves and assassins may attempt to cast arcane and phantasmal spells from scrolls.)

SPELL LISTS
CLERIC SPELLS (Clerical)
1ST-LEVEL CLERIC SPELLS 1 Bless 2 Command 3 Create Water 4 Cure Light Wounds 5 Detect Evil 6 Detect Magic 7 Extra Portion 8 Light 9 Protection From Evil 10 Purify Food and Drink 11 Remove Fear 12 Resist Cold 13 Sanctuary 2ND-LEVEL CLERIC SPELLS 1 Augury 2 Chant 3 Detect Charm 4 Find Traps 5 Hold Person 6 Know Alignment 7 Resist Fire 8 Silence 15 Radius 9 Slow Poison 10 Snake Charm 11 Speak With Animals 12 Spiritual Weapon

EXPLANATORY NOTES CONCERNING THE SPELL DESCRIPTIONS


If the range of a spell is 0, this indicates that the spell must be cast right at the casters location, but that it remains stationary (in other words, it does not travel). If the range is caster, this indicates that the spell moves with the caster. Spell duration refers to the length of time that the spells magic remains magical. Thus a permanent duration means that the spell creates an enchantment (which can probably be dispelled). A spell with instantaneous duration is a spell that causes a permanent change in the world, but one that no longer requires a spell to maintain. The effect of a spell with instantaneous duration cannot later be dispelled. The clerics cure spells are an excellent example: once a wounded person is cured, the regained hit points cannot be

44

3RD-LEVEL CLERIC SPELLS 1 Animate Dead 2 Continual Light 3 Create Food and Water 4 Cure Blindness 5 Cure Disease 6 Dispel Magic 7 Feign Death 8 Glyph of Warding 9 Locate Object 10 Prayer 11 Remove Curse 12 Speak with Dead 4TH-LEVEL CLERIC SPELLS 1 Cure Serious Wounds 2 Detect Lie 3 Divination 4 Exorcise 5 Lower Water 6 Neutralize Poison 7 Protection From Evil 10 ft Radius 8 Speak With Plants 9 Sticks to Snakes 10 Tongues 5TH-LEVEL CLERIC SPELLS 1 Atonement 2 Commune 3 Cure Critical Wounds 4 Dispel Evil 5 Flame Strike 6 Insect Plague 7 Plane Shift 8 Quest 9 Raise Dead 10 True Seeing 6TH-LEVEL CLERIC SPELLS 1 Aerial Servant 2 Animate Object 3 Blade Barrier 4 Conjure Animals 5 Find the Path 6 Heal 7 Part Water 8 Speak With Monsters 9 Stone Tell 10 Word of Recall 7TH-LEVEL CLERIC SPELLS 1 Astral Spell 2 Control Weather 3 Earthquake 4 Gate 5 Holy Word 6 Regenerate 7 Restoration 8 Resurrection 9 Symbol 10 Wind Walk

2ND-LEVEL DRUID SPELLS 1 Barkskin 2 Charm Person or Mammal 3 Create Water 4 Cure Light Wounds 5 Feign Death 6 Fire Trap 7 Heat Metal 8 Locate Plants 9 Obscurement 10 Produce Flame 11 Trip 12 Warp Wood 3RD-LEVEL DRUID SPELLS 1 Call Lightning 2 Cure Disease 3 Hold Animal 4 Neutralize Poison 5 Plant Growth 6 Protection From Fire 7 Pyrotechnics 8 Snare 9 Stone Shape 10 Summon Insects 11 Tree 12 Water Breathing 4TH-LEVEL DRUID SPELLS 1 Animal Summoning I 2 Call Woodland Beings 3 Control Temperature 100 ft r. 4 Cure Serious Wounds 5 Dispel Magic 6 Hallucinatory Forest 7 Hold Plant 8 Plant Door 9 Produce Fire 10 Protection From Lightning 11 Repel Insects 12 Speak with Plants 5TH-LEVEL DRUID SPELLS 1 Animal Growth 2 Animal Summoning II 3 Anti-Plant Shell 4 Commune With Nature 5 Control Winds 6 Insect Plague 7 Pass Plant 8 Sticks to Snakes 9 Transmute Rock to Mud 10 Wall of Fire 6TH-LEVEL DRUID SPELLS 1 Animal Summoning III 2 Anti-Animal Shell 3 Conjure Fire Elemental 4 Cure Critical Wounds 5 Feeblemind 6 Fire Seeds 7 Transport via Plants 8 Turn Wood 9 Wall of Thorns 10 Weather Summoning

DRUID SPELLS (Druidic)


1ST-LEVEL DRUID SPELLS 1 Animal Friendship 2 Detect Magic 3 Detect Pits and Snares 4 Entangle 5 Faerie Fire 6 Invisibility to Animals 7 Locate Animals 8 Pass Without Trace 9 Predict Weather 10 Purify Water 11 Shillelagh 12 Speak with Animals

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7TH-LEVEL DRUID SPELLS 1 Animate Rock 2 Chariot of Fire 3 Confusion 4 Conjure Earth Elemental 5 Control Weather 6 Creeping Doom 7 Finger of Death 8 Fire Storm 9 Reincarnate 10 Transmute Metal to Wood

MAGIC USER SPELLS (Arcane)


1ST-LEVEL MAGIC USER SPELLS 1 Affect Normal Fires 2 Approaching Wizard 3 Burning Hands 4 Charm Person 5 Comprehend Languages 6 Dancing Lights 7 Detect Magic 8 Enlarge 9 Erase 10 Feather Fall 11 Find Familiar 12 Floating Disk 13 Friends 14 Hold Portal 15 Identify 16 Jump 17 Light 18 Magic Aura 19 Magic Missile 20 Mending 21 Message 22 Protection From Evil 23 Push 24 Read Magic 25 Shield 26 Shocking Grasp 27 Sleep 28 Spider Climb 29 Unseen Servant 30 Ventriloquism 31 Write 2ND-LEVEL MAGIC USER SPELLS 1 Audible Glamor 2 Continual Light 3 Darkness 15 ft Radius 4 Detect Evil 5 Detect Invisibility 6 ESP 7 Fools Gold 8 Forget 9 Invisibility 10 Knock 11 False Trap 12 Levitate 13 Locate Object 14 Magic Mouth 15 Mirror Image 16 Pyrotechnics 17 Ray of Enfeeblement 18 Rope Trick 19 Scare 20 Shatter 21 Stinking Cloud 22 Strength 23 Web 24 Wizard Lock

3RD-LEVEL MAGIC USER SPELLS 1 Blink 2 Cannonade 3 Clairaudience 4 Clairvoyance 5 Conversion Field 6 Dispel Magic 7 Explosive Runes 8 Feign Death 9 Fireball 10 Flame Arrow 11 Fly 12 Gust of Wind 13 Haste 14 Hold Person 15 Infravision 16 Invisibility 10 ft Radius 17 Lightning Bolt 18 Monster Summoning I 19 Oozing Script 20 Phantasmal Force 21 Protection From Evil 10 ft Radius 22 Protection From Normal Missiles 23 River of Blood 24 Slow 25 Suggestion 26 Tiny Hut 27 Tongues 28 Verbal Disruptor 29 Water Breathing 4TH-LEVEL MAGIC USER SPELLS 1 Charm Monster 2 Confusion 3 Dig 4 Dimension Door 5 Enchanted Weapon 6 Extension I 7 Fear 8 Fire Charm 9 Fire Shield 10 Fire Trap 11 Fumble 12 Hallucinatory Terrain 13 Ice Storm 14 Massmorph 15 Minor Globe of Invulnerability 16 Mnemonic Enhancement 17 Monster Summoning II 18 Plant Growth 19 Polymorph Other 20 Polymorph Self 21 Remove Curse 22 Venomous Pages 23 Wall of Fire 24 Wall of Ice 25 Wizard Eye

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5TH-LEVEL MAGIC USER SPELLS 1 Airy Water 2 Animal Growth 3 Animate Dead 4 Cloudkill 5 Cone of Cold 6 Conjure Elemental 7 Contact Other Plane 8 Distance Distortion 9 Ethereal Library 10 Extension II 11 Feeblemind 12 Hold Monster 13 Interposing Hand 14 Mages Faithful Hound 15 Magic Jar 16 Monster Summoning III 17 Passwall 18 Secret Chest 19 Stone Shape 20 Telekinesis 21 Teleport 22 Transmute Rock to Mud 23 Volcanic Shroud 24 Wall of Force 25 Wall of Iron 26 Wall of Stone 6TH-LEVEL MAGIC USER SPELLS 1 Anti-Magic Shell 2 Champion of the Tome 3 Control Weather 4 Death Spell 5 Disintegrate 6 Enchant an Item 7 Extension III 8 Flaming Pressure 9 Flaming Vortex 10 Forceful Hand 11 Freezing Sphere 12 Geas 13 Glasseye 14 Globe of Invulnerability 15 Guards and Wards 16 Invisible Stalker 17 Legend Lore 18 Lower Water 19 Monster Summoning IV 20 Move Earth 21 Part Water 22 Project Image 23 Reincarnation 24 Repulsion 25 Spirit-rack 26 Stone to Flesh 27 Transformation 7TH-LEVEL MAGIC USER SPELLS 1 Black Embrace 2 Cacodemon 3 Charm Plants 4 Delayed Blast Fireball 5 Duo-Dimension 6 Grasping Hand 7 Instant Summons 8 Limited Wish 9 Mages Sword 10 Mass Invisibility 11 Monster Summoning V 12 Phase Door 13 Power Word Stun 14 Reverse Gravity 15 Simulacrum 16 Statue 17 Vanish

8TH-LEVEL MAGIC USER SPELLS 1 Antipathy/ Sympathy 2 Clenched Fist 3 Clone 4 Glass-steel 5 Incendiary Cloud 6 Irresistible Dance 7 Mass Charm 8 Maze 9 Mind Blank 10 Monster Summoning VI 11 Permanency 12 Polymorph Object 13 Power Word Blind 14 Spell Immunity 15 Symbol 16 Trap the Soul 9TH-LEVEL MAGIC USER SPELLS 1 Astral Spell 2 Crushing Hand 3 Gate 4 Imprisonment 5 Meteor Swarm 6 Monster Summoning VII 7 Power Word Kill 8 Prismatic Sphere 9 Shape Change 10 Temporal Stasis 11 Time Stop 12 Wish ILLUSIONIST SPELLS (Phantasmal) 1ST-LEVEL ILLUSIONIST SPELLS 1 Approaching Wizard 2 Audible Glamor 3 Change Self 4 Color Spray 5 Dancing Lights 6 Darkness 7 Detect Illusion 8 Detect Invisibility 9 Gaze Reflection 10 Hypnotism 11 Light 12 Phantasmal Force 13 Wall of Fog 2ND-LEVEL ILLUSIONIST SPELLS 1 Blindness 2 Blur 3 Deafness 4 Detect Magic 5 Fog Cloud 6 Hypnotic Pattern 7 Illusory Glue 8 Improved Phantasmal Force 9 Invisibility 10 Magic Mouth 11 Mirror Image 12 Misdirection 13 Oozing Script 14 Ventriloquism

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3RD-LEVEL ILLUSIONIST SPELLS 1 Continual Darkness 2 Continual Light 3 Dispel Illusion 4 Fear 5 Hallucinatory Terrain 6 Illusory Script 7 Invisibility 10 ft Radius 8 Non-Detection 9 Paralysation 10 Rope Trick 11 Spectral Force 12 Suggestion 4TH-LEVEL ILLUSIONIST SPELLS 1 Confusion 2 Dispel Exhaustion 3 Emotion 4 Improved Invisibility 5 Massmorph 6 Minor Creation 7 Phantasmal Killer 8 Phineus' Writhing Tentacles 9 Shadow Monsters 5TH-LEVEL ILLUSIONIST SPELLS 1 Chaos 2 Demi-Shadow Monsters 3 Major Creation 4 Maze 5 Project Image 6 Shadow Door 7 Shadow Magic 8 Summon Shadow 6TH-LEVEL ILLUSIONIST SPELLS 1 Champion of the Tome 2 Conjure Animals 3 Demi-Shadow Magic 4 Mass Suggestion 5 Permanent Illusion 6 Programmed Illusion 7 Shades 8 True Sight 9 Veil 7TH-LEVEL ILLUSIONIST SPELLS 1 Alter Reality 2 Astral Spell 3 Prismatic Spray 4 Prismatic Wall 5 Vision 6 Arcane Spells level 1

a magic circle. If the summoner does not take these precautions, the aerial servant will not be subject to any sort of control and will immediately attack the one who called it forth. When fetching forth a living subject, the aerial servant always gains the benefit of surprise on its first attack for 4 surprise segments (unless it is detected). When the aerial servant scores a hit, it has successfully grabbed hold of its target and may bring it back to the cleric if the aerial servant is stronger than its victim. To determine the result of this test of strength, both the aerial servant and its victim roll their hit dice (using the proper die type), and the higher number wins. ANIMATE DEAD SC Necromancy R 10 ft AoF See below SV None Level 3 cleric D Permanent CT 1 round Comp V, S, M

By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creators simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spells effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. ANIMATE OBJECT SC Transmutation/Alteration R 30 ft AoF 1 cubic ft/ caster level SV None Level 6 cleric D 1 round/ caster level CT 9 segments Comp V, S

By means of this spell, the cleric brings to life an inanimate object, allowing it to move and follow the clerics simple commands. The GM will determine an objects speed and combat specifics. An objects mode of locomotion will determine its speed: rocking (a pedestal or bookshelf) at 10 ft/ round, slithering (rope, carpet) at 10-30 ft per round, walking (statue, table) at 40-80 ft/ round, scampering (footstool) at 120 ft/ round. The objects mode of attack (binding, striking, falling upon) and damage must be adjudicated by the GMs common sense, although as a guideline, an item of approximately human weight will be able to strike for 2d4 hit points of damage. ASTRAL SPELL SC Transmutation/Alteration R Touch AoF See below SV None Level 7 cleric D See below CT 3 turns Comp V, S

SPELL DESCRIPTIONS
CLERIC SPELLS (Clerical)
Clerical spells draw upon divine power, channeling unearthly forces through the clerics words and gestures. Any clerical spell with a material component requires (at a minimum) the use of the clerics holy symbol unless the spell description states otherwise. AERIAL SERVANT SC Conjuration/Summoning R 10 ft AoF See below SV None Level 6 cleric D 1 day/ caster level CT 9 segments Comp V, S

Casting an astral spell allows the cleric and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the spell is cast, the characters material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the cleric may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While traveling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a silver cord, an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form. Most magic items lose some or all of their power on the astral plane. Unless an items magical qualities are imbued so deeply as to exist in many planes, an astral travelers physical manifestation on another plane will be equipped with only the un-enchanted substance of otherwise magic items and weapons.

By casting this spell, the cleric summons an aerial servant to do his or her bidding. The aerial servant will not fight, but will find and bring to the caster whatever creature or object the caster describes (provided the task is within the aerial servants capacity to complete). The aerial servant will return to its native plane of existence at the end of the spells duration, and earlier if the cleric who summoned it is slain, if the cleric releases the creature from its bondage, or if the servant is banished. When summoning an aerial servant, the cleric must be protected by a protection from evil spell or a holy symbol, or must stand within

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ATONEMENT SC Abjuration R Touch AoF 1 person SV None

Level 5 cleric D Instantaneous (permanent) CT 1 turn Comp V, S, M

within the spells area of effect also suffer a -1 to all such die rolls. If the cleric sustains damage, is grappled, or is in some way silenced, the effect of the spell will end. COMMAND SC Enchantment/Charm R 10 ft AoF 1 living creature SV See below Level 1 cleric D 1 round CT 1 segment Comp V

The atonement spell is a form of spiritual cleansing, removing the stain of actions contrary to a characters moral alignment, but only for actions that the penitent took unwillingly or unwittingly. The penitent must be truly repentant of the deed, unless he or she is affected in such a way that would preclude repentance (such as in the case of someone whose alignment has been magically altered, or who is unconscious, charmed, or insane). In addition to removing the effects and supernatural consequences of evil actions, this spell may be used to negate, undo, or dispel a magical alignment change. Intentional misdeeds cannot be cleansed away by this spell. A cleric can, of course, use this spell to perform atonements for unintentional acts of goodness as well as evil, or for violations of neutral alignment. However, unless the GM rules otherwise based on circumstances, a cleric who is not true neutral cannot perform atonements for an alignment that the cleric does not, in some part, share. AUGURY SC Divination R Caster AoF Caster SV None Level 2 cleric D Instantaneous CT 2 rounds Comp V, S, M

By speaking a single word of command with the force of divine power behind it, the cleric may force a creature to obey an order. The creature must be able to hear the cleric and understand the language in which he or she utters the command. The command may be only one word, must be a verb, and must be completely unambiguous. Halt, Flee, and Sleep are typical commands, but many others are possible. The effects may not extend beyond a single round, and the command Die has the same effect as the command to Sleep. Creatures with intelligence of 13+ and/or hit dice of 6+ gain a saving throw against the spells influence. COMMUNE SC Divination R Caster AoF See below SV None Level 5 cleric D 3 rounds (limited number of questions) CT 1 turn Comp V, S, M

Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifesta set of sticks made from dragons bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of an augury is not strong; it will only gather omens from the pattern of the next 3 turns (30 minutes), and can only indicate whether a future action will result in weal or woe to the party. The base chance for correctly interpreting the omens is 70% plus an additional 1% per level of the caster. BLADE BARRIER SC Evocation R 30 ft AoF Circular path 2-10 ft in radius SV None Level 6 cleric D 3 rounds/ caster level CT 9 segments Comp V, S

The commune spell establishes a mystical link between the cleric and his or her deity, permitting the cleric to ask one yes or no question per caster level. This extraordinarily powerful divination spell does not involve any chance of the clerics misinterpretation of omens, for the spiritual communion with the deity is direct and not conveyed through symbols or portents. It is likely that a cleric who resorts to this spell too frequently, or for matters not worthy of the gods attention, may fall from divine favor enough that he or she loses the ability to cast the spell, at least for a time. CONJURE ANIMALS SC Conjuration/Summoning R 30 ft AoF Conjured creatures SV None Level 6 cleric D 2 rounds/ caster level CT 9 segments Comp V, S

This enchantment brings into being a whirling wall of steel blades that circle around a fixed point with blinding speed. Any creature stepping through the circle will suffer 8d8 points of damage. The cleric sets the focal point and the radius of the barrier at the time of casting, and these parameters cannot be changed thereafter (short of dismissing the spell entirely, of course). BLESS* SC Conjuration/Summoning R 60 ft AoF 50 x 50 ft SV None Level 1 cleric D 6 rounds CT 1 round Comp V, S, M

A cleric may use this spell to conjure animal allies from thin air and order them into combat. The total hit dice of summoned animals cannot exceed the clerics level, and the animals must all be of the same type. This spell will only summon mammals, although giant or prehistoric forms of normal mammals may be conjured if these are present within a few miles of the caster. The GM determines the specific type of animal that appears. CONTINUAL LIGHT* SC Transmutation/ Alteration R 120 ft AoF 60 ft radius globe SV See below Level 3 cleric D Permanent CT 6 segments Comp V, S

This minor benison raises the morale and attack rolls of any creatures allied with the casting cleric by +1 or +5% as appropriate. Any creatures already engaged in melee combat will not gain the spells benefits. The spell is reversible, allowing the cleric to curse his or her enemies with5% morale and -1 to hit. The spells area of effect is a circular area centered at the target point, which cannot be more than 60 ft from the cleric. Holy water is required to cast the spell (unholy water for the reverse). CHANT SC Conjuration/ Summoning R0 AoF 30 ft radius centered on caster SV None Level 2 cleric D Indefinite (duration of chant) CT 1 turn Comp V, S

This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In some respects the spell is identical to the first level cleric spell light, but its effects are permanent until dispelled. The light cast is greater than that produced by a light spell, extending 60 ft into the darkness. The reverse of the spell, continual darkness, produces an ink-like darkness in the same 60 ft area and negates the illumination of a continual light spell if one is present. By casting the spell upon an enemys eyes or other organs of sight, the caster may blind the spells subject, causing the same penalties as if the creature were blinded by a light spell. In this instance, a saving throw is permitted, and if it is successful the spells effect will center upon the area immediately behind the targeted creature.

Once the spell is cast, the cleric must maintain a sonorous chanting of holy words and prayers, which not only lend divine favor to the cleric and his or her allies but also bring disfavor to their foes. For so long as the cleric remains stationary and continues to chant, his or her allies (within the area of effect) gain a bonus of +1 to all attack rolls, damage rolls, and saving throws. Enemies 49

CONTROL WEATHER SC Transmutation/ Alteration R0 AoF 4d4 square miles SV None

Level 7 cleric D 4d12 hours CT 1 turn Comp V, S, M

strength per hour (6 turns) until the victim is reduced to 10% of his or her original hit points and strength. Until the disease is cured or runs its course, the afflicted person will not be able to naturally recover either strength or hit points over and above 10%. The disease runs its course in 1d6 days. CURE LIGHT WOUNDS* SC Necromancy R Touch AoF Creature touched SV None (Neg.) Level 1 cleric D Instantaneous (permanent) CT 5 segments Comp V, S

The control weather spell brings about a rapid change in the weather for several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitation, temperature, and wind speed. Existing weather conditions cannot be utterly changed by the force of this spell; a clear day cannot be made cloudy, for instance, but it can be made partly cloudy. Hot weather can be made merely warm, and only a light breeze can be raised from calm weather. This spell may be cast successively to bring about a dramatic change, moving, for example, from a calm to a light breeze, from the breeze to a strong wind, and on the third casting to transform the strong wind into a gale. CREATE FOOD AND WATER SC Transmutation/ Alteration R 10 ft AoF A days ration per caster level Comp V, S Level 3 cleric D Instantaneous (permanent) CT 1 turn SV None

Cure light wounds allows the cleric to lay hands upon a wounded creature, restoring 1d8 hit points to the spells beneficiary. The reverse of the spell operates in the same manner (although requiring a to hit roll), but inflicts 1d8 hit points rather than healing. If the cleric fails to hit while casting cause light wounds, the spell is lost. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a characters normal number. Non-corporeal creatures are not affected by this spell, nor are undead, nor are creatures that are harmed only by iron, silver, or magical weapons. CURE SERIOUS WOUNDS* SC Necromancy R Touch AoF One creature SV None (Neg.) Level 4 cleric D Instantaneous (permanent) CT 7 segments Comp V, S

Upon completion of the ritual words of this spell, food and/ or water will appear from thin air. A caster of fifth level can conjure up enough food and water to sustain a person or even a horse for five full days. The volume of food and water produced by the spell is approximately one cubic ft per level of the caster. CREATE WATER* SC Transmutation/Alteration R 10 ft AoF Up to 30 cubic ft Comp V, S, M Level 1 cleric D Instantaneous (permanent) CT 1 round SV None

A benison similar to cure light wounds, cure serious wounds permits the cleric to lay on hands for 2d8+1 hit points of healing. The spells 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. DETECT CHARM* SC Divination R 30 ft AoF See below SV None Level 2 cleric D 1 turn CT 1 round Comp V, S

This spell creates potable water, four gallons per level of the caster. The water may be created in a receptacle or in thin air (whence it will, of course, fall). Water cannot be created inside a creature, nor can it be created in any place the caster cannot see. The reverse of the spell destroys water (including fog, steam, mist, etc.) in the same quantities as create water. CURE BLINDNESS* SC Abjuration R Touch AoF Creature touched SV None (Neg.) Level 3 cleric D Instantaneous (permanent) CT 1 round Comp V, S

This spell reveals to the cleric whether a creature is subject to a charm spell. The spells magic can discern a charm (or lack thereof) on up to ten creatures. The reverse of the spell conceals the existence of a charm, but affects only one creature. DETECT EVIL* SC Divination R Caster AoF Path 10 ft wide, 120 ft long SV None Level 1 cleric D 1 turn + 5 rounds/ level CT 1 round Comp V, S, M

This powerful spell allows the cleric permanently to remove virtually all forms of blindness. The reverse of the spell permits a saving throw, and the cleric must successfully touch the spells intended target to inflict blindness (permanent duration). CURE CRITICAL WOUNDS* SC Necromancy R Touch AoF Creature touched SV None (Neg.) Level 5 cleric D Instantaneous (permanent) CT 8 segments Comp V, S

This spell allows the cleric to discern emanations of evil (or good, in the case of the spells reverse) within the spells area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil. DETECT LIE* SC Divination R 30 ft AoF One person SV None Level 4 cleric D 1 round/ caster level CT 7 segments Comp V, S, M

This powerful spell is similar in nature to cure light wounds, operating in the same fashion but healing 3d8+3 hit points of damage. The reverse of the spell functions as cause critical wounds, but delivers 3d8+3 points of damage. CURE DISEASE* SC Abjuration R Touch AoF Creature touched SV None (Neg.) Level 3 cleric D Instantaneous (permanent) CT 1 turn Comp V, S

The subject of this spell (not necessarily the caster) gains the ability to discern whether the truth is being told, for the duration of the spell. The reverse of the spell allows the spell recipients most brazen falsehoods to seem logical and believable. The spells reverse may also be used to ward against the effects of a detect lie spell. DETECT MAGIC SC Divination R Caster AoF Path 10 ft wide, 30 ft long SV None Level 1 cleric D 1 turn CT 1 round Comp V, S, M

By means of this spell, the cleric may cure most diseases by laying hands upon the afflicted creature. Depending upon the nature of the disease, full recovery may require as little time as a single turn, or as long as a week. The spells reverse, cause disease, requires that the cleric successfully touch the intended victim, who is permitted a saving throw against the spells insidious effects. If the saving throw is failed, the effects of the disease will manifest within 1d6 turns, inflicting 1 hit point of damage per turn thereafter and one point of lost

Detect magic creates a tunnel of magical vision in a path ten ft wide and thirty ft long, in which the cleric sees the aura of any magic item as a glowing blue nimbus. The spells effect is blocked by solid wood 3 ft thick, by stone 1 ft 50

thick, and by solid metal 1 inch thick. The cleric can only scan a 60 arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the clerics vision. DISPEL EVIL* SC Abjuration R Touch AoF Creature touched SV See below Level 5 cleric D 1 round/ caster level CT 8 segments Comp V, S, M

EARTHQUAKE SC Transmutation/Alteration R 120 ft AoF 5 ft diameter/ level SV None

Level 7 cleric D 1 round CT 1 turn Comp V, S, M

This spell banishes summoned creatures of evil, or those summoned for evil purposes, to their home planes of existence. Although a saving throw negates the spells banishing effect, any creature that would otherwise have been banished will suffer a penalty of -7 to hit the caster for the extent of the spells duration. Creatures affected by this spell include, but are certainly not limited to, afreets, demons, devils, genies (either evil or working toward evil purposes under duress), and elementals summoned for evil purposes. The reverse of the spell has the same effects, but upon summoned creatures of good alignment or those summoned for the purposes of good. DISPEL MAGIC SC Transmutation/ Alteration R 60 ft AoF 30 ft radius sphere SV None Level 3 cleric D Instantaneous CT 6 segments Comp V, S

The cleric invokes a small but intensely powerful earthquake within this spells area of effect. The spell may be used to create landslides, drain marshes, cave in tunnels, and collapse buildings. Yawning cracks in the earth have a good chance to swallow creatures in the area: the chance of falling into such a crevice (by creature size) is 1 in 4 (small), 1 in 6 (medium) and 1 in 8 (large). Being swallowed up in such fashion is, of course, fatal. Trees standing in the area of an earthquake spell have a 1 in 3 chance of being uprooted. EXORCISE SC Abjuration R 10 ft AoF One creature or object SV None Level 4 cleric D Instantaneous (permanent) CT See below Comp V, S, M

Dispel magic has a base chance of 50% permanently to negate magicboth the magical properties of potions and the ongoing effects of certain spells. All spell effects and relevant items within the stated area of effect are subject to dispelling. Permanent magical items are not disenchanted by the spell, with the exception of potions, which are treated as 12th level for purposes of resolution. However, even a permanently enchanted item must make a saving throw or become nonoperational for one round. Any spells in the process of being cast in the spells area of effect will be lost, and any ongoing spell effects (such as invisibility) will be dispelled. With respect to each potion, casting, or ongoing spell effect, the base chance of successful dispelling is increased 5% for every level by which the casters level exceeds the caster level of the potion, the casting, or the spell effect. The base chance is conversely reduced by 2% per level of difference if the caster is lower level than the caster of the magic to be dispelled. The spell will automatically negate the casters own spells if it is used for this purpose or if the caster has previously cast a spell into the same area. DIVINATION SC Divination R Caster AoF Caster SV None Level 4 cleric D See below CT 1 turn Comp V, S, M

Exorcism is a powerful abjuration that casts out demons, devils, or any supernatural inhabitant or influence from a creature or object that has been possessed or otherwise controlled. Exorcism banishes all charms and enchantments, removes curses, and will cast any possessing demon or other creature back into its nearest physical body other than the one being exorcised. The base chance for the cleric to perform a successful exorcism is randomly determined on a d% if the GM has not previously assigned a specific number to represent the relative difficulty of the exorcism. To the base chance is added a modifier of +1/-1 for each level of difference between the clerics caster level and the level or hit dice of the opposing supernatural force (determined by the GM in the case of supernatural forces with no stated level or HD). The cleric begins the exorcism, rolling a d% for each turn. If the clerics die roll is equal to or less than the modified chance of success, the exorcism is successful. The process cannot be halted once it has begun, and if the cleric is forced to pause before successfully casting out the supernatural force, the spell will fail. EXTRA PORTION SC Conjuration R Touch AoF 1 man-sized portion/level SV None Level 1 cleric D 1 day; see text CT 1 turn Comp V, S

A divination spell gives the caster divine insight about a particular place, examples being a ruined castle, a particular region in a dungeon, or a small vale. The location of the place must be known to the cleric (e.g., the Red Mausoleum, if a legendary location, cannot be the focus of the spell, but if the cleric has seen the doorway of the tomb, the spell will be effective). The spell yields rich information compared to an augury, although it may be couched in rather vague and approximate terms. The spell reveals the relative power of the creatures in the area, the treasure (low, moderate, or rich), and chances of incurring the wrath of gods or similar beings if the place is disturbed. There is a chance that the cleric will fail to interpret the omens properly; the base chance to succeed in gaining truthful information is 60%, and rises by another 1% per caster level. The chance may also be adjusted by the GM as necessary. If the clerics reading of the omens is not correct, of course, he or she will be operating on completely false and useless insights. The casting of a divination spell is quite dramatic, involving the sacrifice of a dove or other such creature appropriate to the religion in question. Valuable items may also be sacrificed, and such may increase the chance of the cleric receiving clear omens that are easily interpreted.

This spell can be cast on an existing portion of food, anything from a single piece of bread to a complete one-course meal, to create exact duplicates of that portion of food. The duplicate food is the same as the original in all respects including flavor, amount, warmth, cooked or raw, etc. The spell will not duplicate any special effects that the food might have, such as food created by the heroes feast spell, although it will duplicate anything that has been added to enhance the flavor of the food including spices and seasonings, but not poison. The duplicate portions appear in the immediate vicinity of the original portion. Note that only the food is created, not anything to hold the food with. The food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours through the casting of a purify food and drink spell on it. It is up to the GM whether this spell will also work on liquids such as water or wine; each casting will only duplicate either food or liquid, never both. FEIGN DEATH SC Necromancy R Touch AoF One willing creature SV None Level 3 cleric D 1 turn + 1 round/ level CT 2 segments Comp V, S, M

Except as described here, this spell is identical to the third level magic user spell of the same name. The clerical version of the spell is not subject to a limit on the character level it can affect. Note that the spell cannot be cast upon an unwilling subject. FIND THE PATH* SC Divination R Touch AoF Creature touched SV None Level 6 cleric D 1 turn/ level CT 3 rounds Comp V, S, M

This spell imbues one creature with an uncanny sense for the shortest route into or out of a chosen locale. The spell imparts only a visceral intuition of the right direction and shortest distance, so it is impossible to use the spell either to 51

circumvent dangers or to draw a map. This spell may be used to escape from a maze spell (q.v.) in one round and will continue to function thereafter. The spells reverse makes a creature unable to make any significant movement beyond aimless wandering. FIND TRAPS SC Divination R 30 ft AoF 10 ft wide path SV None Level 2 cleric D 3 turns CT 5 segments Comp V, S

HEAL* SC Necromancy R Touch AoF Creature touched SV None (Neg.)

Level 6 cleric D Instantaneous (permanent) CT 1 round Comp V, S

This spell permits the cleric to discern the existence of traps, both of magical and mechanical nature. The cleric must be looking at a trap in order to perceive it. FLAME STRIKE SC Evocation R 60 ft AoF 10 ft diameter column, 30 ft high SV Half Level 5 cleric D 1 segment CT 8 segments Comp V, S, M

This spell affects the same general variety of creatures as the cure light wounds spell (q.v.), but it is necromancy on an entirely different level than the various cure spells. Heal removes all hit point damage with the exception of the last 1d4 points, removes blindness, cures disease, and will negates the effects of a feeblemind spell. The reverse, harm, causes damage sufficient to reduce the target to 1d4 remaining hit points, and also causes disease. HOLD PERSON SC Enchantment/ Charm R 60 ft AoF 1-3 creatures SV Negates Level 2 cleric D 4 rounds + 1 round/ level CT 5 segments Comp V, S, M

Upon the casting of this spell, a blazing column of fire descends from the air. Its searing flames engulf an area 10 ft in diameter, as set by the caster. Each creature caught within the flames will suffer 6d8 points of damage, halved if the creature makes a successful saving throw. GATE SC Conjuration/Summoning R 30 ft AoF One summoned creature SV None Level 7 cleric D See below CT 5 segments Comp V, S

A hold person spell completely immobilizes up to three medium- sized or smaller persons for the spells duration. The cleric decides how many of his or her foes he or she will target with the spell. If there is only one target, the saving throw is made at -2; if two, each makes the saving throw at -1; and if the cleric seeks to hold three enemies, each makes its saving throw with no penalty. If a magic item or spell operates partially to negate the effects of paralysis, failing the save will have the effect of a slow spell rather than completely immobilizing the target. Creatures affected by this spell include humans, demi-humans and humanoids. Ultimately, it is in the discretion of the GM to decide if a creature is considered a person for the purposes of this spell. Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. HOLY WORD* SC Conjuration/Summoning R0 AoF 30 ft radius SV None Level 7 cleric D See below CT 1 segment Comp V

A gate spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spells casting might choose not to step through the gate into the material plane. Summoning Thor is unlikely to bring the thunder god from the halls of Valhallahowever, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a protection from evil spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes of existence, particularly beings with individual names of their own, can be powerful and irascible. GLYPH OF WARDING SC Abjuration/Evocation R Touch AoF 25 square ft/ caster level SV See below Level 3 cleric D Permanent (until discharged) CT See below Comp V, S, M

Holy word is a spell of intrinsically good alignment. The intonation of a holy word utterly banishes evil creatures not native to the casters plane, hurling them back to their respective planes of existence. Additionally, creatures not of good alignment (including those evil creatures which are native to the casters plane, as well as neutral creatures not of good alignment) will suffer effects from the holy word in accordance with the creatures hit dice: Less than 4 HD 4-7 HD 8-11 HD 12+ HD Kills Paralysis (duration 10-40 rounds) Stuns, reduces move by 50%, causes -4 to attack rolls (duration 2-8 rounds) Deafens, reduces move by 25%, causes -2 to attack rolls, causes 50% chance of spell failure (duration 1- 4 rounds)

The glyph of warding is a magically charged sigil or rune, scribed and enchanted to serve as the focal point of a powerful magical trap. The enchantment affects surfaces, with the caster being able to ward up to 5 ft x 5 ft of wall, floor, door, etc., per caster level. The cleric writes or otherwise inscribes the surface to be protected with the glyph of his choice, thereby defining what effect the glyph will have when discharged. He or she then traces the area to be affected with incense and, if the area to be covered exceeds 50 sq ft, he or she must also sprinkle it with at least 2,000 gp worth of powdered gems to bind the spell over such a large area. When the spell is completed, the glyph and the tracery of its area fade from sight and remain invisible thereafter until the spell is discharged. Any being touching the protected surface without speaking the name of the glyph will discharge the glyphs power. Depending upon the nature of the glyph, a successful saving throw will either reduce the damage by one-half or negate the glyphs effects entirely. The amount of power that can be held within a glyph depends upon the casters level. Most glyphs cause physical damage from fire or other elemental energies, causing 2 hit points of damage per caster level. More powerful glyphs are known that can induce paralysis or drain experience levels, although these are clearly the province only of the most powerful clerics. The GM must determine what glyphs may be within the capabilities of such formidable individuals.

The spells reverse is unholy word, which functions in the same manner as holy word but against creatures of good alignment rather than evil. Both spells have the same effect upon creatures that are neither of good nor evil alignment. INSECT PLAGUE SC Conjuration/Summoning R 360 ft AoF Cloud of 180 ft radius, 60 ft high SV None Level 5 cleric D 1 turn/ level CT 1 turn Comp V, S, M

While casting this spell, the cleric designates a central point for the spells origin up to 360 ft from where he or she stands. When the cleric utters the final words of the incantation, this focal point belches forth a massive cloud of stinging insects, which boils outward almost instantly to fill the spells area of effect. Within the area of this massive cloud, visibility is limited to 30 ft, and all creatures automatically sustain 1 hit point of damage per round from the stings and bites of the numberless flying vermin. All creatures caught in the cloud with 4 or fewer hit dice must check morale, and those with 2 or fewer hit dice will automatically flee until they are 240 ft away from the edge of the roiling cloud. Fire and smoke will keep the swarm at bay (as will walls of force, etc.), but virtually the only way to disperse a swarm before the spell duration expires is to cast dispel magic upon the swarms focal point. Even a fireball or flame

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strike will do nothing other than temporarily (1 turn) to clear the insects out of the area affected by their flames. KNOW ALIGNMENT* SC Divination R Touch AoF 1 creature/ round SV None Level 2 cleric D 1 turn CT 1 round Comp V, S

NEUTRALISE POISON* SC Transmutation/ Alteration R Touch AoF 1 ft cube/ 2 caster levels or 1 creature SV None (neg.)

Level 4 cleric D Instantaneous (permanent) CT 7 segments Comp V, S

All creatures are surrounded by an aura that can indicate their alignment, and this spell allows the caster to perceive and read such auras. The auras of up to ten creatures may be examined by use of the spell, and the cleric will be able to identify the exact alignment of each. The reverse of the spell obscures alignment (even against the use of this spell) with respect to one creature for a period of 1 turn, two people for a period of 5 rounds, and so on. LIGHT* SC Transmutation/ Alteration R 120 ft AoF 20 ft radius globe SV See below Level 1 cleric D 6 turns + 1 turn/ caster level (half for darkness) CT 4 segments Comp V, S

This spell detoxifies any sort of venom in a creature or object touched by the cleric. An opponent (a venomous spider, for example) must be successfully touched by the cleric, but is not entitled to a saving throw if the attack succeeds. Note that if the venomous creature produces new venom (normally a process that takes time), the new venom will be toxic, but any venom that is stored up in the creature will be affected and detoxified. The spell may also be used to prevent a poisoned character from suffering the poisons effects. The reverse of the spell allows the cleric to deliver a lethally poisonous touch, requiring a successful roll to hit, and allowing a saving throw against the poison. PART WATER SC Transmutation/ Alteration R 20 ft/ caster level AoF See below SV None Level 6 cleric D 1 turn/ caster level CT 1 turn Comp V, S, M

The light spell creates a globe of light 20 ft in radius, centered upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. The reverse of the spell, darkness, creates an area of utter darkness just as the light spell creates light, with the only distinction being that the darkness spell has half the duration of a light spell. If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A light spell cast upon a creatures eyes will blind it for the spells duration, causing it a penalty of -4 on all rolls to hit if sight is its primary sense. The light spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves). LOCATE OBJECT* SC Divination R 60 ft + 10 ft/ caster level AoF See below SV None Level 3 cleric D 1 round/ caster level CT 1 turn Comp V, S, M

This spell causes water to draw apart, forming a trench. The depth and length of the water displacement is determined by the clerics level. For each caster level, the cleric may displace an area of water 30 ft deep and 20 ft wide. The spell can affect other liquids besides water, but the more different the physical properties of the other liquid, the less the cleric may be capable of displacing. PLANE SHIFT SC Transmutation/ Alteration R Touch AoF See below SV See below Level 5 cleric D Instantaneous (permanent) CT 8 segments Comp V, S, M

Any object (not creature) known or familiar to the caster may be located within the spells range. It is not necessary for the caster to have seen the precise object that the spell will locate: if the caster is familiar with ladders in general, he or she may cast the spell successfully to locate any ladder within the spells range. The spell is directional, requiring the cleric to turn in different directions in order to sense an object in his or her path. The cleric may move after casting the spell to search a broader area, and need not be in actual line of sight of the object. (In other words, the spells effect is not hindered by walls or other such obstacles.) The reverse of the spell may be used to obscure one object from magical detection of virtually all kinds (including such means as a crystal ball as well as divination spells). LOWER WATER* SC Transmutation/ Alteration R 120 ft AoF See below SV None Level 4 cleric D 1 turn/ caster level CT 1 turn Comp V, S, M

Up to seven people, in addition to the cleric, can travel from one plane of existence to another by means of a plane shift spell. All persons to make the journey must link hands in a circle, and when the cleric finishes the spell and completes the circle, the caster and his or her companions will be drawn beyond the boundaries of the material plane and into the supernatural regions beyond, the home realms of gods, demons, and elementals. An unwilling victim must be touched by the cleric in order for the cleric to send him or her to another plane, and a saving throw is also applicable. The casting of a plane shift spell provides one-way travel to the other plane; a second casting of the spell (or a similar spell of planar travel) is required in order to make the return journey. The cleric must possess a metal tuning fork attuned specifically to the plane of destination in order to cast the spell. PRAYER SC Conjuration/Summoning R0 AoF 60 ft radius SV None Level 3 cleric D 1 round/ caster level CT 6 segments Comp V, S, M

Casting prayer is a matter of intoning an invocation to the clerics god(s), following which any of the clerics allies who were in the spells area of effect will gain, for the duration of the spell, the same benefits as if they were affected by an ongoing chant spell. Note that the cleric is able to move and take other actions while the prayer spell is in effect, which is not the case with the more restricted chant spell. PROTECTION FROM EVIL* SC Abjuration R Touch AoF Creature touched SV None Level 1 cleric D 3 rounds/ caster level CT 4 segments Comp V, S, M

With a majestic gesture, the cleric forces an area of water to sink downward by 5% of its original depth per caster level. Despite its name, the spells power is not limited to water; it can affect other non-living fluid substances as well, including gases and materials slightly more viscous than water. The GM may adjust the amount by which the spell affects other substances based upon the difference of their material properties from those of water. The spells area of effect is a square with sides measuring 10 ft per level of the cleric. For example, a cleric of 7th 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 foot per caster level.

This spell surrounds the recipient with an invisible aura of divine protection, emanating from the recipient to a distance of one foot. The aura is not invulnerable, but it affords considerable protection against evil and summoned creatures, much as a powerful magic circle would. The power of the aura is such that, regardless of alignment, neither summoned nor conjured creatures, nor those not native to the material planes (such as demons or genies), can reach through it. It is possible, of course, for a weapon wielded by such a creature to breach the magical barrier, but the creatures physical presence is completely hedged out. Moreover, the attacks of evil creatures (with or without a weapon) 53

incur a penalty of -2 to hit, and saving throws caused by such creatures will be made at a bonus of +2. The spell may be reversed into protection from good, and in this form it will still hedge out summoned, conjured, and extra-planar creatures regardless of alignment. To cast either form of the spell, the caster speaks the ritual words of the spell while describing a circle around the being to be warded, using holy water or incense (blood or smoldering dung for the reverse of the spell). PROTECTION FROM EVIL, 10 FT RADIUS* SC Abjuration Level 4 cleric R Touch D 1 turn/ caster level AoF 10 ft radius sphere around CT 7 segments creature touched SV None Comp V, S This spell has effects and limitations identical to protection from evil, but the radius of divine protection extends a full ten ft around the spells recipient, allowing allies to shelter within the protective ambiance The duration of the spell is also longer. PURIFY FOOD AND DRINK* SC Transmutation/ Alteration R 30 ft AoF 1 cubic ft/ level SV None Level 1 cleric D Instantaneous (permanent) CT 1 round Comp V, S

The reverse of the spell is referred to in hushed tones as slay living. The subject of this spell (which must be used with extreme caution by good clerics, lest their alignment be altered) is entitled to a saving throw, and if the throw fails, the subject dies. If the saving throw succeeds, the target will still sustain 2d8+1 points of damage. REGENERATE* SC Necromancy R Touch AoF One creature SV None Level 7 cleric D Instantaneous CT 3 rounds Comp V, S, M

The powerful regeneration spell causes severed body parts to reattach themselves in a single round, or to regrow within 2-8 turns. The spells reverse causes a touched appendage to wither and fall away to dust within 2-8 turns. A successful attack must be made in order to cast the spell upon an unwilling victim, but the victim does not also receive a saving throw. REMOVE CURSE* SC Abjuration R Touch AoF See below SV See below Level 3 cleric D Instantaneous CT 6 segments Comp V, S

This spell removes poison, rot, and other contaminants from all food and water within the spells area of effect, also destroying the malignant properties of unholy water. The reverse of the spell contaminates food and water and will spoil holy water. QUEST SC Enchantment/Charm R 60 ft AoF One creature SV Negates Level 5 cleric D See below CT 8 segments Comp V, S, M

This spell allows the cleric to remove curses from persons and objects, and the spell can have a variety of other applications against evil manifestations. Magical items imbued with curses cannot be destroyed by the spells power, but use of the spell upon a person under the influence of such an item will generally free the person from the curse and allow him or her to be rid of the item. The spells reverse, bestow curse, inflicts the subject with a magical curse, the exact nature of which is not entirely within the casters control: Reduce one ability score to 3: Cause -4 penalty to hit and on saving throws: Cause victim (50% chance per turn) to drop any objects it is holding (or in the case of an non-tool-using creature, not act for one round): 50% 25% 25%

By means of a quest spell, the cleric enslaves the subject into fulfilling a task the cleric sets, forcing him or her to perform the task and return to the cleric with proof of its completion. If the enchanted creature does not properly follow the letter and spirit of the quest, it will suffer a cumulative penalty of -1 to all saving throw rolls for each day the quest is neglected. This penalty, which is itself in the nature of a curse, remains with the creature until the quest is completed or the curse is removed by the caster or by some other agency. Possible objectives for a quest are legion; they might include finding and bringing some valuable item to the cleric, capturing a castle, slaying a monster, or any number of other tasks. RAISE DEAD* SC Necromancy R 30 ft AoF One person SV See below Level 5 cleric D Instantaneous (permanent) CT 1 round Comp V, S

With the GMs agreement, the character may design a specific curse to use with this spell other than the random curse the spell normally unleashes. In order to bestow a curse, the cleric must successfully touch the intended victim, who is entitled to a saving throw. The duration of a bestowed curse is 1 turn/ caster level. REMOVE FEAR* SC Abjuration R Touch AoF Creature touched SV None Level 1 cleric D See below CT 4 segments Comp V, S

This spell is a divine warding against fear, and it can also banish magical terror in someone already affected. In the latter case, the spell grants a second saving throw at a bonus of +1 per caster level. To a person not already affected by magical fear, the spell grants a bonus of +4 to fear saving throws for 1 turn. RESIST COLD SC Transmutation/ Alteration R Touch AoF Creature touched SV None Level 1 cleric D 1 turn/ level CT 1 round Comp V, S, M

The eerie, keening incantation of this spell calls a soul back from the afterlife, literally bringing the dead back to life. Elves, as they do not have souls, cannot be brought back to life in this manner, but humans, half-elves, half-orcs, gnomes, dwarves, and halflings can all be raised from the dead by means of this spell. The longer a soul has been departed from the material plane, the more difficult it is to call it back; a cleric can summon back a soul that has been dead no more days than the clerics level. In other words, a cleric of tenth level can raise a person who has been dead no more than ten days, but an eleventh level cleric can raise a person who has been dead eleven days. The raised person must survive a system shock saving throw in order to return to life, and he or she will be unable to engage in strenuous activity (such as combat, study, or spell casting) for a period of time equal to one day for each day that he or she was dead. Perhaps mercifully, the spell erases the returning characters memory concerning any places his or her soul may have visited following death. Raise dead can instantly destroy most kinds of corporeal undead creatures (exception: it does not destroy liches). Incorporeal undead, such as ghosts or spectres, are immune. This use is treated the same as the reverse of the spell in terms of saving throws and damage.

By touching the spells intended recipient and casting the spell, the cleric instills the recipient with a supernatural resistance to the effects of extreme cold. Normal cold, temperatures ranging down to zero degrees Fahrenheit, is perceived as normal temperature. The subject also gains a saving throw bonus of +3 against magical cold, taking one half damage if the save is not successful and one quarter damage if the save is successful. The saving throw is permitted even against attacks that would not ordinarily permit a saving throw (such as a magically cold sword). RESIST FIRE SC Transmutation/ Alteration R Touch AoF Creature touched SV None Level 2 cleric D 1 turn/ caster level CT 5 segments Comp V, S, M

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When this spell is cast, the recipient gains resistance to fire and heat, being able to endure boiling temperatures without discomfort. A person under the influence of this spell can stand unharmed in the middle of a bonfire, and even gains a measure of resistance to magical fire. The subject gains a saving throw bonus of +3 against magical fire, taking one half damage if the save is not successful and one quarter damage if the save is successful. The saving throw is permitted even against attacks that would not ordinarily allow a saving throw. RESTORATION* SC Necromancy R Touch AoF One creature SV None Level 7 cleric D Instantaneous (permanent) CT 3 rounds Comp V, S

SLOW POISON SC Necromancy R Touch AoF Creature touched SV None

Level 2 cleric D 2 rounds/ level CT 1 segment Comp V, S, M

By casting this spell, the cleric restores one lost level of experience to the spells target. Not necessarily all lost experience points are restored; an afflicted character will only regain enough experience points to regain the lost level, no more. A cleric can only restore a level lost within as many days as the clerics caster level. For example, a cleric of 12th level cannot restore an experience level lost 13 or more days prior to the casting of the spell. The spells reverse causes the target to lose one experience level. No saving throw applies, but a successful attack is required. In addition to restoring lost levels, the spell can affect other sorts of magically-induced debilities. The effects of a feeblemind spell are reversed by restoration, for example. RESURRECTION* SC Necromancy R Touch AoF One person SV None Level 7 D Instantaneous (permanent) CT 1 turn Comp V, S, M

This spell is used to slow the progress of poison through the body. Even a person who has died from poison may be revived if he succumbed to the poison within a number of turns less than or equal to the casters level of experience. The spell does not eliminate or neutralize poison; it merely slows it. A poisoned creature will lose 1 hit point per turn (but will not fall below 1) during the spells duration; once the spells protection expires, the victim will suffer the full potency of the poison. The spell is generally used to keep someone alive until the poison can be neutralized completely by other means, such as a neutralize poison spell. SNAKE CHARM SC Enchantment/ Charm R 30 ft AoF See below SV None Level 2 cleric D See below CT 5 segments Comp V, S

A pattern of gestures made by the cleric in the course of casting this spell creates a hypnotic effect on snakes. Any snake affected by the spell will rise up and begin swaying back and forth, otherwise remaining motionless. A cleric can affect multiple serpents with the spell, up to a total number of hit points equal to the clerics own. The spells duration depends upon the existing emotions of the snake at the time the spell is cast. If the snake was asleep, the duration of the charm is 1d4+2 turns; if the snake was awake but not angry, the duration will be 1-3 turns; and if the snake was angry (or attacking), the spell will last 1d4+4 rounds. SPEAK WITH ANIMALS SC Transmutation/ Alteration R0 AoF One creature within 30 ft of the caster SV None Level 2 cleric D 2 rounds/ caster level CT 5 segments Comp V, S

The awesome power of a resurrection spell brings the dead back to life. Unlike raise dead, a resurrection spell may be cast upon a person who has been dead for as many as 10 years per caster level. Casting the spell requires the cleric to rest for one day per level of the person raised. Elves cannot be resurrected, having no souls, but humans and the rest of their ilk (half-elves, dwarves, etc.) can be affected. As with raise dead, the recipients memory of whatever transpired between death and resurrection is erased. The reverse of the spell kills the subject and turns him or her to dust, requiring a successful attack roll to touch. SANCTUARY SC Abjuration R Personal AoF Caster SV None Level 1 cleric D 2 rounds + 1 round/ level CT 4 segments Comp V, S, M

A sanctuary spell makes the cleric seem an irrelevant, non-hostile target, one that his or her enemies will ignore. In order for any foe to attack the caster of the spell, the enemy must make a successful saving throw against magic. Failing the saving throw permits the enemy to attack another target, but the cleric will be completely ignored. The spell does not prevent an enemy from including the cleric within the area of effect of a hostile spell, provided that the cleric is not the intended target. The cleric may not undertake any hostile actions while protected by a sanctuary, or the spells power will be dissipated and end. However, the cleric may cast spells and otherwise act in ways that are not directly hostile, such as curing wounds, casting a spell such as bless, or even stealing an item if faith and alignment permit. SILENCE, 15 FT RADIUS SC Transmutation/ Alteration R 120 ft AoF 30 ft diameter sphere SV See below Level 2 cleric D 2 rounds/ caster level CT 5 segments Comp V, S

When the caster invokes this spell, he or she becomes able to communicate with and understand the speech of normal animals (with the exception of mindless creatures). While the spell lasts, the animal (and any other animals of the same type in its company) will refrain from attacking, even if they were initially hostile. Depending upon the nature of the conversation, if the animals alignment is neutral or of the same tendency as the clerics, the animal may be disposed to help the cleric in some manner. It is important to note that the spell does not permit speech with animals of monstrous or unnatural nature; communication with a monster such as a cockatrice, for example, is beyond the spells power. Neither does the spell suddenly imbue an animal with intelligence; the observations and opinions of an animal such as a badger will be appropriate to the animals own experiences, motives, and intellectual limitations. SPEAK WITH DEAD SC Necromancy R 10 ft AoF One dead creature SV None Level 3 cleric D See below CT 1 turn Comp V, S, M

By casting speak with dead, the cleric opens a mystical channel to the afterworld, permitting him or her to ask a dead creature several questions. As with most spells that concern the afterlife, the length of time that the soul has departed is a factorthe longer the creature has been dead, the more powerful the casting cleric must be to initiate contact. The cleric must be able to speak the dead creatures language and must have some portion of its bodily remains available as the focus of the spell. Caster level 5-6 7-8 3 9-12 13-15 16-20 21+ Spell duration 1 round rounds 1 turn 2 turns 3 turns 1 hour Max number of questions 2 3 4 5 6 7 Max time since death 1 week 1 month 1 year 1 decade 1 century 1 on

Casting this spell brings into being an area of complete and utter magical silence in which no sound can be heard. The spell may be cast upon a location in the air, upon a physical object (in which case it will move with the object), or upon a creature (in which case a saving throw is applicable). If the creature makes a saving throw, the area of silence will center upon the space just behind the intended victim.

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SPEAK WITH MONSTERS SC Transmutation/ Alteration R Caster AoF 30 ft radius SV None

Level 6 cleric D 1 round/ caster level CT 9 segments Comp V, S

will be affected by it. The clerical casting of this spell allows for three different symbols: Hopelessness, Pain, and Persuasion. Hopelessness: The symbol of hopelessness causes despair. Any creature (other than those with no intelligence) failing the saving throw will wander sadly away or surrender in the face of a challenge such as a combat. The despair will persist for 3d4 turns. Pain: The symbol of pain inflicts terrible, shooting pains for a duration of 2-20 turns. Any creature so affected will suffer a -4 penalty on attack rolls and a temporary loss of 2 dexterity points. Persuasion: Those viewing the symbol of persuasion and failing their saving throw will undergo a temporary change of alignment to the casters alignment and become friendly to the caster for 1d20 turns. TONGUES* SC Transmutation/ Alteration R Caster AoF Caster SV None Level 4 cleric D 1 turn CT 7 segments Comp V, S

Within the spells area of effect, the caster becomes capable of communicating with any kind of creature provided it has some form of intelligence. The spell does not make the target friendly to the caster; for this, the caster must rely upon his or her charisma. SPEAK WITH PLANTS SC Transmutation/ Alteration R Caster AoF Caster SV None Level 4 cleric D 1 round/ caster level CT 1 turn Comp V, S, M

The cleric becomes able to hold converse with living plant matter. He or she may pose questions and understand the answers given, although any conclusions or opinions the plant provides will be based on the plants level of intelligence. Even a normal plant, however, will be able to convey information about events that have transpired near it. If the plants are capable of motion, it will be possible for the cleric to persuade them into a course of action, such as drawing aside to allow passage, or even attacking an enemy citadel. SPIRITUAL WEAPON SC Invocation R 30 ft AoF Hammer-shaped divine force SV None Level 2 cleric D 1 round/ level CT 5 segments Comp V, S, M

Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language. Note that the spells area of effect does not move with the caster. The reverse of the spell makes verbal communication impossible for any person (not just the caster) in the spells area, or may be used to cancel out the effects of the tongues spell. TRUE SEEING* SC Divination R Touch AoF Creature touched SV None Level 5 cleric D 1 round/ level CT 8 segments Comp V, S, M

To cast this spell, the cleric throws a real war hammer into the air, invoking the power of his or her god(s). The real hammer disappears, replaced with a mistlike shape of divine force that attacks at the clerics will while the cleric concentrates upon maintaining it (limited, of course, to the duration of the spell). The hammer strikes as a magical weapon for purposes of affecting creatures hit only by magic weapons (as if it were a +1 weapon, with an additional +1 per three levels of the caster), but it has no actual bonus on to hit rolls. The spiritual weapon attacks as if it were wielded by the cleric, at the clerics level and with any appropriate to hit and damage bonuses (or penalties). The weapon does damage as a normal war hammer. STICKS TO SNAKES* SC Transmutation/ Alteration R 30 ft AoF 10 ft cube SV None Level 4 cleric D 2 rounds/ caster level CT 7 segments Comp V, S, M

This spell imbues the recipient with the ability to see things as they truly are within a range of 120 ft. Illusions, displacements, astral or thereal objects and beings, and secret doors are examples of the kinds of deception and unreality that the spell reveals. Alignment auras become visible so that the cleric can discern good from evil, law from chaos. Polymorphed items and creatures are seen in their true shape. The reverse of the spell, false seeing, is in the nature of a curse, making the subjects perception untrustworthy and contrary in what it reveals. WIND WALK SC Transmutation/ Alteration R Caster AoF See below SV None Level 7 cleric D 6 turns/ caster level CT 1 round Comp V, S, M

This spell enables the cleric to transform sticks into serpents that attack at the clerics will. The snakes may be ordered to take other actions if the cleric can speak with them, but this spell alone does not grant the power to communicate with the snakes, only to will them to attack particular opponents. The spell transforms one stick per caster level, and each snake has a 5% chance per caster level of being venomous. The reverse of the spell will change snakes into harmless sticks and can work such a transformation upon snakes created by means of this spell. Sticks of a magical quality, such as wands or magic spears, are not affected by the spell. STONE TELL SC Divination R Touch AoF 1 cubic yard of stone SV None Level 6 cleric D 1 turn CT 1 turn Comp V, S, M

Upon completing the wording of this spell, the casters body becomes insubstantial, resembling the misty substance of water vapor Indeed, if the caster wears white garments, he or she is likely (80% chance) to be mistaken for a cloud of vapor or steam. Carried upon a magical wind controlled by the caster, the wind walker(s) may travel as rapidly as 600 ft per turn or as slowly as 60 ft per turn. The caster may carry another person for every 8 caster levels, transforming them into cloud-like wind walkers by his touch. The spell ends when the cleric cancels it or the duration expires. WORD OF RECALL SC Transmutation/ Alteration R Caster AoF Caster and additional weight (see below) SV None Level 6 cleric D See below CT 1 segment Comp V

This spell causes stone to hear and speak. Rock and stones in the area of effect will answer any of the clerics questions about what has transpired in their immediate vicinity, or what lies behind them. SYMBOL SC Conjuration/Summoning R Touch AoF See below SV Negates Level 7 cleric D 1 turn/ level CT 3 segments Comp V, S, M

By the utterance of a single word of power, the cleric transports him- or herself infallibly to a prepared place of sanctuary. Before the spell can be cast with success, a place in the sanctuary must be inscribed with a rune corresponding to the clerics word of recall; any later elimination of this rune by any person other than the cleric will not affect the proper functioning of the spell. Transportation by means of word of recall is instantaneous and not subject to error. The sanctuary may be of any distance from the cleric, and may be above or below ground. The cleric may also transport as much as 25 lbs of other material per level of experience, including equipment or even another living being.

To cast this spell, the cleric shapes a glowing symbol in the air. Any creature seeing the symbol closely enough to discern its shape (approximately 100 ft) 56

DRUID SPELLS (Druidic)


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. ANIMAL FRIENDSHIP SC Enchantment/ Charm R 10 ft AoF One normal animal SV Negates Level 1 druid D Permanent CT 6 turns Comp V, S, M

ANIMATE ROCK SC Transmutation/ Alteration R 40 ft AoF 2 ft cube/ caster level SV None

Level 7 druid D 1 round/ caster level CT 9 segments Comp V, S, M

This spell allows the druid to animate and command a stone object in the same way that a cleric commands an animated object with the animate object spell. The object to be animated cannot be part of a larger stone structure. ANTI-ANIMAL SHELL SC Abjuration R0 AoF 10 ft radius sphere (or hemisphere) SV None Level 6 druid D 1 turn/ caster level CT 1 round Comp V, S, M

The animal friendship spell enchants a normal animal of neutral alignment to become the druids faithful friend and companion. The animal to be enchanted must not be completely unintelligent but cannot be of greater than animal intelligence. If the animal fails its saving throw (made at the beginning of the spells casting), it will remain docile for the remainder of the casting time. Once the spell is complete, the animal will remain with the druid and can learn tricks similar to those that could be taught to a well-trained domestic pet. Each trick takes a week to learn, and after the animal has been with the druid for three months it will no longer be able to learn new tricks. During this period, if the animal is left alone by the druid for more than three days, the enchantment will be broken and the animal will revert to the wild. A druid may only have animal friends with hit dice totaling twice his or her level. (The total hit dice can thus increase as the druid gains levels.) ANIMAL GROWTH* SC Transmutation/ Alteration R 80 ft AoF Up to 8 animals in a 10 ft radius SV None Level 5 druid D 2 rounds/ caster level CT 7 segments Comp V, S, M

This spell creates an immobile field of force that hedges out all animal matter. Note that undead and beings not of the material plane are not considered animal matter. The druids allies must, of course, be within the field at the time it is conjured forth, for they themselves are presumably of animal matter. ANTI-PLANT SHELL SC Abjuration R0 AoF 80 ft radius sphere (or hemisphere) SV None Level 5 druid D 1 turn/ caster level CT 7 segments Comp V, S, M

This spell causes up to 8 animals in the area of effect to grow to twice normal size, doubling their hit dice and the damage they inflict. The spell does not influence the animals attitude toward the druid, so it is advisable to ensure ahead of time that they are friendly. The reverse of the spell halves their size and damage inflicted. ANIMAL SUMMONING I SC Conjuration/ Summoning R 120 ft/ level AoF See below SV None Level 4 druid D See below CT 6 segments Comp V, S, M

When the druid finishes casting this spell, an invisible barrier forms in an 80 ft radius around the caster and is immobile thereafter. No vegetable matter (including missiles formed of vegetable matter, such as wooden arrows) can penetrate the barrier. BARKSKIN SC Transmutation/ Alteration R Touch AoF Creature touched SV None Level 2 druid D 4 rounds + 1 round/ caster level CT 3 segments Comp V, S, M

The barkskin spell magically toughens a creatures skin, making it as strong as tree bark. The recipient of the spell improves his or her armor class by one point and also gains a +1 bonus on all saving throws, with the exception of saving throws against Spells (unlisted categories). CALL LIGHTNING SC Transmutation/ Alteration R0 AoF 360 ft radius SV Half Level 3 druid D 1 turn/ caster level CT 1 turn Comp V, S, M

A druid may use this spell to summon normal or giant animals of a specified type. The animals must be within the spells range to be summoned. Up to three summoning attempts may be made if animals of the specified type do not appear. Assuming that the summoned type of animal is within the spells range, up to 8 animals will appear, of no more than 4 hit dice each. These animals will assist the druid with a specific mission: winning a battle, traveling to a specific location, etc. ANIMAL SUMMONING II SC Conjuration/ Summoning R 180 ft/ caster level AoF See below SV None Level 5 druid D See below CT 7 segments Comp V, S, M

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 (10 minutes). The bolts inflict 2d8 points of damage, plus another d8 per level of the caster. Any creature within 10 ft of a bolts impact (or along its downward path) will sustain damage. The spell may only be cast outdoors. CALL WOODLAND BEINGS SC Conjuration/ Summoning R 360 ft + 30 ft/ caster level AoF See below SV Negates Level 4 druid D See below CT See below Comp V, S, M

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 8 HD, or up to 12 animals, each no greater than 4 HD. ANIMAL SUMMONING III SC Conjuration/ Summoning R 240 ft/ caster level AoF See below SV None Level 6 druid D See below CT 8 segments Comp V, S, M

This spell is similar to animal summoning I, but is more powerful. The spell will summon up to 4 animals of no more than 16 HD each, or 16 animals of no more than 4 HD each.

This summoning calls certain woodland creatures to aid the druid, provided that they are nearby. The druid casts the spell by means of a sonorous chant, which he or she must continue for 2 turns or until the summoned creatures appear. The GM will determine if creatures that will respond to such a call are in the area. The creatures are entitled to a saving throw vs Spells (unlisted categories) at a penalty of -4. If the creatures fail the saving throw and are summoned to the druids aid, they will provide whatever aid they are capable of, although their willingness to engage in combat is subject to their overall reactions to the druid him- or herself.

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If there is an evil character in the druids party, the summoned creatures gain an additional saving throw to avoid the effects of the spell, at a bonus of +4. Creatures that may be summoned by this spell include: Centaurs Pixies Fauns Treant Unicorn 1d4 1d8 1d4 1 1 Level 7 druid D 6 turns + 1 turn/ caster level CT 1 turn Comp V, S, M

CONFUSION SC Enchantment/ Charm R 80 ft AoF Up to a 20 ft radius SV See below

Level 7 druid D 1 round/ level CT 9 segments Comp V, S, M

CHARIOT OF FIRE SC Evocation R 10 ft AoF See below SV None

This spell causes creatures to behave strangely and unpredictably. A certain number of creatures in the spells area of effect must make a saving throw each round in order to avoid becoming confused. The base number of creatures is 2d4, but additional creatures may be affected; if the druids caster level is higher than the HD of the strongest opponent, the difference is the number of additional creatures that must make saving throws. This spell is extremely powerful; all saving throws are made with a penalty of -2. Creatures that fail their saving throws (check each round) act randomly in accordance with the following table: d% Action 01-10 Attacks the druid or his or her allies 11-20 Acts normally 21-50 Babbles incoherently 51-70 Meanders away from caster for a full turn 71-00 Attacks nearest creature Note: a creature that meanders away is not entitled to further saving throws, but will be freed from the spells effects after taking a full turn of movement (at normal speed) away from the caster. CONJURE EARTH ELEMENTAL* SC Conjuration/ Summoning R 40 ft AoF See below SV None Level 7 druid D 1 turn/ level CT 1 turn Comp V, S, M

A chariot of fire, drawn by two flaming steeds, appears with an echoing thunderclap when the druid completes the final words of this spell. The druid may, by touch, make up to 8 of his or her companions immune to the furnacelike conveyance; anyone else within five ft of the horses or the chariot will sustain 2d4 hp of damage per round. The chariot can travel over land at a speed of 240 ft/ round and can fl y at a speed of 480 ft/ round, obeying the casters shouted instructions. It is possible for the chariot and horses to sustain damage from magical weapons or from water (which does only 1 hp of damage). Chariot and horses each have 30 hp and are AC 2; if a single horse is dispelled by taking physical damage, the chariots speed will be halved. The chariot prevents normal fire from affecting its passengers, but they may take damage from magical fire attacks. The chariot and horses are themselves immune to all fire, magical or otherwise. CHARM PERSON OR MAMMAL SC Enchantment/ Charm R 80 ft AoF One person or mammal SV Negates Level 2 druid D See below CT 4 segments Comp V, S

The powerful enchantment woven by this spell will affect any person, meaning character races (with the exception of elves) and other small to medium-sized bipeds analogous to persons (orcs, goblins, etc.). The spell also affects mammalian animals of any kind, even those that are supernatural, giant, or monstrous. If the target creature fails a saving throw, it will view the druid as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the druids behalf, but will not undertake risks beyond those the creature might ordinarily take. The druid must be able to talk to the charmed creature if he or she is to make any sort of complex request. Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence: 19+ 18 17 15-16 13-14 10-12 7-9 4-6 3 or less one saving throw/ day one saving throw/ 2 days one saving throw/ 3 days one saving throw/ week one saving throw/ 2 weeks one saving throw/ 3 weeks one saving throw/ month one saving throw/ 2 months one saving throw/ 3 months

By means of this spell, the druid summons a 16 HD elemental from the plane of earth. The spell is otherwise identical to the druidic spell conjure fire elemental, but there is no chance to summon a more powerful elemental, as exists when a druid summons fire elementals. As with conjuring fire elementals, the earth elemental will be the druids ally by its own will; the druid requires no magical wards against it and need not concentrate upon it after the summoning is complete. CONJURE FIRE ELEMENTAL* SC Conjuration/ Summoning R 80 ft AoF See below SV None Level 6 druid D 1 turn/ caster level CT 6 rounds Comp V, S, M

It is within the power of a high-level druid to summon forth an elemental being from the plane of fire. The elemental will ordinarily be of 16 HD, but there is a 5% chance that it will be of 24 HD and a 1% chance that an afreet, rather than an elemental, will appear. The elemental will act as the druids ally, remaining for the spells duration to assist him or her however possible, including engaging in combat with his or her enemies. Druids need no protective circle to summon fire elementals and need not concentrate upon the elemental in any way. CONTROL TEMPERATURE 10 FT RADIUS SC Transmutation/ Alteration Level 4 druid R Caster D 4 turns + 1 turn/ caster level AoF 10 ft radius CT 6 segments SV None Comp V, S, M By casting this spell, the druid magically controls the temperature of his or her immediate surroundings, to a radius of 10 ft. The temperature may be raised or lowered by 9 Fahrenheit (4 Celsius) per caster level. CONTROL WEATHER SC Transmutation/ Alteration R0 AoF 4d8 square miles SV None Level 7 druid D 8d12 hours CT 1 turn Comp V, S, M

The charm will be broken automatically if the druid obviously tries to harm the charmed creature. COMMUNE WITH NATURE SC Divination R Caster AoF See below SV None Level 5 druid D See below CT 1 turn Comp V, S, M

To cast this spell, the druid enters into a trance that brings him or her into a state of oneness with the natural surroundings. He or she gains knowledge of the area, learning one fact for each of his or her caster levels. The radius of the area with which the druid can commune is a half-mile for every caster level. Facts that the druid may divine include the paths of water, inhabitants in a part of the region, etc.

The control weather spell brings about a rapid change in the weather of several square miles surrounding the point where the spell is cast. It requires no more than 10-40 minutes for the spell to take its full effect across the vast area it covers. The spell affects precipitation, temperature, and wind speed. 58

Existing weather conditions cannot be utterly changed by the force of this spell, but druids are able to cause more of a change than clerics can with the same spell; effectively twice the amount of change is possible for a druid. The druid could not bring heavy rain forth on a clear day, but could change the weather from clear to partly cloudy, and then to fully cloudy (with light rain, perhaps), all in the course of one casting. By comparison, a cleric would only have been able to bring about partial clouds. Hot weather can be made cool, and a strong wind can be raised from calm air. This spell may be cast more than once in succession to bring about a dramatic change, moving, for example, from a calm to a strong wind, then from the strong wind to a full-scale storm. CONTROL WINDS SC Transmutation/ Alteration R Caster AoF 40 ft radius/ caster level SV None Level 5 druid D 1 turn/ caster level (see below) CT 7 segments Comp V, S, M

CURE LIGHT WOUNDS* SC Necromancy R Touch AoF Creature touched SV None (neg.)

Level 2 druid D Instantaneous (permanent) CT 4 segments Comp V, S, M

The druidic cure light wounds is, except as described above, identical to the clerical spell of the same name. CURE SERIOUS WOUNDS* SC Necromancy R Touch AoF Creature touched SV None (neg.) Level 4 druid D Instantaneous (permanent) CT 6 segments Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell of the same name. DETECT MAGIC SC Divination R Caster AoF Path 10 ft wide, 40 ft long SV None Level 1 druid D 12 rounds CT 3 segments Comp V, S, M

By the power of this spell, the druid can increase or decrease the force of the winds. For every caster level, the druid may change the speed of the wind by 3 miles per hour. An eye of calm with a radius of 40 ft remains around the druid and travels with him or her. The wind force increases (or decreases) at a rate of 3 miles per hour every round until the end of the spells duration, at which time it will return to normal, also at a rate of 3 miles per hour per turn. Winds can be extremely destructive; ships are at great risk of sinking if wind speed reaches 60 miles per hour, and wind speeds of 75+ mph are as a full-fl edged hurricane. CREATE WATER SC Transmutation/ Alteration R 10 ft AoF Up to 1 cubic ft/ caster level SV None Level 2 druid D Instantaneous (permanent) CT 1 turn Comp V, S

Other than as described above, this spell is identical to the first level clerical spell detect magic. DETECT PITS AND SNARES SC Divination R Caster AoF Path 10 ft wide, 40 ft long SV None Level 1 druid D 4 rounds/ level CT 3 segments Comp V, S, M

Other than as described above, this spell is similar to the clerical spell create water. Note that the druidic spell has no reverse version; the druid may create, but not destroy, water. CREEPING DOOM SC Conjuration/Summoning R0 AoF See below SV None Level 7 druid D 4 rounds/ level CT 9 segments Comp V, S, M

The druid may cast this spell upon him- or herself, imbuing his or her eyes with divinatory power. The druid can instantly discern virtually any form of trap if outdoors, and even indoors or underground he or she will detect the presence of pits. DISPEL MAGIC SC Abjuration R 80 ft AoF 40 ft cube/ caster level SV None Level 4 druid D Instantaneous CT 6 segments Comp V, S, M

The terrifying creeping doom spell causes a massive swarm of insects, spiders, and centipedes to boil forth from the ground in front of the caster, marching in whatever direction he or she orders, destroying and killing all that stands in their way. The swarm is composed of (1d6+4) x100 non-flying vermin, each of which inflicts 1 hp damage against an opponent before dying. Only as many insects as are needed to kill an opponent will die, and once the target is dead the swarm will move on. If the druid allows the swarm to get more than 80 ft away from his or her person, 50 insects for every 10 ft beyond this range will depart the swarm. The druid can order the swarm to attack specific targets and/or to change direction. Although the spell can be devastating (potentially causing as much as 1,000 hp of damage in total), many means can be used to counter it the most obvious being a fireball or other area-of-effect damage spell. CURE DISEASE* SC Necromancy R Touch AoF Creature touched SV None (neg.) Level 3 druid D Instantaneous (permanent) CT 1 round Comp V, S, M

This spell is identical in effect to the clerical spell of the same name, with any exceptions being noted above. ENTANGLE SC Transmutation/ Alteration R 80 ft AoF 20 ft radius SV Half (see below) Level 1 druid D 1 turn CT 3 segments Comp V, S, M

The druid casts this spell upon a particular spot, whereupon all plants in a 20 ft radius of the enchanted location immediately begin to writhe violently about, whipping around and entangling any creature in the area. Creatures threatened in this manner are entitled to a saving throw. If the saving throw succeeds, the creatures movement rate is slowed to half normal; if the saving throw fails, the creature is so securely held in the plants that it cannot move, attack, or cast spells for the duration of the spell. FAERIE FIRE SC Transmutation/ Alteration R 80 ft AoF 1 size M or 2 size S creatures/ caster level SV None Level 1 druid D 4 rounds/ caster level CT 3 segments Comp V

This spell, with the exception of any distinctions noted above, is identical to the clerical spell cure disease. CURE CRITICAL WOUNDS* SC Necromancy R Touch AoF One creature SV None (neg.) Level 6 druid D Instantaneous (permanent) CT 8 segments Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell of the same name.

The druid uses this spell to ignite a fiery-looking aura of bright light around his or her enemies. The aura is visible at a range of 80 ft if the observer stands in darkness, and at 40 ft if he or she stands near another light source. The light itself is harmless, but a creature limned with faerie fire is easier to hit; any attacks against it are made with a bonus of +2.

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FEEBLEMIND SC Enchantment/ Charm R 40 ft AoF One creature SV Negates

Level 6 druid D Permanent CT 8 segments Comp V, S

With the exception of any distinctions detailed above, this spell is identical to the magic user spell of the same name. HALLUCINATORY FOREST SC Illusion/ Phantasm R 80 ft AoF 40 ft square/ caster level SV None Level 4 druid D Permanent CT 6 segments Comp V, S, M

The insidious feeblemind spell affects only those who can cast spells, tracing and poisoning the mystical channels of their arcane power like a viral infection. The spell reduces a victim into a state of extreme mental retardation, which condition persists until the victim is magically restored by means of a heal, wish, or restoration spell. The different types of spell casting ability are not equally vulnerable to the feeblemind spell. Practitioners of clerical magic gain a bonus of +1 to saving throws; druids save at -1; magic users and illusionists save at -4. (Those who can use more than one type of magic must save using the average of their modifiers.) FEIGN DEATH SC Necromancy R 10 ft AoF One creature SV None Level 2 druid D 4 rounds + 2 rounds/ caster level CT 3 segments Comp V, S, M

By casting this spell, the druid creates the illusion of a forest in the spells area of effect. Woodland fey and other druids will immediately discern the forests illusory nature, but even normal animals will be fooled by the forests appearance. The illusion is not tactile, only visual, so it is likely that intelligent beings entering the forest will quickly realize they are walking in an illusion. However, the mere realization that the forest is not real does not dispel the illusion, and it will continue to limit vision and possibly create other inconveniences; horses, for example, will not walk a straight path through the illusion, circling around the trees they perceive as real. HEAT METAL* SC Necromancy R 40 ft AoF All metal worn by 1 size M creature per caster level, or 50 lbs weight/ caster level, as applicable SV None Level 2 druid D 7 rounds CT 4 segments Comp V, S, M

With the exception of any distinctions detailed above, this spell is identical to the magic users (not the clerical) spell of the same name. FINGER OF DEATH SC Enchantment/ Charm R 60 ft AoF One creature SV Negates Level 7 druid D Instantaneous CT 5 segments Comp V, S, M

The casting of this spell culminates when the druid points a finger at his or her chosen victim. If the target fails a saving throw, it dies. FIRE SEEDS SC Conjuration R 40 ft (see below) AoF See below SV Half Level 6 druid D 1 turn/ caster level CT 1 round/ seed Comp V, S, M

This extremely powerful spell causes metal to heat up to searing temperatures, and the reverse, chill metal, causes metal to become damagingly 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 Round 2 Rounds 3-5 Round 6 Round 7 Cold Round 1 Round 2 Rounds 3-5 Round 6 Round 7 No effect other than discomfort 1d4 hp damage 2d4 hp damage, severe blistering to extremities (hands, feet), and unconsciousness if the metal is a helmet 1d4 hp damage Discomfort No effect other than discomfort 1d2 hp damage 1d4 hp damage, severe frostbite (possible need for amputation of extremities such as fingers, ears) 1d4 hp damage Discomfort

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 delayed-action bombs. The spell allows the druid to create four acorn fire seeds or eight holly berry fire seeds, or a proportionate combination such as two acorns and four holly berries. Acorns may be thrown at a range of up to 40 ft and cause 2d8 points of damage in a radius of 5 ft, igniting any combustibles that fail item saving throws. If an acorn strikes its target with a successful to-hit roll, the target is not entitled to a saving throw. Even if the attack misses, the target may be caught in the blast area (and would be entitled to a saving throw for half damage, as any other creature within the blast area). The holly berries may be thrown no more than 6 ft, or may be left in place to ignite upon a command word. (The range of the command word is 40 ft.) Holly berries create an explosion in an area of 5 x 5 ft, inflicting 1d8 points of damage and causing combustible items to make saving throws against magical fire or burn. As with the acorn seeds, a successful saving throw against the explosion of a holly berry fire seed reduces the damage inflicted by one-half. FIRE STORM* SC Evocation R 150 ft AoF 20 x20 x 20 ft area per caster level SV Half Level 7 druid D 1 round CT 9 segments Comp V, S, M

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 target of this spell is well advised to spend a round divesting him- or herself of metal gauntlets and helmet at the very least, to avoid the side effects. HOLD ANIMAL SC Enchantment/ Charm R 80 ft AoF 1d4 animals SV Negates Level 3 druid D 2 rounds/ caster level CT 5 segments Comp V, S, M

The fire storm invocation is a modified and enlarged version of wall of fire. It lasts for only a single round, and does only half the damage of a wall of fire (i.e. 2d8 damage), but the huge area of effect makes it devastating. The spells reverse extinguishes all normal fire in the area of effect, or will instantly kill one fire elemental (no saving throw). FIRE TRAP SC Evocation R Touch AoF One object SV Half Level 2 druid D Permanent until tripped CT 1 turn Comp V, S, M

A hold animal spell completely immobilizes up to four animals (i.e. creatures listed under animal in Chapter IV) for the length of the spells duration. The druid decides how many animals he or she will target with the spell: if there is only one target, the saving throw is made at -4; if two, each makes the saving throw at -2; if three, the saving throw is at -1; and if the druid seeks to hold four animals, each makes its saving throw with no penalty. Animals held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage.

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HOLD PLANT SC Enchantment/ Charm R 80 ft AoF See below SV Negates

Level 4 druid D 1 round/ caster level CT 6 segments Comp V, S, M

Other than as may be described above, this spell is identical to the clerical spell of the same name. OBSCUREMENT SC Transmutation/ Alteration R0 AoF 10 x 10 ft cube / caster level SV None Level 2 druid D 4 rounds/ caster level CT 4 segments Comp V, S

This spell affects plants that can move, whether naturally or as the result of a spell. Plants affected by the spell are frozen in place for the spells duration, and if the spell is cast upon normal vegetation (such as dry leaves), these will make no sound other than sounds caused by the wind. In the case of molds, fungi, and other plants that cannot be considered separately, the spell affects 4-16 square yards of space, as decided by the druid. In the case of plant creatures such as treants, the spell affects between one and four creatures, at the casters option. Depending upon how many creatures (or sq yards of space) the druid targets, the saving throw against the spell is subject to different penalties. If one creature (4 sq yards) is targeted, the saving throw against the spell is made at a penalty of -4; two creatures or 8 sq yards suffer a penalty of -2; three creatures or 12 sq yards suffer a penalty of -1; and four creatures or 16 sq yards suffer no penalty on the saving throw. INSECT PLAGUE SC Conjuration/ Summoning R 320 ft AoF Cloud of 160 ft radius, 40 ft high SV None Level 5 druid D 1 turn/ caster level CT 7 segments Comp V, S, M

As this spell is completed, an enchanted mist billows from the area where the druid stands, rapidly filling the area of effect and reducing visibility therein to 1d4 x2 ft. The spell is affected by natural conditions such as strong winds, which will reduce the spells effective duration. PASS PLANT SC Transmutation/ Alteration R Touch AoF See below SV None Level 5 druid D See below CT 7 segments Comp V, S, M

Except as noted above, this spell is identical to the fifth level clerical spell insect plague. INVISIBILITY TO ANIMALS SC Transmutation/ Alteration R Touch AoF Creature touched SV None Level 1 druid D 1 turn + 1 round/ level CT 4 segments Comp S, M

By means of this spell, the druid steps into one tree and steps out from a distant tree of the same type. The druid determines the direction in which he or she will travel from one tree to another. Most trees permit a maximum distance of travel of 300 yards, but trees sacred to druids allow travel of considerably greater distance; oak, yew, and rowan trees permit the druid to travel as far as 600 yards. If no tree of the same type is to be found in the direction the druid designates, he or she will emerge from any tree of that species within the spells range closest to the direction he or she specified. The druid may remain in the first tree for as long as one round per caster level before being forced to leave the other tree, and in this case he or she will be treated in the same way as for a plant door spell. If no appropriate tree is available for the druid to step from, he or she may remain in the first tree for the spells duration, but will not be able to use the spell for traveling PASS WITHOUT TRACE SC Enchantment/ Charm R Touch AoF Creature touched SV None Level 1 druid D 1 turn/ caster level CT 1 round Comp V, S, M

With a gesture, the druid or other recipient of the spell fades from the sight, sound, and smell of any animal (i.e. creature listed under Animal in Chapter V). Creatures with intelligence of 6+ are not affected by the spell. This powerful form of invisibility is not dispelled if the druid attacks, although a particular creature being attacked with a hand-held weapon will, of course, be aware of the druids general location and be entitled to attack with a -4 penalty until the druid moves out of its immediate area. Druids will, by nature of their calling, not use this spell to commit wholesale slaughter upon animals except in extraordinary circumstances. LOCATE ANIMALS SC Divination R Caster AoF Path 20 ft wide, 20 ft/ caster level long SV None Level 1 druid D 1 round/ caster level CT 1 round Comp V, S, M

Any creature upon which this spell is cast can move through any sort of terrain without leaving behind the slightest sign of its passage. It leaves no footprints, no scent, and no other telltales of movement. It is impossible to trace its path except, temporarily, by one methodthe path will radiate magic for 6d6 turns. Once this time elapses, the magical aura will fade away, leaving the trail undisturbed by any sign that the spells recipient was ever there. PLANT DOOR SC Transmutation/ Alteration R Touch AoF See below SV None Level 4 druid D 1 turn/ caster level CT 6 segments Comp V, S, M

The caster becomes able to divine the presence of a particular kind of animal in the direction he or she views. The druid must concentrate for a full round in a particular direction in order to gain the insight granted by the spell. The spells enchantment affects the caster, so the effects move with him or her. The divination is not blocked by any intervening substance, of any thickness. LOCATE PLANTS SC Divination R Caster AoF 5 ft radius/ caster level SV None Level 2 druid D 1 turn/ caster level CT 1 round Comp V, S, M

This spell allows the druid to travel effortlessly through vegetation of any kind, stepping through it as if it did not exist. The pathway may also be traveled by a druid of higher level than the caster, but no other creature can take advantage of the spells effect. The pathway opened by the spell may be up to 5 ft wide, 10 ft high, and up to 120 ft/ caster level in length. The druid may even use the spell to shift inside a tree or move through an area of plants affected by a spell (such as entangle). If the druid is within a tree that is attacked, he or she must leave the tree before it is killed or die with the tree. PLANT GROWTH SC Transmutation/ Alteration R 160 ft AoF 20 x 20 ft square/ caster level SV None Level 3 druid D Permanent CT 1 round Comp V, S, M

Upon casting this spell, the druid is imbued with the ability mentally to locate any specific type of plant upon which he or she concentrates, in the area the spell radiates around him or her as he or she moves. NEUTRALISE POISON* SC Transmutation/ Alteration R Touch AoF Creature touched SV None (Negates) Level 3 druid D Instantaneous CT 5 segments Comp V, S

By means of this spell, the druid causes plants and vines to grow with unbelievable speed, forming a tangled barrier of thick vegetation. The enchantment may be dispelled, or the plants cleared by normal means. Chopping a way through the barrier is possible, but movement is restricted to 10 ft/ turn (20 ft for size L creatures).

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PREDICT WEATHER SC Divination R0 AoF 9 square miles SV None

Level 1 druid D Instantaneous CT 1 round Comp V, S, M

PYROTECHNICS SC Transmutation/ Alteration R 160 ft AoF See below SV None

Level 3 druid D See below CT 5 segments Comp V, S, M

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 square 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. PRODUCE FIRE* SC Transmutation/ Alteration R 40 ft AoF 60 ft radius SV See below Level 4 druid D 1 round CT 6 segments Comp V, S, M

The pyrotechnics spell may be used to produce two entirely different effects: a bright display of fiery light or a massive pall of smoke. Both possible uses of the spell require an existing fire source (which may be anywhere in the spells range), and the spells area of effect depends on the size of the originating fire. If the spell is used to produce fireworks, the fl ashing display will temporarily blind (for 1d4+1 rounds) all creatures in the area of effect and 120 ft beyond provided that the display is not obstructed from view, of course. The fireworks fill an area ten times the volume of the original fire source and persist for 1 segment/ caster level. If the spell is used to produce smoke, a billowing cloud will emanate from the fire source, obscuring vision beyond 20 ft in an area 100 times the volume of the fire source. Whatever fire is used as the spells source is extinguished immediately as the spell is cast. REINCARNATE SC Necromancy R Touch AoF Creature touched SV None Level 7 druid D Instantaneous CT 1 turn Comp V, S, M

This spell instantly creates a normal fire within its area of effect, a blazing conflagration lasting only one minute (1 round) but causing 1d4 hit points of damage to any creature in the area and igniting all combustible material (subject, of course, to an item saving throw against normal fire). The reverse of the spell extinguishes all normal fires within the area of effect. PRODUCE FLAME SC Transmutation/ Alteration R0 AoF See below SV See below Level 2 druid D 2 rounds/ caster level CT 4 segments Comp V, S, M

On casting this spell, the druids hand ignites with an eldritch fire that causes no harm to the druid but is otherwise equivalent to the flame of a torch. It can be used to set fires and may also be thrown as a missile. The throwing range of the flame is 40 ft, and when the flame hits an object it will explode, igniting all combustible material in a radius of 15 ft. (Materials are entitled to saving throws against normal fire.) The druid may banish the magical flame at will, but fires set by it must be extinguished by normal means. PROTECTION FROM FIRE SC Abjuration R Touch AoF One creature SV None Level 3 druid D See below CT 5 segments Comp V, S, M

Provided that a body has been dead for no more than a week, a powerful druid can recall its spirit from the deadbut into another body. The form of the new body is not subject to the druids control, and is determined by means of the tables below. The new body will appear within 1d6 turns near the souls former body. Elves may be brought back to life by reincarnation. There is a 35% chance that the new incarnation will be from the humanoid table and a 65% chance that the new incarnation will be from the animal table. The new incarnation (if sapient) will retain the original characters experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his or her original mental ability scores (Int, Wis, Cha). Humanoid Table d% New Incarnation 01-02 Bugbear 03-05 Dwarf 06-16 Elf 17-18 Gnoll 19-31 Gnome 32-33 Goblin 34-36 Half-elf 37-39 Halfling 40-42 Half-orc 43-44 Hobgoblin 45-88 Human 89-91 Kobold 92-93 Ogre 94-95 Ogre Mage 96-98 Orc 99-00 Troll

The druid may use this spell to confer considerable protection from fire upon another creature, but if he or she casts it upon him- or herself the effects are far greater, conferring temporary invulnerability even to fires of magical nature, such as dragons breath. If the spell is cast upon another creature, the recipient gains immunity to normal fire and a saving throw bonus of +4 against fire based attacks. Any damage incurred by fire attacks will also reduced by half. If the spell is cast upon the druid, he or she becomes completely invulnerable to normal fire and also ignores all damage from magical fire (dragon breath, fireball, etc.) until a total of 12 hp/caster level has been absorbed by the spell, at which time the spell will be dissipated. PROTECTION FROM LIGHTNING SC Abjuration R Touch AoF One creature SV None Level 4 druid D See below CT 6 segments Comp V, S, M

This spell lends the recipient the same protection against lightning and electricity as the third level spell protection from fire affords against fire. PURIFY WATER* SC Transmutation/ Alteration R 40 ft AoF 1 cubic ft/ caster level SV None Level 1 druid D Instantaneous CT 1 round Comp V, S

This spell removes all impurities from water, making it clear and drinkable. The reverse of the spell contaminates water, making it impossible to drink, and will negate the properties of holy and unholy water.

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Animal Table d% New Incarnation 01-05 Badger 06-18 Bear 19-24 Boar 25-29 Centaur 30-35 Dryad 36-43 Eagle 44-46 Fox 47-52 Hawk 53-57 Lynx 58-62 Owl 63-68 Pixie 69-71 Raccoon 72-76 Faun 77-84 Stag 85-92 Wolf 93-00 Wolverine REPEL INSECTS SC Abjuration R Caster AoF One creature SV See below Level 4 druid D 1 turn/ caster level CT 1 round Comp V, S, M

SPEAK WITH PLANTS SC Transmutation/ Alteration R Caster AoF 40 ft radius around caster SV None

Level 4 druid D 2 rounds/ caster level CT 1 turn Comp V, S, M

Other than as noted above, this spell is identical to the clerical spell speak with plants. STICKS TO SNAKES* SC Transmutation/ Alteration R 40 ft AoF 5 ft radius SV None Level 5 druid D 2 rounds/ caster level CT 7 segments Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell of the same name. STONE SHAPE SC Transmutation/ Alteration R Touch AoF 3 cubic ft + 1/ caster level SV None Level 3 druid D Instantaneous CT 1 round Comp V, S, M

An invisible barrier forms around the spells recipient as the caster completes the invocation, warding him or her from insects. Only true insects are affected by the spell, which does not repel spiders, scorpions, beetles or centipedes. Normal insects are completely hedged out by the spell, and giant varieties (2+ HD) must succeed in a saving throw against spells to pass the barrier. Even if a giant insect should manage to penetrate the barrier, it will sustain 1d6 hit points of damage from doing so. SHILLELAGH SC Transmutation/ Alteration R Touch AoF 1 oak club SV None Level 1 druid D 1 round/ caster level CT 1 segment Comp V, S, M

This spell is identical to the magic user spell of the same name, except as noted above. SUMMON INSECTS SC Conjuration/ Summoning R 30 ft AoF See below SV None Level 3 druid D 1 round/ caster level CT 1 round Comp V, S, M

The druid imbues a club or billet of oak-wood with enchanted power, making it +1 to hit and capable of inflicting 2d4 points of damage against small and medium-sized opponents, 1d4+1 against large opponents. The shillelagh must be wielded by the druid in order for it to possess these magical properties; in the hands of any other person it will be no more than an ordinary wooden club. SNARE SC Enchantment/ Charm R Touch AoF 10 ft radius + 6 ft/ caster level SV None Level 3 druid D Permanent (until triggered) CT 3 rounds Comp V, S, M

When the druid completes the intonations and gestures of this spell, a swarm of insects appears from nearby or from the thin air to attack the druids enemies. There is a 70% chance that the swarm will be composed of flying insects, 30% chance that the insects will be ants or other non-airborne biting vermin. A flying swarm can move tremendously fast, but a crawling swarm is limited to movement of 12 ft/ round. In either case, the insects automatically inflict 2 hp damage per round against their target, and the unfortunate victim will be so thickly covered as to be incapable of any action, including movement. The druid may redirect the swarm to attack another opponent, but the command will cause 1 round of confusion within the swarm as it reorients itself toward the new target. TRANSMUTE METAL TO WOOD SC Transmutation/ Alteration R 80 ft AoF One metal object SV See below Level 7 druid D Instantaneous (permanent) CT 9 segments Comp V, S, M

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 (un-enchanted) vision. When any creature steps into the area bounded by the snare, the snare will whip closed and bind the victim tightly. Strength of 23 is required to break the snare for one hour after the spell is triggered, and the strength required falls by one point per hour until 12 hours have elapsed, at which time the spell ceases to have any effect. If the snare is attached to a suitably flexible tree, the spell will magically bend the tree so that when the trap is triggered it will snap the victim into the air for 1d6 points of damage and hold it suspended from the branches. SPEAK WITH ANIMALS SC Transmutation/ Alteration R0 AoF One animal type within 40 ft of the caster SV None Level 1 druid D 2 rounds/ caster level CT 3 segments Comp V, S

Using this spell, the druid may select a single object of metal and change its substance to wood. The spell affects up to 8 lbs of metal per caster level. The item is not entitled to a saving throw, but magic items have a flat 90% chance of being unaffected by the spell. TRANSMUTE ROCK TO MUD* SC Transmutation/ Alteration R 160 ft AoF 20 ft cube/ caster level SV None Level 5 druid D See below CT 7 segments Comp V, S, M

This spell allows the druid to speak with all animals of a particular type or species that are within 40 ft of him or her when the spells casting is complete. In all other respects, except as denoted above, the spell is identical to the second level cleric spell speak with animals.

This spell transforms solid rock into mud, the volume transformed being proportionate to the casters level. Any volume of mud will sink until its depth is equal to about one half the pools diameter. If this spell is cast upon a ceiling, the resulting volume of mud will immediately collapse, possibly trapping or suffocating those caught beneath. Similarly, if a floor is turned to mud, creatures standing in the area will sink and may be trapped. If dispel magic is cast upon the mud before it eventually dries into dirt, the mud will return to stone, but in the shape and location of the mud (i.e., a collapsed ceiling will not return to its original place; it will be frozen back into stone where it collapsed). The spells reverse transforms mud into sandstone or a similar sedimentary rock.

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TRANSPORT VIA PLANTS SC Transmutation/ Alteration R Touch AoF See below SV None

Level 6 druid D See below CT 3 segments Comp V, S

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 1 round/ caster level. The druid may evoke a wall of fire in one of two shapes: a wall or a ring. 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 per caster level (with the caster in the center) and is 20 ft high. If the druid manifests the spell as a wall, the effect is stationary. The ringshaped wall moves with the caster. WALL OF THORNS SC Conjuration/ Summoning R 80 ft AoF 100 ft cube/ caster level SV None Level 6 druid D 1 turn/ level CT 8 segments Comp V, S

The mystic oneness of all nature is a principal tenet of many druidic sects, and it sees practical use in the transport via plants spell. Upon casting this spell, the druid may travel almost instantly from one plant to another through the mystic oneness that joins all life forms. The spell operates in much the same fashion as pass plant, but with an unlimited range. When the spell is cast, the druid simply steps into a large plant of any kind and disappears into it. He or she may remain in the first plant for up to 24 hours, but at any time he or she may step forth from another plant of the same species in another location. The druid may know of a specific plant from which he or she wants to emerge, or may simply specify a distance and a direction. If the druid does not know of a specific destination plant, his or her arrival may be off by 1d % miles from the desired point of arrival, at the GMs discretion. TREE SC Transmutation/ Alteration R Caster AoF Caster SV None Level 3 druid D 6 turns + 1 turn/ caster level CT 5 segments Comp V, S, M

Casting this spell causes the druids shape to melt and twist into that of a tree, its general appearance determined by the caster. The spell is neither an illusion nor a charm: the druid is, for all intents and purposes, a tree. However, in tree shape the druid retains human senses and will be fully aware of his or her surroundings. The druid may shift back into human shape at will, thereby ending the spell. Magical detections will reveal the druids true form, but ordinary inspections, no matter how minute, will not. TRIP SC Enchantment/ Charm R Touch AoF One object, up to 10 ft length SV Negates Level 2 druid D 1 turn/ caster level CT 4 segments Comp V, S, M

When the druid casts this spell, a tangled wall of briar vines erupts from the ground, bristling with sharp, deadly thorns. Running into or attempting to force a way through the thorns will cause 8 hp damage, plus 1 hp for every point of armor class. A creature may be caught within the wall of thorns when the spell is cast, and if this is the case it will take damage immediately and must fight through (taking damage a second time) to gain enough freedom of motion to chop at the thorns. It takes four turns to cut through a 40 ft thickness of a wall of thorns. Normal fire has no effect upon a wall of thorns, but magical fire can ignite the entire growth, creating a wall of fire (as per the spell) that burns away to nothing in two turns. WARP WOOD SC Transmutation/ Alteration R 10 ft/ caster level AoF See below SV None Level 2 druid D Instantaneous (permanent) CT 4 segments Comp V, S, M

This spell turns an appropriate object into a magical trap of sorts. The object rises from the ground and trips any creature crossing over it, even if they are aware of it (saving throw vs spellsunlisted category, +4 if aware of the object). The object is 80% undetectable and will affect even the caster. The trap causes falls to be much worse than normal: a running creature will suffer 1d6 points of damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall onto a soft surface such as grass. Creatures larger than size M are not affected by the spell. TURN WOOD SC Transmutation/ Alteration R0 AoF 120 ft wide path, 20 ft long/ caster level SV None Level 6 druid D 4 rounds/ caster level CT 8 segments Comp V, S, M

This spell permanently warps wood and may be used to destroy arrows, spears, doors, etc. The druid may affect a volume of wood roughly fifteen inches long by one inch thick per caster level, about the volume of an axe handle. Multiple items may be affected; four arrows have about the same volume as an axe handle. A fifth-level druid could effectively destroy a normal door with this spell. WATER BREATHING* SC Transmutation/ Alteration R Touch AoF One creature SV None Level 3 druid D 6 turns/ level CT 5 segments Comp V, S, M

This spell grants the ability to breathe underwater while the spell lasts. The reverse of the spell allows a water-breathing creature to breathe in the air. WEATHER SUMMONING SC Conjuration/ Summoning R0 AoF See below SV None Level 6 druid D See below CT 1 turn Comp V, S, M

At the completion of this spell, the druid holds his or her palm outstretched, and with the final word of the spell a tremendous burst of power rolls forth, forcing back all wooden objects. Even very large wooden structures that are not affixed to the ground will be affected, although objects fixed to the ground will manage to withstand the spells awesome power. A sapling-sized or smaller piece of wood will splinter and break even if it is firmly affixed. The druid need not concentrate on maintaining the waves of force and cannot change the direction of the fl ow of eldritch power once it is set. WALL OF FIRE SC Evocation R 80 ft (wall) or caster (ring) AoF See below SV None Level 5 druid D See below CT 7 segments Comp V, S, M

The area of effect of this spell is d% square miles, but except as noted above, the spell is similar to the clerical spell control weather, allowing the druid to affect, but not direct, existing weather conditions.

MAGIC USER SPELLS (Arcane)


Unlike clerical and druidic spells, magic user spells (also known as Arcane spells in the A1E system) do not require a holy symbol or mistletoe as material components. AFFECT NORMAL FIRES SC Transmutation/ Alteration R 5 ft/ caster level AoF 1 ft radius fire SV None Level 1 magic user D 1 round/ caster level CT 1 segment Comp V, S

One of the more dramatic examples of druidic magic is the wall of fire spell, by which the druid calls up a blazing inferno of flame in the shape of a wall. One side of the conflagration emits the searing heat one would expect, but the other side emits merely a gentle warmth. Passing through the flames inflicts 4d4 damage plus 1/ caster level. Creatures as far as ten ft from the hot side of the

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With arcane words and gestures, the magic user may command small fires, up to a limit of 1 ft in radius, to grow smaller or larger. Any fire within the spells size limitations may be made as small as a candle flame or turned into a bonfire up to 3 ft in diameter. An affected fire only consumes fuel appropriate to its new size, but will continue to radiate the same heat as a fire of its original size. AIRY WATER SC Transmutation/ Alteration R Caster AoF 10 ft radius sphere or 20 ft radius hemisphere SV None Level 5 magic user D 1 turn/ level CT 5 segments Comp V, S, M

If the magic user creates sympathy for an object or area, on the other hand, the targeted creature type will feel attracted to the area or object, pleased to remain in the vicinity, or covetous of the precious item. If the creature does not make a saving throw, it will do whatever is in its power to stay in contact with the area or the enchanted object. APPROACHING WIZARD SC Illusion/Phantasm R Close (25 ft. + 5 ft./2 levels) AoF One object SV Negates Level 1 magic user D Permanent until discharged CT 3 rounds Comp V, S

This spell transforms water or other non-magical liquids into a bubble of air in the area surrounding the caster. The bubble has the same density as water and will not support the magic user in the water; he or she will sink or float as normal, surrounded by the bubbles atmosphere. The oxygen content of the air in the bubble does not run out until the spell expires. ANIMAL GROWTH* SC Transmutation/ Alteration R 60 ft AoF Up to 8 animals in a 20 ft square area SV None Level 5 magic user D 1 round/ level CT 5 segments Comp V, S

Whenever someone other than the caster touches the designated target, the sound of approaching voices and footsteps fill the area. Any creature within 60 ft. of the object easily hears the disturbance. The illusion lasts for 1 round/level, although affected creatures disbelieving the illusion no longer hear it. ASTRAL SPELL SC Evocation R Touch AoF See below SV None Level 9 magic user D See below CT 9 segments Comp V, S

Other than as described above, this spell is identical to the clerical spell of the same name. AUDIBLE GLAMOR SC Illusion/Phantasm R 60 ft + 10 ft/ level AoF Hearing distance from targeted point SV See below Level 2 magic user D 2 rounds/ level CT 2 segments Comp V, M

Other than as noted above, this spell is identical to the druidic spell animal growth. ANIMATE DEAD SC Necromancy R 10 ft AoF See below SV None Level 5 magic user D Permanent CT 5 rounds Comp V, S, M

Other than as noted above, this spell is identical to the clerical spell animate dead. ANTI-MAGIC SHELL SC Abjuration R Caster AoF 5 ft radius/ level globe SV None Level 6 magic user D 1 turn/ level CT 1 segment Comp V, S

This spell is, as its name suggests, the creation of illusory sounds. The caster designates a focal point for the spell, which must, of course, be within the spells range. The focal point can be moved by the caster at will until the spells duration expires. The spell can create any type of sound, but the maximum volume of the noise depends upon the casters level. A third level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 8th. Listeners are only entitled to saving throws if they have cause to doubt the apparent sounds. Players must state such disbelief, while the GM will make such determinations for monsters and NPCs based on the plausibility of the audible glamor BLACK EMBRACE SC Necromancy R Touch AoF Touch SV Negates Level 7 magic user D Until activated or dispelled CT 1 turn Comp V, S

An anti-magic shell is a bubble of space around the magic user that completely prevents all magic from operating within its confines. Spell effects do not enter or function within the shell, providing the caster with complete protection from gaze attacks, hostile spells, and even the entrance of conjured or summoned creatures into his or her vicinity. The drawback of an anti-magic shell, of course, is that the caster him- or herself cannot cast spells or avail him- or herself of magic items while inside. Magic weapons, armor, and the like do not gain their bonuses or abilities while inside the shell, but would still function as non-magical weapons or armor ANTIPATHY/SYMPATHY SC Enchantment/ Charm R 30 ft AoF Area 10 ft cube/ level, or a single object. SV See below Level 8 magic user D 12 turns/ level CT 6 turns Comp V, S, M

Through casting this spell upon a corpse, the magic user transforms the deceased into a deadly trap. If a victim comes within 2 feet of the corpse, black ethereal tentacles will issue forth. The victim will quickly be forced into a strangling embrace with the corpse and his essential life forces will be drained unless he makes a successful save vs. death magic. If the save fails, the victim loses 2-5 levels/HD and falls into a short-term coma for 1-6 turns. If the save is made, the victim still loses hit points equivalent to 1-4 per level of the spells caster. Restoration of lost levels is possible through magical means such as wish or restoration. Once the trap is sprung, the spells effects dissipate. BLINK SC Transmutation/ Alteration R Caster AoF Caster SV None Level 3 magic user D 1 round/ level CT 1 segment Comp V, S

This spell affects an area or an object with a magical aura that repels or attracts a certain, specified type of being. Either a race of creature or an alignment must be specified. Note that if the spell is cast upon an object rather than an area, the targeted type of creature will have a penalty of -2 on the saving throw. If the magic user creates an antipathy for the area or object, the targeted creature type will feel an intense desire to stay away from it. A saving throw applies, permitting the creature to remain, or to touch the object, but even if the saving throw is successful the creature will feel extremely uncomfortable in its presence. Creatures that are able to remain in the area or near the object will begin to lose 1 point of dexterity per round (maximum 4 points) from discomfort.

This spell is a weak and rather unreliable form of one of the true mages most powerful capabilities: teleportation magic. For the duration of the spell, the magic user teleports 2 ft in a random direction once per round. The segment in which the magic user disappears and reappears is determined on 2d4, while the compass direction is rolled on a d8. If the direction roll would result in the caster being teleported into a solid object, the caster will blink a second time, for a distance of no more than 10 ft. If this second blink also results in the caster occupying a solid object, the spell will end, marooning the caster in the thereal 65

plane of existence. During and after the segment in which the teleportation occurs, the magic users sudden change of location prevents any direct attacks upon him or her. The caster may only be attacked directly if the attack is made before the blink takes place. If the caster teleports both from and into an area which is affected by an area of effect spell, he will suffer its effects. The constant changes of location take a toll upon the caster, who has a 25% chance of failing at attempts to cast spells, use most magic items, or take any action beyond making physical attacks. BURNING HANDS SC Transmutation/ Alteration R Caster AoF Fan of flame 3 ft long in a 120-degree arc SV None Level 1 magic user D 1 round CT 1 segment Comp V, S

but vastly more muscular. Its attack bonus, saving throws and the number of attacks it receives are identical to those of a fighter of the same level as the caster. A successful hit inflicts 1d8+7 points of damage, and its sword is considered a +3 weapon. The warriors armor class is 2 minus the casters Intelligence modifier, and it possesses the same number of hit points as the caster at the time that the spell was cast. The champion of the tome cannot be dispelled, but it must remain within 70 ft. of the book, otherwise it dissipates. Once triggered, the warrior remains for 2/ rounds per caster level or until slain. CHARM MONSTER SC Enchantment/ Charm R 60 ft AoF See below SV Negates Level 4 magic user D See below CT 4 segments Comp V, S

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 spells short (3 ft) range. The flames inflict 1 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. CACODEMON SC Conjuration/ Summoning R 10 ft AoF One summoned creature SV See below Level 7 magic user D See below CT 5 hours Comp V, S, M

This spell operates as charm person does, but can affect any living creature; possibly more than one, depending on the monsters level value. See the chart below: Level value of monsters Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9+ CHARM PERSON SC Enchantment/ Charm R 120 ft AoF One person SV Negates Number affected 2d4 1d4 1d2 1 1 1 1 1 1 Chance/week to break enchantment 5% 10% 15% 25% 35% 45% 60% 75% 90%

This spell summons a demon or other fiend (such as a devil) from the lower planes of existence into the material planes. In order to cast the spell, the caster must know the fiends true name, but such information is often contained in forbidden tomes of lost lore. The spell cannot summon the lesser sorts of demons that have no personal names, nor is it powerful enough to summon members of the demonic or diabolical nobility. The spell provides no protection whatsoever against the wrath of the summoned creatureand make no mistake, the summoned creature will be extremely resentful of the casters 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 knows the fiends true name, it is compelled to abide by any agreements it might make, although it might be able to twist the spirit of the agreement while still abiding to the letter of it. Certain spells (spirit-rack or trap the soul, for example) can be (and often are) used to strengthen the magic users hand in any negotiations with a demon. CANNONADE SC Evocation R 100 ft. + 10 ft./level AoF 10 feet square/level SV Half damage Level 3 magic user D Instantaneous CT 5 segments Comp V, S, M

Level 1 magic user D See below CT 1 segment Comp V, S

The powerful enchantment woven by this spell will affect any person, meaning character races (but note that elves are 90% resistant), and humanoids (as defined in Chapter V) up to a ceiling of one hit die of charmed creatures per character level at any one time. If the target creature fails a saving throw, it will view the magic user as a trusted friend, interpreting his or her every word in its most positive light. Charmed creatures will place themselves into moderate danger, including combat, on the casters behalf, but will not undertake risks beyond those the creature might ordinarily take. The magic user must be able to talk to the charmed creature if he or she is to give it any sort of complex request. Charmed creatures are allowed periodic saving throws to break the charm, based on intelligence: 19+ 18 17 15-16 13-14 10-12 7-9 4-6 3 or less one saving throw/ day one saving throw/ 2 days one saving throw/ 3 days one saving throw/ week one saving throw/ 2 weeks one saving throw/ 3 weeks one saving throw/ month one saving throw/ 2 months one saving throw/ 3 months

When this spell is cast, several fiery explosions occur in the area. Each explosion has a 10- foot radius and causes 2-12 points of damage. There is one explosion for every 2 levels of the caster. The caster may select the exact location of each blast within the area. Creatures struck by more than one explosion must make saving throws against each one separately. The material component is a small ball of pitch the size of a thumbnail. CHAMPION OF THE TOME SC Conjuration/Summoning R Touch AoF One book SV None Level 6 magic user D Permanent until discharged CT 6 turns Comp V, S

The charm will be broken automatically if the magic user obviously tries to harm the charmed creature. CHARM PLANTS SC Enchantment/ Charm R 30 ft AoF 30 x 10 ft SV Negates Level 7 magic user D Permanent CT 1 turn Comp V, S, M

Whenever any creature other than the caster approaches within 10 feet of the protected spellbook, a magical warrior instantly materializes in the space directly in front of the intruder. If that space is otherwise occupied, it appears in the next closest space. Dressed in a shimmering suit of plate mail and armed with a longsword, the warrior otherwise appears as the casters exact duplicate,

This spell grants the magic user the ability to communicate with (for a period of 1 turn) and command plants (the obedience is permanent) in the spells area of effect. No unusual abilities are granted to the plants; they have no additional

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capabilities beyond those they had before the spell was cast. Only intelligent plants are entitled to a saving throw, but at a penalty of -4. CLAIRAUDIENCE SC Divination R See below AoF See below SV None Level 3 magic user D 1 round/ level CT 3 segments Comp V, S, M

If the situation persists, the clone is 70% likely to go insane, a 20% chance that the original will go insane, and a 5% chance that both will become insane, with a 5% chance that both will somehow accept that they co-exist. It takes 2d4 months for the caster to grow the clone in his vats before it becomes a true duplicate of the original. If the process of vat-growth is interrupted prematurely, the clone will be utterly insane, hating all living things, and may become psychotic. CLOUDKILL SC Evocation R 10 ft AoF Cloud 40 ft wide, 20 ft high, 20 ft deep SV See below Level 5 magic user D 1 round/ level CT 5 segments Comp V, S

Clairaudience allows the caster to eavesdrop magically upon a particular location. There is no effective limit to the spells range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door. The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 6 ft radius of the spells focal point. The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast. CLAIRVOYANCE SC Divination R See below AoF See below SV None Level 3 magic user D 1 round/ level CT 3 segments Comp V, S, M

Clairvoyance, together with clairaudience, is one of the classic scrying spells spells that allow the caster to extend his or her perception and senses far into the distance to spy upon enemies and scout locations. Clairvoyance is a means of seeing events in a distant location. There is no effective limit to the spells range, but the location must either be familiar to the caster or be obvious, such as the top floor inside a tower the caster can see, or just beyond a dungeon door. The spell cannot penetrate metal; sheets of any type of metal between the caster and the target area will prevent the magic user from being able to scry upon the area. The caster will be able to hear sounds in a 10 ft radius of the spells focal point even if the area is dark. If the area is not dark, the caster will be able to see as if he or she were standing at the spells focal point, for a normal distance but in all directions at once (for the vision is in his or her minds eye). The spell cannot be used to scry across planes of existence; it is limited to locations in the same plane in which it is cast. CLENCHED FIST SC Evocation R 5 ft/ level AoF Enchanted hand SV None Level 8 magic user D 1 round/ level CT 8 segments Comp V, S, M

This spell calls into being a poisonous cloud of roiling vapor, heavier than air, which moves along the ground (or into holes) at a movement rate of 10 ft/ round. The eldritch poison of the cloud is so virulent that it kills creatures of fewer than 4+1 HD instantly, with no saving throw. Creatures with 4+1 HD up to 5+1 HD are allowed a saving throw at -4, and creatures of 5+2 up to 6 HD must make a normal saving throw. Failure on the saving throw means that the victim dies. The spell is affected normally by winds, although it magically avoids rolling back over the caster under any circumstances. It is dispersed in 4 rounds by a strong wind, and by thick growths of vegetation if it rolls through these for a distance of 20 ft. COMPREHEND LANGUAGES* SC Transmutation/ Alteration R Caster AoF One written object or one creature SV None Level 1 magic user D 5 rounds/ caster level CT 1 round Comp V, S, M

This spell allows the magic user to decipher a written language (including pictographs, but not including magical script), or to understand the speech of another creature. The spell does not permit the magic user to understand the speech of animals; only true, spoken languages can be understood. The caster gains no ability to speak or write the language, only to comprehend meaning. The spells reverse makes a particular creature or piece of writing indecipherable, or may be used to cancel the effects of a comprehend languages spell. CONE OF COLD SC Evocation R0 AoF Cone 5 ft long per level, 1 ft radius at base per level SV Half Level 5 magic user D Instantaneous CT 5 segments Comp V, S, M

As with the other hand spells, clenched fist evokes a magical hand, but in this case the hand is always at least as large as a giants and is curled into a fist rather than held open. The clenched fist strikes one of the magic users enemies per round, never missing, for so long as the caster concentrates upon it. No other activity is possible while concentrating, and breaking the casters concentration ends the spell. The fist rolls a d20 to determine damage (it hits automatically): on a roll of 1-12, the fist deals 1d6 hp of damage; on a 13-15, it deals 2d6 hit points, on a roll of 16-19 it deals 3d6 hit points and stuns the opponent for one round, and on a roll of 20+ it deals 4d6 hit points and stuns the opponent for 3 rounds. If the opponent has already been stunned, the d20 roll receives a +4 bonus. As with the other hand spells, the hand has as many hit points as the casters full hit points. CLONE SC Necromancy R Touch AoF One clone SV None Level 8 magic user D Instantaneous CT 1 turn (See below) Comp V, S, M

A cone of cold is a blast of magical cold originating from the casters 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 SC Enchantment/ Charm R 120 ft AoF Up to 60 x 60 ft SV See below Level 4 magic user D 2 rounds + 1 round/ level CT 4 segments Comp V, S, M

This spell affects a base number of 2-16 creatures, but is otherwise identical to the druidic spell of the same name except as noted in the summary information above. CONJURE ELEMENTAL SC Conjuration/ Summoning R 60 ft AoF Elemental creature SV None Level 5 magic user D 1 turn/ level CT 1 turn Comp V, S, M

This eerie spell creates a true, living duplicate of a creature, grown in a vat in the magic users laboratory and matured rapidly to adulthood. The clone has the level, the experience points, and the memories of the original person as of the time a piece of that person was obtained for the purpose of making a clone. If a clone and its original exist simultaneously, the magical flux of such a situation can drive either or both of them insane. Each will seek to destroy the other with an uncontrollable sense that something is horribly wrong while both exist.

By means of this spell, the magic user calls an elemental being from the plane of air, fire, earth or water to do his or her bidding. The particular form of elemental to be summoned is a part of the spells incantation, so the magic user must memorize the spell for a particular element. The magic user exerts control over the elemental by concentrating upon it, and if his or her concentration is 67

broken by being damaged or grabbed, he or she will lose control of the elemental. The magic users ability to control the elemental is limited to 30 ft. There is a 1 in 20 chance per round after the second round that the elemental will break free of the magic users control even if the magic user is concentrating upon maintaining it. If the elemental breaks free of the magic users control or if the magic user ceases to concentrate upon it, it will seek to attack the magic user as soon as it can finish any combat in which it is involved. A magic user can, of course, avail him- or herself of protections against an elemental such as the use of a magic circle or a protection from evil spell. The material component for this spell is a large quantity of the appropriate elemental substance. CONTACT OTHER PLANE SC Divination R Caster AoF Caster SV None Level 5 magic user D See below CT 1 turn Comp V

CONTROL WEATHER SC Transmutation/ Alteration R0 AoF 4d4 square miles SV None

Level 6 magic user D 4d6 hours CT 1 turn Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell control weather. CONVERSION FIELD SC Transmutation R 25 ft. +5 ft./2 levels AoF 1 creature SV None or negates Level 3 magic user D 1 turn/level CT 4 segments Comp V, S

The caster divorces his or her mind from the rational reality of the material plane, accepting the fundamental contradictions of extra-planar realities, and making contact with the powers of the beyond. By means of this contact, he or she can query the powers and gain yes or no answers to the questions he or she poses. One question may be asked per 2 caster levels. The caster decides how deeply he or she wishes to probe into the realities beyond the material (unless he or she chooses to contact an elemental plane for information about that plane). The difficulty of the mental task is measured in terms of how many fundamental contradictions of reality the caster can 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 particular elemental plane. There is a 25% chance that the being will tell a lie, or that the information will be couched in such inherently contradictory language that it cannot be understood. If the magic user seeks information about the material plane or nonelemental planes, he or she must delve into the fundamental contradictions of extra-planar metaphysics, described on the following table; Number of fundamental metaphysical contradictions (selected by the caster) 1 2 3 4 5 6 7 8 9 Likelihood that the knowledge is available at this level of metaphysical abstraction 60% 65% 70% 75% 80% 85% 90% 95% 98% Likelihood that the interpretation of the information gleans the wrong result 35% 33% 30% 27% 25% 22% 19% 15% 10% Chance of insanity (reduced by 5% per point of intelligence over 15) 5% 10% 15% 20% 25% 30% 35% 40% 50%

This spell creates a field of magical energy that surrounds the subject and converts one specified type of energy (fire, cold, electricity, or acid) into an equal amount of energy of another type (fire, cold, electricity, or acid). All forms of the first type of energy that pass through the field are automatically converted into an equal amount of the second type of energy. The type of energies converted must be selected at the time of casting and cannot be altered thereafter. An unwilling target is allowed a save. CRUSHING HAND SC Evocation R 5 ft/ level AoF See below SV None Level 9 magic user D 1 round/ level CT 9 segments Comp V, S, M

This spell calls into existence a large, floating hand much like that summoned by the other hand spells. The crushing hand attacks any foe the caster directs, grabbing it and squeezing with great power. Damage increases as the hand continues to constrict, doing 1d10 points of damage in the first round, 2d10 points of damage in the second and third round, and 4d10 points of damage per round thereafter. As with the other hand spells, the hand has as many hit points as its caster. The caster cannot engage in any other activity while directing the hand. DANCING LIGHTS SC Transmutation/ Alteration R 40 ft + 10 ft/ caster level AoF See below SV None Level 1 magic user D 2 rounds/ caster level CT 1 segment Comp V, S, M

This spell creates small lights at a chosen distance, under the casters control. The magic user may create 1-4 (at his or her option) torch-like lights, 1-4 (at his or her option) spherical lights, or a single, faintly human-like glow. The lights move at the casters mental command, without any particular concentration required. If the magic user allows the lights to move beyond the spells range, the lights will disappear and the spell will end. DARKNESS, 15 FT RADIUS SC Transmutation/ Alteration R 10 ft/ level AoF 15 ft radius sphere SV See below Level 2 magic user D 1 turn + 1 round/ level CT 2 segments Comp V,M

If the caster is driven insane by what he or she finds or by simple cognitive breakdown, the insanity will last 1-10 weeks, and there is a 1% chance that the caster will die or commit suicide at the end of this period if it is not removed (by a remove curse spell, wish, etc.). CONTINUAL LIGHT SC Transmutation/ Alteration R 60 ft AoF 60 ft radius sphere SV See below Level 2 magic user D Permanent CT 2 segments Comp V, S

This spell creates an area of utter lightlessness, a magical darkness that prevents all natural vision, even infravision. The spells effect is neutralized by (and neutralizes) the counteracting effect of a light or continual light spell. DEATH SPELL SC Necromancy R 10 ft/ level AoF 5 x 5 ft/ level SV None Level 6 magic user D Instantaneous CT 6 segments Comp V, S, M

This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In all respects, the spell is identical to the first level cleric spell light, but its effects are permanent until dispelled. The light cast is greater than that produced by a light spell, extending 60 ft into the darkness. The magic user spell cannot be used to create continual darkness.

Within its limit as to hit dice, this spell slays living creatures in the area of effect. Creatures of 9 or higher hit dice are not affected. The spell kills 4d20 points worth of creatures, where (for the purposes of this spell) any creature of fewer than 2 HD counts as one point, creatures of 2 to less than 4 HD count as 4 points, creatures of 4 to less than 7 HD count as 8 points, and creatures from 7 to less than 9 HD count as 10 points. Creatures of the lowest hit dice die first, and fractional kills (where insufficient points remain

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completely to slay the creature) have no effect. Material components for the spell cost 1,000 gp. DELAYED BLAST FIREBALL SC Evocation R 100 ft + 10 ft/ level AoF 20 ft radius sphere SV Half Level 7 magic user D See below CT 7 segments Comp V, S, M

either to a place the caster can see or clearly visualize, or in response to directions (example: 120 ft forward and 30 ft to the right). If the casters directions land him or her inside a solid object, he or she is stunned and trapped in the astral plane, held in a sort of suspended animation for eternity unless rescued. The spell is subject to a maximum weight limit of 500 lbs of additional weight, with each lb of living matter counting for twice its actual weight. Recovery from the experience of this form of teleportation is not immediate, although it is quite rapid. The caster cannot act for a period of 6 segments following the transition. DISINTEGRATE SC Transmutation/ Alteration R 5 ft/ level AoF See below SV Negates Level 6 magic user D Instantaneous CT 6 segments Comp V, S, M

A delayed blast fireball is somewhat more powerful than a normal fireball (+1 damage on each die). At the time of casting, the magic user states an amount of time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will not explode until that time is reached. Otherwise, except as noted above, the spell functions as per the description of the fireball spell. DETECT EVIL* SC Divination R Caster AoF Path 10 ft wide, 60 ft long SV None Level 2 magic user D 5 rounds/ level CT 2 segments Comp V, S

This spell allows the magic user to detect emanations of evil (or good, in the case of the spells reverse) within the spells area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil. DETECT INVISIBILITY SC Divination R Caster AoF Path 10 ft wide, 10 ft long/ level SV None Level 2 magic user D 5 rounds/ level CT 2 segments Comp V, S, M

This spell disintegrates matter of any kind: animal, vegetable, or mineral. Matter of a magical nature will also be destroyed, although evocations of magic force (such as a wall of force, globe of invulnerability, or shield) are not affected (not being matter). An entire creature, or an area of non-living matter up to 10 x 10 ft/level, will be utterly obliterated by this powerful spell. The spell cannot be used to destroy both living and nonliving matter; once it hits its first target it will take effect upon that matter and not pass beyond. DISPEL MAGIC SC Abjuration R 120 ft AoF 30 ft cube SV None Level 3 magic user D Permanent CT 3 segments Comp V, S

Except as noted above, this spell is identical to the clerical spell dispel magic. DISTANCE DISTORTION SC Transmutation/ Alteration R 10 ft/ level AoF 100 square ft/ level SV None Level 5 magic user D 1 turn/ level CT 6 segments Comp V, S, M

This spell allows the caster to see that which is invisible or hidden, and also to perceive the astral and thereal planes. The spells sight is limited to the stated range of 10 ft/ caster level. DETECT MAGIC SC Divination R Caster AoF Path 10 ft wide, 60 ft long SV None Level 1 magic user D 2 rounds/ caster level CT 1 segment Comp V, S

Other than as noted above, this spell functions in the same manner as the clerical spell detect magic. DIG SC Evocation R 30 ft AoF 5 ft cube/ level SV None Level 4 magic user D 1 round/ level CT 4 segments Comp V, S, M

This spell is cast with a summoned earth elemental as its focus. The casting of the spell is fascinating to summoned elementals and is sufficient to maintain the casters control over the elemental (although he or she cannot command it to act while in the process of casting). When the casting is completed, the earth elemental disperses into the substance of the earth as directed, where it creates a dimensional distortion of the spells area of effect. Travel through the distorted area takes twice as long (and seems twice as far) as it should, or seems half as long and takes half the normal travel time (determined by the caster when casting the spell). The area does radiate magic, slightly, and the reality will be perceived by true seeing (although the travel time will still be altered even for those who know that the distance is distorted). Otherwise, the spell is utterly undetectable. Otherwise, the spell is utterly undetectable. DUO-DIMENSION SC Transmutation/ Alteration R Caster AoF Caster SV None Level 7 magic user D 3 rounds + 1/ level CT 7 segments Comp V, S, M

This spell causes dirt to begin piling out from the ground, digging a hole with tremendous speed. The excavation proceeds at a rate of one 5 x 5 ft cube per round, as earth boils out of the area the caster directs, landing to the edges of the pit. If the spell is cast directly beneath a creature, the creature will fall in without any possibility of a saving throw. Creatures at the edge of the pit have some likelihood of falling in; they must roll lower than their dexterity score on a d20 to avoid sliding into the sudden maelstrom of moving earth. A creature moving toward the pit during the first round in which digging begins must make a saving throw vs spells (unlisted categories) or fall into the hole. The spell can be used to excavate in dirt, sand, or mud. Note that if the pit is taken deeper than 5 ft, there is a chance that it will collapse in on itself (roughly 25%, adjusted by the GM for the type of material being dug). DIMENSION DOOR SC Transmutation/ Alteration R Caster AoF Caster SV None Level 4 magic user D See below CT 1 segment Comp V

By means of this spell, the caster reduces him- or herself to a two-dimensional sheet with no third dimension. He or she can fit through the thinnest of spaces provided they are large enough to accommodate his or her remaining two dimensions he or she cannot bend down while two-dimensional. Moreover, he or she can become invisible by the simple expedient of turning sideways. While two-dimensional, the caster can move, cast spells, and otherwise act normally. If attacked from the front or back, however, he or she takes three times normal damage. Casting the spell requires expensive material components of (1d4+4)x1,000 gp in value. ENCHANT AN ITEM SC Conjuration/ Summoning R Touch AoF One item SV See below Level 6 magic user D See below CT 1d8+2 days Comp V, S, M

Dimension door is a weak form of teleportation, more controllable than blink, but severely limited in range. The teleportation is limited to 30 ft per caster level. Unlike blink, a dimension door spell operates with perfect accuracy,

This spell is the culminating moment involved in the creation of a true magic item, when the item is actually infused with the magic properties it has been painstakingly prepared to hold. Before the spell can actually be cast, the magic 69

user must engage in considerable time-consuming and meticulous work, or the spell will certainly fail. Firstly, the item itself must be of absolutely the finest quality available, in terms of craftsmanship, although it need not necessarily be fancy. In most cases, special components such as powders or threads will be incorporated into the items construction, costing not less than 100 gp. The casting of the spell takes 1d8+2 days, with the caster working steadily upon the item for eight hours per day. No other spells may be cast during this period of time, nor can the magic user engage in any other meaningful work. When the final words of the spell are spoken, the item makes a saving throw against spells at the same level as the magic user, but with success on the saving throw indicating that the spell has succeeded. A natural result of 1 on this roll always indicates failure of the spell. At this point, the magic user may begin to infuse the item with enchantments, each of which requires 5d8 hours to complete. Most magic items will require unusual components; dragon scales or blood for a sword with an unusually high bonus against dragons, for example. The GM will determine exactly what is required for any particular magic item. This spell is not permanent unless a permanency spell is cast upon it; the duration of the enchantment may be for a year or more without a permanency spell, but the enchantment will eventually fail if it is not locked in to the item. ENCHANTED WEAPON* SC Transmutation/ Alteration R Touch AoF See below SV None Level 4 magic user D 5 rounds/ level CT 1 turn Comp V, S, M

This spell allows the caster to overhear the surface thoughts of any thinking being in the spells radial area of effect. The caster need not be able to see the creature whose thoughts he is reading; the spell can be used to listen beyond a closed door. The spell cannot penetrate more than two ft of stone or more than two inches of any metal, and it is foiled by even a thin sheet of lead. ETHEREAL LIBRARY SC Conjuration/Summoning R Touch AoF 10 books/level SV None Level 5 magic user D 30 days or until discharged CT 1 turn Comp V, M

This spell causes the casters spellbook to exist simultaneously on the ethereal and material plane. The spell requires an expertly crafted miniature replica of the casters library, constructed by a skilled carpenter, dollmaker or toymaker. The replica must include furniture and its materials cost no less than 1,000 gp. Once this replica is finished (taking at least 1 week), the caster can successfully cast the spell. Ethereal library creates miniature copies of the books that then appear in the corresponding location in the replica. The replica along with the duplicates vanishes into the ethereal plane. Meanwhile, the copies of the books remaining on the material plane appear blank to everyone else but the caster. The effect can be removed by a dispel magic, returning the books to their normal state, or true seeing, enabling the caster to read the books normally. When the spell expires, the replica returns to the material plane, and the books resume their original appearance. The replica can be used multiple times. However, the chance of permanently losing the library and its contents on the ethereal plane cumulatively increases by 1% per additional usage after the first. EXPLOSIVE RUNES SC Transmutation/ Alteration R Touch AoF One object SV See below Level 3 magic user D Permanent until triggered CT 3 segments Comp V, S

With a touch of his or her hand, the magic user creates a weak and temporary enchantment upon a full-sized weapon, or upon two smaller weapons such as arrows, bolts, or daggers. The enchantment lends no bonus to hit, but may be used to strike creatures that can be hit only with a magical weapon. When the weapon hits successfully, the enchantment ends. ENLARGE* SC Transmutation/ Alteration R 5 ft/ caster level AoF One creature or object SV Negates Level 1 magic user D 1 turn/ caster level CT 1 segment Comp V, S, M

This spell causes a creature or object to grow in size and weight. The spell increases a creatures size and weight by 20% for each level of the caster (to a maximum increase of 200%) or increases an objects size and weight by 10% per caster level (to a maximum increase of 100%). The magic users 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 spells 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 choose to forgo the save. ERASE SC Transmutation/ Alteration R 30 ft AoF Scroll or two pages of writing SV See below Level 1 magic user D Instantaneous CT 1 segment Comp V, S

This spell creates a magical trap in the form of traceries and sigils placed upon a piece of writing that create a magical detonation when they are read. It is possible to detect the presence of explosive runes without detonating them: a magic user has a 5% chance per level to notice their presence, and a thief has a 1% chance per level. When the runes are read, the resulting explosion causes 6d4+6 points of damage (half with a successful saving throw) to any creature within a 10 ft radius. The reader of the runes does not receive a saving throw. The caster and any other magic user with whom the caster has made familiar the secret pattern of the runes can read the protected document or tome without danger, and the caster can erase them at will. Otherwise, only a dispel magic or similar enchantment will remove the runes before they are triggered. Note that the item upon which the runes are scribed, if it is not resistant to fire, will undoubtedly be destroyed when the runes detonate. EXTENSION I SC Transmutation/ Alteration R Caster AoF See below SV None Level 4 magic user D See below CT 2 segments Comp V

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. Obviously, the main benefit of this spell is that the erasure can be made at a distance. The spell does not remove such magical rune-traps as symbol, glyph of warding or explosive runes (exception: the caster may use it to remove such spells if he or she originally cast them him- or herself). ESP SC Divination R Caster AoF 5 ft radius/ level, maximum 90 ft SV None Level 2 magic user D 1 round/ level CT 2 segments Comp V, S, M

The arcane words of an extension I spell act to lengthen the duration of another spell previously cast by the magic user by 50%. The previous spell must still be active and may only be of level 1, 2, or 3. EXTENSION II SC Transmutation/ Alteration R Caster AoF See below SV None Level 5 magic user D See below CT 4 segments Comp V

Except as noted, this spell is identical to the spell extension I, but may be used to extend by 50% the duration of any spell up to and including fourth-level spells.

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EXTENSION III SC Transmutation/ Alteration R Caster AoF See below SV None

Level 6 magic user D See below CT 5 segments Comp V

This spell functions in the same manner as extension I, but it doubles the duration of spells level 1-3, and extends the duration of spells level 4 or 5 by 50%. FALSE TRAP SC Illusion/Phantasm R Touch AoF One object SV None Level 2 magic user D Permanent CT 3 rounds Comp V, S, M

The recipient can hear, smell, and think; the senses of touch and sight no longer function. Damage caused to the pseudocorpse is reduced by one half, and the spells recipient will not even know that the damage has been caused potentially a dangerous situation. A person under the influence of this spell is not subject to level draining by the undead and will not be affected by poisons until the spell wears off or is otherwise removed; the caster can remove the catalepsy at will, and the spell is subject to being dispelled. FIND FAMILIAR SC Conjuration/ Summoning R0 AoF 1 mile radius/ caster level SV See below Level 1 magic user D See below CT 2d12 hours Comp V, S, M

By means of this spell, the mage weaves an illusion around an object, making it appear trapped to any normal inspection (such as by a thief). Any such examiner has an 80% chance of finding and believing the false trap. This likelihood decreases by 3% per level of experience of the thief. Furthermore, if a thief attempts to remove the illusory trap, believing it to be real, there is only a 20% likelihood that the illusion will be dispelled or exposed by these efforts. In this case, the thief, seeing the illusion unchanged, will usually conclude that the attempt to remove the trap has failed. Only one false trap may be placed within a 50 ft radius, and if two items bearing this illusion come within 50 ft of each other, both will be dispelled. FEAR SC Illusion/ Phantasm R0 AoF Cone, 60 ft long, 5 ft at origin, 30 ft diameter at terminus SV Negates Level 4 magic user D See below CT 4 segments Comp V, S, M

Magic users of higher level often summon familiars to assist them with various tasks. Indeed, a familiar can also be of considerable benefit to a lower level magic user (even increasing others estimation of his or her power), but the risks inherent in losing a familiar can be daunting to a weaker spell caster. To summon a familiar, the magic user must intone the words of the spell over a well-stocked fire source, sprinkling the flames with expensive incense and powders (100 gp in total value). The caster must maintain his or her casting for as long as necessary (2d12 hours) until a familiar arrives (or the casting time expires without success). The spell may be attempted only once per year, and the caster has no control over the type of animal that will respond. When it arrives, the familiar is a faithful servant and ally to the caster. Normal familiars have 1d3+1 hit points, are AC 7, and are as intelligent as a lower-than-average human. When the familiar is within 120 ft of the magic user, the magic user gains additional hit points equal to the familiars. However, if the familiar is ever killed, the magic user permanently loses twice the familiars hit points. Caster Level 6-8 9-11 01-06 01-06 07-29 07-29 30-40 30-41 41-51 42-53 52-62 54-65 63-73 66-77 74-84 78-89 85-00 90-00

This spell causes utter panic in the creatures exposed to the cone-shaped emanation of phantasmal terror the caster hurls forth. If any creature, of any level or hit dice, fails its saving throw against the spell, it will bolt away from the caster as fast as possible for as many rounds as the casters level. There is a base 60% chance for a creature to drop whatever it is holding (immediately upon failing the saving throw), reduced by 5% per HD or level of the panicked creature. FEATHER FALL SC Transmutation/ Alteration R 10 ft/ caster level AoF 10 cubic ft SV None Level 1 magic user D 1 segment/ caster level CT Less than 1 segment Comp V, M

Familiar Special Cat Hawk Owl Raven Toad Weasel None

1-2 01-05 06-25 26-35 36-45 46-55 56-65 66-75 76-00

3-5 01-05 06-25 26-36 37-47 48-58 59-69 70-80 81-00

12-14 01-07 08-33 34-45 46-57 58-69 70-81 82-93 94-00

15+ 01-07 08-33 34-46 47-59 60-72 73-85 86-98 99-00

A special familiar is entitled to a saving throw in order to avoid the effect of the spell. The type of special familiar to appear depends upon the magic users alignment: Lawful good or Lawful neutral: Brownie Chaotic good, Neutral good, or Neutral: Pseudo-dragon Lawful evil or Neutral evil: Imp Chaotic evil or Chaotic Neutral: Quasit FIRE CHARM SC Enchantment/ Charm R 10 ft AoF 15 ft radius around fire SV Negates Level 4 magic user D 2 rounds/ level CT 4 segments Comp V, S, M

This spell causes creatures or objects in the area of effect to fall as slowly and lightly as feathers, at a rate of about 10 ft in six seconds (1 segment). No damage is taken from the distance spent falling under the influence of the spell, but it is worthy of note that if the spells target has not landed by the time the spell expires, the fall will resume at normal speed and damage will be taken for the remaining distance. The magic user can affect a weight of up to 200 lbs plus another 200 lbs/ caster level. The spell may be used to slow propelled objects such as arrows, but will not affect sword blows or other non-propelled forces. FEEBLEMIND SC Enchantment/ Charm R 10 ft/ level AoF One creature SV Negates Level 5 magic user D Permanent CT 5 segments Comp V, S, M

This spell transforms an existing fire into a powerful mental snare. Any creature within the spells radius who even so much as glances at the fire must make a saving throw vs spells or be entranced by the dancing flames. While so entranced, the creature becomes susceptible to the casters words, in the same manner as with a suggestion spell, but with a penalty of -3 to the saving throw. The enchantment will be broken if the entranced creature can no longer see the flames or if it is attacked. FIRE SHIELD SC Evocation R Caster CT 4 segments SV None Level 4 magic user D 2 rounds + 1 round/ level AoF Caster Comp V, S, M

Except as may be noted above, this spell is identical to the druidic spell feeblemind. FEIGN DEATH SC Necromancy R Touch AoF One creature SV None; willing recipient only Level 3 magic user D 6 rounds + 1 round/ level CT 1 segment Comp V, S

This spell magically slows the recipients metabolism into a state so close to death that it is impossible to distinguish the enspelled person from a corpse by any means other than magical.

Pale flames envelope the caster upon the completion of this spell, rendering him or her protection against either fire or cold based attacks, depending upon whether the magic user elects to wreath him- or herself in cold flame or hot flame. Cold flame grants the magic user a +2 bonus on any saving throw vs fire damage, also guaranteeing half damage (or no damage against all fire attacks that allow a saving throw for half damage) provided the saving throw is successful. If the magic user fails a saving throw against a cold based attack, however, he or she will suffer twice the normal damage. Hot flame offers the 71

converse of the protections afforded by cold flame. Cold based attacks receive a bonus of +2 on saving throws and guarantee that the caster receives only half damage (or none at all) if his or her saving throw is successful against attacks that would cause full or half damage. FIRE TRAP SC Evocation R Touch AoF One object SV Half Level 4 magic user D Permanent until triggered CT 3 rounds Comp V, S, M

Creatures struck by this spell suffer 1-8 points of fire damage per level of the caster. After the explosion, the wall of force dissipates and the target is free. The material component is bat guano, sulfur and a small glass sphere. FLAMING VORTEX SC Evocation R0 AoF Cone (5 ft. long/level) SV Half damage Level 6 magic user D Instantaneous CT 5 segments Components: V, S

This spell enchants any item that can be opened or closed with a magical trap. When the item is opened by any person other than the caster, magical fire explodes in an area five ft in radius around the fire trapped object, causing 1d4 plus the casters level hit points of damage to all creatures in this area. A successful saving throw indicates half damage. The item upon which this spell is cast suffers no damage from the explosion. Detecting a fire trap is extraordinarily difficult; attempts to find traps are reduced by one-half in efficacy if the trap is a fire trap, and the trap will detonate if an attempt to remove traps fails. FIREBALL SC Evocation R 100 ft + 10 ft/ level AoF 20 ft radius sphere SV Half Level 3 magic user D Instantaneous CT 3 segments Comp V, S, M

This spell creates a whirling cone of flames and powerful winds that incinerates targets for 1-4 +1 points of damage per level of the caster. Additionally, anyone struck by this spell suffers a 2 on their saving throw, due to the winds blowing into the center of the cone, making it more difficult to avoid. All unprotected items in the area of effect may be destroyed if they fail an item saving throw. FLOATING DISK SC Evocation R 20 ft AoF See below SV None Level 1 magic user D 3 turns + 1 turn/ level CT 1 segment Comp V, S, M

This evocation produces an invisible disk about three ft across, shaped like a shallow bowl. The disk floats in the air and moves in accordance with the casters commands (although if it is allowed more than 20 ft from the caster it will disappear). The disk cannot move faster than 60 ft per round. A floating disk can carry up to 100 lbs per level of the caster. FLY SC Transmutation/ Alteration R Touch AoF One creature SV None Level 3 magic user D 6 turns/ level + 1d6 turns CT 3 segments Comp V, S, M

With a pointing gesture at the ending of the incantation, the magic user causes a massive explosion of magical fire at the target point. The fireball detonates with a low roar, causing 1d6 damage per caster level to all creatures within the area of effect. Creatures making successful saving throws suffer only half the indicated damage. When the magic user casts the spell, a bead of light streaks from his or her pointed finger to the target area, and if it strikes another object directly in its path the fireball will detonate immediately. The blast fills the entire volume of the spell radius, and if it is cast into an enclosed area smaller than the area of effect the flames will expand from this area until the spells full volume has been reached. The volume of a 20 ft radius sphere is approximately 33,500 cubic ft, and there 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 approximately thirty-three 10 x 10 ft squares. Thus, if a fireball explodes in the middle of a corridor 10 ft wide and 10 ft high, the blast will extend a staggering 165 ft in both directions. It is quite possible, particularly in dungeoneering environments, for the magic user to be caught in the backblast of his or her own fireball spell. The flames do not create any significant change in air pressure, but the furnace-like heat causes all items in the blast to make saving throws against magical fire or ignite (or, in the case of metals, melt). FLAME ARROW SC Evocation R Touch AoF Arrows or bolts SV None Level 3 magic user D 1 segment/ level CT 3 segments Comp V, S, M

This spell grants the power of flight with aerial agility level V (see Chapter III) to any creature the magic user touches. The base movement rate for flight is 120 ft per round, with the base speed being doubled when diving, halved when climbing. The GM secretly rolls a 1d6 to determine how much time the spell will last after the base duration expires. FOOLS GOLD SC Transmutation/ Alteration R 10 ft AoF 1 cubic foot/ level SV See below Level 2 magic user D 6 turns/ level CT 1 round Comp V, S, M

By means of this spell, the magic user may enchant one arrow per segment, causing it to burst into normal flame. The enchanted arrows have no bonus to hit, and the enchantment is not powerful enough to hit a creature that can be damaged only by magical weapons. Each arrow causes 1 hp of fire damage in addition to its normal damage. The arrows (or crossbow bolts) will burn up in one round, so they must be shot before this time. FLAMING PRESSURE SC Evocation R 100 ft. + 10 ft./level AoF One creature SV None Level 6 magic user D Instantaneous CT 5 segments Comp V, S, M

This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him- or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the casters level is equal to or less than the observers intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true conversely, there are mundane methods that give a chance to detect this very spell, such as striking the gold with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell. FORCEFUL HAND SC Evocation R 10 ft/ level AoF See below SV None Level 6 magic user D 1 round/ level CT 6 segments Comp V, S, M

This spell combines a wall of force with a fireball to temporarily envelop a target in a small sphere of force that compresses the blast of the fireball and negates any chance to save. To use this spell, the target must fit in a 10 ft. diameter sphere. The caster hurls a small glass sphere at the target and the creature is suddenly surrounded in a sphere of force and then struck by a fireball. Being trapped inside the sphere of force with the explosion negates any chance of escaping or minimizing the damage. Furthermore, the force of the blast is compressed by the sphere and reflected back on the target creature, increasing the damage.

This spell creates a powerful, magical hand similar to that of the magic user spell interposing hand. Unlike the interposing hand, the forceful hand can push opponents or objects. The hand can move a creature weighing 500 lbs or less. It reduces the speed of a creature between 500 and 2,000 lbs to no greater than 10 ft / round, and it slows the movement of creatures heavier than 2,000 lbs but smaller than 8,000 lbs to one-half. As in the case of the interposing hand, the forceful hand has as many hit points as the caster.

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FORGET SC Enchantment/ Charm R 30 ft AoF 1-4 creatures in a 20 ft square area SV Negates

Level 2 magic user D Instantaneous (permanent) CT 2 segments Comp V, S, M

GATE SC Conjuration/ Summoning R 30 ft AoF One summoned creature SV None

Level 9 magic user D See below CT 9 segments Comp V, S

This extremely potent spell causes the victims to forget events of the immediate past. The spell obliterates memory of the last round plus one additional round per three caster levels. The caster decides which creatures in the spells area to affect, and these must make saving throws or suffer the loss of memory. The caster may designate 1-4 creatures as the targets of the spell. If one is targeted, the saving throw is made with a -2 penalty; if two are targeted, the penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the saving throw. Lost memories can only be restored by heal, restoration, or wish; the spells effect is not subject to being merely dispelled. FREEZING SPHERE SC Transmutation/ Alteration R See below AoF See below SV See below Level 6 magic user D See below CT 6 segments Comp V, S, M

A gate spell creates an opening between the material plane and another plane of existence, summoning forth a being from the other plane. The caster must know the name of the creature he or she is attempting to summon, or the spell will fail. The particular creature named in the spells casting might choose not to step through the gate into the material planesummoning Thor is unlikely to bring the thunder god from the halls of Valhallahowever, a being of some kind will certainly respond to the summons. Thor, if summoned, might choose to send a Valkyrie, for instance. Casting this spell can be risky, for the caster has no control over the summoned creature unless proper precautions are taken, such as a protection from evil spell, the drawing of appropriate magical circles, etc. Beings summoned from distant planes, particularly beings with individual names of their own, can be powerful and irascible. GEAS SC Enchantment/ Charm R Touch AoF One creature SV None Level 6 magic user D See below CT 4 segments Comp V, S

This spell may be employed in one of three different forms, depending upon the words and material component used during casting. At the time of memorization, the magic user need not specify which will be used; these are alternate uses of the same spell, not different versions of it. Ice seed: conjures a sphere of an intensely cold magical substance that freezes water to a depth of 6 inches over a surface area 100 square ft/ caster level. The ice is thick enough to walk upon without fear of falling through. The duration of the ice is 1 round/ level. The material component for this use is a piece of crystal. Ice ray: a ray of cold lances from the casters hand, inflicting 4 hp/ caster level against anything in its path. A successful saving throw results in no damage. Even if the ray strikes an object, it continues on the other side until it has extended 10 ft/ caster level or is stopped by a thickness of stone of 1 ft or more. The material component for this use is a gem worth 1,000 gp. Shattering globe: the spell forms a globe one inch in diameter, cold but not uncomfortable to the touch. When this sphere is thrown (by hand or sling), it will explode upon impact for 4d6 hit points of damage within a 10 ft radius (half if save vs spells). If not used within 1 round/ caster level, it will explode at the time its duration ends. The material component for this use is also a gem worth 1,000 gp. FRIENDS SC Enchantment/ Charm R Caster AoF 10 ft radius + 10 ft/ caster level SV See below Level 1 magic user D 1 round/ caster level CT 1 segment Comp V, S, M

A geas is a magical compulsion placed upon an intelligent creature to perform, or refrain from performing, some task set by the caster. While the geas cannot compel suicide or its equivalent, it is a very powerful spell. If the creature under the geas avoids or is prevented from performing the task, it will sicken and die within 1d4 weeks if the task is not resumed. The disease will, of course, create symptoms that the GM will determine; if the geas is resumed, these may or may not remain until the task is completed. Even a remove curse spell will not remove a geas, although a wish spell is powerful enough to dispel it. GLASS-STEEL SC Transmutation/ Alteration R Touch AoF One object SV None Level 8 magic user D Permanent CT 8 segments Comp V, S, M

This spell grants a glass object the strength of steel, while retaining its transparent properties. The weight of the object can be no more than 10 lbs per caster level. In most cases, the object will make item saving throws on the more favorable of the glass or metal tables. GLASSEYE SC Transmutation/ Alteration R Touch AoF See below SV None Level 6 magic user D 1 round/ level CT 1 round Comp V, S, M

This spell increases the magic users charisma in the eyes of all creatures within the area of effect that fail saving throws. For these creatures, the magic users charisma will effectively be increased by 2d4 (one roll for all). For those who succeed in making the saving throw, the casters charisma will effectively be lowered by 1d4. Unless the exact numbers are required for some purpose, the normal result of the spell will be that those who failed the saving throw will be well-disposed and friendly toward the caster, and those that succeeded in making the save will find him or her distasteful and somewhat suspect. FUMBLE SC Enchantment/ Charm R 10 ft/ level AoF One creature SV Half Level 4 magic user D 1 round/ level CT 4 segments Comp V, S, M

This spell causes opaque materials to become transparent, either to the caster alone or to anyone, at the casters option. The dimensions of the transparent area are 3 x 2 ft, and the depth depends upon the nature of the substance being made transparent. Lead and gold, being the base and pure metals respectively, are not affected by the spell at all. Only four inches of any other metal can be made transparent, but stone can be seen through to a distance of 6 ft, and wood to a distance of 20 ft. GLOBE OF INVULNERABILITY SC Abjuration R0 AoF Sphere, 5 ft radius SV None Level 6 magic user D 1 round/ level CT 1 round Comp V, S, M

This spell creates a spherical shield, impermeable to spells. It functions as the spell minor globe of invulnerability except as noted above and in that it protects against spells level 1-4 rather than 1-3. GRASPING HAND SC Evocation R 10 ft/ level AoF Magical hand SV None Level 7 magic user D 1 round/ level CT 7 segments Comp V, S, M

This enchantment causes intense clumsiness in the affected creature. Attempting to run will result in an immediate fall to a prone position, and anything held in hand (or claw, etc.) will be dropped. A successful saving throw allows the affected creature to act as if under the influence of a slow spell in order to avoid the spells full effects.

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This spell is a more powerful evocation of the forceful hand spell, acting in the same manner but able to hold motionless a creature of up to 1,000 lbs or move creatures with twice the force of a forceful hand. GUARDS AND WARDS SC Abjuration R0 AoF Up to 200 sq. ft/level SV See below Level 6 magic user D 2 hours/level CT 3 turns Comp V, S, M

making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative player. HASTE SC Transmutation/ Alteration R 60 ft AoF 1 creature/ level in a 40 x 40 ft area SV None (willing targets only) Level 3 magic user D 3 rounds + 1 round/ level CT 3 segments Comp V, S, M

This powerful spell is primarily used to defend the casters stronghold. The ward protects 200 square ft per caster level. The warded area can be as much as 20 ft high and shaped as the caster desires. The magic user can ward several stories of a stronghold by dividing the area among them; he or she must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area: Fog: Fog fills all corridors, obscuring all sight, including infravision, beyond 10 ft. Wizard Locks: All doors in the warded area are wizard locked. Webs: Webs fill all stairs from top to bottom. These strands are identical to those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Confusion: Where there are choices in directionsuch as a corridor intersection or side passagea minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment/charm effect that will not affect elves or other creatures immune to charm. Lost Doors: One door per caster level is covered by an illusion to appear as if it were a plain wall. In addition, the magic user can place his or her choice of one of the following five magical effects: 1. 2. 3. 4. 5. Dancing lights in four corridors. A magic mouth in two places. A stinking cloud in two places. The vapors return within 10 turns if dispersed by wind while the guards and wards spell lasts. A gust of wind in one corridor or room. A suggestion in one place. The caster selects an area of up to 5 ft square, and any creature who enters or passes through the area receives the suggestion mentally.

This spell imbues creatures in the targeted area with preternatural speed, allowing them to move and attack at twice the normal rate. The rate of spell casting cannot be increased. Within the area of effect, creatures closest to the caster will be affected first by the spell if the casters level is not sufficient to affect all of the creatures in the area. The spell ages the creatures upon which it is cast by 2 years. HOLD MONSTER SC Enchantment/ Charm R 5 ft/ level AoF 1-4 creatures SV Negates Level 5 magic user D 1 round/ level CT 5 segments Comp V, S, M

A hold monster spell completely immobilizes up to four creatures of any kind for the spells duration. The magic user decides how many creatures he or she will target with the spell: if there is only one target, the saving throw is made at -3; if two, each makes the saving throw at -1; and if the magic user seeks to hold three or four enemies, each makes its saving throw with no penalty. If a magic item or spell operates partially to negate the effects of paralysis, failure on the saving throw will have the effect of a slow spell rather than completely immobilizing the target. Creatures held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. HOLD PERSON SC Enchantment/ Charm R 120 ft AoF See below SV Negates Level 3 magic user D 2 rounds/ level CT 3 segments Comp V

The whole warded area radiates strong magic. A dispel magic cast on a specific effect, if successful, removes only that effect. GUST OF WIND SC Transmutation/ Alteration R0 AoF 10 ft wide path, 10 ft long/ level SV None Level 3 magic user D 1 segment CT 3 segments Comp V, S, M

This spell has the same effect as the clerical spell hold person: to immobilize foes and render them helpless. However, the magic users version of the spell is somewhat more fl exible in terms of the casters options. A hold person spell completely immobilizes up to four man-sized or smaller persons for the spells duration. The magic user decides how many of his or her foes he or she will target with the spell: if there is only one target, the saving throw is made at -3, if two, each makes the saving throw at -1, and if the magic user seeks to hold three or four enemies, each makes his or her saving throw with no penalty. Creatures affected by this spell would include humans, demi-humans and humanoids. Ultimately, it is in the discretion of the GM to decide if a creature is considered a person for the purposes of this spell. If a magic item or spell operates to partially negate the effects of paralysis, failure on the saving throw will have the effect of a slow spell rather than completely immobilizing the target. Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage. HOLD PORTAL SC Transmutation/ Alteration R 20 ft/ caster level AoF One portal up to 80 sq. ft / caster level SV None Level 1 magic user D 1 round/ caster level CT 1 segment Comp V

Hand outstretched in the final somatic gesture of this spell, the magic user summons forth a powerful blast of air, forceful enough to blow out unprotected flames smaller than a campfire. Flames the size of a campfire or greater will fl are back as far as 1d6 ft, and even shielded flames have a high chance of being extinguished (5% per caster level). The wind is strong enough to hurl a small flying creature backwards by 1d6 x 10 ft, and will hold medium-sized creatures back from moving. HALLUCINATORY TERRAIN SC Illusion/ Phantasm R 20 ft/ level AoF 10 x 10 ft square/ level SV None Level 4 magic user D See below CT 1 turn Comp V, S, M

This spell masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The spells effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or

This quickly-shouted spell holds fast a door or similar aperture as if it were securely locked. The portal must be something that normally opens and closes, such as a door, gate, valve, or portcullis, and it must be closed for the spell to function. A magically held portal can be battered apart, but will not open normally until the spells duration expires. This is not a particularly powerful spell; any being not native to the material planes (such as a demon) will ignore 74

its effects, as will a magic user four or more levels higher than the caster. The spell may also be negated by means of a knock or dispel magic. ICE STORM SC Evocation R 10 ft/ level AoF 10 x 10 ft / level SV None Level 4 magic user D 1 round CT 4 segments Comp V, S, M

In the first round of the fl are, the blazing cloud inflicts one hit point of damage for every two levels of the caster. In the second round of the fl are, the heat increases to inflict 1 hit point per caster level, and in the third round of the blaze, damage falls again to one point per two levels. After three rounds, the cloud burns out, and for any further duration it retains only the properties of pyrotechnic smoke. INFRAVISION SC Transmutation/ Alteration R Touch AoF One creature SV None Level 3 magic user D 12 turns + 6 turns/ level CT 1 round Comp V, S, M

The caster may evoke one of two different forms of ice storm with this spell: a hailstorm or a sleet storm. The hailstorm is a vicious barrage of huge hailstones that pound into a 40 ft x 40 ft area, throwing up bits of shrapnel-like ice fragments as the hail shatters. Any creature within the area suffers 3d10 hit points of damage with no saving throw. The sleet storm is a maelstrom of frozen rain in an 80 ft x 80 ft area, blinding all creatures in the area of effect and making the footing so slippery that all movement is cut by 50%. There is also a 50% probability that any creature attempting to move while in the sleet storm will slip and fall prone. IDENTIFY SC Divination R Touch AoF One item SV See below Level 1 magic user D 1 segment/ caster level CT 1 turn Comp V, S, M

This spell allows the magic user to confer the ability to see in the dark, perceiving variations of heat in the infrared spectrum. The range of this vision is 60 ft. Lamps and other light sources tend to spoil the effects of infravision. Infravision does not perceive invisibility any more than normal vision. INSTANT SUMMONS SC Conjuration/ Summoning R See below AoF One object SV None Level 7 magic user D Instantaneous CT 1 segment Comp V, S, M

This expensive and unreliable spell allows the magic user to discern the magical properties of an item. The magic user must hold or wear the item as intended for use (thereby placing himself at risk of a cursed item). For every segment of the spells duration, the magic user has a 15% +5%/ caster level of gaining an insight into the nature of the items 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 users own aura will have blended too much into the items aura, contaminating his ability to read it. Upon casting the spell, the magic user temporarily loses 8 points of constitution, and regains them by resting for one hour per recovered point. The material component for the spell is a pearl worth 100 gp. IMPRISONMENT* SC Abjuration R Touch AoF One creature SV None Level 9 magic user D Permanent CT 9 segments Comp V, S

This spell calls a specific, desired object into the casters hand from wherever it might be. The object must be prepared ahead of time, with the first part of the spell being cast upon it at that timeall but the final word of the incantation. The item is then touched with another item, the spells focus, which must be of at least 5,000 gp in value (usually a gem). When the caster seeks to summon the item by means of this spell, he must hold the focus item in his hand and speak the final word of the spell. The focus item will disappear and the summoned item will appear in its place. The summoned item cannot be heavier than 8 lbs or the spell will not function. Moreover, if the item is in the possession (not necessarily in the hand) of another creature, the spell will fail. However, in this instance, the caster will learn the items location, and some details about the owner, as determined by the GM. The spell will function across the planes. INTERPOSING HAND SC Evocation R 10 ft/ level AoF Magical disembodied hand SV None Level 5 magic user D 1 round/ level CT 5 segments Comp V, S, M

The power of this spell hurls the victim deep beneath the earth, placing it into a state of suspended animation for eternity, entombed within a cyst of rock. The only way to free an imprisoned creature is with the reverse of the spell, and the caster must know the name of the prisoner together with enough detail to clearly identify him or her. A creature freed from imprisonment appears at the exact spot where the imprisonment took place. When casting the spells reverse, if the caster is not specific enough about the imprisoned creatures identity the spell will normally fail; but there is also a chance it will free the intended creature together with several other imprisoned victims from other places in the ground some far, some (perhaps) near. Some of these freed victims might be from ancient ages and may have been imprisoned for a very good reason. The chance of freeing unintended recipients is 1 in 10, and their number can vary considerably (d%). INCENDIARY CLOUD SC Evocation R 30 ft AoF Cloud, 10 ft high, 20 ft radius SV Half Level 8 magic user D 1d6+4 rounds CT 2 segments Comp V, S, M

This spell creates a magical hand with the same number of hit points as the caster. The magic user can cause the hand to be as small as his or her own, or as large as a shield. The caster selects a foe, and the hand will place itself between the magic user and that particular enemy, moving so rapidly that it cannot be avoided. It is strong enough to hold back any creature weighing 200 lbs or less and will slow heavier opponents to half movement. The movement rates of opponents of truly massive size (such as dragons) will be adjudicated by the GM, being slowed to a quarter movement rate or pushing the hand aside entirely. INVISIBILITY SC Illusion/Phantasm R Touch AoF One creature SV None Level 2 magic user D See below CT 2 segments Comp V, S, M

When the words of this spell are completed, the recipient and all he or she carries fade from sight, becoming invisible. Even infravision cannot detect an invisible creature. The spell remains in effect until the invisible creature attacks someone, the caster ends the spell, or the magic is dispelled. Note that the spell does not make the recipient any more quiet than normal, nor does it eliminate scents. The invisible person can see him- or herself, but the caster (unless they are one and the same) cannot. The spell cannot be cast upon an unwilling subject. INVISIBILITY, 10 FT RADIUS SC Illusion/ Phantasm R Touch AoF All creatures within a 10 ft radius SV None (willing target only) Level 3 magic user D See below CT 3 segments Comp V, S, M

The incendiary cloud begins as a choking cloud of thick smoke, with the attributes of a pyrotechnics spells smoke cloud, billowing from an existing fire source as per the pyrotechnics spell. The cloud has a radius of 20 ft and is 10 ft high. On the third round of the clouds existence, it bursts into hot, magical flame. A saving throw for half damage is permitted to every creature in the cloud for each round of exposure to the flames.

This spell operates as does the invisibility spell, but affects all creatures within 10 ft of the recipient at the time the final words of the spell are uttered. If the 75

creature upon which the spell was cast makes an attack, the attack will negate the invisibility of all the others. However, if one of the creatures affected by the spells radius (not the direct recipient) attacks, the invisibility only of that one creature is negated thereby. In order to remain invisible, those who were made invisible by virtue of the spells radius must remain within 10 ft of the creature upon whom the spell is centered All creatures affected can see each other. INVISIBLE STALKER SC Conjuration/ Summoning R 10 ft AoF See below SV None Level 6 magic user D See below CT 1 round Comp V, S, M

puzzle. In order to cast the spell an item of some value often a potionmust be used and destroyed in the process. The spell can garner no information about things that have not been the subject of discussion, rumor, rhyme, or legend. LEVITATE SC Transmutation/ Alteration R 20 ft/ level AoF Caster or one creature SV Negates Level 2 magic user D 1 turn/ level CT 2 segments Comp V, S, M

This spell summons an invisible stalker (see Chapter V). The stalker will perform one task as commanded by the caster, but resents its slavery and will always seek to misinterpret a command if it is worded ambiguously. IRRESISTIBLE DANCE SC Enchantment/ Charm R Touch AoF One creature SV None Level 8 magic user D 1d4 +1 rounds CT 5 segments Comp V

This spell allows the magic user to levitate him- or herself or another person, to a maximum weight of 100 lbs/ level. The magic user can move vertically up or down at a rate of 20 ft per round, and can levitate another at a rate of 10 ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level Isee Chapter III), but it is possible for a levitated person to pull him- or herself along if there is something upon which to gain purchase, such as a wall. LIGHT SC Transmutation/ Alteration R 60 ft AoF 20 ft radius globe SV None Level 1 magic user D 1 turn/ caster level CT 1 segment Comp V, S

The creature touched (successful to hit roll) flies into an uncontrollable, twitching tarantella, dancing wildly. The creatures armor class is penalized by -4, and it will fail any and all saving throws during the spells duration. It cannot act in any way, or gain benefit from a shield. JUMP SC Transmutation/ Alteration R Touch AoF One creature SV None Level 1 magic user D See below CT 1 segment Comp V, S, M

Other than as noted above, this spell is identical to the clerical spell light. LIGHTNING BOLT SC Evocation R 40 ft + 10ft/ level AoF See below SV Half Level 3 magic user D Instantaneous CT 3 segments Comp V, S, M

This spell allows the subject to make one or more prodigious leaps, one additional leap for each three caster levels above 1. Thus, at a caster level of 4, the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The recipient of the spell may bound forward 30 ft, or may leap backward or straight up for a distance of 10 ft. The leap is almost perfectly straight, with no arc. KNOCK SC Transmutation/ Alteration R 60 ft AoF 10 square ft/ level SV None Level 2 magic user D See below CT 1 segment Comp V

As the caster completes this spell, he or she unleashes a bolt of lightning from the spells point of origin, which may be as far away from the caster as the spells maximum range. The bolt extends in a straight line from the caster beginning, at whatever point along the spells range the caster desires, and may extend beyond the spells range. The bolt deals 1d6 damage per caster level to all creatures standing in the bolts area of effect. Creatures that make successful saving throws suffer half damage. The area of effect may be either a branching, forking maelstrom of electricity 10 ft wide and 40 ft long, or it may be a concentrated blast 5 ft wide and 80 ft long. The length of the bolt itself is not affected by the casters level, only the range at which the caster may cause the bolt to originate. All items hit by the full force of the bolt must make item saving throws or be destroyed. The force of the bolt is often sufficient to blast doors into smoldering ruin. If the bolt strikes an object that does not conduct electricity, such as a stone wall, it will be deflected backward toward the caster (potentially inflicting a second shock upon those in the target area). Note that the length of a deflected bolt is not increased; the bolt will only rebound for the distance remaining in its original area of effect. LIMITED WISH SC Conjuration/ Summoning R Unlimited AoF See below SV See below Level 7 magic user D Instantaneous CT See below Comp V

The powerful magic words of a knock spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, will not be opened by means of the spell. If a door is secured by a number of devices, only two will be opened by the spell; a triple-locked door is proof against a single casting of the enchantment. LEGEND LORE SC Divination R Caster AoF See below SV None Level 6 magic user D See below CT See below Comp V, S, M

This spell, when cast, gathers mystical echoes of legend and rumor about a specific person, place, or object. These inchoate rhymes, whispers, and memories form in the casters mind until he can finally piece them together into meaningful information. The spells 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 rumor, the casting time will be 2d6 weeks. While casting the spell, the caster may not engage in any other activity other than short breaks to eat and sleep. When completed, the spell will reveal the location of any legendary material about the object (or person, or place), and if the spell is cast in the presence of the place, person, or object the spell will invariably gather the legendary lore together into a piece of true information about it. This information, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other

Limited wish is a powerful spell, allowing the caster to reshape reality in accordance with his or her desire, but only to a limited degree. The spell may be used to grant minor wishes (undoing curses, granting small quantities of gold, duplicating the effects of lower level spells, etc.) The effects of the spell will be permanent for most minor requests, particularly when used to duplicate a lowerlevel spell that has a permanent or instantaneous duration. However, a limited wish is not powerful enough to make major changes in reality. It cannot bring the dead back to life, grant a level, or permanently change ability scores. In many cases, the GM will be called upon to determine whether the casters wish is within the power of a limited wish spell or whether the results of the request will suffer from flaws due to the spells limitations. Flaws would include limited durations or partial results. The guidelines set forth above should give the GM some assistance in making such determinations. In the case of unreasonable wishes, the GM may decide to follow the wording of the spell precisely but pervert the intent, limit the duration of the spell to a 76

very limited time (perhaps mere seconds!) or simply rule that the whole spell fails. The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. LOCATE OBJECT SC Divination R 20 ft/ level AoF See below SV None Level 2 magic user D 1 round/ level CT 2 segments Comp V, S, M

MAGIC JAR SC Possession R 10 ft/ level AoF One creature SV Negates

Level 5 magic user D See below CT 1 round Comp V, S, M

This risky spell allows the caster to transfer his or her mind into that of another creature, trapping the other creatures soul in a gem (of not less than 100 gp value) that is the material component of the spell and becomes the magic jar. To accomplish the transfer of souls, the magic user must trap his or her own life essence within the jar prior to the transfer. If the transfer fails (e.g., if the targeted creature makes a successful saving throw), the casters soul is trapped until it can take over a host or otherwise escape. The caster can make successive attempts to take over the same host, but no more than one per round. The spells range applies to two matters; when the magic user first transfers his or her own life essence into the jar, his or her body must be within the spells range of the jar. The range also limits the distance at which the magic users soul may later escape from the jar and into another body. After the casters soul moves into the jar, his or her physical body becomes inert and lifeless. The spell represents, in many ways, a contest of will between the magic user and the creature whose body he or she seeks to possess. The caster and the target creature each total their intelligence and wisdom scores (such being calculated or approximated by the GM for a monster). This combined score represents the characters mental power for purposes of the spell. The two numbers are compared, and the difference is used in two important calculations: the saving throw and the chance for escape. One third of the difference (rounded down) is the modifier on the saving throw, a bonus if the target creature has the higher mental power, a penalty if the magic users mental power is higher. If a creatures soul is trapped in the magic jar by the caster, it has a chance to escape. If it escapes, the casters soul is returned to the magic jar. If the difference in mental power between the caster and the possessed creature is 4 or less in favor of the caster, or is in favor of the possessed creature, the creature can attempt a new saving throw every round. If the difference is from 5 to 8 in the casters favor, one saving throw is permitted per turn. If the difference is 9 to 12 in the casters favor, the saving throw is made once per day, and if the casters mental power exceeds that of the target creature by 13+, the saving throw can only be made once per week. While the caster is in the magic jar waiting to possess another body, he or she can sense creatures beyond the jar, but not their nature. The jar may be moved from its original location, but not, obviously, by the caster. When the caster possesses another body, he or she gains complete control of its movement and acquires any memories that the body might reflexively recall (how to fl y, fight with claws, use innate magical powers, etc). He or she does not gain any knowledge from the creatures mind, such as languages known or the location of a lair, for the mind is trapped in the magic jar. The caster retains his or her own mind while possessing the other body, so if the body possesses the correct physical attributes the caster can continue to cast his or her spells from within the new body. MAGIC MISSILE SC Evocation R 60 ft + 10 ft/ caster level AoF 1+ creatures in a 10 x 10 ft area SV None Level 1 magic user D Instantaneous CT 1 segment Comp V, S

Other than as noted above, this spell is identical to the clerical spell locate object. LOWER WATER* SC Transmutation/ Alteration R 80 ft AoF 5 x 5 ft square area/ level SV None Level 6 magic user D 5 rounds/ level CT 1 turn Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell lower water. The spells reverse can raise water no more than 5 ft / level. MAGES FAITHFUL HOUND SC Conjuration/ Summoning R 10 ft AoF See below SV None Level 5 magic user D 2 rounds/ level CT 5 segments Comp V, S, M

This spell summons an invisible watchdog to guard an area. The hound is invisible to all but the caster, who may order it to keep watch over a particular area. The area must be close to the caster, however, for if the caster is more than 30 ft from the area the hound guards, it will return to the spirit realm. The hound can detect virtually any creature that enters the area: it can detect invisibility (which includes creatures on the astral and thereal planes), can see creatures that are moving between dimensions, and can detect virtually any other method that might be employed to sneak into an area. If any creature larger than a cat or small dog enters the area, the hound will begin baying with its echoing, supernatural bark. Moreover, it will seek to attack intruders from behind (it does not make frontal assaults) and can attack as a monster of 10 HD for 3d6 damage, even if the opponent requires up to a +3 magical weapon to be hit. The hound cannot be harmed by any means other than by dispelling it. MAGES SWORD SC Evocation R 30 ft AoF Summoned sword SV None Level 7 magic user D 1 round/ level CT 7 segments Comp V, S, M

The caster evokes a magical sword into being and can wield it by exerting his or her will. While doing so, he or she cannot cast spells, use magic items, or move, although the spell does not end if the magic users concentration is broken; the sword simply does not attack during that round. The sword attacks as a fighter one-half the magic users caster level (and always hits on a natural 19 or 20), and it can hit creatures that can ordinarily be hit only with magic weapons. The damage caused by the sword is considerable; it inflicts 5d4 hp against size S and M creatures, or 5d6 against larger creatures. The sword can be dispelled by dispel magic. The material components for the spell cost 500 gp or more. MAGIC AURA SC Illusion/Phantasm R Touch AoF See below SV See below Level 1 magic user D 1 day/ level CT 1 round Comp V, S, M

When this spell is cast, missiles of magical energy dart forth from the casters fingertips, striking unerringly at his or her intended target(s), even if the target(s) are in melee or are partially concealed. The missiles inflict 1d4+1 points of damage each. For every two caster levels beyond first, the caster gains an additional missile; thus, a first-level magic user can cast one missile, a thirdlevel caster may cast 2, a fifth-level caster may cast 3, and so on. MAGIC MOUTH SC Transmutation/ Alteration R See below AoF One object SV None Level 2 magic user D Permanent until triggered CT 2 segments Comp V, S, M

This spell creates a false magical aura around a single object of not more than five lbs per caster level. A detect magic spell will incorrectly perceive the item as magical, but if it is actually handled by the caster of the detect magic spell, he or she will be permitted a saving throw to realize that the aura is, in fact, not a true magical aura but a counterfeit.

This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length 77

of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the casters power limits the range at which the mouth can detect the triggering events. The mouth can perceive events at a range of 5 ft/ caster level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as hit dice, class, level, etc. but must use terms that would be familiar to the character. MASS CHARM SC Enchantment/ Charm R 5 ft/ level AoF See below SV Negates Level 8 magic user D See below CT 8 segments Comp V

MESSAGE SC Transmutation/ Alteration R 60 ft + 10 ft/ level AoF See below SV None

Level 1 magic user D 5 segments + 1 segment/ level CT 1 segment Comp V, S, M

Once this spell is cast, the magic user may point to any creature in range and whisper a message that the other creature will hear. If there is time remaining, the recipient may whisper a message in reply. Only one creature may be in contact with the caster at a time, but if time allows, the caster may make contact with more than one possible recipient. The gestures of this spell are subtle, and it is easy to conceal that the enchantment is being cast. Note that the path between the magic user and the recipient must be a straight line and not completely blocked. METEOR SWARM SC Evocation R 40 ft + 10 ft/ level AoF See below SV None or Half (see below) Level 9 magic user D Instantaneous CT 9 segments Comp V, S

This spell functions as does charm monster, but affects more than one creature. Total hit dice limits the number of creatures affected; the caster cannot affect a total number of hit dice more than twice his or her caster level. All of the target creatures must be within a 30 x 30 ft area. MASS INVISIBILITY SC Illusion/ Phantasm R 10 ft/ level AoF 30 x 30 ft radius SV None Level 7 magic user D See below CT 7 segments Comp V, S, M

This spell acts in the same manner as an invisibility spell, but has an effective radius of 30 x 30 ft, possibly hiding as many as 300 medium-sized creatures if they are packed in close and do not jostle one another. MASSMORPH SC Illusion/ Phantasm R 10 ft/ level AoF 10 x 10 ft square/ level SV None (willing creatures only) Level 4 magic user D See below CT 1 turn Comp V, S, M

Meteor-like chunks of magical fire streak from the magic users outstretched hand, exploding into an inferno of flame when they strike the intended targets. The caster may hurl four large meteors or eight small meteors. These missiles strike the first creature in their straight-line trajectories automatically, granting no saving throw and inflicting full damage. When the meteor strikes its target, the explosion of fire may catch other creatures in its radius. These creatures receive saving throws for half damage. Large meteors inflict 10d4 hp damage and explode in a radius of 15 ft. Small meteors inflict 5d4 hp damage and explode in a radius of 7 ft. If the explosions overlap, a creature in this area is subject to damage from all the explosions, but is entitled to a separate saving throw (halving damage) for each. MIND BLANK SC Abjuration R 30 ft AoF One creature SV None Level 8 magic user D 24 hours CT 1 segment Comp V, S

This spell causes creatures of man size or smaller to appear like an innocent grove of trees to any observers. Up to 10 creatures may be enchanted in this manner. The illusion is so powerful that it is maintained even if the massmorphed creatures are touched. The trees reaction to being stabbed or hacked at is fairly likely to indicate that it is no normal tree, of course, although the illusion is not actually dispelled by a successful attack. The illusion persists until the caster dies or dismisses it (or it is dispelled). MAZE SC Conjuration/ Summoning R 5 ft/ level AoF One creature SV None Level 8 magic user D See below CT 3 segments Comp V, S

By means of this spell, the person upon whom it is cast becomes completely protected from all divination and scrying magic. His or her thoughts cannot be detected in any way, he or she cannot be magically overheard when speaking, his or her soul cannot be trapped or affected, etc. MINOR GLOBE OF INVULNERABILITY SC Abjuration Level 4 magic user R0 D 1 round/ level AoF 5 ft radius sphere CT 4 segments SV None Comp V, S, M A globe of eldritch power forms around the magic user, hedging out all spells of third or lower level. Spells may be cast from within the globe. Dispel magic, if cast upon the globe, will destroy it. MIRROR IMAGE SC Illusion/Phantasm R Caster AoF 6 ft radius SV None Level 2 magic user D 2 rounds/ level CT 2 segments Comp V, S

The targeted creature is trapped by this spell into an inter-dimensional reality similar to that created by the second level spell rope trick. This wormhole has an entrance, which closes immediately after the target is trapped, and an exit, which is difficult to find in the branching, twisting maze of the dimensional labyrinth. A creatures intelligence determines the amount of time required to find the way out and emerge back into the material plane. Intelligence 2 or less 3-5 6-8 9-11 12-14 15-17 18+ MENDING SC Transmutation/ Alteration R 30 ft AoF One object SV None Time Required to Escape 2d4 turns (20-80 minutes) 1d4 turns (10-40 minutes) 5d4 rounds (5-20 minutes) 4d4 rounds (4-16 minutes) 3d4 rounds (3-12 minutes) 2d4 rounds (2-8 minutes) d4 rounds (1-4 minutes) Level 1 magic user D Instantaneous CT 1 segment Comp V, S, M

The mirror image spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spells 6ft radius also becomes slightly blurred to sight, like the reflection of a slightly distorted mirror. The combination of these two magical phenomena makes it impossible to distinguish the images from the caster without aid of a magical nature, such as true seeing. When an opponent makes a successful hit against one of the images, the image breaks up and disappears (the others remain). If an opponent attempts to attack a magic user obscured by this spell, it is randomly determined whether the to-hit roll is directed toward the person or one of the images. At the end of the spells duration, the images fade from sight.

This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities.

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MNEMONIC ENHANCEMENT SC Transmutation/ Alteration R Caster AoF Caster SV None

Level 4 magic user D 24 hours CT 1 turn Comp V, S, M

MONSTER SUMMONING IV SC Conjuration/ Summoning R 60 ft AoF Summoned creatures SV None

Level 6 magic user D 5 rounds + 1/ level CT 6 segments Comp V, S, M

This spell enhances the magic users precision of memory, allowing him or her to retain up to three additional spell levels in his or her mind (3 first level, 1 first and one second level, or 1 third level). The spell may be used for memorization, or may be used to hold onto the memory of a spell just cast. The spell components are expensive, costing at least 100 gp, and might not be available in rural communities. MONSTER SUMMONING I SC Conjuration/Summoning R 30 ft AoF Summoned creatures SV None Level 3 magic user D 2 rounds + 1 round/ level CT 3 segments Comp V, S, M

This spell functions in the same manner as monster summoning I, but calls 1d4 creatures as determined on the following table: d10 1 2 3 4 5 6 7 8 9 10 Monster Summoned Blink dog Gargoyle Ghast Hell hound Hydra, five headed Lycanthrope, werewolf Owlbear Shadow Snake, giant constrictor Grey ooze Level 7 magic user D 6 rounds + 1 round/ level CT 6 segments Comp V, S, M

By casting this spell, the magic user conjures up 2-8 monsters to serve him or her as allies in combat or to perform other services. The monsters appear from thin air within 1d4 rounds of the spells completed casting. If the caster is in combat, the monsters will fight on his or her behalf, attacking whatever foes he directs, or guarding him or her. For more complex tasks, the magic user must somehow have the ability to communicate these more specific commands. The GM has the ultimate discretion as to what monsters will appear, but the general likelihood is described below: d6 1 2 3 4 5 6 Monster Summoned Rat, giant Goblin (dwarf) Hobgoblin (elf) Kobold (halfling) Orc (gnome) Demon, manes (badger, giant)

MONSTER SUMMONING V SC Conjuration/ Summoning R 70 ft AoF Summoned creatures SV None

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: d6 1 2 3 4 5 6 Monster Summoned Cockatrice Doppelganger Hydra (7 heads) Lycanthrope (wereboar) Minotaur Snake, giant poisonous Level 8 magic user D 7 rounds + 1 round/ level CT 8 segments Comp V, S, M

Evil casters may get the monsters in parentheses, at the GMs option. MONSTER SUMMONING II SC Conjuration/ Summoning R 40 ft AoF Summoned creatures SV None Level 4 magic user D 3 rounds + 1 round/ level CT 4 segments Comp V, S, M

MONSTER SUMMONING VI SC Conjuration/ Summoning R 80 ft AoF Summoned creatures SV None

This spell functions in the same manner as monster summoning I, but calls 1d6 creatures as determined on the following table: d6 1 2 3 4 5 6 Monster Summoned Centipede, giant Devil, lemure Gnoll Stirge Toad, giant Troglodyte Level 5 magic user D 4 rounds + 1 round/ level CT 5 segments Comp V, S, M

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: d10 1 2 3 4 5 6 7 8 9 10 Monster Summoned Devil, Erinyes Hydra, 8 headed Manticore Ogre Mage Rakshasa Troll Wight Wraith Wyvern Lycanthrope, weretiger Level 9 magic user D 8 rounds + 1 round/ level CT 9 segments Comp V, S, M

MONSTER SUMMONING III SC Conjuration/ Summoning R 50 ft AoF Summoned creatures SV None

This spell functions in the same manner as monster summoning I, but calls 1d4 creatures as determined on the following table: d10 1 2 3 4 5 6 7 8 9 10 Monster Summoned Beetle, giant boring Bugbear Gelatinous Cube Ghoul Lizard, giant Lycanthrope, wererat Ogre Spider, huge Spider, large Weasel, giant

MONSTER SUMMONING VII SC Conjuration/ Summoning R 90 ft AoF Summoned creatures SV None

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 1 round:

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d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 MOVE EARTH SC Transmutation/ Alteration R 10 ft/ level AoF See below SV None

Monster Summoned Chimera Demon (Class A) Demon (Class B) Demon (Class C) Demon, succubus Devil, barbed Devil, bone Ettin Giant, fire Giant, frost Giant, hill Giant, stone Gorgon Hydra, ten-headed Lizard, fire Mummy Night hag Roper Slug, giant Spectre Level 6 magic user D Instantaneous CT See below Comp V, S, M

PASSWALL SC Transmutation/ Alteration R 30 ft AoF Passage 5ft wide, 10ft high, and 10 ft long SV None

Level 5 magic user D 6 turns + 1/level CT 5 segments Comp V, S, M

By means of a passwall spell, the magic user creates an inter-dimensional opening through any non-metallic material, allowing him or her and any others to simply walk directly into the hillside or through a wall. More than one spell may be used in succession to create longer passages. The inside of the passageway is still a part of the material plane; the inter-dimensional warping of space simply acts to remove the material through which the passage is created. PERMANENCY SC Transmutation/ Alteration R See below AoF One object or creature SV None Level 8 magic user D Permanent CT 2 rounds Comp V, S, M

The permanency spell makes the temporary effects of other spells permanent. It is also used to lock the enchantments of a magic item permanently into the item. Certain spells can be made permanent upon the caster or another creature, and other spells can be made permanent only if cast upon an area or an object. Each use of this spell reduces the casters constitution by 1 point. Spells that can be made permanent upon a person or other creature include: Comprehend Languages, Detect Evil, Detect Invisibility, Detect Magic, Infravision, Protection from Evil, Protection from Normal Missiles, Read Magic, Tongues, or Unseen Servant. Only a magic user of higher level than the caster can dispel these spells. Spells that can be made permanent upon an area or object include: Enlarge, Fear, Gust of Wind, Invisibility, Magic Mouth, Prismatic Sphere, Stinking Cloud, Wall of Fire, Wall of Force, Web. These spells may be dispelled by any caster subject to the normal rules for dispel magic. PHANTASMAL FORCE SC Illusion/ Phantasm R 80 ft + 10 ft/ level AoF 80 square ft + 10 square ft/ level SV See below Level 3 magic user D See below CT 3 segments Comp V, S, M

By casting this spell, the magic user gains the ability to move earth, sand, and clay in vast quantities by the mere gestures of his or her hands. The spell does not affect rock or stone. Unlike most spells, the area of effect does not depend upon the casters level but upon the amount of time spent in casting. For every turn spent casting, the magic user can move a cube of earth 40x40x40 ft. The spell is normally used to create walls, moats, etc., but can also be used to move an intact terrain feature from one place to another (although the spell cannot move rock unless the rock is carried within the moved earth). If an intact feature (such as a portion of a forest or the foundations under a cottage) is to be moved, an earth elemental must also be summoned. Without the assistance of an elemental, the earth under a cottage could certainly be moved, but with thepresumably undesiredresult of destroying the cottage in the process. OOZING SCRIPT SC Illusion/Phantasm R Touch AoF One book SV Negates (see text) Level 3 magic user D 1 day/level CT 2 rounds Components: V, S, M

This extremely fl exible spell allows the magic user to craft a visual illusion of virtually anything that can fit within the spells area of effect. The spell creates no sound whatsoever. The caster must maintain his or her concentration upon the illusion, or it will evaporate, but while concentrating the caster is able to make the illusion move and respond to events. The illusion is dispelled if it is struck with a blow, a falling person, etc. There is no saving throw against the illusion if the observer believes it, and the illusion can actually cause damage to such a deceived victim. A demon wielding a sword can attack and do damage, and the appearance of a pit full of spikes can be fatal even though it is not real. If the observer doubts the reality of the illusion, he or she will be permitted a saving throw to see the illusion for what it really is. If one observer disbelieves the illusion and this disbelief is communicated to others, the others will also gain a saving throw at a bonus of +4. Note that the spell relies purely on a visual effect; it will have no effect upon a creature that does not see it. Furthermore, the lack of any audible component can make certain illusions completely non-credible. An explosion, for example, is not likely to be believed by anyone if it creates no sound. Various methods may be used by the GM to determine if an NPC or monster believes the effect of a phantasmal force, common sense being the first thing to consider. A player who takes care to craft a believable illusion should be rewarded for skilful use of the spell, not forced into a table of random results.

At the time of the spells casting, the caster authorizes a number of readers no greater than his caster level to read the targeted book. The caster does not count towards this limit, nor is there any requirement to authorize anyone besides the caster to read the book. Whenever an unauthorized reader attempts to read the book, the ink apparently alters its shape, forming oozing streams of liquid that pour down the page. The creature must then make save vs. spells; otherwise it believes that the ink is trying to devour it. A successful save ignores this effect, but still does not allow the reader to decipher the script. Failure panics the stricken creature for one round per caster level, forcing it to flee. Such creatures utterly refuse any attempts to read the work for one hour per caster level, violently resisting all efforts to even view the book. True seeing enables the viewer to read the text, provided that he comprehends the texts language. The material component is octopus ink. PART WATER SC Transmutation/ Alteration R 10 ft/ level AoF See below SV None Level 6 magic user D 5 rounds/ level CT 1 turn Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell part water.

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PHASE DOOR SC Transmutation/ Alteration R Touch AoF See below SV None

Level 7 magic user D See below CT 7 segments Comp V

become inevitable according to the laws of chance if the transformed creature is not magically brought back to its original form. A transformed creature retains its former hit points, but otherwise assumes all the physical characteristics of the new form immediately. The transformation may be dispelled, but the second change of shape will necessitate another system shock check. POLYMORPH SELF SC Transmutation/ Alteration R Caster AoF Caster SV None Level 4 magic user D 2 turns/ level CT 3 segments Comp V

The caster opens, by means of this spell, a dimensional pathway through a solid object, 10 ft in depth. It is a pathway that only the caster may use, and it remains until the caster has traversed it twice. In other respects, the spell is similar to a passwall. PLANT GROWTH SC Transmutation/ Alteration R 10 ft/ level AoF 10 x 10 ft square/ level SV None Level 4 magic user D Permanent CT 4 segments Comp V, S

Except as noted above, this spell is identical to the druidic spell plant growth. POLYMORPH OBJECT SC Transmutation/ Alteration R 5 ft/ level AoF One object or creature SV See below Level 8 magic user D See below CT 1 round Comp V, S, M

This spell enables the magic user to cloak him- or herself in the physical shape of another creature, and to continue shapeshifting at will for the length of the spells duration. The transformation is of an entirely lesser order than that of polymorph other, incurring no risk of a system shock or of truly becoming the transformed creature. Changing from one shape to another requires only 30 seconds, and when the caster returns to his or her original form (ending the spell) he or she will be healed of 1d12 points of any damage inflicted against the polymorphed forms he or she assumed. The caster can polymorph into forms no smaller than a songbird and no heavier than 2,000 lbs. Only the movement capabilities of the new form can be used, not its attacks, defenses, or other abilities. The magic user can transform him- or herself into a lion, and run as fast as a lion, but his or her claws will do no more damage than a humans soft fists. Similarly, if he or she transforms into a dragon, he or she will have the dragons ability to fl y but no breath weapon. As an orc, he or she would be able to use whatever weapons he or she could use in his original shape, but would lack infravision. The caster retains his or her own hit points and armor class. POWER WORD, BLIND SC Conjuration/ Summoning R 5 ft/ level AoF 15 ft radius SV None Level 8 magic user D See below CT 1 segment Comp V

This spell allows the magic user to transform one thing, living or not, into another sort of thing. If the spell is used simply to duplicate the effects of a polymorph other spell or a stone to flesh spell, it will function in the same manner as these spells but with a -4 penalty to the victims saving throw. Otherwise, the spells duration depends upon the degree of change involved in the transformation. The calculation is made using a duration factor found on table 1, and the explanation of the resulting duration factor is found on table 2. Changed Subject Is: Same kingdom (animal, vegetable, mineral) Same class (mammals, fungi, metals, etc.) Same size Related (twig is to tree, wolf fur is to wolf, etc.) Same or lower intelligence Increase to Duration Factor +5 +2 +2 +2 +2

The word of power to blind removes vision from creatures within the area of effect. The duration of the blindness depends on how many total hp the affected creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to turns. The spell does not affect more than 100 hp of creatures in total. The caster may target specific creatures within the area of effect. POWER WORD, KILL SC Conjuration/ Summoning R 2 ft/ level AoF 10 ft radius SV None Level 9 magic user D Instantaneous CT 1 segment Comp V

Add all that apply. Look up the total on the next table. Duration Factor 0 2 4 5 6 7 9+ This spell can be dispelled. POLYMORPH OTHER SC Transmutation/ Alteration R 5 ft/ level AoF One creature SV Negates Level 4 magic user D Permanent CT 4 segments Comp V, S, M Duration 20 rounds 1 hour 3 hours 12 hours 48 hours 1 week Permanent Example Pebble to human Marionette to human Human to marionette Lizard to manticore Sheep to woolen cloak Shrew to manticore Manticore to shrew

Upon the casting of this spell, the magic user specifies whether the spell is to kill one creature or multiple creatures. The spell will instantly deal death to a creature of up to 60 hit points, offering no saving throw (magic resistance does apply). The spell may, alternatively, be used to slaughter up to 120 hp of creatures with 10 or fewer hit points each. The total number of hit points is based upon the targets current hit points, not maximum hit points, so wounded creatures are more vulnerable to the spell. All creatures to be killed must be within the spells area of effect. POWER WORD, STUN SC Conjuration/ Summoning R 5 ft/ level AoF One creature SV None Level 7 magic user D See below CT 1 segment Comp V

This spell transforms the victim into another type of creature; a person might be changed into a newt, or a newt into a dragon, for example. Such a transformation can, in rare cases, be fatal. If the spells target is successfully transformed, it must make a system shock test against its constitution or die (see, constitution). Moreover, there is a base 100% likelihood that the transformed creature will lose its memories and former identity in the change, becoming, for all intents and purposes, the creature into which it was transformed (intelligence cannot be increased by virtue of such a transformation, however). For every intelligence point of the transformed creature, the base chance is reduced by 5%, and there is a further +/-5% alteration for each level (or HD) by which the original forms level (or HD) differs from that of the new form. This check is made on a daily basis, so such a transformation will, eventually,

The creature targeted by a stunning power word hears the word as a thundering roar, although others hear it normally. The impact of the words magical power stuns the victim, rendering him unable to think clearly or act in any manner (including movement). The duration of the spells effect is determined by the targets current hit points (not its normal maximum). A creature with 1-30 remaining hit points will be stunned for 4d4 rounds, a creature with 31-60 hp remaining will be stunned for 2d4 rounds, a creature with 61-90 hp remaining will be stunned for 1d4 rounds, and creatures with 90+ hit points will be able to shrug off the effect of the spell entirely.

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PRISMATIC SPHERE SC Conjuration/ Summoning R0 AoF 10 ft radius sphere SV See below

Level 9 magic user D 1 turn/ level CT 9 segments Comp V

PROTECTION FROM EVIL 10 FT RADIUS* SC Abjuration Level 3 magic user R Touch D 2 rounds/ level AoF One creature CT 3 segments SV None Comp V, S, M This spell, except as noted above, is similar to the clerical spell protection from evil 10 ft radius. PROTECTION FROM NORMAL MISSILES SC Abjuration Level 3 magic user R Touch D 1 turn/ level AoF One creature CT 3 segments SV None Comp V, S, M The subject of this spell becomes completely invulnerable to the effects of projectiles. The spells power is not sufficient completely to ward off the larger missiles hurled by siege engines such as catapults and ballistae, nor the enchantment of a magic arrow or bolt, but does reduce any damage caused by such weapons by 1 hit point per die of damage. The spell conveys no protection whatsoever against spells, including spells with missile-like qualities such as fireball or ray of enfeeblement. PUSH SC Conjuration/ Summoning R 10 ft + 3 ft/ level AoF See below SV None Level 1 magic user D Instantaneous CT 1 segment Comp V, S, M

Prismatic sphere creates a shimmering, multicolored globe of light that protects those within it from all forms of attack (it will normally appear as a hemisphere, with its lower half below ground). The sphere fl ashes with seven colors, each of which has a distinct power and purpose. It is immobile, but the caster can pass through and remain near it without harm. However, any other creature with fewer than 8 HD within 20 ft of the sphere will be blinded for 2d4 rounds by the colors if it looks at them. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation destroys a prismatic sphere, but an anti-magic field fails to penetrate it. Dispel magic cannot dispel the sphere or anything beyond it (unless the first six colors have already been brought down). Magic resistance is effective against a prismatic sphere, but the check must be repeated for each color present. Each color in the sphere has a different effect. The accompanying table shows the seven colors, the order in which they appear, their effects on creatures trying to attack the caster or pass through the sphere, and the magic needed to negate each color. Color Red Orange Yellow Green Blue Indigo Violet Order 1st 2nd 3rd 4th 5th 6th 7th Effect Stops non-magical ranged weapons. Deals 20 points of damage (saving throw for half damage). Stops magical ranged weapons. Deals 40 points of damage (saving throw for half). Stops poisons, gases, and petrifaction. Deals 80 points of damage (saving throw for half). Stops breath weapons. Poison (saving throw or die). Stops divination and mental attacks. Turns to stone (saving throw negates). Stops all spells. Causes insanity (saving throw negates) Force shield (as per wall of force). Creatures sent to another plane (saving throw negates). Level 6 magic user D 1 round/ level CT 6 segments Comp V, S, M Negated by Cone of cold Gust of wind Disintegrate Passwall Magic missile Continual light Dispel magic

The magic user casts this spell and points toward the desired target, which is instantly pushed away from the caster. The supernatural force exerted by the spell is only about one lb per level of the caster, but the spell can be used to move small objects or to throw enemies off balance. A small object can be moved at a rate of 10 ft/ round (directly away from the caster), and if the object is a weapon held by a creature, the creature will suffer a penalty to hit equal to the casters level. For example, a tenth level magic user could exert so much eldritch force against an attacking orcs axe that the orc would suffer a -10 to hit with it. Moving an actual creature or a heavier object is only possible if the creatures weight in lbs is not more than 50 times the casters level. PYROTECHNICS SC Transmutation/ Alteration R 120 ft AoF See below SV None Level 2 magic user D See below CT 2 segments Comp V, S

PROJECT IMAGE SC Illusion/ Phantasm R 10 ft/ level AoF See below SV None

With any exceptions noted above, this spell is identical to the druidic spell pyrotechnics. RAY OF ENFEEBLEMENT SC Enchantment/ Charm R 10 ft + 3 ft/ level AoF One creature SV Negates Level 2 magic user D 1 round/ level CT 2 segments Comp V, S

This spell creates an illusory duplicate of the magic user in another place within the spells range. The image must remain visible to the caster or the spell will end. Much like a mirror image, the projected image mimics all the casters movements, but it is not affected by attacks of any kind. The image possesses an arcane link to the caster; if desired, the magic user can cast spells that originate at the image rather than at the caster, as if the image, rather than the magic user, cast the spell. Thus, the effective range of an attack spell can be increased, or a spell that would ordinarily center on the caster could be brought into effect around the projected image. PROTECTION FROM EVIL* SC Abjuration R Touch AoF One creature SV None Level 1 magic user D 2 rounds/ level CT 1 segment Comp V, S, M

Other than as noted above, this spell is identical to the clerical spell protection from evil.

As this spell is cast, a ray of unpleasant and indescribable color arcs from the casters 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%/ 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 targets strength below the required minimum to qualify for a class, but its effects are too temporary to affect class choices (so an enfeebled paladin with a temporary strength of 8 retains his or her paladinhood). Any further effects of the reduced strength are determined by the GM.

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READ MAGIC* SC Divination R Caster AoF Caster (see below) SV None

Level 1 magic user D 2 rounds/ level CT 1 round Comp V, S, M

REVERSE GRAVITY SC Transmutation/ Alteration R 5 ft/ level AoF 30 ft x 30 ft x 1 mile SV None

Level 7 magic user D 1 second (1/6 segment) CT 7 segments Comp V, S, M

Read magic is normally the first spell in every magic users spell book, and its mastery is the first task of every apprentice. The spell allows the caster to read magical writings (other than his or her own, of course, which are always intelligible to the original author). Unless the writings are cursed, reading magical script does not normally activate the magic formula described therein reviewing a scroll prior to casting from it does not, for instance, actually cast whatever spell is written upon the scroll. Once the magic user has read a particular set of magical inscriptions by use of this spell, the spell is no longer needed to re-read the writing at a later time. The reverse of the spell allows the magic user to make magical writings indecipherable for the spells duration, and is cast upon the writing rather than upon the caster him- or herself. REMOVE CURSE* SC Abjuration R Touch AoF See below SV See below Level 4 magic user D Permanent CT 4 segments Comp V, S

The caster momentarily reverses gravity in the area of effect, which is thirty by thirty ft square, extending a mile into the air. Any object or creature in this area will fall upwards for a distance of 20 ft, striking intervening objects as per a normal, downward fall. When the duration ends, of course, they will fall downward again. RIVER OF BLOOD SC Conjuration/Summoning R Touch AoF One book SV Half damage (see text) Level 3 magic user D Until discharged CT 1 action Components: V, S, M

Whenever anyone other than the caster opens the warded book, a river of globular, black blood spews from its pages dousing everyone within a 10-ft. radius of the book. The vile substance inflicts 5d4 points of damage and also nauseates affected humanoids for 5d4 rounds, causing a -1 to attack and damage rolls. A successful save vs. spells halves the damage, but does not negate nausea. Extremely popular among evil magic users, this spells material component requires the usage of ink crafted from humanoid blood. Triggering the spell destroys all spells penned with the ink. It can be removed with a dispel magic or when the caster elects to end the spell. ROPE TRICK SC Transmutation/ Alteration R Touch AoF One piece of rope SV None Level 2 magic user D 2 turns/ level CT 2 segments Comp V, S, M

Other than as noted above, this spell is identical to the clerical spell remove curse. REINCARNATION SC Necromancy R Touch AoF Person touched SV None Level 6 magic user D Instantaneous CT 1 turn Comp V, S, M

Provided that a body has been dead for no more than one day per caster level, a powerful magic user can recall its spirit from the dead, investing it into another body. The form of the new body is not subject to the magic users control and is determined by means of the table below. The new body will appear within 1d6 turns near the souls former body. Elves may be brought back to life by reincarnation. The new incarnation will retain the original characters experience points, but will have new physical (Str, Dex, Con) ability scores randomly rolled and adjusted for the new race. The character will retain his or her original mental ability scores (Int, Wis, Cha). Arcane Reincarnation Table d% New Incarnation 01-03 Bugbear 04-06 Dwarf 07-14 Elf 15-17 Gnoll 18-25 Gnome 26-28 Goblin 29-36 Half-elf 37-39 Halfling 40-42 Half-orc 43-45 Hobgoblin 46-85 Human 86-88 Kobold 89-91 Orc 92-94 Ogre 95-97 Ogre Mage 98-00 Troll REPULSION SC Abjuration R 10 ft/ level AoF 10 ft wide path SV None Level 6 magic user D 1 round/ 2 levels CT 6 segments Comp V, S, M

This spell enchants a rope to become a portal into an extra-dimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spells expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within. SCARE SC Enchantment/ Charm R 10 ft AoF One creature SV Negates Level 2 magic user D 3d4 rounds CT 2 segments Comp V, S, M

This spell causes terror in creatures of less than 6 th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spells effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls. SECRET CHEST SC Transmutation/ Alteration R See below AoF One chest or box, 12 cubic ft SV None Level 5 magic user D 60 days CT 1 turn Comp V, S, M

All living creatures in the spells path will move away from the caster at their normal movement rates for the spells duration, as if by choice.

This spell allows the magic user to shift a magically crafted treasure chest into the thereal plane, where it will be safe from those who might seek to steal the casters possessions. The chest itself must be crafted of the finest materials in order to support the spells magic, and it will cost a minimum of 5,000 gp to have a craftsman or craftsmen build it, together with a second, miniature copy. When the magic user casts the spell, one hand upon the chest and one upon the miniature, the chest disappears into the thereal plane, together with its contents. These contents may be up to one cubic foot of material per caster level (and no more than this) regardless of the chests actual volume. If the chest contains any living matter, there is a 75% chance that the spell will completely fail, although if it should succeed, the living creature will be imprisoned in the thereal plane until freed. The caster (and only the caster) can use the miniature chest to pull the larger 83

one from the ther wherever he or she might be. It is possible, although not likely, that some thereal creature or thereal traveler might happen upon the chest while it is in the thereal plane. So long as the chest remains in the thereal plane, the magic user will still be able to retrieve it (although it may have been looted). No creature on the material plane has any chance using any magic known to humanity to locate a secret chest that has been hidden in the thereal plane by means of this spell. After the spell duration expires, there is a cumulative 1 in 20 chance per day that the spells link to the chest will fail, and the chest will be irrecoverable. SHAPE CHANGE SC Transmutation/ Alteration R0 AoF Caster SV None Level 9 magic user D 1 turn/ level CT 9 segments Comp V, S, M

and a lower level of experience (1d4+1 x10%). The simulacrum does not have its own personality; it is under the casters control and has no volition without the casters spoken command. A simulacrum can be improved by the use of other spells; a reincarnation spell will provide it with its own personality, and a limited wish may be used to give it the originals personality and 40-60% of the originals memories. Casting the spell requires material components of 1,000 gp in value, and a part (even so small as a piece of hair) of the creature to be duplicated. SLEEP SC Enchantment/ Charm R 30 ft + 10 ft/ level AoF See below SV None Level 1 magic user D 5 rounds/ level CT 1 segment Comp V, S, M

Upon casting this spell, the magic user becomes able to change shape almost at will (each change takes one segment, and incurs no system shock check). The caster retains his or her own mind and hit points, but assumes the magical properties of the shape-changed form as well as its physical capabilities. The spell does not allow the caster to assume the form of any greater creature native to another plane of existence, but virtually any other form can be assumed, from a tree to an insect to a treasure chest to a dragon. The material component of the spell is a piece of jewelery worth 5,000 gp. SHATTER SC Transmutation/ Alteration R 60 ft AoF One object SV Negates Level 2 magic user D Instantaneous CT 2 segments Comp V, S, M

This spell affects a circular area with a 15 ft radius. A number of creatures within this radius (determined by their HD) fall into a deep magical slumber with no saving throw allowed. Magically sleeping creatures may be killed or tied up at a rate of one per round by a single person, or can be attacked at twice the normal rate with an automatic hit for maximum damage, if the attacker chooses not to kill or bind them. A sleeping creature requires a full round to waken and must be shaken or slapped to bring it to consciousness; mere noise, however loud, will not disturb the enchanted slumber of a sleep spells victim. The number of enemies affected by the spell is a function of their hit dice. If there are creatures of different hit dice in the area, the weaker ones will be affected first. Creatures with hit dice over 4+4 are not affected by the spell. Hit Dice of Victim 1 or less 1+ to 2 2+ to 3 3+ to 4 4+1 to 4+4 SLOW SC Transmutation/ Alteration R 90 ft + 10 ft/ level AoF 1 creature/ level in a 40 x 40 ft area SV None Number Affected 4d4 2d4 1d4 1d2 0 or 1 (d2-1) Level 3 magic user D 3 rounds + 1 round/ level CT 3 segments Comp V, S, M

This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per caster level. Only brittle materials are affected by the spell (glass, earthenware, etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction. SHIELD SC Evocation R Caster AoF See below Comp V, S Level 1 magic user D 5 rounds/ level CT 1 segment SV None

By means of this spell, the caster creates an invisible barrier of magical force. Magic missiles cannot penetrate the barrier at all. The magic user gains an armor class of 2 against any hurled weapon, armor class of 3 against propelled weapons such as arrows, and armor class of 4 against all other attacks. All saving throws against frontal attacks (by wands, dragon breath, etc.) are made at +1 during the spells duration. The shield is a frontal defense and grants no benefits against attacks from behind or from the rear fl anks. SHOCKING GRASP SC Transmutation/ Alteration R Touch AoF One creature SV None Level 1 magic user D 1 round CT 1 segment Comp V, S

This spell acts upon its targets to slow down their movements, or can be used to negate the effects of a haste spell. Any creature affected by a slow spell will find that it can only move at half normal speed and attack at half its normal rate. The spell may be cast upon up to 1 creature/ caster level, but all must be within the area of the spells area of effect at the time of casting. If more than one slow spell is cast upon the same subject, the effects of the two spells will be cumulative. SPELL IMMUNITY SC Abjuration R Touch among recipients AoF One creature/ 4 levels SV None Level 8 magic user D 1 turn/ level, divided CT 1 round/ recipient Comp V, S, M

This spell imbues the casters hand with a powerful electrical charge that the magic user may use to deliver a deadly shock. The electrical charge can be delivered either by a direct touch (requiring a successful attack roll) or through a conductive material such as metal. This spell is not powerful enough to deliver a dangerous shock through any significant volume of water, but a small quantity of water (a shallow puddle, for instance) could be used as a suitable conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the caster. SIMULACRUM SC Illusion/ Phantasm R Touch AoF One creature SV None Level 7 magic user D Instantaneous (permanent) CT 1 day Comp V, S, M

This spell confers tremendous protection against magical attacks that affect the mind. A creature warded by this spell gains a +8 bonus to such saving throws. The caster may divide the spells duration among as many recipients as his or her caster level divided by four. The material component for this spell is a gem of any kind or size. SPIDER CLIMB SC Transmutation/ Alteration R Touch AoF One creature SV None Level 1 magic user D 1 round + 1 round/ level CT 1 segment Comp V, S, M

This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicates substance. The simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. The simulacrum will always be weaker than the original, having only half of the original hit points

When the magic user casts this spell, the recipients bare hands and feet become sticky enough to allow him or her to climb walls and even crawl along a ceiling. The movement rate for such climbing is 30 ft per round. The subject of this spell will find it difficult to employ tools or handle small objects with precision while the spell is in effect.

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SPIRIT-RACK SC Abjuration R 10 ft + 1 ft/ level AoF One fiend SV None

Level 6 magic user D See below CT 8d6 hours Comp V, M

STONE SHAPE SC Transmutation/ Alteration R Touch AoF 1 cubic ft/ level SV None

Level 5 magic user D Instantaneous CT 1 round Comp V, S, M

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 casters level. To cast the spell, the magic user must know the fiendish creatures name, and inscribe it into a scroll, the preparation of which requires 8d6 hours and the expenditure of at least 5,000 gp. Once the spell is cast, if the scroll is read aloud by the caster in the fiends presence it will have the effects described below. A caster can create no more than one scroll for any particular fiend and can only keep three such scrolls in existence at any one time; the magic of one will fade if a fourth is created. When the caster speaks the first words of the scroll in the fiends presence, the demon is immediately held in place (unless its innate magic resistance allows it to escape this effect). Even if the fiends magic resistance protects it, the words of the scroll cause considerable agony, and if the creature has the ability to escape it is only 10% likely to remain and try to stop the final reading (0% likelihood if it has no means of attacking the magic user, gaining possession of the scroll, or otherwise influencing events in its favor). After one full minute of reading the scroll (i.e., in the second round), the fiend loses 1 hp/ hit die from pain. In the third round, the fiend loses 50% of its remaining hit points from the agony caused by the words of the scroll. After the third round of reading, the fiend is banished to its home plane, where it writhes in agony for a period of years equal to the casters level. Obviously, any fiend caught with this ritual will seek to negotiate its way out; the GM will determine probabilities based on the fiends goals and personality, but the base likelihood will be roughly 25% per round that the fiend will agree to perform a task for the caster in exchange for nothing more than the cessation of the ritual. STATUE SC Transmutation/ Alteration R Touch AoF Creature touched SV See below Level 7 magic user D 6 turns/ level CT 7 segments Comp V, S, M

The magic user molds stone by the power of his or her will, shaping it into whatever object or form he or she desires, from a weapon to a sculpture to an ornate stone footstool. Whether used to decorate the wizards tower with gargoyles or to make an escape hole from a stone prison, this spell is extremely versatile and useful. STONE TO FLESH* SC Transmutation/ Alteration R 10 ft/ level AoF One creature SV See below Level 6 magic user D Instantaneous CT 6 segments Comp V, S, M

This spell transforms stone into flesh, or vice versa if the caster has elected to memorize the reversed version, flesh to stone. A creature that has been turned to stone will be returned to its normal state (provided that a system shock roll is successful). If the spell is used upon normal stone (as opposed to restoring a petrified creature), up to 9 cubic ft/ caster level may be transformed. A saving throw is permitted only against the spells reverse, flesh to stone. STRENGTH SC Transmutation/ Alteration R Touch AoF One person SV None Level 2 magic user D 6 turns/ level CT 1 turn Comp V, S, M

This spell increases a persons strength (affecting the same sorts of creatures as hold person). The recipients strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 to hit as well. SUGGESTION SC Enchantment/ Charm R 30 ft AoF One creature SV None (negates) Level 3 magic user D 6 turns + 6 turns/ level CT 3 segments Comp V, M

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). Failing this roll means that the creature dies. The statue does radiate magic slightly and can be detected in this manner as well as with other similar divination spells or items. The initial transformation requires a full round. Damage that actually manages to hurt the stone statue will be incurred by the creature, but the stone is as hard and durable as granite and not easy to chip or break. STINKING CLOUD SC Evocation R 30 ft AoF 20 ft radius spherical cloud SV See below Level 2 magic user D 1 round/ level CT 2 segments Comp V, S, M

This spell empowers the caster to suggest facts or courses of action with an almost unavoidable power of persuasion. Factual suggestions (These are not the halflings you seek), suggestions of a course of action (You wont mention you saw us, I have no doubt), or a combination of both are possible. Even a victim who has failed a saving throw against the spell will not undertake a course of action that is palpably unreasonable, but the experienced caster can easily phrase his or her requests in such a way as to avoid this problem. No creature will leap off a cliff for no reason; but the caster might need to scout the bottom of a chasm and promise to cast a feather fall spell, or hand the victim a magical torch that supposedly permits the power of flight. The creature to be influenced must be able to hear and understand the language spoken by the caster. SYMBOL SC Conjuration/ Summoning R Touch AoF See below SV See below Level 8 magic user D See below CT 8 segments Comp V, S, M

This spell creates a nauseating cloud of vapors to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible.

The symbol spell is used to enchant magical runes written on a surface. Any creature that passes by, over, or under the rune; touches it; or reads it will be affected by its magic. There are numerous symbols that can be created with this spell. Those best known are as follows: Symbol of Death: Creatures with hit points totaling not more than 80 are slain. Symbol of Discord: All creatures in the area begin arguing with one another. Those that do not share the same alignment have a 50% chance of actually fighting one another. The duration of the effect is 5d4 rounds, but if a fight breaks out, the duration is reduced to 2d4 rounds. Symbol of Fear: As per fear spell, but save at -4. 85

Symbol of Hopelessness: Creatures that fail to save vs spells are affected by deep depression for 3d4 turns. Each round during this period they act randomly, not acting at all (25%), or walking away from the symbol (75%), even if this means breaking off from combat. Such creatures will submit to any demand made by an enemy or ally, including a command to surrender. Symbol of Insanity: Creatures with total hit points of not more than 120 are affected by lunacy, acting per the random actions described in the confusion spell. The effect is permanent (or until removed by magical means). Symbol of Pain: Any creature triggering the symbol is subjected to horrible pain, losing 2 points of dexterity and gaining a penalty of -4 on all to-hit rolls for a period of 2d10 turns. Symbol of Sleep: This symbol causes any creature of 8+1 HD or less to fall into an enchanted slumber; it is impossible to awaken the victims for 4d4+1 turns. Symbol of Stunning: Creatures with a total of 160 or fewer hit points are stunned for 3d4 rounds, dropping whatever they are holding. Material components for this spell cost at least 10,000 gp. TELEKINESIS SC Transmutation/ Alteration R 10 ft/ level AoF 25 lbs/ level SV None Level 5 magic user D 2 rounds + 1/ level CT 5 segments Comp V, S

Off target: The caster appears safely, a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled The direction off target is determined randomly. Similar Area: The caster winds up in an area that is visually or thematically (depending on how the caster identified it while casting) similar to the target area. It is possible (25% chance) that this result will indicate that the correct location has been reached but that the caster and party will arrive too high, falling 1d% ft unless there is means to arrest the fall. If the party arrives too high and the result would entomb them in a solid surface, they die instantly. Generally, the caster will appear in the closest similar place within range. If no such area exists within the spells range, the spell simply fails. Mishap: The caster and anyone else teleporting with him or her arrive beneath the destination point, causing instant death if the area is solid. TEMPORAL STASIS* SC Transmutation/ Alteration R 10 ft AoF One creature SV None Level 9 magic user D Permanent CT 9 segments Comp V, S, M

This spell places the victim into a magical sleep so deep that it is akin to suspended animation. The victim does not age or change in any way and does not need to breathe or eat. The sleep lasts until the victim is awakened by the use of dispel magic or the spells reverse form. TIME STOP SC Transmutation/ Alteration R 10 ft AoF 15 ft radius sphere SV None Level 9 magic user D 1 segment/ 2 levels + 1d8 segments CT 9 segments Comp V

This spell allows the caster to move objects through force of will, up to a weight limit of 25 lbs per level. An object can be accelerated to a deadly velocity over the course of a few minutes. The base speed is 20 ft/ round, but the caster can double this speed every round (to 40 ft, then 80 ft, then 160 ft) to a maximum of 102,400 ft/ round (1,706 ft/ second). For every 2,000 ft/ round that an object is traveling, it will sustain 1d6 damage if it strikes another object. The spell allows an object to be moved in any direction, horizontally or vertically. TELEPORT SC Transmutation/ Alteration R Touch AoF 250 lbs + 150/ level over 10th SV None Level 5 magic user D Instantaneous CT 2 segments Comp V

This spell allows the caster to act between two moments of time, in a bubble where the outside is frozen in place, not moving in the fl ow of times passage. The spells common name is a misnomer, for time does not actually stop; rather the caster simply gains a few extra moments, captured in between the points of times normal passage. Effectively, the caster simply gains the duration of the spell as extra time in which he or she may perform whatever actions he or she wishes, while the rest of the universe is effectively frozen relative to the caster. TINY HUT SC Transmutation/ Alteration R0 AoF 5 ft radius sphere SV None Level 3 magic user D 6 turns/ level CT 3 segments Comp V, S, M

The teleport spell permits the caster to transport him- or herself, and any additional weight he or she can carry, instantly from one place to another. The magic user must be familiar with the destination (see below), but there is no effective range to the spell, although it does not permit travel to other planes. Familiarity Very familiar Studied carefully Seen casually Viewed once False destination On target 01-97 01-94 01-88 01-76 (1d20+80) Off target 98-99 95-97 89-94 77-88 Similar Area 100 98-99 95-96 89-90 81-92 Mishap 100 97-100 99-100 93-100

To see how well the teleportation works, the player will roll d% and consult the preceding table. Refer to the following information for definitions of the terms contained in table: Familiarity: Very familiar is a place where the caster has been very often and feels at home. Studied carefully is a place the caster knows well, either because he or she can currently see it, has been there often, or has used other means (such as scrying) to study the place for at least one hour. Seen casually is a place that the caster has seen more than once but with which he or she is not very familiar. Viewed once is a place that the caster has seen once, possibly using magic. False destination is a place that does not truly exist, or if the caster is teleporting to an otherwise familiar location that no longer exists as such, or has been so completely altered as to no longer be considered familiar. When traveling to a false destination, the player rolls 1d20+80 on the table rather than rolling d%, as there is no real destination. On target: The caster appears in the correct location.

This spell causes a bubble of magical force to form around the caster. The field will extend through solid substances if necessary, providing a complete sphere of protection even against burrowing creatures. When the caster stands on the ground, the sphere will thus appear to be a hemisphere, with half of it beneath the ground. The fields outside surface is not transparent and is usually a dark amber color, but anyone inside the sphere can see through to the outside as if the force field did not exist. The spell provides protection against inclement winds and temperature within a certain range, but offers no protection against attacks from outside. Anyone can pass into and out of the hut, and up to 6 medium-sized or 8 small creatures can shelter inside with the caster. If the caster leaves the hut, the spell ends. Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are completely blocked by the bubble of force, but if the wind reaches gale force of 50 mph the tiny hut will be shredded into oblivion. The temperature inside the hut remains at a pleasant 70 Fahrenheit for so long as the outside temperature remains in a range from 0 to 100. For every degree of outside temperature beyond this range, the temperature inside the hut will rise or fall accordingly from 70. The caster may illuminate the inside of the hut with a dim, ambient light that will not, of course, show to the outside. TONGUES* SC Transmutation/ Alteration R0 AoF 30 ft radius SV None Level 3 magic user D 1 round/ level CT 3 segments Comp V, M

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Within the radius established by this spell, the caster, and the caster alone, will be able to speak and understand any verbal language, including alignment tongues. Note that the spells area of effect does not move with the caster. The reverse of the spell makes any verbal communication impossible for any person (not just the caster) in the spells area, or may be used to cancel out the effects of the tongues spell. TRANSFORMATION SC Transmutation/ Alteration R Caster AoF Caster SV None Level 6 magic user D 1 round/ level CT 6 segments Comp V, S, M

location, he may instead shift the object into the thereal plane, to be replaced with shapeless stone. A dispel magic cast upon such stone will return the object to the material plane. Items that are part of larger structures, such as doors or windows, may be caused to vanish. VENOMOUS PAGES SC Necromancy R Touch AoF One page/level SV Negates Level 4 magic user D 1 day/level CT 2 rounds Components: V, S, M

Upon the completion of this spell, the casters form and mind alter as he or she takes on the spirit and attributes of a powerful berserker warrior. The casters existing hit points are doubled, and any damage sustained is first deducted from the additional hit points with no deduction from the true hit points until the additional hit points are gone. Once the additional hit points are gone, however, the caster sustains twice normal damage from attacks. The casters armor class improves by four points, and he or she attacks as a fighter of the same level. The transformed magic user may only use a dagger as a weapon while in this berserk state, but may attack twice per round, inflicting a +2 bonus on all damage. The magic user cannot cancel the effects of this spell, and will continue to attack until all enemies are killed or the spell duration ends. In order to cast this spell, the magic user must consume a potion of heroism. TRANSMUTE ROCK TO MUD SC Transmutation/ Alteration R 10 ft/ level AoF 20 ft cube/ level SV None Level 5 magic user D See below CT 5 segments Comp V, S, M

The casters touch coats a number of pages equal to his level with a virulent contact poison. Anyone other than the caster touching the page comes into contact with the deadly toxin. The use of gloves or other protective devices adds a +6 bonus to the victims saving throw. The poison immediately inflicts 4d8 points of damage and another 4d8 points damage within the next hour. The victim receives a save vs. poison to negate the damage in both instances and if the first save is successful the poison has proven ineffective and there is no second save. The material component is a drop of snake, spider or scorpion venom. Detecting venomous pages is difficult; attempts to find traps are reduced by 25% when faced with venomous pages. VENTRILOQUISM SC Illusion/Phantasm R 10 ft/ level (max. 60 ft) AoF One object SV See below Level 1 magic user D 2 rounds + 1 round/ level CT 1 segment Comp V, M

Except as may be noted above, this spell is identical to the druidic spell of the same name. TRAP THE SOUL SC Conjuration/ Summoning R 10 ft AoF One creature SV See below Level 8 magic user D Permanent CT See below Comp V, S, M

The caster makes his or her voice (or any sound he or she can vocalize) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. For each point of intelligence of the listener over 12, there is a cumulative 10% chance to correctly perceive the source of the sound. VERBAL DISRUPTOR SC Alteration R See below AoF See below SV Negates Level 3 magic user D 1 round per level CT 4 segments Comp V, S

This spell traps a victims soul within a gem for eternity unless the prisoner is rescued. The prison must be prepared ahead of time, by the use of various spells and rituals costing 1,000 gp per level or hit die of the creature to be trapped. The trap may be sprung by either of two methods: either speaking the final word of the spell (which requires one segment and grants the target a saving throw) or persuading the victim to accept a pre-prepared trigger item (in which case no saving throw is permittedthe imprisonment is automatic). When a being is freed from imprisonment, even player characters, the being that has performed the rescue may demand a service or task from the freed prisoner. For unknown reasons, the request affects the prisoner in the same manner as a geas. UNSEEN SERVANT SC Conjuration/ Summoning R Caster AoF 30 ft radius around spell caster SV None Level 1 magic user D 6 turns + 1 turn/ level CT 1 segment Comp V, S, M

Upon casting of this spell, all sounds, sound-making and verbal interaction within the area of effect is disrupted by a unique white noise. The effect begins 3 feet from the caster and extends a further 10 feet+1 foot per level of caster. Spell casters within the area must save vs. spells or the verbal component of any spell they attempt will be drowned out. Magic items which require a command word to be used will not function, nor will verbal communication between PCs who are within range. Since the spells caster is within the starting point of the acoustic dead zone, all verbal actions performed him will function normally unless he is attempting to communicate across the affected area. The white noise itself will sound like a low-level whine, but will not be harmful to anyone or anything within the area except animals with super-sensitive hearing; such animals will attempt to flee (no save). VOLCANIC SHROUD SC Evocation R 0 (100 ft. +10 ft./level) AoF Caster SV Half damage Level 5 magic user D 1 round per level CT 1 segment Comp V, S, M

By means of this spell, the caster summons a mindless magical force to perform simple tasks. The servant can fetch and carry things, open doors, hold chairs, clean, mend, etc. It will continue at its assigned task until it is given another command. An unseen servant cannot exert force of more than twenty lbs. Unseen servants can neither attack nor move beyond the spells area of effect. VANISH SC Transmutation/ Alteration R Touch AoF One object SV None Level 7 magic user D Instantaneous or permanent (see below) CT 2 segments Comp V

Volcanic shroud cloaks the caster in a molten mantle of fiery energy that protects against attacks and hurls bolts of lava at will. Anyone striking the caster with a melee weapon while the shroud is active suffers 1-6 points of fire damage per three caster levels (save for half). Once per round, in addition to other actions, the caster may also strike any target within medium range (100 ft. + 10 ft./level) with a dart of lava. This dart causes 1-6 points of damage. The material components are a piece of volcanic glass or a bit of fur, an amber, crystal or glass rod. WALL OF FIRE SC Evocation R 60 ft AoF See below SV None Level 4 magic user D See below CT 4 segments Comp V, S, M

The casters magic words cause an object to vanish, either being teleported away or shifted into the thereal plane and replaced with stone on the material plane. The caster can teleport an object that weighs no more than 50 lbs per caster level to a location of his or her choice (subject to the normal rules of a teleport spell). If the object is larger, or if the caster chooses not to change its

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A magic users wall of fire does base damage of 2d6 hit points plus 1 hp/ level. If the wall is configured as a ring its radius will be 10 ft + 3 ft/ level. In all other respects, the spell resembles the druidic spell wall of fire. WALL OF FORCE SC Evocation R 30 ft AoF 20 ft square/ level SV None Level 5 magic user D 1 turn + 1 turn/ level CT 5 segments Comp V, S, M

Except as noted above, this spell is identical to the druidic spell water breathing. WEB SC Evocation R 5 ft/ level AoF 80 cubic ft between anchoring points SV See below Level 2 magic user D 2 turns/ level CT 2 segments Comp V, S, M

A wall of force is a barrier of magical power, invisible but virtually impervious to all attacks, blocking almost anything from passing through it. The wall is utterly unaffected by physical attacks and spells, including dispel magic, and all forms of energy, such as electricity, heat, and cold. The only way actually to destroy a wall of force is with a disintegrate spell. The wall remains in place even if the ground beneath it is destroyed or transformed, hanging magically in place where it was evoked. WALL OF ICE SC Evocation R 10 ft/ level AoF Wall, area 100 sq. ft/ level, 10 ft thick/level SV None Level 4 magic user D 1 turn/ level CT 4 segments Comp V, S, M

A wall of ice spell creates a huge wall of ice, with a front face of up to 100 square ft per level. Its exact dimensions are adjustable by the caster. Thus, if the wall is cast by a 20th level caster, the dimensions of the wall could be any combination of dimensions that multiply to equal 2,000 square ft. The wall might be 10 ft high and 200 ft long, or 5 ft high and 400 ft long, or 20 ft high and 100 ft long, etc. The wall need not be cast so that it is attached to anything, and it can even be cast in the air to fall upon opponents, doing 3d10 points of damage in the area where it falls. Breaking through the ice with a melee weapon causes 2 hit points of damage from ice shards per inch of thickness, and can be broken out at a rate of 10 ft per round. Normal fire has no measurable effect upon the wall, but magical fire will melt through it in one round. If the wall is destroyed by fire in a single round, it will cause a massive cloud of water vapor to form and linger for a full turn, obscuring vision by 50%. WALL OF IRON SC Evocation R 5 ft/ level AoF 15 x 15 ft square/ level SV None Level 5 magic user D Permanent CT 5 segments Comp V, S, M

This spell causes a mass of tough, sticky webs to 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 spells 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 spells 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 fl ash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs. WISH SC Conjuration/ Summoning R Unlimited AoF Varies (GM discretion) SV Varies (GM discretion) Level 9 magic user D Varies (GM discretion) CT Varies (GM discretion) Comp V

A wish spell is the true version of limited wish, an extraordinarily potent invocation of eldritch power. After casting a wish spell, the caster will be weakened considerably, requiring 2d4 days of bed rest. The only exception to this is when the wish is used for transport, healing, or resurrection of the dead. In general, the exact wording of the wish is carried out regardless of its intent, but the GM will not normally be stringent upon this point unless the wish is an attempt to overreach the spells power. In the case of unreasonable wishes, the GM may decide to follow the wording of the spell precisely but pervert the intent, limit the duration of the spell to a very limited time (perhaps mere seconds!) or simply rule that the whole spell fails. The guideline here is that wishes are granted by someone or something, which may or may not be kindly disposed to the player characters. The more greedy or selfish a wish, the greater the chance that a mischievous or actually evil power will take the opportunity to teach this upstart mortal a lesson. WIZARD EYE SC Transmutation/ Alteration R Caster AoF Magical eye SV None Level 4 magic user D 1 round/ level CT 1 turn Comp V, S, M

By casting wall of iron, the magic user creates a sheet of solid iron, one quarter of an inch thick per caster level, with dimensions of 15 sq. ft/ caster level. The configuration of the square footage is determined by the caster, but must be rectangular. The wall must be vertical if it is created upon the ground, but may be created horizontally in the air, falling to crush whatever is beneath. The wall is natural iron and can be affected by rust or transmutations, but its existence is magical and may be dispelled. WALL OF STONE SC Evocation R 5 ft/ level AoF 20 x 20 ft square/ level SV None Level 5 magic user D Permanent CT 5 segments Comp V, S, M

When the spell is completed, a wall of stone is called into being, sprouting from existing stone formations. In order for the spell to succeed, there must be existing rock large enough to serve as the anchor on each side of the wall. No rock from the foundation is consumed; the walls stone is created from nothing, but needs existing rock from which to emerge and with which to meld. The wall itself is one quarter of an inch thick for each level of the magic user and has an area of 20 x 20 ft per caster level. The wall need not be vertical, but must be anchoreda bridge is a good example of a way to create and use a horizontal wall of stone. The wall may be dispelled, but otherwise has all the characteristics of natural stone. WATER BREATHING* SC Transmutation/ Alteration R Touch AoF One creature SV None Level 3 magic user D 1 round/ level CT 3 segments Comp V, S, M

The wizard eye is a scrying spell allowing the wizard to create a material (but invisible) visual organ that transmits to the caster whatever it sees. The eye has infravision with a range of 100 ft and can see at a distance of 600 ft in normal lighting. The eye travels at a rate of 30 ft per round if it is not scrutinizing its surroundings closely, but can proceed no faster than 10 ft per round if it is examining floors, ceilings, and walls. The magic user can detect secret doors through the eye as per his or her normal chance, but cannot view through the eye with any special vision the magic user has, for the eyes vision is limited to its own sensory capabilities. The eye cannot pass through solid substances, but it can move through a hole no more than an inch in diameter.

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WIZARD LOCK SC Transmutation/ Alteration R Touch AoF 30 square ft/ level SV None

Level 2 magic user D Permanent CT 2 segments Comp V, S

Except as may be noted above, this spell is identical to the magic user spell of the same name. AUDIBLE GLAMOR SC Illusion R 60 ft + 10 ft/ level AoF Hearing range SV See below Level 1 illusionist D 3 rounds/ level CT 5 segments Comp V, S

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. WRITE SC Evocation R Caster AoF Caster SV None Level 1 magic user D 1 hour/ level CT 1 round Comp V, S, M

Except as may be noted above, this spell functions in the same manner as the magic user spell of the same name. BLINDNESS SC Illusion R 30 ft AoF One creature SV Negates Level 2 illusionist D Permanent CT 2 segments Comp V, S

This spell enables the magic user to make a written copy of a spell he or she cannot yet cast, a somewhat dangerous proposition. In order to succeed in this task, the caster must make a saving throw vs spells, with a modifier determined by the difficulty of the spell being transcribed. If the spell is up to one level higher than the magic user can cast, the saving throw is made at +2. If the spell is two levels higher than the magic user can cast, there is no bonus or penalty to the saving throw. If the spell is more than 2 levels higher than the magic user can cast, each additional level adds a -1 penalty. If the magic user fails this saving throw, the spell is not successfully copied, the caster takes 1d4 points of damage for each level of the spell, and he or she is knocked unconscious for 1 turn per hit point sustained thereby. The damage sustained cannot be healed more quickly than 4 hp per day, even with the assistance of magical healing. If the saving throw is successful, the magic user may copy the spell, which takes one hour per level of the spell. The material component is ink costing at least 200 gp.

This spell causes the subject to become blind, but causes no damage to the eyes themselves. The effect cannot be removed by any spell that restores physical health (such as a healing spell, cure disease, etc), but may be dispelled normally. The caster can end the condition at will. BLUR SC Illusion R Caster AoF Caster SV None Level 2 illusionist D 3 rounds + 1 round/ level CT 2 segments Comp V, S

ILLUSIONIST SPELLS (Phantasmal)


Unlike clerical and druidic spells, illusionist spells (also known as Phantasmal spells in the A1E system) do not require any special material components. There are some illusionist spells that can be cast within the area of effect of a silence spell, since they have no verbal component. ALTER REALITY SC Illusion R Unlimited AoF Varies (GM discretion) SV Varies (GM discretion) Level 7 illusionist D Varies (GM discretion) CT Varies (GM discretion) Comp Varies (GM discretion)

The illusionists outline becomes blurred, as if seen through shimmering waves of heat. In consequence, the illusionist gains a bonus of +1 against any targeted magical attack. Additionally, any opponents first attack against the illusionist will incur a penalty of -4, and subsequent attacks incur a penalty of -2 (after one attack, the opponent has become accustomed to the spells distorting effect). CHAMPION OF THE TOME SC Conjuration/Summoning R Touch AoF One book SV None Level 6 illusionist D Permanent until discharged CT 6 turns Comp V, S

Except as may be noted above, this spell is identical to the clerical spell of the same name. CHANGE SELF SC Illusion R Caster AoF Caster SV None Level 1 illusionist D 2d6 rounds + 2rounds/ level CT 1 segment Comp V, S

This spell has the same effect as the magic user spell limited wish, but requires the creation of a phantasmal force prior to casting, which serves as a focus for the spell. APPROACHING WIZARD SC Illusion/Phantasm R Close (25 ft. + 5 ft./2 levels) AoF One object SV Negates Level 1 illusionist D Permanent until discharged CT 3 rounds Comp V, S

Except as may be noted above, this spell is identical to the magic user spell of the same name. ARCANE SPELLS, LEVEL 1 SC Various R See below AoF See below SV See below Level 7 illusionist D See below CT See below Comp See below

By means of this spell, the illusionist changes his or her appearance into any bipedal humanoid form (although size and weight can only be altered by one foot and 50 lbs, respectively). The illusionists face, of course, may be changed as desired, including alterations to make him or her appear identical to an existing person. CHAOS SC Enchantment/ Charm R 5 ft/ level AoF Up to 40 x 40 ft SV See below Level 5 illusionist D 1 round/ level CT 5 segments Comp V, S, M

This spell enables the illusionist to memorize several first level magic user spells in place of one seventh level illusionist spell. The illusionist may substitute a number of magic user spells equal to his or her level minus ten (4 at 14th level, 5 at 15th level, etc.). The mage spells must be chosen at the same time as the Arcane Spells, Level 1 spell is memorized ASTRAL SPELL SC Transmutation/ Alteration R Touch AoF One to six creatures SV None Level 7 illusionist D See below CT 3 turns Comp V, S

This spell causes a number of creatures in the spells area of effect to behave strangely and unpredictably. All creatures in the spells area of effect become confused (see below for effect), and only illusionists, fighters, and creatures with an intelligence of 4 or lower are entitled to a saving throw at all. Those entitled to a saving throw must check each round to avoid becoming confused. Creatures that fail their saving throws (if entitled to one at all) act randomly in accordance with the following table: d% 01-10 11-20 21-50 51-70 71-00 Action Attacks the illusionist or his or her allies Acts normally Babbles incoherently Meanders away from caster for a full turn Attacks nearest creature 89

Note: A creature that meanders away is not entitled to further saving throws, but will be freed from the spells effects after taking a full turn of movement (at normal speed) away from the caster. COLOR SPRAY SC Transmutation/ Alteration Level 1 illusionist R0 D 1 segment AoF Cone, 5 ft wide at origin, 45% arc, CT 1 segment 10 ft/ level long SV See below Comp V, S, M The caster fans out his or her fingers, and a sheet of unearthly-colored light springs forth. 1d6 creatures caught within the light may be affected, and the spell can only affect 1 hit die of creatures per caster level. Creatures with HD equal to or less than the casters are rendered unconscious by the burst of colors. If the creatures hit dice exceed the casters by 1-2, the creature is blinded for 1d4 rounds. If the creature has 3+ hit dice in excess of the casters, it is merely stunned for 2d4 segments. Any creature with hit dice exceeding the casters (and creatures or 6+ HD regardless of the casters level) are entitled to a saving throw. CONFUSION SC Enchantment/ Charm R 80 ft AoF Up to 40 x 40 ft SV See below Level 4 illusionist D 1 round/ level CT 4 segments Comp V, S, M

DEAFNESS SC Illusion R 60 ft AoF Caster SV Negates

Level 2 illusionist D Permanent CT 2 segments Comp V, S, M

This spell is similar to the illusionists blindness spell, but causes deafness. The effect is permanent until removed by dispel magic, though it can be removed by the caster at any time. DEMI-SHADOW MAGIC SC Illusion R 60 ft + 10 ft/ level AoF See below SV See below Level 6 illusionist D See below CT 6 segments Comp V, S

This spell allows the illusionist to cast a quasi-real version of any one of the following arcane spells: cloudkill, cone of cold, magic missile, fireball, lighting bolt, wall of fire, wall of ice. If a victim fails a saving throw vs spells, the illusion will function as a real version of that spell with regard to the victim. If the saving throw is successful, it will still have a lessened effect due to its quasireal nature. The offensive spells will inflict 2 hit points per caster level, the wall spells will inflict 1d4 hit points per caster level, and the cloudkill will only kill creatures of fewer than 2 hit dice (no saving throw). DEMI-SHADOW MONSTERS SC Illusion R 30 ft AoF 20 x 20 ft SV See below Level 5 illusionist D 1 round/ level CT 5 segments Comp V, S

This spell affects a base number of 2d8 creatures. Except as noted above, it is otherwise identical to the druidic spell of the same name. CONJURE ANIMALS SC Conjuration/ Summoning R 30 ft AoF Conjured creatures SV None Level 6 illusionist D 1 round/ level CT 6 segments Comp V, S

This spell creates partially-real illusory monsters in the same manner as the spell shadow monsters, but the demi-shadow monsters have 40% of normal hit points rather than 20%; if they are detected as only quasi-real, they inflict 40% of normal damage and are AC 8. DETECT ILLUSION SC Divination R Caster AoF Path 10 ft wide, 10 ft/ level long SV None Level 1 illusionist D 3 rounds + 2 rounds/ level CT 1 segment Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell of the same name. CONTINUAL DARKNESS SC Transmutation/ Alteration R 60 ft AoF 30 ft radius globe SV None Level 3 illusionist D Permanent CT 3 segments Comp V, S

By means of this spell, the caster sees any illusion for what it truly is. By touching an illusion, the caster can make its true form visible to any observer. DETECT INVISIBILITY SC Divination R 10 ft/ level AoF Caster SV None Level 1 illusionist D 5 rounds/ level CT 1 segment Comp V, S, M

Except as noted above (particularly the area of effect), this spell is identical to the magic user spell darkness 15ft radius. CONTINUAL LIGHT SC Transmutation/ Alteration R 60 ft AoF 60 ft radius globe SV None Level 3 illusionist D Permanent CT 3 segments Comp V, S

Except as may be noted above, this spell is identical to the magic user spell of the same name. DETECT MAGIC SC Divination R Caster AoF Path 10 ft wide, 60 ft long SV None Level 2 illusionist D 2 rounds/ level CT 2 segments Comp V, S

Except as may be noted above, this spell is identical to the clerical spell of the same name. DANCING LIGHTS SC Transmutation/ Alteration R 40 ft + 10 ft/ level AoF 60 ft radius globe SV None Level 1 illusionist D 2 rounds/ level CT 1 segment Comp V, S, M

Except as may be noted above, this spell is identical to the clerical spell of the same name. DISPEL EXHAUSTION SC Illusion R Touch AoF Up to 4 creatures SV None Level 4 illusionist D 3 turns/ level CT 4 segments Comp V, S

Except as may be noted above, this spell is identical to the magic user spell of the same name. DARKNESS SC Transmutation/ Alteration R 40 ft + 10 ft/ level AoF 15 ft radius globe SV None Level 1 illusionist D 2d4 rounds + 1 round/ level CT 1 segment Comp V, S

Except as may be noted above, this spell is identical to the magic user spell darkness 15 ft radius.

This spell creates a powerful illusion of physical health. Recipients gain 50% of any hit points that have been lost, and function for all intents and purposes as if these hit points are real. The illusory hit points are the first to be subtracted if the character sustains damage. At the end of the spells duration, the remaining illusory hit points are lost. Additionally, any character under the influence of this spell can move (but not attack) at double the normal speed.

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DISPEL ILLUSION SC Abjuration R 10 ft/ level AoF One illusion SV None

Level 3 illusionist D Instantaneous CT 3 segments Comp V, S

HYPNOTIC PATTERN SC Illusion R0 AoF 30 x 30 ft square SV Negates

Level 2 illusionist D See below CT 2 segments Comp S, M

This spell automatically dispels phantasmal forces cast by non-illusionists. All other illusion spells are treated as if this spell were a dispel magic (i.e., with a 50% base chance to dispel, adjusted up or down by 2% or 5% respectively, based on relative caster levels). EMOTION SC Enchantment/ Charm R 10 ft/ level AoF Up to 40 x 40 ft SV Negates Level 4 illusionist D Until concentration ceases CT 4 segments Comp V, S

The illusionist traces magical patterns in the air with a lit stick of incense or other small light source. Any creature in the area of effect that looks at the traceries of light must make a saving throw or stay transfixed by the patterns. The spell can affect a maximum of 25 hit dice worth of creatures, and its effect persists for so long as the caster chooses to continue tracing the patterns in the air. HYPNOTISM SC Enchantment/ Charm R 30 ft AoF 1d6 creatures SV Negates Level 1 illusionist D 1 round + 1 round/ level CT 1 segment Comp V, S

By casting this spell, the illusionist is able to instil others with one of four powerful emotions, each with a different effect, as described below: Fear: If the illusionist chooses to instil fear, the spells effect is similar to that of the fear spell, but with a -2 penalty applied to saving throws. Hate: If the illusionist instils hate, the targets gain a +2 to saving throws, attacks, and damage. Hopelessness: The illusionist causes despair in the target creatures, who will wander sadly away or surrender in the face of a challenge such as a combat. Rage: Creatures affected by rage attack at +1, gain a damage bonus of +3, and gain a bonus of 5 temporary hit points. Temporary hit points are lost first if the creature incurs damage. The affected creature will not willingly retreat from any combat or any opponent. FEAR SC Illusion R0 AoF 5 ft x 30 ft x 60 ft cone SV Negates Level 3 illusionist D See below CT 3 segments Comp V, S

The gestures of this spell weave a hypnotic power into the illusionists words, affecting 1d6 creatures. Those not making their saving throws are subject to a suggestion made by the illusionist, identical to that made in the magic user spell suggestion (but with a much shorter duration). The only indication about whether a creature has been affected by the hypnotism is whether or not it responds to the suggestion. ILLUSORY GLUE SC Illusion/Phantasm R Touch AoF 10 touched pages/level SV Negates (see text) Level 2 illusionist D 1 day/level CT 2 rounds Comp V, S, M

Casting this spell upon any book causes the affected pages to seemingly bond to one another as if smeared with incredibly potent glue. Anyone attempting to separate the amalgamated pages must succeed at a save vs. spells in order to negate the spells effects. If successful, the individual easily turns the pages. Otherwise, no physical force can separate the conjoined pages. Grease automatically negates the spell. The spell component is a barnacle. ILLUSORY SCRIPT SC Illusion R0 AoF Enchanted script SV None Level 3 illusionist D Permanent CT Time of writing Comp V, S, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. FOG CLOUD SC Transmutation/ Alteration R 10 ft AoF 40 x 20 x 20 ft cloud SV None Level 2 illusionist D 4 rounds + 1 round/ level CT 2 segments Comp V, S

This spell creates a roiling mass of gas and vapor, similar in appearance to a cloudkill spell. The fog cloud moves away from the caster at 10 ft/round. Vision into the fog is limited to 2 ft. GAZE REFLECTION SC Transmutation/ Alteration R0 AoF Air in front of caster SV None Level 1 illusionist D 1 round CT 1 segment Comp V, S

This is an enchantment placed upon a piece of writing to guard its true contents from prying eyes. The illusionist may specify a particular person, group of people, type of person, etc., that will be allowed to read the script without risking the adverse effects of the spell. All others will perceive the script as an undecipherable language, which causes confusion (as per the spell) for 5d4 turns (minus one per hit die of the reader). An illusionist can recognize the script as illusory early enough to avoid the confusion effect, but cannot necessarily see past the illusion. IMPROVED INVISIBILITY SC Illusion R Touch AoF One creature SV None Level 4 illusionist D 4 rounds + 1 round/ level CT 4 segments Comp V, S

The air immediately in front of the caster takes on a mirrors ability to reflect gaze attacks back upon the attacker. The area does not create a reflective surface to normal sight, and it can be seen through by the caster and by other observers, except those using gaze attacks. HALLUCINATORY TERRAIN SC Illusion R 20 ft + 20 ft/ level AoF 40 x 40 ft square area + 10 ft square/ level SV None Level 3 illusionist D See below CT 5 rounds Comp V, S, M

This spell functions in the same manner as the invisibility spell, but is not terminated if the invisible creature attacks. IMPROVED PHANTASMAL FORCE SC Illusion Level 2 illusionist R 60 ft + 10/ level D See below AoF 40 x 40 ft square + 10 ft square/ CT 2 segments level SV See below Comp V, S, M This spell produces a phantasm as described in the phantasmal force spell description. This more powerful evocation of phantasmal magic allows the caster to weave vague sounds into the illusion and to maintain the illusion even if moving at up to half his or her normal movement rate. Speech cannot be created, but clanking noises, rumblings, and other such sounds can be incorporated into the illusion. The spell also allows the illusionist to force the 91

Except as may be noted above, this spell is identical to the magic user spell of the same name.

illusion to remain in existence for up to two rounds after he or she ceases to concentrate upon it. INVISIBILITY SC Illusion R Touch AoF One creature SV None Level 2 illusionist D See below CT 2 segments Comp V, S

MINOR CREATION SC Transmutation/ Alteration R Touch AoF 1 cubic ft/ level SV None

Level 4 illusionist D 6 turns/ level CT 1 turn Comp V, S, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. INVISIBILITY 10 FT RADIUS SC Illusion R Touch AoF 10 ft radius of creature touched SV None Level 3 illusionist D See below CT 3 segments Comp V, S

With a small piece of material, the caster may use this spell to create an object made of that same material. The base material cannot be alive and must come from a plant. Thus, within the casters limits on the items volume, he or she could create a basket from a piece of straw, a door or club from a splinter of wood, a cloak from a piece of wool, etc. The item exists only for the duration of the spell. MIRROR IMAGE SC Illusion R Caster AoF 6 ft radius SV None Level 2 illusionist D 3 rounds/ level CT 2 segments Comp V, S

Except as may be noted above, this spell is identical to the magic user spell of the same name. LIGHT SC Transmutation/ Alteration R 60 ft AoF 20 ft radius SV None Level 1 illusionist D 1 turn/ level CT 1 segment Comp V, S

Except for the duration and number of images (1d4+1), this spell is identical to the magic user spell of the same name. MISDIRECTION SC Illusion R 30 ft AoF One object or creature SV Negates Level 2 illusionist D 1 round/ level CT 2 segments Comp V, S

Except as may be noted above, this spell is identical to the clerical spell light. MAGIC MOUTH SC Transmutation/ Alteration R See below AoF One object SV None Level 2 illusionist D Permanent until triggered CT 2 segments Comp V, S, M This spell is cast upon an object or creature to mislead any form of divination spells. If the caster or user of the divination magic fails a saving throw, he or she will obtain a false result from the divination; a lie will be detected as truth, the wrong alignment perceived, the wrong location divined, etc. NON-DETECTION SC Abjuration R Caster AoF 5 ft radius SV None Level 3 illusionist D 1 turn/ level CT 3 segments Comp V, S, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. MAJOR CREATION SC Transmutation/ Alteration R 10 ft AoF 1 cubic ft/ level SV None Level 5 illusionist D 6 turns/ level CT 1 turn Comp V, S, M

This spell shields the caster from the prying eyes of scrying magics, making him or her invisible to divination spells and other means of magical spying such as crystal balls and thought detection. OOZING SCRIPT SC Illusion/Phantasm R Touch AoF One book SV Negates (see text) Level 2 illusionist D 1 day/level CT 2 rounds Components: V, S, M

This spell is simply a more powerful version of minor creation, allowing the caster to create objects of mineral as well as of vegetable origin. MASS SUGGESTION SC Enchantment/ Charm R 10 ft/ level AoF One creature/ level SV Negates Level 6 illusionist D 4 turns + 4 turns/ level CT 6 segments Comp V, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. PARALYSATION SC Illusion R 10 ft/ level AoF 20 x 20 ft SV Negates Level 3 illusionist D Permanent CT 3 segments Comp V, S

This spell functions in the same manner as suggestion, but influences multiple creatures. If all of the spells power is concentrated upon a single creature, the spell simply functions as a powerful suggestion spell, with the saving throw made at -2. MASSMORPH SC Illusion R 10 ft/ level AoF Up to 10 x 10 ft/ level SV None Level 4 illusionist D See below CT 4 segments Comp V, S

A certain number of creatures within the spells area of effect are frozen in place, magically convinced that they cannot move. The caster can affect creatures with a total number of hit dice equal to twice his caster level. Each creature is entitled to a saving throw against the spell. The illusionist can end the paralysis at any time; otherwise a dispel magic (or dispel illusion) spell is the only way to remove the paralysis. PERMANENT ILLUSION SC Illusion R 30 ft AoF 40 x 40 ft square + 10 x 10 ft square/ level SV See below Level 6 illusionist D Permanent CT 6 segments Comp V, S, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. MAZE SC Conjuration/ Summoning R 5 ft/ level AoF One creature SV None Level 5 illusionist D See below CT 5 segments Comp V, S

Other than as may be noted above, this spell is identical to the magic user spell of the same name.

Except as noted otherwise above, this spell functions as a spectral force spell requiring no concentration to maintain.

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PHANTASMAL FORCE SC Illusion R 60 ft + 10 ft/ level AoF 40 x 40 ft square + 10 x10 ft square/ level SV See below

Level 1 illusionist D See below CT 1 segment Comp V, S, M

Color 1 Red 2 Orange 3 Yellow 4 Green 5 Blue 6 Indigo 8 Two colors

Except as noted above, this spell is identical to the magic user spell phantasmal force. PHANTASMAL KILLER SC Illusion R 5 ft/ level AoF One creature SV See below Level 4 illusionist D 1 round/ level CT 4 segments Comp V, S

Effect of Color Deals 20 points of damage (saving throw for half damage). Deals 40 points of damage (saving throw for half). Deals 80 points of damage (saving throw for half). Poison (saving throw or die). Turns to stone (saving throw negates). Causes insanity (saving throw negates) 7 Violet Creatures sent to another plane (saving throw negates). Roll twice, ignoring this result Level 7 illusionist D 1 turn/ level CT 7 segments Comp V, S, M

PRISMATIC WALL SC Abjuration R 10 ft AoF See below SV None

The caster creates a personal nightmare creature for the spells victim, drawn from the victims own worst fears. The creature is visible only to the victim and the caster. When the phantasmal killer takes shape, the victim is entitled to roll 3d6 and compare the result to his or her intelligence ability score. If the die roll is less than the victims intelligence, the victim realizes that the killer is actually an illusion and cannot be harmed by it. Certain modifiers apply to this roll (note that a negative modifier increases the chance for successfully disbelieving the apparition): (A) -2 if the target is an illusionist; (B) +1 if the target is caught by surprise; (C) -1 if the target has previously been attacked by a phantasmal killer. The wisdom bonus against mental attacks applies (subtract the bonus from the die roll instead of adding it, of course). Provided that the victim fails his or her saving throw, the phantasmal killer proceeds to attack as a 4 HD monster. If it hits the target, he or she will automatically die from fright. The apparition is not vulnerable to damage and cannot be escaped. It disappears at the end of the spells duration, or at any time the caster dismisses it, or when the caster is killed or rendered unconscious. PHINEUS WRITHING TENTACLES SC Conjuration/Summoning Level 4 illusionist R Touch D 1 turn/level Aof One book CT 2 rounds SV None Comp V, S Whenever anyone but the caster touches or opens the protected book, writhing gray tentacles emerge from the ground in a 5 ft. radius centered on the book. The spell creates 1d4 tentacles, plus an additional tentacle per caster level up to a maximum of fifteen tentacles. For example, an 8 th level illusionist creates 1d4+8 tentacles. Each tentacle is 20 feet long and saves as the caster. Each tentacles has an AC 6, 1 hit point/per caster level and an attack bonus of +1/per caster level. The tentacles attack as mindless creatures, randomly striking anything, including anything larger than a tiny object. On a successful hit, the tentacles deliver 1d4 points of damage, and also secrete a thin, black mucous through their porous skin. Any creature struck by one of the tentacles must make a successful save vs. poison or be blinded by the foul liquid for 1d6 rounds. The tentacles cannot move beyond their creation point, and once summoned remain in existence for 1 round/ per caster level or until slain, whichever occurs first. PRISMATIC SPRAY SC Abjuration R0 AoF 70 ft x 15 ft x 5 ft spray SV See below Level 7 illusionist D Instantaneous CT 7 segments Comp V, S

This spell is similar to the magic user spell prismatic sphere, but it creates a wall rather than a sphere, up to 40 ft/ caster level in length and 20 ft/ caster level in height. PROGRAMMED ILLUSION SC Illusion R 10 ft / level AoF 40 x 40 ft square + 10 x 10 ft square/ level SV See below Level 6 illusionist D See below CT 6 segments Comp V, S, M

This spell specifies a particular trigger event (in the same manner as the magic user spell magic mouth). When the trigger event occurs, an illusion prepared in advance by the caster, identical to a spectral force, comes into being. The illusion lasts 1 round/ caster level. PROJECT IMAGE SC Illusion R 5 ft/ level AoF See below SV None Level 5 illusionist D 1 round/ level CT 5 segments Comp V, S, M

Other than as may be noted above, this spell is identical to the magic user spell of the same name. ROPE TRICK SC Transmutation/ Alteration R Touch AoF One piece of rope SV None Level 3 illusionist D 2 turns/ level CT 3 segments Comp V, S, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. SHADES SC Illusion R 30 ft AoF 20 x 20 ft SV See below Level 6 illusionist D 1 round/ level CT 6 segments Comp V, S

This spell creates partially-real illusory monsters in the same manner as the spell shadow monsters, but shades have 60% of normal hit points rather than 20%. If they are detected as only quasi-real, they inflict 60% of normal damage and are AC 6. SHADOW DOOR SC Illusion R 10 ft AoF Magic door SV None Level 5 illusionist D 1 round/ level CT 2 segments Comp S

Holding out his or her hand, fingers fanned out, the caster evokes a spray of colors identical to those of the prismatic wall. All creatures in the path of the spell will be struck by one of the rays, determined randomly.

With a mystical gesture, the illusionist creates an illusory door (either in a wall or free-standing). If the illusionist steps through, he or she disappears from sight and may go where he or she pleases. If anyone else opens the door, they will perceive a small empty room. The casters invisibility after passing through the shadow door is particularly powerful and cannot be seen by use of detect invisibility, although he or she can be seen with more powerful divination magic.

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SHADOW MAGIC SC Illusion R 50 ft + 10 ft/ level AoF See below SV See below

Level 5 illusionist D See below CT 5 segments Comp V, S

This spell is identical in function (other than as may be noted above) to the clerical spell true seeing, except that the illusionist cannot discern alignments, for this spell is not of a spiritual nature. VEIL SC Illusion R 10 ft/ level AoF 20 x 20 ft/ level SV None Level 6 illusionist D 1 turn/ level CT 3 segments Comp V, S

The caster employs his or her ability to draw upon the shadow planes, adding an element of quasi-reality to an illusory spell. The spell may be one of a limited group: cone of cold, fireball, lightning bolt, or magic missile. The illusory spell will inflict normal damage upon creatures in the area of effect for that spell unless a saving throw is successful (note that the targets only receive a saving throw against the illusion, and do not obtain an additional saving throw for the illusory spells effect). If the saving throw against the illusion is successful, the target will take only 1 hit point of damage per caster level. SHADOW MONSTERS SC Illusion R 30 ft AoF 20 x 20 ft SV See below Level 4 illusionist D 1 round/ level CT 4 segments Comp V, S

Veil is an extremely powerful spell of the same type as hallucinatory terrain, which alters the appearance of an area and everything in it, including people and other creatures. The illusion will fool even the sense of touch. VENTRILOQUISM SC Illusion R 10 ft/ level, to a maximum of 90 ft AoF One object SV None Level 2 illusionist D 4 rounds + 1 round/ level CT 2 segments Comp V, M

This is the first spell an illusionist can learn that draws upon the power of shadow planes behind the material plane of existence. This sort of magic is the hallmark of the truly powerful illusionist, for by tapping the power of the shadow planes an illusionist can weave quasi-reality into his or her phantasms. At this level of power, the illusionist can begin to reshape reality by the power of his or her mind. The shadow monsters created by the spell are selected by the caster (subject to the GMs discretion). The total hit dice of the monsters cannot exceed the casters level, and all of them must be the same kind of monster. Shadow monsters have only 20% of normal hit dice (multiply by .2 and round up). Anyone seeing a shadow monster is entitled to a saving throw to realize that the creature is only partially real. If shadow creatures attack someone who fails the saving throw, they strike and inflict damage as the type of creature they appear to be (excluding magical attacks such as breath weapons). If they attack someone who has succeeded in making a saving throw, they are treated as AC 10 and inflict only 20% (multiply by .2 and round up) of normal damage for that sort of creature. SPECTRAL FORCE SC Illusion R 60 ft + 10 ft/ level AoF 40 x 40 ft square + 10 x 10 ft square/ level SV See below Level 3 illusionist D See below CT 3 segments Comp V, S, M

Except as may be noted above, this spell is identical to the magic user spell of the same name. VISION SC Divination R Caster AoF Caster SV None Level 7 illusionist D See below CT 7 segments Comp V, S, M

By means of this spell, the illusionist gazes beyond reality itself, seeking patterns that will give him or her the answer to a question. 3d6 are rolled, and if the result is 10 or higher, he or she gains significant insights about the answer to the question. Gazing into the patterns beyond reality is a risky proposition, however; if the result of the die roll is from 2-6, the illusionist becomes obsessed with performing a task, and is treated as being under a geas spell until the random task is completed. If the roll is from 7-9 there is no result at all from the divination; the illusionist discerns no useful patterns, and suffers no ill effects from the attempt. WALL OF FOG SC Transmutation/ Alteration R 30 ft AoF 20 ft/ level cube SV None Level 1 illusionist D 2d4 rounds + 1round/ level CT 1 segment Comp V, S, M

This spell functions in the same manner as improved phantasmal force, but it is a more powerful evocation of the same magic. The illusionist can include sounds, smells, and heat (or cold) into the illusion, making it very believable. The spectral force can linger for 3 rounds after the illusionist ceases to concentrate upon it. SUGGESTION SC Enchantment/ Charm R 30 ft AoF One creature SV Negates Level 3 illusionist D 4 turns + 4 turns/ level CT 3 segments Comp V, M

The illusionist creates a curtain of obscuring fog in the area of effect. Vision of all kinds is reduced to 2 ft through the swirling vapor The fog can be affected by normal or magical wind and breezes.

SPELLBOOKS
SPELLBOOK COVERS
Spellbook covers are crafted from a variety of diverse materials, however wood remains the most widespread material. Often covered in wax or bound in leather, wooden book covers prove exceptionally durable and highly affordable. Metallic book covers, especially those comprised of precious metals, are usually reserved for the spellbooks of wealthy casters. Most spellbooks are also adorned with other materials such as inexpensive gemstones and flecks of gold or silver. Wood: Although durable, untreated wooden book covers are extremely rare given their penchant to warp. Pine and oak are the most popular varieties. Cost: 1 cp. Effect: -2 to saves against water or fire. Treated wood: Leather bound, treated wood books easily outnumber the combined total of the remaining varieties. Although equal in durability and function, the less fashionable waxed treated wood covers remain largely confined to lesser duplications of fairly unimportant spellbooks. Cost: 5 gp. Effect: None. This is the standard spellbook cover. Bronze and copper: These two metals are the most used metals for metallic book binding. Many contain an assortment of intricate carvings and symbols that may drastically increase the price of these covers. Cost: 4 gp. Effect: +2 to saves against fire, but -2 against electrical attacks. Silver: Often adorned with a variety of pastoral scenes, elf casters treasure these spellbooks above all others. Silver offers the lustrous beauty of its more 94

Except as noted above, this spell is identical to the magic user spell of the same name. SUMMON SHADOW SC Conjuration/ Summoning R 10 ft AoF Summoned shadows SV None Level 5 illusionist D 1 round + 1 round/ level CT 5 segments Comp V, S, M

This spell summons 1 undead shadow per caster level from the shadow planes. The shadows are under the illusionists command and will do his or her bidding. If turned, they will return to the shadow plane whence they came. TRUE SIGHT SC Divination R Touch AoF 60 ft SV None Level 6 illusionist D 1 round/ level CT 3 segments Comp V, S

expensive counterparts without the weight or the prohibitive cost. Cost: 50 gp. Effect: +2 to saves against cold and fire. Gold: Avaricious human magic users prize their golden spellbooks, meticulously polishing and cleaning the shining covers. Purchased largely as an exhibition of conspicuous spending, golden spellbooks brazenly proclaim their owners arrogance or tremendous wealth. Cost: 500 gp. Effect: +2 to all saves except crushing blows. Platinum: Only the bravest mages encase their spellbooks in this metal: or those so certain of their power that they fear not the common, or even the extraordinary, thief. Platinum bound spellbooks are usually the end result of a life-long adventuring career encompassing the entirety of a single caster's most powerful spells. They are always intricately carved and typically adorned with precious gems. Cost: 5,000 gp. Effect: +4 to all saves.

an average key lock (20 gp) and two steel clamps must spend 26 gp, but upgrading to an average key lock and an iron box would only cost 45 gp. What price, security? Steel wires/iron bands: A pair of metallic wires with looped endings encircle the book. The wires endings are attached into the locked mechanism, securing the book. This type of device can only be used with a key lock. Cost: 1 gp. Sturdy wooden box: Oak and pine are the most common wood, although more exotic wood such as sandalwood and teakwood are also used. Hinged from the inside, the lock is built into the box connecting the top and bottom portions. Intricate carvings and inlaid gemstones adorn many of these items for a corresponding increase in price, of course. Cost: 2 gp. Steel clamp: A total of four steel clamps can secure the book, however most casters opt for only two. The clamps operate much like a vise grip, securing the books corners. Because of their relatively small size, nothing less than a sturdy combination lock works properly. Cost: 3 gp. Iron box: Less decorative but much stronger than the wooden box, iron boxes afford a relatively inexpensive alternative to steel clamps. Like their wooden counterparts, iron boxes are hinged from the inside, and the lock is built into the front of the box, connecting the top and bottom portion. Cost: 25 gp.

SPELLBOOK STORAGE
Like any other prized possession, magic users and illusionists go to exceptional lengths to protect the integrity of their spellbooks against natural and magical hazards as well as theft. Some of the aforementioned materials provide additional protection against a variety of different attack forms; however, none of those measures prevents the violation of their spellbook by an unwelcome reader. Casters continually devise new strategies to combat such intrusions ranging from the use of mechanical locks to potent protection spells. Only a handful of foolish mages leave their spellbooks in plain sight, the majority conceal their books within secret panels or magically alter their appearance. Despite the effectiveness of many of these methods, magic users and illusionists continually research new and innovative means of safeguarding their spellbooks. MAGICAL WARDS Although usually more time consuming than mechanical devices, higher level spellcasters preferentially protect their spellbooks with an assortment of spells and magical wards. Many of these spells such as explosive runes, secret page, and sepia snake sigil enjoy a great deal of popularity with spellcasters. However, some spellcasters realize that the proliferation of these protective spells detracts from their effective usage. Rogues and rival spellcasters, aware of these spells devastating consequences, continually devise new methods of detecting and circumventing them. For that reason, a growing number of powerful magic users conduct clandestine magical research searching for alternative magical wards to protect their precious spellbooks. Despite their best efforts, most spells eventually circulate among the spell-using population. Regardless of the aforementioned drawbacks, the traditional collection of protection spells continues to enjoy widespread popularity. They fall into two general categories, passive and active wards. Passive spells include illusory script and secret page. They afford protection through illusion or trickery, concealing the spell books actual nature by donning the guise of a mundane book or other written work. Unlike their active counterparts, passive spells generally do not harm the warded spellbook or the trespasser. However, once bypassed by an authorized reader, they allow unfettered access to the spellbook. Active spells, on the other hand, prevent access by injuring or perhaps killing any unwanted intruders. Included in this list are explosive runes, fire trap and sepia snake sigil. They prevent theft through violent force, regardless of the potential destructive consequences to the protected item. Active spells unleash energy in a variety of forms ranging from fiery explosions to conjured guardians. In contrast to passive spells, they often embody the spiteful and vindictive nature of their casters. MECHANICAL DEVICES Less costly but also less effective than magical wards, novice spellcasters usually opt for mechanical devices as the primary means of protecting their spellbooks. Although a wide assortment of variations is available, all of these systems operate on a lock and key premise. The cost depends entirely upon the materials used to secure the book as well as the locks complexity. A simple device utilizing steel wires and an average lock costs no more than 21 gp, while a secure and intricately carved iron box with a complex combination lock (-35% from open locks) can run more than 500 gp. The subsequent list describes the costs and statistics of the various mechanical systems available. All costs are separate and cumulative. For example an illusionist securing his spellbook with

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PLAYING THE GAME

coins and other treasure the party expects to find! Moreover, if the party must flee from pursuers, it may not be important to be the fastest, but it is of crucial importance not to be the slowest! The most weight a character can carry is 150 lbs, plus whatever additional weight is allowed for the characters strength. This additional weight allowance permitted by the characters strength is simply subtracted from the weight on the table below to determine a characters level of encumbrance. For instance, a character carrying 85 lbs of gear would normally be encumbered; the same character with a 50 lb weight bonus can carry 85 lbs without being encumbered, and between 86-120 lbs in the 90 ft/round movement category. The GM must apply common sense to determinations of encumbrance, taking into account the fact that an extraordinarily bulky item, even if it is quite light, will be so unwieldy as to encumber a character. The bulk of listed armor and items is already taken into account for purposes of convenience. However, keep in mind that a character wearing armor has a maximum movement rate based on that armor, independent of all weight calculations (due to bulkiness). Thus, armor sets a maximum movement rate and also affects the total weight a character carries. Weight Carried up to 35lbs 36-70 lbs 71-105 lbs 106-150 lbs Max. Movement 120 ft/round 90 ft/round 60 ft/round 30 ft/round Surprise +1 (for armor lighter than chain mail only) Normal bonuses apply No normal bonuses apply (but penalties do) No normal bonuses apply (but penalties do); -1 extra penalty

After the players have created their characters, using character sheets to record ability scores and other information, the GM will describe the situation. Often, the characters are presumed to have already met and formed an adventuring party, but this is completely up to the GM. The GMs description of the beginning of the game might include a few details about the world, or this knowledge might be reserved for the players to discover bit by bit. Regardless of the level of campaign information, the GM will also describe the characters immediate surroundingsa tavern, a wild moor, the top of a stairwell leading down into darkness, or whatever other situation the GM has chosen as the starting point for these adventurers careers. After setting the scene, the course and success of the party is down to the players judgment and creativity. The players tell the GM what their characters are doing, such as Leofric climbs the slope, sword in hand, to see whats at the crest, or, I light my torch and head down the stairs. The GM responds by telling the players what the characters see, hear, taste, smell and feel. There will sometimes be peaceful encounters with non-player characters (NPCs), and the GM will play the roles of these, either playing the part or giving the players a summary of what the NPC says and does.

TIME MEASUREMENT
For the characters, time is not measured in the real time of the players around the gaming table. Time may pass faster or slower in the game world, even to the extent of the GMs mentioning, for example, a month passes. Game time is measured in turns (10 minutes), rounds (1 minute) and segments (six seconds). Unless the party is engaged in combat, almost all game time in dungeons is measured in the 10-minute turn. The GM normally records the passage of time, but a few GMs delegate keeping track of time to a particularly trustworthy player. Measuring time can be important for many reasons; torches burn down to useless stubs, food is consumed, and wounded characters heal damage as they rest. In dangerous environments, such as wildernesses or dungeons, the GM will typically make periodic checks to see if any wandering monsters appear. These checks are normally carried out every so many turns, or hours, or days. Since wandering monsters rarely have treasure, the appearance of wandering monsters serves to reward characters who do not waste time (or more accurately, to punish those who do). See Exploring the Dungeon for more on this.

No movement is possible if attempting to carry more than 150 lbs (as adjusted). Note that the table above assumes that the character in question has a base 120 ft move. If the character is of small race (such as a dwarf, gnome or halfling), a base move of 90 ft may apply (deduct 30 ft from all movement rates, with a minimum of 30 ft; but do NOT change the effect of encumbrance on surprise/ initiative). Naturally, characters must have a container if they wish to carry liquids, large numbers of coins, etc. Capacities of sample containers are as follows: Container Small Pouch or Purse Large Pouch Small Sack Backpack Large Sack Waterskin Capacity 1/4 cu. ft. or 2.5 lbs 1/2 cu. ft. or 5 lbs 1 cu. ft. or 10 lbs 3 cu. ft. or 30 lbs 4 cu. ft. or 40 lbs 3 pints

MOVEMENT
Movement rates represent the distance a character (or monster) can move in one minute (1 round). If a character is moving cautiously (e.g., stalking, mapping), this movement rate is divided by 10. A party of adventurers with a movement rate of 90 ft would move at 90 ft per turn through a dungeon (moving cautiously), and in combat (not moving cautiously) they would be moving 90 ft in a round. Running allows the character to double his or her movement rate. During combat, a flat-out run is not possible unless performing a charge or fleeing from combat. Dividing movement rate by 5 (e.g., 60 ft becomes 12) gives the number of miles the character can travel in a day at walking speed along fairly level terrain. Thus, a character with a movement rate of 120 ft can march 24 miles in one day. Mounted characters use their horses movement rate rather than their own, of course.

GAINING LEVELS
Upon gaining the requisite number of experience 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. The cost of training will be approximately 1,500 gp per level, and will require 1d4 weeks to complete. Alternatively, the GM may assign a number of weeks of training based on his or her evaluation of the players and characters performance.

EXPERIENCE
Experience points (xp) are awarded by the GM for slaying monsters and recovering treasure. The GM may also choose to award additional experience points in any situation in which he or she feels that the players deserve it, although the authors recommend that such instances should not be overly frequent nor the awards made too large. For treasure recovered, the guideline is 1 xp to the party per gold piece value, assuming that the money in question is successfully extracted from the adventure area and brought to a suitable home base or town. An exception is magic items, which should result in an experience point award of no more than one tenth of their gold piece value if kept. (Full experience may be awarded if such an item is sold to an NPC.) Award experience for slaying monsters according to the table given hereafter. 96

ENCUMBRANCE AND BASE MOVEMENT


Rate Having the right tool for the right task can mean the difference between life and death beneath the ground in an abandoned tomb or dungeon complex. Players may be tempted to load their characters up with too much gear, burdening movement and restricting their fighting capability. Naturally, there is a limit to what an adventurer can reasonably carry, and a character weighted down with every conceivable piece of equipment will soon find that it is best to be selective in choosing how much to carry. If for no other reason, those same sacks and backpacks need to be empty enough to carry out the vast troves of

Note that if the player character level vastly exceeds the monster level, a proportional reduction should be made. Hence, for example, a tenth level fighter slaying an orc in single combat should expect no more than a single experience point for so doing. Monster levels may be calculated as follows: Monster Level 1 2 3 4 5 6 7 8 9 10 Experience Value 20 xp or below 21-60 61-150 151-275 276-500 501-1,100 1,101-3,000 3,001-5,250 5,251-10,000 10,001 or higher

Torches may be blown out by gusts of wind or extinguished by water or even magic. Various light sources are available on the equipment table, and details of the illumination they provide are set forth hereafter. Bullseye lanterns illuminate 80 ft (in a 10 ft wide beam) and burn a pint of oil every 4 hours. Such lanterns can be masked. Hooded lanterns illuminate a 30 ft radius and also burn one pint of oil every 4 hours. Magical weapons illuminate 10-20 ft for an infinite period of time (dagger 10 ft, longsword 20 ft). Torches shed 40 ft of illumination and burn out in 6 turns (1 hour). Standard game candles shed 20 ft of illumination and burn out in 30 minutes, although longer-lasting ones may be purchased at additional cost. Other light sources, such as lamps or magic items, will have their fields of lighting determined by the GM, who may use the information provided in this section as a guideline. Note that light sources can be seen from much further away than the radius of illumination they shed. Approaching light will warn intelligent creatures of the approach of surface-dwellers, perhaps giving them a chance to prepare. If the partys light source is visible to creatures in the dungeon, the GM should adjust the chance of surprise.

The monster level for experience point purposes should not be confused with the creatures equivalent level for combat purposes. Experience Point Awards for Monsters Slain HD Base Per hp Special Exceptional Less than 1-1 5 1 3 25 1-1 to 1 10 1 5 35 1+1 to 2 30 1 10 50 2+1 to 3 50 2 15 60 3+1 to 4 75 3 30 70 4+1 to 5 110 4 45 80 5+1 to 6 160 6 70 120 6+1 to 7 225 8 120 200 7+1 to 8 350 10 200 300 8+1 to 9 600 12 300 400 9+1 to 10 700 13 400 500 10+1 to 11 900 14 500 600 11+1 to 12 1,200 16 700 850 12+1 to 13 1,500 17 800 1,000 13+1 to 14 1,800 18 950 1,200 14+1 to 15 2,100 19 1,100 1,400 15+1 to 16 2,400 20 1,250 1,600 16+1 to 17 2,700 23 1,400 1,800 17+1 to 18 3,000 25 1,550 2,000 18+1 to 19 3,500 28 1,800 2,250 19+1 to 20 4,000 30 2,100 2,500 20+1 to 21 4,500 33 2,350 2,750 21+1 and up 5,000 35 2,600 3,000 Special is the bonus for slaying a monster with a special ability. If the monster has several such abilities, several such awards should be made. Examples of special abilities are use of spells or spell-like powers (3rd level and below), invulnerability to non-magical weapons, three or more attacks, and so on. Exceptional denotes the bonus for an exceptional ability, such as a dragons fiery breath, powerful spells or spell-like powers, very low armor class, very high damage potential, or unusual powers such as a gaze which petrifies its victims. Some character classes allow an experience bonus for high stats.

INFRAVISION
Infravision is the ability to see in the dark and is common to almost all subterranean creatures. Infravision cannot be used within the ambit of any light source. Unless otherwise stated, infravision has a range of 60 ft, although some exceptional subterranean creatures have a longer visual range. Infravision does not detect colors and is of little help while searching or making minute examinations, so sapient creatures such as orcs may well prefer torchlight even if they possess infravision.

FALLING
It is inevitable that at some point a character will fall into a pit, off a wall, or over a cliff. Damage from falling is determined as follows: Falls of less than 5 ft do no damage in game terms; falls of up to 10 ft cause 1d6 damage; if the distance fallen is 20 ft or less, 3d6 damage is inflicted; falls of up to 30 ft cause 6d6, 40 ft is 10d6, 50 ft is 15d6, and falls of over 50 ft cause 20d6 points of damage. Optionally, kindly GMs may allow a saving throw against falling damage, and if the GM is so inclined and the saving throw is actually passed, the damage taken will be halved.

ITEM SAVING THROWS


Adventurers are not the only targets of the various impacts and other damaging events that accompany a life of danger; the gear they carry is also susceptible to being broken, ignited, frozen, etc. The table below sets forth saving throws for various substances. Generally if a player character makes a saving throw, his or her gear is assumed to pass all its saving throws automatically. The table below should be employed only where the player character fails the save. Note that magical items gain a +2 on all saving throws. Additionally, magic items with a +2 bonus or more gain a +1 saving throw bonus for every magical bonus point over +1. An exception is artifacts and relics; these have saving throws of 2 or 3 in all categories, and even if they fail, usually cannot be so easily destroyedonly temporarily neutralized

LIGHT AND VISION


In a dungeon, the partys light source is, of course, crucial.

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Item Saving Throw Table Item Acid Blow, Type Crushing Bone/Ivo 11 16 ry Ceramic 4 18 Cloth 12 6 Crystal 6 19 Glass 5 20 Leather 10 4 or book Liquid 15 0 Metal, 7 6 hard Metal, 13 14 soft Paper 16 11 Stone or 3 17 gem Wood/ro 8 10 pe (thick) Wood/ro 9 13 pe (thin)

Blow, Normal 10 12 3 14 15 2 0 2 9 6 7 3 6

Cold, Magical 2 4 1 7 6 3 12 1 1 2 1 1 1

Disintegr ate 20 19 20 20 20 20 20 17 19 20 18 19 20

Electric 1 1 1 5 1 1 15 1 1 1 2 1 1

Shock Fall (5ft) 6 11 2 13 14 1 0 2 4 0 4 1 2

Fireball 17 5 20 10 11 13 15 6 18 25 7 11 15

Fire, Magical 9 3 16 6 7 6 14 2 13 21 3 7 11

Fire, Normal 3 2 13 3 4 4 13 1 5 18 2 5 9

Lightning 8 2 18 15 17 13 18 11 16 20 14 12 10

COMBAT
When the party of adventurers comes into contact with enemies, game-time no longer follows a sequence of turns (representing 10 minutes), but is measured in rounds (representing 1 minute), subdivided into six-second long segments. The order of events is as follows: 1. 2. 3. 4. Determine Surprise (d6) Declare Spells and General Actions Determine Initiative (d6, highest result is the winner, each party acts in the segment indicated by the other partys die roll) Party with initiative acts first (casting spells, attacking, etc.), and results take effect (other than spells, which have casting times to complete before they take effect). Note: Some actions may allow the other side to interrupt with an action such as a fleeing attack or attacking charging opponents with spears set against a charge. Party that lost initiative acts, and results take effect (other than spells, which take effect when casting time is completed) The round is complete; declare spells and general actions for the next round if the battle has not been resolved.

A characters surprise bonus (see Dexterity) acts to negate surprise segments if the character is surprised (or to create them, if the number is a penalty). Thus, a character with a +2 surprise bonus whose side rolled a 2 for surprise (normally a situation in which the character would be surprised for two segments) is not surprised. This can lead to a situation in which a party of adventurers is surprised with the exception of one member. For example, if the monsters rolled a 1, the party rolled a 2, and one party member had a +2 surprise bonus, the situation will resolve as follows: The party member is not surprised at all, because two segments of surprise are negated by his +2 bonus. The monsters are surprised for one segment, so the unsurprised party member may act during that first surprise segment. In the second surprise segment, the monsters are no longer surprised, but the rest of the party is still surprised (having rolled a 2), so both the monsters and the one unsurprised character can all take action during the second surprise segment.

5. 6.

Dexterity cannot create surprise, only alter the number of segments for which surprise lasts. If a monster surprises on more than a 2 in 6 (some monster descriptions may contain text such as surprises on 1-3), it is possible for the monster to gain more than two segments of surprise. Against a monster that surprises on 1-3, if the party rolls a 3 and the monster is not surprised, the monster would have three surprise segments in which to act. 2. Declare Spells and General Actions: Before the two sides roll initiative, spell casters must state what spells (if any) they will be casting in that round. As the round proceeds, the spell caster may elect not to cast the spell, but may not substitute another action. This is simply because the mental preparations for casting a spell are so arduous that the caster cannot switch focus quickly enough to change actions. Non-spell casters should also tell the GM, in general terms, what they will be doing: attacking with a sword, using my bow, climbing the wall, etc. Before the players do this, the GM should already have formed a similar outline of the monsters strategy; the GM should not base the monsters actions on what he or she already knows the players will be doing. 3. Determine Initiative: After any surprise segments are resolved and spell casting is declared, the first combat round begins. At the beginning of a combat round, each side rolls initiative on a d6. The roll represents the six second segment of the round in which the OTHER group will be able to act; hence, the higher roll is the better roll (as the other party will act later). If the party rolls a 6 for initiative, and the monsters roll a 1, this means that the party will be acting in segment 1, and the monsters will not act until the sixth segment of the 10segment round. Since a combat round is 10 segments long, and the initiative roll only covers the first six segments of the round, there are four remaining segments in the round after the two sides have already taken their actions: these remaining four segments are still important because spells may take effect

1. Determine Surprise: If a group of combatants is surprised, its members are basically caught flat-footed and unable to act during the first few seconds of a battle. Surprise is checked only once per combat, at the beginning of an encounter. Each side rolls a d6. If the result is a 1, the group is surprised for one segment. If the result is a 2, the group is surprised for two segments. If the result is a 3-6, the group is not surprised. In some cases, monsters or particular character classes may have special rules for surprise (e.g. some monsters cannot be surprised, others are stealthy enough that the party may be surprised on a roll of higher than 2). If a party of adventurers has alerted monsters to its presence (by hammering away at a door for a round or two, for example), the monsters will not need to make a surprise roll at all; however, merely being alert to the possibility of danger is not enough to avoid making a surprise roll. If neither of the opposing forces is surprised, play moves on to the regular combat round, described below. If one side is surprised while another is not, the unsurprised party may act for a number of surprise segments. For example, if the party rolls a 1 and the monsters roll a 2, the party is surprised for one segment, the monsters are surprised for two segments, and thus the party has one surprise segment in which to act. If the party rolls a 2 and the monsters roll a 5, the party is surprised for 2 segments and the monsters (who, having rolled a 5 were not surprised at all) have both of those 2 surprise segments in which to act. Actions that would normally happen over the course of a round may be completed in one surprise segment: talking, attacking, charging, closing to melee, beginning a spell, etc., provided that it is possible for the action to take place during a single segment. In other words, a character cannot make a minute-long speech during that six seconds, nor can a spell be fully cast unless it is a one-segment spell.

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during this time, and some combatants might hold (choose to delay) their actions, waiting to act until these later segments. The dexterity bonus for surprise is not added to an individuals initiative for melee attacks, but if a character has a missile weapon in hand, he or she applies his or her missile attack bonus as a bonus to his or her initiative (as well as to the attack roll). Initiative rolls may result in a tie. When this happens, both sides are considered to be acting simultaneously. The GM may handle this situation in any way he or she chooseswith one caveat. The damage inflicted by combatants during simultaneous initiative is inflicted even if one of the combatants dies during the round. It is possible for two combatants to kill each other during a simultaneous initiative round! Under any other circumstance, of course, the effects of damage inflicted during that segment will take effect immediatelya goblin killed in the first segment of the round will be dead (and thus unable to attack) by the time the fifth segment of the round arrives. Some characters (and creatures) may have more than one attack routine. This does not refer to a monster that normally makes multiple attacks in a roundall of these attacks are considered to be part of one attack routine. However, a fighter whose level grants him an additional attack is considered to be making a second entire attack routine. This is perhaps most clearly seen if the reader envisions a fighter who uses a sword in one hand and a dagger in the other. These two attacks are part of an attack routineand if the fighter is of high enough level or under the influence of a haste spell, he or she may also gain an entire additional attack routine. A creature or character with multiple attack routines cannot use the second attack routine until after the other sides initiative segment has been resolved. Once the party with initiative has acted, the party that lost initiative may then take action. Note about spells: Spells have a casting time, the number of segments (or rounds, turns, etc.) required to cast the spell. The spell caster does not actually begin casting the spell until his or her initiative segment. That segment is the first segment of the casting time. The spell does not go off until the casting has been completed. Example: Halvaine the Arcanes party is in battle with a group of orcs. At the beginning of the round, Halvaines player declares that the magic user will cast a spell with a 2 segment casting time. The party rolls a 5 for initiative, and the GM rolls a 4 for the orcs. Halvaine thus begins casting in the fourth segment of the round (as the ORCS rolled a 4, so Halvaines party is acting in segment 4). The orcs attack in the fifth segment (as Halvaines party rolled a 5), and Halvaines spell will go off in the sixth segment (as his initiative segment is 4, and he adds the casting time of 2)provided, of course, that the orcish attack in the fifth segment does not interrupt and thus spoil his casting.

(Although the weapon damage is doubled, any bonus for strength, magic, specialization or other such modifier is not.) Closing Into Combat: When two groups of combatants are not within the 10 ft melee range, the attackers may choose either to charge into combat or to advance more cautiously, closing into combat. Closing into combat does not allow the character to make an attack roll that round; the cautious advance does not generate the opening to make a significant attack. However, neither may the characters opponent attack until the round after closing. When closing into combat, the character may advance the full amount of his or her movement. Fighting Retreat: A character may retreat backward out of combat, maintaining his or her defense, although the attacker may follow if not otherwise engaged. It is possible to parry while doing so, but not to attack. This maneuver may be used to switch places with another party member who is in combat, the first party member joining battle with the enemy to prevent the enemys pursuit while the second character makes a fighting retreat. Fleeing From Combat: Often, discretion is the better part of valor, and the characters will choose to exercise the said discretion at top speed. If a character is in melee combat and runs away, his or her opponent(s) may make an immediate additional attack at +4 to hit. Hold Initiative: Holding initiative is simply waiting until the other side has acted before doing anything. Melee Attack: A melee attack is an attack with a hand-held weapon such as a sword, halberd, or dagger. A characters strength bonuses to hit and on damage (see Strength) are added to melee attacks. It is only possible to make a melee attack when the two combatants are within 10 ft of each other. Two combatants within ten ft of each other are considered to be engaged. When faced with more than one opponent, it is not possible to pick which opponent will be the one receiving the attack; in the rapid give and take of melee, any one of the opponents might be the one to let down his guard for a moment. When a character is in melee with multiple opponents, the target of an attack roll must be determined randomly, but note that characters or creatures with multiple attacks that are part of the same routine (such as a bear with a claw/claw/bite attack or a character wielding a sword and dagger) must make all attacks against the same opponent unless otherwise specified in the relevant monsters entry. Missile Attacks: Missile attacks are attacks with a ranged weapon such as a crossbow, sling, or thrown axe. When using missiles to attack into a melee, it is not possible to choose which particular target will receive the attack; the target should be determined randomly from among all melee participants, and the missile-firer could well hit a friend. A characters dexterity bonus for missile attacks is added to the to hit roll when the character is using missile weapons. If a character has a missile weapon in hand, his or her missile bonus is also added to his or her initiative roll, allowing the character to potentially attack first even if his or her party has lost the initiative roll. Negotiation And Diplomacy: Some combats can be averted with a few wellchosen words (including lies). If the party is outmatched, or the monsters dont seem likely to be carrying much in the way of loot, the party might elect to brazen their way through in an attempt to avoid combat (or at least delay it until favorable conditions arise). Parrying: A character who parries cannot attack, but may subtract his or her to hit bonus from his or her opponents attack roll. Parrying may be used in combination with a fighting retreat. Parrying only has value to a character with a strength or specialization-related bonus to hit. Spells: Spell casting begins in the spell casters initiative segment, and the spell is completed at the end of the casting time. It is possible to cast a spell while within melee range of an opponent (10 ft), but if the spell caster suffers damage while casting a spell, the spell is lost. While casting a spell, the caster receives no dexterity bonus to his or her armor class. Set Weapon Against Charge: Certain weapons can be set against a charge, which is a simple matter of bracing the weapon against the floor or some other stationary object. A character choosing to set his or her weapon against a charge cannot attack unless an opponent charges, but the weapon will inflict double damage against a charging opponent. A charge is any attack that allows the attacker to move and attack, and thus includes leaping attacks that may be made by some monsters.

COMBAT ACTIONS
Combat actions normally should be declared by the players, and decided by the GM, prior to the initiative die being rolled. Certain actions, of course, are so integral to the game that methods for their resolution are set forth as rules. These actions are: fleeing, negotiating, holding initiative, firing missiles, setting weapons against a charge, attacking, casting spells, and engaging in unarmed combat. Each of these common actions is described below. Charge: Charging into combat allows the attacker to move and then attack in the same round. A charge is made at twice the normal movement rate (and must terminate within the 10 ft melee range of the target). If the defender has a longer weapon than the attacker, the defender attacks first (unless the defender has already acted in this round). The attacker gains no dexterity bonus against such an attack (and characters with no Dex bonus receive a +1 AC penalty). Additionally, if the defender has a weapon set against the charge (see below), he or she will inflict additional damage with a successful hit against the charging attacker. Assuming that the charging character survives, he or she gains +2 to hit on his or her attack. Characters may only perform a charge once every 10 rounds (i.e. once per turn). Characters who are at the maximum encumbrance category may not charge unless they are mounted and the mount is below the maximum encumbrance category. An attacker riding a warhorse or other combat-trained mount and equipped with a lance inflicts double the damage rolled on the charge round.

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Weapons that may be set against a charge include spears, lances (when used dismounted), most pole arms, and tridents. Unarmed Combat: Brawling attacks, such as those conducted with fist, foot, or dagger pommel, will normally inflict 1d2 points of damage. All characters are automatically presumed to be proficient with such weapons, i.e. a proficiency slot is not required to make such an attack without penalty. Two Other Unarmed Attack Forms are Possible: Grappling attacks and Overbearing attacks. A successful grappling attack inflicts 0-1 (1d2-1) points of damage, but also restrains the target and prevents him or her from fighting. The chance of breaking a successful grapple should be determined according to the relative strengths of the creatures concerned. (An ogre could restrain a kobold almost indefinitely, and would be able to break free of the kobold's grasp at will.) Overbearing attacks are Grappling attacks exercised at the end of a Charge (see Charge above). If successful, the opponent is prone rather than restrained. Otherwise the attack is treated as a grapple.

COMBAT MODIFIERS
Concealment: Concealment is anything that obscures an opponents vision, such as tree limbs or smoke, but does not physically block incoming attacks (which would be considered Cover rather than Concealment; see below). The GM must decide whether the defender is about a quarter (-1 to AC), half (2 to AC), three-quarters (-3 to AC), or nine tenths (-4 to AC) concealed. Cover: Cover is protection behind something that can actually block incoming attacks, such as a wall or arrow slit. Cover bonuses are as follows: 25% cover: -2 AC 50% cover: -4 AC 75% cover: -7 AC 90% cover -10 AC An attack from the unshielded flank denies the target any defensive advantages from a shield. An attack from the rear flank negates the defensive value of the shield and also negates any dexterity bonus. Invisible Opponent: An invisible opponent can only be attacked if the general location is known, and the attack is at -4 to hit. If an opponent is invisible to the attacker, he or she cannot be attacked from behind (or from the flank). Note that more powerful monsters (those with sensitive smell or hearing, or more than six hit dice) will frequently be able to detect invisible opponents; the GM should determine the chance of this according to the creature concerned and the situation. Powerful magical monsters, or those with more than 11 hit dice, will almost always be able to see invisible creatures normally. Prone Opponent: Attacks against a prone opponent negate the benefit of a shield, negate dexterity bonuses, and are made at +4 to hit. Rear Attack: An attack from directly behind an opponent negates the benefit of a shield, negates dexterity bonuses, and is made at +2 to hit. Sleeping Opponent: Sleeping opponents (natural sleep, not magical sleep) may be attacked with the same chance to kill as if the attacker were an assassin. The effect of magical sleep is described under the entry for the sleep spell. Stunned Opponent: A stunned opponent receives no shield or dexterity bonus, and may be attacked at +4. Two-Weapon Fighting: If a character desires to fight with one weapon in each hand, the off-hand weapon must be either a dagger or a hand axe. The weapon in the primary hand attacks with a -2 modifier, and the off-hand weapon attacks at -4. The characters dexterity bonus (or penalty) for missile weapons is added to both attacks. Thus, a character with a dexterity of 3 would be attacking at -5/7. However, although penalties can be offset, this rule can never result in a bonus to attacks! The off-hand weapon cannot be used to affect parrying.

Monster HD Up to 1-1 1-1 1 1+1 to 2 2+1 to 3 3+1 to 4 4+1 to 5 5+1 to 6 6+1 to 7 7+1 to 8 8+1 to 9 9+1 to 10 10+1 to 11 11+1 to 12 12+1 to 13 13+1 to 14 14+1 to 15 15+1 to 16 16+1 to 17 17+1 to 18 18+1 to 19 19+1 or higher

Equivalent Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

The above table is also used to determine the monsters saving throws. Most monsters will save as fighters, but the GM should use discretion in following this guideline; in cases where the monster clearly possesses the abilities of another class, consideration should be given to using that matrix instead. (A good example might be a goblin shaman, which could save as a cleric instead of a fighter.) In the case of powerful monsters that duplicate the abilities of several classes, the most favorable table should be used. (For example, a spell-casting dragon might save as a magic user or a fighter, whichever is better.) The level at which monsters cast spells is also normally determined by their hit dice unless the creature text indicates otherwise. For example, a magic-using dragon with 11 HD would cast spells as a 12 th level spell-caster. Huge but unintelligent creatures may have their equivalent level reduced for the purposes of saving throws, subject to the GMs discretion; creatures such as dinosaurs would be appropriate for this. On rarer occasions, it may also make sense to reduce the creatures effective level for the purposes of attack tables also; this might apply to a herbivorous dinosaur, for example. Please note that certain creatures have a special bonus to their effective attack level. Stirges, for example, are creatures with 1+1 hit die that attack as equivalent level 5. Generally, the GM should take account of situations such as positional bonuses. For example, where a group of monsters is attacking the party from a height advantage using spears, the GM may well wish to increase their effective equivalent level by 1.

TURNING THE UNDEAD


Clerics and paladins can turn undead, causing them to flee or even turning them to dust by the power of religious faith. An evil cleric can also turn a paladin, but cannot destroy the paladin by turning. Evil clerics may choose to control the undead instead of turning them. If an evil cleric gains a result of D on the table, the undead creature falls under the clerics control for 24 hours. Normally 2d6 creatures are affected by Turn Undead. Exceptions are paladins and Type 13 creatures, of which only 1d2 are affected, and results of D, which affect 1d6+6 creatures. Turning lasts for 3d4 rounds. While turned, the creature must move away from the cleric at its fastest possible movement rate. It will attack a creature that is directly blocking its escape route, but otherwise may not fight. The cleric or paladin must be holding his or her holy symbol to make a turning attempt. In most cases this will preclude attacking on the same round, and the cleric must sheathe or drop his or her weapon (or else set down his or her shield). To turn undead, roll a d20 on the Turning Undead Table. If the result is equal to or higher than the number shown, the attempt is successful. 100

ATTACK AND SAVING THROW MATRICES FOR MONSTERS


Most monsters use the attack matrices of fighters. The GM should convert the monsters Hit Dice to a level equivalent according to the following guidelines:

Exception: Certain religions exist where the clerics holy symbol is also his or her weapon (for example, some GMs may permit clerics of the god Thor to carry a hammer which doubles as a holy symbol). In this case, the cleric will be able to make a turn undead attempt with his or her weapon in hand, although even this situation does not empower the cleric to attack and attempt to turn undead in the same round. If the cleric is successful in a turning attempt, he or Turning Undead Table

she may try again next round. If the cleric fails, no further turning attempt may be made during this encounter. Optional Rule: An evil cleric may control no more Hit Dice worth of undead than his or her level of experience; thus a 9th level evil cleric could control no more than two wights, for example.

Cleric Level Type of Example 1 2 3 4 5 6 7 8 9-13 14-18 19+ Undead 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 13 13 10 7 4 T D Type 9 Spectre 20 19 16 13 10 7 T T Type 10 Vampire 20 19 16 13 10 7 4 Type 11 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 clerics command for a period of 24 hours.

DAMAGE AND DEATH


When a character or creature is hit, the amount of damage is deducted from his or her hit points. When hit points reach 0, the character is unconscious and will continue to lose one hit point per round from blood loss until death occurs at -10 hp. Note that any additional damage suffered by an unconscious character (aside from bleeding) will kill him or her instantly. The blood loss of 1 hit point per round may be stopped immediately in the same round that aid of some kind is administered to the wounded character. Being knocked unconscious is quite serious; even after returning to 1 or more hp (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 characters 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 in the party, as will be the case for most low-level parties, the group may choose to approach a NPC High Priest for assistance in raising a dead character. The NPC will always charge a fee for such a casting, typically at least 1,000 gp.

Not all monsters may be subdued. Generally only humanoids and special creatures such as dragons will be subject to such attacks. Some creatures may voluntarily agree to accept defeat from subdual damage (this is common in knightly tourneys) but in this case, subdual must normally be agreed with the foe in advance.

LIFE ENERGY LEVELS AND LEVEL DRAIN


Certain monsters, magic items and spells have the power to drain life energy levels, perform a level drain, or an energy drain (these phrases are used interchangeably in the A1E 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 level. If the character is multi-classed or dualclassed, then the highest level of experience attained by that character is lost. If the character has two equal levels, then the level lost should be determined randomly. A player character drained below level 1 is slain (and may rise as some kind of undead creature). Non-player characters lose a level or hit die, as applicable.

MORALE
Certain monsters, such as trolls or most undead creatures, are fearless and never need to check morale. The majority, however, will not continue to fight a hopeless battle, seeking to retreat, surrender, or flee. The GM determines when morale checks should be made. Generally, morale should be checked when it becomes clear that the monsters are losing the fight, or taking unacceptable losses. No more than two morale checks should be made per battle, however; if the monsters pass a second morale check, they are assumed to be fanatical and will fight to the death. The base morale for most monsters is 50%, plus 5% per hit die of the monster. (Thus for example a monster with 8+1 hit dice gets [8x5%=] +40%, for a total base morale of 90%.) The GM should adjust this according to how cowardly or heroic the monster might be, and also according to the prevailing circumstances. For example, if the monster is very cowardly and fighting opponents who are inflicting serious damage on its fellows without taking any casualties, then the GM might impose a -30% penalty to its morale check. If it is elite and fighting close to its battle standard, the GM might allow a bonus of +10%. Player characters do not need to check morale. However, hirelings, henchmen, and men-at-arms should be checked for normally. In this case the NPCs morale may be affected by his or her lieges charisma score and/or former conduct towards the NPC; the henchmans alignment may also be taken into account. 101

NATURAL HEALING
A character will recover 1 hit point per day of uninterrupted rest. However, if the character has a constitution penalty to hp, before rest will begin to affect the characters hp the character must rest for a number of days equal to the constitution penalty. 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 characters 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.

SUBDUAL DAMAGE
A weapon may be used to beat down, rather than kill, an opponent. When the player desires, damage inflicted can be composed of half real damage and half subdual damage that does not kill. Such subdual damage is recovered at a rate of 1 hp per hour.

(As a rule, Chaotic Evil henchmen are much more likely to betray their masters than Lawful Good ones.) Effects of Morale Check Failure: Creatures that fail their morale check by a margin of 25% or less will generally seek to make a fighting withdrawal. If they fail by 26% to 50%, they will generally turn and flee; a failure by 51% or higher indicates that the creature surrenders. However, the GM should use logic in conjunction with this guideline, taking into account the creatures intelligence and what it knows. A cornered creature that cannot flee, for example, or a monster that knows that its opponents move faster than it does, will surrender rather than make a futile attempt at flight. No Quarter: Any creature subject to morale that sees surrender is not accepted, sees a prisoner being slain by the other side, or has some reason to believe it will be executed if it surrenders, will never surrender, regardless of other considerations. Such a creature will fight to the death if it cannot flee. Table of Common Morale Check Modifiers (all cumulative) Situation Modifier Per friend killed, surrendered or fled +5% Own side taken 25% casualties +5% Numerical inferiority +10% Own side taken 50% casualties +15% Own side greatly outnumbered (2-1 or more) +20% Own leader horsde combat +25% Per foe killed, surrendered or fl ed -5% Own side inflicted 25% casualties -5% Numerical superiority -10% Own side inflicted 50% casualties -15%

First, plagues (such as the medieval bubonic plague or Black Death) may occasionally spread across the countryside. A character who comes into contact with plague will need to save against poison to avoid succumbing him- or herself. If the character saves, any future saving throws against the same disease will be made at +4. If he or she fails, then after an incubation period of 2d8 days, he or she will suffer a penalty of -1d6 on all characteristics and against all die rolls for the course of the disease, which lasts a further 2d8 days. If the disease duration roll was 8 then the character dies at the end of this period, otherwise he or she recovers at the rate of 1 point less each day until cured. Further saving throws against the same disease will be made at +4. Second, certain wounds can become infected. This applies where the GM feels it appropriate, but generally where a character with an open wound engages in high-risk activity such as exploring a sewer, a saving throw -vs- poison should be required, or else the character will become infected. The effects of infection in game terms are the same as plague, except that the onset time is measured in hours rather than days. Insanity is possible as a result of certain spells or monster attacks. A character who becomes insane will receive an insanity from the table below. The kind of insanity may be decided by the GM or rolled randomly. d% 01-06 07-13 14-20 21-26 27-33 34-40 41-46 47-54 55-60 61-66 67-74 75-80 81-86 87-93 94-97 98-00 Insanity Agoraphobia Alcoholism Amnesia Anorexia Catatonia Claustrophobia Dementia Homicidal Mania Kleptomania Manic-Depressive Megalomania Paranoia Pathological Liar Phobia Schizophrenia Suicidal Mania

POISON, DISEASE AND INSANITY


Poisons commonly encountered in A1E-compatible games include animal venom (such as snake and spider bites), vegetable toxins (often used to coat poison needles or similar devices on traps), and essentially magical poisons such as clouds of poisonous gas. Generally, when a player character ingests or inhales the poison, or it otherwise enters his or her bloodstream, he or she must roll a saving throw against poison (sometimes with a modifierup to +2 for a relatively weak toxin such as that of a Large Spider, down to -4 for a particularly lethal one). If the saving throw is failed, the character dies. In practice death from such cases is not instantaneous, although the character is typically incapacitated immediately. There is time for slow poison or neutralize poison to be cast on the character, if this is done reasonably soon (say, within about 15 minutes depending on the strength of the venom or toxin involved). If the character dies as a result of poison, the poison must somehow be flushed from his or her bloodstream before any kind of raise dead or resurrection can succeed. The general rule is that characters cannot employ poisons as easily as monsters. Venom taken from a creatures poison glands will, for game purposes, typically begin to lose effectiveness immediately and have become completely denatured within a few hours. Some charactersoften assassinsmay learn how to create vegetable-based toxins that can last longer if kept in the correct way, but lethal toxins will still need to be handled with great care. The GM should determine whether any given activity involving the poison runs a risk of the handler receiving a tiny cut, scratch or nick (requiring an immediate poison save). Certain good aligned character classes, such as paladins, may not use poison and will object to their companions using it. Finally, some creaturesparticularly powerful ones such as dragonsare so large, and their body chemistries are so different, that poisons will not normally work against them. The principle is that poisons in the hands of player characters change the balance of the game in undesirable ways, so players should be discouraged from using them. Diseases in A1E-compatible games often come from monsters, such as mummies or giant rats, in which case the chance of disease and its effects are described in the relevant creature text. There are a few other instances where disease may be contracted that are explained here.

Note: The following section is intended as a description of insanity for gaming purposes. The reality of mental illness is very different to the discussion here. It is not our intention to be insensitive towards those with real life mental illnesses. Agoraphobia: The agoraphobic individual will not willingly venture outdoors or into wide open spaces. If forced outside, the sufferer may (50%) become violent. Alcoholism: The alcoholic character requires strong drink every day, and may become violent (50%) if this is denied. At least once a day, and every time alcohol is available (such as when in the vicinity of a pub or tavern), the character must have a drink. After drinking, there is a 3 in 6 chance that the character will insist on a further drink. Such behavior will continue until the character passes out. Amnesia: Amnesia is most dangerous for spellcasters. Every time the character attempts to cast a spell, there is a 50% chance that he or she will find the spell gone from his or her memory, in which case it cannot be recalled until the character memorizes it again. Weapon proficiencies may also be forgotten, although the character may re-roll to see if the proficiency is remembered each morning. Anorexia: An anorexic character will refuse all forms of food or nourishment and, if force fed, there is a 50% chance that he or she will induce vomiting. Catatonia: The catatonic character loses volition and there is a 50% chance that he or she will ignore any situation as irrelevant to him- or herself. Claustrophobia: Particularly difficult in dungeons, claustrophobia is the opposite of agoraphobia. The claustrophobic individual will not willingly venture into enclosed spaces and will fight to escape them. If in an enclosed space, there is a 50% chance that the sufferer will become violent. Dementia: The insane character loses 1d6 points each of intelligence, wisdom and charisma. 102

Homicidal Mania: The character has an insatiable urge to kill. The victim must be of the same race as the insane character and normally (75%) of the opposite gender. The must kill at least once a week until cured. Kleptomania: The character has an insatiable urge to steal. The character will take any opportunity to pocket a gem, coin or small magic item. If the stolen objects are taken away from the character, there is a 50% chance that he or she will become violent. Manic-Depressive: During the manic phase (which lasts 2d6 days), the character will become very excited about something virtually anything will do. The character will select a goal (which may be a very inappropriate one) and focus totally on achieving it. Then there is an intermediary phase, which lasts 2d6 days, and a depressive phase, in which the character will always assume that there is no chance of success. A depressive character will want to remain indoors in a place of safety, and in bed if possible. The depressive phase lasts 2d6 days, followed by which there is another 2d6-day intermediary phase before the cycle begins again. Megalomania: The character will believe that he or she is the bestat everything. He or she will demand to be leader of the party, will issue peremptory orders to other party members, and there is a 50% chance that the megalomaniac will become violent if these are not obeyed. Any suggestion that he or she is not the leader and/or nor the best-qualified person for any particular job will always result in violence from the megalomaniac. Paranoia: Paranoia is very dangerous in adventuring situations. The paranoid will believe that they are out to get him or her, and will suspect anyone and everyone of working for themparticularly party members. The paranoid will generally disobey orders and ignore suggestions on the assumption that they are intended to cause the character harm. Eventually the character will flee his or her group or normal social circle. Pathological Liar: The pathological liar is concerned with deception, not necessarily untruth. Thus, he or she is capable of telling the truth, but will only normally do so if he or she will not be believed. Otherwise, the insane character must respond to all questions with lies. Phobia: The character suffers from a strong and completely irrational fear of some substance, creature, or situation. Schizophrenia: The characters personality splits into 1d3 separate personalities, each of which may have a different alignment or even class. Typically the personalities are not aware of each other. Suicidal Mania: The character is driven to self-harm. He or she may never flee from combat or any kind of dangerous situation. Faced with a pit or chasm, the insane character must jump over it; faced with a chest, he or she must open it; faced with an enemy, he or she must fight it, etc.

individuals willing to take service for longer than a few days, especially if considerable travel is involved. If a lengthy term of service is proposed, it is likely that only one in every six such hirelings will agree, though the offer of additional monies may increase the probability of acceptance. Under normal circumstances, a reasonable offer might be an additional two or three days pay, which could be expected to increase the probability of agreement to as much as one in every two. Rates of payment do not take into account the cost of materials for the undertaking of construction or the creation of items. The figuring of such costs is mainly left up to each game master, but a reasonable guideline for an item would be about ten percent of the cost of the finished product. Furthermore, monthly rates of payment assume that the hireling is provided with lodgings and that his other day to day needs are attended to; if such is not the case, then the game master will have to account for the lack. Hireling Carpenter Cook Groom Laborer Leatherer Limner Linkboy Mason Pack Handler Servant Tailor Teamster Daily Rate 3 sp 1 sp 1 sp 1 sp 2 sp 10 sp 1 sp 4 sp 2 sp 3 sp 2 sp 5 sp Monthly Rate 40 sp 20 sp 20 sp 20 sp 30 sp 200 sp 20 sp 60 sp 30 sp 50 sp 30 sp 100 sp

Carpenter: Skilled in the working of wood, a carpenter might be retained to construct anything from a table to a palisade. Their expertise is also invaluable for the manufacturing of shields and similar items. Cook: Familiar with the preparation of various types of food, a good cook sometimes also knows a little of herb lore. Groom: Proficient in the care of horses, an attentive groom can usually tell a good mount from a bad; also known as an ostler or stable hand. Laborer: Essentially unskilled, laborers are suitable for only the most menial sorts of work; this category includes bearers and porters, each of which is able to carry up to fifty pounds or twice that if a pole or other contrivance is utilized Leatherer: Capable of producing a wide range of leather goods, such as packs, belts or riding gear; a leatherer is indispensable for the making of scabbards, sheathes, shields and the other leather components of arms and armor Limner: Adept in the painting of signs and the illumination of heraldic devices, amongst other similar tasks. Linkboy: Usually hired to bear a lantern or torch, a linkboy is typically a youth, but older individuals are not unknown. Mason: Expert in the working of stone or plaster, masons are essential for the construction of many significant buildings and fortifications. Pack Handler: Practiced in the burdening, handling and unburdening of various pack animals. Servant: Typically serving as valets, butlers, maids, messengers or simple lackeys, servants are expected to look to the needs of their master. Tailor: Accomplished in the repair and making of clothes or other cloth items, such as surcoats, capes or hats; the services of a tailor are also required for the production of various types of textile based armor and coverings. Teamster: Experienced drivers of carts and wagons, teamsters are usually experts at loading and unloading their vehicles, as well as handling the animals with which they are familiar.

HIRELINGS AND HENCHMEN


As player characters advance in wealth and power, they are increasingly likely to require the semi-permanent services of various sorts of non-player character. In addition to less formal associations and patronages, a character may expect to have the opportunity to acquire and retain hirelings and henchmen. In general, but not in every case, the former are un-classed zero level characters incapable of conventional advancement by level, whilst the latter are classed characters, initially of low level, but capable of level advancement. In almost all instances, hirelings and henchmen must be entirely equipped by those they serve, and contribute nothing but themselves. Should a player character seek to engage the services of an already equipped non-player character, the game master would be well advised to ensure that the value of any equipment be paid to the prospective retainer as a stipend prior to commencement of service. It is typically assumed that hirelings are human; if non-human hirelings are sought, then the appropriate costs, terms of service, and availability must be decided in accordance with the dictates of a given milieu.

STANDARD HIRELINGS
The short term services of simple craftsmen and laborers are relatively easily procured in large settlements, but even small villages are usually able to supply something in the way of this sort of hireling. It is more difficult to find

EXPERT HIRELINGS
Obtaining the services of very skilled craftsmen and other professional servitors typically involves the expenditure of considerable time and resources. Whilst it 103

is possible to retain such hirelings for short periods, few will agree to a term of less than a month and most expect to serve considerably longer. It is therefore usual for expert hirelings to only be retained by player characters who have already established a stronghold or the equivalent. The maintenance of a stronghold is assumed to include any common hirelings necessary, but expert hirelings must be accounted for separately. Whilst some may certainly be found in small villages, the probability of finding expert hirelings willing to take service with a player character is considerably higher in larger settlements, such as towns and cities, where suitable candidates exist in greater numbers. Exactly where individual hirelings may be located varies, but craftsmen are typically found in or near their respective artisan quarters, whilst mercenaries may be sought at inns and taverns. Successful recruitment depends on the terms offered relative to the difficulties and risks involved in the proposal. The below listed monthly costs encompass wages, clothing, lodgings and provisions, as well as any basic equipment, but not such expenses as the arms and armor due to a man at arms, which must be provided separately. Furthermore, as with standard hirelings, additional monies must be paid to cover the costs of materials and tools in order for craftsmen to produce items, or Men at Arms Artillerist Bowman, Long Bowman, Short Bowman (Mounted) Captain Crossbowman Crossbowman (Mounted) Footman, Heavy Footman, Heavy (Mounted) Footman, Light Footman, Light (Mounted) Horseman, Heavy Horseman, Medium Horseman, Light Lieutenant Special Pikeman Sapper Sergeant Special Slinger Ship Crew Lieutenant Special Marine Master Mate Oarsman Sailor Monthly Wage 100 sp 80 sp 40 sp 120 sp Special 40 sp 80 sp 40 sp 60 sp 20 sp 40 sp 120 sp 80 sp 60 sp as type 60 sp 80 sp as type 60 sp Monthly Wage as type 60 sp Special 600 sp 100 sp 40 sp Equipment Cost 25 gp 79 gp 34 gp 196 gp as type 31 gp 197 gp 62 gp 99 gp 32 gp 69 gp 675 gp 465 gp 294 gp as type 59 gp 25 gp as type 28 gp Equipment Cost as type 70 gp as type as type 35 gp 20 gp

in the case of certain other special instances. The monthly costs assume that the hirelings in question are quartered in or near the stronghold of a player character and may not suffice in other circumstances. Moreover, a higher rate of pay or otherwise favorable treatment will be required to improve the morale and loyalty of a hireling. Hireling Alchemist Armorer Blacksmith Engineer (Architect) Engineer (Artillerist) Engineer (Miner or Sapper) Jeweler (Gemcutter) Sage Scribe Spy Steward Weaponer Monthly Wage 6,000 sp 2,000 sp 600 sp 2,000 sp 3,000 sp 3,000 sp 2,000 sp Special 300 sp Special Special 2,000 sp

Movement Rate 90 90 90 240 or 90 as type 90 240 or 90 60 6 240 or 60 90 240 or 90 150 or 90 4 180 or 60 240 or 90 as type 60 90 as type 90 Movement Rate as type 60 as type as type 90 120

Armor Class 7 7 7 7 as type 7 7 1d10 or 1d6 6 6 6 2d4+1 or 1d8 5 6 as type 6 7 as type 6 Armor Class as type 5 as type as type 6 9 Days to Produce 2 days 10 days 30 days 10 days 20 days 15 days 30 days 45 days 20 days 30 days 90 days 2 days 1 day

Damage 1d6 or 1d4 1d6 1d6 1d6 as type 1d4+1 or 1d6 1d4+1 or 1d6 n/a 1d10 or 1d6 1d6 1d6 n/a 2d4+1 or 2d4 2d4+1 or 1d6 as type 1d6+1 or 1d6 1d6 or 1d4 as type 1d4+1 or 1d6 Damage as type 1d6 as type as type 1d6 or 1d4 1d6 or 1d4

Range Increment 10 70 50 50 as type 60 60 n/a 15 15 n/a 10 n/a 10 35

Range Increment 15 or 10 as type as type 10 10 Required Hirelings Armorer Armorer Tailor Armorer, Leatherer Armorer, Leatherer, Tailor Armorer, Leatherer, Tailor Armorer, Leatherer, Tailor Armorer Armorer, Blacksmith, Leatherer Armorer Armorer Armorer, Carpenter Armorer, Carpenter

Armor type Alchemist: Learned in the admixture and creation of the various powders, elixirs, unguents, salves, ointments, oils, essences, and other arcane ingredients. A level seven magic user requires the aid of an alchemist to create magical potions; by level eleven such assistance is no longer needed, but will reduce the cost and time involved by half if available. In general, alchemists must be sought in cities. It is very unlikely that they will take service with a player character unless retained for a year or more, provided with a well stock laboratory and an initial fiscal incentive of up to one hundred gold pieces. Armorer: Required for the production and maintenance of armor and shields; for every sixty men at arms or barded warhorses present, there must be at least one armorer available. Each must be provided with a workroom and forge at an additional cost, but sufficient apprentices and assistants are assumed to be accounted for as part of his monthly wage. Whilst otherwise unoccupied, and given an initial week in which to prepare, an armorer of sufficient skill may produce items in accordance with the table below; the GM should determine the additional cost involved and what level of skill an individual armorer has reached. Helmet, Small Helmet, Great Padded Armor Leather Armor Ring Armor Studded Armor Scale Armor Mail Armor Splint Armor Banded Armor Plate Armor Shield, Large Shield, Small

Skill Level High High Low Low Low Low Low Average Low High High High High

A dwarf armorer is more likely to have a higher level of skill and is twice as efficient, but also demands three times the standard wage; furthermore, a dwarf is unlikely to serve for more than a year at a time. A gnome armorer is slightly more likely to have a higher level of skill and increases efficiency by half, but requires twice the ordinary wage. The services of an elf armorer can only be obtained for five times the usual wage, but will produce mail of the highest quality and reduce the production time by half. 104

Blacksmith: Essential for the maintenance of a stronghold and any resident soldiery; for every blacksmith retained the needs of up to one hundred and twenty men or horses can be met, but there must be at least one in every stronghold and a workroom and forge must be provided for each. If sufficient time is available, a blacksmith can produce simple weaponry at the following rates and at a cost determined by the game master. Weapon Type Arrow Head Quarrel Tip Spear Morning Star Flail Pole Arm Days to Produce 1 1 2 2 5 5

d% 01-04 05-10 11 12-17 18-21 22-24 25-35 36-38 39-45 46-49 50-52 53-57 58-65 66-77 78-79 80-81 82 83 84-88 89-90 91-96 97-99 00

A dwarf blacksmith is three times as efficient as a human, but will demand ten times the ordinary pay. A gnome blacksmith is twice as efficient as a human, but will demand four times the usual wage. Engineer (Architect): Necessary for the successful construction of any but the most simple of surface structures. An architect requires payment by the month, even for short projects, and expects to receive an additional sum equal to one tenth of the building costs. Unless the construction site was approved by an architect, there is a three in four chance that any structure will collapse within a month to a few years of completion. Engineer (Artillerist): Mandatory for the construction and correct operation of siege weapons, such as the trebuchet or ballista. Any attempt to build or use such weapons correctly without the aid of such an engineer will surely fail. If retained for only a few months at a time, this specialist demands higher pay, perhaps as much as sixty percent above the standard wage. Engineer (Miner and Sapper): Indispensable for the overseeing of any mining operations, underground construction, or siege and counter siege works that involve trenches, fortifications, assault towers and other similar siege devices. A dwarf engineer of this sort is required if dwarf miners are employed; he will demand twice the standard wage, but increase the productivity of any human miners by one fifth. Jeweler and Gemcutter: Able to speedily and accurately appraise the value of most gems, jewelery and other precious objects, a jeweler is also capable of repairing, enhancing or newly creating ornamented items and jewelery Simple tasks, such as setting a stone in the hilt of a sword or the forging of a plain ring, might take only a few days to a week, whilst more complex undertakings, such as producing a gem studded bracelet, could take up to a month; of course, truly opulent and intricate items might take a year or more. Often a jeweler is also skilled at cutting gems; just as in their former capacity they may increase the value of an item through their craft, as a gemcutter they may increase the value of poorly cut stones, usually those worth less than five thousand gold pieces. However, the level of proficiency an individual possesses with regard to each skill varies and must be determined by the game master. A dwarf of this profession often possesses a greater degree of general ability than a human, but commands twice the pay. A gnome may be no better a jeweler than a human, but they are typically of even greater skill than a dwarf when it comes to gemcutting, and can also ask for twice the standard wage. Mercenaries: The numbers, type and frequency of men at arms available in a given settlement are at the discretion of the game master, but a chart is provided below with suggested probability distributions. In general, when a group of six to ten mercenaries of the same type is encountered they will be led by a sergeant; larger groups will be led by a lieutenant or captain, as appropriate, and include sufficient sergeants to keep the regular soldiers in order. There must be an officer, such as a captain, for each body of mercenaries that a player character wishes to retain.

Type Bowman, Long Bowman, Short Bowman, Short (Mounted) Crossbowman Crossbowman (Mounted) Slingman Footman, Heavy Footman, Heavy (Mounted) Footman, Light Footman, Light (Mounted) Pikeman Horseman, Heavy Horseman, Medium Horseman, Light Artillerist Sapper Captain Lieutenant Sergeant Any Ranged Any Foot Any Horse Any

1-40 1d6 2d6 1d3 2d6 1d6 1d3 1d6 1d3 1d6 1d6 1d6 1d3 1d3 1d6 1 1d2 1 1 1 as type as type as type as type

41-70 2d6 3d6 1d6 3d6 2d6 1d6 3d6 1d6 2d6 2d6 3d6 1d6 1d6 2d6 2 2d2 1 1 1 as type as type as type as type

71-90 3d6 4d6 2d6 4d6 3d6 2d6 5d6 2d6 3d6 3d6 5d6 2d6 2d6 3d6 3 3d2 1 1 1d2 as type as type as type as type

91-100 4d6 5d6 3d6 5d6 4d6 3d6 10d6 3d6 4d6 4d6 7d6 3d6 3d6 5d6 4 4d2 1 1 1d3 as type as type as type as type

The majority of regular men at arms are zero level characters with 1d4+3 hit points; if more experienced soldiers are desired, then the game master must decide with what frequency they are available and what payment they require in accordance with the campaign milieu. Similarly, the prospect of raising militias and levies is not addressed here, their quality depending on many factors, but in most cases being inferior to that of professional soldiery. As with most standard hirelings, very few men at arms will agree to serve for periods of less than a month and sergeants, lieutenants and captains will never agree to serve for such a limited duration. Mercenaries retained on a short term basis will rarely agree to perform dangerous duties unless paid considerably more than the standard sum; indeed, thirty times the daily wage is typically demanded. Artillerist: Required for the operation of siege weapons and other engines of war; in desperate circumstances, artillerists will fight in the manner of light footmen. Typical equipment includes studded armor, short sword, and dagger. Bowman, Long: Expert in the use of powerful bows, long bowmen also serve as light footmen when required. Typical equipment includes studded armor, long bow, quiver with twelve arrows, and hand axe. Bowman, Short: Proficient in the use of bows, short bowmen can also fight as light footmen, but usually will not. Typical equipment includes studded armor, short bow, quiver with twelve arrows, and hand axe. Bowman (mounted): Skilled at shooting from the saddle, but generally unwilling to close to melee; mounted bowmen have a reputation for poor discipline. Typical equipment includes a light warhorse with gear, studded armor, short bow, quiver with twelve arrows, and hand axe. Captain: Equivalent to a fifth to eighth level fighter, but incapable of conventional advancement by level. A captain may lead twenty men at arms and one lieutenant for every level of experience he possesses, as well as the necessary number of sergeants; the monthly wage demanded by a captain is equal to his level multiplied by 100 gold pieces. Crossbowman: Practiced in the use of crossbows and willing to fight as light footmen when required. A heavy crossbowman will often require a light footman to shield him whilst reloading. Typical equipment includes studded armor, light crossbow, quiver with twelve light bolts, and hand axe. Crossbowman (mounted): Trained to shoot and reload light crossbows from horseback, mounted crossbowmen are also willing to fight hand to hand when necessary. Typical equipment includes a light warhorse with gear, studded leather, light crossbow, quiver with twelve light bolts, and light pick. 105

Footman, Heavy: Intended primarily for fighting and maneuvering in close order on open ground, heavy footmen employ the appropriate arms and armor Typical equipment includes scale armor, halberd, and short sword. Footman, Heavy (mounted): Familiar enough with horses to ride them, but not trained to fight from horseback, mounted heavy footmen dismount to fight. Horses need to be looked after during combat, which requires one man for every four mounts. Typical equipment includes a riding horse with gear, scale armor, halberd, and short sword. Footman, Light: Accustomed to fighting in open order and traversing broken or rough terrain, light footmen are armed and armored accordingly. Typical equipment includes studded armor, large shield, spear, and hand axe. Footman, Light (mounted): Familiar enough with horses to ride them, but not trained to fight from horseback, mounted light footmen dismount to fight. Horses need to be looked after during combat, which requires one man for every four mounts. Typical equipment includes a riding horse with gear, studded armor, large shield, spear, and hand axe. Horseman, Heavy: Most effective when attacking in very close order on open terrain, heavy horsemen are well armed and fearsome in combat. Typical equipment includes a heavy warhorse with gear, mail barding, mail armor, large shield, lance, long sword, and dagger. Horseman, Medium: Capable of delivering a powerful charge over open ground and in close order, well used medium horsemen can prove decisive. Typical equipment includes a medium warhorse with gear, scale barding, scale armor, large shield, lance, broad sword, and dagger. Horseman, Light: Swift in pursuit and quick to retreat, light horsemen fight in open order and make excellent skirmishers. Typical equipment includes a light warhorse with gear, leather barding, studded armor, small shield, lance, and hand axe. Lieutenant: Equivalent to a second or third level fighter, but incapable of conventional advancement by level. A lieutenant may lead ten men at arms for every level of experience he possesses, as well as the necessary number of sergeants; in addition, he may command a number of unassigned sergeants equal to his level. When serving a captain, only the lieutenant counts against the number of men that may be led. The monthly wage demanded by a lieutenant is equal to his level multiplied by 100 gold pieces. Pikeman: Trained to fight with long pikes and maneuver in close formation on flat terrain, pikemen will also fight as heavy footmen. Mixed formations of more than one hundred pikemen and heavy foot require at least two months of drilling to be effective. Typical equipment includes scale armor, pike, and short sword. Sapper: Necessary for the use of assault towers, the construction or undermining of fortifications, and other siege works. Sappers fight in the manner of heavy footmen, but are usually lightly armored and unwilling to engage in combat. Typical equipment includes studded armor, short sword, and dagger. Sergeant: Equivalent to a first level fighter, but incapable of conventional advancement by level. A sergeant can lead up to ten men independently or in service to a lieutenant or captain. In any given company, there must be one sergeant for every five to ten men at arms. The monthly wage required by a sergeant is ten times that of the troop type he leads. Slinger: Adept in the use of the sling to disrupt and harass the enemy, slingers are also able fight as light footmen, though they are generally restricted to light armor and weapons. Typical equipment includes studded armor, small shield, sling, pouch with twelve bullets, and hand axe.

In general, demi-humans will only agree to take service with a champion of their race or in a cause that is directly in their interest, with the aid of elves being the most difficult to obtain. As an exception, dwarf mercenaries might, for double normal pay, be successfully recruited to fight in the causes of others. Many humanoids, such as kobolds, goblins, orcs, hobgoblins, bugbears or gnolls, may take service with evil aligned characters that are powerful enough to master them or insidious enough to manipulate them. They may even serve for less than half pay, but such soldiery are given to breaches of discipline, vile behavior, despoliation of any territory they pass through and the intolerable abuse or murder of any unfortunate inhabitants. Sage: The ultimate receptacle of knowledge and lore, a sage is a sort of medieval research library contained in one being. The sage can be summed up as a person with a degree of knowledge on just about everything, a lot of knowledge in a few specific fields, and authoritative knowledge in his or her special fields of study. In game terms, the sage would be able to converse intelligently on a wide variety of subjects but would give very good advice in his or her field of study, authoritative advice in his or her special areas of research, and reasonable advice in one or two other fields. Keep in mind, too, that all this is relative advice from a sage should never be lightly ignored, no matter the subject under discussion or area of study of the sage. Obviously, portraying such an individual presents a challenge: how much does the sage know and in what areas does he or she know it? The tables presented here should help the GM to fully answer those questions. First, the fields of specialty must be determined. As always, random generation scores are included but the GM should feel free to tailor a sage to campaigns needs. Be careful of meta-game questions or information. This is to say, the players should not be able to ask things about which the characters should have no knowledge, nor should the sage divulge information which she should not possess. If laser guns do not exist in your milieu, for instance, then no question concerning them should be answered. Sage Ability Table d% Minor Fields 01-10 11-30 31-50 51-70 71-90 91-00 1 1 1 2 2 2 Special Categories in Major Field 2 3 4 2 3 4

Optional Rule: At the discretion of the game master, a player character fighter of the appropriate level may serve as a sergeant, lieutenant or captain, as might an allied non-player character fighter or henchmen. A character of a related class, such as ranger or paladin, might also suffice if the circumstances warrant such an allowance. Non-Human Mercenaries: The opportunity to retain the services of nonhuman mercenaries is something that depends on an individual campaign milieu; however, it is typically more difficult than enlisting standard men at arms. Individuals of mixed ancestry, such as half elves or half orcs may be found amongst the ranks of either parentage.

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Sage Fields of Study (d%) Humankind (01-30) Art Law Biology Politics Demography Psychology History Religion Languages Sociology Demi-Humankind (31-40) Art Law Biology Politics Demography Psychology History Religion Languages Sociology Humanoids (41-50) Art Law Biology Politics Demography Psychology History Religion Languages Sociology Natural Philosophy (51-65) Alchemy Mathematics Architecture Meteorology Astronomy Metallurgy Chemistry Oceanography Geography Physics Geology Topography Fauna (66-75) Amphibians Insects Arachnids Mammals Avians Marsupials Crustaceans & Molluscs Reptiles Fish Flora (76-85) Bushes & Shrubs Herbs Flowers Mosses & Ferns Fungi Trees Grasses & Grains Weeds Supernatural & Unusual (86-00) Astrology & Numerology Magic Cryptography Medicine Divination Metaphysics Heraldry, Signs, & Sigils Planes Chance of Knowing the Answer to a Question: Roll the generated number or less to determine if the sage knows the answer to the query. Question is: Out of Fields In Minor Field In Major Field In Special Category General 35% 50% 70% 90% Specific 10% 35% 60% 75% Exacting 1% 15% 35% 50%

busier the sage is kept and the more often his or her studies are interrupted, the more materials and money he or she will likely demand. Sage Characteristics: If a sage is to be hired for a long period of time, his or her abilities and alignment should be determined as follows. Strength: 1d8+6 Dexterity: 3d6 Constitution: 2d6+3 Alignment: see table below d% 01-05 06-10 11-20 21-30 31-40 Intelligence: 1d4+14 Wisdom: 1d6+12 Charisma: 2d6+3 Hit Points: 4d6 d% 41-60 61-80 81-90 91-00 Result Lawful Neutral Neutral Neutral Evil Neutral Good

Result Chaotic Evil Chaotic Good Chaotic Neutral Lawful Evil Lawful Good

Special Skills: Sages have limited ability in spell-casting granted to them by the sheer volume of knowledge they have accumulated and the type of spell is usually related to their field of specialty The GM should determine whether the sages spell-casting ability is arcane, phantasmal, divine or druidic when the sage is created, based on a judgment call rather than a random roll. Expertise in the field of magic, for instance, would indicate arcane spell ability. On the other hand a sage with extensive knowledge of trees would have druidic spell ability. Phantasmal magic might be associated with psychology and divine ability with astronomy. Roll 1d4+2 to determine the maximum level of the spells the sage knows and 1d4 to generate the maximum number of spells known for each level. Spells memorized by the sage will normally be of utility to a non-adventuring type person, for example: unseen servant, read magic, locate object, or tongues. The sage will cast the spell at the minimum level required for a member of that class to cast the spell. Tongues, to take an instance from the above list, would be cast by the sage as a 5th level magic user. A sage will regard his or her spell knowledge as a closely-kept secret and will not divulge this ability lightly. Hiring a Sage: Only fighters, rangers, paladins, thieves, and assassins may hire a sage; though other classes may consult with sages as need dictates. Hiring a sage will require the PC have a stronghold outfitted with space for the sage as indicated above. Sages will only accept a permanent offer of lifetime service. Location of a Sage: Sages are located in larger towns and in cities, particularly near universities, museums, libraries, and the like. Sages also have a somewhat informal brotherhood but there is nothing such as a guild house where one might inquire about hiring a sage. Any sage will have a general knowledge as to the whereabouts of most sages in the area. Likewise, the employment of any sage will quickly become common knowledge throughout the general area. Short Term Employment Consulting a Sage: Players do not need to hire a sage before asking questions of one. Consultations last no more than 1 week, after which the sage will not be available to the players for the period of 1 month. Consultation fees run to 100 gp per day plus the amount shown on the tables in Information Discovery section below. Long Term Employment: As with most types of hirelings, sages agreeing to employment will show up with only the clothes on their backs and the shoes on their feet. Unlike other hirelings, however, the initial outlay of money and materials involved with employing a sage is considerable. Support and salary, per month: 200 gp to 1,200 gp (2d6 x 100) Research grants, per month: 200 gp to 1,200 gp (2d6 x 100) Initial material expenditure: 20,000 gp minimum This minimum initial material expenditure will allow the sage to operate at about 50% efficiency in performing research and providing information. Each extra 1,000 gp will increase efficiency by 1% until 90% is reached (60,000 gp). Thereafter, each 1% increase will cost the employer a further 4,000 gp. This is to simulate the increasingly difficult acquisition of rare books and equipment. The proper setting and materials for the sage to operate at 100% efficiency cost a total of 100,000 gp. The employer can spend still more money to increase the sage ability in both general and specific fields of study. For 5,000 gp and 1 month of uninterrupted study, the sage can increase ability outside of his or her field 1%, up to a maximum gain of 5%. 107

Examples of the different types of questions: General: Do humanoids inhabit the region north of the Great Mountains? Specific: Do hobgoblins of the Three Skulls tribe live in the region north of the Great Mountains? Exacting: Do the hobgoblins of the Three Skulls tribe living in the region north of the Great Mountain possess the dread artifact known as The Great Spear of Kaliban? A sage does not carry all his or her knowledge within his or her head. Picture the modern attorney and the considerable size of the libraries in his offices. This may give one an idea of the sheer volume of stored information a sage will wish to be able to access on demand. Sages are scholarly, eccentric types and a PC offering to hire one will be expected to provide private living spaces far away from noise and the bustle of activity. The minimum quarters a sage would accept would consist of four separate rooms of no less than 200 sq ft each: living quarters, study, library, and workroom. Depending upon the field of specialty, the sage may also request various other areas, such as a zoo for housing living creatures for study, or a greenhouse for the study of plants. The average sage will see the player as the opportunity for acquisition of additional materials for study and categorization and will, in all likelihood, demand far more for his or her work than he or she will actually need. At any rate, the

For 10,000 gp and 1 month uninterrupted study time the sage can increase expertise in his or her minor fields of study by 1% up to a maximum gain of 5%. A minor field can be added, up to three maximum, for 100,000 gp and 2 years of study. A major field of study requires 200,000 gp and also requires an uninterrupted 2 years of study time. Payment for such additional studies must be made in advance and if the sage is asked a question during that time the money is lost and effort wasted. INFORMATION DISCOVERY Use the table below for determining fees and time required for information discovery. This table assumes research under the optimal condition of the sage having a well-stocked workshop with library and being located near a large town or city. Location is important because the sage may need additional equipment or materials for additional research which simply would not be available in more rural settings. A sage located far from large population centers will probably require double the regular fee schedule and allotted time for research. In such a situation, after rolling on the Chance of Knowing the Answer to a Question table, roll d% again. For all categories except Special, if the second roll is 20% or less of the first percentage generated the sage knows the answer without having to conduct the research at the more expensive double rate, since the information he or she already has at hand is sufficient to answer the query. For example: A sage in a remote location is asked specific question in an Out of Fields category. The GM rolls a 10 on a 1d10 and the table yields a result of 20%. The GM rolls d% again and if the result is 1 (20% of 20) the sage will be able to provide an answer at the regular cost; otherwise research time and cost will be doubled. For questions in the sages special category of knowledge the spread increases to 80%. Fees for secondary questions based upon answers to a previous question are subject to the sages reaction to the players; the GM must decide whether the fee is charged again, or partial, or waived. Unknown information will take from 50%-100% of allotted time to determine whether sage can answer the question, but will cost only half the standard rate. The abbreviation r means rounds, h means hours, and d means days. Information Discovery Time and Cost Table Question is: General Specific Out of Fields 1d6r 2d6d In Minor Field 1d4r 2d10d In Major Field 1d3r 1d12d In Special Category 1d2r 1d10h Exacting 5d8d 3d10d 2d6d Cost (gp) 100/d 1,000/d 500/d 200/d

share a player character receives; each lieutenant will similarly expect to receive one tenth share and each mate one fiftieth, whilst at least a further tenth share is to be distributed between the crewmen. Lieutenant: Equivalent to a second or third level fighter, but incapable of conventional advancement by level. At least one lieutenant is required for every twenty crewmen or part thereof that makes up a ships company, but not including mates. The monthly wage demanded by a lieutenant is equal to his level multiplied by 100 gold pieces. Marine: Trained primarily to repel and engage in boarding actions, marines otherwise fight in close order as heavy footmen. Typical equipment includes scale armor, large shield, spear, short sword, and hand axe. Master: Equivalent to a fifth to eighth level fighter, but incapable of conventional advancement by level. A ship must have a master of the appropriate type if it is to operate without fear of preventable disaster. The monthly wage required by a captain is equal to his level multiplied by 100 gold pieces. Mate: Equivalent to a first level fighter, but incapable of conventional advancement by level. At least one mate is required for every ten crewmen or part thereof that makes up a ships company. Oarsman: Accustomed to protracted periods of steady rowing, oarsmen are well paid and willing to fight as heavy footmen. Typical equipment includes studded armor, small shield, short sword, and dagger. Sailor: Necessary for the operation of most sailing vessels, sailors will fight as light footmen, but are unwilling to wear body armor Typical equipment includes small shield, short sword, and dagger.

Spy: Recruited to secretly watch the actions of others and gather information, a spy could be anyone from an underpaid and unhappy chamber maid to a professional thief or assassin. A player character wishing to engage the services of a prospective informer must do his own convincing. Fees may vary wildly, from perhaps a mere hundred gold pieces to many thousands, depending on the individual and the difficulty of what is asked. The base probability of successfully completing a task ranges from ten to fifty percent, in accordance with its complexity, and modified as appropriate by taking into account the class and level of the spy. A character who is often involved in subterfuge may be treated as though a spy of a level equivalent to the number of successful assignments he has carried out, within reasonable limits. Of course, there is always a small chance that a spy will be discovered, especially during a lengthy and complex assignment, and failure may result in disappearance, death or betrayal. Steward: Responsible for the administration of a stronghold in the absence or inability of a player character, a steward holds a position of great prestige and trust. Usually, such an individual is promoted from the position of mercenary captain and will not afterwords take kindly to being asked to re-assume that role, even temporarily. Whilst serving within the stronghold, a steward is capable of leading forty men at arms and two lieutenants for every level of experience he possesses, as well as the necessary number of sergeants. Given that a fortress is well provisioned, garrisoned and supported at the time at which he is appointed, a steward will see to it that such remains the case. Of course, if a player character expects his dependents to vigorously resist any enemy action in his absence or incapacity, he must ensure that the loyalty of such men is strongly maintained. The monthly wage due to a steward is equal to his level multiplied by one hundred gold pieces. Optional Rule: At the discretion of the game master, a henchman of the appropriate class and level might be appointed as steward, rather than a mercenary captain. Weaponer: Required for the production of complex weaponry and the maintenance of the arms of any soldiery; there must be at least one weaponer available for every sixty men at arms retained. Each must be provided with a workroom and forge at an additional cost, but sufficient apprentices and assistants are assumed in his monthly wage. Whilst otherwise unoccupied and given an initial month in which to prepare, or a year in the case of long and composite bows, a weaponer may produce various arms at the below rates and at a cost determined by the game master. A leatherer is necessary for the creation of scabbards and sheaths.

Rest and Recuperation: For every day spent in research the sage must spend 3 days resting. Interruptions during this down-time will result in additional days of rest and maximum costs and research times for any questions he or she is compelled to answer. Demi-Human or Half-Human Sages: Most sages are human but sometimes sages of other races will be encountered. Chances are they will not be interested in consulting with player-charactersespecially human PCs. As always, this rule depends upon their reaction to the players and the circumstances of the encounter. Scribe: Practiced in the art of writing, a typical scribe is expected to keep records, write letters and copy documents. Others may possess additional skills, such as cartography, counterfeiting, cryptography, illuminating or the ability to write, read or otherwise comprehend more than one language. Such accomplished individuals might command ten times the standard wage. Ship Company: The availability of crews and ships in a given port willing to take service with a player character is at the discretion of the game master. A vessel must normally be suited to the waters into which it will venture and the crew recruited appropriate to the ship, as well as familiar with its handling; a mixed crew, for instance, is required for vessels that employ both sail and oar. A vessel and crew intended for river travel will be unsuitable for coastal voyages, just as a ship built for coastal trading will be of little use on the open sea. If any of these criteria are left unmet, there will be a significant chance of mishap. Every ship, no matter the size, requires a master, at least one lieutenant and a mate. In all respects other than those outlined below, these officers correspond to the mercenary captain, lieutenant and sergeant, respectively. The master of the ship will expect to receive one half share of any treasure taken for every full

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Weapon Type Bow, Long Bow, Composite Crossbow, Heavy Scimitar Sword, Bastard Sword, Broad Sword, Long Sword, Short Sword, Two Handed Other

Days to Produce 6-15 6-15 2 3 3 2 2 1 6 1

Race: The race of each respondent depends on the locality, and should be in proportion to the established racial demographic. That is to say, if the above prosperous trading city has a human population of 24,000, then 80% of candidates should be of that race. If you wish to reflect a higher incidence of adventurers in the demi-human population, then consider doubling the number who respond. Class: Use the table below to randomly determine class of applicants. Once characteristics are known, and given that the prospective character qualifies, there is a 1 in 10 chance that a fighter will actually be a ranger, and the same that he will be a paladin. There is similarly a 1 in 6 chance that a magic user will be an illusionist, that a cleric will be a druid, or that a thief will be an assassin, given that the candidate meets the requirements for such a class. Demi-humans may have two or three classes, if they have two scores greater than 13 in the relevant characteristics, and always assuming that they otherwise qualify. d% 01-40 41-60 61-80 91-00 Class Fighter Magic User Cleric Thief

At the discretion of the game master, specialist weaponers may be required for the making of some weapons. For instance, a blade smith for the forging of swords and daggers or a bowyer and fl etcher for the whittling of bows, construction of crossbows and manufacturing of arrows. In any case, procuring the full time services of a weaponer should always be somewhat difficult. A good deal more could be said on the subject of hirelings. Many possible common professions are not represented here, rates of pay that take into account the relative skill of individual craftsmen are not provided, supply and demand is not accounted for, nor is the difficulty and prospective cost of persuading standard hirelings to undertake work in hazardous conditions discussed. This is partly because such things are too variable to systematize adequately, but it also allows for individual game masters to develop the level of complexity that they are comfortable with.

HENCHMEN
Henchmen are classed and leveled non-player character adventurers in the service of higher level player characters. A third level magic user, for instance, might take on a first level fighter henchman to act as his personal guard. However, the henchmen of a player character are more significant than mere hirelings; they become his companions, friends, and supporters, acting in his interests even in his absence. Indeed, a very loyal henchman may sacrifice his very life in defense of a player character or charge unbidden into the thick of the fray to rescue him. Consequently, henchmen are highly sought after by experienced players, and the number a character may have is limited by his charisma score. Demographics: The number of henchmen available in a particular locale depends on the total population, and its predisposition towards attracting adventurer types. A prosperous trading city with 30,000 inhabitants might have 300 characters capable of level advancement, but only 1 in 10 of them are likely to be available and interested in serving as henchmen. The incidence of adventurers may be higher or lower, depending on the settlement, its circumstances, and the assumptions of the campaign milieu, perhaps varying by as much as a factor of five or more in either direction. Recruiting: There are four basic ways in which a player character may attempt to locate a henchman, and each may be attempted only once a month, either individually or in combination. Hiring a public crier costs 10 gp, and will attract 1d10% of those available, whilst posting notices in prominent places costs 50 gp to draw 10d4% of the same. Using agents is costly at 300 gp, but will bring 5d10% of potential henchmen, and a minimum of 10%. A character willing to frequent the various inns and taverns available will induce 1d4% for every 10 gp spent ingratiating themselves with patrons and staff, to a maximum of 5d4%, but every such establishment visited, up to a maximum of ten, reduces the effectiveness of the others by 1%. Furthermore, each method used in combination beyond the first reduces the sum by 5%. Response: The modified total resulting from recruitment efforts is the percentage of all available potential henchmen that respond. Following the first efforts at recruitment, applicants will appear over the course of 2d4 days. If the player character is not present at the agreed place when an individual seeks them out, then that recruiting opportunity is lost. Casting spells upon a prospective henchmen will result in an unfavorable response, though if they consent an exception might be made for know alignment or detect good/evil. Direct questions about alignment and other breaches of etiquette will also be poorly received. Characteristics: Only relate to the interviewing player character what can be detected by normal observational means. Do not blurt out the characters alignment, constitution score, or level. Instead, allow a general idea of these attributes only as a reward to careful questioning on the part of the interviewer.

Level: Newly recruited henchmen are generally first level characters. The exceptions to this are if the player character himself is higher than sixth level or higher than twelfth level. In the former case, his reputation is such that 1 in 10 henchmen are second level;whilst in the latter case he has achieved such renown that 1 in 4 are second level, and another 1 in 4 are third level. Cost: Once a potential henchmen is selected, there are still costs to be paid and negotiations to be completed. The minimum offer a henchmen will consider is 100 gp per level; this yields a 30% chance of the offer being accepted, which increases by 1% for each additional 10 gp offered above the minimum, up to a maximum of 60%. Equipment: Prospective henchmen arrive with nothing but the clothes they are wearing and perhaps a few coppers in their pockets. This apparent lack of success as an independent adventurer is the main reason he is seeking the position of henchman, and the offer must therefore include complete equipment in accordance with his class(es). Any magic items useful to the character will typically increase the chance of acceptance by 15%, magical ammunition counting only in groups of six. Room and Board: The potential henchman always expects this. Not including an offer of free room and board decreases the chance of acceptance by 25%. Treasure: The player character must explain to the prospective henchman his specific duties and what is more generally expected. The henchman will want to know what percentage of treasure will be apportioned, and what to expect with regards to magic items. In addition to living expenses, henchmen typically receive a half-share of the treasure gained on a given expedition; they will also expect healing and other restorative spells as needs dictate. The Offer: If the player character tenders an offer the game master must tally up all the percentage modifiers listed above and add any charisma adjustment indicated. This is the offer acceptance chance; if the number rolled does not exceed this chance, then the non-player character accepts service as a henchmen. Exceptional Henchmen: In certain circumstances, a player character may have a relatively high level non-player character in his power, which may then lead to an offer of henchman status. In general, if such a character is more than two levels higher than the player character he will accept only associate status for one or two adventures. No inducement will cause him to willingly accept a longer period of service. However, if the player character is more than two levels higher than the non-player character then an offer may be made normally in accordance with the above guidelines. In any other circumstances, the nonplayer character will agree to accept associate status for only 1d4weeks or adventures. If an offer is accepted under threat, then the character will likely be of questionable loyalty. Associates: Typically, an associate non-player character regards himself as being the equal of any player characters, or perhaps their better; he may have been coerced, hired, or joined the party of his own free will and for his own ends. Regardless such characters expect to be treated as a true member of the 109

group, taking their fair share of the risks, and receiving a full share of any treasure or magic items gained. Associates rarely function in this capacity for any great length of time, usually one or two adventures. LOYALTY OF HIRELINGS AND HENCHMEN Sooner or later the loyalty of a non-player character will be put to the test. Initial loyalty is 50%, and is adjusted according to the charisma modifier of the player character in whose service they are. The following are guidelines for adjusting hireling and henchmen loyalty to correspond with prevailing circumstances, but they may also be applied more widely to help determine the reaction of other non-player characters and monsters. An experienced game master is not expected to have to refer to these tables, as his own judgment will generally suffice. Alignment of Player Character Alignment Modifier Chaotic -10% Evil -5% Neutral +0% Good +5% Lawful +10% Alignment of Hireling or Henchmen Alignment Player Allies Character Similar +0% +0% Different -10% -5% Opposed Irreconcilable -20% -30% -10% -15% Example Lawful Neutral to Neutral Chaotic Neutral to Neutral Good Neutral Good to Chaotic Evil Lawful Good to Chaotic Evil

Payment of Hirelings or Henchmen Status Modifier Unpaid -20% Late -15% Very Poor -10% Poor -5% Standard +0% Good +5% Very Good +10% Treatment* Type Vicious Cruel Normal Kind Beneficent Discipline* Type Brutal Indifferent Fair Modifier -20% -10% +0% +10% +20% Modifier -10% +0% +10%

*As long as the hireling or henchmen fears the player character and believes its actions will likely be observed or reported to some consequence, treat negative modifiers as positive. Other Considerations: Many other situations and circumstances are not accounted for or systematized above, and the game master should feel free to do so himself. Being outnumbered or outclassed by enemies in a combat situation is a good example, as is the death, capture or incapacitation of leaders. Acts of dishonor or evil may lower morale, just as acts of heroism and charity might raise it, depending on the alignment and disposition of the characters or monsters in question. Such factors could potentially swing immediate morale up to fifty percent or more in either direction. Loyalty Test: A loyalty test may be called for in a variety of situations; most commonly it is taken when significant casualties are suffered during a combat encounter, but other moments of stress for a test to determine how a non-player character reacts. Typical examples include being persuaded to give up a magic item, having the opportunity to steal without being discovered, or offered an inducement to act against the interests of the player character. In such circumstances, a 1d100 is rolled and if the result is higher than the adjusted loyalty score of the character, then he gives into temptation. Adjusted Loyalty Score < 01 01-25 26-50 51-75 76-100 > 100 Loyalty None: Could desert or worse at any time. Disloyal: Will seek personal gain at all times. Somewhat Loyal: Will serve, but exploit any advantage to the full. Fairly Loyal: Will perform routine tasks most of the time. Loyal: Will attempt to serve, even in difficult situations. Fanatical: Will serve unquestioningly and fight to the death

Racial Preferences of Hireling or Henchman Relationship Player Character Allies Hated -20% -10% Antipathy -10% -5% Tolerated 0% 0% Friendly +10% +5% Preferred +20% +10% Status of Hireling or Henchmen Type Modifier Slave -30% Conscript -20% Hireling -10% Follower +0% Henchman +10% Length of Service Length Modifier 0-1 month -5% 0-1 years +0% 1-2 years +5% 2-3 years +10% 3-4 years +15% 4-5 years +20% 5+ years +25% Training of Hireling or Henchmen Type Modifier Untrained -30% Semi-trained -20% Trained, but untested -10% Trained +0% Veteran +10% Elite +20% Leader +30%

General note: The acquisition of henchmen and hirelings is key to long term success for player characters in the ongoing campaign. They provide a support structure that can help to minimize the worst misfortunes of defeat and reinforce the achievements of victory. Henchmen may even become prominent themselves, perhaps even becoming independent upon the death or retirement of the player character. However, non-player characters should not be treated lightly nor taken for granted; they should react in believable ways and pursue their own ambitions and interests when such seems reasonable. It is the responsibility of the game master to ensure that they are portrayed in a manner that keeps the game challenging for the players.

ADVENTURE AND EXPLORATION


A1E is a game of adventure, and the primary activity in adventures is exploration. Even though the rules for combat take up more space in this rulebook, play tends to focus more on exploration than combat. Whether the party is investigating an old ruined shrine, delving into an abandoned dwarfish mine, traversing an unknown wilderness, sailing uncharted waters, or venturing 110

beyond the physical world into the planes of existence, exploration is central to adventure and thus to the game. While exploration tends to be resolved in a looser, more freeform manner than combat, where description and negotiation are central and pre-defined rules take a background role, there are nonetheless some standard procedures that will help the GM resolve these activities efficiently. If you are new to A1E-compatible rule sets, please reread the section on Time Measurement at the beginning of Chapter III and ensure that you understand it fully before reading further. When exploring dungeons time is measured in turns. In the wilderness or at sea time is typically measured in days. The planes are a special case and can conform to either, or neither, of the above.

a sword, move up to a door and attempt to open it all in the same turn, for example. Longer actions may take several turns to resolve (such as making a minute search of a 500 sq ft wall) and sensible parties will take steps to guard a character engaged in such activity from unexpected attack. The guiding principle behind the exploration rules is to maximize the number of meaningful decisions the players take about their actions, and minimize the number of dice rolls between each decision. Wandering Monsters: Typically, wandering monsters are checked for every third turn and encountered 1 chance in 6. If a wandering monster does appear, determine the creature involved randomly unless some factor makes it obvious what the party has met. Some dungeon levels have special provisions for wandering monsters affecting the frequency of checks, the chance of an encounter, or both. For example, in the first level of the Pod Caverns of the Sinister Shroom, the chance of meeting a wandering monster is only 1 in 10. Wandering monsters in dungeons should be appropriate to the environment both in type of creatures encountered and encounter difficulty. Traditionally dungeons are organized such that the deeper the dungeon level, the more numerous and deadly the creatures encounteredso a group of first level characters exploring the first level of a dungeon should tend to encounter first level monsters, with maybe the occasional second level one, whereas on the sixth dungeon level, characters might expect to meet third or fourth level monsters. This pattern varies from dungeon to dungeon, however. For example, in the Red Mausoleum, an adventure designed for characters level 12 and higher, most monsters are extremely powerful even on the very first level! At the GMs option, wandering monster checks may be made less often or even skipped entirely, but before doing so it is important to think about the reasons behind the rules, and particularly what the wandering monster check should accomplish. The first purpose served by wandering monster checks is to create an impression of complexity in a living dungeon environment without GM needing to create activity schedules or account for every creature in the dungeon at every moment. Monsters in the dungeon will have various reasons for leaving their lairs: some may be on patrol, others looking for food, and still others exploring the dungeon just like the player characters; all of the above and more are represented by the wandering monster die. The other purpose of wandering monsters has nothing to do with verisimilitude and is purely a rules construct, but an important one: wandering monsters discourage players from wasting time. If there is no chance of meeting a wandering monster, there is no incentive for the players to keep the game moving no reason why they shouldnt hold long conversations about their course of action and methodically check every inch of floor, walls, and ceiling for traps and hidden treasure. Many players, especially those accustomed to computer games that have no in-game time limits, will tend towards a pixelhunting approach to play. It is up to the GM, by means of wandering monsters, to discourage this kind of slow play and keep the game movingotherwise the game will become mired in dull minutiae and nobody will have much fun. The same principles also apply in reverse, though. The GM should adjust the chance of meeting a wandering monster according to the players approach. If the party is stealthy, swift, and silent, avoids heavily-trafficked areas and does not stay long in any one place, they should encounter few wandering monsters. The Role of the Party Caller (Optional): If there are many players in the party, some groups like to designate one player as Caller, or party spokesman, and filter communication through that single player. This role should not default to a party leader who gives the other players orders and reduces them to spectators! Rather, some groups may find that by having a single player speak for the whole group, potential chaos of each player competing for the GMs attention is reduced and the game should run more smoothly, improving the play experience for all involved. Therefore, if a caller is used, he or she should consult with the other players and then report the partys actions quickly and accurately to the GM. The caller can be anyone and need not be limited to, for instance, the character with the highest charisma or social standing. In fact, we suggest that if the party uses a caller, the role should rotate among the players from session to session, giving each a turn. 111

SEARCHING THE DUNGEON


Many A1E adventures will involve the characters exploring some enclosed area, be it the dungeons beneath a castle or temple, a system of natural caves and caverns, an abandoned mine, the sewers beneath a city, an enemy fortress, a wizards tower, or a shrine to some dark god. For convenience, and by tradition, these enclosed locations are collectively called dungeons, which thus refers not just to a set of man-made tunnels but to any indoor adventure location. Indoor/dungeon adventures tend to have similar characteristics and thus the same set of procedures and suggested resolution mechanics applies to most dungeon adventures. Order of Play: While exploring in a dungeon, each turn is resolved separately. Experienced GMs sometimes will allow the turns to run together, but this is only recommended after the GM is comfortable with the basic procedures. The order of events in a game turn is as follows: 1. Wandering Monster Check: Every third turn the GM rolls to see if any wandering monsters are encountered (typically 1 in 6 - consult specific level key for non-standard frequency of check or likelihood of encounter) 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: 1 round per attempt, 10% standard chance for success (adjusted for class (thieves, assassins) and race (elves, gnomes, halflings, half-orcs), only 3 attempts allowed per situation (e.g. door) C. Open a stuck or locked door: 1 round per attempt, 2 in 6 standard chance for success (adjusted for strength) for stuck door, locked door requires key, knock spell, exceptional strength, lock picking, or breaking down door, unlimited retries allowed but no surprise possible after failed attempt D. Search for traps: 1-4 rounds per attempt (covering one object or location), chance of success determined by race (dwarf or gnome), class (thief or assassin) or freeform verbal negotiation (at GMs discretion) E. Casually examine (and map) a room or area: 1 turn per 20 x 20 ft room or area F. Thoroughly examine and search for secret doors: 1 turn per 10 x 10 ft area, 1 in 6 standard chance for success (2 in 6 for elves and half-elves) G. Cast a spell: See specific spell descriptions in Chapter II for casting times and effects. H. Rest: Typically 1 turn in every 6, plus 1 turn after every combat, must be spent resting (i.e. no movement or any other strenuous activity) I. Other activities: Duration of attempt and likelihood of success determined and resolved on ad-hoc basis by GM Encounters: If an encounter (either with a wandering monster or a planned encounter) occurs, the GM determines surprise, distance, reactions, and resolves the encounter normally (through negotiation, evasion, or combat) Book-keeping: The GM records that a turn has elapsed and deducts any resources that the party has used (lost hit points, spell durations expiring, torches burning out, and so on).

2.

3.

4.

Since each turn represents ten minutes of time, characters may combine several actions in the same turn if each is reasonably brief. Thus a character might draw

Movement during dungeon exploration: Is at the rates listed at the beginning of Chapter III. This slow, cautious move rate (which works out at a tenth the speed characters move in combat) allows the characters to make a map of their progress, if they wish. When passing through familiar areas or following a map, characters can move at up to five times the normal per turn move rate (so that a character with a normal move rate of 60 ft could move up to 300 ft per turn if passing through known territory). Characters fleeing from an encounter may run at ten times their normal per-turn move rate (i.e. at full combat speed). No mapping is possible while fleeing in this manner and a double rest period (see below) is necessary at the end of the pursuit. Since parties will typically want to remain together, movement speed will necessarily be limited to that of the slowest character in the party. The players should establish, and the party caller inform the GM of, the partys marching order, i.e. which characters are in front, the middle, and bringing up the rear. In a standard 10 ft wide dungeon corridor, up to three characters may walk abreast, though if any are wielding large weapons such as fl ails or twohanded swords, this may be reduced to two characters or even one. Characters in the second rank may only attack with a long weapon, such as a spear or pole arm, or if they are firing missiles over the head of a shorter character such as a gnome or halfling. There are various ways of keeping track of marching order. If miniature figures are in use, they can be placed on some board to indicate where each character is. If miniatures are not in play, most GMs will ask the party to show their marching order on paper. Sensible parties tend to hand the GM a default marching order upon entering the dungeon, and may have standard positions and procedures for other common circumstances as well. A well-organized group might say to the GM, this is our formation when opening a door, or in 20 foot wide passages we move like this, and so forth. If the partys position is for some reason unclear to the GM, he or she is well within his or her rights to determine who is where by means of a die roll. Listening: May be performed in most places, often at doors before opening them. Unless the entire party is still and quiet (no chattering or clanging around), and unless headgear such as helms are doffed, the listener will not detect any noise save the very loudest. Thieves and assassins have an enhanced chance to hear noise (see thief skills in Chapter I). Characters of all other classes have a base 10% chance. This should be modified by race; elves, gnomes, halflings, and half-orcs have a base 15% chance. Normally the GM rolls this die in secret, because the player has no way of knowing whether no noise was heard because of the roll or because there was no noise to hear. A character who fails (or thinks he or she has failed) to hear noise may try again, each attempt taking one round. However, no more than three attempts may be made the same character before the strain becomes too great and no further listening attempts will succeed until the character has rested for at least one turn. If the check is successful, the GM should decide whether there is in fact any noise to be heard. Some monsters, such as bugbears, are stealthy and cannot be detected by listening. However, generally if there is some monster in the area and a hear noise check is passed, the party should gain some clue about what it is. Clever players whose characters speak various monster languages may gain valuable information from overhearing snatches of conversationbut the GM should be careful only to describe what characters can actually hear. So the GM would not normally say you hear a giant spider, but rather you hear a scuttling, rattling sound as the creature climbs to a suitable spot from which to ambush the party. Dont forget, monsters can hear the party in the same way as the party can hear them! Listening for noise as often as possible, at every door and intersection, is an understandably common tactic, because its one of the easiest ways for players to improve the odds in their favorso as to be able to make betterinformed decisions about their actions. This is fine in moderation. However, if the pace of play slows considerably, diminishing the excitement and reducing the adventure to dice-rolling, the GM should discourage the players from endless listening attempts. Emphasize the inconvenience of donning and doffing helmets and headgear while the rest of the party stands around doing nothing;

and if play is still slow, employ tricks that circumvent listening, e.g. silent monsters or phantom noises (perhaps due to strange acoustics in the dungeon or magic). In extreme cases the GM can place traps and monsters that specifically target listening characters, but before it gets to that, the GM should speak frankly to the players and explain that while some degree of caution is good play, carrying things to extremes only makes the game less fun. Balance this against the lethality of the dungeon. In extremely dangerous areas, the players should not be punished for taking due care. Opening doors: Is not normally difficult; the player (or party caller) states the action and the door is opened. However, in some dungeons many doors are stuck and must be forced open. Doors may be locked, braced, jammed, spiked shut or otherwise held fast (by means of a wizard lock spell, for example). Stuck doors may be forced by brute strength (see the strength ability in Chapter I for chances of success). Locked doors will need a key, a thief or assassin to pick the lock, or some may be broken down with axes or battering rams. When designing the dungeon, the GM should note which doors are normal, stuck, locked, etc. as well as the locations of any keys. Attempting to force a stuck door takes one round per attempt and, depending on the size of the door, more than one character may try at once. Thus, two characters could simultaneously try to force a 6 ft wide dooreach character makes a check and success by either indicates the door opens. If the first attempt fails, additional tries may be made at no penalty except for time and noise. Attempting to force a stuck door, and particularly multiple attempts on the same door, is noisy and may increase the odds of meeting a wandering monster. In any event, a failed attempt to open a stuck door will prevent surprise on any creature on the other side of the door. Lock-picking attempts by thieves and assassins are handled in Chapter I and take between 1 round and 1 turn per attempt (depending on the complexity of the lock). 1-4 rounds are typical. Chopping down a door with axes or by other means is time consuming and noisy. It takes a full turn at least to chop down a standard-size door, during which time several wandering monster checks should be made. Naturally, the party will have no chance of surprising any creature on the other side. Furthermore, once a door is opened, it is usually difficult to keep it open, or for that matter to keep it closed. A1E has a double-standard that while adventurers may have a hard time opening doors in dungeons, monsters have no such trouble and can open doors automatically unless the players prevent them. The usual way to hold a dungeon-door open or closed is to wedge it with iron spikes. Even then there is a small chance (at the GMs discretion but often around 20-30%) that a spiked door will slip. Mapping: A key element of dungeon exploration; but it is one of the most controversial and misunderstood aspects of the game. If not handled carefully, mapping has huge potential to slow down the game and mire it in frustration. When designing the dungeon, the GM should map it out on sheets of graph paper, showing the rooms, chambers, corridors, stairways, doors, traps, and other features in relation to one another. As the party moves through the dungeon the GM describes to them what they see and, assuming they have light and proper equipment and are not moving too quickly, the players may choose to draw a map of their own based on the GMs descriptions. It is important to understand the purpose of the players map. The goal is not to create an exact copy of the GMs map, but to keep a record of which areas are explored and which not, to allow the party to find their way back to the entrance and, on subsequent expeditions, find their way back to where they left off. If the dungeon is small or simple in layout the players may not need a map. Even if the dungeon is larger or more complex, a trailing map with lines for corridors and squares for rooms and chambers, maybe with marginal markings showing length or size, is almost always enough. Only in the most labyrinthine of dungeon levels, with rooms and corridors tightly packed together, are players likely to find making a strictly accurate map rewarding. On such levels an accurate map can help the players deduce the locations of secret rooms, show them when theyre circling back into areas theyve already explored by a different route, or even alert them to some tricka 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 realize 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 112

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. Many players hate mapping, considering it a fun-killing burden, and these players will often try to get the GM to design simpler dungeons or even to draw the map for them. The A1E GM should avoid these solutions; play goes quicker if a player maps. Encourage the players to map appropriatelyi.e. only when necessary and use a trailing map where possible. The GM should make mapping easier by giving effective verbal descriptions: quick, accurate, and reporting only what the party actually sees. Visualize the dungeon in your mind. Describe things in distances rather than squares. The players may show you their map and ask if it is correct. Comply only if there is a major error that would be obvious to someone in the dungeon (such as a triangular-shaped room where the party entered via the apex but drew their map as if theyd entered from the base) or if your description was faultyand in the latter case try to make your descriptions more accurate in future. In a particularly complicated setupa room with lots of odd angles, for instancea quick GM-drawn sketch may be helpful. Do this rarely, and never directly on the players map. 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 exploration speed), and measuring the size of a room takes time (1 turn per 20 x 20 ft area is suggested). Perhaps most importantly, if something happens to the map ingame, it happens to the players map as well! If the mapping character dies and his or her body is left behind, if the characters are captured and stripped of their equipment, or if a jet of acid or a green slime destroys the map, the GM should confiscate it. If the party wants backup copies, the players must actually draw them. If the entire party dies in the dungeon, the only way their maps will survive is if copies were left on the surface. Clever GMs will see adventure-creating potential here. Maps are a valuable asset for NPCs as well as PCs; map-buying, selling and trading could be rife, and maps found in treasure hoards potentially more valuable than gold. Searching for hidden treasure, traps, secret doors, and whatnot: A common activity. Looking for secret doors is a time-consuming process, taking a full turn for each 10 x 10 ft area searched. Even so the chance of success is small: 1 in 6 for most characters, with elves and half-elves having an innate advantage (translating to a 2 in 6 chance). Searching for traps is best done by dwarves, gnomes, thieves, or assassinschances for success are as described in Chapter I. A search for traps generally takes 1-4 rounds, but it is also limited to a specific object or small (no more than 5 x 5 ft) location specified by the player: I search for traps on the door, I search for traps on the treasure chest, I search the area directly in front of the throne for traps, etc. The GM may allow negotiation-based searching for secret doors or traps, in which, through careful questioning and described actions, the players may achieve a bonus, or even an automatic success, on a search. For instance, players may tap along a section of wall listening for the echo of a hollow space. If such a space is discovered, the players may describe their attempts to find and trigger the secret door they know is thereperhaps looking for loose or illfitting stones, suspicious indentations or cracks, wall-sconces that may turn or pivot, etc. The same approach can work for traps as well. The GM must adjudicate these negotiated searches. Perhaps they have no effect and the die roll alone decides success or failurewhich certainly helps keep the game moving, but may strip away too much of the players ability to immerse themselves in the situation. Perhaps a careful description can give a bonus to the standard check, or perhaps the description might trump the die-roll entirelyif the player is able to describe a search in such a manner that the GM feels would definitely find the objective. The downside to this is if the players description is off-base (searching in the wrong place, via the wrong means, etc.) the GM might actually reduce the chance of success. These detailed, negotiated searches generally take a long time in-play (more than the standard times listed above) and may increase the odds of encountering a wandering monster. This is, of course, deliberate; without some incentive to keep things moving players might tend to conduct the most thorough searches possible, describing every inch of every room in minute detail, and dragging the game to a grinding halt.

Disarming traps is normally a job for a thief or assassin (with chances of success as shown in Chapter I) and takes 1-4 rounds per attempt for a simple trap. A complex trap may take a full turn to disarm. Other characters usually have little to no chance of success, though again careful questioning and attention to detail may create exceptions. For instance, a player may be able to surmise that wedging a pressure plate to prevent it from depressing, or stopping a vent with beeswax to prevent gas from issuing from it, could circumvent a trap. These sorts of negotiation-based solutions to traps are wholly at the GMs discretion. Some GMs encourage and reward this sort of play, but others will discourage it, perhaps feeling this slows down the game too much, or circumvents the intended role of the thief class. It is important that the players and the GM discuss this issue to make sure everyones expectations align-that the players arent expecting purely roll-based resolution of traps when the GM is expecting them to play out each attempt, or vice versa. Traps neither avoided nor disarmed will normally trigger 50% of the time. When designing the dungeon, the GM should define each trap by its nature and effect (see the preceding pages on Traps). In areas designed for first level characters, damage should not normally exceed 1d6 or at worst 1d10 and instant death effects should be avoided. Lower dungeon levels, on the other hand, are designed for experienced players with high-level characters who should have many ways of dealing with traps, as well as more hit points and better saving throws, so more dangerous and deadly traps may be in order. Even so, the GM should typically allow some kind of saving throw or other way of mitigating the traps effects. Some A1E groups enjoy even more lethal trapssuch as those that cause death with no save. Placing these is a matter for the GMs judgment Do you wish to encourage the players to raise zombies or call forth unseen servants or summoned monsters and send them ahead? Very lethal traps will probably lead to such behavior, and in some groups there is a place for this kind of play. Others prefer to avoid it. Casting spells is detailed in Chapter II. Many spells, particularly the various detection and divination-type spells, will make the job of exploration easier. It is up to the players to decide the ideal balance between these utility spells and those oriented towards combat or healing. There are circumstances in which a well-timed knock or locate object spell may prove just as crucially life-saving as yet another sleep or cure light wounds. Rest periods are typically necessary one turn out of every six, one turn after each combat, and double-length (two turns) after an evasion or pursuit. Parties that stay in the dungeon for several hours and are not able or willing to return to the surface may spend an entire night holed up within the dungeon to recover spells. During these periods the party cannot move, nor may they perform any other strenuous action (though passive activities such as mapping should be allowed). Players should be aware of when these rest periods are coming up, and make sure their surroundings are as inconspicuous, or at least defensible, as possible. A small, out-of-the-way room with a single door that can be spiked shut could be a good location to rest in for a single turn or an entire night; in the middle of an open corridor or near a stairway to a lower level is likely a bad place for even a short rest period, and often a suicidal place to spend several hours. Occasionally, by accident or design, characters will not take these required rest periods and attempt to press on regardless. If this happens, everyone in the party is fatigued. What this means, and what sort of impact it has on the characters, is left to the GMs discretion but likely consequences are a reduced movement rate, penalties in combat, temporarily reduced ability scores, and morale reductions for any NPCs who are accompanying the party. The longer the party goes without resting, the worse these effects become. Other actions are defined in several of the race and class descriptions in Chapter I. For instance, a dwarf can attempt to determine depth underground, a gnome can try to determine direction, a paladin can detect evil, a ranger can attempt to follow a set of tracks, and so on. Unless otherwise specified, these actions take one round per attempt. Beyond these sorts of pre-defined activities A1E has no specific system for resolving most other tasks. This is intentional the player characters are heroes, and should be able to do most mundane things without a roll.

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Certainly the authors could have included a skill system covering activities such as horse riding or swimming, but doing so is actively detrimental to heroic gaming. Had we included a horse riding skill, characters would start falling off their horses. This strikes us as unnecessary, in the context of heroic adventure gaming, so if you seek a generic skill system for your game, seek it elsewhere. Success at most horse-riding tasks (for example) is automatic. Where a player character tries something beyond the mundane, the GM should determine the chances of success on an ad-hoc basis. The GM should look at the circumstances and the characters class, level, race, and ability scores and make an informed judgment about his or her chances of success. This could be a flat judgmentyou succeed or you failbut is more commonly a die-roll of some kind. The GM should usually tell the player what the chance is, ask the player if they still wish to proceed, and if so allow the player to make the appropriate roll him- or herself. However the GM always has the right to roll the dice on behalf of the player, or in secret, if the GM feels the situation demands it. In determining the ad-hoc chance for success for various tasks, it may be helpful for the GM to look at other similar tasks that have already been defined. For instance, the strength-based chances to Open Doors and/or Bend Bars, the magic users intelligence- based Chance to Know Spells, and the constitutionbased roll to survive System Shocks can all be extrapolated to cover a wider variety of situations. The same applies to saving throws, which consider class and level rather than just raw ability, so that high-level characters will be generally more successful than lower level characters, and each class will tend to have areas of specialty (clerics better at tasks that require a save vs death, Magic users at tasks that require a save vs spells, etc.) 3. Book-keeping: The GM should set up some simple system for book-keeping and may wish to delegate some tasks to the players. The present author, for example, keeps a piece of scratch paper by his books and makes a tally mark when each turn has elapsed, enabling him to see at a glance when to roll for wandering monsters, when the next rest period is required, and when the party has run out of lantern fuel. In extreme cases, if the campaign has grown so large that ten or more players per session is typical, an assistant GM can help-the assistant, or apprentice, GM helps the main GM with bookkeeping and organization, and may help the main GM design new dungeons and adventures, eventually becoming either a co-GM or branching off into a separate sub-campaign.

Some GMs write campaigns with detailed rules for randomly generating the weather by month or season. Others prefer to decide the weather on the spur of the moment based on their gut feeling or to create a sense of narrative tension. This is not a matter in which generic tables would be helpfula campaign set in a Norse winterland would need quite different tables to one set in a Caribbean archipelago so no weather-generation rules are provided here. The GM must decide and advise the party accordingly. 2. Lost: The party will never become lost if following a road, river or other natural feature, nor if they are following an accurate map, nor if they are traveling over terrain at least one party member knows well. (This could include an NPC guide if one is hired for the purpose.) Otherwise, the partys chance of getting lost depends on the terrain and prevailing weather conditions. If the party is crossing a flat savannah towards a range of mountains they can see, the chances of becoming lost are negligible, but if they are traveling a forest at night through thick fog, getting lost is virtually guaranteed! As a guideline, allow a 10%-25% chance of getting lost if the party is crossing normal terrain and taking normal precautions. If the party does become lost, determine their actual direction of travel randomly. In most cases they will go somewhere within a 60 arc in front of them, but if the roll is particularly bad, the GM may adjust this to 120. Only in exceptional circumstances will the party get completely turned around. Wandering Monsters: Normally the GM should make two checks each day, with a 1 in 12 chance of encounter per day, and a third check at night (see below). As always, GM discretion is critical adjust this frequency downwards if the party is crossing patrolled and civilized terrain, and upwards if they wander into a goblin-infested forest, for example. Movement and Stationary Actions: See the previous section (on dungeons) and the Movement Rate section in Chapter II. Encounter Resolution: The mechanics of this are as in a dungeon, though tactically the wilderness presents entirely different challenges. (Player characters will find horses, missile weapons, and long-range spells much more helpful in the wilderness.) Camping: The party has to camp if spellcasters are to regain their spells. Mounted parties will normally need to rest their animals and armored player characters, or physically weaker ones, will need rest and sleep. In a forced march situation, the characters could march through the night, but a second night without rest will result in the characters suffering a penalty of -2 or -10% on ability scores, to hit and damage rolls, and saving throws from exhaustion. A third night without rest will increase this penalty to -5 and spellcasters will begin to forget any spells they still have memorized At this point, player characters should check their system shock rolls (see Ability Scores, Constitution) or fall asleep involuntarily. No human or demi-human in A1E may go four nights without sleep. Sensible parties will set a watch rota overnight, with different characters standing watches to ensure the safety of the sleepers.

4. 5.

EXPLORING THE WILDERNESS


For the purposes of this section of the A1E rules, Wilderness can mean any adventure in open country, including adventures at sea. The basic unit of time for wilderness exploration is the day. It is a good idea for the GM to use paper marked with a hexagonal grid (hex paper) to pre-draw maps of the wilderness before the players explore it, if possible. Order of Play: When starting out with A1E games, each day should be resolved separately. More experienced GMs sometimes tend to allow the days to run together; but please dont try this until you are certain you know what youre doing. The order of events is as follows: 1. 2. 3. 4. 5. 6. 7. Setup: The GM advises the party of prevailing weather conditions and the party decides which way to go. Navigation: The GM checks in secret to determine if the party has become lost. Wandering Monster Check: The GM rolls for wandering monsters. Move and Act: Party members move, make stationary actions, or both. Encounter: Any encounter is resolved. Camp: The GM indicates what options the party has for a campsite. The party camps. Wandering Monster Check: The GM rolls for wandering monsters again, and if one is met, begins the resulting encounter.

6.

AERIAL AGILITY
This section of the rules outlines the basics of aerial movement to assist the GM with flying monsters and movement on flying mounts or otherwise in the air. Flying creatures gain altitude at half their movement rate and dive at a 45 angle, descending 1 ft for every 1 ft of forward movement. Creatures with aerial agility level VI are not subject to these two restrictions (see below). Diving attacks over 30 ft grant a double damage bonus vs non-diving targets, including ground targets. Attacking while climbing incurs no damage or attack penalty. The GM may wish to consider an operational flying ceiling of 5,000 ft above sea level, the upper limit of breathable air without special means on Earth, though a campaign world might be quite different. Apart from aerial agility level I, the lower level classification of fliers are generally larger, more massive creatures. Lighter and smaller creatures tend to be classed in the higher levels. Except for very large creatures, such as dragons, riding a flying monster reduces its aerial agility by one step.

On the time scales allowed for wilderness adventures, most static actions take negligible time, so as a general rule a player character can combine many static actions with a normal move. 1. Weather and Direction: While choosing a direction of travel should present no problem to anyone capable of playing A1E, determining the weather can be a more complex matter.

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The levels enumerated below represent stops along a spectrum of ability, so the GM may assume a small amount of variance within each level. Turning capacity assumes full movement rate; creatures moving at half-speed turn as one class higher. Level II, III, and IV creatures must be moving at least halfspeed to remain airborne. Level I: Barely a flying creature, these creatures float on the air, allowing the wind currents to carry them from location to location. These creatures can sometimes slightly alter their direction of travel or move at very slow speeds, but otherwise maneuver like a hot air balloon (e.g. levitate spell). This category also includes gliding creatures, such as flying squirrels or flying fish, that travel through the air but do not truly fl y. Level II: Creature requires 5 rounds to reach full aerial movement rate and can turn 30 per round (e.g. dragon). Level III: Creature can reach full aerial movement rate in 2 rounds and can turn 60 in one round (e.g. sphinx). Level IV: Average agility. Flying creatures of this type reach full airspeed in 1 round and can turn 90 per round (e.g. flying carpet, giant bat). Level V: Full airspeed is reached in 6 segments and the flier can turn 120 per round. These creatures can also come to a complete stop in 6 segments and are capable of hovering in place (e.g. fl y spell, mephit). Level VI: These are creatures born to fl y, taking to the air as naturally as a human walks on the ground. Such fliers can reach full speed or complete stop in 1 segment, and can hover. Level VI fliers can easily reverse course in flight, gracefully executing turns of 180. A Level VI flier has nearly complete control over their movement in the air (e.g. genie, air elemental).

Thieves Quarter and are in danger of being ambushed and mugged, then the norms and standards of a dungeon exploration will generally apply-time measured in turns, movement in tens of feet (typically at the traveling rate of 5x normal, if the party is not mapping or expecting traps), wandering monster checks every 3rd turn (though in town such an encounter is usually with a beggar, urchin, pickpocket, member of the town watch, or one of Gary Gygaxs infamous Wandering Prostitutes). Because adventures in town tend to be so much more freeform than dungeon or wilderness exploration, they can be harder for the GM to run. There is no convenient flowchart of steps, making it easier to overlook things. Also, because town adventures tend to focus more on negotiation and in-character conversation between players and NPCs, the focus is more one-on-one of player to GM. Other players whose characters are not involved in a particular scene can be left sitting around observing and waiting for their turn which can lead to player boredom and frustration. For both of these reasons, town adventures are only recommended for experienced GMs, for small groups of players, and for those who particularly enjoy the in-character play-acting aspect of the game. Be wary of bored players who might have their characters pick random fights in town just to have something to do, and realize, if this does happen, that the blame can lie as much or more with the GM than with the player.

EXPLORING THE PLANES


These rules mention of the Planes of Existence in many places, but for the purposes of the A1E core rules, the authors do not intend to explain very much about them. This is deliberate the planes are intentionally left blank as a possible route for future creativity. They are for higher-level play (for characters of at least 10th level), when play in the normal game world should be growing too easy. The A1E core rules game balance begins to break down at higher levels than this, though enjoyable adventuring in carefully-designed environments may still be possible. At this stage, suffice it to say that: The normal campaign world is situated on the Prime Material Plane, wherein things and creatures are generally made of matter (hence material). There are two planes immediately contiguous with the Prime Material Plane: the astral and thereal planes. These planes are misty, vaporous places. It is possible dimly to perceive the Prime Material Plane from the astral or the thereal, but only as shadowy and indistinct shapes and forms. A creature the size of a human is only visible within about 30 ft of the viewer. While certain magical creatures can perceive the astral or thereal planes or even attack within them, apart from this a character on an alternative plane is completely imperceptible: not just invisible, but silent and similarly concealed from all senses. A character can use the astral or thereal planes to pass through solids such as walls on the Prime Material. Such things are not solid at all on these planes. If the character is inside a solid object via this route, visibility is zero; the character is effectively blind. He or she must emerge into some open area, or return to the Prime Material will be fatal, no saving throw. When a player character enters a new plane, he or she makes a bloink, like the splash when someone jumps into water. Powerful hostile creatures on the planes can detect the bloink and will move to intercept. A character below 10 th level may remain on another plane for up to 1d6 turns. Beyond that, assume he or she is consumed by the astral/thereal equivalent of a grue. In other words, that character is gone, permanently and irrevocably destroyed without any possibility of raising or resurrection short of a wish. Certain other planes (the elemental planes, the abyss, the hells, the negative material plane, and so on) are mentioned from time to time. These references are deliberately left obscure. In the planes, things are different. The core rules will not necessarily apply. Magic items and spells may not function as they would elsewhere. To hit and damage rolls may vary, as may class abilities, saving throws or indeed anything else at all. When a character above 10th level desires to explore the planes, as will eventually happen in a long-running campaign, the GM will need to determine what happens there. By that stage, the authors hope, the GM will be sufficiently experienced to cope with the situation and indeed enjoy rising to the challenge. 115

SPECIAL CASES
Movement in sailing vessels depends crucially on the wind. A sailing ship can make progress into wind coming from nearly ahead of her (the process is called tacking), but for travel at any great speed, the wind must be from somewhere roughly behind. GMs expecting to run a campaign where lot of action takes place at sea should probably decide on prevailing trade winds, because a purely random way of deciding this will lead to ships making little headway over a statistical long term. Movement underwater may become an option if the players discover the correct magic items. All missile weapons, many hand weapons and many spells are virtually useless in this environment assume that magic invoking fire will fail, and if it involves lightning, will most often strike the caster.

ADVENTURES IN TOWN
Most activities that characters perform in town, such as gathering information, hiring men-at-arms or guides, purchasing equipment, liquidating treasure, resting and healing, hiring NPC spell-casters to identify unknown magic items or remove afflictions, training to gain new levels, etc. can be handled abstractly. It occurs offstagethe players make notes in their records (adding or subtracting the corresponding amounts of gold), the GM notes the number of days that have passed, and the game resumes when the players are next ready to venture into the dungeons or wilderness. Sometimes the group will wish to play out one or more of these in-town activities rather than relegating them to an offstage between-session limbo. This could be as simple as a few minutes pre-expedition interviewing potential hirelings, or post-adventure cajoling a local wizard to transform an unfortunate companion back into a human for a reasonable rate, or as complex as a whole session spent gathering intelligence for a major expedition. Some adventures can take place in town with only brief dungeon or wilderness interludes, such as a murder-mystery or an adventure focusing on diplomatic negotiations or political skullduggery. Even when these sorts of activities are played out, they still tend to be conducted in a more abstract and free-form manner than a dungeon or wilderness adventure. For instance, in town-based adventures the players rarely if ever draw a map, record-keeping of supplies such as torches or rations is rarely an issue, and a strict marching order may not be necessary or even applicable. Even the notion of keeping the party together often falls by the wayside as one character buys equipment while another gathers rumors from travelers at the inn, and a third visits the local temple. When a less-abstract reckoning is required, such as when the party is venturing into a dangerous

The authors would like, in the fullness of time, to release an optional supplement or supplements about the planes, but this will not form part of the A1E core rules.

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sizes and shapes, 1 keg of large nails, and 4 mounted animal heads (2 large deer, an ogre, and a Pegasus). (etc.)

AN EXAMPLE DUNGEON
EXAMPLE DUNGEON KEY
A band of marauding orcs have been sporadically attacking merchant wagons in this area for two months, and the local authorities have hired the party to track down and deal with the creatures once and for all. Based on the range of the attacks and the local terrain, the orcs are believed to be based somewhere in the nearby foothills. The hills are dotted with mostly uncharted caverns and crevices that are home to creatures of all sorts. After days of searching and tracking, the party has traced the orcs to a small cave at the southern end of the foothills. A small stream flows into the cave and there is much evidence of foot traffic going in and out. The party will find the stream is initially shallow and follows the depths of the cave deeper into the hills. As it travels downward, the cave narrows into a tight passageway roughly four ft wide and seven ft in height. Ninety ft in, the stream becomes about three ft in depth and flows through Room 1. Map Key 1. Guard Cave: The stream continues through this area and flows out through a smaller tunnel to the north. Attempts to follow the stream will be difficult, if not impossible, as the tunnel rapidly narrows until it is filled by the rushing water. This cave is occupied by 6 orcs (hp 6, 6, 5, 5, 3, 3) each armed with spears and hand axes. Unless the party takes extreme caution, any entrance through the stream tunnel will cause ripples thus alerting the guards. They will attempt to surprise and attack the first PC to enter by hurling hand axes and then attacking with spear thrusts. Each guard carries 2d6 sp and 2d8 cp on him. This room is occupied with sleeping skins, food of the most terrible sort, and water skins. A crude playing table is covered with a pair of knuckle bone dice, 24 sp and 7 gp. Common Sleeping Area: All orcs live here unless occupied elsewhere. Enough sleeping skins and cots are present for the entire contingent. A central fireplace creates a smoky atmosphere. This common area is filled with long rough tables, captured tapestries (4 worth 50 gp each; the rest are worthless), assorted silverware and other utensils worth a total of 250 gp, and the stuffed and mounted head of a manticore (the orc leader claims to have slain the creature single-handedly; in actuality he found it already dead from old age and took the head as a trophy... the astute PC will notice the head has no teeth). 12 orcs (hp 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, and 4) stay here when not on duty in the GUARD CAVE or needed elsewhere. Of these, ten wear leather armor Six are armed with spears and hand axes, four are armed with short swords and spears, and the two orcs with 8 hp are armed with broad swords and wearing chainmail armor and carry shields. The two toughest orcs keep on their persons 3d20 gp and 4d8 sp each. The remainder possess 2d6 gp and 2d20 cp each. Arsenal: Assorted arms captured on raids and not used by the orcs will be stacked in here. The inventory is as follows: 1 stack of 25 spears, 1 pile of 6 daggers, 1 pile of 5 short bows, 2 piles of 5 quivers each (one pile has all quivers fully filled; the second pile has quivers in various states of capacity), 1 stack of 8 short swords, and 1 stack of 5 halberds. Dog Kennel: The orcs keep 4 war dogs (hp 6, 5, 5, 5) here behind a crude wooden fence, and will retrieve them if any invading force totals four or more. Various bones, both animal and sapient, can be found scattered through this den, but there is nothing of value to be found. Goods Storage: the orcs keep in this cave all the assorted goods taken during raids. If the party has time, a thorough perusal of the contents will reveal: 3 barrels of oil, 200 lbs of various cloths in bolt form (worth 50 gp total), 30 various iron pots and pans, 14 books on various themes (none magical), 1500 lbs of lumber cut in various

SAMPLE PLAY SESSION


Background: A party of stalwart adventurers, consisting of Hogarth, human fighter and party caller (player: Bob), Alice, human magic user (player: Mary), Friar Chuck, human cleric (player: Chuck), Groin, dwarf fighter (player: Jason), Floppinjay, elf thief (player: Eric), and Hap, normal man mule-tender (NPC). They are searching for a way down to the ancient ruins of the Temple of the Serpent-Men, long sought and thought by most sensible folk to be only a legend until a recent earthquake opened a deep crevasse and turned up some unusual objects of unmistakably ancient origin. GM: After a couple hours searching through the foothills and scrubland to the south and west of the crevasse youve come across something interestinga small cave-entrance with a shallow stream fl owing into it and evidence of foot traffic going both in and out. The cave entrance is approximately 100 yards west of the crevasse where the ruins are. Its now about noon. Bob: Can we tell anything about the trackswhat made them? How many individuals? Do the tracks appear fresh? GM: Whatever made the tracks was about man-sized and wearing shoes or boots. Youre pretty sure there were multiple individuals, not just one person going repeatedly in and out, and most of the tracks appear fairly fresh. You cant really tell anything beyond that without a ranger or other woodsman-type. Bob: Okay, the elf will go down into the cave and scout it out. Eric: Why me? Bob: Because youre a thief so youre sneaky and less likely to get surprised by any monsters that might be lurking down there, and youre an elf so you can see in the dark. Eric: Okay, then, I do what he sayscautiously enter the cave with my sling out, making sure not to step in the stream. What do I see? GM: The cave-entrance is about 10 ft wide and 8 ft high and descends gently as it winds to the north and east. About 30 ft in it turns to the east so you cant see beyond that from where youre standing. It appears to grow narrower as it goes deeper, so if youre going to keep following it, eventually youre going to have to be standing in the stream. Eric: Do I hear anything? GM: [rolls] Just the sound of water dripping and splashing on the rocks. Eric: Ill cautiously move up to the eastward turn and look in that direction what do I see? GM: Beyond the curve the passage keeps descending and narrowing, and winding in a northeasterly direction. You can see about 40 ft farther, by which point the passage has narrowed to about 4 ft wide and 7 ft tall, filled entirely by the stream. Eric: Okay, from where Im standing I poke into the stream with my shortsword. How deep is it? How swiftly is it moving? GM: Its not deep, only a foot or two. Its not moving very quickly either, though a bit faster here than at the surface, and it looks to be moving a bit quicker up ahead too. Youd have no trouble standing upright in the middle of it. The water is cool and a little muddy, but fresh. Eric: Can I hear anything here? GM: Same as before. Eric: Okay, I go back and report all this to the rest of the party. Bob: Right on. So as we head in well have the elf in front, the dwarf second, me in third, Alice fourth with a torch, then the NPC and the mule GM: Hap says, Im not going in there, and neither is Tom! Jason: Whos Tom? 116

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Chuck: I think thats the mule. GM: [as Hap] Right. Well wait for you right here until an hour before sunset, then were heading back to the village whether you come back or not. Mary: But thats not the agreement we made

spears. Only the first 3 of you are open targets, and only Hogarth and Groin can be hit. [Rolls] 4 attacks on the dwarf, 2 on the fighter. [Rolls] No hits on the fighter, 3 on the dwarf. [Rolls] 7 points total damage. 2 orcs on each of the dwarf, elf, and fighter. Actions for round one. Bob: Attack one of the orcs on me with my spear. Eric: Fighting retreat in a northerly direction.

GM: [as Hap] I just agreed that Tom and I would come with you to look for these ruins and haul back whatever treasure you find. I never said nothin about following you down into holes in the ground after who-knows-what. Bob: Will you come with us if we pay you an extra gold piece? Gm: [rolls reaction die] No. Chuck: Cant we just force him to come with us at swordpoint and tell him well kill him if he doesnt? GM: Whats your alignment again, Friar Chuck?

Jason: Drop my crossbow, pull out my axe and attack. Chuck: Can I move forward into the room? GM: No, Alice is blocking your way. Chuck: Right-o, then. Ill wait for her to clear the way Mary: Do we see or hear any orcs besides these 6? GM: No.

Chuck: Lawful good. Why? Mary: Then Ill drop my sleep spell right in the middle of the crowd. GM: GM: OK, initiative. Beat a [rolls] 2. Chuck: Oh. Never mind. Bob: [rolls] 1. Crap! Bob: Alright then, the NPC and the mule stay behind. Marching order as before, with the cleric bringing up the rear. The elf has his sling out, the dwarf his crossbow, Ive got my spear, Alice is holding the torch, and the cleric has his hammer and shield. Everybody agree? All but GM: Yup. GM: So, as I described before, the passage winds north and slopes down for 10, 20, 30 ft, turns to the east and narrows, then continues winding northeast and narrowing for another 10, 20, 30, 40 ft. By this point the passage is 4 ft wide and 7 ft high and youre all standing in the stream, which is about 2 ft deep. Jason: How deep underground are we? GM: [rolls] Not too far, maybe 15 ft. Bob: We continue forward. GM: Alright. The passage goes east for 10, 20 ft, and curves to the northeast. The slope levels a bit here, the depth of the stream increases to about 3 ft, and the current slows a bit. Over the next 30 ft the passage widens slightly and about 30 ft farther ahead from where you are now the passage appears to widen out into a cavern. Bob: Okay, we proceed forward cautiously, still in single file. Does the elf hear anything? GM: [knows there are orcs in the cave ahead, but because the orcs are alerted to the partys approach both by the light from their torch and the disturbance their passage is making in the stream, theyre being quiet as they set their ambush for the party. Nonetheless, he decides, on a roll of 01-05 he might hear something unusual: rolls (79)] Same as before. Splashing and dripping water; nothing more. As you move forward 10, 20, 30 ft the passage opens out into a wider cavernbigger than the radius of your torchlight. Youre entering via the southwest corner. The stream continues northward through the middle of the cavern. Give me a surprise roll. Bob: [rolls] 2 Jason: I bleed. All but GM: *Groan* Bob: I snore, and inhale water, I suppose. GM: Okay, as you file into the cavern youre caught unawares for 2 segments Mary: I wake up Hogarth. Eric: Ive got a 16 dex! Chuck: I administer a cure light wounds to Jason. GM: Right, so Floppinjay is caught for 1 segment and everybody else for 2 segments by a half-dozen brownish-green fellows with bristly black hair and pink pig-snouts. Theyre currently [rolls] 30 ft away to your right (the east), charging at you and hurling hand axes as they come. Segment 1, they charge 18 ft. Segment 2, they charge the remaining 12 ft, hurl their axes, and pull out Eric: I suppose I need to fight these guys alone? I drop my sling and get out my short sword to attack. GM: Initiative. [rolls] Eric, beat a 3. 117 GM: 2 attacks on Hogarth [rolls] miss, miss. 2 attacks on Groin [rolls] miss, hit. [rolls] 5 damage. Jason: Im down, -3 hit points. GM: Youre not dead but youre unconscious and bleeding. Youre also underwater Jason: *Gurgle, gurgle* GM: Bob, youre up. Bob: Attacking the orc on the left. [rolls] 10. GM: Thats a miss Mary: I step forward so Chuck can squeeze by and get to Jason. Then I cast my spell. GM: [rolls] The 4 orcs who were attacking Hogarth and Groin are all affected, and so is Hogarth. Floppinjay and the 2 orcs who were on him are out of the area of effect. Mary: Good going Eric: Sorry. Chuck: Can I get to Jasons body? GM: Yeah, youre able to drag him onto shore on the west side of the stream. Actions for next round? GM: The 2 orcs on Floppinjay follow him north and attack [roll] 1 miss, 1 hit. [rolls] 3 damage. Eric: Aiee!

Eric: [rolls] Boo-ya! 4! Attacking the one on my right [rolls] 14. GM: Near miss. The blow catches on his shield. Eric: These guys have shields? GM: Yep. Studded leather armor and shields. Armed with spears. [Considers morale of the orcs-theyve lost more than 50% of their party. The GM assigns +15% for this; +another 40% for the 4 allies down, -20% for the 2 PCs down; additional ad hoc -25% because theyre fighting an elf and have him outnumbered 2:1. Total modifier +10%; rolls 54 = the orcs will disengage and retreat]. The 2 orcs disengage and retreat towards a passage in the southeast corner of the cave. Eric: Can we chase them? GM: Sure, next round. Theyve got a 30 ft head-start, and are 10 ft from the exit at the end of this round. Chucks spell goes off and Jason gets [rolls] 8 hit points back. Youre still unconscious, though, because you went below zero. Mary wakes Bob up and he spits out some water. The 4 orcs are still asleep but it looks like the choking from inhaling the water is going to wake them up next round. Actions? Bob, mary, and chuck: Finish off the sleeping orcs before they wake up. Eric: So were not gonna chase those two that ran away? OK, I finish off the other sleeping orc. GM: Done. As the two orcs flee out of the room you hear one of them calling out in orcish something that sounds like unleash the Dogs of War. Now what? Mary: We look around the room. What do we see? How big is it? GM: The cave is irregularly-shaped, approximately 50 ft wide east-west by 90 ft long north-south. The stream enters via the southwest corner and exits in the middle of the north wall. There are 5 ft wide passages out of the northeast and northwest corners, both going roughly east. The 2 orcs fled down the southeast passage. The ceiling is about 15 ft high in the center of the cavern, about 8 ft high on the two passages, much lower on the stream going north. West of the stream theres nothing but dirt and rocks. On the east side there are piles of sleeping skins, vile looking foodstuffs, waterskins, and a crude table that appears to have a pair of dice and some coins on it. Eric: I check out the table. What type and how many coins are there? Is there anything else on the table? Mary: I use my staff to sort through the piles of bedrolls and food. Do I find anything interesting or unusual? Bob: Chuck and I pull the orc bodies onto the west shore of the stream and examine them. Do any of them have any jewelery or unusual accoutrements? Does any of them look like a leader-type? GM: There are about 2 dozen silver and 7 gold coins on the table. Aside from the dice theres nothing else there. You find a few copper and silver coins but nothing else of interest in the bedding. None of the orcs appears to be a leadertype; none of them has any treasure or unusual item aside from a few more copper and silver coins. You hear voices down the southeast passage - theyre speaking in orcish and it sounds like way more than two of them. Bob: Alright, lets gather up the silver and gold coins and the dice I suppose, and beat a retreat back to the surface. Chuck and I will carry Groins body, Alice will light the way with the torch and Floppinjay will bring up the rear. I assume its still daylight outside? GM: Its been, like, half an hour tops. Bob: Right, so these orcs probably wont try to pursue us into daylight. Eric: Hold up, Im not leaving yet. I dump out my two oil flasks by the southeast passage and want to set up a trip-wire with an ember to ignite the pool when someone crosses it. Can I do that? GM: Sure, youve got the same chance to set a trap as you do to disarm one. Bob: What are you doing? Come on!

Eric: I want to give these guys something to remember us by. Bob: Whatever, the rest of us arent waiting. Catch up when youre done Eric: Okay, so Im setting the trap. What do I need to roll? GM: Well, first, give me a d6 roll. Eric: Umm, why? GM: For surprise Eric: [rolls] 5! Ha! GM: You turn to see 4 large dogs bearing down on you from the northeast passage. Theyre currently 80 ft away and charging. Mary: I guess those are the dogs of war, eh? I figured that was just a codephrase, like Hey, Rube GM: Nobody but Eric is in the room. Initiative? [rolls] Beat a 6. Eric: [rolls] 5, +1 for my Dex because Im using a missile. So 6, tie! GM: You can get a shot off before they reach you, then. Eric: [rolls] Attacking dog #2; [rolls] 15 +1 for Dex = 16. Thats got to be a hit! GM: Yep. Eric: [rolls] 3 points damage. GM: Dog #2 whimpers and holds up, but the other 3 continue their charge and leap to attack, attempting to drag you down. Youre bigger than them so you get a +4 defense bonus, but theres 3 of them, so they get +2 attack on their attack, meaning they need 14 or better to knock you down. [Rolls] 18 - down you go! Action for next round? Eric: Im going to stand back up and pull out my short sword. GM: And the dogs, all 4 of them, will try to hold you down. Initiative: beat a [rolls] 6-1 = 5! Eric: [rolls] 5! Tied again! GM: Well say youre on your knees by the time the dogs attack. So they get +2 for that, +6 because theres 4 of them attacking, and you lose your Dex bonus [rolls] 3 + 8 = 11; thats enough - theyve got you held. Eric: So what can I do now? GM: You can try to break free next round by making a Bend Bars roll. Eric: Guess thats what Ill do then. [Rolls] 18. GM: Nope. The dogs still have you held. You get one more chance to break free Eric: [rolls] 64. Nope. GM: before a group of 8 orcs including 2 leader-types in chain-mail and carrying broadswords enter via the southeast passage and see you lying there. Ha ha, look what the mutts dragged down! Eric: I surrender! Mary: Umm, dont orcs normally refuse to take elves as prisoners? GM: fraid so Eric: Blerg. (etc.)

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GAME MASTERING

DUNGEON DRESSING
THE WIZARDS LABORATORY
The wizards laboratory is a place of wonder! Packed nooks and crooks of odd items and gewgaws, a discovered laboratory is often a conundrum for a GM. Well you find, you find. you find some papers and some powders. No longer will GMs face the daunting task of filling a laboratory with interesting discoveries, a simple roll on the tables below will stock the standard wizards lab with up to 200 objects ranging from the common to the bizarre. This is the first in the dungeon dressing series, so come back for more help in dressing your dungeons! We suggest that you first determine which table youd like to use: either the common items or the uncommon items. Generally, common items have little value while uncommon ones have values up to 200gp. There are exceptions and GMs are cautioned to always exercise their good judgment, but enjoy your percentage rolls and discover just whats in that wizards lab after all. Now, where did I leave my pet box turtle? I swear she was here just a split second ago d100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 Common Item Found 1-6 arrows with silver heads 1-6 candles 1-6 silver pins 1-10 squares of beeswax (1 sp each) 3-inch nails and a small hammer A box turtle and some grass, in a drawer Anatomy sketches, animal or humanoid Animal fur, teeth, or claws Animal skeleton, assembled with metal pins Animal skulls Apron Bag of glass marbles Blank parchments, loose or tied in bundle Black spell books or empty scroll case Book on alchemy Book on plants and herbs Book on spell theory Box of rotten eggs Brazier Broken mirror pieces in a thick leather pouch Bucket with fresh water Bug repellent oil (rosemary and geranium extract) Charcoal sticks in an ivory box Coal and bin Collection of butterflies Colored silk thread Corks, with and without holes in centers Cosmetics for rituals Creature hooves, whole or powered Cutting block and knife Desk or cabinet Dried herbs in a ceramic jar Embalming notes Feather on leather necklace Fresh herbs hung by a string Fresh poison ivy in an oilskin pouch Glass jar of empty cocoons Glass prism hung by a string Glass tubing Glass vials and flasks Gloves of snakeskin Glue Hair and nail clippings in a small jar Hair or clothing dye Half-eaten meal Hollow glass balls hung from a string Holy/unholy water Human skull

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Humanoid blood Jar of dead flies Jar of sulfur Leather bag of dried and cracked clay Leather bag of moist clay Leather pouch of course salt Leather pouch of ground bone Live herbs in a pot Lump of alum in a vial of vinegar Magical beast (hippogriff) fur Magnet Magnifying glass Mortar and pestle Mouse in a small cage Mushrooms, edible Mushrooms, poisonous Notebook of experiments Nutshells Phosphorescent moss Pipe with pouch of tobacco Poison in an amber vial Poisonous plant in a pot Potters wheel Pouch of elf ears Powdered peas Purified water from a sacred place Quartz stones, powered Quills and inks Read leather pouch of sawdust Scale and weights Seeds, folded in a parchment Shiny rocks in a leather pouch Silk shawl Silver dagger Skin dye Small pouch of snake scales Small pouch of fish scales Soil from a distant land in a silk pouch Spirit gum Sprigs of mistletoe in an ivory jar Springs of wolvesbane Stuffed animal Sturdy gloves Tarot deck Tiny bell on a fine silver wire Tongs Trapped container Traveling alchemy lab case Tree sap spread between to strips of wood Unfinished potion Vial of green fuzz Wand with no charges Uncommon Items 1-6 arrows with phosphorescent liquid tips 1-6 coral pieces (10-200 gp worth) 1-6 glass lenses (10-200 gp worth) 1-6 arrows of quality (1/2 chance to break) 1-6 twigs that glow like a candle (50 gp each) 1-6 vials of acid (1-4 damage each) 1-10 gems (10 gp each) 1-10 thin sheets of precious metal (10-200 gp worth) A dragon scale Apron made from red dragon hide Assembled bugbear skeleton Assembled gnoll skeleton Assembled human skeleton Assembled kobold skeleton Ball of rubber Blackmail letter to owner of lab Book on astronomy Book of magical runes (incomplete) Book on pentagrams and summoning Box filled with elven trail-bread Box filled with fine oil paints Box filled with teak wood planks 119

23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98

Box filled with ultra-fine sand Burial shroud over 200 years old Carnivorous plant, dried and preserved Carnivorous plant, live and potted Carved sticks wrapped in silk (10-200 gp worth) Chain of precious metal (10-200 gp worth) Clay pot filled with grave earth Clay pot filled with holy clarified butter Colored glass vials (10-200 gp worth) Compromising letter from local noble lady Contract for magic item creation Crate full of dried chili peppers Crystal ball, non-magical (10-200 gp worth) Crystal rod (10-200 gp worth) Cursed potion in a black glass vial Cursed scroll Diagram of a ship (cog) Disguise kit full of makeup Drow dagger in a wax sealed wooden box Elemental planer air in vial Elemental planer earth in vial Elemental planer water in vial Expensive bottle of wine (50 gp) Explosive experiment in progress (1d6 damage if disturbed) Famous heros non-magical shield Fine calf-skin gloves Flask of dragons blood, labeled with dragons name only Glass cone Glass jar filled with exotic candied ginger Gold holy symbol of the god of craftsmen (50 gp) Healing kit (full of bandages, wraps, etc.) Incense (10-200 gp worth) Ink, rare (10-200 gp worth) Ink, readable under moonlight only Jar of aboleth slime Jar of giant snake venom Jar of goldwashed rose petals (10 gp) Jar filled with orange marmalade Ki-rin skin Leather pouch with ten basilisk eyelashes Lodestone or magnet Lost piece of art (1,000 gp) Map to a treasure Magical beast (hippogriff) blood Magical beast (griffin) blood Magical beast (unicorn) blood Mithril filings (10-200 gp worth) Notes on creating magic potions Notes on creating magic rings Notes on creating magic wands Notes on spell creation/ or new spell Parchment of finest quality Parchment with words beltat and anthanae written upon Parchment torn from famous lost work on necromancy Perfume in colored glass vial Powdered gem in clear glass vial (10-200 gp worth) Powdered gem in clay pot (10-200 gp worth) Precious gem lens (10-200 gp worth) Raw ore of precious metal (10-200 gp worth) Religious artifact, non-magical Rune stones Rune stones on semi-precious stone (200 gp) Scrap of paper with 102012 written upon it Secret compartment Skin of a human baby Sleeping potion Small vial of spores, harmful Small vial of spores, harmless Small vial of will-o-wisp essence, labeled Spyglass Strip of leather from a bullete Tarot deck inked with gold Unholy candle Vial of green slime Vial of mercury Vial of smoke

99 100

Waterclock (1,000 gp) Wire of precious metal (5-50 gp worth)

RANDOM ENCOUNTERS
To deal effectively with random encounters, it is first necessary to appreciate the reason they exist. Checks for random encounters are always made based on the amount of time that elapses, not the distance traveled. This is for a good reason; a party which dilly-dallies around and zig-zags from place to place without rhyme or reason will experience a much greater number of random encounters than a party which selects an objective in advance and proceeds directly, quickly, but stealthily towards it. It follows that one of the main purposes of random encounters is to keep the game moving. Now, a good GM will adjust the wandering monster dice according to the PCs approach. If they choose to move slowly around the location, kicking down doors with a violent crash, yelling and arguing with one another, lumbering from place to place without scouting ahead, then you need to be rolling whole bucketfuls of wandering monster dice. You should also adjust the surprise rolls to make it more likely that the players will be surprised and less likely that monsters will be. However, if the PCs approach is a swift and stealthy infiltration, with subtle reconnaissance followed by a surgical strike at a carefully chosen target, then you might as well put away your wandering monster dice because you wont need them. The PCs arent attracting the attention of the curious, warlike, and hungry creatures which lurk nearby, so you dont need to roll. You also need to adjust the surprise rolls to make it less likely that the players will be surprised and more likely that the monsters will be. This is a simple, logical consequence of the players actions, and it should serve to increase their characters chances of surviving and ultimately gaining access to great wealth. It follows that the other major purpose of wandering monsters is to reward skilled play (or, more accurately, to punish poor play). This logic leads us to the basic principles of wandering monster table design, which are -The majority of wandering monster encounters must be detrimental to the player characters. You need to reward players for an approach which minimizes the number of dice you roll encourage them to move quickly and quietly from place to place. You must not give wandering monsters significant amounts of treasure. They are a punishment mechanism, and encountering them should not normally result in a reward. Wandering monsters serve to slow down a slow party even more, and you dont want to bog down your game. Ensure that some of the wandering monster encounters can be bypassed by the payment of a bribe or tollor unintelligent creatures might be distracted with food. As long as party resources are consumed rather than enhanced by dealing with them, the purpose of the random encounters is served. Some random encounters can be helpful, so long as you ensure that the majority of them are not. You can place potential henchmen, patrols of the watch, or other things on such tables, but ensure that they do not outweigh the odds of a detrimental encounter. -Use logic. Players should be able to make sense of the encounter in the context of the particular environment in which they are adventuring. Just to focus on that last point: I feel that use of the standardized wandering monster tables is a sign that the GM has not prepared sufficiently. You do need to devise specific tables for your own campaign environment. For example, hill giants are Common. The wilderness encounter tables reflect that to a certain extent, and they take no account of the likely strength of the party. This is a function of the time at which these tables were written, of course, when it was assumed that extensive overland travel would only be undertaken by highly experienced characters and that the younger types would be spending all their time in a local dungeon. You need to adjust for your own game because if your players are first level, a wandering monster table on which hill giants are Common is simply unreasonable. This is also your chance to personalize your campaign and put your own individual stamp of on your world. Always back up your tables with rosters, at least for the intelligent beings. There are not, and should not be, an infinite number of wandering orcs in the borderlands. When your party kills two dozen of them, subtract two dozen orcs 120

from the number available. Eventually, if this continues for long enough, there will be a depopulated or substantially depleted orc lair somewhere for the PCs to find, although the orcs will probably decamp to some other location swiftly if their leader feels that the tribe is incapable of defending itself. Areas which are close to civilized lands should generally include more helpful encounters and fewer detrimental ones, within the boundaries set out above. The creatures encountered should be lower level, fewer in numbers, and ill equipped compared to their counterparts in the deep wilderness. If you follow this principle, the PCs will be able to find their own level of play. Partway through the campaign, they may have cleared an area around their central village and be able to advance further into the wilderness where challenges are greater, but if they go out too far, too early, then they are going to get stomped. In other words, where they travel is a matter for their skill and judgment. This principle is mirrored in classic dungeon design, of course. Descending a level increases the difficulty and also the reward, but when they descend is a matter for the players to decide, assuming that staircases are reasonably common. The GM doesnt force the players into more difficult encounters because whether to move to more difficult encounters is a tactical decision and pretty much every tactical decision involving the players needs to be made by the players, rather than resulting from a GM edict. A further logical consequence is that you should not generally interfere with the dice just because the players are limping back from the dungeon while injured and out of healing spells! If they are in that situation, then it is their own actions which have brought the situation about. And equally, on the flip side of the same coin, you should not throw wandering monsters at them repeatedly just because they are having an easy time of it. Fiddling with the dice results is always the GMs prerogative, of course, but altering or skipping wandering monster checks can generally be equated with rewarding poor play. If theyre doing well, let them do wellencourage the good play, dont punish it.

RANDOM INN GENERATOR


The concept of home base is a common one in classic fantasy role-playing games. All too often, its merely reduced to a place to heal up and sell off treasure; a mere speed bump on the way to going back into the dungeon. But it doesnt have to be that way. Take the common inn out in the middle of nowhere, for starters. It services people who travel on the edge of civilization (or else it wouldnt be the convenient home base for a dungeon expedition!). By its very nature it will have a revolving cast of interesting, and perhaps seedy, characters, and some of those might prove beneficial or troublesome for our party and the rest will just actively be in the way. This section is designed to help the referee develop just that aspect, giving details of an inn, including a day-to-day schedule of new arrivals and departures. Because PCs may be at the inn for quite some time, perhaps months of game time, it is recommended that the referee generate visitors ahead of time; perhaps a months worth if the inn is home base for an expedition to a dungeon of impressive size. Not only will this provide a living environment within the game without needing to roll dice and check tables with players waiting, but additional plots and adventure hooks will start screaming out from the page as visitors are filled in. These guest stars will be a perfect overlap to the existing adventure material, giving PCs additional factors to consider in their plans, and giving players a real sense that the world their characters inhabit goes on without them. Instances when the inn is overbooked or other resources are stretched can cause minor inconveniences. Adventuring isnt just risking death out in the field, its dealing with the normal people just trying to live their lives in the regular world!

THE INNS NAME


Roll percentile dice for each category and put them together to come up with the inns name. Assume the name begins with The and ends with Inn. Feel free to ignore any result that seems too cheesy, vulgar, or unwieldy. d% 1 2 3 4 5 6 7 8 9 Verb Arising Begging Betting Biting Bleeding Breaking Breeding Burning Bursting Adjective Amorous Bawdy Beautiful Black Blue Brazen Carrion Cheap Cloudy Noun Bandit Basilisk Bear Berserker Boar Brigand Buccaneer Bugbear Caveman

10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85

Casting Creeping Crying Cutting Digging Dreaming Drinking Dwelling Dying Eating Ending Falling Fighting First Fleeing Flying Forbidding Freezing Gambling Grinding Grinning Growing Hanging Hiding Hitting Kissing Kneeling Last Leading Living Loving Melting Prancing Riding Ringing Rising Running Seeking Shaving Shining Shooting Shrinking Shutting Singing Sleeping Slinging Smiling Spinning Spitting Splitting Spreading Stabbing Standing Stealing Stinging Stinking Striking Swallowing Swearing Sweating Swimming Swinging Talking Throwing Thrusting Waiting Waking Weeping Winding Winning (none) (none) (none) (none) (none) (none)

Crazy Dirty Dizzy Drunken Easy Fat Fierce Fiery Fighting Final First Foul Frost Furious Gelatinous Giant Golden Great Green Grey Handsome Haughty Heavy Hellish Hill Horrible Invisible Jolly Large Lewd Living Lizard Lusty Magnificent Mighty Mischievous Nasty Naughty Ochre Orange Precious Purple Quaint Quiet Rabid Random Randy Red Ribald Rich Robust Rust Saucy Sea Silver Slovenly Sly Small Spotted Stone Storm Striped Tricky Ugly Vast Vicious Wanton Wayward Wealthy Welcome WereWhite Wicked Wonderful Yellow (none)

Centaur Chimera Cockatrice Courtesan Crawler Cube Cyclops Dervish Djinn Doppleganger Doxy Dragon Druid Dryad Dwarf Efreet Elemental Elf Fighter Gargoyle Ghost Ghoul Giant Gnoll Gnome Goblin Golem Gorgon Griffon Harlot Harpy Hippogriff Hobgoblin Horse Hound Hydra Insect Jelly Juggernaut Kobold Lich Madame Man Manticora Medusa Merman Minotaur Mold Monster Mule Mummy Nomad Ogre Ooze Orc Paladin Pegasus Pirate Pixie Pony Priest Pudding Roc Salamander Skeleton Slime Spectre Stalker Statue Stirge Strumpet Tart Thief Tiger Titan Treant 121

86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

(none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none)

(none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none) (none)

Triton Troll Trollop Trull Unicorn Vampire Wench Wight Wizard Wolf Woman Worm Wraith Wyvern Zombie

OTHER STAFF The owners children, if any, can serve in other capacities if they are at least 10 years of age, otherwise there will need to be a stable boy, perhaps a regular handyman if there are no other craftsmen about, and so on. Keep in mind that anyone that lives at the inn (and most will - room and board will be an important part of the wages, as in a remote location, where else is there to live, and in the city, housing is expensive!) will need living space within the allotted rooms.

VISITORS
REGULAR VISITORS There are a certain amount of folks that reliably visit the inn on a regular, predictable basis. These are mainly the folk that keep the Inn stocked with standard supplies as well as some that are involved with the Inns personnel. Farmers will arrive every 2d4 days with new foodstuffs, other craftsmen will arrive every 2d10 days to take care of any needs that inn employees can not. TEMPLE REPRESENTATIVE Once a week, the temple representatives come to provide for the employees of the inn. They exchange news and views, and that weeks donations from the shrine. There will be two representatives on horseback, and they will both stay in one private room for one night. RANDOM VISITORS To determine each days visitors, make a percentile roll on the Random Visitors Table. Keep rolling as long as the dice come up an even number. The exact stats for these visitors must be determined by the referee. Your specific game system should have guidelines or charts for determining the alignment and general personalities of NPCs. The game world is filled with all sorts of people, and many of them will not see eye to eye with the PCs! Do keep in mind that evil does not mean violent and good does not mean they will team up with or aid the heroes in matters completely unimportant in their own lives. Using these random rolls to determine NPC personality lets the world breathe and, once again, lets the players know that even though the PCs are the center of the game, the game world does not revolve around them! However, if a specific roll inspires a particular idea, the referee should develop his idea instead of relying on the dice. They are only there for when the referee needs a little boost. In many cases he is specifically used when talking about the random travelers. While the individual referee can give his game world any social qualities he likes, this adventure assumes that the game world is not so progressive. Important figures are most likely men, women are almost never in charge, and certainly never walk the wilderness alone. Note that absolutely none of this applies to special visitors such as adventuring parties, elves, magic-users, or such. Still, these types will still skew predominantly male, with maybe only 1 in 4 or even 1 in 5 being female. Also, the region is assumed to be fairly homogenous. The inn should seem as real and logical as possible as a contrast to the more fantastic elements that the PCs will encounter later. Almost everybody visiting the Inn should be a normal human, with a non-humans being present in visiting groups maybe one time in twenty.

THE INN
The Inn itself will have a tavern/common room. It will also have a common sleeping room with 8d4 beds, 2d10 single rooms (which may have two beds in them), and 1d4 master rooms that can sleep four people comfortably. There will also be a stable for travelers horses, and inns of the larger sizes (and especially inns far from villages) will have craftsmen (blacksmiths, etc) living there with their own workshops. If the area is dangerous, it may well have a wall around all the buildings. There will be a master bedroom for the owner (and possibly wife), another bedroom for children, and one more room for every 2 staff members. Prices for lodging and food will be at 2d20 + 80% of the campaign norm.

THE INN STAFF


The inn will have a number of permanent staff. When the PCs first come into contact with any of the staff members, be sure to make reaction rolls for each of the staff members. The point of this entire exercise is to increase the amount of role-playing in a campaign, and to take the focus off of the dungeon or quest and put it to more mundane matters, without losing interesting qualities. In my games of the past, I hit on the serving wench, or more explicit versions thereof, have been a common action. Usually I just handwaive it, Oh yeah, fine, she goes up to your room that night. I mean, who cares, right? But if the home base is going to be used as a role-playing focus, that hand-waiving cant happen. Every NPC at the inn, including both staff and visitors, need wisdom and charisma scores generated. In general, members of the opposite sex that have lower wisdom scores than the charisma of another character will be very attracted to that character (influenced by reaction rolls of course!), and will react accordingly. Remember, the PCs are going to be seen as extremely interesting people who live on the edge. People working at an inn, or having other mundane lives, will want to be close to that and perhaps will want to run away from their curreny life into a new and exciting one. Creating tension this way (especially when one NPC takes a liking to a PC, and then starts really taking a liking to random visitors to the inn afterwords) can result in some interesting situations that cause suspenseful play without the threat of bodily harm (unless someone gets challenged to a duel!), and an anchor to make all these characters seem more real. THE OWNER The owner will be a d20 - 10 level fighter (minimum 0). He will be an older fellow, and has a 50% chance of being married, and 25% chance of being widowed. If the owner has a negative reaction to the party, prices at the inn will be increased d10 + 5%. If the owners wife has a negative reaction to the party, prices will increase d4 + 1%, but if she reacts well to them, there will be a d10 + 10% discount. Note it is possible to have both the owners penalty and the wifes discount together! If the owner is married or widowed, he will have d6-1 children, each age d20 years. THE SERVERS/CLEANERS For every ten rooms, there will be one woman (age d20 + 15 years) who serves as a serving girl during busy times in the tavern area and helps clean the empty rooms and keeps the area tidy.

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Random Visitors Table d% Result 01-02 Bandits 03-12 Craftsman 13-22 Duelist 23 Dwarves 24 Elves 25-26 Entertainer 27 Gambler 28-29 Gentleman 30 Gnomes 31 Collaborators 32 Gypsy Train 33 Halflings 34-35 Hearse 36-45 Laborers 46 Magic-User 47-48 Mercenaries 49-58 Merchant Caravan 59-68 Messengers 69 Minstrel Show 70-81 No Visitor 82 Officials 83-84 Religious Troupe 85-90 Random Travelers 91-92 Spies of the Nobles 93-94 Thief 95-98 Wedding Party 99-100 Roll on Special Visitors Table Special Visitors Table d% Result 1-20 Adventuring Party 21-23 Doppelganger 24-40 Knight of Righteousness 41-75 Military Patrol 76-90 Noble 91-99 Vampire 100 Monster Raid ADVENTURING PARTY Your game manuals should have rules for randomly generating adventuring parties. There will be d4+2 adventurers with an average level of 1d4, with the appropriate henchmen, pack animals, and equipment. The inn will treat these folk the same as the PCs (unless the PCs have performed some great service, of course), so these people may end up being competitors for the challenges of the area. Depending on the alignment of the parties involved and appropriate reaction checks, these adventurers may be direct allies or perhaps even enemies of the PCs. They will want private rooms for each of them, perhaps a suite, and will stay as long as there is adventure and possibility of profit to be had. BANDITS After raiding caravans and farmhouses and poor old women, bandits like to blow their money and live it up hard. These guys will not cause any real (violent) trouble if their excesses (unsocial and rude as they are) are tolerated. However, with so many different people around and all of the alcohol flowing, anything may happen. Note that they will be terribly obnoxious towards any females in the place, but of course the young and pretty ones most of all. For an interesting twist (especially if a PC has taken a shine on one of the inns staff), make appropriate reaction rolls for the women to see if any of them end up in a bandits bed that night. There will be 3d4 bandits plus their leader, they will stay in the common room, and they will stay here at the inn until they are all out of money (2d4 days). Certain bandits may be willing to become hirelings or henchmen. COLLABORATORS The monsters arent threats to road traffic on their own. While some keep quiet for various reasons, there are humans who actively aid them in their highway robbery. Collaborators spend time in cities finding out about merchant caravans that are preparing to head out and inform monsters about them ahead of time. When they move to inform their masters, their pattern is the same. Go to the inn, stay a night in a suite (or two private rooms), ride out the next day, return, stay one more night, and leave. Only PCs who specifically follow these men, or who just happen to be along their path to witness their traveling to and

contacting the monsters, would know something is up with them. The most disturbing part is that in order to contact the monsters and prove their peaceful intentions there, they must sacrifice one member of their own race at the meeting. So they will have a new member of the gang with them whenever they appear, and he will be killed upon contact with the monsters. There are d4+2 men in this gang and it will always be the same men that appear when this option comes up at any particular inn. If they are dealt with, then any further Collaborators results should be read as no visitor. The men will generally never socialize as a group to keep as few people as possible from noticing that, as a group, they always show up with a new guy but never leave with him. Whenever the collaborators show up, then a merchant caravan of the largest size will automatically be set to arrive fully laden with goods at the Inn in 1d6+4 days. Whether the monsters will hit it before it arrives at the Inn or after it departs is for the referee to decide. CRAFTSMAN Before one can settle down in ones very own workshop, there is a period of wandering to gain experience in the field working for a variety of employers. Journeyman in the most literal sense! The referee will have to determine exactly what kind of work he does, and it should ideally be randomly determined. The craftsman will stay in the common room and stay 1d4 days, unless he finds work locally, in which case hell stay as long as he has work. DOPPELGANGER Creatures that depend on humanity for their sustenance will always find their way to out of the way inns sooner or later. The introduction of a doppelganger to the environment may or may not cause a great deal of havoc, depending on who the creature chooses to duplicate. The day the doppelganger arrives, every single person at the Inn has an equal chance to be selected as the first victim. If the victim is just passing through, no one at the inn need ever know what happened. Until a body is discovered, anyway. A PC chosen as a victim will cause immediate conflict, of course, but an inn employee being killed and replaced by a doppelganger gives rise to a much more insidious, ongoing threat DUELIST Duelists travel the countryside earning their living through provoking fights, or better yet getting paid from just threatening to fight. They do this with the aid of an accomplice who will arrive at the inn the same day as the duelist but not appear to be associated with him. In fact, they will take great pains to act unfamiliar with each other. They will find a mark, usually a non-warrior looking type (no armor, battle scars, or large muscles) who looks at least fairly wealthy, and move in. The duelist will behave as a gentleman, being very proper, as bait for the trap. He will interact with his mark and then feign offense at some perceived slight and offer to resolve the matter with a duel to be scheduled the next day or two. In the meantime, the accomplice will approach the challenged and offer to broker a cash deal (where the duelist would be the one to get paid!) to prevent any embarrassment or untoward violence. Duels will be fought unarmored, with the weapon choice up to the challenged. Referees should detail which weapons a duelist is proficient in before executing the challenge to keep things fair. Duels will typically be to first blood only, although if a real offense causes the duel, and the duelist is of a cranky disposition (and someone has made a very bad reaction roll) and evil alignment, it can get nasty. After winning a duel, a duelist will pilfer a valuable from the defeated as compensation for his bother. Duelists will be a 1d6+2 level fighter, stay in a private room (as will their accomplice), and stay for 1d4 days. DWARVES Dour and taciturn is the cliche, and boy does it fit these fellows. Dwarves seldom have reason to wander in the realms of men, and when they do they just want to conclude their business and go home. The world of men has too much sky 3d4 dwarves will stay one night at the Inn, in a private room if there is just a few of them, and in the common room if there is a whole bunch. Each dwarf has a 25% chance to be a classed individual, and they will engage in heavy drinking at the tavern on the day they are there. ELVES Literature paints a different picture of elves than the usual adventuring party. While elves out in the world of men often seem like fine and normal fellows, most elves prefer to stay with their own kind and they really do form an alien society. Occasionally they must leave their sanctuaries to conduct various business in the world, and when they do they leave perplexed and whispering people in their wake. Elven visitors to the Inn will be 2d6 in number, with any 123

specific elf a classed individual 25% of the time. There will be roughly equal amounts of male and female elves, they will not mingle much with other visitors of the inn, and they will stay one night in a suite. ENTERTAINER Individual (or partner) bards make their living by playing taverns and festivals, so they will be passing through lonely road with some regularity. There will only be one or two of them, and they will play in the main tavern hoping for tips. They will sleep in whatever accommodations they can afford (usually the stables!). As usual with the wandering lifestyle types, they will be very rambunctious when let loose with the alcohol. They will stay at the Inn for 1d10 days. GAMBLER A professional gamesmen travels the taverns of the realm and makes his living by winning games of chance. He will set up on a table at the Inn and try to coax people into playing cards (or dice, or whatever) with him. The gambler is going to be either very good or very good at cheating, and any character that doesnt have gambling as a secondary skill should be at a severe disadvantage when facing this guy. Hell stay as long as he can keep making money (although likely it will be simply against visitors and not the staff after a couple days), using a private room. If cheating ways are uncovered, he just might be run out of the place! GENTLEMAN Gentlemen are people of decidedly refined tastes, who comport themselves with utmost respectability and expect everyone around them to do the same in the name of a civilized society. Despite their delusions of being natural men of the world, they are so very unsuited to life around the frontier and so will spend most of their time here being quite offended. The barmaids are all tramps associating too much with men, so unlike proper ladies, the men do not dress properly for socializing and dont even use the correct spoon for their soup. They of course will be absolutely horrified at the prospect of violence (nevermind violence against them). For added fun, sometimes (25% chance) they will bring their wife along, who is twice as refined and three times as sensitive. Then they might (25% chance) bring along 1d4 children who will then have to be shielded from all sorts of bad influence. A gentleman may (25% chance) have a couple of retainers to do his dirty work. Gentlemen will want a private room if traveling alone or just with his wife, or a suite if with more people. Theyll plan to stay 2d6 days for exposure to the robust country air, but will often leave in a huff after 2d4 days. GNOMES Gnomes are perhaps the rarest (or least-seen, anyway) of the demi-human races, and therefore any encounter with them should seem special. They are simple folk, as pragmatic as dwarves yet with the love of leisure as Halflings. PCs should be surprised by such a demeanor! There is a 10% chance that a gnome is a classed individual. There will be 2d4 of them, they will stay in private rooms, and they will stay for 1d4 days. GYPSY TRAIN An extended gypsy family traveling through the area is always sure to stop at the Inn. There will be 4d4 gypsies, half of them women and one quarter of them children, with one wagon for every three gypsies. They will typically all be one big extended family. They will camp within a short distance of the inn and not stay in the rooms, but they will use all of the facilities available at the inn and generally be very visible. They will provide all sorts of entertainment, anything from dancing to juggling to fire-breathing and sword swallowing. Generally they would only bring in money on audience donations and will not be seen as a big deal by the locals. Depending on how stereotypical (some would say racist) you want to get with the gypsies, more possibilities open up. There could be some sort of theft subplot happening at the inn complex, or one of the old women of the gypsies could be a genuine seer and able to tell the PCs future. The gypsies will stay for 1d8 days. HALFLINGS Halflings traveling in packs away from their homelands are rare, but the affable folk are always welcome in civilized lands. Halflings will tend to want to keep out of trouble, and while they will be social, they will typically be tight-lipped about what exactly their business might be. There will be 2d4 of the folk, always wanting private rooms (theyll sleep four to a room though) and staying for 1d4 days. There is only a 10% chance that they are classed individuals.

HEARSE People of means usually want to be buried where their families are, or at least close to where they were born. There is a fair trade in transporting bodies between larger communities. This will usually just be one or two laborers with a horse, cart or wagon, and their cargo in a coffin. The body will often have a minor amount of jewelry on it which will make it of interest to petty thieves, but 1% of these will have an impressive piece of jewelry worthy of any sick enough to disturb the dead. The laborers will prefer to sleep in the common room, and the coffin will stay in the stables (making it quite unpleasant for anyone there that night!) They will only stay for one night. KNIGHT OF RIGHTEOUSNESS A Knight (roll 1d6+4 to determine level) and his entourage (cleric, scribe, and 1d6 men-at-arms) arrive at the Inn. The Knight will demand a use of a suite for himself, and private rooms for everyone in his group. He will demand all of these for free, and he will demand that the rooms all be adjacent and anyone in rooms that he needs be tossed out immediately. The Knight will demand that no alcohol be served while he is in the area, that the barmaids cover up any exposed flesh, shutting down any entertainment, and generally be a complete nuisance. He wont even do anything about the dungeon or current adventure plot if informed about them because he is on his way to a much more important quest. The inn staff will suffer the Knights shenanigans because they dont want the trouble of resisting him, and theyll encourage anyone else to keep their mouths shut too. In fact, the only way the Knight will show himself to be anything other than a completely self-righteous snob is if blatant criminal activity or a monster attack happens while he is here. The Knight will stay at the inn for 1d3 days. LABORERS Work is hard to come by for many, and when freemen can not find gainful employment where they are, they will travel looking for work. There will be 2d6 laborers in the group, and they will be staying in the stables. They will stay 1d4 days, generally harassing travelers to hire them for just about any sort of work. Including the PCs MAGIC-USER Who knows what motivates the men who manipulate magic? They travel from place to place, sometimes on mundane business, and sometimes in search of things far more esoteric. Use 1d4+2 to determine what level the magic-user is. He will likely have a familiar, a 0 level companion or hireling, and a 5 th or 6th level magic-user might have a 1st level apprentice. The magic-user will stay in a private room, although the others might stay in the common room. They will stay 1d4 days. The magic-user is not very likely to go adventuring with the PCs, but might agree for a suitable portion of treasure if he has an enthusiastically friendly reaction to them. Note that if he is of a greater level than any of the PCs, a suitable portion might be 50% or more just for himself, and he may think of himself as the party leader and the PCs his mere henchmen! MERCENARIES Standing armies in the middle ages were uncommon, and it could be assumed that RPG kingdoms loosely based on that time period might have the same situation. This results in a professional soldier class that has no loyalty to a specific kingdom travels the land searching for nobles in need of warriors. Because their livelihood is based on killing and dying, they take their off-time very seriously and will be the most enthusiastic revelers to be found at the tavern when they show up. They arent the most popular customers the inn has, as they tend to be pretty rude, grabby, and they are poor tippers! The exact type of mercenary is subject to referee decision (and some games give options for such expert hirelings). There will be 3d8 of them, and they will likely as not decide on making camp nearby. If they do stay at the inn, they would stay in the common room, with maybe their commander having a private room. They will stay 1d4 days. Mercenaries, of course, make wonderful henchmen and general combat support hirelings as long as alignments and reaction rolls allow. MERCHANT CARAVAN Business is business, and business through risky areas offers a high return for the investment. There is no shortage of people making shrewd, or completely foolish, decisions and bringing caravans out this way. A typical merchant caravan will consist of a head merchant, 1d4 assistants, 2d4 guards, and 2d6 support laborers. There will be one wagon for every four individuals. Sometimes a merchant will have his family with him, which adds a spouse and 124

d6 - 1 children. The referee should determine exactly what goods the merchant deals in. Any merchant has a flat 20% chance to be interested in any valuable or odd goods the PCs want to sell, although the amount the merchant gives them for the goods will depend on reaction rolls, anywhere from 25% for a hostile reaction to 75% for an extremely favorable reaction. The merchant will want a suite for himself and his family, the common room for his guards and assistants, and the stables for his laborers. They will just stay one night. MILITARY PATROL This is a large group from a neighboring area, on patrol along the road. They will not leave the road to engage under any circumstances (their orders are to be seen, defend anyone traveling on the road, but do not go out of the way to engage). The Inn is a good stop off for them, and the soldiers will party hard. There will be 10d4 0 level men-at-arms, and for every ten men there will be a first level fighter squad leader, and if there are thirty or more men there will be a second level fighter sergeant. They will make their own camp a short distance away from the inn so they will take up no rooms, but they will be all over the tavern and many of the other buildings of the inn compound continuously. Theyll pretty much act like the bandits when all is said and done. They will only stay one night unless they arrive for a weekend, in which case they will leave on Monday. MINSTREL SHOW If the inn is remotely located, the owner knows that the employees often get bored or longing for a larger community, so he brings in entertainment shows every so often. There will be 3d4 musicians, actors, and miscellaneous entertainers (acting as their own crew!) who will take over an area close to the inn and set up a makeshift stage. They generally have a few wagons which also serve as their sleeping areas, although they will also have a private room in the inn just in case someone needs a bit more privacy. When the minstrel troupe is in the area, service tends to suffer as the staff is focused on the entertainment. Of course if the minstrels are only performing for the employees, they will not stay so long. Figure about 1d4+1 days average, or as long as they have a paying audience. Lock up the women and children when these guys are around! Make an extra roll on the Random Visitors table for every day the minstrels are here, as people time their trips to be able to see this sort of thing. MONSTER RAID! This result means there will be a monster raid happening on this day, in addition to whatever else is happening around the Inn. Usually it will be a rather unintelligent monster, as most intelligent creatures know to stay away from the inn and all its various denizens. This could be a good opportunity for PCs to see exactly who their hosts are as they will defend their loved ones and the property (in that order!) to the best of their ability. Depending on the menace, it might also be a good test to see if the PCs know when to put their heads down and stay out of the way. Roll on the following table to determine what attacks (a bandit raid will not be with a same crew of bandits that would stay here): d20 1 2 3 4 5- 11 12-16 17 18 19 20 NOBLE A noble and his entourage is an impressive thing. The noble himself will always have 2d4 bodyguards, 3d4 assistants of various types, plus enough carriages (and drivers and horses) to transport them all and their luggage. Referees may decide the noble is bringing his family along, in which case add a spouse and 1d6 children, plus another 2d4 bodyguards and 2d4 assistants. Nobles will demand the run of the place, earning a bit of enmity from the locals (even though the generous amount of money a nobles entourage brings in will soften that blow a bit), and probably even more from the PCs. They should never be allowed to forget that they are in the presence of power in the realm, and their behavior while the noble is here can have far-reaching implications for the campaign. Nobles will stay in a suite, and if there is not a suite available then somebody is going to have to get kicked out so the noble can stay. The entourage will all stay in private rooms (the important ones) or the common Result Anhkheg Bulette Ettin (1d6) Hill Giant (1d4) Human Bandit Raid! Humanoid Raid! Hydra Manticore Troll (2d4) Wyvern

room (the unimportant ones). They will stay for 1d6 days and be the center of attention the entire time. OFFICIALS Bureaucrats are a constant menace in any society. They also tend to be very non-threatening, unless they see something they dont like, in which case they will do nothing about it themselves and just report the problem to the next link in the chain. These officials (government, religious, mercantile) have no actual function that PCs can determine, but they conduct themselves as very important people and demand respect as a matter of course. There will be 2d6 of these leeches traveling, likely by carriage (you think theyd walk all this way or learn to ride a horse themselves?), with one assistant for every four of them present. The officials will themselves stay in suites or private rooms, while the assistants will get the common room or the stable. RELIGIOUS TROUPE A traveling religious troupe is either a group of pilgrims traveling to a holy site, or a low-ranking group of monks or priests doing the same. Very rarely should this mean a cleric-classed character. The referee should determine exactly what god the troupe worships, and what the relationship of that god is with the prevalent god at the inn compound. In all, the troupe will be 3d4 individuals staying in the stables or the common room for 1d2 days. Clerics (of the same god!) should be able to find hirelings or henchmen in such a group. RANDOM TRAVELERS Sometimes, people dont have any sort of reason for being anywhere in particular. Independently wealthy (or simply landless wanderers) out to see the world, fugitives from far-off authority, or people merely on the way from one place to another, these are all random traveler types. It will be one person with equal chances of staying in the stables, common room, private room, or suite, and staying for 1d6 days. Random travelers staying in the common room or stables are ripe for the picking as hirelings or henchmen. SPIES OF THE NOBLES These people are on the lookout for evidence that the innkeeper is openly defying the law of the land (the referee can determine details as appropriate for his campaign) as well as tax-evading treasure collectors! These spies will always be here under other auspices (roll again on the table to see who they are pretending to be), and they will be quite nosy and obtrusive into peoples business. Mistreating these men is a bad idea as that will bring noble troops to teach the offenders how to properly treat their betters; and if the men go missing it will certainly bring troops to investigate and intimidate PCs getting involved in the political intrigue around the inn may be in for more than they bargained. Keep in mind that Lawful characters would tend to favor the side of the nobles THIEF The temporary nature of inn residences makes them a frequent target of thieves who can take advantage of the situation. 1d4 thieves of 1d6 level each will stay at the inn for 1d6 days in either the common room or a private room. They will spend their time around the common areas of the compound casing out guests (never anyone that lives there unless they can find an easily accessible and excessive treasure!) to determine who has something worth stealing. Then they will strike, grabbing all they can while attracting no attention to themselves and immediately leaving. VAMPIRE Vampires like lodging too! This will comprise of a couple or three strongmen on a carriage (with one or two horses) carrying a rather large crate. They will want either a private room or a suite and will carry their tremendously heavy (700+ pound) cargo to the room. They will accept no assistance, and will be very obvious in their wish to be left alone. Of course their cargo is a vampire resting in its coffin, and at night the vampire may awaken and disguise itself as one of its followers and enjoy a night in the tavern. Of course someone examining all of this closely will find many suspicious things about the group. It is recommended that the vampire and his follower(s) not deliberately cause trouble for their hosts, but anyone getting too curious about this mysterious band of travelers is in for a nasty surprise. They will stay just the one night.

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WEDDING PARTY For some reason, the inn the PCs are staying at has become a popular wedding site. So a couple of times a year, a wedding party will descend on the inn, spreading merriment and warm feelings to everyone! Weddings make everyone feel more romantic so any passes made at the barmaids will all have a +10% bonus to reaction rolls, +20% if the effort really does seem romantic and there have been no previous crude attempts made by the character on one of the staff. There will be the bride and groom and 10d6 family and friends. The bride and groom will each have a private room until the wedding, after which they will have a suite together. The family and friends will have as many private rooms as are available, the rest will stay in the common room. They will arrive by private coaches (one coach per six people), and those coach drivers will stay in the common room. The entire party will be there for 1d6 days before the wedding, everyone will leave the day after except the married couple who will remain for d10+6 days afterwords

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MONSTERS

ACULEAN
SIZE: Large (12 ft. long) MOVE: 150 ft. ARMOR CLASS: 3 HIT DICE: 7+2 ATTACKS: 4 DAMAGE: By weapon, 1-10, 1-10, 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to poison MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 75% TREASURE: Individual: 2-12 ep, 2-8 gp, 1-6 pp; In Lair: 1-6k cp (25%), 16k sp (40%), 1-6k ep (40%), 1-10k gp (55%), 100-400 pp (25%), 4-40 gems (60%), 3-30 jewelry (50%), any 3 magic items (30%) INTELLIGENCE: Average to very ALIGNMENT: Neutral evil LEVEL/X.P.: 6 / 850 + 10/hp Aculeans are an ancient race of evil, half-scorpion humanoids. These merciless desert predators hunt other desert dwelling races for sport and food. Legends tell of a massive city sunken beneath the sands which is the birthplace of the aculean race. The truth of these tales is unproven as of yet. Aculeans have an affinity with scorpions of all sizes, and are often found in the company of 1-2 giant scorpions or 1 giant black scorpion. Any creature stung by an aculean must save against poison or take 1-6 points of damage and be paralyzed for 1-6 hours. Aculean poison is somewhat weak, allowing a +1 to the save. Aculeans can use the following spells three times per day at the 6th level of ability: create food and water, cure disease, hallucinatory terrain. Aculeans lure travelers into traps using hallucinatory terrain to create illusions of small oases or wells. They then charge with their lances; any who survive the charge are trampled and attacked with stingers, claws, and any other melee weapons carried. Though aculeans much prefer claws, sting, and lance, they may carry falchions, spears, scimitars, shortbows, or crossbows. Aculeans can use their attacks individually, attacking up to 4 different targets each round. Languages: Aculeans speak their own language. More intelligent members of their race tend to learn common as well. Description: Human from the waist up and a giant scorpion from the waist down, an aculean is about 12 feet long and weighs 850 pounds. Alien eyes peer from their hairless skulls, and each bears a tattoo of a black crescent moon and scimitar covering much of their chitinous chest. They are typically brownish in color and vary from a light tan to a deep dun.

ACANOPYORNIS
SIZE: Large (9 ft. tall) MOVE: 180 ft. ARMOR CLASS: 8 HIT DICE: 3 ATTACKS: 3 DAMAGE: 1-4, 1-4, 1-2 SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 9-16 LAIR PROBABILITY: 10% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 2 / 65 + 2/hp The acanopyornis is a large flightless bird of the desert that, unlike most flightless birds, still possesses large wings. Omnivorous, feeding on small desert reptiles and desert plants, the acanopyornis uses its great wings to shelter itself from sandstorms, forming a canopy of sorts. This behavior, combined with its relatively calm demeanor, makes it a popular choice as a mount for desert-dwelling peoples. Acanopyornises are sometimes referred to as canopy steeds. During a sandstorm, an acanopyornis can lift and spread its wings, creating a tent-like dome large enough for itself and one medium-sized creature. The birds remarkable physiology maintains the temperature within its wings at a level comfortable for beasts and humans, as well as allowing it to support an incredible weight of sand covering. In the wild, the acanopyornis uses this ability to protect its chicks from sandstorms or the vicious desert heat. If trapped beneath the shifting desert sands, an acanopyornis gives out a throaty subsonic call. All acanopyornises or other creatures with extremely acute hearing can hear the trapped acanopyornis up to a quarter-mile away. Wild acanopyornises always come to the aid of such a bird unless large predators are known to be in the area, and help to dig the trapped out with their powerful legs and splayed talons. The wise rider, trapped under the sand with his acanopyornis, rations his food and water carefully while waiting for aid. In the sheltering wings, a rider and his bird can survive for 3 hours before suffocating. If encountered in their lair, there will be a communal nest. There is a 50% chance that there will be 4-24 eggs or young birds of 25% to 50% maturity. The eggs are worth 10 gp each (and will feed a party of 6 for a single meal) and young birds can be sold on the market for 50 gp each. An adult trained for riding typically sells for 50 gp while one trained for war sells at 250 gp. They require half the rations of horses and only a quarter of the water, most of which is supplied through their cacti foods. Description: Acanopyornises are great flightless birds that are somewhat larger than a very big ostrich. A typical acanopyornis stands 9 feet tall and weighs nearly 450 pounds. Its wingspan is almost 20 feet. It has light brown feathers over the majority of its body, with almost opalescent wing feathers. The beak is typically orange in color, but can be various shades of tan. Variants: The green-beaked acanopyornis dines almost solely on the poisonous noptri cactus. The green-beak is immune to this toxin, but its beak, dyed green by the cactus pulp, is saturated with the poison, and thus its bite is dangerous. Any creature hit by a green-beakeds bite must save against poison or suffer an additional 15 hit points of damage in 2-5 rounds.

ADDLEVETCH
SIZE: Small MOVE: 10 ft. ARMOR CLASS: 6 HIT DICE: 2 ATTACKS: Special DAMAGE: Special SPECIAL ATTACKS: Eye rays SPECIAL DEFENSES: All-around vision MAGIC RESISTANCE: 15% RARITY: Uncommon NO. ENCOUNTERED: 1-2 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 2 / 50 + 1/hp Addlevetch are mobile, carnivorous plants found in desert regions. They prefer to lie in wait along pools of water, usually wedged between rocks (improving AC to 4) or at the base of a palm tree. When an animal or other prey comes near, an addlevetch uses its rays to disable and kill the creature. Once any threats have passed, the plant nestles into the corpse to consume and grow. A few desert tribes hunt and kill addlevetch to create a fiery tequila beloved by the brave, daring or foolhardy. 127

Every addlevetch possesses three eyes. These are at the tips of curved stems growing from the center of the plant, and each eye has a different magical ability. Each eye must succeed on a to hit roll to successfully target a victim. The yellow eye shoots a yellow ray that acts as a confusion spell against the target only. The red eye shoots a red ray that causes a massive itching sensation throughout the targets body, resulting in a -2 to all to hit and damage rolls with a failed save against spells. The smallest eye, the blue eye, shoots a blue ray that acts like a cause light wounds spell. The addlevetch can use two eye rays per round in combat. The eye stems are very quick and flexible (AC -5) but can be severed by dealing 1 hit point of damage with a slashing weapon. An addlevetch that suffers a severed eye usually makes a fighting withdrawal from the combat to regrow the eye. Regrowth takes a minimum of two weeks. Addlevetch possess all-around vision and cannot be surprised. They are automatically aware of any creature of small size or larger within 30 feet, including invisible ones. Addlevetch sometimes hunt in pairs, sharing in kills. Description: An addlevetch look similar to a small agave cactus common in some desert regions. They have a rosette of thick, fleshy leaves spanning up to three feet in diameter. Where the tall flowering stem would grow during the flowering phase of a true agave, the addlevetch possesses three long and curving stems. Each of these stems sports a colorful and shiny sphere at its tip, looking like a closed flower. Typically there are several dead leaves at the base of the plant which help insulate it from the cold desert nights and hide the web of shallow roots used for mobility. These dead leaves are more common in winter and are sometimes completely absent during high summer. Variants: There are reports of different types of addlevetch possessing different eye abilities, such as fear, slow, and sleep. However, all these variants possess the cause light wounds eye. It is rumored that there are addlevetch adapted to subterranean life, but such has not been confirmed, nor has the rumor of a greater addlevetch possessing 6 eyes.

ARCANOPLASM
SIZE: Medium (5 ft. tall) MOVE: 90 ft. ARMOR CLASS: 6 HIT DICE: 7 ATTACKS: 1 DAMAGE: 3-18 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 6 / 554 + 8/hp Arcanoplasms are thought to be the result of a failed magic experiment. Wizards and sages alike have tried for years to gather complete information on this odd creature, but thus far such information has eluded even the most resourceful of casters. Arcanoplasms are found in areas where the residual energies of arcane magic linger. Such areas include ruined wizards towers, keeps, dungeons, and so forth. Here they feed and remain until disturbed. Most encounters with these monsters take place in such locations, as the arcanoplasm rarely travels far from its lair - and since it lairs in ruins and other such adventurer-attracting places, it rarely has to wait long between meals. When forced to combat, arcanoplasms always locate arcane spellcasting creatures first. An arcanoplasm can automatically detect the location of any arcane spellcaster within a 100-foot radius and its detection is not blocked by stone, lead, or other material. Because of its ability to replicate spells cast near it, the arcanoplasm tries to stay within 30 feet of an arcane caster while physically attacking others with acid-laced pseudopodia for 2-12 points of damage, plus an additional 1-6 points of acid damage per hit. An arcanoplasm can mimic any arcane spell of 4th level or lower that is cast within 30 feet of it. The spell takes effect on the arcanoplasms next round and does not require any components. Mimicked spells are cast at the foe deemed most threatening. Arcanoplasms only attack arcane casters once all other threats are removed. Any arcane spell cast at an arcanoplasm is automatically absorbed. This cures 1 hit point of damage per 3 points of damage the spell would otherwise deal. (Non-damaging spells cure 1 hit point of damage per spell level of the spell.) Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. An arcanoplasm cannot absorb divine magic and is affected by it normally. Arcanoplasms are immune to poison. Arcanoplasms do not value mundane treasure and view magical treasure as food. Any magical item less potent than an artifact or relic will be drained after one week of feeding. If recovered before then it will still be functional, but any charged items lose 1/7 of their charges per day of draining. There is a 10% chance that an encountered arcanoplasm will possess a magic item currently being drained. Description: Arcanoplasms are amorphous blobs that often assume a sort of pseudo-bipedal form roughly 5 feet tall. Variants: It is speculated that 10% of all arcanoplasms are actually divinoplasms that treat divine magic like normal arcanoplasms treat arcane. This ratio is uncertain due to the rarity of the monster, but such variants have been confirmed.

AGARINID
SIZE: Small (4 ft. tall) MOVE: 20 ft. ARMOR CLASS: 4 HIT DICE: 4 ATTACKS: 2 DAMAGE: 1-4, 1-4 + irritation paralysis SPECIAL ATTACKS: Spore attack SPECIAL DEFENSES: None MAGIC RESISTANCE: Regeneration, +1 or better weapon to hit RARITY: Uncommon NO. ENCOUNTERED: 2-12 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 4 / 145 + 3/hp An agarinid is sensitive to animal pheromones; if it senses animals on the attack, it will uproot itself and shamble toward the source. Its tough outer layer requires a weapon of +1 or greater to cause it damage and it regenerates 2 hit points of damage per round, beginning 2 rounds after being damaged. The agarinid can temporarily produce two pseudopods from which it can release a cloud of irritating spores. If a target is hit with such a cloud (on a normal attack roll), he will take the indicated damage from skin irritation and must save vs. poison or be subject to the effects of a hold person spell for 2-12 rounds. An effected target will find his sympathetic system in rebellion against the spore assault and unable to function during that time. A remove poison spell will not lessen the effect, though a cure disease spell will remove the spores and restore the victim one round later. Description: The agarinid appears as an oversize toadstool.... perhaps an inviting place to sit for the unwary.

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ASTRAL WEB
SIZE: Large (50 ft. long) MOVE: 5 ft. ARMOR CLASS: 0 HIT DICE: 20 ATTACKS: Special DAMAGE: Special SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to fire and cold MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-3k cp (20%), 1-4k sp (25%), 1-4k ep (25%), 1-4k gp (30%), 100-600 pp (30%), 10-60 gems (55%), 5-30 jewelry (50%), any 3 magic items (50%) INTELLIGENCE: High ALIGNMENT: Neutral evil LEVEL/X.P.: 9 / 8,200 + 30/hp Astral webs are permanently invisible astral predators that trap prey in their webby bodies, eventually killing them through deprivation. They also bleed over into the prime material plane, where they are visible and look remarkably like simple giant spider silk and normal cobwebs in a long passageway or tunnel. Astral webs are able to change the strength, texture, flammability, and stickiness of their bodies at will, allowing unwitting prey to enter deep into the creature before becoming trapped. Creatures within the astral web when it turns its webs strong, sticky, and non- flammable are considered trapped and stuck. Any creature with an 18 or greater strength can break free after a full turn of struggle, while a strength of 17 provides escape in two turns. There is no hope for those with 16 or less strength. Casting spells while entangled risks a 50% failure chance. Entangled creatures can attack the astral web at a -4 penalty and deal only half damage. While entangled, astral webs subject their prey to different effects depending upon the plane on which the prey resides. Upon the astral plane, the astral web brings the timeline of the prime material plane into its body, subjecting its prey to the ravages of hunger and thirst. Many a creature has died of deprivation while in the timeless astral plane through this tactic. On the prime plane, the astral web brings the vast emptiness of the astral to the material, resulting in a preternatural cold that deals 2 hit points of damage per round upon all those within it. If an astral web is damaged by more than 50% it retreats fully into one of its two home planes (depending on which plane it is trying to avoid), leaving behind those that damaged it. If followed, it moves but slowly and will probably be destroyed by former prey seeking revenge. Astral webs enjoy collecting treasure and will use the remains of previous kills to entice the unwary to their deaths. Languages: Astral webs can communicate telepathically (within 100 ft.) with any creature that has a language. They also appear to have some limited ESP ability, allowing them to pick out the memories of youth from their prey. Those that have escaped from an astral web tell tales of how the web would sing to them like their mothers did as it slowly killed them. Description: Astral webs are invisible on the astral plane, but viewers on the material (or those able to see the invisible), see what looks to be a 10-foot tall, 10-foot wide, and 50-foot long tunnel of giant spider silk and cobwebs.

AUTUMNAL MOURNER
SIZE: Medium (5 ft. tall) MOVE: Flying 120 ft. (AA: level VI) ARMOR CLASS: 0 HIT DICE: 2+2 ATTACKS: 1 DAMAGE: 1-8 SPECIAL ATTACKS: Dirge SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Low ALIGNMENT: Neutral evil LEVEL/X.P.: 3 / 70 + 2/hp As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summers annual passing and the subsequent death of the trees falling leaves. Autumnal mourners are disquieting but not especially dangerous in early autumn. They silently rise from the mists and accompany travelers venturing through the woods, somberly following them for several hours. However, when autumn yields to winter, the mourners grow more obsessed with death. Commemorating the passing of dying leaves no longer satisfies their restless nature. When the first snows cover the land, the autumnal mourners transform into bloodthirsty angels of vengeance. Once again, they rise from the mists alongside travelers, but savagely attack them instead, freezing flesh to the bone with their icy hands for 1-8 hit points of damage per touch. The dirge they continually sing softly changes in tenor as well during the winter, becoming more ominous and threatening. Creatures within 50 feet of an autumnal mourner must save against spells or feel their morale drop, resulting in a -1 penalty to hit. Although incorporeal of form, autumnal mourners can be damaged by normal weapons. Twice per day they can change shape into a whirling mass of autumn leaves and, while in leaf form, they can only be hit by magical weapons. They only do 1-4 hit points of damage while in this shape, however, and they are forced to revert to their normal shape in 2-5 rounds, leaving behind a pile of freshly fallen leaves on snow. While the potential for autumnal mourners may exist in every land, it appears that only the forest and woods seasonal changes, as experienced by their deciduous plant life, generate their creation. Autumnal mourners turn as ghouls. Languages: Autumnal mourners speak common, or the tongues spoken in life. Description: Autumnal mourners appear as they did in life, except for their pale, gray skin and the reddish-brown veils covering their faces. They float solemnly amidst the tumbling leaves, quietly singing melancholy dirges.

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AVATAR OF FAMINE
SIZE: Medium (6 ft. tall) MOVE: 180 ft. ARMOR CLASS: 2 HIT DICE: 7 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: 20% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 95% TREASURE: None INTELLIGENCE: Exceptional ALIGNMENT: Neutral evil LEVEL/X.P.: 6 / 925 + 8/hp Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent. Although capable of delivering a severe wound with its claws, an avatar of famine attacks primarily through its fog of hunger ability. At will, a thick fog surrounds the avatar to a radius of 25 feet providing some concealment and an AC of 0. Any creature within the fogs radius must succeed on a saving throw against spells every round or become hungry in increasingly more dangerous ways. The first round of hunger is equivalent to a strong desire for food - uncomfortable, but not detrimental. The second round of hunger is more dire. All creatures suffer a -1 penalty to attack rolls as the pains of hunger distract them from tasks at hand. The third round is even worse. All creatures suffer -2 to attack rolls and have their movement rates reduced by a quarter. Also, any spells cast during this period have a 25% chance of failure and any creatures subject to morale checks are required to check morale at this point and at every worsening of the hunger. The fourth round continues the downward spiral, with rolls at -4, movement rates cut in half, and spells at a 50% failure rate. The fifth and subsequent rounds of hunger result in rolls at -6, movement rates cut by three-fourths, spells at a 75% failure rate, and an additional save against spells being required to remain standing. A failure on this check results in the creature curling up in the fetal position and dying of hunger in 2-12 rounds. Creatures that need not eat are unaffected by the fog. In addition to this terrible ability, an avatar of famine can animate the bodies and bones of the dead around it, creating a sort of entangle effect provided enough dead in the area. The area extends in a 20 ft. radius from the avatar. Creatures caught in this area must succeed in a save against spells or take 1-6 points of damage, move at half speed, attack at a -2 penalty, and be unable to cast spells. Those who save are only slowed to half speed. Avatars of famine usually stay in the area of the sacrifice that created them, providing them with plenty of dead for the use of this ability. Avatars of famine can be turned, but are turned as a special undead creature. The god of famine does not want its creations halted and personally channels his energy into each of his avatars. Languages: Avatars of famine speak common and any other languages of the creatures from which they were transformed. Description: The avatar of famine is a thin, zombie-like creature whose flesh is tight upon its bones. Those foolish enough to mistake the avatar for a common zombie are soon corrected by its astonishing speed and short, sharpened claws. It is a gaunt and gray creature, with smoldering green lights in its eye sockets.

AVMAR
SIZE: Large (12 ft. tall) MOVE: 120 ft. ARMOR CLASS: 0 HIT DICE: 12 ATTACKS: 2 DAMAGE: 1-10, 1-10 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: 40% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 70% TREASURE: None INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 8 / 3550 + 16/hp The fearsome avmar serves as a guardian of some legendary treasure of the ancients. Its origins are shrouded in time, but it is known that only members of a certain bloodline are able to control the creature. Whether that bloodline created the avmar or simply discovered its secrets is also unknown. Normal weapons cannot damage it. If within 60 feet of an opponent, the avmar emits an ethereal wave that causes all within range who fail a save against magic to weaken and endure a -4 to hit during combat. Its powerful arms can slam an opponent backward 5-10 feet if the PC is struck on an 18-20. A PC knocked back is stunned for 1-4 combat rounds. Instead of fighting with its fists, the avmar may elect to charge an opponent with its horn if the victim is more than 20 feet away, dealing 1-12+5 hit points of damage. There is a 5% chance per 5 feet distance covered that the victim will be impaled on the horn for 1-6 hit points per round in addition to the normal damage. If impaled, the PC must make a successful bend bars roll in order to pull himself off the horn. Description: The avmar appears as a 12- foot-tall, muscular, black stone beast, with slitted eyes and a large horn protruding from its forehead. It weighs more than 1,000 lbs.

BARATHELAR
SIZE: Small (3 ft. tall) MOVE: 120 ft. ARMOR CLASS: 5 HIT DICE: 2+1 ATTACKS: 2 DAMAGE: 1-3, 1-3 SPECIAL ATTACKS: Suffocate SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: In Lair: 1-4k cp (25%), 1-3k sp (20%), 1-4 gems (50%) INTELLIGENCE: Very ALIGNMENT: Chaotic evil LEVEL/X.P.: 3 / 110 + 2/hp Barathelar are wily shapechangers who don the appearance of housecats to infiltrate households. Once inside, the barathelar targets the young children of the home and suffocates them by literally stealing their breath. They then retreat to their lair beneath the bustling streets. A barathelars kiss sucks the breath from a helpless opponent, immediately triggering the onset of respiratory arrest. A victim must save against death or begin to suffocate, dying in 5 rounds. A remove curse spell, or the death of the barathelar, is the only means of saving the creatures life during this period. Fortunately, the barathelar can only utilize the ability while in cat form and even then only against a helpless opponent. Barathelar rely upon deception and guile rather than their fairly weak physical attributes to defeat their opponents. Ideally, they prefer attacking a helpless opponent, as in the case of a sleeping child, but if confronted with no readily available escape route, the barathelar stands its ground until it is able to flee. 130

To achieve this end, the barathelar initially hisses like an angry cat. Any creature within 30 feet must save against spells or be scared for 2-5 rounds, fleeing away from the barathelar. After hissing the barathelar will hightail itself out of the situation. If hissing doesnt work, a barthelar will employ dimension door as a second alternative. It can dimension door once per day. If forced to combat it can use blur and color spray twice per day. Languages: Barathelar speak common and undercommon. Description: The barathelar appears in one of two forms: its natural humanoid shape, or that of a cat. In its actual state, the barathelar is a small, gaunt, childlike humanoid with a dark olive complexion and a thick head of jet black hair. It frequently employs an impish, mischievous grin and its mysterious amber eyes to disarm suspicious humanoids. Although females account for nine out of every ten barathelar, every barathelar sports a small cluster of barely discernible, thin white whiskers on its upper lips and along the side of its nose. Barathelar stand 3 feet tall and weigh 45 pounds. All barathelar have small retractable claws they use in combat, regardless their current form. In addition to its physical characteristics, the creature flaunts its riches and style by adorning itself in only the finest attire while in its natural shape. Barathelar possess all of the trappings of wealth and a charming personality, but they remain aloof, interacting with humanoids only to further their agenda. Surprisingly, the barathelar is unable to alter its humanoid appearance in any manner. Conversely, the creature displays an astounding prowess to mimic the physical appearance of virtually any cat, a trait that it uses to its maximum advantage.

Direct combat is a last resort for blackwater sloughs; they prefer arranging the deaths of their enemies from afar. When pressed into battle, however, they are formidable. Often forewarned of their opponents approach, sloughs fill their homes with illusions to confuse their foes. In melee, blackwater sloughs form pseudopodia that bash at opponents, dealing 1-6 hit points of damage plus 2 points of acid damage on a hit. A blackwater slough can create a shadowy humanoid servant. This ability is identical to a project image spell, with the following exceptions: a shadowy servant does not mimic the appearance of the slough, it has a range of 5 miles, and it has an unlimited duration. The slough can only use its spell-like abilities through the shadow form. A successful dispel magic spell cast on the shadow form destroys it, after which the slough may not create another for 3 rounds. Description: Blackwater sloughs are cold sheets of black fluid in which strange white and yellow eyes occasionally bob. They weigh 250 pounds and are naturally buoyant.

BLESSED RING
SIZE: Large (15 ft. wide) MOVE: 0 ft. ARMOR CLASS: 4 HIT DICE: 8 ATTACKS: 1 DAMAGE: 2-20 SPECIAL ATTACKS: Digest SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: 75% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Lawful Good LEVEL/X.P.: 7 /1,200 + 12/hp To the weary adventurer, the blessed ring is a gift from the gods. Although rare, these simple rings of common toadstools can be found scattered throughout the wilderness. They are distinguished from normal mushrooms by their perfect ring pattern on the ground and the odd lack of any plant growth within their circle. Close inspection reveals nothing special about the ring, but if any living creature lies down within the circle and remains still for 5 minutes, the ring begins to grow up around it, quickly forming an impenetrable dome of mushrooms roughly 10 feet across and 5 feet high. This dome can comfortably hold four man-sized creatures. Anyone within the dome can rest completely protected from the elements and any marauding predators. After precisely 8 hours, the dome recedes, and within 1 round, only the original ring of mushrooms remains. There is little chance that anyone within the dome may be disturbed, as any attempt to attack or harm the dome during these 8 hours (whether from the inside or outside) earns the offender a spray of powerful acid dealing 2-20 points of damage to a range of 40 ft. The blessed ring is, however, something of a mixed blessing: five minutes after the dome is formed, the fungus detects evil on everyone inside of it. If anyone within the circle is evil, the blessed ring attempts to digest everything within it by spraying a powerful acid dealing 2-20 points of damage to every creature inside the dome. Player characters trapped inside have only a few rounds to cut themselves out before they become fertilizer for the blessed ring. Blessed rings are often used by good or neutral adventurers as a safe place to camp in the wilderness. A more common use for the ring is as a rite of passage such as the coming-of-age into adulthood or as a final test for a new chieftain. A blessed ring never enters combat directly, but if attacked in dome form, it sprays acid to defend itself. If attacked from the inside, it begins to digest the attacker. Anyone attempting to break through the dome must deal damage equal to one-third of the domes total hit points in order to make room for a mediumsized creature to pass through. As the dome regenerates 5 hit points per round, this is more difficult than it sounds. Description: Blessed rings appear in many different fungal forms, the only consistency between rings being the utter lack of plants within the circle. Variants: 1 in every 50 blessed rings is actually a cursed ring. These function exactly as their nobler brethren, but shelter evil creatures while digesting good

BLACKWATER SLOUGH
SIZE: Large (20 ft. wide) MOVE: 5 ft., swimming 10 ft. ARMOR CLASS: 5 HIT DICE: 12 ATTACKS: 2 DAMAGE: 3-8, 3-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: + 1 or better weapon to hit MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-6k cp (25%), 1-6k sp (40%), 1-6k ep (40%), 1-10k gp (55%), 100-400 pp (25%), 4-40 gems (60%), 3-30 jewelry (50%), any 3 magic items (30%) INTELLIGENCE: High ALIGNMENT: Chaotic evil LEVEL/X.P.: 8 / 5,150 + 16/hp Fabled as the tainted runoff from a foul lake that contains the remains of a perished dark god, blackwater sloughs do not die of natural causes and are extremely patient to see their plans come to fruition. They plot and connive, arranging the downfall of both good and evil through manipulation, illusions, and bargains with gloryseekers. Sloughs pit good and evil beings against one another, hoping all are destroyed. Blackwater sloughs move slowly, rippling and flowing toward their destinations. Most make their homes in marshes or damp caverns, seeping through cracks in the earth and remaining in one place as long as possible. Those who must travel prefer to do so in water, where they can let themselves be carried by currents. They smell strongly of mildew and have darkvision to 120 ft. Once per round, a blackwater slough can create a blast of intense cold in a 30foot radius. Any creature within this area suffers 1-6 hit points of damage. Those who fail a save against spells (made at +2) are also slowed for 1-4 rounds. A blackwater slough can perform many spell-like powers at the 16th level of ability. At will: audible glamor, dancing lights, demi-shadow monsters, detect illusion, detect invisibility, detect magic, hypnotic pattern, illusionary script, improved phantasmal force, lower water, minor creation, misdirection. Thrice daily: demi-shadow magic, hallucinatory terrain, invisibility, minor creation, non-detection, shades, spectral force. Once daily: improved invisibility, major creation, maze, permanent illusion, phantasmal killer.

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ones. Cursed rings are lawful evil and are indistinguishable from true blessed rings.

BLIGHT BELCHER
SIZE: Large (20 ft. long) MOVE: 30 ft., swimming 120 ft. ARMOR CLASS: 5 HIT DICE: 6 ATTACKS: 3 DAMAGE: 1-4, 1-4, 1-12 SPECIAL ATTACKS: Belch SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-5 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 4 / 230 + 6/hp Blight belchers are equally at home on land, in salt water, or in fresh water. Their powerful tails help them maneuver in the water, while their short stocky legs allow them to move through sand, soil, and mud. Though typically found in salt water, blight belchers enjoy bathing on beaches, rolling in mudflats, swimming up inlets, and hunting in fresh water as well. Blight belcher jaunts on land eventually lead to water, lest their scales dry out. Blight belchers are typically docile unless they are hungry or other creatures threaten their territory. Besides attacking with bite and claws, blight belchers also unleash a noxious gas once per day that works equally well underwater or on the surface. The gas cloud is 10 feet in diameter. If a blight belcher uses its breath weapon underwater, it rises up to the surface and engulfs all within a 10foot radius directly above the blight belcher. This causes small boats to capsize, as the water that was holding the boat is displaced by the gas. Any creature failing a save versus breath weapon falls to the ground retching and gagging, unable to act for 2-5 rounds. During this period they receive no shield or dexterity bonus and may be attacked at +4. Young blight belchers can be trained to serve as mounts. The advantages of a blight belcher mount are threefold; they can be goaded into using their breath weapons against foes (25% chance for non-war- trained belchers); they can move on land as well as in the water; and they make excellent trackers due to their acute sense of smell, which is equal to that of a hunting dog. If encountered in their lair, there is a 10% chance that there will be 2-8 eggs or young blight belchers of 25% to 50% maturity. The eggs are worth 50 gp each, and young belchers can be sold on the market for 200 gp each. An adult trained for riding typically sells for 400 gp, while one trained for war sells at 800 gp. Description: These 20-foot long amphibious beasts look like a giant cross between a salamander and an alligator. They have green-brown scales, short, stocky legs, and muscular tails.

stone that it resembles, making an encounter with this mindless marauder a daunting challenge. Blood bowlers have no legs and move by pushing their bodies into a rolling motion, reaching high speeds. They start at 60 ft. the first round, 90 ft. the next, 120 ft. on the third round, and then top speed of 180 ft. on the fourth. Blood bowlers are nomadic, always traveling in packs and searching for new food sources. Occasionally a group of blood bowlers stays in one area for some time, ambushing prey. This is likely when an ample source of food travels along an established route. This route is eventually abandoned as the animals in the area learn to avoid the newly arrived predators, forcing the blood bowlers to move on. Unless the party sees past the blood bowlers camouflage (which is 90% effective), its first attack is from surprise. A blood bowler typically charges and tries to knock over the nearest opponent. Small creatures are immediately knocked down and medium-sized creatures are knocked down 50% of the time. If it knocks its opponent prone, the blood bowler latches on with several of its many mouths and drains the blood of the unfortunate target. If it fails to knock down an opponent, it wheels around for another pass in two rounds. A blood bowler can drain 1-4 hit points of blood per round and can drink up to 12 hit points in total. When the blood bowlers have all drunk their fill, they retreat. Blood bowlers can be particularly deadly to creatures that rely on stealth for success. Such creatures may hear an enemy creeping up on them, but when they look around, all they see is a bunch of rocks. If the creatures seek cover among the bowlers, expecting an ambush, they are likely to walk into a surprise attack by the bowlers themselves. Blood bowlers reproduce in a strange mix of sexual and asexual reproduction. A group of blood bowler young appears as little more than a group of pebbles. The parents regurgitate their meals over their clutch of young in order to feed them. Description: A blood bowler appears as nothing more than a mottled, spherical bowler similar in coloration to the terrain in which it is found. Closer inspection reveals that blood bowlers are covered with hideous little mouths with needlesharp teeth, smeared with the blood of their victims.

BLOOD WORM
SIZE: Small (2-4 ft. long) MOVE: 20 ft. ARMOR CLASS: 8 HIT DICE: 1+1 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: Blood drain SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-10 LAIR PROBABLITY: 50% TREASURE: In Lair: 1-8k cp (20%), 1-12k sp (15%), 1-8k ep (15%), 1-6k gp (50%), 1-10 gems (30%), 1-6 jewelry (25%), any 2 magic items + 1 potion (15%) INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 2 / 40 +1/hp Blood worms reside in sandy deserts, spending almost the entirety of their existence below the dunes and only breaking the surface when they propel themselves out to latch onto victims with their lamprey mouths. Once a worm has successfully latched onto its prey, it extends a long, sharp proboscis that draws blood through it to be consumed. Each round, it drains blood equal to 2-5 hit points. Once it has drained 15 hit points, the worm detaches from its victim and burrows back into the sand. The only method to safely detach a blood worm is to kill it. It can be ripped off by rolling under ones strength, but this causes the skin and flesh of the afflicted character to be torn away as well (1-4 points of damage). In addition, this generally tears off the proboscis and leaves it buried within the wound. This can quickly become infected and will lead to death 10% of the time within 2-8 days unless a cure disease spell is cast upon the victim.

BLOOD BOWLER
SIZE: Small (1 ft. wide) MOVE: 180 ft. (see below) ARMOR CLASS: 1 HIT DICE: 1 ATTACKS: 1 DAMAGE: 1-2 SPECIAL ATTACKS: Drain blood SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 5-20 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 2 / 45 + 1/hp Believed relatives to the common bowler, blood bowlers are smaller and more active. They are found in rocky terrain such as mountains, hills, and underground caverns. The blood bowlers tough hide is almost as hard as the

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Description: Blood worms superficially resemble lampreys, but their skin is rougher, toughened by the abrasion of the sand they live within.

BOG BEAST
SIZE: Large (8 ft. tall) MOVE: 90 ft. ARMOR CLASS: 6 HIT DICE: 5+1 ATTACKS: 3 DAMAGE: 2-5, 2-5, 2-8 SPECIAL ATTACKS: Disease SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 65% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 4 / 270 + 4/hp Bog beasts make their lairs amid overgrown swamplands. When hungry they attack just about any creature that travels too close to their lair. Bog beasts attack with their claws and bite, but rarely fight to the death, preferring to flee and allow their disease to weaken the prey before tracking them down for the kill. Bog beasts track as 5th level rangers. A creature killed by a bog beast is dragged back to the lair, where it is devoured. Under the hard nails on a bog beasts hand is a filthy layer of disease-infested mucus, excrement, and dirt. Any creature hit by a bog beast has a 25% chance of contracting a disease. After 1-6 turns, those diseased will suffer 1 hit point of damage per turn and one point of lost strength per hour until the victim is at 10% of his original hit points and strength. The disease runs its course in 1-6 days, during which the victim cannot naturally recover beyond 10% of maximum. Languages: Bog beasts speak common and orcish. Description: A bog beast is a large, shaggy, fur-covered, vaguely humanoid creature with two large upright tusks of pale white protruding from its mouth. Its hands sport sharp claws with filthy nails. Its eyes are dull brown in color and its fur is brownish-yellow A bog beast stands over 8 feet tall and weighs around 1,100 pounds.

finding dark alcoves or caves during the day. When attacked with spells concerning light, they suffer a -5 to hit in combat, although torch/lantern light is not consistent enough to affect them. Bogwings are immune to fear and often attack creatures much larger than themselves. Description: Small, flying, poisonous mammals, bogwings are covered with downy brown fur between their black bat-like wings. A bowing weighs 5-9 lbs. Long prehensile tails secures their landings and account for almost half their weight.

BONE HOUND
Size: Medium (4 ft-tall at the shoulder) MOVE: 180 ft. ARMOR CLASS: 6 HIT DICE: 3 ATTACKS: 1 DAMAGE: 2d4 SPECIAL ATTACKS: howl causes fear SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard RARITY: Very rare NO. ENCOUNTERED: 1d4+1 LAIR PROBABILITY: See below TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 3 / 65+2 per HP The bone hound is created by a cleric of at least the 8th level of experience using the following spells; animate dead, geas, prayer, bless, shield, command, and fire resistance. Also, the material components required to construct the golem will cost at least 5,000 g.p. The bone hound is constructed from the bones of any canine standing 4 ft - 5 ft-tall at the shoulder. The cleric must have collected enough bones to create a complete skeleton in order to ensure success. Each missing bone will add a 10% (cumulative) likelihood of failure. The bones need not be from the same individual animal, but all the bones used must be from the same species of canine. Construction time takes 3 weeks. As with golem constructs, the bone hound is created to protect a specific place or item. Once the bone hound has been given its commands, such instructions cannot be changed. Such an attempt will cause the magics giving life to the golem to be dispelled, destroying the creature. Unlike normal skeletons of the undead variety, bone hounds are not undead, and thus cannot be turned by clerics. Bone hounds are also not affected by charm, sleep, and fear based spells. They are also impervious to normal and magic flames, and electrical-based attacks do only 50% damage. Resurrection spells will destroy the bone hound utterly; causing it to explode into a cloud of bony fragments (the resulting explosion will inflict 1d4 DAM to all creatures within a 20 ft-radius). Attacks against the bone hound using bladed weapons will inflict only 50% of the damage rolled. Attacks using crushing weapons will inflict normal damage. In addition to its biting attack, the bone hound can emit a spine-chilling howl which will cause fear in all those within 100 ft-radius who fail their saving throw vs. spell.

BOGWING
SIZE: Small (18 inch wingspan) MOVE: Flying 60 ft. (AA: level VI) ARMOR CLASS: 6 HIT DICE: 2 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to fear MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-10 LAIR PROBABILITY: 70% TREASURE: In Lair: 3-18 sp, 2-12 gp INTELLIGENCE: Low ALIGNMENT: Neutral evil LEVEL/X.P.: 2 / 50 + 1/hp Bogwings attack by biting for 1-4 hit points of damage and injecting a poison that slows the target for 1-8 rounds cumulative unless the target saves against poison. If the bogwings attack roll is a natural 19-20, it may wrap its tail around the neck of the target (if applicable) in order to strangle its opponent. Each round after a successful strangle attack, the target must save against spells or lose 1-4 hit points. Armor surrounding the neck may negate this attack. A strangling bogwing will release its prey if the creature is reduced to 3 or fewer hit points. Bogwings have vision equal to that of goblins, and they have a lifespan of approximately six months. They despise sunlight and will seek to avoid it by

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BONE SOVEREIGN
SIZE: Large (8 ft. tall) MOVE: 120 ft. ARMOR CLASS: 6 HIT DICE: 4+4 ATTACKS: 3 DAMAGE: 1-8, 1-8, 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 60% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items or maps (10%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 4 / 245 + 4/hp Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. Since they lack any ranged attack, bone sovereigns favor frontal assaults. Like many undead, these creatures harbor no small hatred for life, and they usually wade into melee combat with a chilling confidence. Bone sovereigns have a measure of intelligence, and though they sometimes attack large groups of lesser creatures, they usually try to avoid monsters larger or obviously more powerful than themselves. A bone sovereign is able to command undead at will as an evil cleric of a level equal to double its hit dice. Skeletons that are commanded by a bone sovereign can be drawn towards the creature to be permanently merged into its form. Spawned skeletons are likewise assimilated by the bone sovereign as soon as their usefulness as separate beings is ended. Other types of undead cant be merged with it, but a bone sovereign usually keeps commanded zombies, ghouls and shadows nearby for as long as possible. When a bone sovereign comes into contact with an animated skeleton under its control, it can merge the skeleton into its form, adding the normal skeletons hit dice to its own. For example, a normal bone sovereign that merges with a skeleton (1 HD) becomes a 5-HD bone sovereign. The skeleton ceases to exist as a separate entity and becomes part of the bone sovereign. Merging with a skeleton takes a full round. A bone sovereign can absorb up to 16 additional hit dice in this manner. Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. Skeletons spawned by the bone sovereign are under its complete mental control. The hit dice of the spawned creatures are deducted from the bone sovereigns hit dice and return to the sovereign when it again merges with the spawn. If a skeleton spawn is destroyed, it cannot be merged back into the bone sovereign; its hit dice are lost. Spawned skeletons are treated in all ways like standard skeletons except they can detect and attack whatever the bone sovereign can and are turned as zombies. A bone sovereign can spawn no more than half its hit dice in one round and cannot reduce its hit dice to fewer than 4 through this process. There is no limit to the number of spawned skeletons that a bone sovereign can control at once. Because spawning makes a bone sovereign weaker, it only does so when it is heavily outnumbered by lesser foes. One out of every 10 bone sovereigns possesses a thighbone flute. Bone sovereigns can detect all undead within 60 feet and will be aware of their movements even if unable to physically see them. Bone sovereigns have darkvision to 60 ft. Holy water causes 2-8 hit points of damage for each vial that successfully strikes. Turning bone sovereigns is slightly different than typical. Clerics turn a 4-HD bone sovereign as a mummy, but every two absorbed hit dice of skeletons increases the turning difficulty by one type. For example, a bone sovereign with 4 absorbed hit dice is turned as a vampire, while one that has absorbed 8 hit dice worth of skeletons is turned as a lich. Typically, if a turning attempt fails no new attempts can be made, but if a bone sovereign changes its hit dice via spawning or absorption, a new attempt can be made, as it is treated as a new creature.

Languages: Bone sovereigns speak common and their alignment tongue with a sepulcher tone. Description: Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy, as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature. Variants: Some adventurers have claimed the existence of a flesh sovereign which functions almost exactly as the bone sovereign, excepting it deals with zombies. Such is currently unproven, and most sages believe this a story told to garner more ale from the easily fooled.

BRINE CRUST
SIZE: Medium (5 ft. wide) MOVE: 30 ft. ARMOR CLASS: 6 HIT DICE: 3+3 ATTACKS: 1 DAMAGE: 1-6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 3 / 135 + 3/hp Brine crust is a bizarre form of mobile, living salt, dry and brittle to the touch. It lives in salt flats, the harshest and most dangerous part of the desert. Few travelers dare to go through the salt flats, but sometimes the salt flats come to them. There is only a 75% chance of detecting a brine crust as they greatly resemble their environment. A brine crust attacks by bursting the bubbles in its body to fire sudden jets of salt. These salt jets pummel and abrade their target with chunks of rock salt and dirt, dealing 1-6 hit points of damage. Furthermore, the flakes of salt released by the salt jets adhere to flesh, weighing victims down further. Every point of damage taken by a salt jet reduces a targets movement by 5 ft. When a victim is finally rendered immobile, the brine crust moves towards him. In addition, the air around a brine crust is so dry, it leeches moisture and vitality from the skin of creatures within 10 feet, causing 1 hit point of damage per round spent close to the crust. Brine crusts feed in this manner. Permanently killing a brine crust is very difficult. Only overfeeding can permanently destroy a patch, as melee attacks will only shatter the crust into pieces that reform into a fully-healed brine crust in 1-4 months. Overfeeding a brine crust requires 500 gallons of water. Description: A patch of brine crust consists of a large block of sandy, graywhite salt about six inches thick, dotted with bubbles and pockets of loose salt. It moves slowly, expanding outwards like a fast-growing crystal.

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BULL OF HEAVEN
SIZE: Large (8 ft. tall) MOVE: Flying 180 ft. (AA: level VI) ARMOR CLASS: 6 HIT DICE: 8 ATTACKS: 2 DAMAGE: 2-12, 3-18 SPECIAL ATTACKS: Bellow, lightning bolt SPECIAL DEFENSES: Immune to lightning MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1-10 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Chaotic neutral LEVEL/X.P.: 6 / 550 + 10/hp Although tribesmen of the plains have dubbed these creatures the bulls of heaven, they are actually elementals that can only appear on the material plane when storms form. Bulls of heaven may only stay on the material plane for as long as the storm lasts plus one additional hour after the last raindrop, so they try to enjoy their time to its fullest, spreading as much destruction and mayhem as possible before the storm breaks and calm returns to the plains. Generally, larger storms tend to attract more bulls. Truly great storms, like hurricanes, can attract up to three times as many bulls as would a normal large storm. Bulls of heaven open combat against a single foe with an impressive charge. First, a lightning bolt shoots from their hooves and horns for 2-12 damage and then the target is trampled for 3-18 points of damage. Their bolts have a range of 100 ft. When faced by a group of opponents, bulls of heaven initially bellow like the thunder, dealing 1-6 points of damage and deafening all creatures within 60 ft. before charging. A save against breath weapon prevents the deafening, but not the damage. Bulls of heaven are immune to these bellow effects as well as to lightning. Languages: A bull of heaven cannot speak, but it understands the language of cloud giants. Description: A bull of heaven appears roughly as a large bull, but its skin is the color of dark storm clouds, its eyes flash like lightning, and bolts of electricity dance between its horns and crackle near its hooves. A bull of heaven stands 8 feet tall at the shoulder and is over 16 feet long. Its body is composed of thick rain-laden clouds, and it weighs about 1,000 pounds.

When reduced to 0 hit points or less, a cadaver is not destroyed; rather it falls to the ground and begins the process of reanimating by regaining 1 hit point per round. Hit points lost to magical weapons or spells are not regained. When the creature reaches its full hit point total (minus damage dealt from magical attacks and weapons), it stands up, ready to fight again. If the undead is destroyed by a clerics turning ability, it cannot reanimate. If a cleric casts bless on the cadaver when it reaches 0 hit points, it cannot reanimate. Cadavers are sometimes found in the employ of intelligent undead, as they follow their commands as they would an evil clerics. Cadavers are turned as ghouls. Description: Cadavers resemble humanoids dressed in tattered rags, except that their rotted flesh reveals corded muscles stretched tightly over their skeletal frames

CANOPY KRAKEN
SIZE: Large (20 ft. long) MOVE: 60 ft. ARMOR CLASS: 2 (6) HIT DICE: 8 ATTACKS: 9 DAMAGE: 1-4 (x8), 3-12 SPECIAL ATTACKS: Constriction SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 6 / 650 + 10/hp Along the coastlines of ancient, pristine rain forests lurk the rarest of all cephalopods: the canopy krakens. The canopy krakens coloration and habitat give it an excellent opportunity to surprise its opponents. A kraken usually drapes its camouflaged tentacles across foliage (where they are mistaken for thick vines 90% of the time) and simply waits for prey to approach. It is capable of breathing and functioning perfectly well both on land or in the water, and it chooses a lair near water to take advantage of this fact. Canopy krakens have tougher skin (AC 2 shell, AC 6 tentacle) than their seabound cousins, but they engage in combat the same way. Each tentacle hits for 1-4 hit points of damage, grabbing and holding the victim. Each additional round results in 2- 8 hit points of constriction damage. Once dead, the victim is pulled to the beak and eaten in one round. The beak can bite for 3-12 hit points of damage. Those in a tentacles grasp may have both arms held (25% chance) and be helpless. 50% of the time, they will have at least 1 arm free to attack at -3. The rest of the time, theyll have both arms free to attack at -1. Description: The canopy kraken looks like a large squid with a soft, mottled dark green body and a heavy, chitinous beak. It propels itself through the jungle foliage with its multiple vine-like tentacles. The canopy kraken is a smaller relative of the ocean-dwelling giant squid. Unlike almost all squid, the canopy kraken possesses 10 equal-length tentacles. Each of the creatures ten barbed tentacles has about a dozen leafy protrusions that give it a vine-like appearance. Its beak-like mouth is located where the tentacles meet the lower portion of its body. A typical canopy kraken is about 20 feet long and weighs around 800 pounds.

CADAVER
SIZE: Medium (6 ft. tall) MOVE: 60 ft. ARMOR CLASS: 7 HIT DICE: 2 ATTACKS: 1 DAMAGE: 1-8 SPECIAL ATTACKS: None SPECIAL DEFENSES: Reanimation MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 35% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral evil LEVEL/X.P.: 2 / 40 + 1/hp Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example). They can be found haunting graveyards and cemeteries. Cadavers are infused with hatred common to other undead creatures. This hatred includes their own existence, as well as the existence of all living creatures. They have a distinct hatred for light, and sunlight deals 1 hit point of damage per round to them. All encounters with cadavers are at night or in places cloaked in darkness. Encounters are most often with a solitary creature, or with a single cadaver mixed with a group of zombies.

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CAVE HERMIT
SIZE: Large (8 ft. tall) MOVE: 90 ft. ARMOR CLASS: 4 (-4) HIT DICE: 6+4 ATTACKS: 1 DAMAGE: 1-6 SPECIAL ATTACKS: Acid SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-5 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-6k cp (25%), 1-6k sp (40%), 1-6k ep (40%), 1-10k gp (55%), 100-400 pp (25%), 4-40 gems (60%), 3-30 jewelry (50%), any 3 magic items (30%) INTELLIGENCE: High ALIGNMENT: Neutral LEVEL/X.P.: 5 / 465 + 8/hp Trade, even in the deepest depths below the surface, can be lucrative. Selling rare and valuable products to travelers and the indigenous residents is not easy, however. The enigmatic cave hermit tops the list of intrepid subterranean businessmen, inspiring glorious words of praise in some circles and outright scorn in others. Adventurers view them as an oasis in the desert, while natives perceive the eclectic salesmen as greedy, amoral charlatans solely concerned in making a hefty profit. The insular nature and irritable, unpleasant, demanding personality of the hermits effectively reinforces the latter opinion. Despite their abrasive demeanor, cave hermits do not relish violence and abhor physical confrontations with customers. Nonetheless, the creatures obnoxious nature only goads individuals looking for a fight or an easy mark to rob. Under these circumstances, they usually withdraw into their shells, melting their enemies and adding to their trade goods. Cave hermits short of marketable goods sometimes ambush weaker opponents, lying in wait along well-traveled routes before springing out from a concealed position and unleashing a surprise attack. A cave hermit can withdraw into its shell and seal it tight. This action provides a -4 AC but prohibits the cave hermit from moving or attacking with the ubiquitous cave hermit short sword. A sealed shell is airtight, allowing the cave hermit total protection against gases and other airborne attack forms and giving the cave hermit buoyancy and a ten minute supply of oxygen. When withdrawn, a cave hermit can spray acid through tiny pores in its carapace, filling a 10-foot radius around the creature. The corrosive substance doesnt hurt non-living matter but deals 3-18 hit points of damage to all living matter in the area of effect. It takes a cave hermit one hour to replenish its supply of acid. Cave hermits are deceptively sneaky, having some of the abilities of 5th level thieves. Their abilities are PP 60%, OL 67%, F/RT 60%, MS 50%, HS 41%, HN 20%, CW 80%, RL 25%, and they do triple damage if they strike from behind. Cave hermits have darkvision to 60 ft. A giant underground city of cave hermits is rumored, but such is viewed as pure fancy by most sages. Languages: Cave hermits speak common and undercommon, as well as a smattering of other languages used to aid them in their business ventures. Description: Cave hermits appear as grotesquely hunchbacked humanoids with reddish pink flesh and fiendish-looking faces equipped with dangerous horns. The enormous weight of its hunchback often forces the creature to walk on all fours, using the knuckles of its padded hands for added support. In actuality, its hunched back is a hollow, hard shell containing its assorted goods and belongings. Often covered in rags, sacks, pockets, and pouches, the carapace is obviously made of bone protruding from its shoulder joint and extending about two feet beyond its bowed legs. Cave hermits stand 8 feet tall and weigh around 700 pounds, including all of the gear stashed into their hollow carapaces. The debris attached to its shell makes it appear like a massive trash heap whenever the creature lies flat on the ground.

CAVERN CROW
SIZE: Small MOVE: 20 ft., flying 120 ft. (AA: level IV) ARMOR CLASS: 3 HIT DICE: 2 ATTACKS: 1 DAMAGE: 1-6 SPECIAL ATTACKS: Confusion SPECIAL DEFENSES: Camouflage MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 3-30 LAIR PROBABILITY: 80% TREASURE: In Lair: 20-120 gp, 1-4 gems (45%) per 10 crows INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 2 / 100 + 2/hp Cavern crows surprise on 2 in 6 and virtually cannot be seen when sitting still due their coloration. Cavern crows do not horde much treasure, but a typical nest of two may hold several shiny objects collected over time. The smell of blood excites cavern crows into an attacking frenzy. Once one bird smells the substance and reacts, the rest will follow with no regard for their own safety. Any target already bleeding will become first choice for attack. Further, if ten or more crows flock into one twenty-foot area, the resulting frenzy will cause confusion for any creatures in the area (as per the magic user spell). Description: Cavern crows are a large Corvus species that has adapted to underground life. Their feathers are the same color as stone.

CEILIDH HORROR
SIZE: Large (8 ft. long) MOVE: 120 ft. ARMOR CLASS: 4 HIT DICE: 2 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: Vocalize SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 or 3-24 LAIR PROBABILITY: 50% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 2 / 45 + 1/hp Ceilidh horrors tend to travel in packs through misty wilderlands, moors, and forests. When in a group, they coordinate their hunting with remarkable ability. They have a fierce bite, and any creature bitten by a ceilidh horror must save against spells or begin singing, chanting, or story-telling in a booming voice. Creatures that have no language bellow or make whatever noise is typical for their species. This effect continues for 6 hours after the bite and causes those affected to suffer a -2 on to hit rolls during this period. The noise is audible for a great ways and ruins any chances of surprise, sneaking, or hiding. Also, it is impossible to communicate normally during this period. Sages speculate that the effect helps the ceilidh horror scavenge off more powerful predators drawn to the sounds of a bitten prey. If encountered in their lair, there will 2-12 additional young, each with 1 HD, a bite causing 1-4 hit points of damage, and a vocalize effect lasting for 3 hours. Young have a 25% chance of being included in a hunting pack. Description: A ceilidh horror looks like a mix of crocodile, wolf, and porcupine. It has a crocodilian snout upon a scaled wolf-like body. Along its back run a long trail of protective spines. Ceilidh horrors are quite agile. A pack will bay back and forth to one another, sounding much like a pack of bellowing alligators. They have pale, luminous green eyes. 136

CLAMOR
SIZE: Medium (5 ft. wide) MOVE: Flying 180 ft. (AA: level VI) ARMOR CLASS: 5 HIT DICE: 4+3 ATTACKS: 2/3 (see below) DAMAGE: 1-12 SPECIAL ATTACKS: Sound blast SPECIAL DEFENSES: Invisibility MAGIC RESISTANCE: 15% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Chaotic neutral LEVEL/X.P.: 5 / 315 + 4/hp A clamor is one of the few creatures believed native to the plane of pandemonium. It is comprised entirely of sound waves and, as such, is naturally invisible. All creatures attacking a clamor suffer a -2 on all to hit rolls unless they can see invisibility. Clamors have an odd intelligence and appear to desire communication. Being able to mimic any sound they have ever encountered with perfect accuracy, clamors wander the material plane emitting a nonsensical cacophony of voices, crashes, clicks, roars, and music. Since they are usually invisible, most adventurers that encounter a clamor walk away from the creature without ever having realized that they had met one. Many a sentry on duty has heard only his own voice in response to what he thought was someone walking around out in the darkness; what he really heard was a clamor trying to talk to him. Clamors attack by focusing sound into powerful physical punches, dealing 1-12 hit points of damage per hit. They can only attack in this manner twice every three rounds, as it requires considerable concentration on their part. A clamor can also emit, once per day, a massive onslaught of sonic energy that can be heard for miles in all directions. Any living creature within 100 feet of the clamor must save against spells or be stunned for 1-3 rounds. Living creatures within 50 feet of the clamor that fail the save are deafened for one week. Once per day, a clamor can move at the speed of sound for up to three rounds, resulting in a move of roughly 68,000 ft. It cannot attack or make use of any of its other abilities when moving this way. Magical silence causes 2-12 hit points of damage to a clamor, while spells such as audible glamor, ventriloquism, etc. force a clamor to save against spells or act as if confused for 1-3 rounds. Languages: Clamors communicate through subtle tone changes. A bard of at least 5th level that has had prior contact with a clamor is capable of communicating with these creatures on a rudimentary basis. The intelligence of a clamor is just barely above that of a small child, so complex communication is out of reach. Description: Normally invisible, a clamor looks like a field of shifting patterns comprised of vibrations and oscillations approximately 5 feet square when viewed through a gem of seeing or true seeing spell.

COBLYNAU
SIZE: Small (2 ft. tall) MOVE: 60 ft. ARMOR CLASS: 8 HIT DICE: 2 ATTACKS: 1 DAMAGE: 1-3 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: 50% RARITY: Very rare NO. ENCOUNTERED: 4-9 LAIR PROBABILITY: 35% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 4-16 gems INTELLIGENCE: Very ALIGNMENT: Chaotic evil LEVEL/X.P.: 3 / 70 + 1/hp These foul-tempered and moody fey creatures live deep in the earth, usually inhabiting mineshafts or any other underground areas frequented by humans. They are prone to misleading and playing harmful tricks upon any creatures they encounter. In a turn of silent concentration, four or more coblynau can magically alter the shape or stability of stone or earth. The creatures must designate a 10 foot square area they wish to imbue with one of four effects: collapse; dead end; open pit; or new tunnel. Each effect is stored in the designated area until the coblynau desires to trigger it. The effect can be triggered by any of the creatures that created it. A coblynau can only designate one area at a time. To trigger the effect, a coblynau must knock, with their small hammers, seven times on a wall that is adjacent to and within 60 feet of the designated area. This knocking takes a full round. The collapse effect causes a 10 foot x 10 foot square area of ceiling to collapse. Creatures caught in the falling debris take 2-12 hit points of damage. Dead end blocks an existing passage with a 1-foot-thick wall of stony earth, while open pit causes a 10 foot x 10 foot square area in the floor to suddenly open up. Creatures falling into the pit take 1-6 hit points of damage. The new tunnel effect creates a new 10 foot x 10 foot square tunnel or passageway. Coblynau hate bright light and fight at -1 when in such. If exposed to sunlight, coblynau explode into rock-shard pieces, dealing 3-18 points of damage to all creatures within 40 ft. These grisly remains contain gold veins that, when smelted, yield 10-100 gp worth of pure gold. Languages: Coblynau speak their own language, dwarven, and undercommon. Description: Short and stooped with hard, warty, toad-like skin, coblynau have huge gray eyes and are pug-nosed. They have short stumpy horns and 2-footlong non-prehensile tails. They typically dress in miniature mining gear and clothing.

DARK VOYEUR
SIZE: Medium MOVE: 120 ft. ARMOR CLASS: 0 HIT DICE: 4+1 ATTACKS: 2 DAMAGE: 1-4, 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items or maps (10%) INTELLIGENCE: Very ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 245 + 4/hp Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeurs affinity for mirrors is caused primarily by its link to one special mirror. This home mirror commonly reflected the death of the voyeurs living 137

form and trapped part of the departing soul within its glass. The mirror is always a medium-sized or larger glass with an AC of -5 and 5 hit points. All damage inflicted upon a dark voyeurs mirror is also inflicted upon the undead creature itself. Due to the dark voyeurs vulnerability to light, this mirror is always kept in a dark area so the voyeur might rest in it during the day. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1-6 shards into exact copies of itself, but only 1 foot tall and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur. If not slain they will each flee to another mirror of their home mirrors original size or larger and will reappear at full size and with total hit points in 1-4 days. If a dark voyeur is laid to rest, its soul continues on to its final destination, but leaves behind in gratitude a magical gift in the form of a mirror shard. A dark voyeurs attacks deal 1-4 points of damage, ignoring any physical armor its target may have. Dark voyeurs may travel between any two mirrors known to them. The mirrors traveled through can be no more then halfling-sized, lest they be too small to travel through, and dark voyeurs have a transport range of 1 mile. A dark voyeur can travel through a mirror roughly 3 feet tall and half that width. A fleeing 1-foot-tall dark voyeur can pass through a mirror only 6 inches tall and 3 inches wide. Dark voyeurs may emerge and travel without the use of mirrors, but avoid doing so due to their vulnerability to light. Dark voyeurs are very disturbing to living creatures. Any living creature that sees a dark voyeur must succeed at a save against spells or suffer a -1 to all to hit and damage rolls. A creature that succeeds at its save is immune to this effect from the same dark voyeur for 24 hours. Dark voyeurs suffer full damage from fire. Holy water causes 2-8 hit points of damage for each vial which successfully strikes. Clerics turn them as ghasts. Dark voyeurs possess darkvision to 120 ft. Dark voyeurs are completely powerless when exposed to sunlight. In sunlight they are unable to do anything but move at 14 speed. They usually retreat to darkness as swiftly as possible when in sunlight, forgoing any other actions during this time. Dark voyeurs trapped in sunlight for 3 consecutive rounds are permanently destroyed. Languages: Dark voyeurs speak common and their alignment language. Description: Dark voyeurs appear only as dark non-corporeal shapes with two green pinprick eyes. They can become semi-material at will to attack, but spend the majority of their time in their non-corporeal (ethereal) state or inside their mirrors.

The dark woodsman protects the trees from invaders until the forest matures. The power of the bonding allows the dark woodsman to gain a +2 to hit and +5 to damage and to regenerate 3 hit points per round by drawing the strength and life force from a tree. Doing such requires only one round and the effects last for a full hour. A dark woodsman can draw strength three times per day. Dark woodsmen zealously guard their bonded forests, deeming any intelligent creature that enters into their area as an invader. Creatures failing to heed their warnings are met with lethal force. Dark woodsmen rely predominantly on their prowess with an axe in combat, seeking to keep their tree wards unharmed. However, if an invader is considered to be a sufficient threat, a dark woodsman animates a tree to end the fight more quickly. Only one tree can be bent to the will of a dark woodsman at a single time. Trees animated by dark woodsmen can move at 30 ft., possessing an AC 0 and 12 HD. They can attack twice per round, dealing 3-18 points of damage per hit. If the dark woodsman moves more than 60 ft. away from the animated tree, it re-roots itself and returns to normal in one round. A dark woodsman can cause two bonded trees within 20 feet of each other to grow towards each other until their upper branches form an entwined archway. This process takes 10-100 years to complete. Once the archway is in place, the dark woodsman can create a 20-foot diameter extra-dimensional portal within the archway by touching either tree. The portal remains open as long as the dark woodsman continues to touch the tree and for 1-3 additional rounds after the contact has been broken, during which time other creatures may pass through the gate. Once the tree gate is complete, a dark woodsman brings over two more of its kind that can permanently remain. They leave the area and seek their own forests to bind. After summoning two brethren, another 1-10 years must pass as the gate gains in strength. Once per day during this period, the dark woodsman may call 1-4 other dark woodsmen through the portal who can remain for 3 hours before returning through the tree gate. Eventually, once the forest gate grows strong enough, the dark woodsman transports the protected area of forest to another plane, where the trees are used as an animated army in the endless struggle between the dark woodsmen kin, leaving behind a pristine meadow centered upon two normal, intertwined trees. Dark woodsmen have little desire for treasure, but do accumulate it as a side effect of defending their territory. It is rumored by some adventurers that upon their home plane dark woodsmen have no limits upon the number of trees they may animate nor limits upon the distance of control. Such is scoffed upon by sages as exaggeration. Languages: Dark woodsmen speak common and at least two other languages associated with sylvan or forest creatures. Description: A dark woodsman has thick, bark-like skin with a deep brown or black hue. Most dark woodsmen have deep green eyes, while a few have red or obsidian eyes. In all other aspects, the dark woodsman vaguely resembles a wooden carving of a human. The average dark woodsman is approximately six feet tall and weighs about four hundred pounds.

DARK WOODSMAN
SIZE: Medium (6 ft. tall) MOVE: 120 ft. ARMOR CLASS: 0 HIT DICE: 8+8 ATTACKS: 2 DAMAGE: 2-8, 2-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-8k cp (10%), 1-6k sp (30%), 1-8k ep (15%), 1-6k gp (50%), 1-10 gems (30%), 1-6 jewelry (25%), any 2 magic items + 1 potion (15%) INTELLIGENCE: High ALIGNMENT: Lawful evil LEVEL/X.P.: 7 / 1,700 + 12/hp Dark woodsmen are long-lived, stocky beings of humanoid shape that are locked in an ancient power struggle with their own kind. Eye coloration distinguishes the races warring factions, acting as a dividing force among these creatures. They wield odd axes made entirely of wood, but as sharp as steel. Extraplanar in origin, these stout beings reside in virgin forests, forming a bond with the land. Dark woodsmen are drawn to secluded areas where the barriers between the planes are weakest. These mysterious creatures adopt these locales as their own, forming a mystical bond with the environment. A bonded area typically consists of 50-500 trees. It is these trees that are subject to a dark woodsmans will. It takes 2-12 months for a dark woodsman to bond to its trees.

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DEADWOOD
SIZE: Large (100 ft. tall) MOVE: 0 ft. ARMOR CLASS: -1, -3, -5 HIT DICE: 18, 27, 36 ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 75%, 85%, 85% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: In Lair: 18 HD - 5-30k cp (25%), 1-100k sp (40%), 10-40k ep (40%), 10-60k gp (55%), 500-5,000 pp (25%), 1-100 gems (50%), 10-40 jewelry (50%), any 4 magic items or maps + 1 potion and 1 scroll (15%), 28 potions (40%), 1-4 scrolls (50%); 27 HD - 120% of 18 HD; 36 HD - 140% of 18 HD INTELLIGENCE: Exceptional ALIGNMENT: Neutral Evil LEVEL/X.P.: 18HD: 9 / 7,650 + 25/hp 27HD: 10 / 12,800 + 35/hp 36HD: 10 / 12,800 + 35/hp The deadwood is a nightmarish tree that feeds on decomposing corpses and raises others to protect it. Some sages speculate that deadwood were originally created from a stolen seed of the original elven tree of life. Just exactly how it was perverted is unknown, but a seedling forced to grow out of the skull of an immobilized lich is the predominant theory. A deadwoods power over the undead is awe-inspiring Its influence over a forest can be so strong that the body of any animal or person who falls dead within a mile of a deadwood rises as an undead creature, which will most likely spend the rest of its existence guarding the tree. Besides a tendency to sway in non-existent breezes, deadwood trees are immobile. However, their abilities to animate and control undead guardians, as well as to exude waves of a truly foul and incapacitating stench, leave them far from defenseless. A low mound of pulpy, glistening, decomposing animal matter extends in a 20foot radius from the deadwoods base for a typical adult tree. Any creature lying prone within this area is quickly enveloped in the muddy, festering earth around the trees roots; a character may avoid this fate with a save against paralysis, but helpless creatures get no save. Complete envelopment takes 2 full rounds, during which time the victim may attempt to bend bars to break free. Once fully enveloped, a victim begins to suffocate and takes 1-6 points of acid damage each round. The victim may be freed only by another character who makes a successful bend bars test. A dead creature has its flesh and other bodily tissues sloughed away from its bones after 3 turns, and the bones are ejected back onto the grounds surface while the rest of the body is slowly drawn into the tree over the course of several weeks. Once every 3 rounds, a deadwood can expel a horrid wave of carrion stench. Several ulcers in the trees bark open and vent their putrid contents, forcing all living creatures with 30 feet to make a save against poison or fall unconscious for 2-8 rounds. Even those who save are terribly affected, fighting at -2 on all to hit and damage rolls for 2-8 rounds. Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Within this zone several different things occur. The deadwood can telepathically communicate with any undead within its foul influence zone and it is constantly aware of the location and actions of all undead within this radius. Any undead within the zone are considered to be 1 rank higher for any turning attempts, as the entire radius qualifies as an evil area. Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). These undead creatures are the deadwoods primary defense. In addition to the undead it accumulates with its subjugate undead ability (see below), it may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next

round. Enough bones are normally present for the tree to create up to five times its own HD worth of skeletons in this way. Any undead within the area of the deadwoods foul influence must make a save against spells every hour or be subjugated by the tree. Weak corporeal undead are usually brought to the tree to be absorbed as food, but those undead without physical bodies or with more than 3 HD are spared this final fate and instead linger near the tree, subjugated to protect the deadwood from attackers. At least 6-36 undead of more than 3 HD (mostly ghasts, wights, and wraiths) typically roam near a fully grown deadwood, but more powerful undead (mummies, specters, ghosts, and vampires) are not uncommon with a 75% chance of there being 1-4 more powerful undead roaming near the deadwood. These subjugated undead obey every command of the tree. A deadwood can subjugate up to 3 times its HD in undead at any single time. Subjugated undead cannot cast magic when under the control of the deadwood, so it prefers to bargain with truly powerful undead, such as liches, creating mutual protection pacts. In exchange for leaving them with their freewill and providing them the turn benefits of its foul influence, the deadwood expects the undead to protect it from harm with their powerful magics. When the deadwood tree has absorbed at least ten thousand HD worth of corpses (typically taking dozens of years or more), a fruit ripens and falls to the ground. The mottled, semi-transparent skin of this sickly growth is a deep, unhealthy purple in color, strained with uneven bulges over the fruits ropy innards. At its core is a large, woody kernel. Nearby undead immediately attempt to devour it, kernel and all. Any undead that eats the fruit immediately gains 1 HD for every 4 HD of the deadwood that produced the fruit. The creature then wanders away from the parent tree and searches for, or attempts to create, a place of great carnage. When the deadwood seed within it senses a large supply of fresh corpses, it immediately slays its undead host and takes root in the earth. A new deadwood tree usually grows at the unnatural rate of 5 feet (and 1 HD) per month, and perhaps even more quickly if a particularly large supply of bodies is nearby. A deadwood will reproduce a maximum of 3 times during its life. A living creature consuming a single bite of ripe deadwood fruit dies instantly unless it makes a save against poison at -6. Even on a successful save, the eater loses 1 point of constitution. If the creature survives, this single bite grants it a small measure of the deadwoods power it may thereafter rebuke/ command undead as an evil cleric of 2nd level, or is considered 1 level higher if already an evil cleric. Surviving multiple bites might provide other benefits or carry certain penalties, at the GMs discretion. Any creature immune to poison gains no benefits from consuming the foul fruit. Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who live through such an attempt vary some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. Languages: Deadwood can telepathically communicate with any undead in their foul influence, but cannot communicate with any other creatures. Description: A deadwood can grow to a height of 100 feet, with some ancient specimens reaching even higher. The deadwoods bark looks like cracked and burned flesh. The stench of rotting flesh rises from the surrounding ground, upon which lie scattered bones and partly rotted limbs. Several thick lumps, like tumors or boils, constantly move a few feet up the trees trunk, and slimy masses of tissue periodically fall from its branches, landing with a squishy thud. It bears a few crooked and terrible bare branches asymmetrically along its trunk. A single bloated, purple fruit, about the size of a muskmelon, ripens on the strongest of the branches.

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DELUSION HUMMER
SIZE: Small (5 inches) MOVE: Flying 60 ft. (AA: level VI) ARMOR CLASS: 3 HIT DICE: 1 hit point ATTACKS: 1 DAMAGE: 0 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 50% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 1 / 6 Mostly a harmless insect, the delusion hummers disposition changes when its eggs are threatened. It attacks immediately, darting in quickly to sting its victim (attacking as a 4 HD creature) and then flying up and out of reach, where its song can begin work on the hapless individuals senses. It maintains its song until the victim flees the area; the insect does not travel more than 50 yards from its eggs for any reason during this season. Any stung creature that fails its save against poison begins experiencing terrifying hallucinations playing upon the creatures greatest fear. These illusions involve all five senses and leave the victim dazed, unable to do anything but stumble about in terror. A victim is allowed a save every round, and a success indicates the poison has run its course. A delusion hummer will continue stinging and humming until its eggs are safe again. Description: A delusion hummer is a dark green insect, much like a dragonfly. It hovers in the air with a faint humming drone. Its tail intermittently glows faintly in the darkness, much like a firefly.

level magic user. Touching a baraq barehanded will deliver a jolt of 2-12 HP damage (save vs spells for half damage). Physical description: Lightning devils appear as large bats with elongated faces and dull eyes which gaze to the sides. They are swift fliers, though slow on the ground.

Sheth
SIZE: Medium (7 feet) MOVE: 90 ft., flying 40 ft. (AA: level IV) ARMOR CLASS: -4 HIT DICE: 90 hp (13 HD) ATTACKS: 4 DAMAGE: 2-8/2-8/2-5/2-5 SPECIAL ATTACKS: Spits acid, mass charm SPECIAL DEFENSES: Regeneration, +2 or better weapons to hit, normal devil abilities MAGIC RESISTANCE: 65% RARITY: Unique NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 5-30k cp (25%), 1-100k sp (40%), 10- 40k ep (40%), 10-60k gp (55%), 500-5,000 pp (25%), 1-100 gems (50%), 10-40 jewelry (50%), any 4 magic items + 1 potion + 1 scroll (15%), 2-8 potions (40%) INTELLIGENCE: High ALIGNMENT: Lawful Evil LEVEL/X.P.: 10 / 7,900 + 18/hp Sheth possesses the same powers of all devils and he may, in addition, mass charm up to 26 HD/levels of opponents if not in combat at the time. It takes one turn for Sheth to charm his opponents; otherwise, the effect is as per the spell. In combat, Sheth attacks with all four arms; he may separate these attacks, thus able to strike at four different targets if they are within range. Once every 3 combat rounds, he may spit acid at one target up to 40 feet away. Acid damage from a successful hit deals 2-16 HP the first round, and 1-4 HP for 1-6 rounds thereafter. A successful save vs. poison reduces the effect to 1-8 HP for one round. He attacks as a 13 HD monster. Sheth regenerates 1-6 HP per round. Additionally, he may heal (as the spell) himself three times in a 24 hour period. He may also fly if he is allowed a ten feet running start, though he may fly for no more than one hour at a time before tiring due to his weight. Sheth is a unique and minor devil who was once a pit fiend in the distant eons past. He and his court were banished from their respective plane for plotting against their liege, and as such, cannot voluntarily return for 999 years. He plans to create his own kingdom here on the Prime Material Plane through awakening the Shattered Mountain and making the surrounding countryside more to his liking. Should his lair be invaded, Sheth will stop at nothing to destroy the interlopers. If destroyed in this material form, his spirit will return to his home plane where he will be demoted to lemure status and tortured for the remainder of his sentence. Sheths court consists of 6 barbed devils, 6 bone devils, 6 green scaly devils, 15 imps, and a trio of baraqs. Description: Sheth appears in this material form as an abnormally tall, very handsome human male with four arms and enlarged bat wings. The top two arms are muscular, and each hand has six digits; the bottom two arms are shorter and stunted with three raptor-like digits each.

DEVILS
GMs note: all devils have the following powers usable at will and one at a time: Animate dead (as the 5th-Level magic user spell) Charm person (as the 1st-level magic user spell) -Fear (as the 4thlevel magic user spell) Know alignment (as the 2nd-level clerical spell) Phantasmal force (as the 3rd-level magic user spell) Suggestion (as the 3rd-level magic user spell) Teleport (no chance of error; otherwise as the 5th-level magic user spell) Summon other devils (as the 3rd-level magic user spell monster summoning I; note that this ability will only extend to summoning devils already present on this plane)

Baraq (Lightning Devil)


SIZE: Medium MOVE: 30 ft., flying 240 ft. (AA: level IV) ARMOR CLASS: -1 HIT DICE: 3 ATTACKS: 4 DAMAGE: 1-8/1-8/2-8 SPECIAL ATTACKS: Lightning SPECIAL DEFENSES: Normal devil abilities, +2 or better weapons to hit MAGIC RESISTANCE: 30% RARITY: Rare NO. ENCOUNTERED: 1-6 LAIR PROBABILITY: 90% TREASURE: None ALIGNMENT: Lawful Evil LEVEL/X.P.: 7 / 2,800 + 12/hp When grounded, the baraq shuffles on its tiny feet and taloned wings. If in the air (where it prefers to be), the baraq attacks with both wings and a bite. Attacks cannot be against multiple targets. Once every three combat rounds, the creature can generate and release an electrical bolt equal to a lightning bolt cast by a 9th-

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DIOCTOPUS
SIZE: Large (80 ft. long) MOVE: Swimming 210 ft. ARMOR CLASS: 6 HIT DICE: 15+5 ATTACKS: 12-14 + bite DAMAGE: 2-12 (x 12-14), 5-20 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 10% TREASURE: In Lair: 2-8k gp (40%), 1-6k pp (50%), 4-32 gems (55%), 112 jewelry (45%) INTELLIGENCE: Low ALIGNMENT: Neutral evil LEVEL/X.P.: 10 / 12,000 + 20/hp True terrors of the temperate and cold seas, dioctopi strike fear into the hearts of seasoned sailors. These rare creatures possess immense size and sixteen poisonous, grasping tentacles. They can stop the largest ships within three rounds, and soon the terrible tentacles find their way to the deck. They generally attack with 12-14 of their tentacles using the remaining to anchor themselves. Each tentacle hits for 2-12 damage, grabs and holds its target, and delivers a dose of poison. A save against poison is required or the victim is paralyzed for 2-5 rounds. With each successive round the tentacle does an additional 2-12 crushing damage until the victim is dead or stops struggling. Each round also requires another save against poison, but subsequent saves are made at +4. Those grabbed by a tentacle are 50% likely to have both arms pinned, leaving them helpless to defend themselves. Sometimes (25%) they will have one limb free and therefore able to attack with a -3, while other times (25%) neither arm is pinned, allowing attacks at -1. The only way to get a dioctopus to release a struggling victim is to sever the tentacle by causing 12 hit points of damage to it. This does no damage to the body of the dioctopus, but if more than 6 tentacles are severed, a dioctopus will retreat in a massive ink cloud in which nothing can be seen. Dioctopi, and their individual tentacles, regenerate 1 hit point per round. Non-struggling targets are dropped into the water to drown and be consumed at leisure while the dioctopus searches for new victims. Once the dioctopus can find no more victims, it begins eating the dead and the paralyzed. It takes one round for a dioctopus to eat a dead or paralyzed medium-sized victim. Dioctopi live in deep underwater caves. The terrain near dioctopi lairs is littered with wrecked vessels, for once a dioctopus has eaten its fill, it breaks apart the boats it attacks and drags them to rest close to its lair. Taken together as a whole, the area around a dioctopus lair is usually filled with truly vast amounts of treasure. Languages: Diocotopi possess their own language of color change and body movement. Description: Dioctopi resemble enormous giant octopi possesses 16 tentacles. The suckers of each tentacle are lined with a row of stinger cells, not unlike those found in jellyfish. Dioctopi are 80 feet long and weigh over five tons. The skin of a dioctopus is rubbery and filled with chromatophores, allowing it to blend into almost any aquatic environment and remain undetectable with 90% probability. The neutral color of a dioctopus is a deep gray.

DOPPELGANGERS
Wax Doppelganger
SIZE: Varies, typically medium (5-6 ft. tall) MOVE: 120 ft. ARMOR CLASS: 5 HIT DICE: 40 hit points ATTACKS: 2 DAMAGE: 1-8,1-8 or by weapon type SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-12k sp (25%), 1-8k gp (25%), 1-12 gems (25%), 18 jewelry (25%), 3 magic items (25%) INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1380 Wax doppelgangers are crafted by magic users and are designed to act as doubles or imposters. They are slowed by normal fire, while magical fire does damage as normal. Most other spells have no effect on wax doppelgangers and they can only be harmed by magical weapons - all others simply pass through its body, without adversely affecting the monsters. Non-magical piercing and slashing weapons have a 50% chance of becoming stuck within the creatures body, requiring a successful open doors roll to extract. Wax doppelgamgers attack with their strong fists or with a weapon as 9-HD creatures. Languages: Wax doppelgangers are able to speak and can flawlessly comprehend languages. They are able to use ESP and imitate with 90% accuracy. Description: Wax doppelgangers can be made in the form of any humanoid creature from 4 to 8 feet tall. This makes them extremely valuable as infiltrators and spies. The transformation is not perfect, however. A wax doppelgangers skin remains pale and lifeless, and it forms a sweat-like sheen when warm. It cannot grow hair and so must rely upon wigs to complete its disguise. A wax doppelganger is made in a mold, and most of the construction time is spent crafting this mold from wood. The wood alone costs 2,000 gp. The wax, of which there must be 300 pounds, is brought to a boil in a large cauldron (worth 100 gp) and then poured into the mold. The wax settles and hardens over a period of a month, during which time a complex magical ritual is employed to bring the wax doppelganger to life. To perform this ritual, a magic user must be 12th or higher level and employ the following spells: limited wish, polymorph any object, ESP, and comprehend languages. An additional 1,000 gp per hit point must be spent in materials, and 1 month of time is required for the construction of a wax doppelganger.

DRAGONS
Amohaji
SIZE: Large (12 ft. long) MOVE: 60 ft., swimming 300 ft., flying 120 ft. (AA: level VI) ARMOR CLASS: 2 HIT DICE: 6 ATTACKS: 3 DAMAGE: 2-5, 2-5, 3-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: In Lair: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 1 scroll (25%), 2-8 potions (40%), 1-4 scrolls (50%) INTELLIGENCE: Genius ALIGNMENT: Chaotic good LEVEL/X.P.: 6 / 590 + 6/hp (non-spellcasting) 6 / 710 + 6/hp (spellcasting)

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The amohaji are snake-like dragons that use their tails to gracefully maneuver in the water. They are quite small for dragons, but they are masters of illusion and mind manipulation. In the center of the brain of every amohaji is a magic pearl worth 1,000 gp, which allows them flight with inspiring maneuverability, the ability to create a cloud lair, and the ability to breath water. The pearl retains these powers for a day after the death of the dragon, but then reverts to a normal pearl. Amohaji almost always speak (90%) and will always cast spells if they speak. They sleep the least of all dragons and there is only a 5% chance of catching one resting. Amohaji cast spells as an illusionist equal to their age category and are fond of creating illusions of themselves of vast proportions. They breathe a blast of steam 25 ft. long, 40 ft. wide, and 30 ft. high up to three times per day. In addition to this steamy weapon, they can also breathe a gas of forgetfulness of the same dimensions up to three times daily. Those unfortunates caught in this cloud lose all their memories of the past 24 hours unless a save against breath weapons is successful. Amohaji gain the following spell-like abilities usable three times per day based upon age categories: 1-detect illusion, 2-detect magic, 3-hallucinatory terrain, spectral force, 4-non-detection, 5-confusion, 6-project image, 7- true sight, 8astral spell. Amohaji are almost always on friendly terms with cloud dragons and take care to avoid the territory of their larger, more powerful cousins unless first paying their proper respects. It is rare to find both an amohaji and a cloud dragon in the same location, and when such happens it is typically because the amohaji is merely passing through with no intent on staying for an extended time. Although often encountered in water, amohaji lair in clouds, given permanence and substance by their magic pearls. These lairs continually migrate with the wind, but a dragon is always aware of where its lair currently floats, and the dragon can command its lair to move at 120 ft. in any direction as long as the dragon is astral or remains within 100 miles of the lair on the material plane. The lair retains its cohesion for a day after the death of the dragon, but then all gathered items plummet to the ground. Amohaji know the date on which they are destined to die of old age, and eld dragons are rumored to bestow their hoards upon the just the morning before their last day. They are very solitary dragons, only sharing space with their own kind for mating or child rearing purposes. Amohaji possess darkvision to 120 ft. Languages: Speaking amohaji understand cloud dragon and common. In the rare times they communicate with other amohaji, they speak exclusively in poetry in cloud dragon. This speech heavily relies upon analogy, reference, tropes, conceits, and metonymy. It is unintelligible to all but the most educated in amohaji lore, history, philosophy, and humor. Description: Amohaji are typically dark blue or brown with black stripes, mimicking the appearance of rippling water. They are horned and heavily whiskered, almost to the point of having thin manes. Each amohaji has a long strip of hair that travels along the top of its sinewy body to the tip of its tail. They have only two clawed forelegs.

User. Dragons do not need somatic or material components to cast spells, being magical creatures. They do, however, need to speak. Female Mithril Dragons must ingest tiny amounts of Mithril to form eggs for their young. As such they can digest and synthesize one of the strongest metals known: starmetal. Three times per day they can expel a gout of these juices in a cone 90 ft. long and 15 ft. wide at the base, emanating from the mouth of the dragon. These caustic juices deal damage equal to the Mithril Dragons hit points and any metal item caught in the blast must save or disintegrate. Treasure (for a typical individual): 5d6 x 1,000 cp (25%); 1-100 x 1,000 sp (40%); 1d4 x 10,000 ep (40%); 1d6 x 10,000 gp (55%); 5d10 x 100 pp (25%); 1-100 gems (50%); 1d4 x 10 jewelry (50%); 4 magic items plus one potion and one scroll (15%); 2d4 potions (40%); 1d4 scrolls (50%)

DROTHYAR
SIZE: Large (12 ft. long) MOVE: 150 ft. ARMOR CLASS: 5 HIT DICE: 4 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: None SPECIAL DEFENSES: Immune to poison MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-12 LAIR PROBABILITY: 10% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 3 / 75 + 3/hp Drothyar are swift, two-legged herbivores, used as mounts and beasts of burden. Drothyar are highly adaptable, and several different breeds have evolved in different regions. Those found in arid lands are leaner and have longer legs than most, while drothyar in areas with particularly harsh winters have been known to grow sleek coats of fur. All drothyar are strict herbivores and regularly survive on plants poisonous to most species. Drothyar herds are usually led by a single dominant male. During mating season (the timing of which varies according to breed), drothyar establish dominance by butting heads. Two competing drothyar will fight until one dies or flees from the battle. In domestication, drothyar are used to help plow fields, pull chariots, and transport goods between cities. They are occasionally used as mounts for soldiers, when more powerful exotic beasts are unavailable or too expensive. Drothyar have a life expectancy of about fifteen years. If encountered in their lair, there will be a nest for every two drothyar. There is a 50% chance that there will be 2-12 eggs or young lizards of 25% to 50% maturity. The eggs are worth 25 gp and young drothyar can be sold on the market for 50 gp each. An adult trained for riding typically sells for 100 gp while one trained for war sells at 200 gp. Wild drothyar only fight when cornered or defending their young. Drothyar trained and bred for war are somewhat more vicious, but even they often require urging from their riders to fight. Description: A drothyar resembles an oversized lizard, bearing two thick legs but lacking forelimbs. Its head is vaguely draconic and sports a large horn which curves back toward its tail. Though a drothyar walks upright, it keeps its neck lowered to help maintain its balance. Its tail drags behind it, nearly the same length as its body. An adult drothyar stands about 6 feet high and is 12 feet long from its head to the base of its tail. Drothyar have tough, mottled hides, colored in earth tones. They typically weigh in excess of 1,000 pounds.

Mithril Dragon
SIZE: Huge (60 ft.) MOVE: 90 ft., flying 300 ft. (AA: Level II) ARMOR CLASS: -4 HIT DICE: 11 to 13 ATTACKS: 3 DAMAGE: 1d10/1d10/4d10 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard RARITY: Very Rare NO. ENCOUNTERED: 1d2 LAIR PROBABILITY: 90% INTELLIGENCE: Exceptional ALIGNMENT: Neutral Evil LEVEL/X.P.: Variable Mithril Dragons usually speak (85%), often cast spells (60%), and will often be found asleep (40%). If the dragon is asleep there is a 2 in 6 chance it will awaken in the presence of adventurers. Dragons sometimes feign sleep. A Mithril Dragon that can cast spells does so as a Magic-User of a level equal to its hit dice. Thus an 11 hit die dragon casts spells as an 11 th level Magic-

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DRYAD, TREELOST
SIZE: Medium (5 ft. tall) MOVE: 120 ft. ARMOR CLASS: 8 HIT DICE: 4 ATTACKS: 1 DAMAGE: 1-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: 50% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: High ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 175 + 3/hp Almost all dryads die when their trees dies, but not all. Wandering through the forest, the treelost dryad is searching endlessly for her dead companion tree. Long ago driven mad, the treelost dryad is a volatile and fearsome foe when pressed or when interrupted in her search for home. Treelost dryads attack by peeling off a bit of their cracked flesh, causing 1-2 hit points of damage to themselves in the process. All creatures within 30 feet are afflicted by a unique variety of cause light wounds that simply refuses to heal. Each creature takes 1-8 hit points of damage which cannot be magically cured, and which only heals at one-tenth the normal rate. Those affected by this foul power know immediately that something is wrong with their wounds and something festers within them. A cure disease spell allows the wounds to heal normally. A treelost dryad may use the following spell-like powers once per day: barkskin, charm person, cure light wounds, and warp wood. Treelost dryads tend to ignore the presence of others until something interferes with their search for their lost home. A few seek to lure intruders into traps to find out if these foreigners were the ones who destroyed their forest. No matter what, each treelost dryad behaves in accordance with her own particular form of insanity. Animals have a pronounced aversion to their presence, so the estranged fey find comfort only with twisted creatures like themselves. Languages: Treelost dryads speak dryad, elven, pixie, and sprite and can speak with plants. Description: The treelost dryad looks like a typical dryad, and only closer inspection shows deep scars and cracks in the treelost dryads flesh.

Water elemental princes attack as 20 HD creatures. They can envelop and drown opponents of up to human-sized or smaller. Enveloping requires a successful attack and renders the enveloped creature powerless to do anything except physically attack at -5 to hit. An enveloped creature drowns in 2-8 rounds and takes 2-12 points of damage each round while inside the water elemental prince. Water elemental princes may summon one 16 HD water elemental, two 12 HD water elementals, or four 8 HD water elementals per day. These summoned elementals obey the princes every command and remain for 4 hours in service to their prince. A prince has access to the following abilities 3 times per day at 20th level : produce a double-strength wall of fog, lower and part water, transmute rock to mud, ice storm, or wall of ice. While in contact with water, a water elemental prince regenerates 1 hp per round. Water elemental princes are immune to paralysis and turn to stone effects. Water elemental princes can only be hit by +1 or better weapons and take half damage from slashing weapons. They can ram with the force of two heavy galleys while in large bodies of water. Description: Water elemental princes look like tall crashing waves. They form limbs when needed. Their color will change from a deep blue when pleased, green when disturbed, and all the way to a dark red when angered. They weigh in excess of 5 tons.

ENGRAVED
SIZE: Medium (6 ft. tall) MOVE: 90 ft. ARMOR CLASS: 5 HIT DICE: 40 hit points ATTACKS: 1 DAMAGE: 2-12 SPECIAL ATTACKS: None SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1-2 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1,780 One of the multitude of minor golems, engraved are common only with more primitive cultures. Engraved are typically charged with guarding sacred sites. They are carved from stone and usually located as part of embossed murals. Often, but not always, these murals will give warning as to the purpose of the engraved. An engraved is created for the sole purpose of guarding something of great importance, such as a kings tomb. The creation of an engraved is a solemn and holy ritual. It involves the voluntary sacrifice of a great warrior whose spirit gives life to the construct. Parameters can be set to allow passage of certain creatures, often a gesture or password. This secret is known only to those who must know and is well guarded, but it is not unheard of for an engraved to have no password. If this is the case, it will attack any creature that approaches, even its creator, because its mission is to guard. An engraved is usually under orders not to stray from an area, and once created, an engraved will carry out its service until it is destroyed. An engraved fights in a fairly straightforward manner, attacking with its ceremonial weapons and always doing 2-12 damage regardless of actual weaponry; its resiliency and power more than make up for the deficiencies in its equipage. If the engraved is victorious in its combat, it will return to its wall to await the next intruder. Engraved can only be harmed by magical weapons. Spells of any sort have no effect except for the following: transmute rock to mud slows an engraved to 50% of its typical speed for 3-18 rounds, stone to flesh makes the engraved vulnerable to normal weapons, and transmute mud to rock restores all prior damage taken by the golem. Description: An engraved always appears as a tribal warrior, usually in ceremonial regalia and often equipped with weapons of sacrifice, rather than war. Engraved weigh over 1,000 pounds. 143

ELEMENTAL PRINCE, WATER


SIZE: Large (12 ft. tall) MOVE: 120 ft., swimming 180 ft. ARMOR CLASS: -3 HIT DICE: 90 hit points ATTACKS: 1 DAMAGE: 3-30 SPECIAL ATTACKS: Drowning, spells SPECIAL DEFENSES: See below MAGIC RESISTANCE: 50% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 75% TREASURE: In Lair: 5-30k cp (25%), 1-100k sp (40%), 10-40k ep (40%), 10-60k gp (55%), 500-5,000 pp (25%), 1-100 gems (50%), 10-40 jewelry (50%), any 4 magic items + 1 potion + 1 scroll (15%), 2-8 potions (40%) INTELLIGENCE: Exceptional ALIGNMENT: Any LEVEL/X.P.: 10 / 19,200 Water elemental princes are rarely encountered out of their native plane. They are the ruling class of the plane, and other water elemental creatures have a base 75% chance of following their orders without question. Those that do not immediately follow instruction will independently act to their best judgment to protect and support the prince out of respect.

An engraveds body is chiseled from a single block of hard stone such as granite, weighing at least 2,000 pounds. The stone must be of exceptional quality and be worth at least 4,000 gp. After carving the engraving, a codex of the engraved must be employed to bring the engraved to life, a process taking an uninterrupted months time. These tomes are very rare, usable only twice per year by a cleric or druid of at least 8th level, and require a cleric or druid of at least 12th level to create.

Epicureans carry an odor of chestnuts about them and have a well-known penchant for fine tobaccos.

EROLTH
SIZE: Large (7 ft. tall) MOVE: 90 ft., flying 240 ft. (AA: level III) ARMOR CLASS: 7 HIT DICE: 8+2 ATTACKS: 1 DAMAGE: 1-12 SPECIAL ATTACKS: Spells SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: In Lair: 1-20k sp (10%), 1-12k ep (15%), 1-10k gp (40%), 100-800 pp (35%), 3-30 gems (20%), 1-10 jewelry (10%), any 3 magic items except swords or misc. weapons, + 1 potion and 1 scroll (30%) INTELLIGENCE: Supra-genius ALIGNMENT: Neutral good LEVEL/X.P.: 7 / 1,600 + 12/hp Erolths are peaceful hermits seeking to learn all they can know. They have a way with languages, picking new tongues up quickly, but generally do not wish to arouse undue attention to themselves. Among subterranean races, erolths are renowned as soothsayers and wisemen. The dwellers in the dark often seek an erolths advice in times of trouble or ask erolths to arbitrate disputes. Erolths can fly through stone and earth as if they did not exist. They possess darkvision to 360 ft. and can see through stone and earth as well as they can fly though it. They prefer to avoid combat and flee when possible. They usually create shades to protect their retreat. They would rather not kill any non-evil creature, but are fierce opponents when forced - and woe be to the character that angers an erolth as their enmity is permanent until death. When in combat, erolths can use their beaks to deflect a single attack per round,. They possess the ability to cast druid spells at the 12th level of ability and rely upon such casting for the majority of their warlike activities, although capable of delivering a nasty beak strike. In addition, erolths can cast shades at the same level of ability three times per day. They are immune to 1st and 2nd level illusion/phantasm spells as well as cause fear, command, forget, friends, hypnotism, ray of enfeeblement, and scare. If an erolth encounters a creature that speaks a language with which it is not familiar, the erolth can learn that language rapidly. If an erolth listens to a creature speaking an unfamiliar language for 2-12 minutes, the erolth will become conversant in that language, and the erolth will become fluent in that language if it continues to hear the language for a total of 24 hours. An erolth has total recall of any event it has ever witnessed or experienced and any information it has ever heard; they never forget. Erolths lair in isolated caves, unreachable to any that cannot pass through stone. They usually have a false lair, where they spend a significant portion of their time, allowing those seeking them to have a location at which to consult with their wisdom. They are avid acquirers of knowledge, but due to their prodigious memory, they rarely keep anything after reading, preferring to trade or sell for something new. Erolths are sages of the highest caliber, most twice or even thrice as knowledgeable as those of other races, and rarely does it take more than a turn before a complete answer to any question is delivered. Languages: All erolths speak common, undercommon, and all demi human languages. They also speak 4-24 more obscure languages. Description: Erolths are 7-foot-tall birdlike creatures that live in subterranean lairs. Their pronounced beaks, elongated arms, and relatively short legs demonstrate an odd avian heritage. They have unremarkable plumage composed of dark earthy tones. Their voices are inhumanly melodious. Variants: A few erolths are neutral evil. They are hated by their kin, who seek to destroy them whenever possible. These erolths enjoy masterminding vast and complex plots, some of them even shaking entire continents to their bones.

EPICUREAN
SIZE: Large (8 ft. long) MOVE: 30 ft. ARMOR CLASS: 7 HIT DICE: 3+3 ATTACKS: 1 DAMAGE: 1-8 SPECIAL ATTACKS: Spells SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: High ALIGNMENT: Neutral LEVEL/X.P.: 3 / 145 + 3/hp While most races claim that epicureans received their bodies as a punishment for gluttony, the epicureans, who refer to themselves as na-sashlan, say that the gods offered their ancestors mastery of a single sense. The na-sashlan chose taste, and they have since become exquisite connoisseurs of flavor. In addition, they have mastered the nature of hungernot only hunger for food, but lusts for power and beauty. This mastery is a part of their being, and despite their grotesque bodies, they can incite passions in living creatures through secret motions and magic. Epicureans are consummate gluttons, and most spend their lives searching for exotic tastes and lesser sensory experiences. While some are amused by manipulating other creatures, they avoid each other, despising their appearance. Their morals tend to be questionable, but they rarely aid truly evil beings; their greed is for small pleasures, not power or destruction. Epicureans have the ability to eat at a distance. They can target any object within 30 feet and magically taste and digest it as if it was inside the formidable stomach of a na-sashlan. This causes 1-8 hit points of damage to any targeted creature. A save against spells reduces this damage by half. The na-sashlan can use emotion as a spell-like ability up to 5 times per day. The effects of an epicureans emotion lasts 2 rounds after it ceases concentration. At will, a na-sashlan can create taste illusions. These are the taste equivalent of audible glamour and can either be cast upon an item to be consumed or upon a target. who is allowed a save against spells to resist. These taste illusions can last up to 1 hour if the epicurean wishes. This can be used as a weapon of sorts as a creature affected may suffer a -2 to hit if the epicurean chooses to fill its mouth will foulness. In their search for new and intriguing experiences, some epicureans have adapted to humanoid societies. They prefer to live in luxurious homes away from cities, attended to by slaves and servants. Much of the time, an epicureans servants work in exchange for training. Most hope that the na-sashlans knowledge of taste will allow them to perfect their cooking, but some seek to refine their own abilities to control others emotions. In the wild, as it is, epicureans will often be found among sprites, nymphs, pixies, satyrs and other sylvan creatures who find joy and pleasure in the nasashlans taste illusions. Languages: Epicureans speak common and at least two other languages, typically sylvan in orientation. Description: Epicureans have 7-foot-long bodies resembling mottled, greenskinned caterpillars. They have no legs, however, and are barely strong enough to push themselves across the ground. Their emerald eyes sit above their prominent mouths, barely reachable by their fat and stubby arms. Most remarkable are their tongues. Half the length of their bodies, deep purple, and incredibly strong, they are tipped with tiny buds that add to their sensitivity.

144

FACELESS ONE
SIZE: Medium (6 ft. tall) MOVE: 90 ft. ARMOR CLASS: 3 HIT DICE: 1-4 ATTACKS: 1 DAMAGE: 1-4 or by weapon SPECIAL ATTACKS: Concerted spell use SPECIAL DEFENSES: None MAGIC RESISTANCE: 5% per HD RARITY: Very rare NO. ENCOUNTERED: 1-3 or 1-30 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: Very ALIGNMENT: Lawful evil LEVEL/X.P.: 1 HD: 2 / 25 + 1/hp 2 HD: 2 / 60 + 1/hp 3 HD: 3 / 95 + 2/hp 4 HD: 4 / 205 + 3/hp Ages past, the last evil priest of a dying cult provided for the defense of his hidden shrine by creating a cadre of guardians. The priest is long dead, the secret of creation lost with him, but the faceless ones still roam the shrine and destroy all foolish interlopers. There are exactly 30 faceless ones, and each possesses the ability to cast one cleric spell of level 1-4 (as designated on the table below) three times per day. Each faceless one is immune to poison, mind attacks, and non-magical weapons. It cannot communicate with outsiders, can cast no other spells, and will use its spell in an intelligent manner in conjunction with its comrades. The entire cadre is in constant telepathic link with one another; all know what one knows. Therefore, the cadre has no direct leader. The only sounds they make are the utterances of spells in low raspy voices that emanate from within their chests. Faceless ones roam their abode in bands of 1-3. Upon encountering intruders, the band will immediately engage them without question or waiting for any sort of communication from the intruders, and they will telepathically call for assistance from other band members only if absolutely needed. If a faceless one is slain, its comrades will make every attempt to return its body to their birthing vat, hidden somewhere deep within the shrine. Rebirth takes one day. So long as a single faceless one still lives, and the vat is intact, the entire cadre can be restored within 29 days. A well-used tactic is for one to hide in a secret location with the vat until the intruders have left. The vat is 6 feet tall and 8 feet in diameter and is made of a dark, streaked iron. Its liquid contents are unidentifiable except by an alchemist. Hit dice and spells for the faceless ones break down into this order: Hit Dice 1 2 3 4 Number 16 8 4 2 Spell 1 1st 1 2nd 1 3rd 1 4th

FLUTTERING OOZE
SIZE: Small (1 ft. wide) MOVE: 10 ft., flying 30 ft. (AA: level II) ARMOR CLASS: 9 HIT DICE: 1-2 hit points ATTACKS: 1 DAMAGE: 0 SPECIAL ATTACKS: Smother SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 25-100 LAIR PROBABILITY: 50% TREASURE: In Lair: incidental INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 1 / 11 + 1/hp Usually found either clinging to walls or flying through dungeon corridors, fluttering oozes are attracted by the subtle moisture created through other creatures respiration. The oozes attempt to wrap themselves around a targets head in an effort to suffocate its prey for later digestion. They dissolve their prey very slowly, and their acid is not strong enough to do more than redden flesh even after several minutes of direct contact. It takes a full week for an entire flock of fluttering oozes to consume a human-sized meal, leaving behind whatever equipment was made of material more durable against acid than leather. In this way, fluttering ooze lairs have incidental treasure made of metals or glass. On a successful hit, a target of medium-size or smaller begins to suffocate. Larger creatures require more than one successful hit, depending on how much larger their mouths are than a humans. A suffocating creature will die in 4 rounds. During this period, the smothering ooze can be attacked (dealing half damage to the creature it is smothering) by either the target or by another character. Killing an ooze that was smothering a creature results in a death release of acid dealing 1 hit point of damage to the creature the ooze was smothering. Fluttering oozes are also attracted by the gases given off by burning torches and smother them with their bodies, thinking the brands are prey. These unlucky creatures are usually severely wounded if not killed in the process. However, they are not solitary creatures, and other oozes flock to attack intruders who now flounder in the dark. Large flocks of smothering oozes can prove very dangerous to surprised foes. Description: Fluttering oozes resemble glistening wet patches of stone when on the ground and large semi-translucent moths when flying.

FOOLS DRAGON
SIZE: Large (30 ft. long) MOVE: 90 ft. ARMOR CLASS: 4 HIT DICE: 6+2 ATTACKS: 3 DAMAGE: 2-5, 2-5, 2-12 SPECIAL ATTACKS: Tail slap, crush, and breath weapon SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Uncommon NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 60% TREASURE: In Lair: 30-240 cp, 30-180 sp, 20-120 ep, 20-80 gp, 1-4 gems (50%), 1-3 jewelry (50%) INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 6 / 665 + 8/hp A fools dragon gets its name from its uncanny resemblance to true dragons. It is really an enormous lizard whose wings are only membranes used to collect heat from the sun. Many a fools dragon has been slain due to its draconic appearance. On the other hand, many of these beasts have been given wide berth by more dangerous predators. Would-be dragonslayers sometimes hunt these creatures and boast of their prowess, only to later meet a quick death 145

Description: Faceless ones appear as muscular humans with no facial features.

at the hands of the real thing. Fools dragons are no more intelligent than a typical lizard and thus do not speak or understand any languages. A fools dragon starts combat with a tail slap for 3-18 hit points of damage, preferring to expend as little energy as possible. If irritated further, the great lizard spits its toxic cloud and then attacks with claws and teeth, focusing on one opponent at a time. A fools dragon prefers to save its second breath attack as a prelude to fleeing the combat, and will only use it as a last resort. If faced with small opponents, the fools dragon may choose to jump and crush for 3- 24 damage. This attack affects as many creatures as can fit under the dragons body, and the fools dragon can launch itself a full 15 feet forward in a single tremendous jump. Twice per day, a fools dragon can breathe a 20- foot-diameter cloud of toxic mist, centered on the dragons head, which causes blindness for 2-40 minutes and deals 3-12 hit points of damage. A successful save versus breath weapons avoids the blindness and halves the damage. Fools dragons are immune to their own, and other fools dragons, breath weapons. Fools dragons are excellent swimmers and climbers and experience no speed decreases under such circumstances. Description: This great reptilian beast is easily over a dozen feet long. Its scales glitter like gems in the noonday sun as it stretches regally, ruffling its fanlike wings to shake away the dust. A fools dragons body is about 15 feet long, with its tail extending nearly another 15 feet. It weighs about 6 tons. Color can vary based upon location, as best to mimic a true dragon.

If an engulfed creature has a sharp weapon at hand, he has up to 3 tries to cut his way out of the inside of the undead. An 18 or better on any attack indicates a successful escape and deals double normal damage to the spawner in the process. Languages: Foul spawners poorly speak hill giant, although few would wish to hear the contents of their mad ravings. Description: Foul spawners typically have redrimmed eyes, brown skin, and the remains of rough hides they once used as clothing, much like they did in life. They always have tremendously distended stomachs, capable of carrying two zombies in their foul, fake wombs.

FROGS
Giant frost frog
SIZE: Small to Medium (2 ft, 4 ft, or 6 ft in overall length) MOVE: 90 ft. ARMOR CLASS: 4 HIT DICE: 3 ATTACKS: 1 DAMAGE: 3d4 SPECIAL ATTACKS: radiate cold SPECIAL DEFENSES: Impervious to cold-based attacks MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 1d4 LAIR PROBABILITY: 40% TREASURE: None INTELLIGENCE: Average (low) ALIGNMENT: Neutral LEVEL/X.P.: 2 / 50+2 per HP These amphibians inhabit cold regions, or far beneath the surface of the ground. The hop of this giant frog can clear the entirety of its movement distance, and also up to one-third that distance (30 ft) vertically. In addition to their powerful bite, the frost frog continually radiates an aura of cold which inflicts 3d6 HP damage to any creature within 10 ft of the creatures body. The creature is particularly susceptible to fire-based attacks, making any saving throws at -2, and all damage inflicted upon them thusly is made at 150% of that rolled. The frost frog will always seek to avoid contact with humans and similar creatures. But if cornered, will attack viciously. Similarly, bold display of fire will cause the frog to retreat if possible. Giant frost frogs have their own language which is a complicated series of croaks and groans. A giant frost frog complies in all other respects to other species of giant frog. Description: The hide of the giant frost frog is thick and tough, and appears as pure white to powdery-blue or silvery-gray. The skin, when properly cured, makes excellent leather armor (AC 7 instead of the normal AC 8), and provides a level of warmth to the wearer in harsh winter climates.

FOUL SPAWNER
SIZE: Large (10 ft. tall) MOVE: 90 ft. ARMOR CLASS: 5 HIT DICE: 7 ATTACKS: 1 DAMAGE: 4-16 SPECIAL ATTACKS: Engulf SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 10% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 565 + 8/hp Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave. They are truly horrific, for their abdomen splits open to disgorge two zombies, crawling forth in an obscene parody of birth. These two zombies obey every command of the foul spawner. Foul spawners turn as wraiths, but are immune to turning until after their zombie henchmen have been turned. The bulk, awkwardness, and stupidity of foul spawners make them poorly suited for complex roles in combat. A foul spawner is big and fat, but its grotesquely distended belly is mostly hollow. If its abdominal cavity is empty, it tries to envelop foes. An empty spawner can attempt to envelop opponents into its body, trapping them inside. Instead of using its bash attack to cause damage, an empty spawner can push a medium-sized or smaller opponent into its stomach on a successful attack. Though this attack deals no damage, most would prefer a solid fist to the face than suffer inside a foul spawner. Those pushed into the abdominal cavity suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner. A foul spawner can control up to 3 zombies at any one time. Any zombies disgorged by a foul spawner are coated with the paralytic poison, and any creature hit by a disgorged zombie within 5 rounds of exiting the foul spawner must save against poison or become paralyzed for 4 rounds. Any attack against a foul spawner that has engulfed a victim has a 25% chance of doing half damage against the trapped creature as well as the spawner.

Latch Frog
SIZE: Large (8 ft. long) MOVE: 180 ft., swimming 90 ft. ARMOR CLASS: 6 HIT DICE: 4+2 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: Entangle SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 35% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 4 / 235 + 4/hp 146

Instead of the one long sticky tongue of its cousin the giant frog, the latch frog has three tongues, each prehensile, extendable out to 15 feet. As if this were not enough for the hapless adventurer, the tongues drip thick saliva that easily gums up and disables most mobile creatures. A latch frog can cover a large territory, moving amazingly fast by hopping great distances. It eats pretty much any creature it can get its tongues on, and it can outrun nearly any potential prey, placing the latch frog rather high up on its local food chain. They surprise on a roll of 1-3 on 1d6 and can jump 100 ft. in a single bound. The latch frog usually gets the first attack, as its tongues can stretch out to the quite sizable distance of 25 feet. If fighting a solitary opponent, it will pull its prey into its mouth for maximum damage. If fighting multiple foes it will attack up to three opponents within 20 feet of one another, relying on its gooey saliva to stop extra attackers. If reduced to 10 or fewer hit points, the frog turns and flees, rapidly hopping away to safety. If a latch frog hits a creature with its tongue attack, the creature becomes entangled in the frogs sticky saliva. An entangled creature has no dexterity bonus, and attacks are made against it at a +4 to hit, while it is at -2 to hit when attacking. Additionally, an entangled target must save against paralysis or become latched to the ground, unable to move. If the creature succeeds on its save, it can move at half speed. The saliva wears out and ceases being sticky in 4-20 rounds. If a latch frog hits with a natural 20, it swallows its prey whole. Any attack against a latch frog that has swallowed a victim whole has a 25% chance of doing half damage to the swallowed creature as well as to the frog. If a swallowed creature has a sharp weapon at hand, it has up to 3 tries to cut its way out of the inside of the latch frog. An 18 or better on any attack indicates a successful escape from the frog and deals triple normal damage in the process. Description: Latch frogs are huge frogs with three tongues. They come in many colors - some leaf-green, others bearing patterns and bright colors. Their great size is unique among giant frogs. Variants: Some extremely rare latch frogs (entirely bright red varieties) are poisonous to the touch and bite. Like their giant frog cousins, the poison is weak, giving all creatures a +4 on their saves.

When reduced to 10 hit points or fewer, a fungal render will throw itself upon its attackers in a devastating crush attack dealing 4-20 points of damage to any creatures underneath it. Up to 3 medium-sized creatures can be attacked in this manner. It takes a fungal render 2 rounds to right itself once after a crush attack. During this period it can only attack with 4 of its tendrils, as the others are occupied by setting itself upright. A fungal render heals quickly, regaining 2 hit points per turn. One severed tendril can be regenerated over the same period of time. A fungal render can only detect creatures within 50 feet of its stalk via light detecting eyes, and it will only pursue fleeing prey for a short time (three rounds) before losing interest and returning to its favored location. Description: A fungal render is a mushroom of vast magnitude with several tendrils that extend from the cap, which it uses to tear apart its food. The trunk is flexible and sways to avoid blows. Fungal renders can grow up to 20 feet tall, but most average around 15 feet. Their caps are a dark purple, their trunks and tendrils a dark red, and their lamellae a dark orange. When uprooted, twelve thick, root-like black tendrils support the lumbering mushroom. Upon its trunk are rows of argent spots, which the render uses as primitive eyes.

FUNGHEMOTH
SIZE: Large MOVE: 90 ft. ARMOR CLASS: 7 HIT DICE: 8 (attacks as 5HD monster) ATTACKS: 3 DAMAGE: 1d4/1d4/2d6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard RARITY: Very Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 50% TREASURE: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), 1 weapon or armor (10%). INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 6 / 550 + 10/hp Funghemoths are a fairly rare occurrence, but when wizards mix alchemy, magic, and fungi, an error of judgment or an ill-supervised experiment can result in the creation of one of these beasts. Funghemoths are enormous masses of fungoid tissue, capable of movement and hungry for whatever food they can find or kill. A funghemoth has one yawning opening in the front, with which it ingests food and attacks prey, along with two subsidiary mouths mounted on short stalks. The subsidiary mouths are quite vulnerable to being severed, and a natural roll of 20 with a bladed weapon will lop off one of these mouths, eliminating one of the funghemoths attacks. Each round, in addition to its melee attacks, the funghemoths agitation causes a random effect: d6 1 2 Effect The funghemoth breathes fire in a cone shape (1 ft. at the origin, 30 ft. range, 15 ft. wide at the end). Saving throw for half damage, damage 3d6. The funghemoth shoots out a ball of lightning in a randomly determined direction (10 ft. wide, range 60 ft.). Saving throw versus aimed magical weapons (such as wands) applies for half damage, damage 3d6. The funghemoth become electrically charged for one round, causing damage of 1d6 to anyone hitting it with a metal weapon. The electricity is quite visible; the creature is wreathed in a lightning-like crackle of blue electrical discharges. The funghemoth changes color. The funghemoth emits spores if it is hit. Anyone within ten feet of the hit location must make a saving throw versus poison or act as if under the effects of a confusion spell for 1d4 rounds. The funghemoth hacks up a disgusting ball of fungoid tissue from its main mouth. The fungoid ball has no properties other than being disgusting.

FUNGAL RENDER
SIZE: Large (15 ft. tall) MOVE: 30 ft. ARMOR CLASS: 9 HIT DICE: 12 ATTACKS: 6 DAMAGE: See below SPECIAL ATTACKS: Crush SPECIAL DEFENSES: Fast healing MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 95% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 2,900 + 16/hp Fungal renders are extremely rare giant mushrooms possessing mobility and a predators instincts. They are typically only encountered in underground fungal forests, but have occasionally been seen on the surface. Averaging 15 feet in height, the render has ten ropelike tendrils dangling from the circumference of the its cap. These tendrils are covered in a sticky, saplike substance. The fungal render attacks with these tendrils. If only one tendril hits, no damage is done, but if two or more hit the target creature takes 1-4 hit points of damage per tendril each round as the fungal render pulls its victim apart. A fungal renders tendrils are very elastic and can stretch up to three times the renders height. The chance of dislodging a tendril is equal to the chance of opening doors. A tendril is severed after receiving 10 hit points of damage against AC 3. Damage to a tendril does no harm to the fungal render; only attacks against its cap, trunk, or roots can slay a render.

4 5 6

The structure of a funghemoths body, generated randomly by the interaction of alchemy and magic, is not well suited to precise movements. In consequence, a 147

funghemoth attacks only as a monster of 5 hit dice, although it has the hit points (and experience point value) of an 8 HD monster.

FURROWER
SIZE: Large (8 ft. wide) MOVE: 90 ft. ARMOR CLASS: 5 HIT DICE: 3 ATTACKS: 11 DAMAGE: 1 (x 10), 1-2 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-3 LAIR PROBABILITY: 50% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Semi ALIGNMENT: Neutral evil LEVEL/X.P.: 3 / 110 + 2/hp Furrowers live in sewers and swamps, where they leave distinctive trails as they pass. These furrows are how they gain their name, but they are also known as sewer terrors by the unfortunates forced to work in the dangerous underground systems. Furrowers attack with their grasping tentacles. An initial hit does no damage, but constriction on the following rounds deals 1 hit point of damage per tentacle. Worse however, is the interfering nature of these limbs: for every tentacle upon a target, he suffers a corresponding -1 on to hit rolls. For example, a creature gasped by 6 tentacles of a furrower is at a -6 to hit. Severing tentacles is fairly easy (AC 9, 2 hit points), but the furrower seems to have an almost inexhaustible supply of them, so it is rarely a wise or effective tactic. A furrower has a truly impressive-looking mouth, but it is composed of weak and soft teeth coupled with paltry bite strength. Sages speculate that furrowers use their mouths more to scare off dangerous foes than as a tool of attack or defense. Furrowers are very acquisitive creatures and have a horde of treasure in their lair somewhat incongruent to their real danger. Languages: Furrowers know a few words of common, but not enough to convey anything but the most basic of matters. Description: A mass of writhing tentacles with an impressive, but weak, mouth is most anyone sees of a furrower. They vary in color from green to gray.

views a gamboge hulks four eyes must save vs paralysis or be paralyzed for 39 melee rounds. If the hapless creature lives long enough to recover before the gamboge hulk slays it, it must avert its eyes (-4 to hit) or risk another paralysis. A failed second save results in paralysis for 1-4 rounds, after which time the target is immune to that particular gamboge hulks paralysis ability for a full phase of the moon. Unlike their larger cousins, gamboge hulks leave no passages behind them when they burrow, the stone or soil magically replaces itself as it was before the creatures passing. This healing process takes just under and hour, so following a fleeing gamboge hulk is possible, but any creature caught by a healing tunnel is killed instantly. Gamboge hulks regenerate 1 hp per round starting 3 rounds after first taking damage. Only physical damage is regenerated - damage from other sources is healed at the normal rate. Description: Gamboge hulks are dark mustard in color, shading to rusty gray on the front. Their head is vermilion, and their mandibles are amber colored. They are wide, thick beasts, weighing over 600 lbs.

GANYADI
SIZE: Small (3 ft. tall) MOVE: 90 ft. ARMOR CLASS: 8 HIT DICE: 3 ATTACKS: 1 DAMAGE: 1-4 (1-3) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 1-6 LAIR PROBABILITY: 10% TREASURE: In Lair: 200-800 gp, 10-40 gems (50%) INTELLIGENCE: High ALIGNMENT: Chaotic evil LEVEL/X.P.: 4 / 245 + 2/hp Evil tree sprites, the ganyadi are hated by all good sylvan creatures. Treants find them especially vile and are even willing to risk their long and rare lives to destroy them. Ganyadi are treacherous creatures who enjoy moving their groves to the edge of civilization. They then demand tribute from small farming communities or wreak havoc upon the local settlers. Distantly related to dryads, ganyadi do not have a host tree so much as a grove of anywhere from 2 to 5 trees. They can pass through plants by stepping into any one tree in the grove and out of another, but only through a tree marked as one of their own in the same manner as dryads. Like treants, they can also animate their trees (up to three at a time) to defend the grove (animated tree: 2 attacks, 4-24 damage, AC 3, HD 11, move 30 ft.), and they can change which ones are animated as needed. Ganyadi are known to move their entire grove by animating their trees and moving through several steps. An animated tree must stay within 300 feet of its ganyadi or it reverts back into a normal tree. Ganyadi rarely fight hand-to-hand but when forced rely upon an extremely sharp wooden knife (1-3 damage). They typically use wee bows (1-4 damage, range but half of a shortbow) and attack from a distance. Such physical attacks are rare, however, as ganyadi rely upon their magical abilities and their animated trees to deal with opponents. They are continually under the effect of a sanctuary spell. If they attack the effect is negated for 2-8 rounds, after which it returns. Ganyadi can, at will, cast cure light wounds, entangle, invisibility, and tree. Languages: Ganyadi can speak elven, dryad, and brownie. Description: A ganyadi stands about 3 feet tall and weigh roughly 25 to 30 pounds with a small and slight frame. Her ears and eyes are overly large for her face, the eyes resembling deep green emeralds that reflect like a cats in deep shadows. Her skin is pale with a very slight greenish tint, and her hair is an unruly dark green, almost black, mass of curls cascading over her shoulders. It is often matted with twigs and flowers.

GAMBOGE HULK
SIZE: Medium (6 ft. tall, 4 ft. wide) MOVE: 60 ft., stone burrowing 10 ft., soil burrowing 60 ft. ARMOR CLASS: 4 HIT DICE: 7+7 ATTACKS: 3 DAMAGE: 2-8, 2-8, 2-12 SPECIAL ATTACKS: Paralysis SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1-2 LAIR PROBABILITY: 10% TREASURE: In Lair: 1-20k sp (10%), 1-12k ep (15%), 1-10k gp (40%), 100-800 pp (35%), 3-30 gems (20%), 1-10 jewelry (10%), any 3 magic items except swords or misc. weapons, + 1 potion + 1 scroll (30%) INTELLIGENCE: Very ALIGNMENT: Lawful Evil LEVEL/X.P.: 6 / 1,050 + 10/hp A smaller, more intelligent variety of the more familiar hulks, gamboge hulks are also subterranean predators. They possess similar anatomy and burrowing capabilities, but lack the confusion ability of their more common cousin. They attack with rock-hard claws and powerful mandibles, but heavily rely upon their paralysis ability when hunting. Any intelligent creature that squarely

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GARGOYLES
Madsome Gargoyle
SIZE: Large (8 ft. tall) MOVE: 60 ft., flying 90 ft. (AA: level IV) ARMOR CLASS: 3 HIT DICE: 5+5 ATTACKS: 3 DAMAGE: 1-4, 1-4, 1-6 SPECIAL ATTACKS: Maddening roar SPECIAL DEFENSES: Immune to mind attacks and nonmagical weapons MAGIC RESISTANCE: 15% RARITY: Rare NO. ENCOUNTERED: 1-8 LAIR PROBABILITY: 100% TREASURE: Individual: 20-80 gp; In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 5 / 370 + 6/hp A madsome gargoyle attacks with both of its taloned paws and its mouth. If all three attacks are successful in the same combat round, the gargoyle will lift the victim straight into the air and attempt to drop him from a height of 10-50 feet within 2-4 rounds. Normal weapons cannot damage it; it is immune to mind attacks and can hide in shadows as a thief of its level. The madsome gargoyle, in groups of 3 or more, can roar and flap their wings to produce a sound that directly affects the humanoid nervous system. Those within 180 feet of the gargoyles must make a successful save against breath weapons or be overwhelmed by the sound and unable to fight or move. Fleeing is possible at a rate of 10 feet per round. PCs who stop up their ears with a thick substance gain a +4 to their save. Description: A madsome gargoyle appears as a large, winged statue with two large horns and an evil grin. It stands over 8 feet tall and weighs roughly 800 lbs.

GHOULFRUIT TREE
SIZE: Large (50 ft. tall) MOVE: 5 ft. ARMOR CLASS: 0 HIT DICE: 14 ATTACKS: 2 DAMAGE: 1-4, 1-4 SPECIAL ATTACKS: Spells SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 1 scroll (25%) INTELLIGENCE: High ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 2,750 + 18/hp Ghoulfruit trees corrupt their environment by blighting the surrounding plant life, making their heavy fruit the easiest (and eventually only) source of food in the area. Although the fruits external flesh looks ghoulishly pale and wrinkled like cured skin, the inside nectar and fleshy pulp is sweet and refreshing. A single tree will eventually blight an entire acre before moving on to a fresh location. It takes two years for a ghoulfruit tree to blight such a large area. These trees are thoroughly evil and highly intelligent. They are weak in melee combat, only doing 1-4 points of damage with a blow from one of their spindly limbs, but they can cast spells once per round as a 9th level magic user without indicating they are the source of the magic (no sound, no movement, etc.). They know the following spells: 1st - charm person, magic missile (x2), sleep; 2nd ESP, invisibility, scare; 3rd - dispel magic, suggestion; 4th - ice storm. Ghoulfruit trees gain their name by the unusual way in which they reproduce. Any human that consumes more than three pieces of the ghoulfruit trees fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit. Ghouls created by a ghoulfruit tree are as normal ghouls, but their body is infested with ghoulfruit seeds. One seed drops from the ghoul every day for a year. It is in this way that the species continues. No one is sure where ghoulfruit trees came from, but it is rumored that some evil cults raise ghoulfruit saplings and work with the plants to spread their cause of evil. Languages: A ghoulfruit tree speaks common and elven. Description: Ghoulfruit trees are withered and twisted trees. Although they superficially resemble many different species, they always bear the same fruit. A ghoulfruit tree is about 50 feet tall and weighs about 5,000 pounds.

GEHZIN
SIZE: L (8 ft. tall) MOVE: 60 ft. ARMOR CLASS: 5 HIT DICE: 8+3 ATTACKS: 3 DAMAGE: 2-12, 2-12, 2-16 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 40% RARITY: Rare NO. ENCOUNTERED: 1-6 LAIR PROBABILITY: 40% TREASURE: In Lair: 100-600 pp (30%), 1 misc. magic item + 1 potion (60%) INTELLIGENCE: Low ALIGNMENT: Chaotic neutral LEVEL/X.P.: 7 / 2,600 + 12/hp Hideous creatures summoned from dismal planes, gehzin are fearful opponents. In combat, a gehzin singles in on one target in an attempt to destroy it as quickly as possible. It attacks with slashes and bites, and the victim has a 5% chance per hit of contracting a disease (disease type chosen by the GM). Gehzin may telekinese up to 250 lbs. of weight for up to 10 rounds, and they may phase door through solid rock of no more than 150 ft. distance. When coming out of any solid substance, a gehzin gains a 3 in 6 chance of surprise for anyone not expecting their appearance. Three times a day, a gehzin may gate in 1-3 other gehzin with a 35% chance of success. For every additional gehzin within 20 feet, the chance of success rises by 20%. Description: Gehzin take a material form of a towering gray humanoid with elongated arms and a frog-like head. Gehzin possess a mouth full of sharp teeth and five long talons on each hand that can rend and spread disease.

GIANT, NEPHILIM
SIZE: Large (9 ft. tall) MOVE: 120 ft. ARMOR CLASS: 2 HIT DICE: 7 + 1-3 ATTACKS: 3/2 DAMAGE: By weapon +6 SPECIAL ATTACKS: Hurling rocks for 2-12 damage SPECIAL DEFENSES: +4 saves against mind-affecting spells MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 or 2-5 LAIR PROBABILITY: 5% TREASURE: Individual: 20-80 gp, 1-4 jewelry; In Lair: 1-8k cp (10%), 16k sp (30%), 1-8k ep (15%), 1-6k gp (50%), 1-10 gems (30%), 1-6 jewelry (25%), any 2 magic items + 1 potion (15%) INTELLIGENCE: Very to high ALIGNMENT: Lawful neutral LEVEL/X.P.: 6 / 1,050 + 10/hp 149

Legend has it that the nephilim are a people of divine, magical origin. Some say they were the children of one of the gods but fell from grace; others, that their true ancestry is demonic. In any case, when their ancestors came to the material plane, they turned their backs on gods and devils alike, trusting only steel and their own indomitable will. Their intense hatred of hill giants, coupled with not a passing resemblance, has led some sages to speculate that there may be a link between the two giants, but such speculation is viewed with great disgust by the nephilim - sometimes violent disgust. The nephilim are a people of extremes - strong emotions, strong loyalties, and strong beliefs. Very few are content to sit around and wait for something to happen to them. They go out actively seeking adventure, and in the areas they are encountered they will often find their way to positions commanding human armies or leading human mercenary groups. Those having spent long hours with nephilim remark on a rather melancholy streak found within them. Since all are warriors, they will purchase or otherwise acquire for themselves the best armor and weaponry available, and most are encountered with plate, shields, and two-handed swords that they use one-handed. They take a delight in beauty, and so the majority of their wealth is almost always in the form of jewelry, art objects, or fine quality weapons. Mundane objects will be carried in large belt pouches, or occasionally in backpacks if need be. Nephilim cause 2-12 hit points of damage by throwing large rocks from 10 to 200 ft. They can catch rocks tossed at them with a 60% probability. However, there is also a 60% chance that a caught rock will be immediately returned to the thrower as the nephilim have mastered a discus-like catch and return method. Nephilim are expert tacticians and will use whatever weapons and other advantages are available to them. When they have decided on war, they attack uncompromisingly, rarely taking prisoners or showing mercy in battle. Though they will accept an honest and complete surrender, they will not usually be willing to negotiate or parlay within a combat, and woe betide the foe that feigns surrender only to later betray the nephilim. Nephilim are courageous to the point of heroism and will have no hesitation in fighting to the death if it will achieve their ends, but they have no wish to throw their lives away unnecessarily. Nephilim occasionally make use of giant war chariots. Languages: Nephilim speak common and hill giant. Description: Nephilim stand 9 feet tall but are wiry of build, with few weighing much more than 600 pounds. Their facial features and skin, hair, and eye color vary as much as those of humans, but tend towards tan or reddish-brown skin and dark hair. Most have what has been described as a lustrous, almost shining quality to their skin and a fiery light in their eyes. Nephilim are extremely longlived, with some of them being said to reach 1,000 years old.

spread both their foul doctrines and the physical presence of the vast glaciers they inhabit, the more their gods will favor them. Most rime giants are heavily armed but only lightly armored. Normally wearing little more than tunics or robes, they rely upon their iron-like skin to turn the blades of their enemies as they carry out their gods wishes. When they are armored, it is usually in very thick hauberks of riveted iron mail so close-set that the links appear to stand out almost perpendicular to the wearers body, making him very nearly impregnable to attack from human blades and arrows (AC 0). They bear massive axes that look to be capable of slicing through several foes at one stroke. For longrange combat they hurl rocks causing 2-20 hit points of damage at ranges of 10 to 200 ft. They can catch rocks tossed at them with a 50% probability. The weapons of rime giants are terribly cold. When hit by one, jagged, stabbing icicles spread throughout the victims wound, dealing 1 hit point of damage per round for 5 rounds. The only way to stop these icicles from forming is the application of some type of fire magic, such as burning hands. This will destroy all icicle formation and not harm the targeted individual. Rime giants have an astonishing degree of control over fallen snow and ice, including the capability to melt, re-freeze, and shape it selectively and more or less at will. This is very much like the effects of either transmute rock to mud or stone shape, depending on the rime giants intent, but targeting ice and snow rather than stone or earth. For example, the rime giant could soften ice into near-freezing water or slush, causing anyone standing on it to sink in; or he could use ice shape to seal off or create an icy tunnel. In the right place, this ability could also be used to start an avalanche of great icy boulders, doing 6-36 hit points of damage to any creatures in a 30-foot-wide area. Used gradually, over many months and even years, rime giants can extend the boundaries of tundra or even glaciers over more human-friendly terrain, slowly covering the world with ice just as the rime giants wish. Languages: Rime giants speak frost giant, although they refer to it as rime giant, of course. They also know cloud giant. Description: Rime giants closely resemble their smaller cousins the frost giants, with snow-white skin and icy blue hair and eyes. Rime giants, though, are an older and mightier race. They typically have many different weapons at their disposal, but favor the axe and spear over others. Adult males stand fully 18 feet tall, weigh upwards of 7,000 pounds, and are strongly built. They can live to be up to 700 years old.

GIANT, SEA
SIZE: Large (15 ft. tall) MOVE: 120 ft., swimming 150 ft. ARMOR CLASS: 4 HIT DICE: 10 + 1-4 ATTACKS: 1 DAMAGE: 4-24 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-8 LAIR PROBABILITY: 30% TREASURE: In Lair: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 1 scroll (25%) INTELLIGENCE: Average ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1,820 + 14/hp Sea giants are distant, imposing, and often silent in demeanor. Most prefer to have little to do with non-aquatic creatures unless absolutely necessary. On the rare occasions that they have business with sailing vessels or land-dwellers, sea giants will rise slowly out from the waves, silent and staring, to ensure such folk have every opportunity to see just how terrifying they are. Sea giants make certain all parties concerned treat the occasion with sufficient gravity before they commence any negotiation. Sea giants are often found in underwater cave complexes. If found in their lair, there is a 70% probability that there will be 1-3 giant octopi (50%) or a single giant squid (50%) acting as guards. If more than 4 sea giants are encountered,

GIANT, RIME
SIZE: Large (18 ft. tall) MOVE: 120 ft. ARMOR CLASS: 2 (0) HIT DICE: 12 + 2-7 ATTACKS: 1 DAMAGE: 5-30 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to cold MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 40% TREASURE: In Lair: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 1 scroll (25%) INTELLIGENCE: Average to very ALIGNMENT: Chaotic evil LEVEL/X.P.: 8 / 3,200 + 17/hp Rime giants consider themselves to be the earthly servants of certain grim and evil deities of the ice and snow. They are utterly opposed to the gods of the humans and other creatures from the warm lands, regarding slaying such folk and, if possible, their godsas a sacred duty. The more the rime giants can

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the additional will be females (similar in HD and damage as stone giants) for numbers 5 and 6. Numbers 7 and 8 will be young (roll percentile dice for size). Sea giants fight with trident and net. Their great tridents cause terrible wounds and their nets entangle and capture prey. Any medium-sized or smaller creature hit by a sea giants net is held fast. A netted creature can free itself in two rounds of concerted effort. Larger creatures hit by a sea giants net suffer a -2 on to hit rolls and are denied any dexterity bonuses to their AC. Sea giants typically open combat with a net attempt, followed by their trident strikes. Although mostly underwater, when on the surface sea giants cause 2-16 hit points of damage by throwing large rocks from 10 to 200 ft. They can catch rocks tossed at them with a 30% probability. Sea giants can breathe both air and water with equal facility, and they are at home in both salt and fresh water. However, they are poorly adapted for life on land. A sea giant that spends more than two hours out of water begins to dehydrate. For every hour after that spent on land, a sea giant suffers 1-4 points of damage. The sea giant can only recover this damage while submersed in water. Sea giants do not carry bags. They tie items directly to their belts with lengths of tough seaweed or in tightly-woven nets attached to their belts. These nets act as the traditional giants bag, but allow for less drag while traveling underwater. A sea giant going hunting or fishing will have a very large net to drag back anything he catches. Sea giants usually carry at least two or three tridents, often strapped to their backs in complex wraps. Most sea giants prefer to leave the bulk of their treasure in their lairs, but they always bring some treasure with them. Languages: Sea giants speak their own language and often know another local language. Description: Sea giants have blue-green skin, bright green eyes and brown seaweed for hair. Indeed their whole bodies are often draped with weeds. Their skin sometimes resembles fish scales, but just as often is more like sea-adapted mammalian skin, such as that of a dolphin or whale. Sea giants stand 15 feet tall, but are of normal human proportions rather than having the broad and savage build of some of the other giants.

Within this lair there will be a leader with no fewer than 50 hit points who does +8 damage. Wood giants tend to be led by females, who form the center of families and clans, maintaining the complex genealogies that form much of the focus of wood giant society. Wood giants do not toss rocks, finding such behavior very undignified. Wood giants typically wear a tough armor made from leather and treated bark. They are able to hide and move silently with 50% success while in the forest. Languages: Wood giants speak their own tongue and elven. Description: Wood giants are peaceful, good-natured giants found in the forested areas of the world. Wood giants look much like elves, only they stand a full 9 feet tall. Wood giants have large heads and prominent jaws; their elf-like ears sit high on their long, oval heads. Most wood giants (particularly males) are bald. Their skin is usually brownish-green.

GOBLINOIDS
Goblin
SIZE: Small MOVE: 60 ft. ARMOR CLASS: 6 HIT DICE: 1d8-1 (minimum 1hp) ATTACKS: 1 DAMAGE: By weapon (usually 1d6) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Uncommon NO. ENCOUNTERED: 40-400 LAIR PROBABILITY: 40% TREASURE: Individual: 3-18 sp; In Lair 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 Jewelry (20%), 2 magic items or maps (10%) INTELLIGENCE: Low to average ALIGNMENT: Lawful Evil LEVEL/X.P.: 1 / 10 + 1/hp Goblin society is divided into tribes, with the tribes being further subdivided into clans. Each tribe has a chief and these chiefs often fight one another for prestige and gain. It is said that there is a goblin king to whom all tribes have sworn fealty, but given the feuding common between tribes this is believed to be false. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. However, goblins have a poor grasp of greater military strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. The number appearing shown above is for a single clan. Goblins are nocturnal, and have 60 darkvision but suffer a -1 penalty from their attack rolls in any light equivalent to full daylight or brighter. Goblins are typically armed with shortswords, spears, or slings. A group of 40 or more of these creatures will contain leaders with a full hit die, and a chief is even more powerful. 25% of all goblin encounters include goblin cavalry, mounted on worgs and, if encountered, one tenth of the goblins will be riders. There will also be an equal number of worgs without riders acting as reserve mounts or independently. Worgs are commonly (60% of the time) encountered in goblin lairs, numbering roughly a tenth of the total number of goblins. Goblins hate dwarves and gnomes and will usually attack these foes first if given a choice of targets. They are miners of fair aptitude, but dislike work and will much prefer to capture slaves to do any heavy labor. Languages: Goblins speak their own tongue, their alignment tongue, and the languages of orcs, kobolds and hobgoblins. Description: A goblin stands 3 to 4 feet tall and weighs 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to lemon yellow. A goblins skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins 151

GIANT, WOOD
SIZE: Large (9 ft. tall) MOVE: 150 ft. ARMOR CLASS: 5 HIT DICE: 7 + 1-3 ATTACKS: 1 DAMAGE: By weapon + 7 SPECIAL ATTACKS: None SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 10% TREASURE: Individual: 30-180 sp, 20-120 ep, 20-80 gp; In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%) INTELLIGENCE: Average ALIGNMENT: Chaotic good LEVEL/X.P.: 6 / 550 + 10/hp Wood giants dress in greens or browns which blend into the surrounding forest and prefer neutral colors to the bright or dull colors of other races. They typically carry great swords, and huge bows rest upon their backs. Their swords do 2- 12 hit points of damage while their bows do 2-8. They are able to attack twice per round while using their bows. They usually attack from ambush, hiding in dense undergrowth and firing at their prey with their bows before closing to melee with their swords. Wood giants lair in meadows, where they build gigantic homes out of roughhewn logs. It is easy for the inexperienced to confuse the great houses of the wood giants for a hill giant steading at a distance. Although drab appearing from the exterior, the interior is always filled with intricate and lovinglycarved wooden works.

wear clothing of dark leather, tending toward drab, soiled-looking colors. They generally live to the age of approximately 50 years. Variants: There are no known goblin variants, although the nilbog is considered by some scholars to be a true goblin variant.

Ogres can be found in almost any terrain and Ogre society is divided into bands. The number appearing shown above is for a single band. Ogres have 60 darkvision, and do not suffer any penalties for fighting in daylight. Ogres are typically armed with huge swords, clubs or axes. A group of these creatures may contain leaders who fight as Trolls, and a chief is even more powerful. If encountered in their lair, there will be at least one ogre leader with maximum hit points attacking at almost twice a normal ogres hit dice and doing +2 to damage. Ogres are often found in company with Orcs, sometimes dwelling in the same lairs. Ogres are fond of taking captives for ransom, torture, enslavement, or food. There is a 30% chance that an Ogre lair will contain prisoners. Languages: Ogres speak ogre, their alignment tongue, and the languages of orcs, trolls, and stone giants. Description: Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown and they typically possess dark hair. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. For monsters of low intelligence they pay particular care in the maintenance of their equipment. Ogres generally live at least 90 years. Variants: There are aquatic ogres, called merrow, which dwell in freshwater lakes and rivers. Instead of huges swords, clubs or axes, merrow prefer to use spears or tridents.

Hobgoblin
SIZE: Medium MOVE: 90 ft. ARMOR CLASS: 5 HIT DICE: 1d8+1 ATTACKS: 1 DAMAGE: By weapon (usually 1d8) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Uncommon NO. ENCOUNTERED: 10-200 LAIR PROBABILITY: 25% TREASURE: Individual: 3-24 cp, 2-8 gp; In Lair: 1-8k cp (20%), 1-12k sp (15%), 1-8k ep (15%), 1-6k gp (50%), 3-18 gems (80%), 1-6 jewelry (25%), 2 magic items plus 1 potion (15%) INTELLIGENCE: Average ALIGNMENT: Lawful Evil LEVEL/X.P.: 2 / 30 + 1/hp Hobgoblin society is divided into tribes, with the tribes being further subdivided into clans. The number appearing shown above is for a single clan. Hobgoblins have 60 Darkvision, and do not suffer any penalties for fighting in daylight making their homes both above and below ground with equal frequency. They are typically armed with swords, morningstars, spears, and/or composite bows. A group of 20 or more goblins may contain leaders who fight as gnolls or even bugbears, and a chief is even more powerful. Hobgoblins sometimes have a tribal standard with them which causes them to fight at +1 on attack and morale rolls - but only if the hobgoblins are within 60 ft. of the standard. They are miners of fair aptitude, but dislike work and will much prefer to capture slaves to do any heavy labor. Hobgoblins have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents. Languages: Hobgoblins speak hobgoblin, their alignment tongue, and the languages of goblins and orcs. Description: Hobgoblins are larger cousins of goblins. Hobgoblins hair color ranges from dark reddish-brown to dark gray. They have dark orange or redorange skin. Large males have blue or red noses. Hobgoblins eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. They generally live to the age of 60 years.

Orc
SIZE: Medium MOVE: 90 ft. ARMOR CLASS: 6 HIT DICE: 1d8 ATTACKS: 1 DAMAGE: By weapon (usually 1d8) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Common NO. ENCOUNTERED: 40-400 LAIR PROBABILITY: 40% TREASURE: Individual: 2-12 ep; In Lair: 1-8k cp (45%), 1-4k sp (65%), 1-4k ep (10%), 2-40 gems (75%), 2-8 potions (40%) INTELLIGENCE: Low to average ALIGNMENT: Lawful Evil LEVEL/X.P.: 1 / 10 + 1/hp Orcish society is divided into tribes, with the tribes being further subdivided into clans. The number appearing shown above is for a single clan. If orcs from two different clans are sharing physical space, they will all be of the same tribe for orcs are quarrelsome and territorial. Orcs prefer to dwell in places where sunlight is rare or dim but they will venture into full sunlight when necessary. Like goblins, orcs are typically nocturnal, have 60 darkvision, and suffer a -1 penalty from their attack rolls in any light equivalent to full daylight or brighter. Orcs are typically armed with axes in combination with bows or spears. A group of these creatures may contain leaders who fight as hobgoblins or even gnolls, and a chief is even more powerful. If encountered in their lair or in any large settlement (3 times more likely to be underground than on the surface), there will be (in addition to the male orcs) a number of females equal to half the male population. There will also be as many children as there are males. Orcs are fecund and there are significantly more males born than females. For example, if 200 male orcs are in their lair, an additional 100 females and 100 children are also present. Orcs hate elves and will usually attack these foes first if given a choice of targets. They are miners of fair aptitude, but dislike work and much prefer to capture slaves to do any heavy labor. Languages: Orcs speak their own tongue, their alignment tongue, and the languages of goblins, hobgoblins and ogres. Description: An orcs hair is usually dark brown or black. It has porcine ears, reddish eyes, and a pinkish snout. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellowgreen, and deep purple. Their equipment is dirty and unkempt. An adult male 152

Ogre
SIZE: Large MOVE: 90 ft. ARMOR CLASS: 5 HIT DICE: 4d8+1 ATTACKS: 1 DAMAGE: 1d10 or by weapon SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Common NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 25% TREASURE: Individual: 20-80 gp; In Lair: 1-8k cp (50%), 1-6,k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-6 gems (80%), 2-8 potions (40%), 1 magic weapon or armor (10%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 3 / 110 + 4/hp

orc is a little over 6 feet tall and weighs about 210 pounds. Orcs generally live to the age of 40. Variants: Although not a true variant, half-orcs, are the result of orcs breeding with humans and other monstrous species such as goblins and hobgoblins. As orcs hate elves, there are no orc-elf half-orcs.

person, and web. 1,000 gp per hit point must be spent in materials and 4 months of time are required for construction of an amalgam golem. An amalgam golem always remains under the control of its creator. It is capable of understanding simple commands and performing actions typical to the more powerful golems.

GOLEMS
Amalgam Golem
SIZE: Large (12 ft. tall) MOVE: 90 ft. ARMOR CLASS: 1 HIT DICE: 100 hit points ATTACKS: 2 DAMAGE: 3-24, 3-24 SPECIAL ATTACKS: Adhesive orb SPECIAL DEFENSES: Weapon adhesion MAGIC RESISTANCE: See below RARITY: Very Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: See below INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 10 / 16,300 Considered by some as the pinnacle of golem creation, the amalgam golem is a fearsome guardian created from stone and natural tar coupled with a fiery elemental spirit. An amalgam golem is a dire foe who usually opens combat by throwing a flaming adhesive orb at the most heavily armored opponent. If it hits, an adhesive orb deals 2- 12 hit points of damage, plus an additional 1-4 points of fire damage. Furthermore, the tar adheres to the targets armor, causing the target to be entangled for 2-12 rounds, -1 round for every point of strength and dexterity above 14 the target possesses. Every round spent entangled in an adhesive orb deals another 1-4 hit points of fire damage. An amalgam golem then targets other opponents with its powerful fists. In addition to striking, it will hurl another adhesive orb every 8 rounds, focusing foremost upon heavily armored opponents. The thick tar that holds the golem together is a powerful adhesive, and it holds fast any items that touch it. A weapon striking an amalgam golem is stuck fast unless the wielder makes a successful open doors roll. Any stuck items are easily removed if the golem is somehow slain. This trait results in older golems accumulating large amounts of weaponry. The golems will typically move all adhered weapons to their core after a day on their surface. If slain, 2-20 differing weapons will be found in the center of an amalgam golem. The majority will be non-magical, but 1 out of every 5 of them will possess some magical ability of note. After 5 rounds of combat, the fiery elemental spirit within the amalgam golem asserts its will and immolates the golem in a flaming inferno, causing 3-18 hit points of damage to any creature within 10 feet of the golem and 1-6 points of damage to any creature within 15 feet. An immolated amalgam golem is an awesome opponent, implacable and ruthless: all fist attacks are made at a +2 to hit and +5 to damage from the terrible spirit within the golem. Immolation only ends 5 rounds after all martial activities cease. Only magical weapons of +3 or greater enchantment can harm an amalgam golem. The only spells which affect an amalgam golem are move earth, passwall, and fire-based magic. Move earth slows the golem 50% for 5 melee rounds, passwall causes 5-20 points of damage, and fire-based attacks repair the golem on a 1 to 1 hit point basis. Amalgam golems are twice as strong as flesh golems and they always detect invisible creatures. Description: Amalgam golems are roughly humanoid in shape. They stand a full 12 feet tall and weigh over two tons. Globs of sticky black tar connect rocky appendages to their 7-foot-wide torso. Although largely humanoid in appearance, two curved stone horns protrude from their foreheads, just above two black eyes of smoldering tar. Unlike most golems, amalgam golems possess a fluid gait and are able to easily run, a byproduct of their adhesive tar joints. An amalgam golem may be created through the use of a magical tome or through the efforts of an 18th or higher level magic user employing the following spells: wish, polymorph any object, geas, conjure fire elemental, hold

Barrow Golem
SIZE: Large MOVE: 60 ft. ARMOR CLASS: 3 HIT DICE: 40 hit points ATTACKS: 2 DAMAGE: 2-12, 2-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: 2 jewelry, 1 magic item INTELLIGENCE: None ALIGNMENT: Neutral Evil Level/X.P.: 7 / 1,850 Almost all barrow golems are found in the darkened depths of ancient burial mounds, where they serve as guardians of the dead. They are a product of barbarian culture and are rarely seen in more civilized environs, though some urbane necromancers have learned the secrets of their construction and have constructed their own to patrol graveyards or defend fell lairs. Any creature hit by a barrow golem has a 10% chance per wound inflicted of contacting grave rot, a terrible curse/disease combination. Characters afflicted by grave rot lose 1 point of Constitution per week until they die. Any healing spell cast on an afflicted character has no effect. To eliminate grave rot, the curse must first be broken with a remove curse allowing healing magic to work upon the character. After the curse is broken, the grave rot can be cured as any normal disease. An afflicted creature that dies of grave rot rises as a zombie within 1-4 days. If a barrow golem successfully hits with both attacks, it engulfs the victim with its mass. While engulfed, there is a chance the opponent will begin to drown. An engulfed character must make a Constitution roll to successfully hold his breath before being engulfed. Engulfed characters find their Strength sapped away. Each round, the character must make a save vs. death or lose 1 point of Strength. For each point of Strength drained, the golem gains 4 temporary hit points. Strength lost through this drain returns in 2-8 turns. While engulfed, the character cannot attack the barrow golem or cast a spell. The engulfed creature can break his way to freedom with a successful open doors roll. The barrow golem can engulf one medium-sized or two small opponents at a time. Barrow golems spend much of their time in a loose mound of soil, rotting flesh, and bone. Changing into or out of this shape takes a round, during which the creatures AC is lowered to 8. In this shape, the barrow golem detects as magical, but otherwise appears as just a normal pile of grave refuse. Barrow golems are immune to charm, sleep, or hold magics. They are also immune to poison. Description: Barrow golems are vaguely humanoid in shape, composed of grave soil that reeks of wet earth and rotting corpses. Bits of bone and even full skulls protrude from its body. They are hulking figures with crudely shaped limbs that stand 10-feet tall and weigh about 600 pounds. Their faces are shaped like skulls, with two orbs of red energy burning in deep eye sockets. Barrow golems are primitively created golems and thus lack several of the strengths of the more refined varieties. They are made by collecting grave refuse into a mold, inserting a piece of jewelry worth no less than 1,000gp along with a single magical item (no potions or scrolls). A magic ritual is then performed by a cleric of no less than 10th level using the following spells: animate dead, exorcise, protection from good, and quest. This process costs 500 gp per hit point of the barrow golem.

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Dragonship Golem
SIZE: Large (40 ft. long) MOVE: Swimming 180 ft. ARMOR CLASS: 5 HIT DICE: 50 hit points ATTACKS: 3 DAMAGE: 3-12, 3-12, 4-16 SPECIAL ATTACKS: Breath weapon SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 8 / 3,400 A dragonship golem is an animated sailing vessel, identical to a longship in almost every way. Its primary function is as a transport that needs no crew; it can be told ones destination, and it will sail there by the quickest route possible. As a sailing vessel, a dragonship has room for a crew of 30 and can carry up to 35 tons of cargo. Dragonships use their oars or the ability to generate private winds and are rarely at the mercy of the weather. They have a near perfect knowledge of local sea charts and navigation routes. A dragonship taken into unfamiliar waters will gain knowledge of the areas through which it passes. It is capable of understanding simple commands and performing simple actions in combat when ordered to fight. Although often used as a warship, a dragonships primary function is that of a sailing vessel. A dragonship is not particularly adept at combat, and it cannot maneuver to defend itself if it is beached; in such cases it relies on its crew for defense. A dragonship bites with its dragon-like head and can use up to two oars to slap at foes that approach from the flanks. Three times per day, a dragonship can breathe a cone of frost 70 feet long with a base diameter of 2 feet. Any creature failing a save against breath weapons suffers 3-18 hit points of damage. Those that save suffer half damage. Dragonship golems can only be damaged by magical weapons and are immune to fire, regardless the source. Description: This automaton appears as a 40-foot wooden longship with a detailed dragons head prow ornament. It is a clean pale color, as if gained through many years under the bleaching sun. It has a standard square-rigged sail and 20 oars (10 on each side). A dragonship golem may be created through the use of a magical tome, or through the efforts of a cleric of 14th or higher level using control weather and animate object along with bless and prayer. The ship is constructed similarly to a normal longship and fitted with a dragons head mounted on the bow. The ship costs 40,000 gp, and the figurehead costs 10,000 gp. Also required is a volume of sea charts and maps (total value at least 1,000 gp), placed in the mouth of the dragonships head upon completion of its construction. Consumed by the dragons head, the distilled knowledge of the sea charts provides the dragonship with its ability to navigate.

Furnace Golem
SIZE: Large (10 ft. tall) MOVE: 60 ft. ARMOR CLASS: 4 HIT DICE: 60 hit points ATTACKS: 2 DAMAGE: 2-12, 2-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 9 / 7,140 Furnace golems open combat using their breath weapon before pulverizing their opponents with their iron fists. Grabbed opponents are shoved into the golems burning interior where they are trapped until they break free or die. Once every 6 rounds, a furnace golem can breathe a line of fire doing 3-18 hit points of damage to a range of 30 ft. If a furnace golem hits a single opponent with both fists, it grabs its target and shoves it into the furnace interior of the golem, the grate magically locking behind. A trapped opponent takes 1-2 + 8 hit points of fire damage every round spent trapped within the furnace. A victim can break out upon a successful bend bars check. Only magical weapons of +2 or greater enchantment can harm a furnace golem. The only spells which affect a furnace golem are; knock and cold-based or firebased magic. A knock spell automatically opens the gate in the chest of the furnace golem, rendering it unusable for 1-4 rounds. Cold-based magic slows the golem 50% for 5 melee rounds and fire-based attacks repair the golem on a 1 to 1 hit point basis. Furnace golems are twice as strong as flesh golems. Description: A furnace golem is a 10-foot tall golem that looks like a barrelchested humanoid clad in black iron armor. A large grate-covered opening in its abdomen houses a roaring fire. The fire powering a furnace golem is magical in nature, needing no natural fuel to sustain it. The fire cannot be extinguished, though if a furnace golem is destroyed, the magical fire in its innards burns out. Those furnace golems used as guards stand motionless, appearing as nothing more than giant black iron suits of armor until activated. A furnace golem may be created through the use of a magical tome or through the efforts of an 16th or higher level magic user employing the following spells: wish, polymorph any object, geas, and fire trap. 1,000 gp per hit point must be spent in materials and 3 months of time are required for construction of a furnace golem. A furnace golem always remains under the control of its creator. It is capable of understanding simple commands and performing actions typical to the more powerful golems.

Ice golem
SIZE: Large (9 ft-tall) MOVE: 60 ft/30 ft underwater ARMOR CLASS: 2 HIT DICE: 40 HP (9 HD) ATTACKS: 2 DAMAGE: 2d6/2d6 + breath weapon SPECIAL ATTACKS: See below SPECIAL DEFENSES: edged weapons do damage MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: Nil TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 2,180 An ice golem is created by a cleric of no less than 12th level employing the following spells; resurrection, animate object, geas, prayer, bless, shield, command, and fire resistance. Also, the material components required to 154

construct the golem is at least 15,000 g.p. The creature is created first by the cleric sculpting or by hiring an appropriate artisan the likeness of a large 10 ft-tall man from a single block of ice. The ice must be pure, clean water, and must be free of any impurity or imperfection (i.e., it must be free of any air bubbles or cracks). Also, the construction of the creature must take place where ambient temperatures are consistently 0 Fahrenheit or below. For every 1 of temperature above 0 there is a 3% cumulative chance that the construction will fail. The ice golem is created to protect a specific place or item. Once the golem has been given its commands, such instructions cannot be changed. Such an attempt will cause the magics giving life to the golem to be dispelled, destroying the creature, causing it to explode in a shower of small icey fragments. Ice golems can move while underwater, as long as the water is less than 40. Warmer water will melt the golem at the rate 5 HP per round of exposure. While underwater, the ice golem is 90% undetectable. Ice golems are not affected by charm, sleep, and fear based spells. They are also impervious to normal flames, and electrical-based attacks. Magical flames will inflict normal damage. Resurrection spells will destroy the bone golem utterly, as will the reverse of a purify water spell (contaminate water) if cast by a druid of no less trhan the 9th level. The attack of the bone golem is comprised of either a two-fisted pummeling. The icew golem can also breath a cone of cold, that is 20 ft-long and 10 ft-wide at its base. The cone will inflict 1d6+4 HP damage vs. any opponent failing a save vs. breath weapon. Edged weapons of any type do only half damage when striking the golem.

Only magical weapons of +2 or greater enchantment can harm an ioun golem. The only magics which affect an ioun golem are knock and fire-based magic. A knock spell deals 3-18 hit points of damage and prevents the golem from taking action on the next round. Fire-based attacks repair the golem on a 1 to 1 hit point basis. Description: Ioun golems are magical floating crystalline orbs circled by multihued ioun stones that trace orbits around the central sphere. An ioun golem may be created through the use of a magical tome or through the efforts of an 18th or higher level magic user employing the following spells: wish, polymorph any object, geas, glassteel, and prismatic sphere. 1,000 gp per hit point must be spent in materials, and 3 months of time are required for construction of an ioun golem. The three spindle ioun stones must be formed within the central body as well.

Labyrinthine Golem
SIZE: Large (8 ft. tall) MOVE: 90 ft. ARMOR CLASS: 4 HIT DICE: 45 hit points ATTACKS: 1 or 6 DAMAGE: 2-16 (horned charge) or 2-8 (x6) SPECIAL ATTACKS: None SPECIAL DEFENSES: +1 or better wepaon to hit; magical dampening MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 60% (see below) TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 2,920 A labyrinthine golem is a hulking construct patrolling a maze covering up to a halfsquare- mile area. The maze always has a central area that serves as the lair for the creature and the hiding place for some important treasure. The labyrinthine golem does not speak nor attempt to communicate with any interlopers. Every labyrinthine golem has a password which will send it back to its lair if spoken. Once it has detected intruders within its maze, the golem can track them as a 9th level ranger. Unlike traditional golems, the labyrinthine golem possesses magic resistance which extends 15 feet around it in all directions; not only does it protect the golem from spells, it also dampens magical ability within this radius. Magical weapons with +2 or more in bonuses are immediately reduced to +1 ability while inside the radius, and spells in effect upon PCs will be dispeled unless the PC makes a successful save against spells. Description: The golem appears as a large stone minotaur with six arms wielding broadswords. It stands over 8 feet tall and weighs a little more than 1,200 lbs. A labyrinthine golem is constructed using the remains of 3 minotaurs. The flesh is rendered from the bones, and the bones are used to form the internal structure of a clay model. This clay model is then turned to stone in a ritual requiring medusa blood. The creation of a labyrinthine golem also requires the following spells cast by at least a 14th level magic user: antimagic shell, geas, limited wish, and stone shape. This process costs 1,000 gp per hit point of the labyrinthine golem. It requires one month to fashion the creature.

Ioun Golem
SIZE: Small (3 ft. wide) MOVE: Flying 180 ft. (AA: level VI) ARMOR CLASS: -3 HIT DICE: 45 hit points ATTACKS: 1 DAMAGE: 1-6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: See below INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 8 / 3, 685 First created by an ancient race now long gone, ioun golems are intensely magical in nature. Encased within an ioun golems central crystalline orb are the three spindle ioun stones (clear, iridescent, and pearly white). It is these three stones that power the remaining 14 stones orbiting the main body, and it is only these three that remain at full potency if an ioun golem is destroyed. Orbiting ioun stones may be targeted and destroyed (AC -4, 10 hp), but such attacks deal no damage to the golem as a whole. A destroyed orbiting ioun stone is regenerated in a years time, returning first as dull gray ellipsoids. A further years time returns the destroyed stone to its original shape and power. The effects of the different stones are listed below. An ioun golem may use all of its stones once per round. Dusty rose prism: reduces targets AC by 1 for 1 turn. Deep red sphere: reduces targets dexterity by 1 for 1 turn. Incandescent blue sphere: reduces targets wisdom by 1 for 1 turn. Pale blue rhomboid: reduces targets strength by 1 for 1 turn. Pink rhomboid: reduces targets constitution by 1 for 1 turn. Pink and green sphere: reduces targets charisma by 1 for 1 turn. Scarlet and blue sphere: reduces targets intelligence by 1 for 1 turn. Dark blue rhomboid: drains a life level (save against death magic to resist). Vibrant purple prism: shoots two magic missiles at a single target. Pale lavender ellipsoid: provides magic immunity for golem. Pale green prism: reduces morale and to hit rolls by 1 for 1 turn. Orange prism: reduces targets saves by 2 for 1 turn. Lavender and green ellipsoid: provides magic immunity for golem. Dull gray ellipsoid: physically attacks, dealing 1-6 hit points of damage.

155

Resin Golem
SIZE: Large (8 ft. tall) MOVE: 60 ft. ARMOR CLASS: 7 HIT DICE: 30 hit points ATTACKS: 2 DAMAGE: 1-8, 1-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: See below INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1, 145 Resin golems have a sticky outer surface, but they can alter their normally hard state to become viscous (like pine sap). This lets them seep slowly through small (1 inch or larger) cracks or tightly woven branches, although only very slowly. It takes 1 turn to travel 5 feet in this manner. A resin golem cannot speak or make any vocal noise, but it expresses acknowledgement of commands by altering the viscosity of its surface. A creature that successfully strikes a resin golem with a melee weapon must make a successful open doors roll or have its weapon stick to the golem. Every magical +1 of the weapon adds +1 to this check. Stuck items are easily removed if the golem is somehow slain, but prior to the death of the golem, stuck weapons can be freed only by successful bend bars attempt. Every magical +1 of the weapon adds +20% to this check. If the attacker is unarmed or using a natural weapon, he is stuck to the golem and can take no action until he frees himself. An open doors check frees a stuck individual, causing 1-2 hit points of damage in the process. This adhesive trait results in older golems accumulating some weapons internally. The golems will typically move all adhered weapons to their core after a day on their surface. If slain, 1-4 differing weapons will be found in the center of a resin golem. The majority will be non-magical, but 1 out of every 10 of them will possess some magical ability. Resin golems can only be damaged by +1 or better weapons. The only spells that affect a resin golem are as follows: pass without trace negates the resin golems adhesive quality for the spells duration, antiplant shell stuns a resin golem for 2 rounds, magical cold slows a resin golem (as the slow spell) for 1 round per 4 points of cold damage the attack would otherwise have dealt. Resin golems can only heal by absorbing fresh resin from damaged trees at the rate of 1 hit point per turn. Resin golems are immune to fire, but are extremely flammable. A resin golem exposed to open flame has a 50% chance of catching fire. The burning resin golem deals an additional 1-6 hit points of fire damage on each successful strike it makes. There is a 25% chance per round of the flame naturally extinguishing itself. A destroyed resin golem can be used to create 500 torches that burn at three times normal duration. Description: A resin golem is formed from tree sap sculpted into the shape of a humanoid figure. Its body is translucent, revealing objects suspended within its sticky composition. Two trapped stones are found where its eyes would be. Resin golems stand about 8 feet tall and weigh over 1,000 pounds. Unlike other golems, resin golems are created by druids and are usually found guarding holy places. A resin golem may be created through the use of a magical tome or through the efforts of a 14 th or higher level druid employing the following spells: animate rock, commune with nature, entangle, hold plant, and snare. 1,000 gp per hit point must be spent in materials, and 1 months effort is required for construction of a resin golem.

Wax Golem
SIZE: Medium (7 ft. tall) MOVE: 60 ft. ARMOR CLASS: 5 HIT DICE: 40 hit points ATTACKS: 2 DAMAGE: 1-10, 1-10 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1,680 Wax golems are relatively easy to create and mindlessly loyal guardians. A wax golem is hardly innovative in its method of attack, simply bashing opponents with a pair of over-sized fists that inflict 1-10 points of damage. Each successful strike leaves a large splash of hot wax upon the victim, which deals 1-4 hit points of damage the following round and quickly hardens into a solid sheet that restricts the victims movement. (Consult the information below for exact repercussions. Effects from multiple strikes are cumulative.) Prying the wax off requires a sharp instrument and a full round. A wax golem attacks as a 9-HD monster. The below areas have an equal chance to be struck by the wax golems attack: Arms: (50% right / 50% left): The character suffers a -2 penalty to hit and damage rolls with that limb. Also, the character suffers a -2 penalty to dexterity when performing manual tasks. If the limb holds a shield, the character loses the AC benefit of the shield. Face: Character is blinded (suffering a -4 penalty to attack rolls) and cannot breathe (the character begins to drown). Chest: No additional adverse effect. Legs: (50% right / 50% left): Movement is reduced by half, and the character suffers a -2 penalty to dexterity for AC purposes.

Wax golems can only be harmed by magical weapons. All other weapons simply pass through its body without adversely affecting the monster. Non-magical piercing and slashing weapons have a 50% chance of becoming stuck within the wax golems body, requiring a successful open doors roll to extract. Wax golems are slowed by normal fire, while magical fire does damage as normal. Most other spells have no effect on a wax golem. Wax golems can only comprehend simple commands and cannot speak. Many religious orders favor them as sentinels tasked with protecting churches and shrines, for they seem to complement the holy candles that cast divine light through these places of worship. Many wizards have also experimented with crafting these servants, most famously Black Dabok of the Wax Spire, who is reputed to have an army of them safely hidden within the confines of his waxdraped tower. Witches and warlocks also favor wax golems. The dim flickering light within their eyes has a magical significance as a symbol of enlightenment, driving away darkness and ignorance. Often times, a witch will mix various herbs into the hot wax during the crafting process, resulting in a scented golem which they believe to have mystical qualities. Description: A wax golem is a large, bulky figuree crafted entirely from wax. Its crudely crafted face is bereft of any emotion or reaction, save for flickering candle flames in the large eye sockets. A wax golems body seems to drip and run as would a flaming taper, only hardening when the golem is at rest. They weigh 500 pounds. Most wax golems are made in a mold, and most of the construction time is spent crafting this mold from wood. The wood alone costs about 2,000 gp. The wax, of which there must be 500 pounds, is brought to a boil in a large cauldron (worth 100 gp) and then poured into the mold. The wax settles and hardens over a period of a month, during which time a complete magical ritual is employed to bring the golem to life requiring the following spells cast by at least a 14th level magic user: geas, limited wish, and stone shape. This process costs 1,000 gp per hit point of the wax golem. 156

GRAY LADY
SIZE: Medium (5-6 ft. tall) MOVE: 120 ft. ARMOR CLASS: 7 HIT DICE: 2+1 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: Weeping, fear SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Average ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 170 + 2/hp Many a ailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. A gray lady will attack any creature that approaches her, her rage and frustration at having lost her loved one knowing no bounds. In melee, a gray lady flails wildly with her ghostly arms and hands, screaming and cursing all the while. The cold touch of a gray lady is extremely chilling, dealing 1-4 points of damage per hit. If an opponent proves to be particularly strong, a gray lady will pull aside the scarves and cowl that cover her face. Any living creature that sees the face of a gray lady suddenly knows her pain, frustration, and rage. He has a glimpse of the anguish of what it is like to die broken-hearted and must save against spells or be wrought with despair. The victim will fall into a stupor, unable to take any action other than weeping and screaming for 1-6 turns. Non-magical weapons do only half damage against the misty form of a gray lady. She is not affected by sleep, charm, hold, or cold-based spells, and neither by poison nor paralysis. Holy water does 2-8 hit points of damage per vial. Gray ladies turn as wights. The appearance of a gray lady is usually a harbinger of some future catastrophe, such as a great storm or a shipwreck. Such events will occur within a few days of the sighting of a gray lady. Languages: Gray ladies do not communicate, but understand the languages they knew in life. Description: Gray ladies appear walking along the beach at night, leaving no footprints in their wake, or standing in the surf staring out to sea. They are clad in long, flowing gray robes and scarves that strongly whip around them, even when no wind is present. Their faces are usually covered or turned away from those who would see them.

GREENFEEDER
SIZE: Medium (5-6 ft. tall) MOVE: 120 ft. ARMOR CLASS: 4 HIT DICE: 3+3 ATTACKS: 1 DAMAGE: 1-8 SPECIAL ATTACKS: Bleeding SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-5 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%) INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 3 / 105 + 3/hp During battle, blood feeds the living earth, and the ground hungrily devours the red rain. A soldier returning to the same battlefield a year later often discovers that verdant greenery cloaks the land. Roots twine around the bones and shattered armor of the dead, and ten thousand flowers now stand where a thousand warriors fell. Sometimes, though, this bounty proves insufficient for the land. The living earth seems to develop a taste for blood and hungers for more sustenance. Greenfeeders arise from this thirst, the scent of blood, and the desire for nourishing gore. Blood shed on land that contains a greenfeeder may summon the feeder from the earth. There is a base 5% chance per 2 points of damage inflicted in a single attack that a greenfeeder arises. For example, if a fighter cuts a hobgoblin in two by inflicting 8 points of damage, there is a 16% chance that greenfeeders appear. Greenfeeders arise within 100-200 yards of the bloodshed and quickly make their way towards it. The chance of an appearance should be modified up or down, depending on the state of the land. The healthier it is, the less chance there is for a greenfeeder to arise in an area that possesses such creatures. A greenfeeders limbs end in rusty blades plucked from the ground. Combat draws them, and they rush in to ensure that those who bleed do so generously and often. Once they complete their horrific mission, they sink back into the reddish mud, waiting for the next victim to venture onto a hungry land. The damage a greenfeeder deals with its blades causes a persistent wound. An injured creature loses 1 additional hit point each round for the next 4 rounds. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can only be stopped early by magical healing. Greenfeeders are not smart enough to use anything but simple tactics. They only desire to spill as much blood as possible. Greenfeeders only target living creatures, ignoring anything that does not have proper blood. They also ignore poisonous or unwholesome monsters like dragons or giant insects. Greenfeeders target the most injured combatant in a melee first. They draw no distinction between sides. An adventuring party attacked by bandits might see a wounded bandit hacked to pieces in one round and then watch in horror as the feeders turn on the surprised party members. A greenfeeder killed by normal weapons dissolves into the ground and cannot reform for 1 day. Greenfeeders can never be properly killed through normal means as they are part of the land. Only reincarnate or exorcise can permanently destroy them. Permanently destroying a greenfeeder results in 5 times normal experience. Description: Roughly humanoid, greenfeeders are composed of fallen branches, bone shards, and scattered battlefield debris. Ivy and vines form their sinewy connective tissues, and red-stained roots form their hearts.

157

GROUNDLING
SIZE: Small (4 ft. long) MOVE: 60 ft. ARMOR CLASS: 6 HIT DICE: 3 ATTACKS: 3 DAMAGE: 1-4, 1-4, 1-6 SPECIAL ATTACKS: None SPECIAL DEFENSES: Undead cloak MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 40-200 LAIR PROBABILITY: 20% TREASURE: Individual: 2-12 ep, 2-8 gp; In Lair: 1-8k cp (10%), 1-12k sp (15%), 1-8k ep (15%), 1-6k gp (50%), 3-24 gems (50%), 1-6 jewelry (25%), any 2 magic items + 1 potion (15%), 2-8 potions (40%) INTELLIGENCE: Average ALIGNMENT: Lawful evil LEVEL/X.P.: 5 / 425 + 2/hp Groundlings are a race of mean and hardy burrowers. They usually make their homes in the ground near the tombs and halls of the undead where there is little competition for space, but they can be found in almost any environment. They are ferocious in combat, attacking any living creature they see and only fleeing when faced with certain defeat. They emit a high-pitched wail during battle, and this cry can be heard for hundreds of feet in all directions. It serves to attract other groundlings to the presence of intruders. A favorite tactic of groundlings is to emerge from their underground tunnels and attack creatures that pass by them (by surprise 50% of the time). The tunnels created by a groundling are small enough that only small or extremely thin creatures have a chance of entering them. For every 40 groundlings encountered, there will be a leader with 24 hit points who attacks like a 4-HD creature. If 100 or more are encountered there will be additional groundlings according to the following pattern: 1 chieftain (36 hp, AC 4, attacks like a 5-HD creature and does 1-6, 1-6, 1-8 damage), 1 unseen (see below paragraph), and 2-8 guards (30 hp, AC 5, attack like 4-HD creatures). When encountered in their lair, there will always be a chieftain, an unseen, and 4-16 guards. The lair will also contain young and females equal to 50% of the males present. Females and young fight as giant rats, without the ability to transmit disease. All groundlings are undetectable by non-intelligent undead. If a non-intelligent undead creature is ordered to attack a groundling, it fails to obey the order and instead attacks the creature that made the command. Roughly one in every 100 groundlings is born with a special gift and is known as an unseen. Unseen are invisible to all undead, intelligent or not, and they also possess some innate magical ability. Three times per day an unseen can cast either cure light wounds, entangle, or create food and water. Once per day an unseen can cast either speak with dead or hold monster. Groundlings typically choose to take up residence underground. Many times, they invade old lairs that are filled with undead creatures and establish a settlement there. They dont seek out contact with other creatures beyond what food they need to harvest to survive, and its very rare for them to make pacts with other living creatures. It is not uncommon for groundlings to become the minions of powerful undead creatures, however. As groundlings are intelligent and (mostly) obedient, powerful liches, vampires, and other undead find them to be capable servants. Groundlings follow a strict survival of the fittest rule, and those who become sick or injured are commonly left behind to die. Leadership in a tribe of groundlings can change from one challenge to the next, as a chieftain only leads as long as he is strong enough to fend off challengers. Despite this internal turmoil, groundling tribes in the service to undead creatures generally serve faithfully. Groundlings are sworn enemies of the derro and will attack them instead of others when provided the opportunity. Groundlings possess darkvision to 60 ft. Languages: Groundlings speak gnoll and common. Description: Groundlings resemble large, muscular groundhogs with wickedly curved teeth and reflective black-blue eyes. They have black claws and spotted blue-gray fur. They are nearly 4 feet long and weigh approximately 60 pounds. They are quite fond of belts made of a strong felt and prefer them in bright colors, such as yellow, red, blue, and purple.

HAEMOVORID
SIZE: Small (1-2 ft. long) MOVE: 60 ft., flying 160 ft. (AA: level IV) ARMOR CLASS: 7 HIT DICE: 1 ATTACKS: 1 DAMAGE: 1-2 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 15% RARITY: Very rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 35% TREASURE: In Lair: 1-4k cp (10%), 1-6k sp (15%), 1-4k ep (15%), 1-3k gp (50%), 1-5 gems (30%), 1-3 jewelry (25%), any 2 magic items + 1 potion (15%) INTELLIGENCE: Average ALIGNMENT: Neutral evil LEVEL/X.P.: 2 / 55 + 1/hp Haemovorids are a horrid fusion of stirges and pixies. Forced to feed on the blood of living victims while maintaining their own normal intelligence, many haemovorids turn toward evil. Haemovorids lose their vocal abilities during the transmutation ritual and have a crude sign language that allows them to express simple ideas to one another, though first generation haemovorids still know the languages they knew as pixes. What exactly is required to transform a stirge and a pixie into a haemovorid is uncertain, and as yet, no haemovorid has made the ritual common knowledge. Pixies and other fey creatures view haemovorids as unnatural abominations to be killed on sight. This hatred is matched in full by the haemovorids, although in their case it is because the pixies represent everything that they have lost. Stirges, on the other hand, accept haemovorids amongst their ranks. Haemovorids are usually found lairing with stirges, seeking additional safety in numbers. A haemovorid attacks by landing on a victim, finding a vulnerable spot and plunging its sharp proboscis into the flesh. Haemovorids often first render their victims immobile with their special sleep arrows. Haemovorids attack as if they were 2-HD creatures, and each hit causes 1-2 points of damage. After the initial hit, and until 8 points of damage has been inflicted, the haemovorid sucks up another 1-2 hit points worth of blood. Once full, it usually flaps away to fully digest its meal. Haemovorids possess two different types of special arrows they shoot with their tiny bows to a range of 60 feet with a +2 to hit. The first mimics the sleep spell, except that it only affects the target hit, can affect creatures with up to 10 HD, and it lasts 1-3 hours. The second arrow causes temporary memory loss when it hits. The victim forgets what happened in the previous 24 hours. This is very disconcerting and results in a -2 to all rolls for the next 2 rounds. The memories return after 1 week. Up to 1 week of memories can be temporarily erased in this manner through multiple hits. Three times per day, haemovorids can cast audible glamour and a modified form of invisibility. Haemovorid invisibility lasts an additional 2 rounds after attacking. Once per day they can cast a modified version of mass invisibility that lasts an additional round after an affected creature attacks. Haemovorids are immune to the magical effects of pixie arrows and polymorph, sleep, and confusion. Languages: Haemovorids speak a crude signlanguage, but they understand common, pixie, and the language of sprites. Description: Haemovorids are a horrid fusion of a stirge and a pixie. The stirge progenitor provides the head structure, wings, and appetite for blood, as well as a modification to the pixies hands and feet, allowing the haemovorid to latch onto its victims yet still have enough dexterity to accurately wield bows.

158

HAG, BLOOD
SIZE: Medium (5 ft. wide) MOVE: 90 ft. ARMOR CLASS: 9 HIT DICE: 7+1 ATTACKS: 2 DAMAGE: 5-6, 5-6 SPECIAL ATTACKS: Shackle SPECIAL DEFENSES: None MAGIC RESISTANCE: 45% RARITY: Very rare NO. ENCOUNTERED: 1-2 LAIR PROBABILITY: 50% TREASURE: In Lair: 100-400 gp, 10-60 pp, 1-4 gems (x2) (50%), 1 misc. magic item + 1 potion (60%) INTELLIGENCE: Very to high ALIGNMENT: Neutral evil LEVEL/X.P.: 6 / 950 + 10/hp A blood hag lurks deep in the heart of the wilderness, plotting and scheming to set evil plans in motion. She prefers solitude and likes to stay out of sight, using minions to track and terrify anyone in her realm. If she feels that intruders may prove useful to her agenda, she has her servitors attempt to capture them; otherwise, she simply watches with pleasure as her servitors hunt the strangers down and slay them. Captured prisoners are brought to the hag. Blood hags prefer to never enter combat unless they are confident of victory. If threatened with defeat, they teleport to safety immediately. Blood hags can teleport once per day, with a range of 5 miles and with no chance of error. The hideous appearance of a blood hag is such that all who gaze upon her face for the first time must save against spells or flee in fear for 1 round. Subsequent viewings of the hag have no further effect. If she can obtain a sample of a victims blood, the hag can transform him into a minion under her control. As the process involves an hour-long ritual, the victim is usually restrained. First, the hag cuts the victim with her claws and allows a small amount of blood to fall on her open palm. She then pulls the blood like putty, forming a pair of shackles that are placed around the wrists of the victim and creating a magical bond between the hag and her victim. At the end of this time, the victim must succeed on a save against spells or be under the hags control. This functions as a charm monster spell, but it can never be broken through the effects of time, nor can those she shackles exercise any action displeasing to the hag. Victims always act as ordered, even killing or betraying friends in the name of their new mistress. The hag can end the shackling voluntarily. Dispel magic and remove curse have a 50% chance of breaking the shackles. Up to 100 HD of creatures can be shackled at any single time, but no single creature can possess more than 7 HD. Blood hags are fond of ogre minions and will usually be encountered with 1-4 of them, but they typically have a variety of servitors. The blood hag needs only concentrate to use one of her minions senses as long as it is within 25 miles. While using the minions senses, the hag gets sensory input as if she were actually in the same place as the minion. She can only borrow the senses of a single minion at once, and she is only vaguely aware of her own surroundings while she is doing so. If attacked in this state, she takes 14 rounds to fully come out of her trance. During those rounds she has an AC of 10, cannot attack, and is vulnerable to backstabbing. Languages: Blood hags speak common and ogre. Description: From afar, the blood hag looks little more than a wretched, bent over old woman with a covered face. Her skin is blood red, and her hands are tipped with filthy claws, iron-hard from years of evil. Her appearance is horrifying and obviously unnatural.

HAG, DOOM
SIZE: Small (3 ft. wide) MOVE: 60 ft., flying 120 ft. (AA: level IV) ARMOR CLASS: 0 HIT DICE: 7+1 ATTACKS: 2 DAMAGE: 7-8, 7-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 30% TREASURE: In Lair: 1-8k cp (10%), 1-6k sp (30%), 1-8k ep (15%), 100400 gp, 1-6k gp (50%), 10-60 pp, 1-10 gems (30%), 1-4 gems (50%), 1-6 jewelry (25%), any 2 magic items + 1 potion (15%), 1 misc. magic item + 1 potion (60%) INTELLIGENCE: Genius ALIGNMENT: Lawful evil LEVEL/X.P.: 7 / 1,950 + 10/hp Doom hags are unwavering instruments of vengeance, sowing suffering and agony upon their terrified victims. Although their motives remain unknown, their actions indicate that they believe they adhere to some higher authority. Doom hags demonstrate no compassion, enacting their brutal sentences with calculated efficiency and sadistic delight. They are immensely tough and strong well beyond their size. They never retreat, regardless of the circumstances. Any doom hag slain in combat regenerates its material body 1-4 days later, somewhere within 5 miles of her death. It then immediately undertakes a quest to track down and slay its killer. Should the original killer succeed again, the doom hag is permanently dead. Doom hags have three different ways of dooming those around them. Regardless of which method they choose, they can only doom 5 times per day. Firstly, a doom hag may create a field that alters the outcome of events that happen within it. All creatures within a 100-foot radius of a doom hag must save against spells each round or roll two sets of dice for any attack roll, damage roll, or saving throw made that round; the result which is more beneficial to the doom hag is the one that actually occurs. This field lasts for 3 rounds, or when the doom hag chooses to end it. Secondly, a doom hag may doom a single opponent to suffer the above curse for an entire day if a save against spells is failed. This second ability is typically used after a hags opponents have already suffered the first doom, greatly increasing the chance of success. Thirdly, a doom hag can cause blindness that lasts a full week in a creature that fails a save against spells. Doom hags melee with their poisoned claws and their surprising strength. Those failing a save against poison suffer a -2 penalty to all their rolls for 24 hours. After the end of a day, another save must be made or the effect continues until a successful save. Doom hags are immune to poison, sleep, paralysis, stunning, disease, death effects, and any mindaffecting magics. Doom hags are rarely encountered alone. They have strong personalities and will typically be found ruling over clans of ogres and sometimes even hill giants. These followers view the doom hag as their good luck charm because they also suffer from the area doom effect described above, but always choose to fail their saves. This allows them two attack rolls, damage rolls, and saving throws with results that favor the doom hag (and thusly themselves). Languages: Doom hags speak common, ogre, hill giant, and halfling. Description: The smallest of all the hags, doom hags stand only three feet tall and possess shadowy wings. They appear as atrophying, gaunt crones with sharp, jagged claws, coal black eyes, and thin tufts of decaying gray hair clinging to their wrinkled scalps. They bundle their emaciated bodies in rotting black cloaks, and they adorn themselves with grisly necklaces and belts of interlocking bones.

159

HANGING SNAGWORT
SIZE: Medium MOVE: 5 ft./ round ARMOR CLASS: 6 HIT DICE: 3 ATTACKS: 1 DAMAGE: See below SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 1d10 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 2 / 65 + 2/hp Hanging snagworts are a strange variety of dungeon plant, a cluster of slimecovered tendrils hanging at the end of a thick, rope-like strand. Within a range of ten feet or so, a snagwort can lash out by swinging its ropy strand. If this attack scores a successful hit, the tendrils (which are short, about ten inches long) affix themselves to the target with a strong adhesive. This initial attack causes no damage, but the bond caused by the vegetable glue is virtually unbreakable except by magical means. Once the snagwort is dead, the glue will lose its adhesive properties in 1d6 hours. The dead snagwort, in other words, will still be attached to the character for quite a while, possibly causing great inconvenience and weighing 40 pounds. While the snagwort is alive, it can neutralize the glue at will. Once the snagwort is attached to an opponent, the plant can, in following rounds, smash the victim against nearby surfaces for 1d6 points of damage without needing to make further attack rolls. If a snagwort is being attacked with missile weapons and has no enemies within range, it will flatten itself against a ceiling or behind cover. This will usually give it enough cover to merit a -4 on attack rolls against it. A lone snagwort can be easily killed with missile weapons, provided that the party keeps a safe distance.

harbinger for 1-6 combat rounds, and any protection from evil spell will only penalize a harbinger at -2. Neither druidic nor illusionist spells have any effect on the creature, though arcane spells may affect it normally after level adjustments. Harbingers often possess magical equipment and find little use for gems or jewelry, but such can often be found in their interment locations. Description: A harbinger appears as a skeletal corpse in a darkened suit of platemail with helm, wrapped in a funeral shroud and armed as he was in life. In aboveground encounters, a harbinger will often ride a nightmare.

HARMOAI
SIZE: Large (10 ft. tall) MOVE: Flying 60 ft. (AA: level VI) ARMOR CLASS: 0 HIT DICE: 8 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: Harmonic pulse SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-5 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Very ALIGNMENT: Neutral LEVEL/X.P.: 6 / 750 + 10/hp Harmoai are mysterious, floating monoliths that sometimes appear to desert travelers, speaking prophecies and cryptic warnings. Once per week a harmoai can commune with its deity, asking up to 8 questions. They attack by whipping up the sand beneath them, driving it like a scourge upon their enemies. These ominous stone heads produce a low hum at most times from their motionless mouths, but when threatened they can increase this harmony to a powerful sonic force. A harmoai can emit a harmonic pulse that radiates out 30 ft. in all directions. Any creature caught in this area takes 1-6 hit points of damage. The harmoai can also choose one creature in the area of effect that must save against spells or be deafened for 2- 12 turns. This harmonic pulse is also picked up by any other harmoai within range, causing the pulse to gain in power and resonance. For every harmoai within 30 ft. of the pulses originator, the damage increases by 16, the duration of the resulting deafness increases by 1 turn, and the save is made at -1. For instance, a creature in the midst of a trio of adjacent harmoai takes 3-18 points of damage and must save at -2. If deafened, it will last for 414 turns. Languages: Harmoai have a permanent tongues effect upon them. Description: Harmoai are stylized carved stone heads that float above the surface of the desert. A small whirlwind of sand beneath the floating head seems to propel it while its stone eyes burn with pure white flames. Typical harmoai are 10 feet tall and weigh nearly five tons.

HARBINGER
SIZE: Medium (6 ft. tall) MOVE: 90 ft. ARMOR CLASS: 0 HIT DICE: 10 ATTACKS: 1 DAMAGE: By weapon type SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 50% (see below) RARITY: Very rare NO. ENCOUNTERED: 1-3 LAIR PROBABILITY: Nil TREASURE: Special INTELLIGENCE: Genius ALIGNMENT: Chaotic Evil LEVEL/X.P.: 8 / 3,200 + 13/hp If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. The chilling presence of a harbinger will cause all creatures of less than 2 hit dice to automatically freeze with fear for 1-3 turns if within 30 feet. It can command undead as an evil 7th level cleric. Its vision extends into the astral and ethereal, and it can see invisible objects 60% of the time. Once every 4 combat rounds, a harbinger may release a death shriek that will force all creatures within 60 feet to save against wands or go temporarily deaf and blind. The effects last for 1-6 rounds plus or minus the PCs HP adjustment due to constitution. A harbinger has magic resistance of 50% against all clerical spells cast by good PCs with the following exceptions: an atonement spell will disintegrate the creature unless it saves against death magic, a holy word will only stun the

HAZE HORROR
SIZE: Medium (5-6 ft. tall) MOVE: Flying 240 ft. (AA: level VI) ARMOR CLASS: -4 HIT DICE: 5+3 ATTACKS: 1 DAMAGE: 2-5 SPECIAL ATTACKS: Exhaustion SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Uncommon NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 40% TREASURE: In Lair 1-10k cp (5%), 1-12k sp (25%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items or maps + 1 scroll (25%) INTELLIGENCE: Low ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 230 + 6/hp 160

Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world. In combat, a haze horror attacks with its burning, exhausting touch, dealing 2-5 hit points of heat damage to a target and forcing him to save against petrifaction or suffer an overwhelming exhaustion. Creatures suffering from exhaustion are at -4 to their AC and -4 to all attack and damage rolls. Moreover, their movement is halved, and flying creatures are unable to do so until the exhaustion lifts. If the same creature is struck twice and fails another save, that creature collapses to the ground, suffering a -8 to AC, and is unable to attack though it can feebly defend itself. A haze horror will concentrate on a single foe until that creature drops from exhaustion before moving on to other targets. A creature suffering from exhaustion recovers in 1 hour. Haze horrors are encountered in naturally misty, foggy, or hazy areas, and such areas are often enhanced by the horrors use of obscurement at will. They can be damaged by normal weapons, but are extremely difficult to engage as weapons seem to slide and slash through their misty forms without much effect. Any cold attack deals double damage against a haze horror, and if a haze horror suffers more than 10 hit points of fire damage in a single attack it will retreat, flooded with memories of its demise. Haze horrors are turned as wraiths. Description: A haze horror is roughly humansized and nearly weightless. Variants: Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns.

Once per day, a hearth horror can attempt to compel any creature within its boundaries to become its servant. The creature must save against spells or be compelled to restore the building and carry out the desires of the hearth horror. This effect is similar to charm monster, but servants can be compelled to even suicidal acts. Such a request allows another save, however. The horror is very clever and tries to be subtle with this compulsion so that it is not discovered by others. Compelled creatures tend to lead nearly normal lives, constructing in their spare time, while earning money to buy materials for rebuilding the structure. There is no limit to the number of servants a hearth horror can command. Twice per day, a hearth horror can manifest itself as a hazy, vaguely humanoid black form. The manifestation lasts only 2-8 rounds. In this form it can only be harmed by magic weapons and possesses 50% magic resistance. While manifested, a hearth horror can telekinetically hurl objects that an average human could throw. These small objects do 1-2 points of damage per hit and three objects can be thrown per round. A hearth horror may first be encountered in any state of repair. It may even be a completely blasted hole in the ground, but it rebuilds itself slowly. The only physical component of the hearth horror that is required for it to continue is its heart. The heart of the hearth horror is formed when victims blood spills upon the soil and sinks deep into the ground. A clot slowly grows in size over the years, until it gradually forms into a heart buried in the earth beneath the area of the original construction. This heart is the center of the consciousness of the horror, and it must be destroyed in order for the horror to be put to rest. Hearth horrors of great size and power often compel creatures to guard, move, and protect their hearts to prevent them from coming to any harm. A heart must remain on the property of the hearth horror, although it can be placed as deep as necessary beneath the soil. Some hearth horrors have devised huge complexes of mazes and guardians to protect their vulnerable hearts. If a hearth horror is destroyed while its heart is still intact, it completely reforms in a new location in 1-4 days. Creatures affected by the horrors compulsion still obey their commands during this time. The only way to permanently destroy a hearth horror is to burn its heart and pour holy water onto the ashes. A hearth horror can be turned as a lich. Doing such immediately releases all of its servants from control. A turned hearth horror can do nothing for 1, hour after which it returns to normal. Languages: A hearth horror speaks common and one other language native to the region. Description: Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed.

HEARTH HORROR
SIZE: Large (varies) MOVE: 0 ft. ARMOR CLASS: 7 HIT DICE: 4+2 ATTACKS: 3 DAMAGE: 1-2, 1-2, 1-2 SPECIAL ATTACKS: Compulsion SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: 50% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 1 scroll (25%) INTELLIGENCE: Genius ALIGNMENT: Neutral evil LEVEL/X.P.: 5 / 430 + 4/hp A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. A hearth horror manipulates the world by compelling living creatures to rebuild its original form in exact duplicate on its original foundation. This compulsion is subtle, and those doing the building may think that it is their own idea. It is quite possible a hearth horror may go unnoticed in the heart of a city; an old house being restored is likely to be looked on as nothing unusual. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality of the events that happened there and thus is always evil. Once the house is rebuilt, the hearth horror lingers, compeling creatures to live in it and to glorify it with the kinds of events it loves. For example, a house where a mass murderer killed all his victims may turn into a hearth horror that lives on to cause more murders. A rebuilt horror can grow in influence as its servants and inhabitants take over other properties and commit further atrocities.

HEARTLESS
SIZE: Medium (6 ft. tall) MOVE: 150 ft. ARMOR CLASS: 4 HIT DICE: 6+6 ATTACKS: 1 DAMAGE: 1-6 SPECIAL ATTACKS: Energy drain SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 50% TREASURE: In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%) INTELLIGENCE: Very ALIGNMENT: Lawful evil LEVEL/X.P.: 4 / 745 + 8/hp Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades. Heartless are worthy of their name, as few adventurers will find a more cruel, evil and hateful 161

creature. On the material plane, heartless are often found leading packs of wights, who view them as natural leaders. Heartless are turned as wraiths. The hit of a heartless drains one energy level. Only silver or magic weapons can harm them. They take no damage from fire or cold and are immune to sleep, charm, hold, poison, and paralysis. Holy water deals 2-8 hit points of damage per vial. A raise dead spell causes 4-32 hit points of damage to a heartless and stuns it for one round. Languages: Heartless speak common and one other language. Description: Bearing a close resemblance to the common wight, heartless are immediately identifiable via their infernal generation. Their bodies are thin, and spikes of bone protrude through what flesh remains.

HELLSCORN
SIZE: Small to medium MOVE: 60 ft. to 120 ft. ARMOR CLASS: 4 HIT DICE: 5+1 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Silver or magic weapon to hit MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 25% TREASURE: In Lair: 1-8k cp (10%), 1-6k sp (30%), 1-8k ep (15%), 1-6k gp (50%), 1-10 gems (30%), 1-6 jewelry (25%), any 2 magic items + 1 potion (15%) INTELLIGENCE: Average ALIGNMENT: Neutral evil LEVEL/X.P.: 5 / 470 + 6/hp Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns use their seemingly benevolent appearance to their best advantage. They initiate combat with their potent gaze attack, usable 3 times per day. Any creature looking at the hellscorn when it triggers this attack must save against spells or feel such sympathy for the undead that attacks are made at -4 to hit for the duration of the encounter. An individual creature can only be affected by this gaze attack once per day. The touch of a hellscorn deals 1-4 hit points of cold damage. Those touched by a hellscorn must save against spells or fall to the ground sobbing uncontrollably for 1-4 rounds. A crying victim completely ignores his surroundings and offers no resistance, allowing the hellscorn to strike him at will. Any creature failing its save against the touch of a hellscorn is in dire straits, as the undead can draw close and kiss its victim. A save against death prevents a kissed victim from losing his life, but still results in 3-18 hit points of cold damage. A successful save prevents any further death kiss attacks and also provides the victim with a +4 on saves against all hellscorn abilities for 24 hours. Silver weapons deal half damage to hellscorns while magical weapons deal full damage. Hellscorns are immune to sleep, charm, hold, poison, paralysis, or any cold-based spells. Holy water deals 2-8 points of damage to a hellscorn. Hellscorns retreat if seriously threatened; however they never flee from their treacherous murderers, regardless of the situation. Hellscorns are turned as wraiths, but a failed turn attempt results in 1-4 hit points of damage on the cleric that failed the turn. Languages: All hellscorns speak common, plus any other languages they knew in life. Description: Hellscorns predominantly look as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirits burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death. Despite its primeval urge for vengeance, the apparitions melancholy countenance conveys an expression of disbelief and sadness rather than a maniacal glare. Its pathetic appearance often evokes pity instead of caution from inexperienced adventurers, a mistake that can prove fatal. Hellscorns stand between three and six feet tall, depending upon the base creatures race and sex.

HELIOKARABOS
SIZE: Small (3 ft. long) MOVE: 60 ft. ARMOR CLASS: 5 HIT DICE: 2 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: Sunbeam SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Common NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 2 / 50 + 1/hp Heliokarabosi are not particularly aggressive toward most creatures, content simply to eat insects, carrion, deadwood, and other scavenged materials. They tend to attack either in self-defense or, peculiarly enough, when in the presence of undead. The beetles swarm any undead that cross their territory in daylight, devastating the creatures with a barrage of solar beams. They appear less ready to use up their stores of light at night, but are still willing to do so if necessary. While in direct sunlight, heliokarabosi can focus the suns rays into an intense beam of heat. They can direct the beams with some precision to a range of 30 feet. Targets take 2- 8 points of damage from the heat when hit. A heliokarabos may focus this solar beam during cloudy weather or indirect daylight, but it inflicts only 1-4 points of damage, as does any attack in the 30-60 ft. range. Beyond 60 ft. the beam is too diffuse to damage. Excited heliokarabosi can release stored sunlight, lighting the area around them in a 60-foot radius with genuine solar radiation. This light counts as pure sunlight for purposes of affecting creatures vulnerable to sunlight. It can maintain this luminescence for up to 2 hours before needing to recharge. To refill its stores completely, a heliokarabos must be exposed to direct sunlight for 4 hours. If very hard-pressed, a heliokarabos can release all its stored solar energy to produce one full-power beam that deals 3-12 points of heat damage to a range of 100 feet. They are not wont to do such and tend to flee immediately thereafter. Heliokarabos are more intelligent than typical giant beetles, and desert-dwelling rangers, druids, and clerics of sun deities occasionally train them as pets. They are also sometimes taken on quick raids into underground caverns and undead-infested tombs, as their sunlight storage can be a great boon when fighting light-sensitive foes. Many religions hold them as holy symbols and engrave them in their tombs as protection for the departed. Description: Heliokarabosi are large scarabs that flourish in areas of bright sunlight. Their carapaces are a soft dark hue, flecked with glittering and golden bits of silica.

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HEPHAESTAN
SIZE: Large (10 ft. tall) MOVE: 60 ft. ARMOR CLASS: 2 HIT DICE: 12 ATTACKS: 1 DAMAGE: 4-30 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (x2) (10%) INTELLIGENCE: Very ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 2,750 + 16/hp Hephaestans are a breed of master smiths that live in mountainous regions and underground. Preferring solitude, hephaestans have refined their skill in metalworking to a fine art and even have the capability to craft magical items. Legends tell of the arrival of these elementals from a volcanic eruption that ripped open a portal to the elemental plane of magma. Others place their origins as constructs given life by an evil deity of fire and craftsmanship, sent to the material plane to spread evil through the forging of magical items. Whether either is true is unknown. Hephaestans generally avoid combat whenever possible, but when forced, they fight using their huge iron hammers, overcoming combatants with powerful blows and the incredible heat radiating from their bodies. A hephaestan radiates heat at all times, but when angered, its heat rages with the intensity of a furnace. Opponents within 15 feet suffer 1-4 points of damage. Additionally, any nonmagical weapon that strikes a hephaestan must save against normal fire or suffer a cumulative -1 to damage per failed save as the temper of the weapon is weakened. Hephaestans can forge magic weapons and armor of no greater than 3,000 gp and 5,000 gp in value, respectively. It takes them a full month to forge such items. A hephaestan can be persuaded to create items for individuals in exchange for a quest or a particularly sought-after item. The hephaestan follows specifications to the letter, and if the individual is not extremely precise as to the characteristics of the item, there is a 50% chance that a minor malevolent effect occurs during the creation process. Hephaestans are immune to fire, sleep, paralysis, poison, drowning, and disease. Languages: Hephaestans speak common and fire giant. Description: Hephaestans are vaguely humanoid and stand ten feet tall. Their thick stony skin is wrought with little fissures that release waves of heat. Their facial features are composed of heated glowing rocks.

Terrifying enough to challenge the gods, a herald of armageddon is a truly fearsome foe. When a material plane has drifted too far towards law through the actions of the just people inhabiting it, the multiverse corrects the error through the works of the herald. Raw chaos itself congeals into a confusing, shifting, titanic form that spreads chaos and destroys law. Heralds of armageddon may attack three different opponents per round with their massive tentacle slaps or toothy bites at a range of 100 feet, and they regenerate 3 hit points per round. Any creature of less than 5 HD will flee in panic for 1 turn from a herald of armageddon (no save), while those of greater HD are allowed a save against paralysis to maintain their valor in the face of such raw chaos. A herald of armageddon has a chaotic aura that extends 1,000 ft. behind it, 50 ft. in front of it, and 100 ft. to the sides of the massive creature. It is this aura that devastates a plane and those who try to defend it from chaos itself. All things in this area are terribly transformed. A creatures must save against polymorph at -5 or slowly become a spongy, amorphous mass while objects must save as if they had fallen. During this period their shape melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets (even those that saved) become useless for an affected creature. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe. Such attacks are made at -4 with an additional base 50% miss chance. Each round a victim spends in an amorphous state causes 1 point of wisdom loss from mental shock. If the victims wisdom score falls to 0, he must succeed on a system shock roll or die. A successful save results in unconsciousness. Once a herald of armageddon passes, all living creatures are allowed a save against paralysis (at - 4) to resume their normal shapes and wisdom. Those that fail are trapped forever in their new forms with a wisdom score of 1, barring the use of powerful magics (such as limited wish) to return their proper shapes and minds. Objects are permanently changed. Any spell that overcomes through the magic resistance of the herald causes a randomly determined spell of the same level to return upon the caster. This may be harmful or helpful, and the returning magic will be of the same type (divine, arcane, phantasmal) as was cast. A herald of armageddon is immune to polymorph, mind-affecting, and death spells. Disintegrate does 10-40 hit points of damage. It takes three hold-type spells to render the creature immobile, as each affects only part of the herald of armageddon, resulting in one-third of the creature being unable to move per spell. The rest of the herald simply moves on, unharmed. Once the spell expires, the held part dissolves into thin air. After terrorizing a plane for 10-100 years, a herald is called back home. The herald be killed, only destroyed and banished back to the realm of primal chaos, leaving behind a massive pool of slick black goo that lasts for 1 turn before dissipating. Any item placed into this goo within 2 rounds after the defeat of the herald becomes randomly magical (up to 20,000 gp value). Items placed in the following rounds become +1 (if non-magical prior) or are fully charged if such is appropriate. Description: Heralds of armageddon are gigantic black amorphous creatures composed of pure chaos. They are often dotted with enormous mouths and tentacles. The world around them roils from their presence, becoming twisted and unnatural as they pass. Variants: Sages postulate that there must be a corresponding herald of armageddon for law, but as yet there are no recorded encounters with such.

HERALD OF ARMAGEDDON
SIZE: Large (500 ft. tall) MOVE: 240 ft., flying 240 ft. (AA: level I) ARMOR CLASS: 3 HIT DICE: 300 hit points ATTACKS: 3 DAMAGE: 3-30, 3-30, 3-30 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 65% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 0% TREASURE: Special (see below) INTELLIGENCE: High ALIGNMENT: Chaotic evil LEVEL/X.P.: 10 / 45,000

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HOLD CREEPER
SIZE: Small (3-4 ft. tall) MOVE: 120 ft. ARMOR CLASS: 6 HIT DICE: 2 ATTACKS: 2 DAMAGE: 1-3, 1-3 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Save as 4 levels higher MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 25% TREASURE: In Lair: 20-80gp (100 %), 1-3 jewelry (50%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 2 / 40 + 1/hp Hold creepers attack by clawing with their nails, aiming for the tender throats of their victims. If it hits with both claw attacks, the hold creeper begins to throttle the victim, squeezing its throat in powerful hands and slowly strangling it to death. Each round thereafter, the hold creeper automatically inflicts damage from both claw attacks and the character must save versus death each round or begin to suffocate. A suffocating character dies in a number of rounds equal to his constitution divided by 3 (rounded up). It is rumored that hold creepers are an aberrant species of gnomes, perverted through their contact with a great slumbering evil. They gain +1 to attack rolls and damage when fighting gnomes. All hold creepers are resistant to both magic and poison; they therefore make such saving throws at 4 levels above their actual HD. They have darkvision up to a range of 60 feet. Breaking a creepers hold requires an opposed strength roll; the character who rolls under the target number by the greatest amount is considered the victor. A hold creeper has an effective strength of 15. If the hold creeper wins, it maintains its deadly grip. If the victim wins, he breaks free. Hold creepers may spider climb at will. With little effort, they can pass through extremely small spaces, such as sewer grilles, windows, and narrow cave tunnels. As long as the opening is greater than 1 foot in width, a creeper may squeeze through. Created and defined by their all-consuming greed, hold creepers have an innate ability to locate treasure; this ability functions as per a potion of treasure finding. Languages: Hold creepers can communicate with animal-like grunts and barks, though some rare individuals are capable of speaking a guttural and primitive gnomish. Description: Hold creepers stand about 3-4 feet tall, with smooth, earth-toned skin stretched taut over beefy frames. They have mad, beady eyes. Thin remnants of beards partially hide mouths filled with jagged teeth. Though bipedal, a creeper spends much of its time hunched over, running on all four stubby limbs.

HYDRACNID
SIZE: Large (10 ft. wide) MOVE: 30 ft., in web120 ft ARMOR CLASS: 5 HIT DICE: 5+5 ATTACKS: 2 DAMAGE: 1-4, 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Semi ALIGNMENT: Chatoic neutral LEVEL/X.P.: 4 / 350 + 6/hp A hydracnid is a hideous cross between a giant spider and a pyrohydra. They dwell deep underground, where they dine on the flesh of dark elves, dwarves, goblins, and just about anything else that crosses their path. These creatures are never encountered on the surface during the day, preferring to spend their lives underground. Hydracnids are solitary creatures and never mix with others of their own kind (except for mating purposes). If a hydracnid moves into anothers territory, a fight almost always ensues as soon as they discover each other. When not hunting, a hydracnid spends its time in its lair. A hydracnids lair is something most disgusting - a tangled mess of shiny coins and gems mixed with corpses, bones, and rotted flesh. It takes 1 round to break free from a hydracnid web if a trapped creature has an 18 strength, 2 rounds with a 17 strength, and so forth. Unlike most webs, hydracnid webs are not flammable. This property makes hydracnid silk highly valued by the spinners of the underworld. The fibers of a typical web will fetch 500 gp from the right buyer. Twice daily, each hydracnid head can breathe a jet of fire in a cone 20 feet long and 10 feet in diameter at the end. The flaming breath deals 8 hit points of damage. A successful save halves damage. A hydracnid usually waits in its web until prey passes underneath or nearby. It then rushes forward, initially biting and then releasing its breath weapon. The bite of a hydracnid is a paralytic poison. A failed save versus poison results in paralysis for 1-4 hours. Hydracnid usually bite with one head and breathe fire with the other in melee. If facing a large group of opponents, it breathes with both heads in a large, overlapping cone. Description: Two long serpentine necks topped with draconic heads sprout from a hydracnids body, rather than a spiders head. Its head and neck are scaled gray, and its spidery torso is covered in short, coarse fur.

HYDRAMNION
SIZE: Large (8 ft. tall) MOVE: 150 ft. ARMOR CLASS: 7 HIT DICE: 5+1 ATTACKS: 3 DAMAGE: 3-9, 3-9, 1-3 SPECIAL ATTACKS: Encase SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Rare NO. ENCOUNTERED: 1-3 LAIR PROBABILITY: 35% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Average ALIGNMENT: Neutral evil LEVEL/X.P.: 6 / 400 + 6/hp Natives of hades, hydramnion continually leak a very warm slime that coats and drips from their body. They bear iron-hard nails of prodigious length that deal 164

significant damage to those unfortunate enough to combat them in melee. The slime coating their bodies is magical in nature and absorbs spells cast at a hydramnion. Up to six levels of spells can be absorbed per turn by the slime. Once this spell threshold is breached, the slime covering the creature dries up and blows away. Hydramnion are vulnerable to cold and suffer 50% more damage from any cold-based attack. They take only half damage from acid, fire, and lightning. They can only be hit by magical weapons. Once per day, a hydramnion may surround a medium-sized opponent in a tough translucent case filled with the creatures slime. The slime is oxygen rich and can be breathed, albeit with a most unnerving sensation. The real danger of the encasement is that the slime drains all the salt from the encased creature in 12 rounds. This results in 1-4 hit points of damage on rounds 1-3, 2-8 hit points of damage on rounds 4-6, 3-12 hit points of damage on rounds 7-9, and finally 416 hit points of damage on rounds 10-12. Creatures killed in this manner resemble perfectly preserved mummies. Hydramnion collect their mummified victims in their lairs. The encasing sac can be damaged only by piercing and slashing weapons. The sac has an AC of 9, and 20 hit points. The slime within heals damage and seals openings on the surface, requiring all 20 hit points of damage to arrive in a single rounds time or the sac is fully healed by the beginning of the next round. Those inside the sac are incapable of spell casting, and they attack at -4 to hit and -2 to damage. Languages: Hydramnion speak daemon. Description: Tall and bony, with claws at least 1 foot in length, hydramnion are covered with a light gray slime that is constantly secreted from their dark gray, rubbery skin. They are thin, almost to the point of emaciation, and steam in temperatures less than 70 degrees. Their mouths are full of teeth, which are more show than real danger.

The block lasts until it melts (if the temperature is over 32F). The immobilized creature can chip away the ice, hitting it automatically. The creature trapped may also try a Strength check to break free. Immobilized creatures lose dexterity bonuses and cannot move. A magic user trapped by the ice trying to cast a spell with somatic components suffers a 20% of spell failure. The Ice Key Guardian shares the traits of normal skeletons: it is unaffected by mental spells and piercing and slashing weapons do half damage. Fire does double damage on an Ice Key Guardian while they are immune to cold. They are considered undeads of Type III for purposes of turning.

ICE WARRIOR (Dwarf)


SIZE: Medium MOVE: 9 ft. ARMOR CLASS: 4 HIT DICE: 3+3 ATTACKS: 1 DAMAGE: 1d8 (battleaxe) SPECIAL ATTACKS: Chill Metal SPECIAL DEFENCES: Armor skid MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 5-20 LAIR PROBABILITY: TREASURE: None INTELLIGENCE: ALIGNMENT: NE LEVEL/X.P.: Ice warriors were elite warriors and bodyguards that spent their lives protecting someone and have been buried with them in a frozen location. Ice warriors appear as skeletons clad in their rusted, frost-rimed armor. Even in death, ice warriors protect the person they did in life. Menacing and grim, ice warriors have a cold light gleaming in their open eye sockets. Combat: Ice warriors remain the fighters they were in life, and defend their boss until destroyed. Usually they cast their chill metal spell on the most armored opponent, then go in melee relying on their Armor Skid ability. Once per day the Ice Warrior is able to cast a chill metal, as per the spell. The range is 40 ft, it can affect a single target. The armor of the ice warrior is covered with a thick layer of rime. This rime is magical and belongs to the ice warrior, not to his armor. All the physical attacks that hit the ice warrior have a chance of doing no damage, because the rime makes the weapon, or the projectile, to skid away. More powerful is the blow, more likely the chance of the skid. When a hit deals damage, halve the total amount of damage and round up, then multiply by 10. This is the no-damage chance that the ice warrior has. Example: An ice warrior is hit for 8 points of damage, the no-damage chance is 40% (8/2= 4 x 10 = 40). Roll d%, if you get 40 or less the blow deals no damage. Note that the blow is considered to have hit, so the weapon may discharge any spell stored (like shocking grasp). The Ice Warrior shares the traits of normal skeletons: it is unaffected by mental spells and piercing and slashing weapons do half damage. Fire does double damage on an Ice Warrior while they are immune to cold. They are considered undeads of Type IV for purposes of turning.

ICE KEY GUARDIAN (Dwarf)


SIZE: M MOVE: 9 ft. ARMOR CLASS: 6 HIT DICE: 3 ATTACKS: 1 DAMAGE: 1d8 (keyring slam) SPECIAL ATTACKS: Blocking Ice SPECIAL DEFENCES: See Below MAGIC RESISTANCE: Standard RARITY: Rare NO. APPEARING: 5-20 LAIR PROBABILITY: TREASURE: None INTELLIGENCE: ALIGNMENT: Neutral Evil LEVEL/X.P.: An ice key guardian is an undead warrior that once held the position of protector in life, raised in frozen locations with a malevolent presence nearby. Seemingly covered in glimmering ice, these once proud guardians have been raised to continue their duties beyond their deaths. Ice key guardians may be of any humanoid stock, and tirelessly continue to hold their posts at whatever site they died in defense of. The ice coating of the guardian makes an unnerving ice-on-ice noise as it moves and gives a -2 bonus to the creatures armor class. Combat: Ice key guardian attacks holding the rusted set of keys that it held on to in life, slamming their frozen keys into their foes. Ice key guardians often use their blocking ability to help surround an opponent, then they hit them until they fall. Once every three rounds, starting from the first round of combat, ice key guardians can use this devious, spell-like ability. The Blocking Ice ability creates a block of ice on the feet of the target up to 60 ft. away (it can only affect a 5 ft. square, if used against multi-legged creatures), holding them to the floor. Any creature targeted must make a Spells save or be immobilized on the floor.

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ICELORD (Dwarf)
SIZE: Medium MOVE: 9 ft. ARMOR CLASS: -10 (see below) HIT DICE: 6+6 ATTACKS: 1 DAMAGE: 1d8+3 + 1d6 cold (frost battleaxe +1) SPECIAL ATTACKS: Circle of cold, kneeling command SPECIAL DEFENCES: shifting ice armor MAGIC RESISTANCE: 10% RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: TREASURE: Standard INTELLIGENCE: ALIGNMENT: Lawful Evil LEVEL/X.P.: Once hailing from positions of power, icelords are evil undead rising from their cold crypts. Icelords come only from those kings and princes that turned evil and were buired in a frozen tomb. Icelords hate all living creatures, but most especially, they loathe those living members of its own kind. The icelord resembles the figure they were in life, though their face is now twisted with expressions of hate. A thick layer of bluish, magical ice covers the icelord, even its hateful face. Icelords use this ice as both weapon and armor. Combat: The icelord is a frightening opponent. Usually taking a full round action to use its circle of cold ability before diving into melee- targeting any living members of his kind, if present. The icelords battleaxe is considered a battleaxe of frost it its hands, and adds 1d6 cold damage to every hit it scores. Icelords try to face one foe at a time to get maximum benefit from its armor. If two or more foes surround the icelord, it tries to use its Kneeling Command ability. Once per day the icelord can cast a circle of cold 10 foot radius. Every creature that falls in that area must make a spell saving throw or suffer the effect of a slow spell. Exiting from the area ends the effect and re-entering requires a new saving throw. The circle of cold lasts for ten rounds. Once every three rounds, the icelord may utter the phrase (in its native tongue): Kneel before your king! This is a spell-like ability similar to a command spell. The commanded creature, if able to understand the language and allowed to do so, must make a saving throw vs spells or fall on his knees with the front touching the floor and staying there for 1 full round. The thick layer of ice that covers the body of the icelord shifts each time a hit is attempted. If a single attack is made on the icelord, all the ice shifts in the point of the impact giving to the icelord an AC of -10. If two simultaneous attacks are made on the icelord, the armor divides in two parts, giving to the icelord an effective AC of -5 against each blow. If three simultaneous blows are attempted the AC would be -3, and so on. Note that simultaneous means that the characters must state they are attempting to hit at the same time; it is not enough to hit the icelord in the same round. The shifting ice is clearly visible to the foes of the icelord. The Icelord shares the traits of normal undeads: it is unaffected by mental spells. Fire does double damage on an Icelord while they are immune to cold. They are considered undeads of Type VI for purposes of turning.

INSCRIBER
SIZE: Medium MOVE: 90 ft. ARMOR CLASS: 6 HIT DICE: 5+2 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 20% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 20% TREASURE: Special (see below) INTELLIGENCE: Genius ALIGNMENT: Neutral LEVEL/X.P.: 5 / 370 + 5/hp Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. Inscribers use their absorbed information to determine where to search for more. They travel to libraries, monasteries, the homes of experts in their fields, and wherever else they might acquire knowledge. Though they rarely cause harm intentionally, inscribers can bring great misfortune to populated areas, due to the aura of confusion that surrounds them. Inscribers do not speak, but understand common and any languages they knew in life. They are difficult to communicate with, but a creature displaying knowledge of the inscribers chosen field has a chance of getting through to what remains of the scholars mind. When this happens, the inscribers writing slows, as it lets its focus slip. Inscribers generally pursue their own tasks, ignoring others and protected by their confusion aura. Inscribers who are attacked or who have their tomes stolen will use any appropriate spell-like abilities they have absorbed on their opponents, and then, if reluctantly brought into a melee, they will drain their enemies intelligence. All intelligent creatures who come within 40 feet of an inscriber have their minds flooded with images and words related to the inscribers area of study. An affected creature must succeed on a save against spells or be overwhelmed by the torrent of information and confused for 2-8 rounds. Creatures who make successful saves cannot be affected again by that inscribers aura for 24 hours. Intelligent creatures hit by an inscribers attack are affected by one of two possible effects (inscribers choice). The inscriber can either drain 1-6 points of intelligence from the creature, learning all the creature knows about the inscribers area of study in the process, or infuse the creature with a portion of the inscribers own knowledge granting a +2 bonus to intelligence for two weeks. An intelligence gain also provides the target creature with sage knowledge in the inscribers field for the same duration. Drained intelligence returns at the rate of 1 point per day. Any creature drained to 0 intelligence in this manner collapses and is catatonic until at least 3 points of intelligence are regained. An inscriber can absorb the text of all written materials within 15 feet if it spends a full round concentrating. By concentrating, the inscriber lifts all writing off nearby surfaces, and the text swirls through the air into the inscribers mouth. Affected objects are left blank, and the inscriber gains full knowledge of all the absorbed text. Only text written with some form of liquid (whether ink, dye, or blood) is affected. Objects the inscriber is unaware of (such as hidden objects, or objects inside containers) are unharmed. Attended items can be saved if their possessor makes a save vs spells at +4 to resist. If the inscriber absorbs the text of a scroll, the inscriber gains the ability to cast the scrolls spells once each as a spell-like ability. A magic users or illusionists spellbook has a +8 to its saving throw against this effect. Unattended items suffer more, needing a successful save against disintegrate to retain their writing. An inscriber can attempt to drain items in this manner once per day. At the start of any encounter, a given inscriber is assumed to have absorbed 2-4 scrolls. The inscriber can cast each spell from a scroll once. The contents of absorbed scrolls should be randomly determined. The inscriber can also convert any of these spells into a legend lore scroll. Inscribers activate these abilities by 166

tearing off the piece of skin where mystic text is written, and holding the scraps aloft. The skin cannot be used by creatures other than the inscriber. Languages: Inscribers understand common, their alignment tongue, and six additional randomly determined languages. Description: Inscribers look like corpses on the verge of decomposition, wearing whatever garb in which they were buried. Their eyes glow a soft yellow, and their skin is covered with black writing. Many inscribers have a gray cast to their skin, due to the bleeding of the magical ink. The writing is an inscribers summary and analysis of absorbed texts and memories, and it is constantly scrawled over blank flesh as if by an invisible pen. When inscribers run out of room on their bodies, they tear off strips of skin and magically press the pages into enormous tomes they carry at all times, called inscriber tomes. The skin soon regrows and fills with more writing.

MITE
SIZE: Small MOVE: 30 ft. ARMOR CLASS: 8 HIT DICE: 1d4-1 ATTACKS: 1 DAMAGE: Bite(1d3) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 6-30 LAIR PROBABILITY: 25% TREASURE: Individual: 2-12 cp; In Lair: 100-400 cp (25%), 100-600 sp (20%), 10-40 gp (50%) INTELLIGENCE: Low ALIGNMENT: Lawful Evil LEVEL/X.P.: 1 / 3 + 1/hp Mites are a tribal race, living in caverns and other underground chambers which they will fight to protect. Living deep beneath the surface, mites are never encountered outside of the underground chambers in which they are at home. Sunlight does not harm the creatures but their fear of the light is so intense that if they are thrust into the sunlight they panic and flee, doing anything within their power to return to the underground. Mite lairs are filthy, garbage-filled chambers; the creatures do not understand the needs for sanitation and encountered mites are frequently diseased. (Especially cruel game referees will take advantage of any intrusion into a mites lair by subjecting the party of adventurers to some disease or other of his choosing.) Mites prefer to attack in the cramped quarters of their homes, dropping or otherwise appearing from concealed tunnels and pits that offer an escape route through which their (usually) larger prey may not pursue them. These hidden tunnels and pits are treated like secret doors for purposes of discovering them. In some caverns in which the mites are completely alone and in control the creatures construct numerous, crude traps in order to capture intruders. These traps can be easily spotted and disarmed by experienced thieves. Mites survive on the items they can lift from those that are captured in their traps. When threatened or otherwise coerced, mites will join other, more powerful races and the creatures make excellent servants for those that enslave them. Languages: Mites speak their own language of garbled twittering and frequently use body language and hand signals to communicate silently. Description: Mites are small, rather ugly humanoids about 2 feet tall. They have long pointed ears and large noses. Their skin is pale brown or gray, and they are thought to be distant relatives of the goblins. Mites are commonly dressed in loose, ill-fitting rags and sometimes use weapons and tools.

JELLYHIVE
SIZE: Large (7 ft. wide) MOVE: 60 ft. ARMOR CLASS: 4 HIT DICE: 6 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: Ooze dart SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: Standard RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 10% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 5 / 370 + 6/hp The jellyhive is one of the stranger creatures of the subterranean world, specifically noted for its eating habits. The shelled fungus uses its probiscus to feed on various oozes, jellies, gelatinous cubes, puddings, and slimes, easily stalking and ingesting this foul quarry. When not hunting or feeding, it waits patiently or hangs from a cavern ceiling. It can climb at 60 ft. per round. Not only does the jellyhive consume these sloppy creatures, it also cultivates them for future meals. Every time the jellyhive consumes an ooze, it saves a little portion and stores the tiny bit in a flesh-sac for the future. If ever the jellyhive finds an animal or other creature coming close, several sacs split open and shoot a few of the tiny oozes nearby. This method works out splendidly for the fungus; the oozes will devour whatever creatures they can, thereby growing larger to become new meals for the jellyhive to enjoy. If the little jellies, oozes, or puddings happen to escape, they will likely get larger on their own, and the jellyhive will probably hunt them down later. When faced with a non-ooze opponent, jellyhives launch their wee oozes like darts to a range of 20 feet. A jellyhive has 12-22 ooze sacs, each one containing a wee ooze. These are most typically ochre jellies (their favorite food), but they can be any type of ooze, jelly, or pudding. Each ooze dart causes 1-4 points of damage upon impact. The resulting tiny ooze has 4 hp and does 1 hp of acid damage until killed or scraped off of the target. A jellyhive can launch 3 ooze darts per round, at multiple opponents if necessary. After darting all of their oozes, jellyhives will resort to biting if necessary, but fleeing is a more typical result. Jellyhives are immune to any mindbased and polymorphic magics, as well as sleep, charm, and hold. Jellyhives cannot be surprised, as they sense disturbances in the ground and air. Two rounds after taking damage, a jellyhive begins to regenerate 2 hit points per round. Jellyhives are immune to acid damage, and there is no known ooze, pudding, or jelly that can harm them. They suffer under fire however, and are unable to regenerate fire damage. Description: A jellyhive is a wide stalk covered with a dome-shaped shell and several fleshy sacs. Protruding from under the shell are several fat legs and a toothy proboscus used to suck up their prey or deliver a small bite. They have a variety of colors, ranging from dark orange to dark purple.

KINGMAKER SWAN
SIZE: Medium (6 ft. tall) MOVE: 60 ft., flying 240 ft. (AA: level III) ARMOR CLASS: 0 HIT DICE: 15 ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: None SPECIAL DEFENSES: See below MAGIC RESISTANCE: 80% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 1% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 8 / 3,500 + 19/hp Legends tell of the appearance of a kingmaker swan when kings have fallen and kingdoms are in disarray. Upon its appearance, the swan allows a person to touch it, who then goes on to become a wise and benevolent leader, rebuilding a fallen kingdom and enjoying a prosperous reign. 167

Legends also tell of wicked men who kill a swan to steal its gift and become powerful tyrants. A kingmaker swan never fights. If anyone should seek to touch it, except for those destined to lead kingdoms with an even and fair hand, the swan simply flies off beyond harm to the best of its ability and great intelligence. A kingmaker swan may willingly allow a person to touch it; whoever does so is blessed as a result. The blessed individual gains 2 points of intelligence, wisdom, and charisma permanently. A kingmaker swan can only be slain by a villain destined for greatness, who permanently gains 2 points of strength, constitution, and charisma through the foul act. Sages speculate that kingmaker swans are agents of the gods of neutrality, seeking to maintain a balance in the mortal realms. Kingmaker swans regenerate 1 hit point per round. They are immune to any magic that restrains movement in any manner, be that directly or indirectly, and may only be harmed by magic weapons. Once per day they can word of recall back to their lairs. Those seeking to kill a kingmaker swan must first find its lair or success will be impossible. Languages: Kingmaker swans do not speak, but understand common. Description: A kingmaker swan is a majestic bird resembling a swan of tremendous size. Its feathers are the purest white, almost seeming to glow with a peaceful inner light. It stands 6 feet tall and weighs close to 150 pounds.

verbal components. The creature has complete access to the memories of its victim, enabling it to fool most observers and conceal its presence. Some underwater communities of sahuagin keep a captured klorthack spine, moving it from individual to individual before it can reproduce to gain access to the spines vast knowledge. A klorthack spine acts like a sage focused in the supernatural studies and knowledgeable in flora and fauna of the waters. Languages: Klorthack spines know common and up to six other languages. Description: The klorthack spine is a large, five-pointed starfish with connecting skin flaps. It is roughly eighteen inches from end to end. It is black on its topside, light gray underneath, and has a rosette opening at the center of its gray underside. Its legs are covered in many small spines used for grasping a target. Spines move by rapidly expelling water from a central cavity, and they can, for very short distances while attacking, move through the water with amazing speed or even leap through the air when on land.

KOBOLD
SIZE: Small MOVE: 60 ft. ARMOR CLASS: 7 HIT DICE: 1d4 ATTACKS: 1 DAMAGE: By weapon (usually 1d4) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Uncommon NO. ENCOUNTERED: 40-400 LAIR PROBABILITY: 40% TREASURE: Individual: 3-24 cp; In Lair: 1-4k cp (25%), 1-3k sp (20%), 10-40 (50%) INTELLIGENCE: Low to average ALIGNMENT: Lawful Evil LEVEL/X.P.: 1 / 5 + 1/hp Kobold society is divided into tribes, with the tribes being further subdivided into clans. The number appearing shown above is for a single clan. Like goblins, kobolds are nocturnal, and have 60 darkvision but suffer a -1 penalty from their attack rolls in any light equivalent to full daylight or brighter. Kobolds like to attack with overwhelming oddsat least two to oneor trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal. They begin a fight by throwing missile weapons, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. Kobolds are typically armed with spiked wooden clubs, axes, javelins and spears. A group of 40 or more of these creatures may contain leaders who fight as goblins or even orcs, and a chief is even more powerful. If encountered in their lair or in any large settlement, there will be (in addition to the male kobolds) a number of females equal to 50% of the number encountered and young equal to 1/10th the number encountered. For example, if 200 kobolds are in their lair, an additional 100 females and 20 children are also present. Kobolds hate gnomes, halflings and small faeries such as pixies, nixies and brownies, and will usually attack these foes first if given a choice of targets. They are miners of fair aptitude, but dislike work and will much prefer to capture slaves to do any heavy labor. Languages: Kobolds speak their own tongue, their alignment tongue, and the language of Goblins. They generally live to the age of approximately 130 years. Description: Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobolds scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2-1/2 to 3 feet tall and weighs 35 to 45 pounds. Kobolds speak with a voice that sounds like that of a yapping dog.

KLORTHACK SPINE
SIZE: Small (18 inches wide) MOVE: 5 ft., swimming 10 ft. ARMOR CLASS: 9 HIT DICE: 1 ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: Dominate SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: High ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 230 + 1/hp These small, black echinoderms are the remains of an ancient being of immense power called Klorthack that lived in the bottom of the ocean. Klorthack was eventually slain by an alliance of aquatic races many centuries ago. Unfortunately for all underwater denizens, not all of Klorthack was destroyed, and these small creatures are what remains of its once immense power. If a klorthack spine hits an opponent in combat (attacking as a 3-HD creature), the target must save against spells or lose his independent will. The spine takes complete control of the victims body, has direct sensory input from its host, and communicates with it telepathically. After ten days, the victim is allowed an additional saving throw to free himself of the spine, but if this save fails, he becomes a permanent pawn of Klorthack. If a spine is unwillingly removed from a host, the host temporarily loses 1-4 points of intelligence, wisdom, and charisma. Lost ability points are regained at the rate of 1 per day. Victims who fall prey to klorthack spines eventually die a slow, painful death, giving birth to more klorthack spines from their internal organs. If a host has been inhabited by a spine for 30 days, the creature lays eggs in the hosts stomach, which hatch five days later. Once implanted, eggs can only be removed by a heal or cure disease spell. After three days, the victims stomach begins to bulge, and he appears noticeably ill. After five days, the new klorthack spines have matured and rip their way out of the host, killing it. Each spawning process creates 1-4 klorthack spines. Each spine born has the knowledge of all of its forefathers, creating a slowly growing storehouse of arcane lore. Once a klorthack spine has a host, it uses the body to sow discord and accumulate all the magical lore it can, in the hopes of reforming the body of Klorthack. The victim gains a speech impediment while under the control of the spine, slurring or stuttering words, and loses the ability to cast spells with

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LASSOO
SIZE: Small (3 ft. wide) MOVE: 10 ft. ARMOR CLASS: 2 HIT DICE: 4 ATTACKS: 1 DAMAGE: 2-20 SPECIAL ATTACKS: Tongue SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: incidental INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 3 / 105 + 3/hp Postulated by some sages as a more dangerous variant of the piercer, the lassoo is a rare and unusual predator. The tongue of the lassoo can stretch up to 50 feet to grab food. In addition to its deceptive appearance, a lassoo relies on a chameleon-like camouflage ability to surprise its prey. Lassoos are 75% undetectable to creatures unable to see invisibility. Lassoos will often be encountered with piercers, as such presents the opportunity to steal kills or scavenge remains. Lassoo lairs will have only incidental treasure - and that only of material tougher than leather, as everything else is digested completely. The lassoo waits in caverns for tasty creatures to walk beneath it. When a medium-sized or smaller opponent comes within its range, it attacks with its tongue and picks up the victim, bringing him to its mouth at 25 feet per round. The lassoos tongue attack is extremely quick, and unless the lassoo was spotted ahead of time, this attack is by surprise. Its tongue is thin and strong, requiring a +1 weapon to damage. It has an AC of 0 and 5 hp. A lassoo can lift 400 lbs. with its tongue. Description: A lassoo is an upside down, cone-shaped beast, with a thick muscular foot at its top used to attach itself to the ceilings of caverns. The lower part of the lassoo consists of a massive alligator-like mouth containing a long sticky tongue. The outside of the beast is covered with a thick, stony hide that makes the lassoo look more like a natural stalactite than a living creature.

damage and must save against paralysis or be wracked with pain, unable to attack for 1 round. An invisible, one-mile-radius barrier surrounds the lostling, suppressing (but not dispelling) any divination effects within that radius. Time spent within the lostlings suppression field counts against the duration of a suppressed spell or magical effect. Once per day, a lostling may control weather, as the spell. Lostlings turn as ghasts. A lostling must remain within three miles of its decomposing body. Spiteful and vindictive, the lostling desires to subject others to its own horrific end. Lostlings naturally fade away once their corpses fully decompose. The amount of time this takes varies based upon the environment; humid environments can take as little as two years, while deserts can take up to 1,000 years. Languages: Although they understand common, lostlings never speak. Description: A lostling is a white hazy shape that occasionally resembles an emaciated, nearly skeletal human. Variants: Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. While these creatures inflict the same amount of damage with their flaying touch, half of the damage consists of the energy type that resulted in their death. For instance, the touch of a lostling that died from exposure to arctic weather deals 2-12 points of damage, half of which is cold damage.

MAGPINE
SIZE: Large (15 ft. tall) MOVE: 120 ft. ARMOR CLASS: 2 (5) HIT DICE: 5+2 ATTACKS: 2 DAMAGE: 2-8, 2-8 (by weapon) SPECIAL ATTACKS: Spells SPECIAL DEFENSES: Sap MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-2 LAIR PROBABILITY: 0% TREASURE: Individual: 1-4 jewelry (x2) (50%) INTELLIGENCE: Average ALIGNMENT: Chaotic good LEVEL/X.P.: 5 / 420 + 6/hp Magpines are always male and appear similar to treants, but may likely be related to dryads as well. While some sages think the magpine is a treant/dryad hybrid, most scholars believe powerful magic likely spawned the race. While treants perceive themselves as guardians of the trees, magpines view themselves as the dashing swashbucklers of the forests and woods. Although not as stodgy and condescending as treants, magpines share their hatred of evil beings and civilizations often wanton destruction of the forest. Witty and dashing, magpines do not patiently observe opponents or seek diplomatic solutions; instead, they rashly emerge from the forest and audaciously challenge foes. Extremely whimsical and prone to mood swings, bored magpines often assume humanoid form to pursue mischief or beautiful maidens. Despite their eccentric personalities, magpines immediately attack fire-wielding creatures within their forest without provocation. Magpines attack with woody fists and possess the following spell-like powers usable once per day: charm person, invisibility. They can speak with plants at will. The extremely sticky sap of a magpine makes it dangerous to attack one with a piercing or slashing weapon. Any attack with a piercing or slashing melee weapon has a 20% chance of sticking into the magpine. If the weapon does not stick, it is still covered with sap that dulls its edge, reducing its damage by 1 point. This effect is cumulative, so two hits on a magpine would reduce the damage of an edged weapon by 2 points per hit. The sap can be removed by using alcohol. (Wine will do.) After a week, the sap naturally dries out and becomes ineffectual. Like treants, magpine are vulnerable to fire, but their sap is slightly more resistant. Fire attacks gain +2 to hit if they require such, and deal 1 point of additional damage per die. Magpines save at -2 against fire.

LOSTLING
SIZE: Medium (5-6 ft. tall) MOVE: Flying 120 ft. (AA: level VI) ARMOR CLASS: 7 HIT DICE: 6+1 ATTACKS: 1 DAMAGE: 2-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 or 2-12 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Chaotic evil LEVEL/X.P.: 5 / 345 + 8/hp Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure. Despite its likeness to its former self, a lostling possesses virtually no understanding or recollection of its former life. Condemned to wander the wilds in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to the same fate that caused their unnatural lives. A solitary lostling is usually the sole survivor of some catastrophe, while larger gatherings of these creatures consist of entire parties that lost their way. The touch of a lostling flays skin from bones, resulting in a small explosion of tissue and blood. Any creature touched by a lostling takes 2-12 points of

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A magpine can assume any human, demi-human, or humanoid form at will. This ability functions as a polymorph self spell, except that a magpine does not regain hit points for changing form, and any individual magpine is limited only human, demi human, or humanoid forms. Some cunning magpines use this ability to infiltrate evil humanoid groups, but most refuse to mingle with such foulness even for a good purpose. Individual magpines enjoy friendly and cordial relations with most other sylvan creatures. During their travels, they frequently visit the local sprites and dryads; or they sink their root-like feet into nymphs ponds; or they while away their evenings singing, carousing, and dancing with satyrs. Because of their affiliation with numerous woodland creatures, magpines know a lot of gossip. Languages: Magpines speak common, dryad, and treant. Description: In their natural state, magpines stand approximately 15 feet tall and appear as slender, young conifer trees. Although mostly pines, some rare magpines are larches, cedars, or firs. Their coarse bark ranges in color from blackish-brown to light shades of gray, while their needles or leaves, (depending on the trees species) vary from deep green to grayish-green. Bright trinkets of silver, glass, and other such materials adorn their branches. When in polymorphed form, a magpine tends to wear a courtiers outfit, and the magpines hair retains the color of its needles or leaves in its highlights. While in this form, a magpine does not possess sap.

MARLOC
SIZE: Medium (5-6 ft. tall) MOVE: 120 ft., burrowing 5 ft. ARMOR CLASS: 0 HIT DICE: 9 ATTACKS: 2 DAMAGE: 2-12, 2-12 SPECIAL ATTACKS: None SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-4 LAIR PROBABILITY: 0% TREASURE: Individual: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: Average to highly ALIGNMENT: Lawful neutral LEVEL/X.P.: 7 / 1,500 + 12/hp Marlocs are the result of an unusual mining accident. Created as mindless drilling and mining automatons, the original pair of marlocs delved deep, unleashing a strange creature that breathed life into their changeable metal forms. Fearing enslavement, the pair escaped and mated, forming the first marloc colony ages ago. Marlocs are antisocial creatures that prefer the company of their own kind. They are always engaging in some sort of work, from building vast bridges to widening tunnels. Other subterranean races often contract marlocs to build their structures. Even the dwarves have a saying, sound as marloc, based upon the quality of marloc construction. The general locations of marloc colonies are known, but only marlocs are allowed entry. All trading takes place on the outskirts, and although a few individuals have told stories about the cities, their veracity is questionable. Marlocs are not very pugnacious creatures. Their communal desire is creating order, and they use their tools and intellect to that aim foremost. But marlocs have a nasty temper, especially where their architectural creations and buildings are concerned. Their appendages become deadly weapons, their cooperative spirit turns tactical, and their pride turns to anger. Marlocs fight as cooperatively as they build, and every marloc within 30 feet adds a +1 to hit and damage to any other marlocs attacks. Thusly, a group of four marlocs all fighting within 30 feet of one another are all at +3 to hit and +3 to damage. Marlocs are immune to fear, sleep, charm, and hold effects. They do not breathe nor eat. Marlocs regenerate 1 hp per round. Only magic weapons can deal damage to marlocs. Marlocs carry little treasure, storing their wealth in their colonies. Languages: Marlocs speak their own language as well as undercommon. Marloc sounds like the workings of a forge, blacksmith, mining operation, and construction site combined and is unspeakable by other races. Description: Marlocs appear like wizened elves, but they are truly made of a malleable metal that they can shape and form into whatever tools they desire. The control over their bodies is so great that there is no way outside of true sight to determine the difference between a marloc and a simple elf.

MALIGANTI
SIZE: Large (7 ft. wide) MOVE: 60 ft. ARMOR CLASS: 6 HIT DICE: 8+6 ATTACKS: 4 DAMAGE: 1-6, 1-6, 1-6, 1-6 SPECIAL ATTACKS: Disease and poison SPECIAL DEFENSES: None MAGIC RESISTANCE: 20% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: Nil INTELLIGENCE: Semi ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 1,200 + 12/hp A maliganti normally lives in a pit where it was formed long ago by a cleric or magic-user with the appropriate dark lore for its creation. Eventually, a maliganti will climb from the pit and seek to infect creatures with the poisons and diseases trapped within its bulk. Maliganti attack with their poisoned and diseased tentacles. A successful hit will poison the opponent and also has a 50% chance of infecting the target with a serious disease. If the target succeeds in a save against poison, he suffers 15 hit points of damage in 2-5 rounds, while failure results in 30 hit points of damage after the same onset time. If it feels in serious danger, a maliganti can melt into the surroundings for up to 20 minutes (appearing as a dark stain) and move away from attack. The creature often takes this form to disguise itself and ambush passersby. This form gives it a +1 on surprise if the target has no idea the maliganti is in the immediate area. Description: The maliganti is a large dark mass of constantly slithering flesh, armed with four tentacles of five or more feet in length.

MEDUSA
SIZE: Medium MOVE: 90 feet ARMOR CLASS: 5 HIT DICE: 6d8 ATTACKS: 1 DAMAGE: 1d4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 1-3 LAIR PROBABILITY: 50% TREASURE: 1-6 sp x1,000 (30%), 2-12 gp x1,000 (70%), 1-2 ep x1,000 (25%), 1-4 x 10 gems (50%), 1 magic INTELLIGENCE: Very ALIGNMENT: Lawful evil LEVEL/X.P.: 400 + 8/HP 170

But for the hair of writhing snakes, Medusa resemble human-like women. They revel in evil, and if it were not for their deadly gaze they would surely delight in the slow death of victims. Any beings within 30 feet who meet the eyes of a medusa must make a saving through versus petrification. This gaze is so powerful that should a medusa meet her own gaze, she will become stone herself. Further, this gaze extends into the ethereal and astral planes. If a medusa cannot meet the gaze of a victim, she will engage the opponent close (within 1 foot) where her snake hair can attack. The snakes poison is so potent that a victim will only survive with a successful saving throw versus poison. Medusa generally are forced to mate with other human-like species, especially humans, as male medusa (medusan, see text) are very rare. A medusa will lay 1d6 + 1 eggs about four weeks after a mating. The eggs require little care before hatching 8 months later. Any male unfortunate enough to mate with a medusa has little chance of survival, for she reveals her true face afterward in order to intentionally petrify her former mate. Infant medusa resemble human infant females, but for the small green nubs on their scalps. At 3 years of age the snake hair has grown sufficiently to have an effective poisonous bite. Their gaze does not become deadly until puberty. Medusa have a lifespan and growth pattern similar to humans. Languages: common and medusa Description: From the neck down a medusa is a voluptuous woman, but has a horrible face and snake hair.

MENEPTAH (God of War)


SIZE: Large (15 ft.) MOVE: 150 ft. ARMOR CLASS: -4 HIT POINTS: 340 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 3-30 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +3 or better weapon to hit; also see below MAGIC RESISTANCE: 80% RARITY: Unique ALIGNMENT: Neutral good WORSHIPPERS ALIGN: All good alignments SYMBOL: Hippopotamus head surrounded by nimbus of crimson light PLANE: Elysium CLASSES: 20th level cleric, 18th level fighter, 20th level magic user S: 25 (+7, +14) I: 22 W: 24 D: 19 C: 23 CH: 21 Meneptah appears with the body of a 15 foot tall man and the head of a hippopotamus encircled by a halo of crimson light. He is the protector of goodly warriors, and to this end he sometimes materializes at the frontlines of the battlefield to aid his chosen ones in times of war. He never wears armor nor uses weapons of any kind, usually appearing on the Prime wearing nothing more than a simple linen skirt. In battle, Meneptah prefers to alternate between pummeling his opponents with his bare fists, both of which deal 3-30 points of damage per hit, and smiting them with the deadly rays that shoot from the fingers of his right hand. Each of the fingers of his right hand can shoot out a different ray -- disintegration, death, harm, and flesh to stone -- to a distance of 500 yards. (Each ray attack functions as the spell of the same name.) He can attack with up to 2 such rays per melee round, each of which can even be directed at a different opponent. He can also, if he so chooses, attack with one of his rays and one of his fists in a single round. He relies on his abilities as a 20th level magic user and cleric when his rays and fists fail him, which is not too often. Meneptah demands the unwavering loyalty of his devotees, and is not averse to punishing those who disappoint him with death. Of his followers -- fighters, paladins, and magic users and clerics specializing in destructive magic -- he demands that none ever desert their allies on the battlefield nor surrender to the forces of evil. His clerics often show their reverence by burning the bodies of those who fell in battle, enemies and allies alike, on a huge funeral pyre in the dead of night. (Even though he greatly despises evil in all its forms, he feels that all warriors willing to give their lives in battle deserve to be honored in death as burnt offerings.)

MEDUSA, GREATER
SIZE: Medium MOVE: 120 feet ARMOR CLASS: 3 HIT DICE: 8 ATTACKS: 2 (1 of which is a weapon) DAMAGE: 1d4 SPECIAL ATTACKS: see below SPECIAL DEFENSES: see below MAGIC RESISTANCE: 25% RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 60% TREASURE: 1-6 sp x1,000 (30%), 2-12 gp x1,000 (70%), 1-2 ep x1,000 (25%), 1-4 x 10 gems (50%), 1 magic item and 1 potion (60%) INTELLIGENCE: Very ALIGNMENT: Lawful evil LEVEL/X.P.: 1,200 + 12/HP The greater medusa are a rare form of medusa. About 10% of medusa eggs are greater medusa. Greater medusa have the bodies of snakes from the waist down, but in other ways resemble common medusa. They have the same petrifying gaze and poisonous snake hair, but the snakes are more venomous. Saving throws against the snake poison are at -1. In addition, greater medusa have poisonous blood that remains poisonous for 1 week after a greater medusas death. Greater medusa favor the use of bows and arrows, dipped in their own poisonous blood, as weapons. For all other characteristics consult the listing for the more common medusa.

MUMMY, GREATER
SIZE: Medium MOVE: 60 ft. ARMOR CLASS: 0 HIT DICE: 12+3 ATTACKS: 1 DAMAGE: 4-16 SPECIAL ATTACKES: Fear SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: A INTELLIGENCE: High ALIGNMENT: Lawful evil LEVEL/X.P: 7 / 2200 +19/hp Greater mummies are exactly identical to normal mummies with a few notable differences. They were usually powerful kings and queens in life, and as such their mortal remains were more carefully prepared than is the case for normal mummies. This careful preparation of the wrappings, in conjunction with the powerful spells cast over the dead body, is responsible for the exceptional armor class, hit dice, and physical attack the undead creature possesses, not to mention its high intelligence. The mere touch of a greater mummy infects the victim with an especially virulent form of the greatly feared rotting disease. The disease is fatal in only 2-8 days, and each day it progresses the victim loses 2 points of charisma, permanently. A cure disease spell applied to the victim rids 171

him or her of the disease. The disease prevents all cure wounds spells from affected the afflicted. Infected creatures heal wounds at only 50% of the normal rate. Greater mummies can be harmed by weapons of +1 or better enchantment, and even those do only one-half normal damage. A raise dead spell will transform the creature into a normal man (of 13th level fighting ability) unless the greater mummy saves vs. magic. Languages: Greater mummies speak what languages they knew in life. Description: Greater mummies appear physically identical to normal mummies. Often, however, they will have more adornments

Mus maximus worship Folda, the goddess of the undersoil, she who protects and nurtures, and mus maximus can reach up to 5th level in the cleric class through worship. This is commonly found only in visionaries, but there is a 25% chance per lair of another mus maximus having cleric levels. Mus maximus possess darkvision to 60 ft. Languages: Mus maximus speak their own private clan language (which varies from lair to lair) and gnomish, while relying upon their tongues ability to speak with other intelligent species. They may also communicate with any normal burrowing animal, and these are often found in cohabitation with a mus maximus lair. Description: Mus maximus are almost indistinguishable from the common giant rat when they choose to forgo their typical bright body adornments, for mus maximus love colorful cloth and jewelry. However, they are true giant mice, not rats. Calling a mus maximus a rat is a dire form of insult.

MUS MAXIMUS
SIZE: Small (3 ft. tall) MOVE: 120 ft. ARMOR CLASS: 7 HIT DICE: 2+1 ATTACKS: 1 DAMAGE: 1-3 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 5-50 LAIR PROBABILITY: 25% TREASURE: Individual: 2-8 gp; In Lair: 1-10k cp (5%), 1-12k sp (25%), 1-6k ep (15%), 1-8k gp (25%), 1-12 gems (15%), 5-40 jewelry (50%), any 2 magic items + 1 potion (15%), 1-4 scrolls (50%) INTELLIGENCE: Very ALIGNMENT: Neutral good LEVEL/X.P.: Regular: 3 / 125 + 2/hp Visionary: 4 / 265 + 2/hp Mus maximus are intelligent, magic-using, giant mice, the result of a normal mouse population drinking or feeding from a highly magical source for dozens of generations. They are a cautious - some may even say timid - folk favoring retreat. They rely heavily upon their magical abilities when forced to combat. Mus maximus lair in underground tunnels with multiple exits and entrances. They tirelessly dig new tunnels to form large underground nests not unlike a prairie dogs. They prefer traveling underground to get to feeding and watering locations, and they only travel on the surface during the night. They are a good people and typically make friends with any local halfling or gnome populations, sometimes trading their labor (such as digging potatoes) for brightlycolored cloth with which they adorn themselves in odd fashion. No two mus maximus are exactly the same in dress: one has a belt around its waist, another scraps of cloth on each ankle, a third with an extensive purple tail wrap, and a fourth a ridiculous bright-orange eye-patch covering a perfectly functional eye. Mus maximus have the following magical abilities: tongues (no alignment languages however), audible glamour, and phantasmal force at will; sleep, blur, and blindness three times per day; invisibility and scare once per day. Mus maximus take full advantage of their many abilities, often using them to fake a haunting, ensuring their folk remain undetected. Mus maximus have a 75% chance of moving silently as a thief and a 90% chance of hiding. For every 10 mus maximus encountered, there will be a leader with 16 hit points who attacks like a 3-HD creature (AC 6, 1-4 damage). When encountered in their lair, there will always be a chieftain with 22 hit points who attacks like a 4-HD creature (AC 5, 1-6 damage), and a visionary (16 hit points, AC 6). The lair will also contain young and females equal to, respectively, 150% and 50% of the males present. Females and young fight as giant rats, but do not possess the chance to inflict disease. Visionaries are the seers of the tribe and possess additional natural magical abilities: cure light wounds, detect lie, and detect magic three times per day; identify and hold monster once per day; commune (3 questions) once per week. Visionaries possess light blue eyes, and the birth of a new visionary is taken as a sign that a new nest needs be created once the new visionary is an adult. Visionaries can cast spells from scrolls without failure and typically keep them on their persons for emergencies.

MYRCLOUD
SIZE: Large (varies) MOVE: Flying 20 ft. (AA: level VI) ARMOR CLASS: 7 HIT DICE: 6+2 ATTACKS: 1 DAMAGE: 1 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 10% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Average ALIGNMENT: Neutral evil LEVEL/X.P.: 6 / 625 + 8/hp Myrclouds are large floating masses of fungal spores, bringers of rot and decay. Myrclouds are intelligent, but show few recognizable beliefs or emotions. They spend their time searching for places for their spores to grow. They prefer damp underbrush, rotting trees, and even living creatures they can infect. Myrclouds usually follow the course of gentle winds, but some make permanent homes in moist environments such as swamps and caverns. Any creature within a myrcloud suffers 1 hit point of damage per round. In addition, a creature must save against spells or suffer a 50% spell failure chance. Though myrcloud spores cause normal damage by digging into the skin of enemies, myrclouds prefer not to rely on this weak attack. A creature sharing a space with a myrcloud must hold its breath or inhale the myrclouds spores. A creature not holding its breath can make a save against poison when first entering a myrclouds space to begin holding its breath; failure means that the creature inhaled spores before it could react. Once per round, and once per infected creature, a myrcloud can affect creatures within 60 feet who have inhaled its spores in the following ways: Madness: The creature is confused for 2-8 rounds, but is compelled to not attack the myrcloud, taking no action rather than doing so. Molder: The spores multiply and attack the creature from within, inflicting 1 point of constitution loss each round. Constitution lost is regained at the rate of 1 point per week of complete rest. Reproduce: The spores reproduce in the moisture of the creatures lungs before floating to rejoin the main cloud, healing the myrcloud 2 points of damage every round. A creature is allowed another save after 5 rounds to shake off the spores and start holding its breath, but after that time inhaled spores only die after 24 hours, or when the spore-bearer is affected by a heal, neutralize poison, or remove disease spell. Myrclouds rely on surprise to infect their prey. So long as a myrcloud can infect even one of a group of creatures, it can create dissent through confusion and heal the damage it takes. If all of a myrclouds opponents manage to keep from breathing its spores, it flees to wait for a better opportunity. Myrclouds are immune to normal weapons, but suffer damage from magic weapons, fire, magic, and other area-attacks. 172

Languages: Myrclouds have their own language, composed of physical movements. Description: From a distance, a myrcloud appears to be a bank of thick yellow fog. Up close, the fog is little more than thousands of floating spores. Detailed examination reveals the spores to be tiny yellow spheres covered in spikes, easily crumbled apart under pressure. Myrclouds range from 20 to 100 feet in diameter, but their spore density decreases dramatically at heights above 10 feet.

NAGA, MOLT
SIZE: Large (15 ft. long) MOVE: 120 ft. ARMOR CLASS: 4 HIT DICE: 8 -9 ATTACKS: 1 DAMAGE: 1-3 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-2 (rarely 13) LAIR PROBABILITY: 75% TREASURE: In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%), 1-4 scrolls (50%) INTELLIGENCE: High ALIGNMENT: Lawful evil LEVEL/X.P.: 7 / 1,800 + 12/hp Molt nagas are found either alone or in pairs in ruins, dismal swamps, or deep underground. Their lairs are always well hidden. Cooperatively evil, molt nagas sometimes gather into a coven formed of exactly 13 creatures. Molt nagas prefer to use their spells and charming gaze to overcome opponents, relying upon their poisonous bite only as a final resort. Molt nagas can charm any humanoid creature that meets their gaze for up to a year unless the creature saves against paralysis. Their poison is relatively weak, allowing a +1 to saves. Twice per day they may use improved invisibility to cast spells on their enemies, while the nagas servants combat directly. If the nagas presence is revealed, they shed their skins to escape. Molt nagas are able to employ illusion magic at the 5th level of ability, possessing four 1st, two 2nd, and one 3rd level spells per day. A molt naga can also dimension door out of its own skin, leaving its shed skin behind. The shed skin continues to function, attacking the nearest living creature for another 2-12 rounds or until it is destroyed. The animated skin has 15 hit points and the same armor class, attack HD, damage, and saves as the naga itself, although it cannot cast spells. It is also immune to mind-affecting magic, poison, and any other attacks that do not affect objects. The animated skins bite only carries poison for its first successful attack. A successful detect secret doors check reveals that the naga has left and that only the skin is fighting on. After shedding its skin, the molt nagas AC is reduced to 7, as its skin is no longer as thick. The naga can regenerate its flesh and hair back to full thickness in 2-5 turns and cannot use its shed skin ability again until it is fully restored. Languages: Molt nagas speak their own language, as well as common and the language of spirit nagas. Description: Boldly patterned and banded, molt nagas are heavily scaled, and their yellow eyes display a cunning malevolence. Molt nagas average 15 feet in length and weigh anywhere between 350 and 500 pounds.

NAGA, BLOOD
SIZE: Large (12 ft. long) MOVE: 90 ft. ARMOR CLASS: 6 HIT DICE: 5-6 ATTACKS: 2 DAMAGE: 1-4, 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 1 or 1-4 LAIR PROBABILITY: 55% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Very ALIGNMENT: Neutral evil LEVEL/X.P.: 6 / 520 + 6/hp Blood nagas are woodland cavern dwellers, typically found alone or in small groups. They enjoy dark places, possessing darkvision to 60 ft., and tend to be quite cautious, as they are weaker than their brethren. They are thoroughly evil, however, and their pride and cruel desires often get in the way of their better judgment. Blood nagas can see and attack into the ethereal plane. At will, blood nagas may spit a spray of blood in a cone (1 ft. wide at the origin, 30 ft. range, 15 ft. wide at the end) that can send opponents to the ethereal plane for 1-4 rounds if they fail a save against poison. Blood nagas can only use their stinger against ethereal opponents, who must save against poison or be paralyzed for 1-4 turns. Spraying blood causes 1 hit point of damage to the naga. Blood nagas are able to employ druidic magic at the 5th level of ability possessing four 1st, three 2nd, and two 3rd level spells per day. Their bite is fairly weak, doing only 1-4 hit points of damage, and they prefer to feast upon paralyzed prey. Languages: Blood nagas speak their own language as well as common. Description: Like other nagas, blood nagas are large snakes with human facial features. They have dull scales and tend towards grays in their almost patternless skins. They possess prominent stingers at the end of their tails, resembling a scorpions. Blood nagas average 12 feet in length and weigh between 200 and 400 pounds.

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NEVERLASTING
SIZE: Medium (5 ft. tall) MOVE: 120 ft., flying 60 ft. (AA: level III) ARMOR CLASS: 2 HIT DICE: 8+1 ATTACKS: 3 (see below) DAMAGE: 3-8, 3-8, 1-2 or 2-5, 2-5, 1-2 (see below) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 or 2-4 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%) + 1 lesser sword of sharpness INTELLIGENCE: Genius ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 1,700 + 12/hp The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. All neverlasting wield powerful short swords called lesser swords of sharpness that have a 50% chance of severing a limb on a natural 20. They can attack twice per round with this weapon, as well as attack with their shadowstuff banner. If the banner hits, it deals 1-2 hit points of constriction damage per round, and the creature is held fast, wrapped within shadow and unable to perform any actions. If the strength of the victim is 17 or greater, he may attempt to bend bars once per round to escape the hold, but those of lesser strength will never break free from the shadowy hold, which is insubstantial to all but the victim. Only one creature may be wrapped in the neverlastings banner at one time, and such prevents the neverlasting from flying during that period. Instead of using a weapon, everlasting may also attack with their claws, doing 2-5 hit points of damage. Neverlasting often bear their burial staves in one hand, using them as shields. They are so adept in their use that neverlasting possess a 50% chance of knocking away any missile weapon targeting them. However, only one claw attack may be made by a neverlasting using a staff if it chooses to not wield its sword. These long-dead elves were not only warriors, they were wizards as well. They can cast spells as if the were 10th level magic users and possess the following spells: 1st - 3, 2nd - 3, 3rd - 3, 4th - 3, 5th - 2. They favor damaging spells over the more subtle. Neverlasting are usually found alone or in small groups serving a most puissant lich. They are turned as vampires, but such attempts are made at a +1 and are of half normal duration. A turned neverlasting releases any creature captured in its shadow banner. Neverlasting can only be hit by magical weapons and are completely immune to damage from any creature of less than 3 HD. The following spells and attack types have no effect upon a neverlasting: charm, sleep, enfeeblement, polymorph, cold, insanity, death. Languages: Neverlasting speak an ancient form of elven. Description: Neverlasting are all very old undead, having only skulls for heads, yet fleshy bodies not unlike that which they had in life, albeit even leaner and gray-skinned. Their hands and feet are clawed, and all bear their clans ancient banner upon the banner-poles strapped to their backs. The banners were once colorful and proud, but are now only composed of almost-living shadowstuff. These banners spread like bat wings when the neverlasting are in flight.

NOCTUAR
SIZE: Medium (7 ft. long) MOVE: 150 ft. ARMOR CLASS: 4 HIT DICE: 8+2 ATTACKS: 3 DAMAGE: 1-6, 1-6, 2-12 SPECIAL ATTACKS: Rear claws for 4-10, 4-10 SPECIAL DEFENSES: Surprised only on a 1 MAGIC RESISTANCE: 10% RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: High ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 1,600 + 12/hp Noctuars are vicious predators that stalk humans and other intelligent creatures in the jungle realms they inhabit. Dangerous not only for their ability in battle but for their ability to appear as mundane animals, noctuars are voracious hunters who delight in spreading terror and pain. The noctuars terrible majesty draws mundane jaguars to its side, turning them into fanatic servants. A noctuar is accompanied by 2-5 normal jaguars that obey its mental commands without hesitation. These jaguars willingly give their lives in service to their master. Keenly intelligent, noctuars are clever enough to spread their activities over as wide an area as possible. Normally, these beasts claim a few victims in an area before moving on to a different region, relying on stealth and continual movement to stymie any efforts to uncover their actions and track them down. Noctuars seek out areas gripped by war, as they can stalk and kill isolated patrols and soldiers without drawing undue attention to themselves. Noctuars can use the following spell-like powers twice per day: invisibility, obscurement, and spider climb. At night, when the shadows play around the creature, it can use them as mirror images twice per day. All powers function at the 8th level of ability. In battle, noctuars make extensive use of their magical abilities. Normally, they send their jaguar followers ahead to attack in order to probe their preys defenses and to reveal their magical and combat abilities. After a round or two of combat, the noctuar bounds into the fray. By day, it relies on its mundane appearance to surprise its victims and tip the odds in its favor. If a noctuar has time to stalk an opponent, it uses spider climb and invisibility to move into position to attack from above, preferably dropping down on an unarmored victim from a tree. A noctuar fights as a jaguar, but with more lethality. As it attacks, it bids its jaguar followers to leap into the fray to confuse and surprise its opponents. If pressed by superior foes, it uses obscurement to cover its retreat. Languages: Noctuars cannot speak, but can communicate telepathically with any creature within 100 feet that has a language. Description: By day, noctuars appear as ordinary jaguars, usually accompanied by several normal jaguars. By night, a noctuars appearance radically changes. Its skin turns pitch black while its eyes turn red and glow with a malevolent radiance. Inky black shadows flow around it like liquid; hindering its foes by helping it avoid attacks. These sinister cats are about 7 feet long and weigh about 160 pounds.

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NOJA
SIZE: Small (3-4 ft. tall) MOVE: 90 ft. ARMOR CLASS: 8 HIT DICE: 3+4 ATTACKS: 1 DAMAGE: By weapon SPECIAL ATTACKS: Spells SPECIAL DEFENSES: None MAGIC RESISTANCE: 50% RARITY: Very rare NO. ENCOUNTERED: 2 or 4-12 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-6k cp (25%), 1-6k sp (40%), 1-6k ep (40%), 1-10k gp (55%), 100-400 pp (25%), 4-40 gems (60%), 3-30 jewelry (50%), any 3 magic items (30%) INTELLIGENCE: Very ALIGNMENT: Chaotic neutral LEVEL/X.P.: 4 / 175 + 3/hp Renowned as traders in the subterranean realm, noja are a welcom sight in underground cities, carrying fungi, lichens, and other exotic wares. Their carts are pulled by a pair of undals, and they often keep 1-4 wyrdwolfs to help guard their trade goods. Noja females are known for their shrewd intellect, and noja males for their penchant for mischief. They have darkvision to 240 ft., although they prefer to use lights. Noja shun combat, preferring trickery and magic to actual confrontation, but they can be quite adept at fighting if pressed and have a remarkable hardiness. They typically use daggers (1-4) and small bows (1-3) in physical combat. Female noja can use the following spells: at will - augury, cure serious wounds, detect magic, feather fall, grease, haste, silence 15 ft. radius; 3 times per day message, sleep, tongues; once per day - confusion. Male noja can use the following spells: at will - audible glamour, detect magic, light; 3 times per day cure light wounds, phantasmal force; once per day - improved phantasmal force, phantasmal killer. All noja spells are considered equivalent to those cast by a 10th level caster. Languages: Noja speak their own tongue, as well as common and undercommon. Description: Noja are hairy little humanoids standing 3-4 feet tall with dark brown skin covered in thick black hair. In many ways they resemble diminutive bugbears, but they favor wearing homespun clothing in outrageous colors.

negotiate a mutually beneficial settlement, as they allow the miners to continue working while the miners provide them with minor ornamental stones and food. Unfortunately, the nokkers are fond of fresh food from the surface, and any interruptions in their supply provoke an angry response from the hungry fey. On the other hand, nokkers loathe cruel or avaricious miners. If the nokkers verify that the miners have hostile intentions, they prepare a surprise attack to rid their lair of the unwanted interlopers. Bereft of any tremendous physical strength and formidable natural defenses, nokkers attack in guerilla fashion, launching brief, preferably unexpected assaults against intruders before retreating into the surrounding passageways and caverns. When faced with an obviously superior foe, they usually opt for discretion in lieu of valor. Nokkers can become invisible at will up to three times per day, and once per day can use improved invisibility. During the course of the day, nokkers imbue volatile qualities into a number of ordinary rocks. This explosive charge lasts for only a short time before harmlessly dissipating. At any given time, a nokker possesses only 1-4 such stones. During a planned assault, nokkers usually carry 2-8 explosive rocks rather than 1-4. Explosive rocks function as grenadelike weapons, exploding on contact and inflicting 3-18 hit points of damage to all creatures within 5 feet of the rock. There is a 5% chance that any hit scored against a nokker accidentally detonates an explosive rock. Imbuing a rock takes 1 round, and the effect lasts for one hour. More deadly than their explosive rocks, however, is the nokkers ability to cause collapses. Once per day, a nokker can point at any unstable ceiling within 30 feet and cause it to collapse. They can exercise tremendous control over the planned cave-in if they wish, only causing a 5-foot square of roof to come crashing to the ground, but they will typically attempt to seal off passages. Any creature underneath the cave-in takes 4-24 points of damage, but a save against paralysis reduces the damage in half. Languages: Nokkers speak common, dwarven, and undercommon. Description: Nokkers appear as small, wiry humanoids with elongated fingers and grossly protruding gray eyes. Nokkers are generally bald, but a few tufts of fine black hair tenaciously cling to their smooth scalps. Although their actual skin color is a dull ivory, the thick layers of black soot and gray dust covering their gaunt bodies make them appear dark gray. Unlike typical fey, nokkers prefer sturdy, faded shirts and pants, and they wear heavy shoes tipped with wee metallic spikes. Nokkers stand a mere 3 feet tall and weigh only 50 pounds.

OAKMAN
SIZE: Small (4 ft. tall) MOVE: 90 ft. ARMOR CLASS: 7 HIT DICE: 3 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: 50% RARITY: Very rare NO. ENCOUNTERED: 1-6 LAIR PROBABILITY: 30% TREASURE: Individual: 200-800 gp, 1-4 gems (x2) (50%) INTELLIGENCE: High ALIGNMENT: Neutral LEVEL/X.P.: 3 / 95 + 2/hp Oakmen are small fey that are said to be the spirits of oak trees. Foul-tempered curmudgeons, gruff and cantankerous, an oakman is usually seen sitting up on a thick branch in an oak tree, calling down insults or crude comments to those who pass by. Some say that the grumpy old oakmen are male versions of the beautiful dryads, which would certainly explain why dryads would rather find other mates. Oakmen are generally content to sit in their trees and watch the world go by, venturing out only if their forest is threatened. They also enjoy creeping out of the forest to trick some fool human into eating magical cakes made from moss and mushrooms, just to enjoy the reaction at what happens. Oakmen spend much time gathering moss and mushrooms for their magical cakes. Regardless the effect (and there are many), the cakes are always tasty and 175

NOKKER
SIZE: Small (3 ft. tall) MOVE: 60 ft. ARMOR CLASS: 7 HIT DICE: 2+2 ATTACKS: 1 DAMAGE: 3-18 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: 25% RARITY: Very rare NO. ENCOUNTERED: 5-20 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%) INTELLIGENCE: Very ALIGNMENT: Chaotic neutral LEVEL/X.P.: 4 / 185 + 2/hp Experienced miners delving deep into the heart of the earth always leave small ornamental stones and food along their journey, as an appeasement to the nokkers that they commonly refer to as the spirits of the mine. Whenever miners break into their cavernous lair, the nokkers usually remain hidden for several days, carefully observing the miners actions while gauging their strength. If they deem the miners as friendly and respectful, the nokkers make their presence known by stealing the miners mundane items and playing whimsical tricks on them. The nokkers and their humanoid guests usually

fill the belly as well as a full days worth of food. Oakmen can choose what effect to place into their cakes, or they can let chance decide what a cake shall do. However, even when randomly baking, oakmen can choose to avoid detrimental effects if they so choose. A typical oakman has 1-6 different cakes upon his person at any one time in his bag. They are small, can be eaten in one round, and possess one of the below 15 abilities. (Randomly determine by rolling 2d8-1.) 1-Attribute drain: The imbiber loses 1 point from a random ability. A save against poison resists. 2-Coloration: The imbibers skin becomes multicolored and spotted. This lasts for one hour. 3-Delusion: The imbiber believes hes ingested a randomly determined potion, as delusion potion. 4-Happy: The imbiber is in a great mood. Nothing gets him down for 1 hour and 21 minutes. 5-Healing: The imbiber is healed 2-16 hit points of damage and cured of any disease or poison. 6-Hunger: The imbiber becomes ravenously hungry, eating as much as possible for 10 rounds. 7-Lethargy: The imbiber becomes very sleepy and only able to move at half speed. He suffers a -2 on to hit rolls for 1 hour and 43 minutes. 8-Pain: The imbiber is wracked with pain for 1-4 hours, sufferring a -2 on all rolls. 9-Poison: The imbiber must save or die. A save still results in 2-12 hit points of damage. 10-Rhino: The imbiber believes a rhino is charging him. After one missed pass, it disappears. 11-Shrink: The imbiber shrinks to 6 inches in height for 1 hour and 11 minutes. 12-Sleep: The imbiber falls asleep for 1 hour and 2 minutes. Nothing will wake him during this period. 13-Stone: The imbiber turns to stone for 1 hour and 6 minutes. Nothing can damage him during this period but rain, which causes 1 hit point of damage per minute. 14-Thirsty: The imbiber becomes unquenchably thirsty, drinking as much as possible for 10 rounds. 15-Wings: The imbiber sprouts wings and is able to fly at 240 ft. for 1 hour and 17 minutes. Oakmen are scrappy and prone to combat despite their small size. Any oaken club or staff wielded by an oakman automatically is treated as if shillelagh was upon it, providing a +1 to hit. They rarely fight to the death, preferring to knock foes unconscious. Oakmen can use the pass plant spell at will and can carry with them one other creature. Many a traveller has woken up on the edge of the forest with a moss cake beside him after a drubbing by an oakman. Each oakman is bound to a single oak tree and must never stray more than 1 mile from it. Those who do so become ill and die within 4-14 hours. Oakmen have precise knowledge of the wood in which they dwell. Oakmen carry with them leathery bags at all times. Within each bag is the oakmans magical cakes, along with a rather large acorn that can instantaneously turn into a stout staff at the will of the oakman. Also within the bag are the treasures of the oakman. The bags appear magical, able to hold much more than should be possible, but it is only the magic of the oakman himself, not the bag. Languages: Oakmen speak common, elven, and dryad. Description: Oakmen are roughly the build of small gnomes with brownishgreen skin. Their hair and eyes are green, their nosees are slightly bulbous, and they weigh around 50 pounds. They believe they grow long, flowing, and majestic beards, but they are often just scraggly and somewhat foolish-looking.

OATHBROKEN
SIZE: Medium (6 ft. wide) MOVE: 240 ft. ARMOR CLASS: 9 HIT DICE: 10 ATTACKS: 3 DAMAGE: 1-4, 1-6, 1-10 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Average ALIGNMENT: Chaotic evil LEVEL/X.P.: 7 / 1,500 + 13/hp Breaking an oath can have terrible consequences. When a group of like-minded men turn treacherous and subsequently fall in battle, sometimes they come back, fused into the horrible and shifting oathbroken. Every round an oathbroken can attack three times with a combination of fists, kicks, claws, pseudopodia, or tentacle mouths dealing the damage above. The last attack (causing 1-10 hit points of damage) can be made at a range of 10 feet. Surrounding an oathbroken is a 10 foot radius of confusion. Those entering it must save against spells or suffer the effects. Any intelligent creature that turns and attacks a fellow comrade due to this ability become the focus of the oathbrokens attacks, for that person can now be absorbed by the oathbroken if successfully slain, adding to the HD of the monster. Every absorbed creature adds 1 HD to the oathbroken, to a maximum of 20 HD. At such time, the oathbroken splits into two equal 10-HD oathbroken, one of which travels away to find a new lair. Creatures absorbed by an oathbroken are forever dead. Although not undead, oathbroken flee before the strong oath of a cleric to his god and can thusly be turned as vampires. They are immune to any mind-affecting spells and only suffer half damage from blunt weapons. Languages: An oathbroken cannot speak, but it understands common and any of the other languages possessed by the creatures composing it. Description: A mass of clotted and joined flesh, oathbroken resemble gibbering mouthers, but they sprout arms and legs from their shifting bodies.

OOZES
Green Slime
SIZE: Small MOVE: 0 feet ARMOR CLASS: 9 HIT DICE: 2d8 ATTACKS: 0 DAMAGE: None SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Rare NO. ENCOUNTERED: 1d6 LAIR PROBABILITY: N/A TREASURE: None INTELLIGENCE: Non ALIGNMENT: Neutral LEVEL/X.P.: 35 + 3/HP Green slime is actually more closely related to plants than fungus, and although they do not move, they do grow in all directions. They feed on plants, animals, and minerals, including weapons. Green slime senses movements through subtle vibrations, and will drop from high places onto victims to feed. The slime feeds so quickly that in only 1d4 melee rounds after contacting an animals (or PCs!) body the slime will completely digest it, creating more slime in its place. No magical revival is 176

possible for a victim as nothing material of the victim remains. The slime will eat through the equivalent of plate armor in only 3 melee rounds, but does not digest tough organic material like wood as quickly Green slime digests wood at the rate of 1 inch per hour. Green slime is impervious to most attacks, but is susceptible to fire and cold, and can be scraped off enough in one round to fend off the worst of its effects. The scraper must be discarded. Green slime is killed instantly by a cure disease spell.

OTYUGH, CORRUPTED
SIZE: Large (20 ft. long) MOVE: 60 ft., swimming 90 ft. ARMOR CLASS: 2 HIT DICE: 10+2 ATTACKS: 3 DAMAGE: 2-12, 2-12, 4-24 SPECIAL ATTACKS: Disease, belch SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 2,500 + 14/hp Given the habitat of common otyugh, it is not surprising that, upon occasion, the consumption of magically imbued offal, dung, and carrion perverts even their impressive immune system. These unfortunate otyugh seem to undergo the same universal evolution, regardless of the trigger source. Corrupted otyugh constantly ache and suffer, and eventually their limited minds twist into evil remnants of what they once were, eventually becoming avaricious and cruel creatures. Corrupted otyugh begin combat with a belch of filth. This roiling cloud of nauseating gas boils forth, filling a 20-foot diameter area to the height of 10 feet. Those within the cloud are nauseated for 2-5 rounds, incapable of casting spells and suffering a -2 on all to hit rolls. They must also save against poison or have their lungs succumb to a host of virulent pathogens. Those failing contract a serious respiratory disease. A corrupted otyugh may belch three times per day. Any creatures hit by both tentacle arms are pulled into the gaping maw of the corrupted otyugh and swallowed whole, unless they roll under their dexterity on a d20 with a -4 penalty. If a swallowed creature has a sharp weapon at hand, it has up to 3 tries to cut its way out of the inside of the corrupted otuygh. An 18 or better on any attack indicates a successful escape and deals triple normal damage. Corrupted otyugh are immune to polymorph magics and possess darkvision to 60 ft. Languages: Corrupted oytugh lose the ability to speak, but retain their semitelepathy. Description: The foreparts of a corrupted oytugh are fairly similar to a very large oytugh. A corrupted otyugh has almost a head-like structure with a truly terrifying mouth, well defined with stronger muscles and hardier teeth than those of a normal otyugh. The hindparts of a corrupted oytugh resemble a fleshy, mottled, mucus-coated worm. A corrupted otyugh has but one yellow eye with two pupils fringed with a beautiful sky-blue iris.

Marshlight Ooze
SIZE: Large (20 ft. wide) MOVE: 10 ft. ARMOR CLASS: 7 HIT DICE: 10 ATTACKS: 1 DAMAGE: 2-16 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to fire MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 35% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 7 / 2,400 + 13/hp An attacking marshlight might be mistaken for an elemental, rising as a shapeless mass that resembles an animate composite of water, muck, and decomposing vegetable matter. It attacks with a devastating pseudopodia slam and is also capable of emitting dangerous swamp gasses. The slam of a marshlight ooze is corrosive to metal; it will eat through chain in 3 rounds and plate in 6 rounds. It will not damage wood or stone. Marshlight oozes take full damage from metal weapons, but they will begin to dissolve after two hits. Marshlights rarely retreat from combat, being mindless and voracious. The body of a marshlight ooze slowly secretes a sticky substance, upon which vegetation and detritus collect. It is far from sticky enough to be a threat, but it does provide amazing camouflage for the ooze when in the right environment, giving a 90% chance to remain undetected. Marshlight oozes are immune to fire of any type. What gives the marshlight ooze its name is the small pockets of flesh it fills with a highly explosive, phosphorescent gas. This gas is significantly lighter than air, and the pockets drift out above the oozes body, left hanging by only the thinnest of threads. The ooze can choose to break these pockets with explosive effect up to six times per day. The resulting 30-foot blast deals 3-18 points of fiery damage to any creature within the area. A save against breath weapons reduces this by half. The marshlight ooze can also release a cloud of noxious swamp gas, similar in effect to a stinking cloud, three times per day. Those failing a save against poison will retch and gag for the next 2- 5 rounds, during which they receive no shield or dexterity bonuses and may be attacked at +4. Description: Cousin of the gray ooze, a marshlight ooze appears as a slimy wet patch of terrain, over which hover half a dozen floating lights, or perhaps a few large glow bugs.

PALLEMON
SIZE: Medium (7 ft. tall) MOVE: 120 ft. ARMOR CLASS: 7 HIT DICE: 4+1 ATTACKS: 2 DAMAGE: Varies (see below) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 50% RARITY: Very rare (at best) NO. ENCOUNTERED: 5-50 LAIR PROBABILITY: 5% TREASURE: Individual: 3-18 sp, 2-12 ep, 2-8gp, 1-4 gems (50%); In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8gp, 1-6pp, 1-4 gems (50%) INTELLIGENCE: Exceptional ALIGNMENT: Neutral evil LEVEL/X.P.: 5 / 450 + 4/hp 177

Long before kings and empires waged epic battles for world supremacy, humanity itself engaged in a titanic struggle against its close relatives, a race of humanoids originally known as pale men. Although the two races shared the same ancestry and basic physiology, noticeable anatomical differences distinguished the two species of humankind. Pale men were taller, leaner, more intelligent, fair-skinned people lacking the physical strength and aggressiveness of their human cousins. When the two divergent branches of human evolution encountered each other, a deadly competition for resources quickly ensued. Unable to contend with humanitys proclivity for violence and superior numbers, the pale men eventually retreated to the only place that man dared not follow them: the dark, subterranean passageways and galleries that became their permanent home. As time passed, the prehistoric rivalry eventually passed from humanitys collective knowledge, making the pale men nothing more than a distant memory. Life beneath the surface proved exceptionally difficult for the fledgling race of humanoids. Bereft of the abundant natural resources found on the surface, many succumbed to starvation or fell easy prey to a host of virulent diseases and natural predators stalking the pitch black, mysterious caverns. Nevertheless, the hardiest members of the race managed to survive, finding strength in evil, and over countless generations, they adapted to permanent exile underground. Eventually, they no longer bore even a passing resemblance to humanity, metamorphosing into a strange and powerful new race of humanoids referred to as the pallemon, an alternate form of their original name pale men. Hardly renowned for their physical prowess, pallemons rely upon their mental attacks to debilitate opponents from a distance without fighting in close quarters. If forced to melee their adversaries, they need only touch opponents to deal damage. Because of this they ignore all AC but for that created by their targets dexterity when attacking. Whenever the pallemons melee attack hits its opponent, the pallemon bombards the creature with a massive infusion of useless knowledge and trivial information. The enormous, sudden influx overloads the foes mind. The attack deals damage equal to the difference between the pallemons intelligence (16) and its victims intelligence . For instance, a pallemon attacks a human fighter with an intelligence score of 12. If the pallemon hits, it deals 4 hit points of damage. Creatures of intelligence equal to or greater than the pallemon suffer no ill effects from this attack. Three times per day, a pallemon may point towards a single, sentient living creature within 30 feet and telepathically infiltrate its mind, belittling and disparaging the targets ethos and frailties. Employing this ability causes the pallemons skull to pulsate with a dull yellow glow. The target must save against spells or be stunned for 1-4 rounds and suffer damage based upon the targets alignment. When stunned, the victim receives no shield or dexterity bonus and may be attacked at +4. A neutral evil target takes no damage, while all other evil creatures (LE, CE) suffer 1-6 hit points of damage. Neutral creatures (LN, N, CN) suffer 2-12 points of damage, while creatures that are good (LG, NG, CG) suffer 3-18 points. This attack only works against creatures less intelligent than the pallemon. If the target is of equal or greater intelligence than the pallemon, the pallemon is stunned for one round and cannot use this ability for 1-4 hours. Three times per day, a pallemon can open its telepathic channels and literally suck the intelligence from its foes. All living creatures within 20 feet of the pallemon must save versus death or lose 1-4 points of intelligence. The pallemon absorbs any intelligence points lost in this manner and uses them to heal itself. For every 1 point of intelligence drained, the pallemon heals 2 hit points. For instance, a pallemon uses this ability in the midst of four foes. Two of the enemies successfully save whereas the other two fail sustaining 2 and 3 points of intelligence drain respectively. The pallemon heals 10 hit points of damage. Intelligence lost in this manner returns at the rate of 1 point per day of complete rest. Pallemons are immune to mind-influencing effects such as charm and suggestion as well as sleep, paralysis, and stun. Pallemons focus their attacks against nonspellcasters, considering them intellectually inferior opponents, while depending upon their magic resistance to protect them against magical attacks. After disposing of these foes, pallemons turn their attention to the spellcasters, subverting them to their will through the usage of their spell-like abilities. All pallemon can use charm person three times per day and the following spells once per day: charm monster, dominate person, and suggestion. Languages: Pallemons rely on telepathy to communicate at a range of 100 ft.

Description: Pallemons are tall, gaunt, albino humanoids with bloated craniums and long, spindly arms and legs. Thin flaps of white skin cover their vestigial eye sockets, while their noses are nothing more than tiny indentions with two nostrils. Their small, rounded mouths contain long, prehensile ivory tongues and no teeth. Pallemons gather sensory information through their relatively large horn-shaped ears and thousands of tiny cilia that cover their hands, feet, and face. The pallemons sexual organs are completely internalized; therefore, it is practically impossible to distinguish gender without a probative examination. In their native environment, pallemons wear a uniformly colored elegant spin. When venturing toward the surface, they usually equip themselves with additional fabrics depending upon environment. Pallemons stand 7 feet tall and weigh 150 pounds.

PHACIORE
SIZE: Medium MOVE: 90 ft. ARMOR CLASS : 5 HIT DICE: 6 ATTACKS: 1 DAMAGE: By weapon (usually 1d6) SPECIAL ATTACKS: None SPECIAL DEFENSES : None MAGIC RESISTANCE: Standard RAR ITY: Very Rare NO. ENCOUNTERE D: 1-4 LAIR PROBABILITY: 25% TREASURE : Individual: 3-24 cp, 2-8 gp; In Lair: 1-8k cp (20%), 1-12k sp (15%), 1-8k ep (15%), 1-6k gp (50%), 3-18 gems (80%), 1-6 jewelry (25%), 2 magic items plus 1 potion (15%) INTELLIGENCE: Low to Average ALIGNMENT: Game referees call, always evil. LEVEL/X.P.: 6/350 + 8/hp Fish-like monstrosities, phaicore are bi-pedal humanoids with the ability to live both in and out of the water (though they must keep their skins damp or they begin to lose 1d4 hp each round). Phaicore come in a variety of sizes and colors, just as fish do, though most are a graygreen in color. Used to life underwater, phaicore are easily blinded by bright lights (75% chance of being blinded, lose next 1d4 turns). Phaciore society is cruel and harsh. Beneath the waves, they are the tyrants and the slavers. Their gods embody aspects of their psyche, and are themselves spiteful and wicked. Phaciore are able to communicate with marine life and can be vicious and tough fighters.

PHASE STALLION
SIZE: Large (5 ft. at shoulder) MOVE: 180 ft. ARMOR CLASS: 7 HIT DICE: 2+2 ATTACKS: 3 DAMAGE: 1-6, 1-6, 1-3 SPECIAL ATTACKS: None SPECIAL DEFENSES: Phasing MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 5-30 LAIR PROBABILITY: 35% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 3 / 65 + 2/hp Phase stallions can become ethereal at will. This ability alone is typically sufficient to escape most predators. If it is not, they run to a cliff and then become ethereal to cross the chasm or make it safely to the bottom; they use a similar tactic if someone manages to get astride them, leaping out over a cliff and then turning ethereal, causing the undesired rider to most likely plummet to its death. While the phase stallion does not carry treasure, it is not unheard of to find a few skeletons and their equipment at the bottom of a cliff near areas where they roam - remnants of the few over-confident fools that have tried to capture a member of the herd. 178

If somehow cornered or if protecting another member of the herd, phase stallions will attack from multiple directions, turning material for their attack and then returning back to the ethereal after their attack. A phase door spell will cause one to remain in phase for 7 rounds. Phase stallions are prized as mounts because they can travel to the ethereal plane with anything they carry, although they are difficult to train unless it is done at a young age. Phase spiders are often found nearby herds of phase stallions, drawn to them in some unknown manner. Description: Phase stallions resemble normal horses from afar, but their shimmering hides glow with a silvery light, and their eyes reveal an intelligence beyond that of a mere animal. They are typically light in coloring.

PRISM WARD
SIZE: Small (varies) MOVE: 0 ft. ARMOR CLASS: 2 HIT DICE: 50 hit points ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: Reflection SPECIAL DEFENSES: +2 or better weapon to hit; magical dampening MAGIC RESISTANCE: 75% RARITY: Very 4are NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1,850 The prism ward grows under unique circumstances involving a gating attempt gone awry. It normally resides in total darkness. If any light source is shown within the same room, the prism will reflect the light back at the source in a 1:1,000 ratio, possibly blinding the wielder of the light and those around him unless a save vs. wands is made. If a strong enough light source is used, the wielder may very well find himself incinerated. Spells cast against the prism may reflect back to the caster if the magic resistance of the stone is made. However, spells affecting stone do not affect the prism ward and will simply dissipate. The prism may be shattered through brute non-magical force. Note that PCs attacking the prism ward without light do so with a penalty of -2; those with the ability to see in the dark due to darkvision or other means will not see the target due to its enchantments. Description: A prism ward is a small shiny crystal that typically floats in the air, unmovable.

POD-MAN
SIZE: Medium MOVE: 60 ft. ARMOR CLASS: 9 HIT DICE: 3+1 ATTACKS: 2 DAMAGE: 1d6/1d6 SPECIAL ATTACKS: Grab and hold (see below) SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 2d10 LAIR PROBABILITY: 25% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 3 / 105 + 3/ hp Pod-men are commonly found as servants of a Shroom (q.v.), for the Shrooms cultivate them in far greater numbers than they appear in the wild. They are shambling, humanlike plants with strange gaps in their bodies and knobby growths of fungus sprouting from their outer surface. Pod men grow in large pods that resemble enormous pea-pods hanging from a ceiling or growing on vines. Cultivated pod men are usually grown hanging from the ceiling, for vine-grown pod men (seen in the wild) are subtly inferior to the cultivated ones (in what way, the GM can decide: perhaps mutations, perhaps lower hp, or whatever seems right). The pods are somewhat protective, and any creature inside one of them gains a +1 saving throw against fire attacks and a bonus of 4 to armor class. It takes a full round for a pod man to emerge from a pod. Pod men are slow, always attacking at the end of the round. Once a pod man hits successfully for the first time, it grabs and holds onto the victim with that hand. The hold causes the victim a -4 to subsequent attack rolls, but inflicts no damage. The pod man will then attempt to beat the victim to death using its free arm. The hold of multiple pod men is cumulative, each one causing a further -4 penalty to the victims attack rolls. Some pod men are created by transforming a human being into plant matter in a specially prepared pod, by vile magical and alchemical processes. Such pod men can be considerably tougher than normal pod men (gaining additional hit dice as determined by the GM), and have a pinkish and fleshier appearance than those grown from scratch.

PUDDLE STALKER
SIZE: Large (9 ft. tall) MOVE: 150 ft., swimming 60 ft. ARMOR CLASS: 7 HIT DICE: 3+2 ATTACKS: 1 DAMAGE: 1-8 SPECIAL ATTACKS: Eroca SPECIAL DEFENSES: Immune to cold MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 1-8 LAIR PROBABILITY: 10% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 3 / 105 + 3/hp Puddle stalkers are 9-foot-tall flightless birds of prey that primarily hunt with their sharp, snapping beaks, through which they spray a fluid that freezes water instantaneously. They are commonly found near water, enjoying a fish-cicle of their own devising. Natives call this freezing fluid eroca and claim it has a plethora of medicinal benefits. These natives also occasionally train puddle stalkers to serve as mounts or pack animals. A mounted puddle stalker appears ungainly, but they are quite capable of carrying a rider. Puddle stalkers squirt a stream of eroca from their beak up to 5 times a day, with a maximum range 30 feet. A single application of this substance instantly freezes a roughly 6-foot-diameter circle of water one foot deep. Anyone in the area can attempt a save versus breath weapon to avoid being stuck. Those that fail their saves are trapped in the ice and can free themselves by dealing 20 points of damage to it. A creature directly hit by the eroca stream takes 1-12 hit points of damage. If encountered in their lair, there is a 10% chance for a nest containing 2-8 eggs or young birds of 25% to 50% maturity. The eggs are worth 50 gp each, and young birds can be sold on the market for 200 gp each. An adult trained for riding typically sells for 400 gp, while one trained for war sells at 800 gp. 179

Domesticated puddle stalkers can provide up to half a gallon of eroca per day, valued at 2 gp in areas that trade the unusual susbstance. Description: Puddle stalkers are 9-foot-tall birds of prey, with a sharp beaks and long legs. Sand colored feathers, streaked with blues and greens, cover their bodies and vestigial wings.

QUICKENER
SIZE: Small (3 ft. wide) MOVE: Flying 120 ft. (AA: level VI) ARMOR CLASS: 5 HIT DICE: 10 ATTACKS: 1 DAMAGE: See below SPECIAL ATTACKS: Absorption, spells SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: See below INTELLIGENCE: Semi ALIGNMENT: Chaotic neutral LEVEL/X.P.: 8 / 4,900 + 13/hp The much feared quickener is the magic equivalent of a black hole. While intense amounts of matter can compress into a single point, too much magic in a single area can collapse and compress as well. The result of such an occurrence is the quickener, a being of pure magic, with a small and chaotic mind of its own. The quickener senses and seeks out magic, absorbing it and adding its power to itself. Being entirely made of magical energies, the quickener is immune to magic. In addition, the quickener can absorb and learn spells directed at it, and it can cast them at will from that point onward. It can also absorb any magical energies that come in contact with its body, dispelling them and taking their powers for its own use. Quickeners can detect magic at will in all directions at a range of 100 feet and have darkvision to 60 ft. As beings made of pure magic, quickeners are immune to disease, poison, paralysis, and any other effects dependent upon having a physical form. Each quickener has a group of spell-like powers it can use that relates to the arcane and divine divide in magic. A creature that strikes or is touched by a quickener in melee has all spells affecting it absorbed. Any spell a quickener absorbs becomes a spell-like ability the quickener can thenceforth use at will if the absorbed spell is of the proper type, or the quickener gains access to a random new spell-like power appropriate to its orientation. For instance, a divine quickener touches an enlarged PC. Since enlarge is arcane magic, the divine quickener gains a randomly-determined 1st level, divine spell-like ability. A quickener can use a spell-like power once per round, in addition to making a melee attack. Any spell that would affect a quickener is automatically dispelled and absorbed by the creature. Spells need not be targeted at the quickener; an area effect spell (such as fireball) is absorbed if the quickener is within its area, and a lasting spell (such as wall of force) is absorbed and disappears as soon as the quickener touches its effect. Quickeners heal one hit point per spell level absorbed. The only exception is the spell dispel magic. A dispel magic causes 2-12 hit points of damage to a quickener. Magic items that come into contact with a quickener (including weapons striking the creature) must save against distintegration or be turned into normal items. Determine at random which single item risks absorption when a quickener makes an attack against an opponent. Even artifacts have a chance of being absorbed by the voracious quickener, although both artifact and quickener are destroyed if successful. What spell-like powers a particular quickener possesses is left up to the GM, but all abilities function at the 18th level. The experience given for the quickener is based upon an arcane quickener possessing as many spell-like abilities as an 18th level magic user. GMs should adjust the experience as necessary if such is not the case. The quickener is unpredictable and deadly in a fight. It attacks any group of individuals that it can sense carrying large amounts of magic. It attacks warriors first, saving spellcasters so they fill it with their spells. It uses its spells to kill and devours any magic left over (such as magic items) when the battle ends. Once the area is depleted of magic, the quickener flits away, leaving the hapless spellcasters to deal with the aftermath of the battle. The death of a quickener is a dramatic affair. It bursts in a bright flash of prismatic light, blinding onlookers for 1 round. Any items drained by the 180

QITHYONKI
SIZE: Medium MOVE: Game referees call, usually 80 ft. ARMOR CLASS: Game referees call, usually 2. HIT DICE: Game referees call, upper limit of 12. ATTACKS: 1 DAMAGE: By weapon (usually 1d6) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Very Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 25% TREASURE: Game referees call, usually magical items. INTELLIGENCE: High ALIGNMENT: Game referees call, always evil. LEVEL/X.P.: Game referees call Tens of thousands of years ago a human-like race, one which may have been strongly tied to the ancient elves, was captured and ripped from their world, deposited on an extraplanar landscape where they became the unwilling slaves of an unspeakable, unseen race. This master race kept itself hidden from its slaves, the humanoid masters remaining in shadows or wrapped in robes that concealed all but their glowing eyes and long, tentacle-like fingers. For thousands of years the qithyonki were slaves, forced to fullfill every twisted desire of their unseen masters, the most disgusting of which was eating the brains of others that the masters brought to the qithyonki every few weeks. This persisted until a day at which the masters did not bring the qithyonki brains to eat but, rather, attempted to eat the brains of the qithyonki. Screaming in terror, and filled with a mad rage that permanently transformed their minds, the qithyonki rose up as a single people and attacked their masters, defeating them in a bloody battle. Free of the masters, the qithyonki found that they had forever changed and, rather than return to their world of origin (which many realized they no longer had any knowledge of) the qithyonki mastered the tools of the masters and instead explored the planes of existence. Today, the qithyonki travel from plane to plane, stealing whatever they wish in an attempt to collect enough power so that when they discover the homeworld of their former masters they will be strong enough to kill them all. Languages: The qithyonki speak their own language, a soft, gentle tongue that sounds like an odd off-shoot of elven. Additionally, many qithyonki speak common and numerous other languages that they have picked up during their journeys across numerous planes of existance and from those that they have captured. Description: Once a human-like race, the qithyonki today still vaguely resemble tall humans or elves though their skin is drawn tight against their skin and is very pale in color (at a distance they are sometimes mistaken for undead). Their eye color is typically a clear, light blue or pink (or gray in very rare instances) and qithyonki prefer to grow their hair long and thick, wearing it loose or sometimes braiding it. Qithyonki wear a variety of different types of clothing and armors depending on what is available and personal preferences.

quickener within the past day have their powers returned as they have not yet been consumed for sustenance, and 2-5 randomly determined items are enchanted with magical power. What items and what abilities are affected should be randomly determined, but all will be at full power and charges. If the death of a quickener occurs due to absorbing an artifact, all within 100 feet suffer 4-24 hit points of damage in the burst of light. The artifact is permanently destroyed. Description: The quickener appears as a small floating orb, rippling with colors and energy. Quickeners are totally silent, making no sound when moving or casting their spells.

QUISLOI
SIZE: Medium (5-6 feet tall) MOVE: 60 ft., swimming 120 ft. ARMOR CLASS: 4 HIT DICE: 4 ATTACKS: 2 DAMAGE: 1-4, 1-2 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 20-80 LAIR PROBABILITY: 20% TREASURE: Individual: 3-18 sp, 2-12 ep, 2-8 gp; In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%) INTELLIGENCE: Average ALIGNMENT: Neutral LEVEL/X.P.: 4 / 165 + 3/hp Intelligent amphibious humanoids quisloi make their homes in underwater enclaves throughout their lush, wet surroundings. The quisloi use the toxic mucus that exudes from their skin as a paralytic poison on their weapons. The quisloi are often at odds with the evil, crocodilian skresh, who hunt the quisloi for food as well as for their potent natural poison. Quisloi fight like most swamp and jungle creatures, relying upon camouflage and skill to lure their opponents into traps. They prefer to attack in superior numbers, waiting until their foe is near water before attacking, to take advantage of their natural swimming abilities whenever possible. If routed, quisloi attempt to retreat into a stream or marsh lake. Their favored weapon is the dagger, useful underwater as well as on land. On land, they coat their daggers with their toxic secretions. Quisloi are immune to their own poison and to the poison of other quisloi. When in their native terrain and prepped for ambush, quisloi have a 65% chance of being unnoticed. When attacking unnoticed, they have a 5 in 6 chance of surprising their target, and they strike at +2 to hit on the first attack in these circumstances. Quisloi open combat by spitting globs of mucus at their prey. On a successful hit, the target is blinded for one round and, unless a save against poison is made, paralyzed for 1-6 turns. This same paralytic poison coats their daggers when combat is planned on land. A quisloi can only spit once per turn and can effectively coat their weapon only once during the same period as well. Quisloi poison loses its potency after a few minutes when submerged in liquid or after an hour of air exposure. When fighting on land, quisloi can make a doublefooted jump kick attack, in addition to their standard attack with their daggers, dealing 1-2 hit points of damage and knocking their opponents prone. A quisloi attacks at a -1 to hit on the round after executing this odd forward front flip. It is a common tactic for quisloi fighting together to take turns performing this attack to maximize its effectiveness against their enimies. Attacks against a prone opponent are made at +4 to hit and negate the benefits of a shield and dexterity bonuses. For every 40 quisloi, there will be one leader with maximum hit points. Every tribe also contains a chieftain of maximum hit points that attacks as a 5- HD creature at +2 to hit and +2 to damage. Female quisloi fight as well as males; young fight as 2-HD creatures, but cannot perform the double-footed jump kick attack. A shaman of up to 5th level of experience will act as counsel to the chieftain. Once every century, a female quisloi is born who can naturally cast arcane magic. These females are seen as a sign from the quisloi god and are immediately given command of a tribe upon their majority. These blopdup as they are called, can naturally cast spells as if they were 7th level magic users. Occasionally a blopdup will unite several tribes under her color. Languages: Quisloi speak their own language, which is impossible for nonquisloi to speak with any fluency. It is a croaky primitive language relying upon grunts, clicks, and a plethora of specialized tongue movements. Some few quisloi know and speak common, albeit poorly. Description: Quislois rubbery skin is bright green with colorful patterning similar to frogs of the rainforest. Although very colorful, it blends in with the

QUICKGRASS
SIZE: Large (varies) MOVE: 0 ft. ARMOR CLASS: 1 HIT DICE: 10 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: In Lair: 2-8 gems (80%), 1 magic item (15%) INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1,500 + 13/hp Quickgrass grows in fields of ordinary grass, making detection difficult. The only way to distinguish quickgrass is by the slightly slimy quality to its blades or by walking upon it. When quickgrass is trod upon, its blades all flatten into a slick surface, and its shrubbery retracts, revealing a large and hungry mouth. Those upon it have a 50% chance of sliding into the creatures maw and a 10% chance of being swallowed whole. Then, as quickly as it attacked, the grass springs back up and the shrubbery returns, revealing nothing of what took place. If successfully hit, a creature in the quickgrasss maw suffers 2-8 points of damage per round until the quickgrass is dead or until it manages to swallow its prey (a 10% cumulative chance per round in the maw). Once swallowed, a creature suffers 2-8 points of crushing damage from the very physical digestive system of the quickgrass and an additional 1-4 hit points of acid damage from its digestive juices. As the quickgrasss body is buried underground, a victim cannot cut his way out, but can still attack with a dagger if one is readily available. Quickgrass can hold up to 8 medium-sized creatures in its extensive gullet at any one time. Quickgrass conforms to the slope of its location. If placed on a hill, the quickgrass only grows its grass up the hill, as it cannot cause creatures to slide upward. Its most effective place is between two ridges of a hill, where a natural funnel is created. The area the quickgrass covers does not have to be circular, or even any identifiable shape; it follows whatever is most natural for the terrain. Quickgrass does not collect treasure, although treasure tends to accumulate in the deepest and last of the creatures many stomachs. Coins and items do not survive the digestive process, although gems and magic items remain unharmed. Digging up the entire digestive tract requires at least an hour for a single human with appropriate digging tools, but a team of workers should find their way through in three turns. The quickgrass can only be damaged by attacking its body, which is buried in the ground. The grass portion of the creature is akin to hair and damaging it causes neither pain nor loss of hit points to the quickgrass if targeted. Quickgrass is immune to any attack form that relies upon sight, including all visual illusions. It suffers half damage from lightning or acid attacks. Description: Quickgrass appears to be a patch of grass, usually growing on a gentle slope or hollow, with a leafy shrub growing at its center. Quickgrass varies based upon the environment in which it is found. Generally, quickgrass looks very similar to bluestem, goldenrods, compass plants, buffalo grass, blue grama, wheatgrass, and/or bedstraw. It is a master of camouflage and will never stand out from the normal grasses around it. Regardless of the grassy appearance, there is always a shrubby center found at the lowest gradient, where any slipping prey eventually finds itself.

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native flora remarkably and it is quite thick and tough. Tribal colors vary based upon local differences in terrain.

essence of life, or by spellcasters employing a wish and polymorph any object spell.

RANCID
SIZE: Medium (6ft. long) MOVE: 120 ft. ARMOR CLASS: 5 HIT DICE: 7+1 ATTACKS: 1 or 4 DAMAGE: 0 or 2-8 (x4) SPECIAL ATTACKS: Pounce, swift rot SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 60% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry, any 2 magic items or maps (10%) INTELLIGENCE: Low ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 1,150 + 10/hp The terrible rancid runs in a leaping fashion and pounces upon its opponent when within 6 feet. During an attack, the rancid emits a rotting stench so overpowering that any PC within 10 feet must make a save vs. poison or be forced to retch for 2-12 rounds. The rancid leaps in order to pounce upon its victim. If successful, the rancid attacks with its tentacles on the next combat round. If the rancid succeeds in hitting with 3 or 4 tentacles within one round, it will inject a fast-acting bacterium into the victim. The PC must make a save vs. poison at -2 or be subjected to a rotting disease, which will quickly destroy the skin and muscle tissue of the character. The disease inflicts 2-20 hp damage per hour until cured or the PC dies. Spells that heal disease must be cast by a cleric of at least 10th level in order to stop the spread of the disease. Description: A rancid appears as a shivering mass of putrid flesh with three muscular legs and 4 barbed tentacles. It has no discernable sensory organs; instead, it detects air movement.

RUMBLE LIZARD
SIZE: Large (15 ft. long) MOVE: 90 ft., swimming 120 ft. ARMOR CLASS: 3 HIT DICE: 6+2 ATTACKS: 1 DAMAGE: 2-20 SPECIAL ATTACKS: Rumble SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-12 LAIR PROBABILITY: 10% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 5 / 345 + 8/hp Although the rumble lizard is quite capable of running down most prey, it usually does not expend such energy. The rumble lizard hunts by ambush, using its ability to throw its voice and frighten prey toward its waiting jaws. When hunting in packs, rumble lizards work together to disorient their prey and finally stampede it toward the packs waiting trap. Rumble lizards can perform two different types of rumble. Any individual creature within 10 feet of the rumble lizard can be hit by a targeted stunning rumble dealing 1-6 hit points of damage and requiring a save against paralysis to resist. A failed save results in the unfortunate victim being stunned for 1-4 rounds. Stunned creatures receive no shield or dexterity bonus and may be attacked at +4. The second rumble is a deceiving rumble, whereby the rumble lizard can convincingly alter the apparent source of its bellows by 140 feet in open ground. This distance increases to 220 feet in hills or canyons. It can likewise alter the volume and tone of its rumblings to deceive the listener into believing that the creature is retreating, while it is actually advancing unseen. Description: The rumble lizard resembles an alligator, but is much thicker and more powerful around the shoulders and neck. Its jaws are heaviest over folds of scaled throat sacs that vibrate slightly, emitting a deep and resonant rumbling sound.

ROPE HORROR
SIZE: Small (4 ft. tall) MOVE: 120 ft. ARMOR CLASS: 8 HIT DICE: 20 hit points ATTACKS: 4 DAMAGE: 1-3 (x4) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 4 / 235 Rope horrors flail about with whip-like appendages, dealing 1-3 points of damage per strike. On a roll of 19 or 20, the victim is also entangled (unable to move, -4 to hit and damage, requiring a save vs. paralysis to cast spells). Rope horrors attack as 4-HD creatures. A rope horror can unwind itself to fit through narrow openings such as large keyholes, small windows, or wide cracks under doors. Unwinding takes a full round, as does reforming itself afterwards. Normal weapons do not harm rope horrors, but magical weapons and fire-based attacks have normal effects. Spells of most sorts have no effect on these monsters, but fire-based spells act as normal and also slow the creature by 50% for 2-12 rounds as it writhes in pain. By engulfing a coil of rope, a rope horror can restore 1-4 hit points to its body. Description: Rope horrors look vaguely humanoid, with four whip-like arms and two legs of thick, knotted ropes. When lying at rest, they are indistinguishable from normal coils of rope. They are created either by means of a magical tome, when coils of rope are stained with blood and the fleeting

SABULOUS HUSK
SIZE: Medium (5-6 ft. tall) MOVE: 60 ft. ARMOR CLASS: 7 HIT DICE: 3 ATTACKS: 2 DAMAGE: 1-4, 2-8 SPECIAL ATTACKS: Sand flies SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-2 LAIR PROBABILITY: 5% TREASURE: See below INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 3 / 125 + 2/hp Within the leathery shell of a sabulous husk is 270 pounds of angry and animated sand - the devouring will of the desert contained. Sabulous husks attack every round with a punch as well as with the sand that composes them. They form the sand into the shape of small tan flies that move from the husk to a victim at a maximum range of 30 ft. They then smash against the target, sandblasting it for 2-8 hit points of damage. The sand then reforms into fly shape and returns to the husk. A single creature per round can be targeted by this attack. Sabulous husks can be turned as ghouls and are immune to fire and cold. They suffer no damage from blunt weapons and only half damage from piercing. If destroyed, the sand within them is of the finest quality and highly valued by alchemists, being worth 1 gp per pound in the right places. 182

Description: Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within. This sand takes the shape of small flies that rush from the creature to scour enemies. They weigh around 300 pounds, of which sand is 270.

Giant black scorpions breed and function very well in colder deserts and in such environments should be considered Common. Description: Giant black scorpions appear as normal giant scorpions but their exoskeleton is a rich black, covered with thin hairs.

SCORPION SWARM
SIZE: Medium (5 ft. square) MOVE: 30 ft. ARMOR CLASS: 6 HIT DICE: 3 ATTACKS: 1 DAMAGE: 1-6 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABLITY: 50% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 3 / 125 + 2/hp Scorpion swarms are immune to normal weapons, but suffer damage from magic weapons, fire, magic, and other area-attacks. Description: A scorpion swarm is a chittering mass of hundreds, perhaps even thousands, of normal scorpions.

SCORPION, GIANT BLACK


SIZE: Medium (5 ft. long) MOVE: 60 ft. ARMOR CLASS: 3 HIT DICE: 5+5 ATTACKS: 3 DAMAGE: 1-10, 1-10, 1-4 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 1 LAIR PROBABLITY: 50% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 5 / 415 + 6/hp Because they are cannibalistic by nature, giant black scorpions are solitary creatures. The only exception is during very cold periods when they will congregate in large groups of 20 or more to share body warmth. Thankfully, during such periods they are sluggish, acting as if under the influence of a slow spell. A giant black scorpion can go 6-12 months between feedings and needs no water beyond that supplied by their food. Because of their camouflage and their ability to remain motionless, a giant black scorpion has a 90% chance to hide within their native environment and can surprise prey on 1-5. Contrary to popular belief, giant black scorpions do not lay eggs. Instead, the egs hatch inside their mother and she gives birth to live young, dozens at a time. After a scorpion is born, it climbs onto its mothers back and rides there until it is old enough to fend for itself. These young are the size and lethality of a standard scorpion and in sufficient numbers count as a scorpion swarm. Young leave their mother after between 3 and 14 days, before the ravenous parent begins to simply look upon them as an easy meal. A typical giant black scorpion lives as long as 25 years. Giant black scorpions are justly feared for their poisonous sting. What few realize is that the venom is generally used only in self-defence because they have a limited supply, and it is slow to replenish. Most can only make two such attacks, taking 2-5 days to replenish each dose of lost poison. Legend says that to be stung by a giant black scorpion and survive is to be immune from hornet, wasp, and bee stings. This is something of an exaggeration. However, those that survive a giant black scorpion sting do gain a permanent +3 bonus to saving throws against the poisonous stings of hornets, wasps, and bees, both of the mundane and giant varieties. The chitinous body of a black scorpion is covered in long, fine, hypersensitive hairs, which pick up even the slightest vibrations in the air around them. As a result, they cannot be surprised and effortlessly detect all movement within a 60-foot radius, even if a creature is airborne. This extrasensory ability allows giant black scorpions to attack invisible foes with no penalty. Infant giant black scorpions are of great value to alchemists and spellcasters. Wizards use them as material components, while alchemists occasionally raise them to adulthood for harvesting of their deadly poison. A single live giant black scorpion infant could sell for as much as 10 gp. The scorpion goddess Selket (or Selquet) is portrayed either wearing a black scorpion on her head or as a giant black scorpion with a womans head. Giant black scorpions are Selkets heralds and are considered the personification of death. As such, they are immune to all negative energy effects, and when a giant black scorpion kills a creature, it gains 1-8 temporary hit points and a +2 on all to hit rolls for a 1 hour period.

SEEDER
SIZE: Medium (6 ft. tall) MOVE: 120 ft. ARMOR CLASS: 7 HIT DICE: 2+2 ATTACKS: 2 DAMAGE: 1-4, 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 50% TREASURE: Individual: 100-400 gp INTELLIGENCE: Very ALIGNMENT: Chaotic evil LEVEL/X.P.: 3 / 110 + 2/hp The seeder is a bizarre urban predator, its attacks provoked not by hunger, but by the drive to propagate its species. The seeder is nocturnal, and it is commonly found lingering in the shadows and alleys near bawdyhouses, cabarets, and taverns. It manages to survive in the urban environment through illusion, skill at disguise, and strong instincts. A seeder can change self at will, but it also relies upon disguises that hide its alien nature. It will commonly have several different sets of clothing, and it favors regions that promote covering the body, such as cold areas where warmth is required and very hot areas where protection from the sun in gained. A seeder carefully selects only the most prodigious male fornicators as its victims. It lies in wait for them in the shadows. When its chosen target comes drunkenly stumbling by, the seeder attacks. It does not harm the victim, but instead grapples him and releases a soporific gas that knocks out the target while erasing short-term memories. A save against poison prevents this. Those that fail are unconscious for one turn and lose memories of the past hour. The seeder then replaces its victims reproductive cells with its own. Commonly the seeder takes the victims money as well. A victim of such an attack is rarely aware of what has taken place, as the procedure leaves no obvious physical changes or pain, and most simply believe themselves to have been mugged. However, whenever the victim mates with a female of its species from then on, the offspring of the union is a seeder. Of course, since the seeder chooses its victims carefully, this may go unnoticed until long after the man has fathered dozens of children in cities and towns scattered all over the land. 183

Seeder babies initially appear to be rather ugly examples of the mothers race. They mature quickly; after a few weeks they molt within a few hours into true seeders and attempt to escape from their parents. Seeders reach adulthood in eight months. Cutting off the offending parts is the only way to prevent reproduction once a victim has been seeded. The only way to reverse a seeding is to cut off the offending parts and regenerate them. Languages: Seeders understand common, although they cannot speak it themselves. A seeder cannot speak, only emit an unnerving clicking noise. Description: The seeder is humanoid in shape, but its body is black and chitinous with sharp talons at the end of its hands. Its mind is distinctly alien.

SHADOWCAP
SIZE: Small (6 inches tall) MOVE: 0 ft. ARMOR CLASS: 10 HIT DICE: 1 hit point ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: Gaseous cloud SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 10-30 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: Non ALIGNMENT: Neutral LEVEL/X.P.: 1 / 5 Shadowcaps are grown with a magical potion known as a shadowdraught. (The creation process for the shadowdraught is a closely guarded alchemical secret found only among rural herbalists - see below.) The shadowdraught is poured during the rising of the full moon across the ground of any path, tunnel, or trail subject to excessive moisture. As the moon rises during the night, the shadowcaps will begin to grow to their full size, regardless if they are exposed to the moonlight or not. Shadowcaps grow in groups of 10-30 in the area created. Any character moving through the area stands a chance of stepping on a shadowcap based upon how cautiously the character is moving: Moving cautiously Moving carefully Moving casually Running 1 in 6 2 in 6 3 in 6 4 in 6

SHADOW LORD
SIZE: Medium MOVE: 150 ft., flying 240 ft. (AA: level VI) ARMOR CLASS: 4 HIT DICE: 9+3 ATTACKS: 2 DAMAGE: 2-5, 2-5 SPECIAL ATTACKS: Aura, strength drain SPECIAL DEFENSES: +1 or better weapon to hit MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 50% TREASURE: In Lair: 2-12k gp (70%), 1-4 gems (x4) (50%), 1 misc. magic item + 1 potion (60%) INTELLIGENCE: High ALIGNMENT: Chaotic evil LEVEL/X.P.: 7 / 2,440 + 13/hp Lords of the negative material plane, shadow lords are usually surrounded with a unit of lesser undead. Typically this is a troop of 2-5 shadows, but zombies, skeletons, and ghouls are not uncommon either. In combat, the shadow lord relies upon his draining aura, spells, and minions rather than melee, but can deal 2-5 points of cold damage and drain 1 point of strength per hit when reduced to physical combat. Strength lost at the touch of a shadow lord returns in 2-8 turns. Any creature brought to 0 strength by a shadow lord dies and becomes a shadow in 2-8 turns. Shadow lords can command undead like 12th level clerics. Undead with greater than average intelligence are immune to this effect. Shadow lords turn as vampires and can cast the following spells once per day at the 16 th level of ability: augury, cause critical wounds, detect magic, dispel magic, locate object, stone tell, symbol of pain. Shadow lords carry within them the heart of the negative material plane and radiate an evil aura 20 feet in all directions. The aura has three effects upon those within it. This aura reduces any turning attempts by 2, it allows all undead to regenerate 1 hit point per round, and it deals 1 point of strength damage per round to any living creature that fails a save against paralysis. The shadow lord is affected by his own aura, meaning that turning him is done at -2 and that he regenerates 1 point per round as long as the aura is in effect. Dispel evil destroys this aura for a full 24 hours. Languages: Shadow lords speak common and at least two other languages. Description: A shadow lord appears nothing more than its name suggests: an inky, vaguely manlike patch of darkness.

Once stepped on, a shadowcap will release a cloud of spores covering a 5-footdiameter circle. Anyone touched by the spores will quickly become gaseous in form for 6 turns. All material possessions will drop to the ground (possibly triggering others - 2 in 6 chance). The transformation process takes approximately 3 rounds. Triggering multiple shadowcaps compounds the effects by an additional turn for each triggered. A shadowdraught is created by distilling 8 ounces of substance from any creature that can assume gaseous form, 10 ounces of vervain leaves, and 6 ounces of mushroom. (Cost for components is 2,200 gp unless individually gathered.) The draught is brewed over an open fire for 13 hours, and the juice drained into a potion bottle. The potion will remain potent for 28 days. Description: Shadowcaps are white/gray mushrooms approximately 6 inches tall and 4 inches in diameter. Once planted, they reproduce through their spores as any normal mycelial fungi. They are very poisonous if eaten.

SHE-MINOTAUR
SIZE: Large MOVE: 12 ft. ARMOR CLASS: 6 HIT DICE: 6+3 ATTACKS: 2 DAMAGE: 2d3 or 1d3/By weapon type SPECIAL ATTACKS: Throw away, charge, mothers rage SPECIAL DEFENCES: Surprised only on a 1 MAGIC RESISTANCE: Standard RARITY: Very Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 20% TREASURE: 2d10gp per individual INTELLIGENCE: Low to average ALIGNMENT: Chaotic Neutral LEVEL/X.P.: She-minotaurs are extremely rare, usually magically created female minotaurs. The she-minotaur resembles a normal minotaur except for female attributes and smaller horns. They differ in character from their male counterparts; the she184

minotaur is less aggressive and more intelligent than male minotaurs, however she-minotaurs can become a frightening opponent if threatened. Usually they do not eat human flesh and prefer hens, sheep, pigs and the like. The she-minotaur might generate offspring, but these offspring are often infertile (95% of the time). Often, she-minotaurs live in underground caves and natural mazes, going outside during the night in order to hunt or steal cattle from nearby communities. She-minotaurs have their own language and are 25% likely to speak common as well. Combat: She-minotaurs are less ferocious than the males, and do not begin attack with a charge. An exception is when the Mothers Rage is triggered (see below). The sheminotaur must be provoked, or her children threatened, before she chooses to attack. Otherwise she-minotaurs try to avoid combat Charge: A she-minotaur has horns shorter than their male counterpart, thus they deal less damage when use it. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that inflicts 3d3 points of damage. Mothers Rage: A she-minotaur taking care of her offspring are in an obsessive mode. If one or more of her children are being threatened, the she-minotaur goes in a berserker rage automatically (she cannot choose to do this). The sheminotaur temporarily gains +2 to hit, a penalty of 2 to AC and 10 temporary hit points. The rage lasts 6 rounds. Throw Away: If a she minotaur scores a natural 20 using her horn attack (even in a charge) she can hook the opponent and throw him away for 2d6+10 feet in a single fluid movement. The she-minotaur chooses were to throw the opponent who takes the normal gore damage plus 1d4 from falling damage and falls to the ground. This ability can be used only on creatures one size or more smaller than the she-minotaur.

Languages: Shrieking savages do not speak or understand any languages. Description: Shrieking savages typically range from 8 to 10 feet tall and weigh 750 to 1,200 pounds. They look much like great apes, the largest and eldest possessing silver hair along the head, neck, and back.

SHROOM
SIZE: Large MOVE: 90 ft. ARMOR CLASS: 6 HIT DICE: 6+1 ATTACKS: 1 DAMAGE: By weapon SPECIAL ATTACKS: Spells SPECIAL DEFENSES: Spells MAGIC RESISTANCE: Standard RARITY: Very Rare NO. ENCOUNTERED: 1-6 LAIR PROBABILITY: 60% TREASURE: 300-1,800 pp (30%), 2-20 gems (55%), 1-12 jewelry (50%), any 1 magic or treasure maps (15%) INTELLIGENCE: Genius ALIGNMENT: Neutral Evil LEVEL/X.P.: 5 / 425 + 8/hp Shrooms are evil geniuses, toadstool creatures with considerable magical powers. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable enough to create lairs where they can manufacture podmen (q.v.) as servants. Shrooms are highly individualistic, and the GM should feel free to invent all kinds of these sinister malefactors. Most will have the spell-casting abilities of at least a fourth level magic user, and all have strange powers to create and shape the plants of their environments. Although these powers take time to employ and will not be relevant in combat, they can be used to create a considerably hazardous lair. The flesh of a shroom is delectable, but deadly. Any person eating shroom-flesh must make a saving throw versus poison or be affected as if by a feeblemind spell. The condition may be reversed by a heal or restoration spell. The effects of the toxin can actually turn out to be beneficial in the long run; there is a 5% chance that a feebleminded character who has been healed or restored will permanently gain a point of intelligence from the effects of the shroom-flesh.

SHRIEKING SAVAGE
SIZE: Large (9 ft. tall) MOVE: 120 ft. ARMOR CLASS: 6 HIT DICE: 5 ATTACKS: 3 DAMAGE: 1-4, 1-4, 1-6 SPECIAL ATTACKS: Shriek SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 4-20 LAIR PROBABILITY: 35% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: Semi ALIGNMENT: Chaotic neutral LEVEL/X.P.: 4 / 200 + 4/hp Shrieking savages are nocturnal, carnivorous, apelike predators that claim large territories around their lair. Their favored prey is horseflesh, but they will eat any meat they can acquire. A shrieking savage generally creeps up on its victim and pounces from the shadows at the last moment with a bone-chilling scream. All creatures within 60 feet of the savage are stunned for 1-2 rounds unless a save against paralysis is successful. Stunned creatures have no shield or dexterity bonus and may be attacked at +4. When the savage lands, it has a 25% chance of knocking the prey prone to attack it with tooth and claw. Once its victim is dead, it picks up the body and flees. A typical shrieking savage can carry off a light horse without being encumbered significantly. If its sudden attack is not effective and the victim puts up a fierce fight, the monster retreats quickly and is likely to seek other prey. Shrieking savages do not make lairs, per se, but they tend to bed down in the same location for roughly a month before moving on to new territory. They usually leave their sparse treasure behind, as they incidentally acquired it, resulting in small caches of treasure spread throughout the extended territory of a band of shrieking savages. Depending upon the age of the band and the stability of its territory, this accumulated total could be a significant amount to those willing to put in the effort to locate it.

SILENT REAPER
SIZE: Medium (5 ft. tall) MOVE: 120 ft., burrowing 20 ft. ARMOR CLASS: 4 HIT DICE: 3+1 ATTACKS: 2 DAMAGE: 2-8, 2-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 5% TREASURE: See below INTELLIGENCE: Semi to genius ALIGNMENT: Neutral evil LEVEL/X.P.: 4 / 175 + 3/hp The silent reaper stalks the subterranean realms of the dead, voraciously feeding on the memories of the unfortunate souls eternally slumbering within its solemn confines. Frequently found in active catacombs, reapers rely upon their ability to pass through earth and stone to remain unseen as the living pay their respects to their departed loved ones, waiting to devour the deceaseds recollections. Silent reapers eat memories from dead sentient beings. A silent reaper cannot reap the memories from humanoids dead for more than a year. To devour a victims memories, the reaper attaches the head of the dead creature to its neck185

stump. The reaper then knows all that the victim knew, but gains no spellcasting abilities if the victim was a spell user. During this time, the reaper can speak through the mouth of the head and in the same voice, but with alien, evil facial expressions. An attached head feeds the reaper for one week per HD of the head. Once a head is drained of all memories, it falls off the silent reapers stump, shrinks to one-tenth original size, and is added to the necklace the reaper wears. Reapers discard necklaces yearly, and such are highly valuable to necromancers, valued at 500 gp. Silent reapers possess semi intelligence without a head in place, but gain the intelligence of any head upon which they are currently feasting. Silent reapers are the bane of graveyards and crypts, and occasionally adventuring parties are formed to deal with a reapers raiding of consecrated ground. Commensurate with its name, the silent reaper relies upon stealth to attack and kill prey when hunting. The creature attacks with its scything limbs and frequently deals substantial damage in only a few swings. Any attack roll of 1820 results in double damage. After quietly and silently slaying its foe, the reaper removes the victims head and escapes through the earth. Silent reapers are dazzled in bright sunlight and suffer a -2 to all rolls when so exposed. They have darkvision to 120 ft. They possess the following spell-like powers at the 10th level of ability: silence 15 ft. radius at will and passwall thrice daily. They usually keep themselves silenced at all times. Languages: Silent reapers understand common, but cannot speak. If a head is attached, the reaper can understand and speak any language that the head knew in life. Description: The reaper is a black amalgamation of human and insect anatomy. Standing at 5 feet and weighing 140 pounds, the reaper has a mans upper torso and an insects abdomen with four thin, chitinous legs. Instead of human arms, two chitinous, folded, and wickedly curved scythe-like limbs protrude from its chest. A misshapen stump devoid of eyes, ears, or any other discernible sensory apparatuses sits atop the torso, and a necklace of shrunken heads adorns its neck or waist.

Panicked creatures flee as fast as possible away from the black skeleton for 2-8 rounds. Creatures that successfully save suffer a -1 to attack and damage rolls, but are immune to the frightful presence of the same black skeleton for 24 hours and need not make another save when the black skeleton shrieks. A creature failing a save is still vulnerable until a successful save is rolled. Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon. Black skeletons suffer only one-half damage from sharp and/or edged weapons. Blunt weapons score normal damage. Fire scores half damage. Sleep, charm, hold and cold-based spells do not affect them. Neither poison nor paralysis harms black skeletons. Holy water causes 2-8 hit points of damage for each vial which successfully strikes. Clerics turn them as ghasts. Languages: Black skeletons speak common and their alignment tongue. If they spoke any other languages during their lives, they have a 50% chance of remembering them. Description: Black skeletons look like normal skeletons with glistening, blackened bones that appear almost magically hardened and polished. Small green points of light burn in their eye sockets.

SKRESH
SIZE: Medium MOVE: 60 ft., swimming 120 ft. ARMOR CLASS: 7 (6) HIT DICE: 6 ATTACKS: 3 (1) DAMAGE: 1-4, 1-4, 2-8 or by weapon type SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 20-80 LAIR PROBABILITY: 20% TREASURE: Individual: 3-18 sp, 2-12 ep, 2-8 gp, 1 dose of treeblood; In Lair: 1-8k cp (50%), 1-6k sp (25%), 1-4k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), sword, armor, or misc. weapon (10%), 1 dose of treeblood per skresh, 1 dose of barmik root per 2 skresh, 1 dose of blue fog per 5 skresh, 1 dose of ankala root per 10 skresh, 1 dose of skresh fire per 40 skresh INTELLIGENCE: Very ALIGNMENT: Lawful evil LEVEL/X.P.: 5 / 280 + 6/hp Skresh are sinister reptilian humanoids that ruthlessly seek to dominate their neighbors, whoever they may be. They believe they are the predominant race of the planet and seek to assert that dominance at all times. Skresh rely on their skill at moving unseen and silently through the jungle to surprise their enemies. In battle, they depend on a wide variety of poisons to incapacitate their foes. If opposing an unknown, such as a party of PCs, the skresh usually capture their opponents, taking them back to the patriarchal head of the family for examination. Skresh typically use spears and javelins with poisoned tips. Most use bucklers made of toughened alligator or crocodile hide, while leaders wear cleverly constructed suits of plate made from large scales of swamp-dwelling creatures (AC 4, encumbers as chain). They attack from concealed positions with javelins or spears, often making it difficult for their opponents to gauge how many skresh they face. A favorite target for skresh raids are the quisloi, whose poison is quite useful in extending skresh dominance. All skresh are trained in the use of poison. Skresh are familiar with all common poisons available in any campaign, although they prefer to use their own. Skresh poisons are known throughout the world as very potent, and they command significant prices on the rare occasions that they can be found outside the skreshs native land. Skresh commonly use the following insinuative poisons in combat:

SKELETON, BLACK
SIZE: Medium MOVE: 120 ft. ARMOR CLASS: 0 HIT DICE: 6 ATTACKS: 2 DAMAGE: By weapon type (usually 1-6) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 45% TREASURE: See below INTELLIGENCE: High ALIGNMENT: Lawful evil LEVEL/X.P.: 5 / 370 + 6/hp Much more powerful than standard skeletons, these minions of evil are often employed as guardians or protectors to keep sealed some ancient knowledge best left undiscovered. They are intelligent monsters and are not subject to the mindless commands that can be given to such undead as skeletons or zombies. They have a clear mind and sometimes go against the commands and wishes of those they serve, if it benefits the black skeleton in question. Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives. They wear any clothes or armor they had in life, and some still carry their gear or weapons, but most discard their weapons in favor of two short swords as soon as they can. 10% of all black skeletons possess a shadow short sword. Black skeletons dual-wield their short swords without penalty and possess darkvision to 60 ft. The mere presence of a black skeleton is unsettling to foes, especially when the skeleton shrieks and a burst of shadowy tendrils extends from its midsection. Creatures within 60 feet and with less than 4 hit dice who hear it shriek must succeed on a save vs. spells or be paralyzed with fear (50%) or panic (50%).

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Name Treeblood Barmik Root Blue Fog Ankala Root Skresh Fire

Cost per Dose 20 gp 200 gp 750 gp 1,500 gp 2,500 gp

Onset Time 2-5 rounds 1-3 rounds 1 round 1 segment 1 segment

Save Damage 10 hp 15 hp 20 hp 25 hp 35 hp

Full Damage 20 hp 30 hp 40 hp death death

SLAVERING MOUTHER
SIZE: Medium (6 ft. wide) MOVE: 30 ft. ARMOR CLASS: 5 HIT DICE: 5+3 ATTACKS: 4 DAMAGE: 1 (+1 per round) SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 95% TREASURE: In Lair: 1-4 gems (x4) (50%) INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 5 / 490 + 6/hp Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. Though it needs no sustenance, the slavering mouther eats everything in its path, except stone and gems. It is commonly employed to clean underground lairs, dungeons, and labyrinths. Such subterranean homes are unusually clean. Slavering mouthers are turned as ghasts. As soon as a mouther spots something edible, it begins a constant slavering, filling the air with a foul cacophony of voices. This causes confusion in all creatures (other than mouthers) within 20 feet who fail their saves against spells. Each round spent in this radius requires a save. Roll a 1d8 every round to see what action a confused target takes for that round: 1 = attack the nearest creature; 2-5 = wander; 6-7 = stand stunned and drooling; 8 = fly into a rage and attack the nearest creature, dealing double damage on a successful hit. Slavering mouthers attack first by expectorating spittle at their opponents, then by extending 4 tentacles tipped with teeth. Any creature hit by spittle must save against paralysis or be slowed. The mouther can target up to 4 creatures within 30 feet per round with its spittle attack. The tentacles of a slavering mouther have jagged mouths at their end. When a tentacle mouth hits, it latches on to the victim, dealing an additional 1 hit point of damage per round. If a slavering mouther hits a single target with all four tentacles it drains a life level as a wight each round the tentacles stay attached to the same victim. Characters that have tentacles attached to them can break a single tentacle with a successful bend bars check, or the tentacles can be targeted with edged weapons. A tentacle has an AC of 1 and 5 hp. Damage dealt to a tentacle does no harm to the slavering mouther. Regardless of how many tentacles are broken or severed, a slavering mouther always creates another whenever needed. The stink of death and corruption surrounding these creatures is sickening. Any creature coming within 10 feet of a slavering mouther will be wracked with nausea unless a save against poison is successful. Those nauseous suffer a -2 penalty to attack rolls for the next hour. Description: Slavering mouthers are undead gibbering mouthers. Their amoeboid form is rotten with eyes and mouths missing. They smell incredibly foul, easily detectable within 50 ft.

For every 40 skresh, there will be one leader with maximum hit points. Every tribe also contains a chieftain of maximumhit points that attacks as a 7- HD creature at +2 to hit and +2 to damage. Female skresh fight as well as males, and young fight as 3-HD creatures. A shaman of up to 5 th level of experience will act as counsel to the chieftain and is the only skresh that knows how to make all skresh poisons. A chieftain knows how to make ankala root and weaker poisons, a leader knows how to make blue fog and weaker poisons, while the common skresh know only how to make the less effective treeblood and barmik root poisons. Languages: Skresh speak their own tongue and that of the lizard men as well. Description: Skresh are medium-sized, but are heavier than a human, weighing around 250 pounds on average. Their skin varies from dark green to brown to ferrous red, and their sallow eyes continually survey their surroundings.

SKYSHARK
SIZE: Large (10 ft. long) MOVE: Swimming 240 ft., flying 210 ft. (AA: level III) ARMOR CLASS: 6 HIT DICE: 5 ATTACKS: 1 DAMAGE: 3-12 SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 3 / 110 + 4/hp It is believed that skysharks were originally created as guardians by some mad wizard who thought flying sharks were a grand idea. However, their tendency to roam over vast areas in search of food makes them haphazard ones at best. From their bat progenitors, skysharks have the ability to breathe air, although the sharks gills are still in place, allowing the skyshark to exist both in and out of water. Skysharks flatten their wings along their bodies when swimming. Like their aquatic progenitors, skysharks are in constant motion. They are aggressive and fearless predators when hungry. Description: Skysharks are similar in appearance to normal sharks, with the addition of large, bat-like wings granting them the ability to fly. They come in many varieties, but the most common is the hammerhead.

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SLITHERVINE
SIZE: Small (4 ft. tall) MOVE: 20 ft. ARMOR CLASS: 9 HIT DICE: 1-4 hit points ATTACKS: 1 DAMAGE: 1 SPECIAL ATTACKS: Pollen SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-5 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 1 / 8 + 1/hp The sly and slippery slithervine is a sentient race of mobile plants created by a wizard in her experimental garden. The trumpet-shaped flowers of a slithervine really are ears, which are highly sensitive to all frequencies of sound. This ability, coupled with the plants inconspicuous appearance and limited telepathy, makes the slithervine a highly coveted spy and servant. A slithervine requires blood from a master to bond to him. Once bonded, the slithervine gains the ability to understand its masters language and can communicate telepathically. Slithervines can be bonded to more than one master at a time, and the binding must be refreshed at least weekly. Slithervines not well treated by their masters often provide incomplete or misleading information and may attempt to auction off the knowledge they absorb to others desirous of it. A slithervine considers the good life to be lots of sun and water, rich soil, regular grooming, and plenty of interesting conversations to overhear. A slithervine is not well equipped for combat. It can defend itself from small predators with its tough vines, but against larger foes it is ineffective. If cornered, the slithervine releases a cloud of blinding pollen and tries to slip away in the resulting confusion. Fleeing slithervines normally head for foliage to hide. Any creature within 15 feet of the slithervine when it releases its pollen must save against poison or be blinded for 2 rounds. Unless a slithervine is moving, it is unlikely that characters see it as anything other than an ordinary plant. A druid has a 50% chance (+5% per level) of noticing a slithervine when not actively searching. A ranger has a 30% chance (+3% per level). Other classes have only a 2% chance (+1% per level) to notice anything untoward. A slithervine has no eyes, but uses heat and sound to view its surroundings up to a range of 60 feet. Beyond that range, it is considered blind. A slithervine is invulnerable to gaze attacks, visual effects of spells such as illusions, and any other attack forms that rely on sight. A slithervine can mentally record and relay anything it senses directly into the mind of its master, up to a maximum range of one mile. Information must be relayed within 24 hours, or it is lost, and only a general synopsis can be transmitted. This communication is only one way unless the plants master also is telepathic. While relaying information a slithervine can take no other actions. Languages: Other than their masters language, slithervines also generally understand the common tongue, although they cannot physically speak. Description: The slithervine is rather innocuous looking, consisting of a collection of roots and green leafy vines, with beautiful trumpet-shaped flowers.

SNAIL MAN
SIZE: Medium MOVE: 30 ft. ARMOR CLASS: 2 (-6) HIT DICE: 1+2 ATTACKS: 1 DAMAGE: 2-7 SPECIAL ATTACKS: None SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 10-40 LAIR PROBABILITY: 100% TREASURE: In Lair: 300-1,800 pp (30%), 2-20 gems (55%), 1-12 jewelry (50%), any 1 magic item (15%), 1-4 gems (x5) (50%) INTELLIGENCE: Average ALIGNMENT: Neutral LEVEL/X.P.: 2 / 50 + 1/hp Snail men maintain their composure and poise in the heat of battle. They favor small, blunt weapons like clubs, since they can retract themselves and the weapons into their shells without any real danger of injury. They opt for discretion in lieu of valor whenever confronted by a clearly superior foe, prompting them to retreat into the safety of their hard shells until help arrives or the foe loses interest. A snail man may retract its entire body into its shell and secrete a powerful adhesive that affixes its feet to the ground. This glue prevents an enemy from tipping the snail man over, and the shell provides an AC of -6. A snail mans invertebrate physiology enables it to squeeze its head underneath a narrow space to see what is on the other side or to poke a flattened finger into a keyhole to investigate the locking mechanism. An enemy that attacks a vulnerable snail man in such a precarious position does so at +4. Snail men save at +2 against any illusion, phantasm, charm, or enchantment magic due to their odd minds. Snail men take no damage from blunt weapons, as they possess no skeletons and are extremely rubbery. In the eyes of the casual observer, snail men display no sense of urgency, an admirable racial trait commonly appearing in folklore and childrens tales. Snail men begin life as small, 8-inch long gastropods, appearing no different from the standard garden snail. They crawl slowly about on their rubbery feet leaving behind a glistening trail of viscous goo in their wake. Because of this distinctive signature, they are extremely easy to track until their slime evaporates an hour later. As snail men continue to mature, their developing bodies undergo a subtle metamorphosis. The creatures rubbery body exhibits more flexibility, allowing it to stand upright on its two legs. In this posture, snail men utilize their two arms to wield weapons and perform a variety of simple tasks, such as grasping objects. Despite the presence of humanoid limbs, snail men retain the ability to walk along sheer surfaces, reducing their already limited speed by half. Snail men are nomadic transhumants, migrating from different feeding grounds based upon the seasons and food availability. They are vegetarians, preferring mosses and lichens to complex plants, although they are capable of digesting any plant matter. Every tribe of snail men contains two leaders of maximum hit points, who attack at +1 to hit and +2 to damage, and one chief with 15 hp, who attacks as a 2-HD creature at +2 to hit and +3 to damage. Snail men tribes store their treasure in their shells and are thusly always in their lair. Occasionally, snail men tribes will meet up with many other tribes to discuss matters important to the larger groups. These larger meetings can be attended by up to hundreds of snail men, who may seek vengeance against those who attack their member tribes. Languages: Lacking vocal organs, snail men depend upon their telepathic abilities to communicate. They can communicate with all willing creatures within 100 feet if the creature possesses a language. Description: A snail man is a gray-skinned gastropod of humanoid shape with a 4-foot diameter shell on its back. Four flexible stalks and an oval orifice functioning as a mouth are the only discernible features on its face. Two elephantine, tree trunk legs tapering slightly outward from the bottom of its shell provide the creature its only means of locomotion, dragging it along the ground. A thin slime coats their pliant bodies, inhibiting them from wearing any clothing. Adult snail men are fairly strong, standing 6 feet tall and weighing 450 pounds, thanks in part to the hard shells affixed to their backs.

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SNAKE, CROWN COILER


SIZE: Large (40 ft. long) MOVE: 120 ft. ARMOR CLASS: 4 HIT DICE: 8 ATTACKS: 2 DAMAGE: 1-6, 2-12 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 1 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 6 / 850 + 10/hp An unusual combination of poisonous and constricting snake, crown coilers lurk in the trees above game trails or pathways. When a lone creature walks underneath, the snake strikes. Uncoiling from the canopy, it lashes downward to bite the victim, injecting a paralytic poison. If the victim fails a save against poison, it is paralyzed for one hour. If it notices its prey is paralyzed, the coiler pulls its meal up to the canopy to eat in peace. Otherwise it pulls up the prey and resorts to constriction. Attacks against a constricting crown coiler have a 25% chance of hitting the creature being constricted. Crown coilers rarely attack large prey as this generally forces them down to the ground to consume a meal. They sometimes stalk a group of people through the canopy for hours, waiting for stragglers to separate from the group. They can move silently 90% of the time; can surprise on 1-4 on a 6-sided die; and can blend in with the terrain, resulting in a 75% probability of being undetected. A crown coiler will typically focus on a single target until it is paralyzed and then move on to another if outnumbered. If attacked while feeding, its initial response is to flee with its meal, carrying the paralyzed prey (held in its jaws) away through the canopy if a reasonable escape route is present. A crown coiler can sometimes be frightened away from a meal by a bright light or an open flame, especially if part of the forest canopy has been ignited. A sudden and very loud noise also has a chance of causing a crown coiler to flee in fright, but such is less likely than open flame. They are generally solitary creatures, only spotted together while mating. A crown coiler can lift and carry a creature weighing up to 200 pounds without being hampered. Heavier prey reduces its movement to half speed. Prey over 400 pounds cannot be lifted, but it can be dragged at a speed of 30 ft. Description: The crown coiler is a very large serpent with mottled green and brown scales. A typical crown coiler is around 40 feet long and weighs close to 1,000 pounds. They move with grace and silence through the forests they call home.

most feared predators of the arctic. The serpent lies in wait for prey and then attempts to lock eyes to freeze its opponent. Those failing a save against petrifaction are slowed for one round and are then frozen in place as ice forms around them. The victim suffers 1-6 hit points of cold damage per round for the next 6 turns. The ice glare snake will generally swallow the prey whole long before then, however. Ice glare snakes take half damage from cold. They can be affected by their own gaze, but are only slowed for 1 round in the process. Description: Ice glare snakes are arctic reptiles distantly related to the basilisk. They average 40 feet long, although it is difficult to tell given how it coils upon itself over and over. Four pairs of vestigial legs can be seen upon its sinuous length, and a low fin extends along its spine. An ice glare snake weighs about 1,100 pounds.

SOULTRAPPER
SIZE: Small (1 ft. wide) MOVE: 0 ft. ARMOR CLASS: 10 HIT DICE: 1 ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 3 / 80 + 1/hp Soultrappers are rare flowers that steal the souls of unwary beings, transforming them into seed-bearers in order to reproduce. Soultrappers power their magic with special petals, each one holding the captured soul of a being who touched the flower. Not violent, they allow most animals and uninterested creatures to pass by without confrontation. Only if a soultrapper is running low on special petals, or if it perceives a creature to be a potentially useful seedbearer (based on the creatures apparent strength and endurance) does it try to lure in prey. At the start of any encounter, a given soultrapper is likely to have 3-6 special petals. Soultrappers may use the following spell-like powers at the 16th level of ability once per day: control temperature 10 ft. radius (with triple normal duration), control weather, summon insects, and sympathy. Each use of a power draws down a single special petal, causing it to slightly blacken. After 5 uses a special petal crumbles and falls to the ground. The soultrapper always uses up the oldest special petals before moving on to newer ones. Soultrappers use sympathy to attract creatures to touch its special petals, which act much like the trigger object of a trap the soul spell. Any creature with intelligence and charisma above 3 that touches the flower must save against spells or have his soul trapped within a special petal. It is these trapped souls that fuel the special petals magic, and after 5 uses, the soul is permanently destroyed. The victims body is left behind, and the creature becomes a seed-bearer under control of the soultrapper. A tiny seed immediately forms midway down the creatures throat, but its body remains otherwise unchanged. The seed-bearer begins to march aimlessly and endlessly until it can go no further, continuing without food or rest. A seed-bearer neither speaks nor uses any spells or special abilities, and it does not fight. If grabbed, the seed-bearer will attempt to escape. When the seed-bearer collapses from exhaustion or reaches an impassable barrier, it spits out the soultrappers seed (which, if it takes to the soil, grows into an immature soultrapper within six to eight months). A seed-bearer, having spit out the seed it carried, will take no further actions. A victim will eventually die of thirst, starvation, or some other cause without aid from others. Placing the special petal containing the victims soul under its tongue will immediately kill the seed inside its body (if it is still there) and restores the creatures soul to normal. Using a special petal containing the wrong soul has no effect. A faint image of the creature whose soul is trapped inside a special petal can be revealed with detect magic.

SNAKE, ICE GLARE


SIZE: Large (40 ft. long) MOVE: 90 ft. ARMOR CLASS: 3 HIT DICE: 10 ATTACKS: 1 DAMAGE: 1-10 SPECIAL ATTACKS: Gaze freezes SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 35% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 7 / 1,500 + 13/hp Ice glare snakes are fearless hunters, and they generally attack anything of medium-size or smaller. The ice glare snakes dread gaze makes it one of the

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Despite their dangerous nature, soultrappers are occasionally found at the center of farming communities, due to their beneficial effect on the environment. This risky tactic occasionally leads to worship of the flower, where individuals are offered as sacrifices to the plant. Some druids revile soultrappers and destroy them on sight, but others believe soultrappers epitomize the cycle of life. These druids, when they find themselves too old or ill to carry on, often give themselves to soultrappers, offering their bodies and souls to nature. Soultrappers are valuable for use in a variety of dark magics and can fetch up to 2,000 gp for these purposes, but only if a buyer can be found, and if the plant is in good condition. Soultrappers are immune to any magics that rely upon sight, as they use scent and vibration to ascertain everything around them within 60 feet. Description: Bearing a strong resemblance to sunflowers, with black centers and beautiful orange petals, a soultrapper blossom blooms at the center of a spread of tough vines. The vines rise from the ground, clinging to any surfaces present and anchoring the blossom to a rock or tree trunk. Soultrappers prefer sunny and humid areas.

Brainlock Spider
SIZE: Medium (6 ft. wide) MOVE: 30 ft. ARMOR CLASS: 7 HIT DICE: 2+2 ATTACKS: 1 DAMAGE: 1 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 35% TREASURE: In Lair: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp, 1-6 pp, 1-4 gems (50%) INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 4 / 230 + 2/hp Brainlock spiders are named after the mold that grows in symbiosis on their bodies. They do not generate webbing from their bodies like most spiders do. They live a subterranean existence, as the mold they harvest on their bodies is ineffective in sunlight. Relying upon their spores for predation, brainlock spiders are fairly slow. They begin combat by inciting the mold on their bodies to burst forth in a cloud of spores, and then they move in to bite their prey. Successive generations of symbiotic existence has rendered their poison almost ineffective; saving throws against their bites poison are made at +4. When disturbed, the spores on the spiders body burst forth in a poisonous cloud. All creatures within 10 feet of the brainlock spider must succeed on a save against poison or temporarily lose 1-3 points of intelligence. Regardless of the success of the first save, a second is required 1 turn after exposure. Failure on this second save temporarily drains 2-8 points of intelligence. Any creature brought down to 0 intelligence falls unconscious into a coma-like stupor. Lost intelligence is regained at the rate of 1 point per turn. A creature can only be affected by the spores of the brainlock spider once per day. Fire destroys brainlock mold and sunlight renders it dormant. Brainlock spiders are immune to the effects of the mold and can send mold spores out in a 10-foot cloud by rubbing their legs against the mold covering their cephalothorax. Even after a brainlock spider is slain the mold on its body is still active. Description: The brainlock spider is built rather like a tarantula, albeit one standing six feet wide. Brainlock mold grows in pinkish-grey lumps upon the upper parts of its cephalothorax and all but the joints of its many segmented legs.

SPIDERS
Acidweaver
SIZE: Large (8 ft. wide) MOVE: 30 ft., in web120 ft. ARMOR CLASS: 4 HIT DICE: 4+4 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 75% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 5 / 4,300 + 4/hp Besides a weak poisonous bite (save at +1), the acidweaver can trigger the release of a powerful acid from the webs it creates. Any creatures caught in the web during this process suffer 1-6 points of damage as the acid soaks into their flesh and begins breaking their tissues down. This damage persists for 2-5 rounds, or until the creature removes itself from the web. The damage continues for one round after the creature removes itself from the web, as the acid continues to burn the skin. This damage can be avoided by dousing the victim in one gallon of an alcoholic liquid, even one as weak as wine. It takes 1 round to break free from an acidweavers web if a trapped creature has an 18 strength, 2 rounds with a 17 strength, and so forth. Acidweavers are often employed as trap architects for dark elven cities. They lair in the tunnels leading to and from the cities, and they cloak vital areas of the tunnel in thick layers of webbing . While the dark elves travel through secret tunnels devoid of such defenses, those who stumble into the tunnels of the acidweaver are in for a rude shock, as the sticky strands become fleshdevouring acid that quickly reduces even the strongest of foes into quivering puddles of liquefied tissue and soggy bone. The acidweaver is not a direct fighter. It prefers to use its webs to capture targets. Once captured, it then releases the acid held within the webs to destroy those it finds particularly dangerous. If the web and acid are not enough to finish a creature off, the acidweaver will normally retreat and search for allies to help it bring the intruders down, resorting to biting only as a last resort. Languages: Acidweavers speak undercommon. Description: Acidweavers look much like other giant spiders, though their bodies tend to be longer and thinner than their cousins. Their mandibles are slightly smaller as well. The only real hint of their more dangerous nature is the stench of ammonia that clings to them, detectable within 20 feet.

Primal Spider
SIZE: Large (12 ft. wide) MOVE: 60 ft., in web 120 ft. ARMOR CLASS: 0 HIT DICE: 8+4 ATTACKS: 1 DAMAGE: 2-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 10% (and see below) RARITY: Very rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 35% TREASURE: In Lair: 1-20k sp (10%), 1-12k ep (15%), 1-10k gp (40%), 100-800 pp (35%), 3-30 gems (20%), 1-10 jewelry (10%), any 3 magic items (50%), 1-4 phantasmal traveling spell books (50%), 1-4 phantasmal scrolls (50%) INTELLIGENCE: Exceptional to genius ALIGNMENT: Neutral evil LEVEL/X.P.: 7 / 2,500 + 12/hp Primal spiders consider themselves the master arachnids. They believe they are the primogenitors of all other spiders. They are tyrannical, paranoid, hateful, despairing, and destructive. Other creatures live to serve or as feed. They are always surrounded by such servants, and any arachnid of less than average intelligence obeys their every command without hesitation, as primal spiders know and speak the language of eight legs. This includes spiders, solifugae, 190

scorpions, whip scorpions, mites, and ticks. A primal spider can control 300 HD of unintelligent arachnids, along with 30 HD of intelligent arachnids at a single time before some will start to wander off, unaffected by the spiders commands. Primal spiders are hermaphrodites, and they hate one another with the vastness of the sea. Mating only happens after one spider defeats another in combat and impregnates the weaker. If the weaker survives and recovers, it lays 2-20 eggs in an egg sac it keeps attached to its body. Upon hatching, the parent spider eats all but the first four hatchlings. The hatchlings flee quickly and grow into fullsized primal spiders after 50 years. During the young stage they have 4 HD, but all other abilities are the same as an adults. In addition to continuing the species, primal spiders can choose to create egg sacs, containing 2-20 of any type of arachnid, at will. These lesser creatures hatch in 2 weeks and are representative of their species in all ways. Primal spiders combine the abilities of many different types of spiders. They can weave webs as complex and intricate as an orb weaver, they can hunt and jump like the tarantula they superficially resemble, but they mostly prefer to live in large underground complexes lined with silk and filled will servants and food. They have two poison types, which they can vary at will. One causes death and the other paralyzes for 10 turns. Saves against a primal spiders poison are made at -2. The molt remains of a primal spider are desired by assassins throughout the world, as adding the charred remains increases the effectiveness of any poison, reducing saves against it by -2. Primal spiders have darkvision to 120 ft. and possess excellent senses. They can detect hidden or invisible creatures within 50 ft., and they can instill the fear of death in all enemies within 50 ft. at will, acting much like the fear spell. Saving against spells negates this effect, but affected creatures flee as fast as possible from the primal spider for 8 rounds and have a base 50% chance of dropping any held items (reduced by 5% per level of the fleeing creature to a minimum of 5%). Creatures with greater than 6 HD save at +1 for every HD beyond 6. A creature that has successfully saved against the spiders fear is immune to that spiders fear for 24 hours. Primal spiders use phantasmal magic at the 5th level of ability possessing four 1st, two 2nd, and one 3rd level spell per day. They enjoy collecting phantasmal spell books and scrolls, sending out their minions to acquire such when information concerning a local illusionist reaches them. Such acquisitions are hostile ones, of course. They are immune to illusion/phantasm magic and have 10% magic resistance to other magic. Languages: Primal spiders speak common and the true language of eight legs. Description: Primal spiders superficially resemble tarantulas in build. Their fur is black as pitch with tips pure white. When fully extended, they cover a diameter of 12 feet. They are capable of squeezing through small openings that a medium-sized humanoid could pass through without difficulty.

spiders actively travel through the fourth dimension of time. The parts of the web that exist in space become sticky, making it strong and difficult to escape. The parts of the web that exist in time are not sticky. A time spiders web traps creatures within its area when it suddenly appears around them. It takes 2 rounds to break free from a web if a trapped creature has an 18 strength, plus 1 additional round for every point of strength less than 18. For example, a creature with a 10 strength takes 10 rounds to free itself. Time spiders skip from second to second. This flicker effect explains the spiders high armor class, but it makes it almost impossible for the creatures to hide or camouflage themselves. They tend to remain around corners or in cubby holes impossible to see but from a single location. It usually takes two rounds for a spider in its lair to move to a trapped creature. Sages speculate that a phase spider consuming both a blink dog and a displacer beast within a short period has a chance of molting into a time spider. It is common to find blink dogs and displacer beasts in areas populated by time spiders. Description: Time spiders look no different than very large giant spiders, except that they flicker in and out of the time stream.

STINGING WOODFLY
SIZE: Small (3 inches long) MOVE: Flying 60 ft. (AA: level V) ARMOR CLASS: 3 HIT DICE: 1 hit point ATTACKS: 1 DAMAGE: 0 SPECIAL ATTACKS: Thorn SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 2-20 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 1 / 12 A stinging woodfly spends most of its life as a stationary weed, quietly growing in a sunny patch like any other weed. Upon reaching adulthood, usually around the middle of summer, the woodfly drops its flower and detaches itself from its stem. After a period of rest in which it grows a single, sharp thorn, it begins stealthily searching the woods for an animal. Once the stinging woodfly locates an animal or humanoid, it attempts to quietly land on the creature. It then carefully locates a suitable point to sting the animal with its thorn attack. If the woodfly is discovered or threatened, it usually tries to flee to a safe distance and hide until it can return unnoticed. After stinging, a woodfly struggles away and dies in two rounds. The sting of a woodfly is quite painful, but causes no real damage. However, if the woodfly hits (attacking as a 2-HD monster), its thorn detaches and burrows deep into the flesh of the target. A creature must save against poison to reject the thorn or lose 1 point of constitution. During the next seven days, the thorn will swell into a spherical bump about the size of a walnut and attach itself to the nervous system of its host. After fourteen days, this bump becomes hard and woody. After two months, the woody cyst splits open and expels hundreds of soft, wispy seeds. The bump is quite ugly, and if it is in a visible location on the body (face, hand, etc.) the creature loses 1 point of charisma during the gestation period. A cure disease spell cast within 24 hours will kill the thorn and prevent the bump from forming. Otherwise the bump and eventually the woody cyst will still form, requiring physical removal. This deals 1 hit point of damage to the victim if done before the bump attaches to the victims nervous system. After that, removing the thorn is dangerous enough to require a system shock roll in addition to the damage. Failure indicates the victim dies of stress and pain. Removing a thorn before it hatches restores the lost constitution to the victim, but after the seed has opened, the constitution loss is permanent. Once a woodfly stings, it dies within moments.

Time Spider
SIZE: Large (8 ft. wide) MOVE: 30 ft., in web 120 ft. ARMOR CLASS: 0 HIT DICE: 5+5 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 5 / 400 + 6/hp Time spiders weave their webs using all four dimensions. A tunnel full of time spider webbing is usually empty, inhabiting the same space, but not the same time. A group of travelers passing through such a tunnel may find themselves ensnared when the web suddenly appears around them, sharing both space and time with the unfortunate prey. Their poison is strong and victims save at -2. Time spiders layer and knot their webs to fill tunnels and caverns up to 20 feet in diameter. The webbing exists in the usual three spatial dimensions, and the

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Description: The stinging woodfly is a tiny plant that appears to be an insect made from twigs and leaves. A typical stinging woodfly is about 3 inches long and weighs a few ounces.

STRANGLEBARK
SIZE: Large (20 ft. long) MOVE: 30 ft. ARMOR CLASS: 5 HIT DICE: 8 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 90% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 6 / 550 + 10/hp The stranglebark is a bizarre creature of stealth and surprise. Stranglebarks make their homes in forests and wooded areas, where their treelike appearance gives them near invisibility (90% chance of being undetected). Stranglebarks wrap their bodies around the trunks of trees, blending in perfectly, and then lie in wait for unsuspecting forest creatures to walk by. When prey comes within range, the stranglebark inverts its curve, springing out from its tree and engulfing its victim up to 30 feet away. The pocket created when a stranglebark curls up functions as its stomach, and acid can be secreted from the pores in its skin, allowing it to liquefy and absorb its food. Stranglebarks do not deliberately collect treasure, but they tend to stay in one area, so valuables often accumulate in the underbrush within their territories. Those caught within a stranglebark suffer 1-4 points of acid damage per turn and risk suffocation within 6 rounds unless they can break free. A creature caught by a stranglebark cannot fight unless it had a short bladed weapon in hand when attacked. A successful bend bars by the victim breaks free, but may only be tried once. Description: A stranglebark is a broad, nearly flat beast, with a thick bark-like hide and limbs. Variants: Stranglebarks have learned to adapt to treeless environments, especially in deforested areas. Some have developed a stony look and wrap themselves around pillars in ruins or stalagmites in caverns. One particular variant stranglebark, often called the falspan, curls up like a log and lies across chasms. When creatures walk across, it drops them into the chasm to crash against the rocks below, while it glides down like a flying squirrel to devour them.

STONESTRIDER
SIZE: Large (8 ft. wide) MOVE: 30 ft. ARMOR CLASS: 2 HIT DICE: 4 ATTACKS: 1 DAMAGE: 2-8 SPECIAL ATTACKS: Ethereal push SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-5 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 3 / 135 + 3/hp Stonestriders are unusual elementals that travel through the subterranean world, seldom attacking anything but fighting back if threatened. Any creature hit by one of the legs of a stonestrider, is pushed into the ethereal plane for 1-4 rounds, during which it is are unable to interact with the material world. Stonestriders can move back and forth at will between the ethereal and material planes and, if greatly angered, a stonestrider may follow the target into the ethereal plane, where a hit from one of its legs causes triple damage. Stonestriders get their name from their ability to move through stone as if it were not there, yet still treat it as a surface to rest their weight upon. This allows stonestriders unlimited directional movement underground, as hanging from ceilings is no different than standing on floors for these elementals. Stonestriders are occasionally used by elite dwarven cavalry. How these dwarven clans have tamed stonestriders is a closely guarded secret. Stonestriders are not ridden like normal mounts but flow their semi-malleable bodies around a trusted rider. The stonestrider can initiate or end this ability in one round. While enveloped, the rider gains a +4 bonus to armor class. An attack that misses the rider within the margin provided by cover instead hits the stonestrider, provided that the attack roll is at least equal to the stonestriders armor class. The rider must depend on the stonestrider for movement just as if riding a more conventional mount, but needs no saddle. When carrying a rider, stonestriders are unable to enter the ethereal plane. Stonestriders are often used to ferry messengers or undertake scouting missions though dangerous areas, especially those in danger of collapsing. When in combat, dwarves riding stonestriders try to meld into stone and wait for a chance to strike at the leader of their foes. They often set ambushes at strange angles, dropping on foes from above, appearing suddenly out of cliff faces or reaching up from a featureless cavern floor. The stonestriders strange legs allow it to navigate narrow areas as if it were a medium-sized creature (the approximate size of its ovoid body) in the rare instances when it cannot simply meld into stone or turn ethereal. Languages: Stonestriders have a primitive telepathic ability, allowing them to communicate very limited concepts with any creature within 10 feet that has language. They have unusual minds, and any creature telepathically communicating for more than 2 turns becomes dumbfounded and unable to perform any actions for 5 rounds before regaining normal cognizance. Dwarves that continually ride stonestriders can double this duration and halve the consequences, but are inevitably considered odd by their peers - yet, some of the greatest dwarven leaps of genius come from those minds most touched by the unusual stonestriders. Description: A stonestrider looks much like a four-legged stone spider with one featureless, ovoid body section. Although it can navigate in any direction with ease, it generally keeps the long axis of its body oriented forward. A stonestrider has no head, mouth, or other appreciable features, although some specimens appear pitted and worn down. The top of a stonestriders body stands about five feet off the ground, but its five-jointed legs arch up an additional foot or so.

SUICIDE PLANT
SIZE: Large (10 ft. wide) MOVE: 0 ft. ARMOR CLASS: 0 HIT DICE: 4 ATTACKS: 0 DAMAGE: 0 SPECIAL ATTACKS: Pollen SPECIAL DEFENSES: See below MAGIC RESISTANCE: 95% RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 100% TREASURE: In Lair: 6-48 cp (80%), 6-26 sp (80%), 4-24 ep (60%), 4-16 gp (50%), 2-12 pp (40%), 2-8 gems (30%), 2-5 jewelry (20%), 2 magic items or maps (10%), 200-800 gp worth of mundane equipment (armor, weapons, etc.) INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 4 / 190 + 3/hp A suicide plant (also known as brainweed) is a large flowering plant growing in arid deserts, plains, and hills. Strapped for water in their arid environments, suicide plants survive on the blood of living creatures. Although they have no means of mobility - once their tap root is in place they cannot uproot themselves 192

- the suicide plant has one exceptional feature: the pollen of a suicide plant has strong psychoactive properties, compelling anyone inhaling it to spill their blood onto the brainweeds soil. The plant hides its tainted soil and past victims from viewers with small stone mounds or dirt and sand thrown up by its extensive root network. In times of scarcity, brainweeds will uncover their past victims in hopes of attracting scavengers who will shed their blood for the hungry plant. Covering and uncovering a victim takes several days, as the root network is extremely slow. In this manner, the terrain around suicide plants is often very rocky or covered with mounds that decrease in size as the bodies underneath naturally decompose. Three times per day, a suicide plant can release a 30-foot-radius cloud of pollen. Any living creature possessing blood (generally only mammals) must succeed in a save against poison or be overcome by hallucinations. Those who succumb are compelled to lie prone next to the base of the suicide plant and cut open their veins, be that with dagger, sword, tooth, or claw. The victim inflicts 1-6 hit points of damage per round, but feels no pain, only a tremendous sense of peace and happiness as its blood goes to feed its newly-discovered, kind and loving god. The effects of the pollen last for 2-8 rounds, after which the victim is unaffected by the same plants pollen. Suicide plants possess a large network of sensitive and slowly mobile roots close to the surface of the ground, and they can detect any creatures moving upon the earth out to 40 feet. They are often revered by desert tribes, and it is not unusual for the tribes elderly, tired of the pains of age, to voluntarily submit to the plants, for these people consider the plants holy. Other tribes use suicide plants as a form of defense, planting them in bottleneck locations or around their villages in general. Some brave desert tribes actually harvest the deadly pollen using giant insects. The pollen is then collected and hurled as brainweed grenades (effects like above except victims simply drop to the ground and start bleeding themselves). Suicide pollen is also favored by intelligent undead that are immune to its effects such as mummies, vampires, and liches. Description: Suicide plants are almost indistinguishable from a multitude of other desert succulents, save for their size. The most common varieties are similar to mammillaria and famatimensis catci with many thick, two-foot-tall trunks, almost feathery sharp spines, and either a crown of pollenrich flowers or large showy flowers. However, these are not the only types. Variants: There are some suicide plants that provide visions of terror, as opposed to ones of peace and happiness. The few survivors report feeling like their blood was boiling while under the effects of the suicide plants pollen. These plants are feared and sometimes viewed as the result of a gods wrath.

surfaces as though under a permanent spider climb spell. Neither of these two special abilities are subject to dispelling. Teo-selerai prefer to observe their enemies from hiding before attacking, but always attack intelligent creatures who spot them. A teo-selerais claws are considered as +1 magic weapons for damaging creatures only injured by magic. The bite of a teoselerai deals 1-3 points of damage but also has a 50% chance of spreading a disease to the target that will be fatal in 2-5 weeks. After the first week, a diseased creature is weakened (-25% hp, -1 to all rolls) unless it succeeds at a system shock check, and it will remain in such a state unless a cure disease is cast. A successful system shock roll means the target body has thrown off the disease. Teo-selerai are immune to their own, and other teoselerais disease. When the blood of a teo-selerai is spilled onto the ground through a single attack dealing 10 or more points of damage via a piercing or slashing weapon, the spilled blood transforms into 1-8 bats, 1-4 giant rats, or 1-2 large spiders (equal chance for each). These creatures, though hostile to the teo-selerais attackers, are not under the teo-selerais control and flee away after 1-4 rounds of combat against the creature that dealt the damage. Abrupt exposure to bright light (such as sunlight or a daylight effect) blinds teoselerai for one turn. Once vision is restored, they fight with a -2 to all rolls while still in the lighted area. Teo-selerai possess darkvision to 60 ft. Languages: Teo-selerai are not known to possess any language skills. The only sound teo-selerai make is a throaty gurgle, produced when excited or anxious. However, it appears as if they can understand the simplest of common, even if they cannot speak it. Description: Averaging between 3 and 4 feet tall, teo-selerai have mottled, greenish-brown skin, bulging black eyes, and six-fingered, clawed hands. Though capable of standing upright, teo-selerai move on all fours with supernatural grace and speed, magically clinging to cavern walls and ceilings.

TROLLS
Shrieking Troll
SIZE: Large (10 ft. tall) MOVE: 120 ft. ARMOR CLASS: 4 HIT DICE: 7+7 ATTACKS: 3 DAMAGE: 6-10, 6-10, 2-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Regeneration MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-12 LAIR PROBABILITY: 50% TREASURE: In Lair: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 1 scroll (25%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 7 / 1,250 + 10/hp This particularly fearsome breed of trolls is famous for its large size and wailing battle cry, which can terrify foes. Once per day a shrieking troll can let loose a wail that paralyzes all foes within 30 feet with terror unless a save against paralysis is successful. An affected foe is only able to defend for two rounds on a failed save, and is unable to move, rooted with fear. Shrieking trolls are also capable of bursts of unusual speed. Once per day they can double their move for 3 rounds. Shrieking trolls can attack up to three foes per round. After three rounds of combat their regeneration starts working, and they recover 3 hit points per round. They can only be killed by acid or fire, from which damage they heal at a normal rate. They can even reattach severed limbs, or the severed limbs can even fight on independently of the shrieking troll in a grisly and unearthly manner. Shrieking trolls have darkvision to 90 ft. When not encountered with their brethren, individual shrieking trolls are often found leading packs of normal trolls Languages: Shrieking trolls speak troll and hill giant. 193

TEO-SELERAI
SIZE: Small (3-4 ft. tall) MOVE: 240 ft., climbing 120 ft. ARMOR CLASS: 6 HIT DICE: 5+1 ATTACKS: 6 DAMAGE: 1-4, 1-4, 1-4, 1-4, 1-3, 1-3 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard RARITY: Very rare NO. ENCOUNTERED: 4-16 LAIR PROBABILITY: 40% TREASURE: Individual: 2-8 gp; In Lair: 1-8k cp (50%), 1-6k sp (25%), 14k ep (25%), 1-3k gp (25%), 1-8 gems (30%), 1-4 jewelry (20%), any 2 magic items (10%), 2-8 potions (40%) INTELLIGENCE: Semi ALIGNMENT: Chaotic evil LEVEL/X.P.: 5 / 660 + 6/hp Teo-selerai are filthy, sadistic creatures that live underground, the mad creations of powerful magic. Teo-selerai were once human, but were terribly altered by magic. They live in small groups in caves and rarely come above ground due to their intense hatred of light. They eat whatever they can find - usually fungi, bats, or fish from underground streams - and eagerly attack humanoids when given the chance, dragging explorers corpses back to their lairs and feeding off them for days. Teo-selerai are supernaturally fast and act as if permanently affected by a haste spell. This is already reflected in their statistics. A teo-selerai can climb sheer

Description: Shrieking trolls are of the same physical build as a normal trolls, but uniformly possess pale gray skin. Their hair is a shock of white, and their eyes seem to glow with an inner pale fire. Their hands are outsized with long talon-like claws.

Once per day, a tulgorth can expel a cloud of spores. All within 10 feet who fail a save against poison suffer 1-10 hit points of damage, as the spores quickly sprout and cover their skin in a stiff gray moss. This reduces dexterity and charisma by 4 points. A new save is made every day, and once successful, the moss sloughs off within a few hours. Tulgorth can send their back vines into the earth during combat if they wish. Doing so increases their to hit and damage by +2 and allows the tulgorth to regenerate 3 hit points per round. While their vines are in the earth, tulgorth cannot move from their location. Although rooting can be done in one round, uprooting takes two. The origin of the tulgorth is hotly debated among sages. The prevailing theory is that they are the remains of a treants roots. Occasionally a treant will sleep for an extended period of time, sometimes decades, before reawaking and traveling on. During the process, the treant rips itself out of the ground, leaving behind a mass of roots. It is believed that what evil the treant has done is left behind in the roots during these periods of somnolence, and sometimes enough has been done that the roots themselves eventually gain sentience, infused with the evils washed away in cleansing sleep. Languages: Tulgorth speak common, treant, and elven. Description: An average tulgorth stands over 7 feet tall and weighs about 250 pounds. It is a lanky humanoid with limbs that easily resemble roots or naked branches. It has a flat head with eyes wide and white. A toothy maw centers the noseless face. Roots seem to dangle from the back of the creature, pulsating with a life almost their own.

Snow Troll
SIZE: Large MOVE: 12 ARMOR CLASS: 4 HIT DICE: 4+4 ATTACKS: 3 DAMAGE: 1d6/1d6/2d4 SPECIAL ATTACKS: Blinding Breath SPECIAL DEFENCES: Regeneration MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 60% TREASURE: Standard INTELLIGENCE: Low ALIGNMENT: Chaotic Neutral LEVEL/X.P.: Snow trolls are ferocious predators covered in lengthy white fur. Roaming the snow-coated mountain ranges, they have adapted to their snowy environment. Snow trolls stand about eight feet tall, with their gore splattered coats almost covering their whole body. Snow trolls eat constantly, and always are hunting more food. They are good climbers, and even move easily in the snow due to their large feet. While hunting during daylight hours, snow trolls hide in snowdrifts and cliff walls, waiting for they prey to pass. Snow trolls are carnivorous and eat any type of flesh. Snow trolls live in mountain caves, often with a pair of mates. They speak Giant. Combat: Snow trolls attack with their wicked claws and strike with their fanged mouth. They tend to use their breath weapon, get in close and rip an opponent apart. Snow trolls also use their breath ability to extinguish any firebased attacks that they suffer. Fire deals double damage to a snow troll. If a snow troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. The snow troll regenerates 3 hp per round. Once every three rounds, a snow troll can breathe a stream of icy cold air into the eyes of one opponent. The opponent must be within 15 ft. and facing the troll. A Breath Weapons Save keeps the victim from being blinded for 1d4+1 rounds. The stream can be used to extinguish a normal, nonmagical medium-sized fire; to do this the troll uses a full round action.

UBEROUS GUARDIAN
SIZE: Large (varies) MOVE: Flying 240 ft. (AA: level VI) ARMOR CLASS: 7 HIT DICE: 5+5 ATTACKS: 1 DAMAGE: 2 hit points SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 100% TREASURE: See below INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 5 / 400 + 6/hp Spontaneously formed from the dust gathered in a treasure room long lost to discovery, an uberous guardian is the spirit of a treasure chamber taken shape. They can travel no more than 100 feet from their lairs and only do so while in pursuit of potential raiders. Uberous guardians have no treasure of their own, but are only found guarding the treasures of others. Such treasure will contain at least one magic item. Uberous guardians deal 2 hit points of damage per round to any creature that occupies the same space as the monster. Up to a 10 foot by 10 foot area can be considered for this effect. They are immune to weapon damage and only suffer hit points of damage based upon the magical plus of a weapon. For example, a +3 dagger does 3 hit points of damage per hit, while a +1 longsword does 1. They are immune to any magics based upon perception or intelligence (such as charms), and they cannot be poisoned, polymorphed, diseased, or affected in any manner that requires a fleshy body. Uberous guardians are immune to fire and cold, and they only suffer half damage from lightning. They regenerate 1 hit point per two rounds. Any item that is part of the treasure of an uberous guardian cannot be moved, teleported, or in any way affected by magic until the guardian is destroyed. Uberous guardians have a focus through which they can be more easily harmed. This can take the shape of a brazier, table, statue, or some other item that may be considered the centerpiece of the treasure room. They are not always easily discernable, as the guardians will often keep them covered in dust. The object can only be harmed by magic weapons, but takes full damage from the blow, and that damage is transferred to the uberous guardian.

TULGORTH
SIZE: Large (7 ft. tall) MOVE: 90 ft. ARMOR CLASS: 4 HIT DICE: 6 ATTACKS: 3 DAMAGE: 1-8, 1-8, 1-4 SPECIAL ATTACKS: Spores SPECIAL DEFENSES: See below MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 30% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Chaotic evil LEVEL/X.P.: 5 / 300 + 6/hp Tulgorth feed on the earth itself, driving their back vines into the ground and draining the life from nearby plants, leaving only circles of blackened earth. As tulgorth mature and ingest more life, their color becomes duller and their skin even more bark-like. They hate )and are passionately hated by) treants.

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Description: Uberous guardians appear as nothing more than ancient dust and cobwebs until disturbed. They then rise as hazy clouds, assuming whatever

shapes they desire, so long as the shape is no larger than 10 feet in any single dimension.

UMBRA SMOKE BEASTS


Arachnid SIZE: MOVE: ARMOR CLASS: HIT DICE: ATTACKS: DAMAGE: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: RARITY: NO. ENCOUNTERED: LAIR PROBABILITY: TREASURE: INTELLIGENCE: ALIGNMENT: LEVEL/X.P.: Medium 30 ft. / climb 60 ft. 6 6 1 1-6 Darkhound Large 90 ft. 5 7 1 1-6 Draconis Large Fly 60 ft. [AA: VI] 4 7 1 1-8 Felinis Large 120 ft. 6 6 4 (1) 1-3 (x4) or 1-6 --- See below ----- None ----- None ----- Rare --1-3 80% --- None --Very --- Neutral evil --5 / 350 + 6/hp Fetch Small 90 ft. 6 6 1 1 Raptor Medium 10 ft. / fly 90 ft. [AA: IV] 4 5 1 1-6 Serpen s Large 60 ft. 6 6 1 1-3 Yarthki n Medium 60 ft. 6 7 1 0

1-4 30% Low 5 / 350 + 6/hp

1-4 60% Low 5 / 465 + 8/hp

1-3 50% Low 5 / 465 + 8/hp

1 70% Very 5 / 350 + 6/hp

1-3 80% Low 3 / 140 + 4/hp

1-3 90% Low 5 / 350 + 6/hp

1-3 40% Low 5 / 350 + 8/hp

In each description below is the name, general description, and innate powers of a type of umbra. Each umbra surprises at double chance when attacking in the darkness. Arachnid: An arachnid umbra appears as a large spider of 5 feet span with glowing green eyes. The arachnid can inflict its opponent with venom that will cause the victim to slowly fade into a living shadow unless a save against death is made. Darkhound: A darkhound appears as a large black dog the size of a calf, with a vaguely human face. The darkhound can track a target as a 9th level ranger. The darkhound aims for the throat of the victim in its attack; a successful attack can paralyze the victim for 2-8 rounds in addition to listed damage. Draconis: The draconis appears as a small shadowy dragon of approximately 7 feet wingspan with and no legs. When at rest, it hangs from its long forked tail. The bite of the draconis forces the victim to make a save vs. poison or suffer cold damage at 1-6 hit points per round for 1-4 rounds in addition to normal bite damage of 1-8. Felinis: The felinis takes the form of a large cat standing about 10 hands high at the shoulder. The felinis leaps onto its opponent with all four paws. If all four attacks hit at the same time, the felinis may hold its opponent and viciously bite the victims throat; a successful bite attack can paralyze the victim for 2-8 rounds in addition to listed damage. Fetch: The fetch appears as a waifish human girl with large eyes. At first sight, the fetch will hypnotize her opponent unless he makes a successful save against spells. If the save fails, the victim is rooted in place for 1-8 rounds while the fetch overbears and kisses him. A fetchs kiss will suck the life out of her opponent at the rate of 1-6 hit points per round until the victim is dead or recovers from the paralysis. When overbearing, the fetch has an effective weight of 500 lbs. Raptor: The raptor takes the form of a large vulture with a 5 feet wingspan. The raptor, upon attack, will attempt either to peck out the eyes of its opponent (1-3 on a d6) or puncture the throat (4-6 on a d6). Opponents can be blinded with an eye attack; each eye garners a separate attack. Serpens Diabolus: The serpens diabolus takes the form of a large cobra approximately 12 feet in length and 1 foot in diameter. Besides its bite (which is poisonous), it may spit a separate poison that, if successfully landing in the eyes of the opponent, will force the victim to make a save against poison or be subjected to epileptic shaking for 1-8 rounds. During the shaking attack, the victim may not move, defend, or cast spells.

Yarthkin: The yarthkin appears as an earthy smelling shadow. It will attempt to envelop its opponent and smother him on a successful attack. Once enveloped, the victim must make a saving throw against death or lose 1 point of strength and dexterity per round. For some unknown reason, the yarthkins attack does not affect dwarves.

UNDAL
SIZE: Large (10 ft. long) MOVE: 150 ft. ARMOR CLASS: 6 HIT DICE: 5 ATTACKS: 3 DAMAGE: 1-8, 1-8, 2-12 SPECIAL ATTACKS: Charge SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 5-20 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 3 / 155 + 4/hp Sometimes called the cattle of the deep, the undal is a large, peaceful, herbivore that grazes on mushrooms, mosses, and lichens. The noja have a long tradition of domesticating undals, using them for draft animals, food, and trade. Wild undals roam the deep and are highly prized for their thin but warm fur and their impressive horns. They are generally agreeable animals once domesticated, but wild undals can be unpredictable and dangerous. Undals enter combat with a devastating charge dealing 4-24 hit point of damage plus 1-8 points of damage from their vicious thumb spikes as they trample over their target. Once close, they flair about with thumb spikes and horns. Description: The undal is a large quadruped that roams subterranean lands in large herds. The most distinguishing characteristic of the undal is its majestic crown of horns. Unlike antlers, the undals horns do not branch but grow from its head like hair. They have a very dense, but thin, coat. Usually white in color, some rare undal are coal black. They have sharp thumb spikes growing out of their ankles just above their long-toed feet.

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VAMPIRE MOSS
SIZE: Large (8 ft. wide) MOVE: 20 ft. ARMOR CLASS: 4 HIT DICE: 3 ATTACKS: 1 DAMAGE: 0 SPECIAL ATTACKS: Suck blood SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 1 LAIR PROBABILITY: 90% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 3 / 125 + 2/hp Vampire moss usually drops upon unwary explorers, but it is capable of slow normal movement when necessary. When vampire moss attacks, its first attack is merely to attach itself to prey, which inflicts no damage. Subsequent attacks cause 1-4 hit points of damage automatically. In addition to inflicting damage from its blood drain, vampire moss has a chance to madden its victim. Every round in which a victim takes damage from vampire moss, he must also make a saving throw against poison. If the saving throw fails, the victim will use any weapon in hand to attack random targets nearby (other than the vampire moss). Once the saving throw has failed, no further saving throws are allowed. If there is no one for the victim to attack (within ten feet), the victim may attack the vampire moss even if he is in a maddened state. Anyone covered with vampire moss can attack it normally or try to tear the moss away. Tearing the moss away takes 1-4 rounds, and the final round of tearing away causes 1-6 hit points of damage per round to the person covered with moss. Once the moss is torn away, it will need to make another successful attack to latch onto another victim. A vampire moss attached to a victim is a fairly large target, but the GM may assign a small chance that the victims allies might hit the victim while trying to kill the moss. Description: Vampire moss is a dangerous subterranean hazard, a mass of vegetable substance that feeds upon red blood. It is a deep red color, but brightens upon feeding.

Vermin dogs are excellent swimmers and can attack in water as well. This and their natural immunity to disease have allowed them to adapt to urban environments, where they inhabit sewer systems and emerge to plague the streets at night. Many cities place bounties on vermin dogs, offering as much as 5 gp per tail produced. Description: Superficially, vermin dogs look like scrawny, ill-fed mongrels, but close inspection reveals something far more unsettling. Vermin dogs have protruding rat-like teeth; long, hairless rodent tails; malice-filled eyes; and an odious odor like that of fermented excrement.

VOLLEY FLOWER
SIZE: Small (3 ft. tall) MOVE: 0 ft. ARMOR CLASS: 9 HIT DICE: 1 ATTACKS: 1 DAMAGE: 1 SPECIAL ATTACKS: Pollination SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 2-12 LAIR PROBABILITY: 100% TREASURE: None INTELLIGENCE: None ALIGNMENT: Neutral LEVEL/X.P.: 1 / 15 + 1/hp A volley flower is camouflaged exceptionally well, lifting its bloom and revealing its bright colors and its darts only when it senses the approach of a potential host creature; it surprises on a 1-4 on a 6-sided die. If it senses more than two targets, it fires one dart at each target (up to 3 darts per round). It always spreads its darts out among as many targets as possible during a battle, trying to hit every available target at least once. A volley flower typically has 12 darts available. Once these are expended it is defenseless until a day has passed, during which time it grows 1-4 new darts. The plant used. If any creature is struck by a dart from each of at least two different volley flowers, that creature becomes a possible host for pollination. The pollen of a flowers dart is not poisonous by itself, but if the pollen from two separate volley flower plants enters the bloodstream of a creature, the resulting reaction as pollination occurs is highly toxic. Every time a creature is struck by a new flower plant after the first dart, it must make a save against poison. If the save fails, the creature becomes a host for volley flower seed pods. After just 1 hour, the infected creature is sickenedwaxing feverish, sweating profusely, and experiencing severe stomach cramps. Each hour thereafter, the infected creature must make another poison save or lose 1 point of constitution. This dread contagion continues until pollination is halted by a successful save or the character dies. One day after death, the infected creatures stomach ruptures, and 4-12 young volley flowers begin to grow out of its abdomen. The pollination can be slowed by slow poison and halted by neutralize poison or cure disease. Oddly enough, a bless spell provides a +4 to the next save. Creatures immune to poison are also immune to volley flower pollination. Volley flowers typically grow in small patches of up to a dozen flowers. However, some fields of two dozen or more have been found. Volley flowers can detect creatures within 50 feet through vibration. Description: A volley flower is a bulbous plant bearing beautiful blue and yellow flowers, with a trumpet-shaped central crown. Within the blossom are several bright yellow stamens, from which it fires its deadly volley. Volley flowers are annuals, but rumors abound of a much larger perennial variety. They grow to heights of 3 feet tall, with exceptional specimens reaching 4 feet.

VERMIN DOG
SIZE: Small (3 ft. long) MOVE: 20 ft. ARMOR CLASS: 7 HIT DICE: 2+2 ATTACKS: 1 DAMAGE: 2-5 SPECIAL ATTACKS: Disease SPECIAL DEFENSES: Immune to disease MAGIC RESISTANCE: None RARITY: Uncommon NO. ENCOUNTERED: 2-20 LAIR PROBABLITY: 10% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), Any 2 magic items (10%) INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 3 / 65 + 2/hp Vermin dogs are foul creatures that blend the worst of canines and rats. Like rats, they are disease-carriers, and any creature bitten by one has a 10% chance per wound of contracting a serious disease (dependant on the result of a saving throw versus poison). Social creatures, vermin dogs hunt in packs, and their constant squealing, highpitched yapping, and hissing unsettle herbivores 50% of the time. They are not picky about their food, however, and will eat anything available, from fresh kills to grain and vegetables, and are happy enough to scavenge food in the form of carrion or waste.

196

VORPA
SIZE: Medium (5 ft. long) MOVE: 150 ft., flying 210 ft. (AA: level IV) ARMOR CLASS: 6 HIT DICE: 4+4 ATTACKS: 3 DAMAGE: 1-8, 1-8, 1-4 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-20 LAIR PROBABILITY: 35% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 4 / 270 + 4/hp Vorpas can attack up to 3 opponents at the same time. The vorpas poison is paralytic, and any creature failing a save against poison is paralyzed for 2-5 days. They take dead or incapacitated opponents back to their lairs as food for their unhatched young. Victims are typically eaten in 2-5 days. Like scorpions, vorpas live in underground burrows that are, like wasps, communal in nature, housing the entire nest. Vorpas are aggressively territorial and overly protective of their lairs, attacking anyone or anything seen as a potential threat to the larvae kept deep inside their subterranean burrows. Vorpas are most common in tropical environments and are found on the plains and hills in some numbers. They should be considered Uncommon in such places. Although less common in tropical forests, they will sometimes experience a growth frenzy, resulting in hives that are twice normal size. Description: Vorpas are a foul combination of giant wasp and giant scorpion. Their bodies mostly retain the scorpions physiology with the addition of the giant wasps wing structure. They have alternating stripes of yellow and brown along their segmented scorpion-like bodies.

Description: Grimdeath vultures are horribly ugly birds standing over four feet tall, with wingspans measuring just over 12 feet. Their bald heads are the color of blood, their eyes are black as coal, and their beaks are as hard as sharpened stone. Coarse black feathers cover the vultures entire body, except for the insides of its wings, where blood-red iridescent feathers that seem to glow like lava are sheathed.

WHITE FOAM
SIZE: Medium (varies) MOVE: 5 ft., swimming 10 ft. ARMOR CLASS: 8 HIT DICE: 2 + 1 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: Paralysis SPECIAL DEFENSES: Half damage from piercing attacks MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 60% TREASURE: In Lair: 1-4k cp (25%), 1-3k sp (20%) INTELLIGENCE: Animal ALIGNMENT: Lawful evil LEVEL/X.P.: 2 / 50 + 2/hp White foams preferred method of attack is to lie passively on the waters surface and wait for prey to happen nearby. It will willingly allow other creatures to pass through it in hopes of attaining food through its paralysis ability, and in this manner white foam surprises prey on a 1-4 (on a d6). The foam, however, is not beyond striking at prey close nearby (with only a 1-3 chance to surprise). White foam takes half damage from piercing attacks. Any creature hit by white foam takes 1-4 points of damage from its acidic secretions and becomes paralyzed unless a successful save against paralysis is made. Once a creature is struck and paralyzed, the foam will move over it and use its acid to fully digest the creature, dealing 2-8 points of damage per round against an immobilized foe. White foam can eat through wood quickly (1 inch per turn), but has little effect upon metal. Leather is quickly digested, and if a creature wearing leather armor is damaged by white foam, the AC of the armor is reduced by 1 per hit. After three such hits, the armor is damaged beyond repair. Any creature consumed by white foam is utterly destroyed and adds slightly to its mass. Once it has consumed enough prey (roughly equal to 100 smallsized creatures), it divides into three creatures, each on the small end of mediumsized. White foam that is allowed to continue its growth can destroy a rivers ecosystem before too long. Luckily, a white foam that wanders into real rapids can be easily disrupted. Water flowing at greater than a few miles per hour will break it up into smaller sections, thus killing it. Given the creatures slow swim speed, this is a major threat to it. Likewise, a white foam needs to be constantly in contact with a large amount of water. If it leaves the water for any reason, it takes 1-6 hit points of damage per round. White foam can typically be found in slowmoving rivers and streams, but it can also be found on the shorelines of seas and oceans, particularly in the area around a rivers outlet to the sea. Description: White foam appears as normal foam, like that found in the rapids of a river. It is frothy and white, floats lightly upon the water, and is almost completely indistinguishable from water foam. White foam occupies roughly 25 square feet on top of the waters surface and weighs almost nothing.

VULTURE, GRIMDEATH
SIZE: Large (12 ft. wingspan) MOVE: 30 ft., flying 270 ft. (AA: level IV) ARMOR CLASS: 7 HIT DICE: 3 ATTACKS: 1 DAMAGE: 1-4 SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: None RARITY: Very rare NO. ENCOUNTERED: 2-12 LAIR PROBABILITY: 0% TREASURE: None INTELLIGENCE: Animal ALIGNMENT: Neutral LEVEL/X.P.: 3 / 125 + 2/hp Despite its terrible appearance, the most disturbing thing about a grimdeath vulture is its preternatural silence. It glides effortlessly for hours, riding thermal air currents without even the sound of a flapping feather in its wake. Legend claims that no victim of this silent terror ever had a chance to scream before succumbing to the infernal avian, and this is probably true, as grimdeath vultures permanently radiate silence in a 10-foot radius. Grimdeath vultures are carnivorous scavengers. Although their dietary preference weighs heavily towards carrion, they hunt the weak and the infirm in leaner times. Although vicious to their prey, they are extremely close and communal with others of their own kind. Any group encountered is usually an extended family. They roost and eat together, aiding one another in ripping apart meat from carcasses. What gives the grimdeath its name, however, is the ability to kill instantly. Once per week, the grimdeath may spread its wings and display the iridescent red plumage underneath to a selected victim. The magic of the plumage causes the victim to envision his worst fear, dying instantly unless a save against death is made.

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WHITEMONK
SIZE: Small MOVE: 6 ft. ARMOR CLASS: 6 HIT DICE: 1-4 hit points ATTACKS: 1 DAMAGE: 1d2 SPECIAL ATTACKS: Swarm SPECIAL DEFENCES: MAGIC RESISTANCE: Standard RARITY: Rare NO. ENCOUNTERED: 5-20 LAIR PROBABILITY: 90% TREASURE: None INTELLIGENCE: Low ALIGNMENT: Lawful Neutral LEVEL/X.P.: Whitemonks are tiny, rodent-like beasts that feast on carrion and bones. Whitemonks have pea-shaped bodies without necks covered in white fur. The creature has two legs and two tiny arms-which they use to hold bones and the like while eating. Appearing to have no ears, nose or mouth-all of which are hidden by its fur- the whitemonks tiny reflective black eyes are often the only feature seen, until the creature opens its fang-filled mouth. Whitemonks emit a continuous low noise, like that of a dozen saws in a nearby room. They typically feed on the remains of carcasses left behind but other larger creatures. A cowardly beast, the whitemonk fear light and fire and tries to avoid both at whatever cost. Whitemonks are social creatures, and always act in a group. Combat: If cornered or being denied their feasts, whitemonks typically surround creatures, trying to make their saw-like growls frightening. If that fails, they swarm. When two or more whitemonks are fighting with a single creature of one size or larger than themselves, they can use their swarm ability. When attacking with swarm they get always a +4 bonus on attack rolls.

Over a period of two rounds, a wodewose in a forest may simply fade away into the nearest tree, merging its essence with the entire woodland. During this merging period it cannot attack or move. Nothing short of destroying the entire forest can injure the wodewose when it is in its merged state. It is able to regenerate damage while merged at a rate of 1 hit point per round and may not re-emerge until fullyregenerated. Re-emerging also takes two rounds, with the wodewose appearing from any tree in its home forest. Again, during this period the wodewose cannot attack or move. Languages: Although wodewoses cannot speak, they are highly empathic and can easily understand the feelings and attitudes of other creatures that attempt to communicate with them. Description: Wodewoses are around 10 feet tall but hunch down, somewhat like apes, reducing their overall height. They are covered in green grasslike and leaflike hair and thick, greenish-brown, barklike skin.

WYRDWOLF
SIZE: Large (9 ft. long) MOVE: 180 ft. ARMOR CLASS: 5 HIT DICE: 6 ATTACKS: 3 DAMAGE: 1-2, 1-2, 2-8 SPECIAL ATTACKS: Strobe SPECIAL DEFENSES: None MAGIC RESISTANCE: 10% RARITY: Rare NO. ENCOUNTERED: 2-8 LAIR PROBABILITY: 5% TREASURE: None INTELLIGENCE: Semi ALIGNMENT: Neutral LEVEL/X.P.: 4 / 230 + 6/hp The wyrdwolf is a fierce pack hunter in the subterranean realm. A wyrdwolf has small claws and a jaw full of sharp fangs, but is most notable for its glowing eyes. Although rarely encountered, wyrdwolves have an unsavory reputation among underground dwellers, as they tend towards belligerent and aggressive behavior. Wyrdwolves possess darkvision to 60 ft. A wyrdwolf attacks with savage biting and clawing. It will usually begin combat with its strobe gaze attack, hoping to disorient foes to make it easier to rip them to shreds. All creatures within 40 feet of a strobing wyrdwolf must make a save against spells or be blinded for 2-5 rounds. Description: Wyrdwolves are 9-foot-long canine-like predators. They have glossy black coats of warm fur that cover thick, leathery, bone-white skin. They have small claws and glowing yellow eyes.

WODEWOSE
SIZE: Large (9 ft. tall) MOVE: 150 ft. ARMOR CLASS: 6 HIT DICE: 6+4 ATTACKS: 1 DAMAGE: 2-12 SPECIAL ATTACKS: Strength drain SPECIAL DEFENSES: Tree merge MAGIC RESISTANCE: None RARITY: Rare NO. ENCOUNTERED: 1-4 LAIR PROBABILITY: 25% TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 5 / 465 + 8/hp Wodewoses are primal defenders of the forest. They spend most of their lives hidden deep within the woodland and are seen only rarely. They favor sacred groves as homes but can be found in any forest. Wodewoses are relatively peaceful creatures and will not attack without warning. A wodewose whose home forest is being damaged, or even severely disturbed, will first attempt to intimidate the intruders with a great howl and a display of its monstrous club. If the interlopers do not immediately apologize and begin to leave the forest, the wodewose will become angered. An angered wodewose will attack the largest or strongest looking opponent, striking it with ferocity. Any hit by a wodewoses club may result in a lost point of strength unless a save against spells is made. Losses are cumulative and are regained at the rate of 1 point per day of complete rest.

ZOMBIES
Feral Zombie (Zombus Delaurentius)
SIZE: Medium MOVE: 60 ft ARMOR CLASS: 8 HIT DIE: 1+4 (head)/8+1 (body) fight as 2 HD monster ATTACKS: 3 DAMAGE: 1-3/1-3 (swing/punch); 1d4 (bite) SPECIAL ATTACKS: Infection SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below RARITY: Rare NO. ENCOUNTERED: 4d6 LAIR PROBABILITY: Nil TREASURE: Nil INTELLIGENCE: Low ALIGNMENT: Neutral LEVEL/X.P.: 4 / 175 + 4/hp Feral zombies are corpses that have been reanimated by a mysterious infectious disease. The origins of this illness are unknown (some say these zombies were created by an angry god, or by strange magics in the air, or by interdimensional beings...no one knows for sure). The most widely accepted theory is that a mad 198

alchemist Professor Qaurtermain Standford accidently poisoned the water supply of a small remote village while researching a strange substance which had issued from a remote copper mine. Whatever their origins, feral zombies also known variously as hunger zombie, Quartermains Folly, and brain glutton are noted for their predatory intelligence and their overwhelming urge to eat living flesh (they are particularly fond of organs, such as brains, hearts, kidneys, livers, etc.), even stopping to consume a victim in the midst of combat. They generally hunt in packs and are always drawn to living prey. Their numbers are continually expanded through their infectious bite. Those bitten, but not consumed, may succumb to the infection and become themselves a feral zombie. If both hand attacks of the creature are successful, the zombie may attempt to bite. Upon being bitten by a feral zombie, the victim must make a saving throw vs. poison or else become infected with the feral virus. For each day the victim is infected, they will lose 2 points of CHA, and 1 point each of STR, DEX, and CON. Loss of CON and CHA are permanent, but STR and DEX are regained at a rate of 1 point per month if the infection is successfully countered (see below). Further, the infection diminishes the effectiveness of all cure wound spells (divide all results by 50%, rounding down). An infected individual will continue to loose health at the rate of 1 HP every 3 turns due to the of continual wasting of the body due to the virus. The casting of a cure disease spell will remove the infection, and halt further HP loss. Any creature reduced to 0 HP by the feral infection will themselves become a feral zombie within 24 hours, unless a cure disease is cast (or unless consumed by the creature). Feral zombies can be returned to their mortal-selves if both a cure disease and a raise dead spell are cast on the creature within 6 days of initial infection. Feral zombies are not true undead, and so cannot be turned by clerics. Sleep, charm, hold and cold-based spells do not effect feral zombies. Similarly, holy water does not harm them. And the feral zombie is not susceptible to disease of any kind, nor the effects of aging. The body of a feral zombie is capable of sustaining huge amounts of physical damage (thus, 8+1 HD) before being destroyed. However, the head of the feral zombie is weak, and may sustain only 1d8+4 HP damage before the creature is destroyed. The feral zombie fights as a 2 HD monster. They will always fight to the death, and are single minded when it comes to pursuing their prey. Unlike normal zombies, feral zombies react normally during combat initiative (i.e., they get to roll for initiative). In all other respects, the feral zombie is indistinguishable from normal zombies.

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TREASURE

MACE OF DARK FOCUS GP Value: 2,500

XP Value: 400

POTIONS
POTION OF GREATER MANA GP Value: 500 XP Value: 250 Drinking this potion restores 50 points of mana. Mana is never restored beyond the original maximum. POTION OF LESSER MANA GP Value: 200 XP Value: 100 Drinking this potion restores 20 points of mana. Mana is never restored beyond the original maximum.

The ball of this weapon is rusted and covered in grave earth, and yet the flanges remain solid. The handle is crafted from a leg bone of some undetermined creature, with parchment-like skin still stretching over its surface. A metal wires have been woven through the leg bone, giving the weapon a torturous aura. In addition to being a +1 footmans mace, the mace adds two levels to any evil clerics turning attempts while adding +2 damage to cause wounds spells cast by the wielder. MACE OF RADIANCE GP Value: XP Value:

WEAPONS
SWORDS
LESSER SWORD OF SHARPNESS GP Value: 10,000 XP Value: 2,000 On a natural 20, this weapon has a 50% chance to sever a limb. It is treated as +2 for determining who can be hit, but only possesses a +1 bonus to hit and damage. The light from a lesser sword of sharpness can be adjusted by its wielder, ranging from none to a 5 foot circle of candlelight illumination. SHADOW SHORT SWORD GP Value: 3,000 EXP Value: 600 Erroneously named after the shadows strength drain, a shadow short sword is sometimes found in the hands of a black skeleton. A shadow short sword is a +1 short sword that drains 1 point of strength from any living creature it hits if the target fails a save against spells. This drain is temporary and returns at the rate of 1 point per day. In the hands of a black skeleton, this drain is in addition to the skeletons drain. The blades of shadow short swords have flaky carbon deposits throughout their length, as if they have survived a strong fire. SOULDRINKER GP Value: 8,000 EXP Value: 1,600

This mace is made of a material which resembles quartz. The mace of radiance functions as a +3 weapon, but it has an additional power. The wielder may command the weapon to cast a light spell. This light is twice the brilliance of the first level clerical spell, light. Creatures sensitive to light will recoil at the brightness for 1d4 rounds. The mace is as hard as steel, but is breakable. An unadjusted roll of 1 in combat results in a 20% probability that the weapon will shatter. If such occurs, the resulting breakage will spark an eruption of the light spell contained within the weapon, causing all within a 60 ft-radius to be blinded for 2d6 rounds. A successful save vs. spell will halve the duration of this blindness. In combat, the mace glows softly with an internal light. MORNINGSTAR OF PAIN GP Value: 7,500 XP Value: 1,000 Upon the birth of a new son, a hobgoblin chief may be gifted this dire item by the gods. If the chief refuses to first use the morningstar to crush the head of his newborn son, it will be taken back and a curse will fall upon the tribe. But if the infant is killed, the morningstar of pain remains and forever will it drip with the gore of its first slain. A morningstar of pain is a +1 morningstar. The weapon inflicts terrible, shooting pains on any creature (including non-intelligent beings) it hits in melee will suffer a -4 penalty on attack rolls and a temporary loss of 2 dexterity points for 2-12 turns. A successful save vs. spells will resist the effect. SAINT REAVER GP Value: 17,500 XP Value: 1,750

This malevolent weapon was forged specifically for Zoser, the first king of the Muhatian nation. It appears as a twohanded sword with an oversized crossmember, or guard. On either side of the main blade of the sword reside two dagger-sized blades, which can be shot out to a distance of 30 on command. Shooting off one of the blades expends a single charge. Due to the force by which the two dagger-like blades are discharged from the weapon, they hit for 7-12 points of damage. The weapon can even be fitted with replacement missiles. All one must do is to remove the handles from any two normal daggers and then insert the tangs of the liberated blades into the sockets on souldrinkers oversized cross-member. The main blade of the weapon functions exactly as a +2 sword of life stealing. The weapon can be recharged.

With a name which sounds more ominous than it actually is, a saint reaver is a weapon enchanted to be especially detrimental to those of good alignment. When a character of evil alignment successfully hits a character of good alignment with such a weapon, an additional 5 HPs are dealt. In addition, if maximum damage is inflicted then the target must save vs. death magic or be paralyzed for 2d4 turns. If the number to hit is a natural 20, then a random limb of the target is hit and will wither (no save). Roll the limb on a 1d4 as follows: 1- left arm 2- right arm 3- left leg 4- right leg SLING BOULDERS GP Value: 1,500 XP Value: 200

MISCELLANEOUS WEAPONS
GRIM AXE GP Value: 6,000 XP Value: 1,000

These unassuming magic items look like nothing more than crudely crafted sling stones. But when fired, they instantly transform into a small-sized boulder that inflicts 2d6 plus Strength bonus damage, instead of the usual 1d4 damage. The one drawback is that the range of a sling boulder is limited (3/6/12) A sling boulder can be used only once, regardless whether it hits its target or not. Typically, they come in sets of 10. SAPIRIK GP Value: 4,000 XP Value: 1,000

When one orc chief kills another, his bones are taken and sculpted into an axelike object. If any orc chief manages to collect 5 sculptures through their own or their tribes prowess, a gift is bestowed upon the chief and the tribe: a grim axe. All five sculptures merge into a single powerful axe composed entirely of magically hardened bone. A grim axe is a +2 axe, +3 vs. orcs and elves. It also grants its possessor a +1 to Strength, Constitution, and Charisma scores. However, if the chief who owns a grim axe is ever slain in combat, the axe slowly deteriorates, becoming only a +1 axe, +2 vs. orcs and elves after a period of one year. After two years it deteriorates further, becoming only a +1 axe vs. orcs and elves. Upon the third anniversary of the chiefs death, the grim axe crumbles to into two pounds of grim dust.

Only a very limited number of these evil-aligned daggers are known to exist. The Sapiriks blade is long and thin; a typical specimen measures roughly 8 to 12 inches, not counting the hilt. A small hole is in the tip, and a thin tube extends into the hilt ending at a cap built into the pommel. The magic of the weapon will start a suction effect drawing blood out of a victim if he is stabbed by the weapon on a total combat roll of 5 or more above the number required to hit. Once the suction begins, the victim must save vs. poison at -2 or be paralyzed for 1d6 combat rounds while blood is drawn. Loss of blood will inflict 1d4 HP per round. The wielder of the weapon may open the cap in the pommel and consume the victims blood; the Sapirik will convert the raw blood into a palatable elixir capable of restoring 1-3 HP per combat round of drinking.

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A victim not paralyzed, or has recovered from paralysis, can easily extract the dagger and end the effect. Good aligned PCs who so much as touch the item must save vs death magic of take 2-12 HP of damage. Neutral PCs may handle it with no effect. Only evil aligned PCs can use the blood conversion effect to their advantage. SPEAR OF FERTILITY GP Value: 50,000 XP Value: 5,000

Light conditions Torch/lantern light Partial moon Full moon Sunrise/sunset Cloudy day Shadowed daylight

Effectiveness (ability of others to see wearer) 1 on d8 1-2 on d8 1-3 on d8 1-4 on d8 1-4 on d8 1-5 on d8

The cloak is human-sized creatures. Creatures large than human-sized may not use the cloak. CODEX OF THE ENGRAVED GP Value: 20,000 XP Value: 2,000 This collection of garishly colored pictograms provides 400 step-by-step instructions on the creation of an engraved. There are no written instructions. A codex of the engraved is rarely bound and typically composed of a single long sheet folded accordion-style. Only a cleric or druid of at least 8th level can see all 400 instructions; all others see only 350. Those who can see all the instructions can follow them at the cost of procuring a large, solid stone block of exceptional quality worth at least 4,000 gp and weighing at least 1 ton. Carving and performing the proper rituals take a full, uninterrupted month. A single codex can create up to two engraved per year, at the cost of one charge per engraved. It takes at least a 12th level cleric or druid to create a codex of the engraved. A newly created codex contains enough puissance to create 4-8 engraved; found codices usually have 1-4 charges left. Creating a codex of the engraved takes a full, uninterrupted year. CRYSTAL OF POWER GP Value: 2,000 XP Value: 2,500

This spear is finely crafted out of a lacquered green wood and features a shaft inlaid with bone in foliate motif. This magic item was bequeathed by the goddess of fertility after centuries of supplication to her most devoted. There were originally three spears, but two have been destroyed and only one remains. When used in combat it functions as a +4 spear, +6 vrs. undead. In addition, when placed into the ground for more than an hour, all plants within a mile radius grow at twice their normal speed, and have their nutritional values doubled as well for the next 24 hours. This ability can be used up to 10 times in a single day, allowing a motivated and mobile individual to double the production of up to 31 square miles of terrain. No single area may be enhanced more than once per day. SPEAR OF THE FAVORITE GP Value: 5,000 XP Value: 750 The spear of the favorite is a powerful goblin tribal item present in only the most successful tribes with centuries behind them. Such tribes gain the favor of their god and are gifted with the spear of the favorite. The spear is a +1 spear, +2 vs. dwarves and gnomes. It also allows its possessor to make an additional save against any illusion magic, if a first save is unsuccessful.

MISCELLANEOUS MAGIC
ABYSSAL GATE GP Value: 15,000 XP Value: 6,000

These two large, ornately decorated and highly polished picture frames are a gate between the abyssal realms and the material plane. The frames are metal and stand ten feet tall and fifteen feet wide. In the material plane the frame has a softly textured pure darkness within it while a green texture is present when viewed from the abyss. It allows for up to ten creatures to pass through it in both directions per day. It can only be destroyed if both frames are destroyed simultaneously - a rather difficult task at best. Currently, a demon prince has the abyssal frame. He is quite vexed that it hasnt worked for the centuries the prime material plane version has been trapped in Solitude. BELT OF MANA BOOST GP Value: 15,000 XP Value: 1,000

A giant quartz crystal held by a cold-iron frame, a crystal of power functions both as a crystal ball with the telepathy ability and as a cube of force. They typically weigh in excess of 4 tons, with lengths of 6 feet or more. DREAD TOAD OF AER GP Value: 15,000 XP Value: 2,000

Only four of these items are known to still exist; many have been destroyed over time by the forces of good. A dread toad is an onyx statue of an openmouthed toad 10 inches in length and weighing roughly 3-4 lbs. The item has three abilities as follows which use one charge each: Insect plague: as per spell twice per day. The insects will issue from the toads mouth in a thick, black swarm and move toward the focal point designated by the toads master. Jump as a 10th level magic-user twice per day. Poison skin once per day. The toads master may invoke this power when in danger of touch spells. Any bare-skin contact with the possessors skin or clothing will pass on a contact poison (save or die).

Wearing this belt increases the characters maximum mana by 50 points. If the belt is removed, the 50 points are immediately lost. This will never cause mana to drop below zero points. CANDLE OF CONTINUATION GP Value: 400 XP Value: 200 This candle burns for an entire years time. It is lit and snuffed as a normal candle. Any other burning candles within 100 ft. of a candle of continuation burn at 1/10th the normal rate. CLOAK OF UTTER DARKNESS GP Value: XP Value: This cloak of rich black fabric is similar to other garments of similar design, in that it provides the ability of the user to conceal their presence. However, the garment works best in non-lighted, moonless nighttime. Under such conditions, the cloak renders the wearer virtually undetectable. Even body heat is completely concealed from creatures that have the ability of infravision. Although, the cloak does work as well against ultravision. Those creatures with ultravision have a 1-2 on d8 chance of seeing the cloaks wearer in silhouette. In lighting conditions other than that described above, the cloak functions as follows;

A dread toad has 20 charges maximum allowable. Before the last charge is expended, the possessor must bury the item in the ground for exactly 72 hours in order to fully recharge it. If the last charge is used, the toad will shatter and become useless. If the toad is left in the ground for longer than 72 hours, then there is a 2% chance per additional hour the item will burrow deeper into the ground and in a random compass direction. Once started, the toad will burrow at a rate of one foot per ten minutes until it reaches bedrock. DUST OF DISTORTION GP Value: 8,000 XP Value: 2,000

This fine, blue powder is used in small pinches. Blowing one pinch into the air will fill a 20 square area with a blue haze that will distort all distance perception for those within the area of effect. All melee attacks are at -2, and missile attacks either in or out of the area are at -3. Attack spells such as magic missile cast into or out of the area have a 25% chance (-1% per level of caster) of missing the target entirely. The dust will settle after 5+1d8 rounds. The dust normally comes in a leather bag with 2d10 pinches.

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FLAME BOOTS GP Value: 5,000

XP Value: 1,000

These boots are well worn and always scuffed, and their soles are burned black. In fact, they look the worse for wear, and most people would casually discard them. However, the boots have several magical properties that belie their unimpressive appearance. First, those wearing them can walk across any hot surface without fear of damage---they can pass over lava, walk through coals, or traverse a ships burning deck. However, wearing the boots offers no protection from fire based attacks or being enveloped in heat or fire (such as in a burning building). FLASK OF DALA GP Value: 5,000 XP Value: 1,000

Creation Process: on the borderline between thaumaturgy and necromancy, creation of the legendary hand of glory starts with the acquisition of the hand from a hanged murderer. The hand must be harvested from the corpse at midnight within the dark of the moon. Before the hand is taken, the creator must place a silver piece (cleansed with dispel evil) under the tongue of the corpse as payment to the soul of the deceased. The hand is brought back to the creators workshop where a special bronze urn 3 feet tall and 9 inches in diameter is already prepared. The urn must have been specially crafted for its purpose through a metalsmith familiar with forming magical wares, and etched with evil sigils. Total cost for the urn is 2,500 gps. The urn is filled with the following ingredients: 18 ounces of mummy dust, 1 gallon of defiled water that has been cursed by an evil priest, and 3 drams of the intended possessors own blood. The contents are mixed and the urn is placed over hot coals for 13 hours before the hand itself is put inside the urn. The hand is allowed to seep the foul contents of the special urn for an additional 13 days before it is removed and placed in an upright position on a wooden rack. While in the urn, the hand will have taken on a very menacing shape, grown large amounts of corse hair on both sides and the fingernails will have grown to talon-like proportions. With the hand on the rack, the creator places a medium sized candle that has been dedicated to an evil god between the middle and ring fingers so that the candle forms a large sixth finger. He then melts 1 lb. of candle wax, mixing in 3 ounces of vervain and belladonna (cost 200 gps), and allows the wax to flow over the hand. The prepared wax will form 9 coats that are added one per night. Once finished, the hand of glory should be kept in a dark place or covered with a fine black silk cloth until needed. The hand knows its creator, and if any other person attempts to light the candle, the intruder will be struck blind for 1-20 days unless a save vs. wands at -2 is successfully made. Any spell that removes blindness will not work until the curse runs its course. If the hands owner is deceased, the next person to light the candle is considered its creator. INSCRIBER TOME GP Value: 3,000 XP Value: 500

A small silver flask with an innocent sigil on each side, the flask of dala is a favored tool among bar wenches, courtesans and prostitutes. Each sigil performs a separate task. If the first sigil is firmly pressed with a finger while the flasks contents are imbibed, then the contents will have no physical effect on the drinker. If both sigils are pressed at the same time, the contents will take on a poisonous aspect for the next turn. The poison will not effect the person pressing the sigils, but will affect those who drink from the flask for the next turn. Normal save versus poison applies for those exposed to the poison. FLAVOR-ALL GP Value: 1,000 XP Value: 100

This small pouch of multi-colored granules is able to mask the flavor of the food it is sprinkled on by changing the taste to one pleasant to the creature that is eating the food. It is often used to change the taste of food that a creature would otherwise find offensive. Note that the flavor the creature tastes has nothing to do with the actual type of food being consumed. Thus an elf could be eating burnt hyena and taste warm ginger bread instead. Any creature that so desires can make a save vs. spells to get the actual taste of what it is consuming. A pouch of flavor-all can alter the taste of ten meals for a man-sized creature. GRIM DUST GP Value: 2,000 XP Value: 500

When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (users choice) from the above list. HAND OF GLORY GP Value: 12,000 XP Value: 3,000

The hand of glory is often sought out by thieves and others who wish to infiltrate by night without combat. In many cities, merely being found possessing one is an offense. Some governments impose the death penalty for possessing or using a hand of glory within its jurisdiction. The creator may call upon the powers of the hand by uncovering it and lighting the candle. It powers are: Strike blind: up to 3 times a day any but the creator who gaze upon the flame of the candle unless a save vs. wands is made. This blindness cannot be cured, and it will last 1-20 days. Paralyzation: the creator may opt to paralyze anyone who sees the candle flame. The victim must make a successful save vs. wands at -3 or he will be held for 2-8 hours. Find treasure: the hand will lead the possessor to the largest stash of treasure within 60 feet by pointing itself in the right direction. Coma: the hand will begin to rhythmically click the talons of its thumb and little finger together in the presence of those already asleep in order to place them in a comatose condition (save vs. spells at -3 negates the effect and the sleeper will awaken). Those placed within a coma cannot be roused by any physical means for 1 day, but may be communicated with through telepathic means.

A typical inscriber tome weighs about 8 pounds and is slightly smaller than a human torso. The text is written in the inscribers native language, and its style is confusing and opaque at best. Nonetheless, an inscriber tome is an extremely comprehensive and valuable resource on a randomly determined subject. A creature using an inscriber tome for research must make an intelligence check on 4d6 to understand enough of the text to find useful information, even if they understand the inscribers language. If the text is understood, it allows the reader to treat the subject matter as a minor field of study. Inscribers will fight to the death to protect their tomes and will abandon all else to recover them. KOBOLDS FINGERBONE GP Value: 100 XP Value: 50 Even the weakest of natures creatures can provide useful minor magic items. The tenacious kobold shows this adage to be true, as every miner knows. A forefinger bone from a kobolds hand, if left in the center of a deadfall or at the bottom of a mine for a fortnight, provides the bearer a +5% bonus to any checks made concerning stonework, traps, or mining for one week. Only one kobolds fingerbone can be in effect at the same time per individual. MIDNIGHT OPAL GP Value: 75,000 XP Value: None

The Midnight Opal was created over a thousand years ago by the Demon Prince of Undeath and then sent to the Material Plane for his followers to discover and use. The Midnight Opal is a lustrous black opal approximately 8 inches in diameter. Anyone who peers into its surface sees a swirling vortex of shadows within that eventually coalesce into hideous faces that leer back at the viewer. The air surrounding the gemstone feels chill, and shadows in the vicinity seem to shift as if alive. The Opal provides 3 different abilities: Four times per day, the artifact allows its wielder to turn undead as a 14th level evil cleric. Any non-evil user is drained a life level through the use of this ability. 202

Once per year, the possessor of the Midnight Opal can raise all the dead on a single battlefield as zombies and assume control of their meager wills. The corpses must be relatively fresh, so this ability must be activated within a week of the battle and their must be at least 100 corpses. This ability has a range of ten miles. Once per year, the artifact can resurrect a person dead up to 5,000 years. The resurrected person gains an experience level in the process. This power can only be used on the 7th day after the second power above has been used. The Midnight Opal is intelligent (Int 19) and lawful evil. It can communicate through telepathy only, and speaks every language. MIRROR SHARD GP Value: 3,000 XP Value: 500

The food to be replicated must be adequate for one human for one meal in which case the trencher will replicate it five times, which is enough to feed six humans one meal including the original portion. If a greater portion is used then the amount replicated will only be enough to feed six humans for one meal; placing an ogres portion on the trencher does not produce enough food to feed six ogres. Note that the maximum number of replicated portions is five, so if a halflings portion is placed on the trencher than five additional small portions will be created, or enough to feed three humans for one meal. The trencher can be used once every 24 hours. THE WITCH HEAD (Relic) GP Value: 10,000 XP Value: None The Witch Head appears as a black metal sculpture of a human females head. The eyes and mouth are open and glow with a grayish light resembling a deep fog that will not lift. Closer inspection will reveal that the light swirls in a hypnotic pattern deep within the relic. Strands of some unidentifiable stringy material rise from the top of the head to form a thin reddish mane roughly 3 feet long. The mane is bound together in a topknot that allows the possessor to carry and swing the Witch Head as if it were a censor. Any good character touching the mane of the Witch Head will cause the relic to lash out with a shock wave equal in effect to a power word, stun. This attack effects only good aligned PCs present within a 60 feet radius. Neutral or evil PCs may safely touch it. The relic is semi-sentient and naturally beguiling. If not possessed by another person, the Witch Head will use suggestion on the initial discoverer (assuming he passes the alignment test) and attempt to make that person pick it up by the mane. If the discoverer fails his save, hell retrieve the relic in the suggested manner and allow no one else to touch it. The possessor of the Witch Head will receive, through empathic contact, knowledge of the relics powers and how to use them. He will not, however, receive knowledge of the powers price, nor will the possessor be overtly aware of the price being paid. To others, the effects will be obvious, but the possessor will only have a vague sense that something is wrong. The Witch Head bestows on its possessor the following powers (all powers are at 14th level of ability; costs listed in parentheses): suggestion (no cost) mass charm (once per day; ages the possessor 3 years) know alignment (three times per day; ages the possessor 1 year) repulsion (two times per day; ages the possessor 2 years) globe of invulnerability (duration:14 rounds; twice per day; drains 1 point of CON for 14 hours) ESP (three times a day; drains 1 HP) displacement by 5 feet (duration: 1 turn; twice per day; drains 2 HP) darkness and silence 15 feet radius (duration: 20 rounds; once per day; ages the possessor 2 years) kiss of corruption: placing the mouth of the relic against the lips of a victim will force an alignment change as follows: from lawful to chaotic (ages the victim 1 year), from good to evil (drains the victim of 1d4 HP). In either case, the victim is entitled to a saving throw vs. death magic. A successful save indicates the victim is currently incorruptible along that alignment axis, and the possessor must wait one full lunar cycle before trying again with that particular victim. A victim who saves is not drained or aged. This power can be used only once per day for each alignment axis.

When a dark voyeur is finally laid to rest, the shards of its mirror are infused with the appreciation of the spirit finally set free. One of the shards of its linked mirror becomes magical, a mirror shard. The possessor of a mirror shard can activate it five times before it shatters, becoming mundane once more. Once activated, the shard creates multiple copies of its possessor, mimicking the mirror image spell. OGRES TONGUE GP Value: 100 XP Value: 50

One wouldnt think that anything useful ever came out of an ogres mouth but ogres tongue proves that idea incorrect. A freshly harvested tongue (not more than two days old before drying begins) is worth its weight in gold to the right buyers. Cut into small slices and dried only during the night over a months time, a normal ogres tongue magically transforms into a small protective. If eaten ogres tongue renders the eater mute for an hour, but it also provides a +1 bonus to all saving throws for two hours. SHIPS FIGUREHEAD, MAKO GP Value: 12,500 XP Value: 2,000 If affixed to a ship, this figurehead allows the vessel to sail an additional 10 knots per hour. Furthermore, once per day, the captain of a ship with a mako figurehead attached can summon four sharks that loyally obey his commands for 10 rounds. STEW COOKER GP Value: 2,500 XP Value: 500

Upon command the interior of this castiron pot self-heats to the maximum temperature within 1 round; a second command shuts the cooker off. The interior of the pot heats up to a maximum of 220 degrees, enough to boil water and cook stews or soup. The cooker can produce enough soup to feed a meal to 10 man-sized creatures. Except for the fact that it heats almost instantly and without an external heat source, the stew cooker otherwise acts as a normal pot which means that its internal and external surfaces become as hot as the liquid and, as a result, the pot requires the appropriate amount of time to cool before it is ready for transport. Creatures making significant contact with the pot while it is hot suffer 1d2 points of damage from the heat. THIGHBONE FLUTE GP Value: 5,000 XP Value: 1,000

The thighbone flute is an unusual item found in the possession of some bone sovereigns. In the skeletal hands of their owners, they can be blown to produce an irresistible dance effect (as the spell) once per day. In the hands of any other creature, the effects of a thighbone flute are not so powerful, but still beneficial. Once per day, the user can produce a short tune whose effect mimics the charm person spell. The possessor of a thighbone flute can only have 5 creatures charmed at a single time. TRENCHER OF FEASTING GP Value: 6,000 XP Value: 1,000 Upon command this sturdy wooden trencher (three feet long and one foot wide) duplicates any food placed upon it, filling itself with exact copies of the original food. The trencher duplicates only food and the food to be duplicated must be on the trencher prior to the use of the command; items placed on after the command has been uttered are not duplicated.

The Witch Head can sense when its possessor may be near death due to aging or HP drain. If the possessor is reduced to one HP, the relic will inflict cause serious wounds upon him and wait for the next discovery. All spell effects are instantaneous. Each use of a power gives a neutral PC a 20% cumulative chance of changing to an evil alignment; five uses guarantees an alignment change. The Witch Head may not be burned, dented or otherwise damaged. There is no currently known way of destroying it.

203

RINGS
RING OF ROTTING This cursed item is a ring of dark coppery color with no adorning stones. A single intricate engraved mark travels the interior circumference of the ring. Placing the ring on a finger will doom the character to a rotting disease that removes one point of Charisma and 1-6 HP per day until one or the other reaches zero (at which point the character is dead). Once put on, the ring cannot be removed short of severing the finger or a remove curse cast by a cleric or magic user of at least 12th-level. Conversely, 1 in 12 of these items are reverse magicked so that the rotting disease does not affect the wearer but any living creature he touches. In these rare cases, a touched victim will suffer the same effects as if wearing the ring unless the curse if removed as described above. RING OF SPELUNKING GP Value: 10,000 XP Value: 2,000

scream which will deafen and stun all beings within a 30 radius (except for the user) for 1d3 rounds if they fail a saving throw versus staves. A failure of 4 or more indicates that the scream has shattered the victims eardrums. Such a failure renders the victim unable to hear for 1d3 weeks. This application uses 2 charges. The staff may also be used to summon 10d10 bats with a subsonic emission for 1d12 rounds. If the user throws the staff a general direction, the bats will follow for the duration of the effect. This application uses 1 charge. The staff cannot be recharged.

CURSED ITEMS
RING OF GINKSADIM This plain-looking gold ring possesses a terrible curse. Any gold (except the ring itself) in the possession of one putting on the Ring of Ginksadim is transformed into gold-washed lead. The ring can be removed at will.

The secrets of crafting this rare adamantine ring are known only to the dwarves. It grants several powers to its wearer. First, the wearer has an unerring sense of direction when underground and never gets lost when in any subterranean environment (caverns, dungeons, and so forth). At the same time, he gains an intuitive familiarity with all things related to caves and stone working, which gives him the full range of dwarven abilities. Dwarven characters find these abilities enhanced by 10% each. The wearer also gains infravision; if he already has infravision, the ring improves his visual range, doubling the distance. Finally, the ring allows the wearer to shrink twice per day, allowing him to pass through tight confines that would not otherwise be navigable.

ARTIFACTS
AMULET OF THE DEEP ONES This ruby amulet hangs from a necklace carved from a single quartz. It is the last magic artifact of the ancient deep ones: a race that lived deep within the earth long before the common races strode the world above. After the great dwarven wars wiped out the deep ones, only this amulet remained due its indestructibility. It was kept by the dwarven religious orders for millennia, but was eventually lost to time. Within the ruby are the souls of every deep one that ever existed. The sentient container of a lost species nearing a hive-mind, the ruby seeks to possess those that bear it and bring about the return of the lost race. Those wearing the amulet of the deep ones are subjected to the below effects: Alignment changes to chaotic neutral. Gain all abilities of an 8th-level cleric, thief, and magic user with the ability to progress in level. Gain +4 to AC and +2 to saving throws. Gain immunity to mind-effecting spells and abilities. Gain the ability to detect creatures that can possess within 300 ft. and gain a vulnerability to possession-type effects (always fail any saves). Gain 10 additional hit points and regeneration of 1 hp per round. Fire and acid damage cannot be regenerated, although it heals normally. Age at 1/10th the normal rate. Can create a special tentamort possessing tentacles twice as long as normal once every 6 months. The tentamort will obey the commands of its creator and will not attack any creature its creator has spat upon. Gain the ability to speak Xorn and an effective Charsima of 23 when dealing with Xorn. In addition, the wearer has awe power over the species.

RODS
BLACKTHORN ROD
GP Value: 15,000 XP Value: 4,000

This 5 foot long rod is made from a blackthorn tree, then properly magicked and charged. If the wielder strikes an opponent with the rod, he may summon one of the following effects at the cost of a single charge: Slumber: the target must save or fall into a semi-permanent sleep from which he cannot be awakened except by another touch from the rod used. Only creatures of 8 HD/ level or below are affected. Neurolepsy: the target must save or uncontrollably shake and shudder for 1d4 turns. Such an affected target cannot perform any other actions until the effects subside. Rust attack: striking any metal with the rod can invoke the effects of a rust monster unless the target makes its save. Flame burst: any non-living, organic object can be caused to burst into flames unless it saves.

ROD OF TRANSFIGURATION GP Value: 15,000 XP Value: 4,600 This powerful rod was fashioned by the great Muhatian magic user, Calistogga, for the first king of Muhati, Zoser. It is wrought of gold, and takes the form of two human arms fused together, each end of it tipped with a fist-like knob. If one of its charges is expended, a thin ray can be shot out from it to a distance of 30 feet. Those targeted by the rod must immediately save vs. rod. Failure results in both arms of the victim detaching themselves from the body, which causes 212 points of damage. (Strangely, no blood spurts from the shoulder stumps created, the wounds closing as soon as they are made.) At the same time, the rod opens down the middle, revealing two hemispherical cavities. The detached arms of the victim then fly towards the now open rod, which afterwards slams shut. The limbs remain perfectly preserved within the rod forevermore, and can be reattached to the victim, assuming that he or she is in range, by expending another charge. If this is done, the rod opens and the two limbs fly towards their original owner, grafting themselves to the shoulder stumps instantaneously. The victim has full use of the reattached limbs. The rechargeable rod of transfiguration can hold up to 20 charges.

The amulet of the deep ones is an intelligent artifact possessing intelligence utterly foreign to the common races. It telepathically mutters and mumbles words of a pleasing nature to its wearer. It does this because a week after donning the amulet, the wearers soul is sucked into the amulet and the soul of a deep one replaces it within the body. This effect can be avoided by removing the amulet (this resets the week period), but every such occurrence results in a accumulate 1% chance that the next removal attempt fails and triggers the soul switch. Once the soul of a deep one is freed, it goes about trying to resurrect its lost race. It needs only find the right way ARMY OF TIRELESS TIN SOLDIERS GP Value: 150,000 This unusual artifact is highly desired by rulers and generals throughout the known planes. The entire set contains 12,000 tin figures and an extensive set of terrain tiles allowing the owner to stage extensive combats and train tactics through simulation. Created by the arch-wizard Grenadier with the assistance of an unknown god, the set would be gifted to his favorite puppet king or emperor. Knowing the value of the tin soldiers, he included a secret command word that triggers the individual figurines and tiles to become invisible and ethereal. 204

STAVES
STAFF OF SCREAMS GP Value: 15,000 XP Value: 3,000

This long staff is typically capped with a metal head adorned with a gaping mouth. When the head is banged on the floor, the head will emit a piercing

The soldiers then grab the terrain tiles and march out towards the command word speaker much like a line of ants carrying the remains of a loaf of bread. Each soldier has many command words allowing their owner to simulate different powers and creatures. Over 2,000 different creatures can be simulated in this manner. There are 880 terrain tiles, each 2 feet square. The tiles can be commanded to simulate all types of imaginable terrain, with realistic consequences when interacting with the tireless tin soldiers. After studying with this artifact a month, the user is considered an experienced commander. 6 months of study provides the skills of a great general, and after a full year of uninterrupted study the owner is one of the best generals ever. Real soldiers in combat, when lead by creatures that have studied with the army of tireless tin soldiers, have morale, combat ability, overall speed, and the ability to follow complex maneuvering increased. The amount of the increase is left up to the GM, but it is suggested that at the highest level (after a year of study) all units under command should be treated as elites. RED ANTIQUITIES This book stands 18 inches high, 5 inches thick, and 12 inches wide. Its cover is a smooth, deep red skin of some unknown creature. It is a treatise on a small but powerful nation of humans scattered throughout lands both known and unknown. The Red Mausoleum is one of many burial sites for their dead, and the unknown race of humans periodically gathers here to inter their deceased. The basis of their religious beliefs is evil in nature and centers around their hope of eternal life as unlife. Red Antiquities spends many pages outlining the philosophy that mortal life is a trial by fire to winnow out those undeserving of immortality through unlife. It claims that life after death through the power of evil gods is the more desirable existence possible. It holds the color red to be holy (unholy) and a reminder that red is the color of the blood that holds the mortal shell in a perpetual state of agony, chaos, desire and unbalance. Evil PCs who read this tome through and through will gain 15,000 XPs through a strengthening and redefinition of their evil concepts. Good aligned PCs will lose the like amount (no save) due to the cognitive dissonance brought about by the strength of these words. PCs who are primarily neutral are subject to the following roll: d6 1-2 3-4 5-6 Alignment Shift Shift alignment to good No shift Shift alignment to evil

Green Button: Pressing this button replicates the effects of a heal spell, except that it affects all those within a 200 foot radius. (Drains 6 charges.) Black Button: Pressing this button replicates the effects of a sunray spell, except that its area of effect is a 100-footdiameter sphere. (Drains 4 charges.)

SWORD OF THE MASTERS This seemingly-normal long sword appears at first glance just like any other common long sword. Those skilled at the identification of magical weapons and items quickly discover a faint aura of energy surrounding the weapon and, through patience and talent, can quickly unlock the swords minor powers (which are the ability to cast magic missle and mummy touch, as described on p. 7 of this adventure). The sword will remain a +3 weapon until it comes within 100 ft. of one of the unknown masters, at which point it instantly glows white and then transforms, lengthening and growing larger in its weilders hands. As the powerful Sword of the Masters, the long sword becomes a sentient, powerful artifact that follows the mental commands of any one of the unknown race that is within range of the artifact. The sword, under these mental commands, moves and strikes on its own without need of a sword arm to guide it (the first act is typically to turn and slay the one that was weilding it before the master came into range). When activated the sword is chaotic evil, has an Intelligence score of 18, and possesses 1d4-1 (minimum of 1) special abilities of the game referees choice.

THE TOME OF WRYNN


The tome is a 2 tall thick volume bound in an unknown hide and clasped with a lock. Opening the lock will force the PC to make a save vs. magic at -2 or become obsessed with safeguarding the book. The obsessed PC will not allow the tome to leave his sight and will deal with any dispute in the matter as he deems necessary. The effects must be broken by a remove curse or similar magic. PCs opening the tome are affected as follows: Non-spell casters must make a save vs. wands or lose one point of INT due to the complexity of the contents. Clerics or others who draw their magic from deities must make a save vs. wands or suffer an alignment shift in one direction (determined by the GM) due to the bold statements contained within. -Mages who roll their INTx5 or less on percentile dice may understand the contents if the tome is perused uninterrupted for one solid week. Afterwards, the mage will gain knowledge of the following spells (Intelligence restrictions for learning spells apply) over the next three weeks: First week: (1-3 of the following spells) protection from good, unseen servant, shatter, strength, darkvision, tiny hut, dimension door Second week: (1-2 spells) contact other plane, glasseye, cacodemon, power word stun Third week: (1 spell) permanency, imprisonment Any reader not suffering from negative effects of viewing the tome may make a roll of INx3 or less on percentile dice to gain the legend lore ability of a 4th level Bard (if the GM doesnt use Bards in his campaign, simply give the PC a straight 10% chance to recognize and identify any magical item encountered as well as having a general clue as to its abilities). Once a PC has gained spell knowledge from the tome as outlined above, it will mysteriously disappear while no one is looking. If the PC is obsessed with the tome, then that character will forever suffer from melancholia unless cured.

THE RELIQUARY OF MENEPTAH The major artifact known as the Reliquary of Meneptah was fashioned to house a portion of the captured essence of Meneptah, a deity worshipped by the good peoples of the southern desert (see The Capture of the Deity Meneptah section for more details). The egg-shaped object is about 4 inches in diameter along its central axis and about 6 inches in length. The lower hemisphere of the strange artifact is wrought of gold and its lower hemisphere is crystalline, allowing one to peer inside it. It is studded with a series of button-like, varicolored gemstone protrusions along its central axis. If one peers through the crystalline portion, an ebony humanoid finger can occasionally be seen floating in place when not obscured by the surrounding red, green, and purple smokes. Originally, ten of these objects were in existence, but today only one survives. Each of the five color-keyed gemstone buttons on the Reliquary of Meneptah are linked to one of its five potent magical abilities. The powers of the reliquary are activated, of course, by depressing one of the five buttons. Each time one of the powers of the major artifact is activated, a variable number of charges of dweomer are drained. The last surviving reliquary has 15 of its original 30 charges remaining. In order to recharge the artifact, it must be placed in its special housing located in the Prison of Meneptah and left there for one month. Each time the artifact is recharged, a small portion of its energy source, the actual imprisoned avatar of the deity Meneptah himself, is drained. The powers activated by pressing the individual buttons are as follows: Red Button: Pressing this buttons allows the user to control weather as the spell of the same name. (Drains 3 charges.) Yellow button: Pressing this button allows the user to cause an earthquake as the spell of the same name. (Drains 3 charges.) Blue Button: Pressing this button grants the user a wish as the spell of the same name. (Drains 10 charges.)

WAND OF THE WEIRD This item resembles a rather thick gnarled stick. It will be identifiable as a magic wand by anyone who touches it. Any creature able to hold it and speak may use the wand. It has 5d20 charges when found, and may not be recharged. To be used, the wand must be pointed by its user at a living creature (the subject). The user may point the wand at himself. Using the wand on a nonliving creature or empty space simply wastes a charge. The wands range is 60. 205

The wand has a random effect as determined by the following table (all results are permanent): d% 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Effect User and subjects minds switch bodies. Class, level, and magical abilities remain with the original bodies. User and subject swap genitalia. Subject dies and becomes a random type of undead creature with the original hit dice of the subject. One random ability score of the subject increases/decreases (50% chance of each) by d10. Subject gains the ability to cast one random Magic-User spell of a random level once. d8 points of a random ability score transfers from subject to user or user to subject (50% chance of each). Subject gains the ability to cast one random Cleric spell of a random level once. Subject becomes sexually obsessed with the user. User becomes sexually obsessed with the subject. Subject turns to dry powder. When water is added to the powder, the subject will reconstitute in the same condition as before. Subject grows wings out of eye sockets; may fly but is now blind. Subjects teeth fall out and are replaced with hollow crystal teeth, each of which contains one dose of a different random magical potion. Subjects fingers turn to gold. They still function, but are worth 1,000gp each if they are severed. Subjects weight (but not size) increases/decreases (50% of each) by d1000%. Subject is filled with magical energy. Every time they are damaged in combat, there is a 1% cumulative chance that they will explode (fatal), doing d10 damage for every hit die they possess to everyone within 30. Subject becomes able to detect magic by sight continually. Subject becomes magic dead. No spell effect will ever work on him, good or bad, and no magical effect of any item or area will work for him. Subject functions as a bag of holding. An object placed in an orifice (hopefully the mouth) still harm the subject as normal going in and out, but an unlimited amount of items may be discretely stored in any orifice without additional harm. The subjects anus completely closes up. Every 24 hours the subject must save versus poison or take d6 damage. Carving a new anus will cause d8 damage, but this stops the daily damage. The subject grows d6 large boils on random parts of his body. These boils make wearing armor (and other actions) impossible. Cutting a boil off do d4 damage, but the boils contents may then be used as a flask of oil. The subjects eyes turn into gems worth 5,000gp each. The eyes function as normal as long as they remain in the subjects head. Subject becomes pregnant with users child. Subjects internal organs transform to clockwork machinery. The subject must drink one flask of oil per day in addition to other food requirements. Subject becomes physically unable to sleep. The subject does not lose the need to sleep, however, and will suffer all due penalties for lack of sleep. Any woman who makes eye contact with the subject must save versus magic or become pregnant. Every time the subject visits a new populated area for the first time, someone there will have proof that the subject owes them d% gold pieces. Subject will automatically kill the next enemy he hits in combat. Subject will automatically be killed by the next enemy that hits him in combat. Subject loses the ability to recognize traps. The subject loses all ability to measure time. The user and subject must engage in mortal combat - the winner permanently gains 1/10th of the others maximum hit points. The ceiling caves in on the subject. If there is no ceiling, a 100 sinkhole opens up below him. 10d6 fireball hits the subject. Watch out for that area effect! Subjects current hit points are increased tenfold. Excess hit points above the subjects normal maximum can not be healed or restored once lost. Subject becomes hypersensitive to poison and will never make a

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successful poison save. Subject becomes tasty to animals - any hostile beast will attack that subject before all others. Every lover the subject ever has in the future will be caring, respectful, doting, and chronically and outrageously unfaithful. Characters apparent age doubles (no effect on health or stats). Life Force! Forevermore, when the subject rolls a natural 20 in combat, they gain one permanent hit point. When they roll a 1, they lose a permanent hit point. All subjects magic items become disenchanted. Subjects nipples are replaced with mouths which mumble incoherently at all times. Subject is deemed a hostile troublemaker by all authority figures and law enforcement he encounters. Subject grows (non-damaging) horns. Subject becomes incontinent and will soil himself every time he sleeps. Subject gains the ability to speak with insects. Subject gains the ability to breathe water. Subject gains the ability to withstand the heat of molten lava, but is not otherwise immune to heat. Subject takes 50% more or less (50% chance of each) damage from missile/melee (50% of each) attacks. Subject grows painful corns on his feet, reducing movement by 25%. If the character rides in a vehicle or on an animal, he develops awful hemorrhoids and must rest enough to reduce overall travel time by 25%. If the subject is willing to suffer d4 damage that day, he may move as normal. Subject becomes regenerative; all healing, magical or natural, restores 2 more points than usual. Subjects rear end glows like a fireflys. Subjects nose and mouth move to the ankles. Subjects head moves from atop the shoulders to the groin. Subjects hair becomes prehensile. 1 in 1000 chance that any NPC the subject meets will think him the Dark Messiah and attempt to sacrifice children to him. Subject grows a tail that is 10d12 inches long. The tail is dead weight. Subjects face becomes ordinary; only a 50% chance that an NPC will ever recognize him after meeting him. Subjects earlobes swell to grapefruit size and fill with blood. Subject loses d6 hit points, but drinking the blood from each earlobe heals the drinker of that amount. Subjects stomach acid becomes super-digestive - anything may be used for food, but any magic potion used causes a miscibility table check. Subject becomes repellent to fish and will never be attacked by one, and will never catch one. Subject grows an impressive amount of thick back hair. The wand transfers to the subjects hand. The subject goes cock-eyed, and will never hit with a ranged attack again. Subject gains the ability to polymorph into a covered wagon at will. Subject becomes lucky - can declare once per session that any one failed roll actually succeeded. Subject becomes unlucky - Referee can declare once per session that any one successful roll actually failed. Subject becomes a lucky charm - can declare once per session that any one failed roll made by someone else actually succeeded. Subject gains the ability to communicate with yaks. Subject suffers from communicable tonedeafness; no musical performance will ever sound good to anyone when the subject is present. Subject chews own lips off. Subject must save versus magic to avoid the temptation of cutting any rope encountered. Soles of subjects feet constantly bleed slightly, leaving an obvious trail. Subject gains the ability to create moving impressionistic works of art, but is unable to draw a straight line - the character can no longer map. A very large ferocious bear arrives and will protect the subject from all threats - threats being defined as any living creature within 100. A nasty large dragon happens by and accuses the subject of stealing a gem worth 25,000gp. Pay up, or else! 206

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The cavalry arrives! 3d10 armed men come upon the scene and demand to know what is happening. There are even chances that the group will be friendly or hostile to the subject. The users arms fall off. Subject turns into a pinecone. Flash flood! Huge amount of water rushes through the area clearing everybody and everything out. Subjects face becomes tattooed. If the face is skinned, the tattoos may be used as a scroll of a random 9th level spell. Subject is teleported d100 miles away in a random direction. The subject splits into d6 duplicates, all with the same stats and equipment as the original. Subject momentarily transforms into Death. One random character or creature within 100 (not the subject) dies instantly and is dragged to hell (with all their equipment). Subjects skin becomes as steel, permanently improving their AC by 5 points. Subject offends the God of the Dead! Any enemy killed by the subject immediately raises as a zombie and attempts to kill the subject again! Subject becomes abhorrent to horses and can never ride one. Subject gains +5 to hit and +2 to damage with any attack - against the user only. Subject gains spastic reflexes. The character can decide on a bonus and a penalty to initiative and to-hit rolls on any particular round, and the total must add up to 0, but the individual bonus and penalty may not be 0. A Greater Demon is summoned and attempts to slay everyone in sight. A giant centipede appears inside the subjects armor and clothing and attacks! The users life force is trapped in a glass bauble which appears in the subjects hand. The subject can force the user into three conditions to spare his life, and the user must abide by the conditions or instantly die. Subject grows an eye in the center of his back. Subjects hair turns prehensile and is hostile to the subject - will attempt to gouge eyes, plug and tear ears, strangle, etc. Steroid fiend: Subject gains +3 to hit and damage due to great strength, but connecting muscle tissue weakens and subject takes 1hp damage when using this strength. Subject grows 35 extra toes on each foot. Is unable to wear footwear unless custom-made, which will cost 100gp. Per foot. Nothing happens and the wand loses all remaining charges. Roll three times on this table. Subject must choose two results. Roll three times on this table. Subject must choose one of the results. Roll two times on this table; all results happen! Roll three times on this table; all results happen!

207

HAZARDS

ALTAR OF LIFE
In a room that appears to have been a chapel of some kind in the ancient past, there is a long altar, seven feet long and rising to a height of four feet. At one end of the altar stands the stone statue of a hooded man with a skeletal face, holding a scythe. At the other end there is a statue of a beautiful woman holding her arms outstretched over the altar. A large offering bowl stands in front of the slab and its attendant figures. If a dead character is placed onto the altar slab, and an offering of at least 2,000gp in value is placed into the offering bowl, the altar will begin to glow. There is a 40% chance that the dead character will be raised from the dead per the raise dead spell. Regardless of whether the raising from the dead is successful, the sacrifice placed into the offering bowl will disappear. The altar will never raise the same person from death more than one time, and it will only function once per week in any event. If the altar fails to raise someone from the dead, it cannot be attempted a second time for the same person.

gem (50 gp value) is removed from the painting, the picture suddenly takes on a different property. From the moment the gem is removed, anyone standing upon the painting will fall into it, a distance of 40ft. The fallen character(s) will be visible as painted figures down in the chasm. They can be rescued by normal means, although anything descending into the picture will also take on the appearance of a painting while inside. If the fall kills a character, and no rescue of the body is attempted, the character will remain in the painting as a corpse, and the painted representation will slowly become a skeleton (5 days) and then disappear entirely after 10 days.

THE CLOCK-STATUE OF THE RED HALL


At the end of a long hall of red-painted brickwork, the party will find a stone statue ten feet tall, depicting a monkey holding a great stone dial five feet in diameter. Around the perimeter of this round tablet, numbers have been incised crudely into the rock, from one to twelve. The number twelve is at the top, and the numbers run in order in a circle around the dial. At the center of the round tablet there are two pointers of forged iron, one of them shorter than the other. These pointers can be turned freely to point at any of the numbers on the dial. The pointers move independently of each other, allowing them to point at two different numbers. Obviously, the stone statues dial is a clock face, but the position of the hands has nothing to do with measuring the passage of time. Rather, the clock dials can invoke a variety of magical effects depending upon what is done with them. The key to figuring out how the statue works is not to think of time at all, but to sum up the numbers indicated by the two hands; an even number generates a generally positive result from the statue, an odd number generates a generally negative result. After any character moves the clock hands (and releases them in the new position), the monkeys mouth opens and issues a deep, ringing chime, calling forth the magical effect (see table, below). The chime is only audible within the red hallway, so it will not summon curious wandering monsters, although if the party is all gathered in the red hall they might not realize this. Any character can make up to three tries at setting the clock, but after this the hands will not stay in place for that character: they will simply spin back to the twelve-o-clock position as soon as they are released. Any number of characters can try their luck with the clock, but each will only ever get three tries. The table on the following page may be used to determine what the statue does when the hands are turned from the twelve-o-clock position.

THE BOOTS OF STONE


In the middle of a hallway, a pair of stone boots stands upright on the floor, apparently part of the floor itself. If a character puts his feet into the boots, he must make a saving throw versus paralysis or be turned to stone. However, if the character makes the saving throw successfully, the boots will become a pair of magic boots (of whatever kind the GM decides).

THE CEILING OF CLOUDS


A room within the dungeon has a high ceiling with clouds painted upon it. The detail of the painted sky above is unbelievably precise, and it is almost difficult to believe that the ceiling is not actually an exit from the dungeon to the surface. Anyone spending an entire turn inside the room, especially anyone staring at the ceiling, will begin to feel lightheaded. If the party does not immediately leave the room, in the next round one randomly determined party member will be hurled upward into the painting itself, as if falling skyward (this does not cause any damage to the character). The character will remain floating in the picture, looking like a well-painted part of the fresco, and will be trapped for 2d6 rounds in this condition. At the end of the 2d6 rounds, the character will fall back out of the painting, as if from a height of 60ft. It is possible to cast a feather fall or fly spell upon a character while he is within the painting, thereby negating the effect of the fall when it happens. Other solutions, such as piling soft materials underneath the character, will work as well. The ceiling does radiate magic, and the party may get some warning if they use a spell or an item that reveals such things. For purposes of detection spells, the ceiling should be considered a trap, although a thief could not ordinarily detect it.

CHANGING LANDMARK
This is a fairly standard trick that can cause a party concern about the accuracy of their maps, or simply provide a reminder that they are in a dangerous and magical place. The only trick involved is some sort of landmark such as a normal statue, fountain, altar, decorated wall, wall carving, tapestry, etc. Some memorable detail of the landmark changes over time. For instance, the scene depicted upon a tapestry might change from a scene of battle to a scene of the victory feast held by the winners of the conflict, or a standing gargoyle might move to a crouching position.

THE CHASM PAINTING


This trick is similar to the Ceiling of Clouds trick, in that the trick itself is a magical painting. In one of the rooms or passages of the dungeon, a highly detailed picture of a deep chasm has been painted upon the floor. In the middle of the chasm a small gem lies on the floor (it lies on the actual floor, appearing to be floating is space over the yawning fissure). Although the party might initially mistake the painting for a real chasm by torchlight, clues that it is only a picture will be noticed after only a moments inspection of the room. However, if the magical 208

The Clock-Statue of Red Hall Results d6 Sum of numbers is even 1 The character gains 1d6 extra hit points that last for 24 hours.

A randomly determined weapon owned by the character begins to glow. This weapon gains +1 to hit and to damage for a period of 24 hours. One weeks worth of delicious rations appear at the characters feet.

Sum of numbers is odd The character makes an uncontrollable, piercing monkeyscreech every third turn. A saving throw against spells applies each time the character tries to stifle the monkey-noise, but the character is automatically cursed and receives no saving throw to avoid its general effect. The curse ends after 24 hours have elapsed. The character is cursed with a penalty of -1 to hit and -1 on damage for a period of 24 hours. A randomly determined ability score is reduced to 9. If the ability score is already 9 or lower, it is lowered to 6 instead of 9. If the ability score is already six or lower, the monkey statue will take pity on the character and there will be no effect at all. This curse lasts for a period of 24 hours. The character insists upon walking backwards for a period of 24 hours. No saving throw applies. For a period of 24 hours, any weapon used by the character has a 50% chance of breaking when it scores a hit on an opponent. Magical weapons are not affected and may be safely used. For a period of 24 hours, the character must make a saving throw against paralysis before going into combat. If the saving throw fails, the character is affected as if by a hold person spell.

The water itself is completely harmless; it is no more and no less than colored water. The six items beneath its surface, on the other hand, are quite unusual. Each item is sealed within a small clay amphora (a jar with a narrow neck, two handles, and a somewhat pointed base). When any of the amphorae are dredged from the pool, it will be clear that there is something other than liquid within, although the amphoras narrow neck is too small for the items to be removed or seen without breaking the clay jar. The contents of the six amphorae are as follows: An amulet worth 15gp. It is made of copper, and has acquired a smooth patina that makes the metal appear green. Two six-sided dice made of ivory. These may be rolled once into the midst of enemies, and will cause 1d4 segments of surprise to anyone within 30ft. The effect may be used three times. If a member of the party rolls the dice within 30ft. of himself he will be affected by the magic, spending about twelve seconds in a confused stupor. No saving throw applies to the use of these dice. The ivory dice are worth 400gp per remaining charge, or are worth 400 experience points (not per charge). A jade statuette of a demon that explodes for 1d10 points of damage when it is exposed to the air outside the amphora (by uncorking or breaking the jar). The radius of the explosion is 10ft. A platinum coin (5gp) A gem (25gp) A small glass sphere the size of a marble that explodes for 1d6 points of damage in a radius of 10ft when it is exposed to the air outside the amphora (by uncorking or breaking the jar).

The character gains control of a Wizard Eye for a period of 6 hours One of the characters ability scores (randomly determined) increases to 18 for a period of 12 hours. The character is healed of all damage. If the character is not wounded, the character instead is cured of all diseases and all poisons are removed from his system. If the character is not wounded, diseased or poisoned, he becomes affected as if by a sanctuary spell for a period of 6 hours. The sanctuary spell does not end until the character has attacked three times.

THE ETHEREAL HEMISPHERE


A raised stone hemisphere, tilted slightly to one side, forms a chair-like dish in this room. The stone basin is lined with cushions like a couch, and indeed it would be possible to sit in it. If anyone should sit in the basin, it will suddenly close, extending its edges all around to form a stone sphere with no means of entrance or exit. The person within the sphere immediately becomes ethereal, and the condition persists for a period of 2d4+1 turns. This means, of course, that the character will become invisible to the other party members and be unable to communicate with them. On the plus side, the character will be able to step through the spheres stone walls and explore the dungeon at will - until the effect wears off and he returns to the material plane wherever he stands at that moment. This trick gives the party an excellent opportunity to scout out the nearby regions of the dungeon, but creates a risk that the ethereal character will get stranded far from his companions. The trick will only function once per day, and will never work twice for the same character.

FRICTIONLESS CHIMNEY
At some point in the dungeon, the party will come across a wide shaft (30ft or more) leading up to the level above. The bat-winged stone statue of a gargoyle squats on the ground just below the shaft, looking upward into the darkness. The statues arms are held outward as if cradling a large baby, but they hold nothing. Once the party ascertains that the gargoyle statue is not going to attack them, and starts investigating the upward-leading shaft, they will find that the walls of the broad chimney are completely frictionless, which makes normal climbing impossible. However, if any character climbs into the statues arms, the gargoyle will animate, flying upward through the shaft to deposit the character safely at the higher level. It can carry a tremendous amount of weight, but will only carry one person at a time. Under no circumstances can the gargoyle statue be induced to carry a character back down again; this is a oneway route from the lower level to the higher level.

THE COLD ROOM


A room in the dungeon is rimed with ice; icicles hang like stalactites from the ceiling and frost is heavy upon the stone walls and floor. Anyone entering the room is instantly chilled to the bone (although there is no game effect to this unless the player does something stupid like making the character sleep in the room). Scattered and hidden on the floor of the room, many of them crusted with ice or frost, are six amber-colored gems. These are actually a frozen acid that will melt slowly into liquid at room temperature. If they are taken by the party, they will begin to melt, releasing acid into whatever containers they may be kept in, and likely damaging anything else in the container (item saving throws versus acid).

THE DARK POOL


In the dark recesses of a dungeon beneath the earth, one finds a circle of cut and mortared stones forming the boundary of what might be a shallow pool - or might be a deep well. It is impossible to gauge the waters depth, for it is murky and dark. If some of it is dipped up in a hand or helmet, it can be seen that the murkiness is not caused by algae or suspended sediments - the water itself is opaque, stained with some unknown, dark pigmentation. The water is only two feet in depth, and it contains six items hidden beneath its surface. Because of the waters dark color, the items cannot be found unless the water is tested with a pole, sword, hand, or some other means of fishing around.

THE GAZELLE
In a deep room of the dungeon, there is a stone statue of a gazelle, a slender and graceful piece of art carved from brown marble. Its eyes are blue gems, perhaps sapphires. The soul of a real gazelle has been imprisoned in this statue. If a character looks at the gazelles face, particularly the gems, the imprisoned soul of the gazelle has the opportunity to switch places with the characters soul, giving the gazelle control of the characters body and imprisoning the characters soul within the statue. The character is entitled to a saving throw versus spells, and any bonuses against mental attacks (such as from high wisdom) are applied to the saving throw. If the saving throw fails and the gazelles soul replaces the characters in the characters body, the gazellecharacter will immediately begin running at full speed in a random direction.

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If the gazelle-character is caught, returned to the room, and forced to look once again into the statues eyes, the souls will switch places again, freeing the characters soul from its imprisonment within the statue. While the gazelles soul is housed within the statue, either before or after switching places with a characters, the statue may be controlled by any spells that affect animals. Any commands given to it while it is under the influence of a control animals or other such spell will cause the statue to animate and follow these commands. There is also a command word, Ellezag, inscribed in small letters between the statues sapphire eyes. The command word obviously cannot be read without glancing into the statues eyes. If the command word is spoken, the statue will tap its hooves in a particular pattern that opens a secret compartment in the room. Although the compartment can be located by normal means, it is utterly impossible to open it without using this particular pattern of tapping sounds. Within the compartment there is a small coffer containing five 250gp gems. The game master might choose to provide a clue to the command word elsewhere in the dungeon; ellezag is simply gazelle spelled backwards. Providing the clue gives the party a way to outsmart the trick without risking the statues soulswitching properties.

variety of a Jacobs ladder trick, this entry is written to present a number of ideas. First of all, if the Jacobs ladder is the only way across a gap or chasm, cutting the anchor point on the partys side will cause the ladder to fall to a vertical position, but on the other side of the chasm. That can get one of the characters across, if hes willing to ride the ladder as it swings, and take the impact of colliding with the opposite wall. This is actually a nice way to let the partys thief shine: swinging across a chasm to get a traditional rope across from the far side makes for a dramatic tale to spin in the local tavern after the adventure is done and the treasure brought home. This arrangement makes very nice little challenge for a lowerlevel party of adventurers; not hard, but not without risk - and exciting. In general, though, if you want to force the players to either send their characters across or really use some ingenuity to circumvent the ladder, the main thing is to figure out ways to make it useless when the nearby anchor point is cut. One way to do this is to use the ladder for a descent rather than for an upward climb. Again, a thief might swing across on a cut ladder, but the impact is going to be harder on the other side. Or, (for an ascent or descent) the far anchor point could be held just over a blade by the ladders tension. In this case, the ladder will work normally when there is tension between the two anchor points (tension holds the rope above the blade), but if the full weight of the ladder is pulled downward, the rope on the far side will be pulled down against the blade and severed. Cutting the close anchor point and letting the thief swing across is going to pull the rope down onto the cutter (disastrous for the thief), but if the party crosses the ladder normally, the rope will still be held tight over the top of the blade, never touching it. Another possibility is to attach the far side of the ladder to a heavy counterweight instead of a solid anchor such as a wall. If the close anchor point is cut, there will be nothing holding the counterweight, and the entire ladder will slither away, pulled up by the counterweight. Another trick, perhaps a slightly cheap one, is to make the ropes metal cables that just cant be severed. And a final possibility, of course, is to use magical components or strange situations to make a Jacobs ladder trick challenging regardless of how the party deals with the ladder itself. Slippery bars, shifting/moving anchor points, and other such added difficulties will make the ladder more of a challenge to the numbers on a character sheet; opponents firing arrows or a set of tools that can be used as a substitute for the ladder are problems and opportunities that challenge the skill of the players. Three game mechanisms for handling a Jacobs ladder are provide here: one for a situation where the GM wants to use lots of dice rolls for an exciting sense of risk to each player, and two quicker sets of rules, one using a straight chance of falling and the other using saving throws to take level into account. All three systems treat the ladder as something that gets progressively more difficult the farther one travels along it. The first system for resolving travel across a Jacobs ladder is as follows: Every ten feet traveled along a Jacobs ladder requires a successful dexterity check, rolling dice against the characters dexterity score: if the result of the roll is less than or equal to the characters dexterity the result is success. Rather than rolling a d20 in this case, however, a number of d6 are rolled depending on how far the character has gone along the ladder. The first round (or 10ft) requires a dexterity check using 2d6. The second round requires a check using 3d6, then 4d6, etc. If the ladder flips, a saving throw vs breath weapon is required to avoid falling. It is still possible to move up or down the ladder hand over hand after it flips, but each roll of the dice against the characters dexterity score will be at a +1 (thus making it more likely that the number rolled will exceed the dexterity score). Failing the dexterity check when moving hand over hand results in a fall with no saving throw. A simpler resolution for traveling across a Jacobs ladder is simply to assign a 1 in 6 chance of falling in the first 10ft, a 2 in 6 chance of falling in the second 10ft, etc. Obviously, since this would make a fall inevitable very quickly, the GM might choose to assign a progressive 1 in 8 chance, 1 in 12 chance, or some other way of making it possible to get across a longer ladder. Another quick resolution is to make the challenge into a series of saving throws (whether progressively more difficult or not is up to you). This method takes the 210

INVISIBLE DIRT
The floor of one of the dungeon rooms is thickly coated in invisible dirt, from which invisible grass grows. Anyone walking through the room will find that his feet do not quite touch the ground, and the invisible area beneath feels spongy underfoot. Touching the grass will likely reveal its nature, of course. This trick has no beneficial or dangerous consequences in and of itself, but it might be coupled with a monster or an NPC who can cast entangle or some other spell that would turn normal grass into a hazard.

THE IRON CANNON


At one end of a long chamber, there is a hole in the wall, lined with iron. The wall around the hole is scorched and blackened. There is a lever next to the hole, in the up position. Directly across from the hole, the wall on the other side of the chamber is shattered and cracked. If anyone pulls the lever and no one is standing in front of the hole - which is, obviously, the mouth of a magical cannon - it will belch fire and smoke, hurling a sizzling iron cannonball to strike the far wall. After the cannonball strikes the wall, it boils away into nothingness. If the lever is pulled and there is a person standing in front of the cannon, the cannon will fire but the effect will be quite different. Just as the cannonball strikes, the metal will boil painlessly across the persons skin instead of striking him. The character will sustain no damage, and will actually gain a bonus of 1 to his armor class, lasting for 24 hours. The same character may use the cannon twice more, but if the trick is used a fourth time the cannonball will actually strike, inflicting 4d6 points of damage. Although a character may use the cannon twice more, this will only be useful if the later attempts are made after the armor class bonus from the first use has already expired - the bonuses do not stack (i.e., the cannon cannot be used to gain a bonus of +2 or +3).

JACOBS LADDER
A Jacobs ladder is a versatile trick, and because it works in real life it is an excellent challenge for lower level parties. With a few added features, a Jacobs ladder can become a dangerous challenge even for a higher-level party. The ladder is a simple rope ladder, angled upward rather than hanging straight up and down. From the last rung at the top and bottom, the ladders two parallel ropes join together, and that single, joined rope is secured at the ladders anchor-point. Thus, the ladder is secured like an angled hammock, but instead of a wide piece of canvas there is only a narrow rope ladder between the anchor points. A Jacobs ladder is extremely hard to climb, because it flips over very easily. If the reader has never seen one of these at a renaissance festival or a summer camp, imagine trying to crawl upward along a sixty-foot long hammock with the wide cloth sheet replaced by a rope ladder. It is very difficult to manage. For adventurers trying to cross one of these obstacles, the easy solution is simply to cut the bottom anchorpoint so that the ladder falls straight, and then climb it vertically as a normal ladder. Although it will likely spin about a little bit, since it is anchored at the top with only a single rope, it will be a climb that anyone can manage fairly easily. Thus, to use a Jacobs ladder as a dungeon trick requires the game master to somehow remove the option of cutting that bottom rope. This is easy to do. So, rather than presenting only one specific

characters level into account, although most parties of higher level will obviously just circumvent this sort of risk by using magic items or spells. The last thing to be considered in using a Jacobs ladder is the thief and his climbing ability. Since climbing is the province of the thief, the thief should probably be allowed to scuttle across a Jacobs ladder using his climbing skill, probably at a penalty of, perhaps, 20%. More importantly, the thief would not encounter the progressive difficulties that make the ladder so dangerous for other classes. Obviously this has been an incomplete and fairly scattered description of how to handle a Jacobs ladder, but in the case of real-world tricks it is usually more useful to present alternatives rather than a fixed, set piece scenario.

If the players are thinking carefully, they will be able to surmise from the geometry of this arrangement that the wall here is approximately ten feet thick, and that the turning door has four chambers. This means anyone going through the door will, at some point, be trapped inside. The potential for getting trapped, in connection with the locking pin, should make them a bit nervous. There is an animated skeleton (or other sort of undead, as the GM may decide) not in the next segment of the door to appear but in the second. It follows the door as the door turns. Thus, if a party member pushes the door one quarter of the way around, he and the skeleton will both be closed inside the wall in triangular prisons. As he pushes it another quarter turn, he will emerge on the other side of the door and the skeleton will also emerge on the far side, where the rest of the party is probably getting ready to go through. The skeleton carries another locking pin and will drop it into place, locking the first adventurer on the far side of the wall and (if another adventurer followed the first through the door) trapping the second adventurer inside the wall itself. The door only turns in one direction, so the locking pin will stop it from turning at all once the pin is dropped into place. Any party members that have not gone through the door will have to fight the skeleton (or ghoul, wight, wraith, etc), and if they perish in the attempt, the situation for the other two will pose a fairly serious problem. The locking pin secures the door from being turned further, with one adventurer on the far side in an unexplored area of the dungeon, and possibly with another adventurer entombed in a small triangular prison between the door and the wall.

THE KEYHOLE FLOOR


The players will find a room in the dungeon that has a door on the far side and a strange pattern of flagstones on the floor. In the middle of the room, beginning about two feet from each door, a keyhole pattern is marked out on the floor in green stones. The crimson stones are safe to walk upon, and it is easy to hop into the marked-off area, walk to the other side, open the door, and hop across the threshold. However, stepping onto the rooms normal-looking stones is dangerous. These stones do not respond to most normal trap checks, such as probing with a staff or tossing a stone onto them. If a person should step onto them, they seem normal enough, but after one or two steps they suddenly turn into a churning mass of emerald-colored quicksand. Anyone standing upon these stones, anywhere in the room other than in the safe area, will be caught in the quicksand. It requires a strength check (equivalent to bending bars) to pull oneself out, or to pull out another person. Several people may combine their strength to rescue a victim from the clinging muck.

RUDE SPITTOON
This is just an odd piece of dungeon dressing, really not more than comic relief. A well-crafted brass spittoon somewhere in the dungeon spits back if anyone spits into it.

MUSIC BOX
An exquisite music box is fastened to the dungeon wall by a complex apparatus of tiny gears, wires, and rods. Clearly, the music box is worth a considerable amount of gold (300gp), but removing it intact and still functioning is obviously going to be quite difficult. Indeed, it is impossible for anyone not a thief to figure out the connecting apparatus at all. A thief, after a moments inspection, will realize that unless the music box is properly detached from the apparatus it will be irrevocably broken. Correctly removing the music box requires a successful roll to remove traps. If the roll fails, the music box is destroyed and worthless. Note: if the GM is sensitive to such things, a music box is definitely an anachronism, having been invented in the 1800s. However, simply describing the music box as a wind-up box that produces music should be adequate to remove any jarring sense of anachronism; it would have been within the capability of a skilled medieval jeweler to produce a simple music box if the technique had been known.

SLIDING FLOOR STAIRWAYS


This trick entails an oddly concealed stairway for the party to find. In a room that contains a stairway down to a lower level, part of the floor is constructed to slide across the top of the stairway, blocking off all access. When the floor slides, it reveals another staircase that also leads down, but to a deeper level or to a different part of the same level as the rooms other stairwell. Only one stairwell is accessible at a time, and whichever one is covered will be, of course, hidden from view. The mechanism for sliding the floor from the top of one stairway to the other is a lever that is not located in the room itself. The lever shouldnt be so far away from the room that the party cant eventually make the connection between the lever and the moving floor. Note that this trick is only likely to be discovered if the party backtracks through the room and notices that the location of the stairway seems to have changed (Wait a minute, I thought you said the stairway was in the northern half of the room, not the southern half). It may be that the sliding floor has a default position and will slide back at some point after it has been moved over the non-default stairway. This would, of course, trap the party on the lower level until they can either find another way up or find a lever on the lower level that re-opens the stair. Another possibility for this trick is that the sliding floor has become jammed, covering half of each stairway. You might choose to treat this as a challenge of shifting the jammed mechanism or make it a situation in which the characters have to squeeze through a very narrow space to get into either one of the two stairwells.

THE PERILOUS BARTENDER


A narrow stone altar runs along one wall of a dungeon room. Three stone flagons are arranged in a row atop the altar. When anyone walks close to them, all three magically fill with a blue liquid. Two of the flagons contain poison (with whatever bonus to the saving throw seems appropriate), but the third contains a potion - perhaps one that delays or neutralizes poison, or perhaps randomly generated. If you choose to warn the players about the nature of the risk involved here, you might want to have an inscription upon the stone bar reading, One of these a potion be; its brothers seek to poison thee.

THE SLIDING ROOM


This trick is used to separate the party so that they cannot arrive at a dangerous objective at the same time. It will be situated in some area that must be crossed in order to fight a monster and, presumably, to gain some loot. To cross the floor of this area, a character must make a successful saving throw versus spells for every five feet he attempts to cross. If he fails the saving throw, the floor slides him backward ten feet. As the party tries to move across the area, unless they are high enough level to reliably make their saving throws, they will become separated and arrive at different times. In all likelihood, the magic user will be the first one to reach the other side, having a better chance to succeed on this particular saving throw. Unfortunately, there is a monster waiting on the other side to attack the characters once they get across the sliding floor

ROTATING DOOR SURPRISE


A wall indented with several deep triangular alcoves hides the rotating door surprise trick. Each of these niches runs from floor to ceiling, and measures five feet back to the deepest point, the right angle of the triangular indentation. If the party is checking the niches for secret doors, they will discover that one of the alcoves appears to be a door of some kind. An iron ring is set in the floor inside the alcove, just next to the left-hand wall. The ring can be lifted to reveal that it is attached to a twelve-inch long iron rod, which is actually a bolt holding the door in place. Once the pin is removed, a strong push to the right hand wall of the alcove will set the door turning.

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THE SPINNING ROOM


At the center of this room there is an ordinary spinning wheel, and a door in the far wall. If anyone should step into the room, the floor will spin violently, hurling the character against the wall at a random location (using a d12 to determine a clock position is the easiest way to determine random directions on a circle). The speed of the floors rotation is so fast that the impact against the wall inflicts 1d4 points of damage. Getting back out of the room will be very difficult, because each round the characters attempts to move will be frustrated by the rooms spinning motion.

pupils; the numeral 1 floats in each eye when the statue awakes. As this happens, the statues hands will suddenly clamp around the characters hands in an iron grip. It is not possible for human strength to break free, for the statues grasp is magical as well as physical. The statue speaks at this point, uttering the following rhyme: Try as you might, you cannot get free; thrice you must challenged be; or grasp these hands for all eternity. If the player states that his character tries to lift the statues arms (or makes some other attempt to move that would result in the statues arms being raised), he will discover that the arms rise quite easily. As soon as the arms are lifted, the numbers in the statues eyes spin, each one stopping at a randomly determined number between 1 and 6. The numbers generated in the statues eyes determine a particular result. After the character has lifted the arms three times (gaining three results in total) the statue releases its grip and it returns to its former quiescent state. The results of the rolling eyes are determined by rolling a d6 for each eye, adding the results, and checking on the table below to see what happens. If, once any particular character has already undergone the test of three, he tries to grasp the statues hands a second time, the eyes will light up but the numbers in them will both be 0. Roll once on the results table, but ignore any results over 7 (do not roll a second time; the statue simply does nothing if the roll exceeds 7). Other characters may try the test and will get the normal results. If a character dies in the Test of Three, the statue will let go of the corpses hands and let the lifeless body slump to the floor. The light in its eyes will turn blood red - for just a moment - before they fade once again into lifeless orbs of glass. The Test of Three Results 2d6 Result 2 An electric shock runs through the statue and the character, inflicting 3d6+3 points of damage to the character and also to anyone else touching the statue at the time. 3 An electric shock runs through the statue and the character, inflicting 3d6 points of damage to the character and also to anyone else touching the statue at the time. 4 An electric shock runs through the statue and the character, inflicting 2d6+2 points of damage to the character and also to anyone else touching the statue at the time. 5 An electric shock runs through the statue and the character, inflicting 2d6 points of damage to the character and also to anyone else touching the statue at the time. 6 An electric shock runs through the statue and the character, inflicting 1d6 points of damage to the character and also to anyone else touching the statue at the time. 7 An electric shock runs through the statue and the character, inflicting 1d4 points of damage to the character and also to anyone else touching the statue at the time. 8 The character receives an additional 1d2 hit points, either healing wounds or remaining as extra temporary hit points for 1d12 turns. In addition to the healing, the statues mouth opens to reveal a gem (25 gp value). 9 The character receives an additional 1d4 hit points, either healing wounds or remaining as extra temporary hit points for 3d6 turns. In addition to the healing, the statues mouth opens to reveal a gem (75 gp value). 10 The character receives an additional 1d6 hit points, either healing wounds or remaining as extra temporary hit points for 3d6 turns. In addition to the healing, the statues mouth opens to reveal a gem (200 gp value). 11 The character receives an additional 1d6+2 hit points, either healing wounds or remaining as extra temporary hit points for 3d6 turns. In addition to the healing, the statues mouth opens to reveal a gem (300 gp value). 12 The character receives an additional 3d6 hit points, either healing wounds or remaining as extra temporary hit points for 3d6 turns. In addition to the healing, the statues mouth opens to reveal a gem (500 gp value).

THE STONE DOG


The stone dog is a statue that might be found in any room of its home dungeon, for it moves about from time to time as described below. It is not a very good sculpture, having a roughly-hewn and stylized face much like that of a gargoyle, though it is recognizable as a dog. After a party of adventurers enters the stone dogs room, the statue will animate and walk after them, its mouth open and tongue hanging out. It has no facial expressions, and it is clearly still made of stone. The statue can move as fast as 180ft, but will choose to lag behind the party by 20ft or so. It is capable of walking through walls if this is necessary to follow the party: it simply melds into the stone and then steps out from the other side of the wall. The dog will continue to follow the party until it is either frightened away or fed, as described below. If water is splashed on the statue, it will immediately race away from the party until it reaches the nearest room, where it will resume existence as a normal statue until it finds new adventurers to follow. If it is fed, however, it will become the partys ally for a short period of time. Either rock or normal food can be used to feed the stone dog, and since it eats rocks it will treat a hurled rock or sling stone as food. Once it is fed, the statue will continue to follow the party as before, but if the party is threatened it will fight on their behalf until killed. Weapons do not normally harm the statue itself: its hit points represent the point at which it departs from a combat. Once killed, it will run to a new room and become a normal statue again, waiting for a new party of adventurers. Stone Dog: HD 3, HP 10, AC3, Atk bite (1d10).

THE STONE THROWER


The stone thrower is a crudely carved statue of a large man holding a stone in one hand, poised to throw it. Directly opposite the statue at a distance of thirty feet, a circle is inscribed upon the floor. If anyone should step into the inscribed circle, the statue will animate just long enough to hurl its stone and return to its original position, a new rock magically appearing in its hand. The stone is thrown as if the statue were a monster with 6HD, and they do 1d10 points of damage if they score a successful hit. The stones are actually of semi-precious materials, and each one is valued as follows (d10): 1-5, 1gp; 6-8, 5 gp; 9,20gp; 10, 40gp. The thrower will continue to throw its stones for as long as the game master considers it appropriate.

A TANTALIZING TREASURE TROVE


In a chamber or hallway of the dungeon, part of the floor and the stone beneath it have been rendered permanently invisible, down to a depth of ten feet. At the bottom of this ten-foot window a treasure chest lies entombed in the stone. Because the stones above it are transparent, the chest is quite visible - but it will be a fairly significant mining job to reach it (unless the party is high enough level to have spells that can dig through stone). Breaking through ten feet of stone is certainly possible, but it is a noisy enough task to call in a veritable stream of wandering monsters while the excavation is in progress. The chests contents are left to the game master; the treasure should be significant for a lower-level party but not for a higher-level party that could get to the chest without much exertion.

THE TEST OF THREE


The statue of a hooded man stands in a forgotten corner of the dungeon, covered in dust and cobwebs. Its two hands are held out in a friendly, welcoming gesture, but if anyone thinks to check out the expression on the face beneath the hood it will seem rather menacing. If the dust is blown or wiped from the statues face, the party will discover that the statues eyes are made of glass; otherwise the dust makes them appear to be stone like the rest of the statue. Magic may be detected from the statue, but it is not possible to discern its nature or power by any means at all. If a character grasps the statues hands, the eyes within the statues hooded face light up with a mad, amber glow. Within the eyes there are numerals instead of

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OPTIONAL RULES

HEIGHT AND WEIGHT


Some GMs and/or players like to assign their characters height and weight from the characters 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 d% Description 01-10 Small 11-25 Slim 26-55 Normal 56-85 Stout 86-95 Tall 96-00 Outsize Dwarf Female d% Description 01-15 Petite 16-30 Svelte 31-65 Normal 66-85 Curvy 86-95 Tall 96-00 Outsize Elf Male d% Description 01-15 Small 16-45 Slim 46-75 Normal 76-80 Stout 81-95 Tall 96-00 Outsize Elf Female d% Description 01-15 Petite 16-45 Svelte 46-75 Normal 76-80 Curvy 81-95 Tall 96-00 Outsize Half-Elf Male d% Description 01-10 Small 11-30 Slim 31-70 Normal 71-80 Stout 81-95 Tall 96-00 Outsize Half-Elf Female d% Description 01-15 Petite 16-30 Svelte 31-65 Normal 66-85 Curvy 86-95 Tall 96-00 Outsize Height 3 ft 9 in + 1d4 in 4 ft 1 in + 1d4 in 4 ft 2 in + 1d4 in 4 ft 2 in + 1d4 in 4 ft 6 in + 1d4 in 4 ft 9 in + 1d4 in Height 3 ft 7 in + 1d4 in 3 ft 11 in + 1d4 in 4 ft 0 in + 1d4 in 4 ft 0 in + 1d4 in 4 ft 4 in + 1d4 in 4 ft 7 in + 1d4 in Height 4 ft 7 in + 1d4 in 4 ft 11 in + 1d4 in 5 ft 0 in + 1d4 in 5 ft 0 in + 1d4 in 5 ft 4 in + 1d4 in 5 ft 7 in + 1d4 in Height 4 ft 3 in + 1d4 in 4 ft 7 in + 1d4 in 4 ft 8 in + 1d4 in 4 ft 8 in + 1d4 in 5 ft 0 in + 1d4 in 5 ft 3 in + 1d4 in Height 5 ft 1 in + 1d4 in 5 ft 5 in + 1d4 in 5 ft 6 in + 1d4 in 5 ft 6 in + 1d4 in 5 ft 10 in + 1d4 in 6 ft 1 in + 1d4 in Height 4 ft 9 in + 1d4 in 5 ft 1 in + 1d4 in 5 ft 2 in + 1d4 in 5 ft 2 in + 1d4 in 5 ft 6 in + 1d4 in 5 ft 9 in + 1d4 in Weight 130 lbs + 1d20 lbs 140 lbs + 1d20 lbs 150 lbs + 1d20 lbs 160 lbs + 1d20 lbs 160 lbs + 1d20 lbs 170 lbs + 1d20 lbs Weight 100 lbs + 1d20 lbs 110 lbs + 1d20 lbs 120 lbs + 1d20 lbs 130 lbs + 1d20 lbs 130 lbs + 1d20 lbs 140 lbs + 1d20 lbs Weight 70 lbs + 1d20 lbs 80 lbs + 1d20 lbs 90 lbs + 1d20 lbs 95 lbs + 1d20 lbs 95 lbs + 1d20 lbs 100 lbs + 1d20 lbs Weight 64 lbs + 1d20 lbs 72 lbs + 1d20 lbs 80 lbs + 1d20 lbs 85 lbs + 1d20 lbs 85 lbs + 1d20 lbs 90 lbs + 1d20 lbs Weight 105 lbs + 1d20 lbs 115 lbs + 1d20 lbs 125 lbs + 1d20 lbs 135 lbs + 1d20 lbs 135 lbs + 1d20 lbs 145 lbs + 1d20 lbs Weight 80 lbs + 1d20 lbs 90 lbs + 1d20 lbs 100 lbs + 1d20 lbs 110 lbs + 1d20 lbs 110 lbs + 1d20 lbs 120 lbs + 1d20 lbs Weight 50 lbs + 1d20 lbs 55 lbs + 1d20 lbs 60 lbs + 1d20 lbs 65 lbs + 1d20 lbs 65 lbs + 1d20 lbs 70 lbs + 1d20 lbs

Gnome or Halfling Female d% Description Height 01-15 Petite 2 ft 8 in + 1d3 in 16-30 Svelte 2 ft 11 in + 1d3 in 31-65 Normal 3 ft 0 in + 1d3 in 66-85 Curvy 3 ft 0 in + 1d3 in 86-95 Tall 3 ft 3 in + 1d3 in 96-00 Outsize 3 ft 5 in + 1d3 in Half-Orc Male d% Description 01-10 Small 11-25 Slim 26-55 Normal 56-85 Stout 86-95 Tall 96-00 Outsize Half-Orc Female d% Description 01-15 Petite 16-30 Svelte 31-65 Normal 66-85 Curvy 86-95 Tall 96-00 Outsize Human Male d% Description 01-10 Small 11-30 Slim 31-70 Normal 71-80 Stout 81-95 Tall 96-00 Outsize Human Female d% Description 01-15 Petite 16-30 Svelte 31-65 Normal 66-85 Curvy 86-95 Tall 96-00 Outsize Height 5 ft 3 in + 1d4 in 5 ft 7 in + 1d4 in 5 ft 8 in + 1d4 in 5 ft 8 in + 1d4 in 6 ft 0 in + 1d4 in 6 ft 3 in + 1d4 in Height 4 ft 10 in + 1d4 in 5 ft 2 in + 1d4 in 5 ft 3 in + 1d4 in 5 ft 3 in + 1d4 in 5 ft 7 in + 1d4 in 5 ft 10 in + 1d4 in Height 5 ft 4 in + 1d4 in 5 ft 8 in + 1d4 in 5 ft 9 in + 1d4 in 5 ft 9 in + 1d4 in 6 ft 1 in + 1d4 in 6 ft 4 in + 1d4 in Height 4 ft 11 in + 1d4 in 5 ft 3 in + 1d4 in 5 ft 4 in + 1d4 in 5 ft 4 in + 1d4 in 5 ft 8 in + 1d4 in 5 ft 11 in + 1d4 in

Weight 42 lbs + 1d20 lbs 45 lbs + 1d20 lbs 50 lbs + 1d20 lbs 55 lbs + 1d20 lbs 55 lbs + 1d20 lbs 60 lbs + 1d20 lbs Weight 130 lbs + 1d20 lbs 140 lbs + 1d20 lbs 150 lbs + 1d20 lbs 165 lbs + 1d20 lbs 160 lbs + 1d20 lbs 170 lbs + 1d20 lbs Weight 100 lbs + 1d20 lbs 110 lbs + 1d20 lbs 120 lbs + 1d20 lbs 135 lbs + 1d20 lbs 130 lbs + 1d20 lbs 140 lbs + 1d20 lbs Weight 140 lbs + 1d20 lbs 155 lbs + 1d20 lbs 170 lbs + 1d20 lbs 185 lbs + 1d20 lbs 185 lbs + 1d20 lbs 200 lbs + 1d20 lbs Weight 105 lbs + 1d20 lbs 115 lbs + 1d20 lbs 125 lbs + 1d20 lbs 135 lbs + 1d20 lbs 135 lbs + 1d20 lbs 145 lbs + 1d20 lbs

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

YOUNG PLAYER OPTIONS


HIT POINT REGENERATION
Your young player has created a magic-user character and rolls a maximum of 4 hit points. She enters the dungeon and gets struck by a skeleton for 3 points of damage. She was extremely fortunate to even have survived the attack at all, but now is virtually useless for 3 days while she returns home to heal. Even if the group had a cleric with cure light wounds, there may be other members of the group in need of healing or the spell may have already been cast. With this option, all player characters and monsters heal automatically at a rate of 1 hit point per round when resting. No healing takes place while the character is engaged in combat or other strenuous activities. Monsters and all other NPCs also heal at the same rate in order to maintain a balance. Monsters and NPCs that already have natural or magical regeneration will be allowed to regenerate at those rates even during combat. When resting, they will have cumulative regeneration effects. For example, a creature that regenerates at a rate of 2 hp/round will now regenerate at 2 hp/round during combat and 3 hp/round when resting. The fact that there are some creatures with the ability to regenerate hit points at extraordinary rates is what makes this rule plausible in any campaign. The hit point regeneration for all creatures can simply be explained as a magical effect 213

Gnome or Halfling Male d% Description Height 01-10 Small 2 ft 10 in + 1d3 in 11-25 Slim 3 ft 1 in + 1d3 in 26-55 Normal 3 ft 2 in + 1d3 in 56-85 Stout 3 ft 2 in + 1d3 in 86-95 Tall 3 ft 5 in + 1d3 in 96-00 Outsize 3 ft 7 in + 1d3 in

that permeates the entire world. This rationale may also allow you to turn off hit point regeneration in certain areas of the game world to increase the danger factor.

of fantasy role-playing when her heroic magic-using character dies after falling into a simple pit trap. When using this option, when a character dies, she dematerializes and reappears at a location predetermined by the Game Master. This can be the characters home base or some type of bind point. I suggest that a character is tied to their home town and should be allowed to change this choice periodically as the character progresses. A character death should not be without penalty. Below are some optional penalties that you can enforce. Choose the one that best suits your campaign and your players ability to deal with the consequences. Penalty #1: Complete level loss. The character drops to the lowest experience point value for the previous level. All abilities, spells, and hit points gained for that level are also lost. Penalty #2: The character loses 10% experience. You may opt to lower the percentage if the penalty would result in a level loss. If you choose to enforce a level loss, the character will also lose all abilities, spells, and hit points gained for that level. Penalty #3: One or more of the characters items are permanently lost. Either choose the items or roll randomly.

LEVEL LIMITS
As your young player starts to advance in her career as a competent half-elf magic-user, she begins to question what level her character can achieve. When you tell her she can only reach 6th level with 16 Intelligence, she is understandably upset and wants to immediately roll up another character. This option permits unlimited levels for all allowed racial options. You may choose to limit multi-class characters to the stated level limits.

MAGIC-USER HIT DICE


Even with maximum starting hit points using the Starting Hit Points optional rule, a magic-user or illusionist character is still going to be coming into the game with only 4 hit points. Combine that with the fact that they have no armor and your young players character is not likely to survive long. This option allows magic-user and illusionist characters to use d6 instead of d4 for their hit dice.

MANA FOR CASTING SPELLS


Your young player has created a 1st level magic-user and she has 4 spells in her spell book. She is very excited to start exploring dungeons and using the magical prowess that she has trained so long to acquire. Imagine her surprise when she finds out she can only memorize one of those spells at a time and that once it is cast, she must rest for 4 hours to memorize another. This option establishes a spell casting system that uses mana points, which are regenerated on a regular basis. Magic-user and illusionist characters gain 2d10 + INT mana points per level. Cleric and druid characters gain 2d10 + WIS mana points per level. A dualclass character such as a cleric/magic-user will have two sets of mana points that are used for casting spells. Spells require 10 points of mana per level of the spell to cast (i.e. 10 points for a 1st level spell, 20 points for a 2nd level spell, 30 points for a 3rd level spell, etc.). A spell that is interrupted in the process of being cast is lost and so are the mana points required to cast it. Mana points are regenerated at a rate of 1/round during combat or strenuous activity and 2/round when resting. Spells do not need to be memorized using this option. Once a character knows a spell, she may cast it at any time as long as she has the required mana points. Mana Points can be abbreviated as mp in stat blocks. To facilitate on-the-fly conversion of standard A1E modules, use the following table to determine how many mana points an NPC would possess. NPC MANA TABLE NPC Level Mana Points 1 25 2 50 3 75 4 100 5 125 6 150 7 175 8 200 9 225 10 250 11 275 12 300 Add 25 points for every level beyond 12th.

STARTING HIT DICE


Some character classes start with very poor hit dice. The exception is the Ranger class which gains two 8-sided dice to start with. With this option, every character gains 2 hit dice to begin the game and advances with a single hit die every level thereafter. So magic-users would get 2d4, clerics would get 2d8, fighters would get 2d10, etc. You may use this option in conjunction with the Magic-User Hit Dice optional rule and thus grant magic-users and illusionists 2d6 at first level and 1d6 each level thereafter.

STARTING HIT POINTS


A first level character with 2 hit points isnt likely to do anything heroic anytime soon. You might as well just order up the coffin and send flowers now, because she is starting out the game with one foot already in the grave. This option gives all first level characters their maximum base hit points + any constitution bonus. A cleric would start the game with 8 hit points, a thief with 6, etc. A fighter with an 18 constitution would start the game with 14 hit points.

NO PERMANENT DEATH
This is the area of greatest grief for younger players. No sooner have you introduced your young 8 - 10 year-old child to the wondrous and exciting world 214

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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, and Rich Redman. OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others. The following material was adapted back to the 1e system from the Tome of Horrors copyright 2002 by Necromancer Games, Inc: Aerial Servant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax. Al- MiRaj from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Roger Musson. Amphisbaena from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Axe Beak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Aurumvorax from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Babbler from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Jeremy Goodwin and Ian McDowell. Bat, Mobat from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax. 215

Beetle, Giant Boring from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Beetle, Death Watch from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax. Beetle Giant Rhinoceros from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Blindheim from the Tome of Horrors copyright 2002 by Necromancer Games, 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 Greene based on original material by E. Gary Gygax. Carbuncle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore. Caryatid Column from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jean Wells. Caterwaul from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore. Coffer Corpse from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Eaton. Crabman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Erica Balsey based on original material by Ian Livingstone. Crypt Thing from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson. Dakon from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original 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 Rik Shepard. Dark Stalker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Muth. Demon, Alu- from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Demon, Cambion from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Disenchanter from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson. Dracolisk from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Executioners Hood from the Tome of Horrors copyright 2002 by Necromancer 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 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 original material by E. Gary Gygax. Fly, Giant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Gargoyle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax. Gorgimera from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Groaning Spirit from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax. Jackalwere from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Leech, Giant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Leprechaun from the Tome of Horrors 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 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 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 author Scott Greene based on original material by Simon Tilbrook. Nereid from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene 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 material by Roger Musson. Phantom from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Harold 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 material by E. Gary Gygax. Poltergeist from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Lew Pulsipher. Quickling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Rot Grub from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax. Shedu from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. 216

Skeleton Warrior from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Nigel Morgan. Slithering Tracker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Slug, Giant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Sprite from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax,. Squealer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Stunjelly from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Tick, Giant from the Tome of Horrors copyright 2002 by 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, Inc author Scott Greene based on original material be E. Gary Gygax. Troll, Ice from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Russell Cole. Troll, Giant Two Headed from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Oliver Charles McDonald. Vilstrak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Volt from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jonathon Jones. Vulchling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. Yellow Musk Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore. Yeti from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Green based on original material by E. Gary Gygax, Zombie. Juju from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax. OSRIC Chapter I copyright 2006-08 by Stuart Marshall. OSRIC Chapter II copyright 2006-08 by Stuart Marshall. OSRIC Chapter III copyright 2006- 08 by Stuart Marshall, Trent Foster, James Boney and Vincent Fruge. OSRIC Chapter IV copyright 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Fruge. OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Fruge and Matthew James Stanham. OSRIC Chapter VI copyright 2007-08 by Stuart Marshall,

Daniel Proctor and Vincent Fruge . OSRIC appendices copyright 2006-08 by Stuart Marshall and James D. Kramer. Monsters: Goblin, Hobgoblin, Kobold, Ogre, Orc A Magical Society: Beast Builder, Copyright 2005, Expeditious Retreat Press, Author Joseph Browning. Nilbog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Old-School Gazette #1: Copyright 2006, Expeditious Retreat Press, Contributor: Joseph Browning Magic Items: Sword of the Masters; Monsters: Mite, Qithyonki A Magical Society: Beast Builder, Copyright 2005, Expeditious Retreat Press, Author Joseph Browning. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Mite from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Nilbog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Old-School Gazette #1: Copyright 2006, Expeditious Retreat Press, Contributor: Joseph Browning First Edition Fantasy: Module #1, Into the Mite Lair, Copyright 2006, Ronin Arts, Author Philip Reed Monsters: Green Slime, Medusa, Medusa (Greater) Deadly Encounters Module 1 Medusas Hunger, Copyright 2006 Goblinoid Games. Classes: Alchemist Supplement #1: The Alchemist, copyright 2009 by Vigilance Press, written by Charles Rice Classes: Anti-Paladin, Bounty Hunter, Hunter, Poacher The World of Arkara: Gazetteer of the Known World, copyright 2009 by Vigilance Press, written by Charles Rice Monsters: Mithril Dragon The World of Arkara: Gazetteer of the Known World, copyright 2009 by Vigilance Press, written by Charles Rice World of Arkara: Gazetteer of the Canterbury Isles, copyright 2009 by Vigilance Press, written by Charles Rice World of Arkara: Gezetteer of the Fractured Realms, copyright 2010 by Vigilance Press, written by Charles Rice Monsters: Snow Troll, Whitemonk, Ice Key Guardian (dwarf), Ice Warrior (dwarf), Icelord (dwarf) Advanced Master Adventures and Deadly Ice 2006 by one Roleplaying Games

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Monsters: She-Minotaur Advanced Master Adventures and The Minotaur 2006 by one Roleplaying Games Monsters: Phaciore First Edition Fantasy: Module #2, Smugglers Bane, Conversion copyright 2006, Ronin Arts, project converted to OSRIC by Philip Reed. Original text and adventure by Andrew Kenrick, Matt Drake, and Brett M. Bernstein, used with permission. Copyright 2003, 2006 Politically Incorrect Games. Phaciore copyright 2002 Politically Incorrect Games. Magic Items: Potion of Lesser Mana, Potion of Greater Mana, Belt of Mana Boost; Sections: Young Player Options RAS1: Young Players Options, by Thomas J. Scott, copyright 2006 Magique Productions, Ltd. (contact roa@magiqueproductions.com, or see www.magiqueproductions.com) Magic Items: Wand of the Weird, Sections: Random Inn Generator Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor. Darwins World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris Davis. Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison. Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax.

Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Demon: Juiblex he Faceless Lord(Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Andrew Key. Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica Balsey, based on original material by Gary Gygax. Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, on original material by Gary Gygax. Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based on original material by Gary Gygax.

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Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor. Copyright 2009-2010 Daniel Proctor. Labyrinth LordTM, Advanced Labyrinth LordTM, Mutant FutureTM, Scribe of OrcusTM and Goblinoid GamesTM are trademarks of Daniel Proctor. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Basic Fantasy Role-Playing Game Copyright 2006-2008 Chris Gonnerman. Green Devil Face #4, Copyright 2010 James Edward Raggi IV. Magic Items: Cloak of Utter Darkness; Monsters: Feral Zombie Zor Draxtau, FEADAD!, Feral Zombie, Cloak of Utter Darkness, Usherwood Adventures, and all associated works and materials are copyright James D. Kramer design services; author James D. Kramer. Magic Items: Mace of Radiance; Monsters: Bone hound, Giant frost frog, Ice golem Zor Draxtau, FEADAD!, Usherwood Adventures, and all associated works and materials are copyright James D. Kramer design services; author James D. Kramer. Hazards: The Clock-Statue of the Red Hall, The Test of Three, The Dark Pool, Jacobs Ladder, Rude Spittoon Old-School Gazette #5: Copyright 2006, Expeditious Retreat Press, Contributor: Matthew Finch Hazards: The Ceiling of Clouds, The Chasm Painting, The Stone Dog The Kaisers Garden, Copyright 2003, Mad Kaiser Games Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.

Minions v3.5 Copyright 2003, Bastion Press, Inc. Monster Geographica: Plain & Desert Copyright 2006, Expeditious Retreat Press Old-School Gazette #6: Copyright 2006, Expeditious Retreat Press, Contributors: Joseph Browning and Matthew Finch Hazards: The Ethereal Hemisphere, Invisible Dirt, The Cold Room, The Keyhole Floor, The Sliding Room, The Boots of Stone; Spells: Cannonade, Conversion Field, Flaming Pressure, Flaming Vortex, Volcanic Shroud Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing Spellbinders Sourcebook Copyright 2004, Bloodstone Press Spellbinders Sourcebook II Copyright 2004, Bloodstone Press Old-School Gazette #7: Copyright 2006, Expeditious Retreat Press, Contributors: Joseph Browning, Matthew Finch, and Trevis Powell Hazards: Altar of Life, Changing Landmark, The Iron Cannon, A Tantalizing Treasure Trove, Frictionless Chimney Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing Old-School Gazette #8: Copyright 2006, Expeditious Retreat Press, Contributors: Joseph Browning, Matt B. Carter, Matthew Finch, and Trevis Powell Hazards: The Gazelle, Rotating Door Surprise, Music Box Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. EN Critters 1: Ruins of the Pale Jungle 2005 EN Publishing EN Critters 2: Beyond the Campfire 2005 EN Publishing EN Critters 4: Along the Banks of the River Vaal 2005 EN Publishing. Old-School Gazette #9 Copyright 2007, Expeditious Retreat Press, Contributors: Joseph Browning, Matthew Finch Hazards: Sliding Floor Stairway, The Perilous Bartender, The Spinning Room, The Stone Thrower; Sections: Dungeon Dressing, Random Encounters Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Gods, Copyright 2001, Alderac Entertainment Group Mercenaries, Copyright 2002, Alderac Entertainment Group Good, Copyrights 2002, Alderac Entertainment Group Old-School Gazette #10 Copyright 2007, Expeditious Retreat Press, Contributors: Joseph Browning, Matthew Finch, Stuard Marshall Magic Items: Amulet of the Deep Ones, Candle of Continuation, Ring of Ginksadim; Monsters: Gamboge Hulk Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault.

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Basidirond from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygyx. Tentamort from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts. The Extraordinary Book of Names, Copyright 2004, Trigee Enterprises Company, Author Malcolm Bowers Advanced Adventures #15, Stonesky Delve, Copyright 2010, Expeditious Retreat Press, Author Joseph Browning Magic Items: Hand of Glory Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Paterson, based on original material by Gary Gygax. Advanced Adventures #6, The Chasm of the Damned, Copyright 2008, Expeditious Retreat Press, Author James C. Boney Magic Items: Saint reaver, Dread Toad of Aer Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Advanced Adventures #8, The Seven Shrines of Navk-Qar, Copyright 2008, Expeditious Retreat Press, Author James C. Boney Monsters: Funghemoth, Hanging Snagwort, Pod-Man, Shroom Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Advanced Adventures #1, The Pod-Caverns of the Sinister Shroom, Copyright 2006, Expeditious Retreat Press, Author Matthew Finch Magic Items: Mace of Dark Focus, Midnight Opal; Monsters: Barrow Golem Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Trapper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygyx. Advanced Adventures #12, The Barrow Mound of Gravemoor, Copyright 2009, Expeditious Retreat Press, Author Andrew HInd Magic Items: Dust of Distortion, Staff of Screams, The Witch Head; Monsters: Labryinthine Golem Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Advanced Adventures #3, The Curse of the Witch Head, Copyright 2007, Expeditious Retreat Press, Author James C. Boney Magic Items: Flame Boots, Ring of Spelunking, Ships Figurehead, (Mako) Sling Boulders

Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Piercer from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Advanced Adventures #5, The Flaming Footprints of Jilanth, Copyright 2008, Expeditious Retreat Press, Author Andrew Hind Magic Items: Abyssal Gate, Army of Tireless Tin Soldiers, Crystal of Power, Spear of Fertility Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Stone Roper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Allen Hammack and Gary Gygyx. Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook. Minions v3.5 Copyright 2003, Bastion Press, Inc. The Complete Guide to Drow, Jeffrey Quinn, Copyright 2002 Joseph Goodman DBA Goodman Games (contact goodmangames @mindspring.com, or see www.goodmangames.com. Open game content from Evil is copyright 2001, Alderac Entertainment Group Inc. Hammer & Helm: A Guidebook to Dwarves, copyright 2002, Green Ronin Publishing; Author Jesse Decker Dungeons, Copyright 2000, Alderac Entertainment Group Evil, Copyright 2001, Alderac Entertainment Group Dragons, Copyright 2001, Alderac Entertainment Group Undead, Copyright 2001, Alderac Entertainment Group War, Copyright 2002, Alderac Entertainment Group Monster, Copyright 2002, Alderac Entertainment Group Open game content from Ultimate Monsters Volume I copyright 2003, Mongoose Publishing Ltd. Creature Collection Copyright 2000, Clark Peterson. Relics & Rituals Copyright 2001, Clark Peterson. Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc. Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc. Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc. The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc. The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc. Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc. 220

Secrets and Societies Copyright 2002, White Wolf Publishing, Inc. Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc. Scarred Lands Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc. Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc. Serpent in the Fold: Serpent AmphoraCycle,BookICopytight2002, White Wolf Publishing, Inc. Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc. Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc. The Serpent and the Scepter: Serpent Amphora Cycle, Book 11 (Copyright 2002, White Wolf Publishing, Inc. Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc. The Penumbral Pentagon Copyright 2003, White Wolf Publishing, Inc. Shelzan City of Sins Copyright 2003, White Wolf Publishing, Inc. The Serpent Citadel: Serpent Amphora Cycle, Book 111 Copyright 2003, White Wolf Publishing, Inc. Blood Bayou Copyright 2003, White Wolf Publishing, Inc. Players Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf Publishing, Inc. Players Guide to Fighters & Barbarians Copyright 2003, White Wolf Publishing, Inc. Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc. Monsters of the Endless Dark: The Wanderers Guild Guide to Subterranean Organisms, by Jon Pollom and Andy Hopp, Copyright 2002 Jon Pollom and Andy Hoop. Published by Goodman Games (contact goodmangames @mindspring.com, or see www.goodmangames.com.) The Kaisers Garden, Copyright 2003, Mad Kaiser Games Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Denizens of Avadnu Copyright 2003, The Inner Circle. Advanced Adventures #10, The Lost Keys of Solitude, Copyright 2008, Expeditious Retreat Press, Author Joseph Browning & Suzi Yee Magic Items: Red Antiquities, The Tome of Wrynn Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Skeleton Warrior from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nigel Morgan. Apparition from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle Gas Spore from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Paterson, based on original material by Nigel Morgan.

Orcus from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax Advanced Adventures #2, The Red Mausoleum, Copyright 2006, Expeditious Retreat Press, Author James C. Boney Magic Items: The Reliquary of Meneptah, Souldrinker, Rod of Transfiguration; Monsters: Meneptah, Greater Mummy Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Ant Lion from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Gorgimera from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Sandling from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. Apparition from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. Groaning Spirit from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Skeleton Warrior from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nigel Morgan. Sandman from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Mussen. Mudman from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Two-Headed Troll from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Oliver Charles MacDonald. Demonic Knight from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene. Squealer from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing Advanced Adventures #4, The Prison of Meneptah, Copyright 2007, Expeditious Retreat Press, Author Alphonso Warden Magic Items: Grim Axe, Grim Dust, Kobolds Fingerbone, Morningstar of Pain, Ogres Tongue, Spear of the Favorite A Magical Society: Beast Builder, Copyright 2005, Expeditious Retreat Press, Author Joseph Browning. Nilbog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. 221

Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Old-School Gazette #1: Copyright 2006, Expeditious Retreat Press, Contributor: Joseph Browning Magic Items: Blackthorn Rod, Flask of Dala, Ring of Rotting, Sapirik; Monsters: Agarinid, Cavern Crow, The Devil Sheth, Baraq (Lightning Devil); Spells: Black Embrace, Verbal Disruptor Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Nilbog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Caryatid Column from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells. Advanced Adventures #16: Under Shattered Mountain, Copyright 2010, Expeditious Retreat Press, Author James C. Boney Sections: Spellbooks; Spells: Approaching Wizard, Champion of the Tome, Ethereal Library, Illusory Glue, Oozing Script, Phineus Writhing Tentacles, River of Blood, Venomous Pages Ink & Quill Copyright 2002, Bastion Press, Inc. System Reference Document Copyright 1999, 2000 Wizards of the Coast, Inc. Old-School Gazette #3: Copyright 2006, Expeditious Retreat Press, Contributors: Thomas Knaus and Joseph Browning Magic Items: Flavor-All, Stew Cooker, Trencher of Feasting, Sections: Food, Alcoholic Drinks, After Dinner Pipe; Spells: Extra Portion Fantasy Racial Food, Copyright 2006, Expeditious Retreat Press, Author Chris Field, Suzi Yee, Joseph Browning Forbidden Arcana: Magical Foods Copyright 2003, Michael Hammes. Published by Ronin Arts www.roninarts.com World Building Library: Magical Fruit Trees 2006, Expeditious Retreat Press, author Joseph Browning A Magical Society: Ecology and Culture 2004, Expeditious Retreat Press, author Joseph Browning and Suzi Yee Forbidden Arcana: Magical Pipes and Tobacco Copyright 2004, Michael Hammes. Published by Ronin Arts www.roninarts.com. Tournaments, Fairs, & Taverns, Copyright 2002, Natural 20 Press Old-School Gazette #4: Copyright 2006, Expeditious Retreat Press, Contributors: Michael Hammes, Chris Field, Suzi Yee, and Joseph Browning Magic Items: Codex of the engraved, Inscriber tome, Lesser sword of sharpness, Mirror shard, Shadow short sword, Thighbone flute; Monsters: Acanopyornis, Aculean, Addlevetch, Arcanoplasm, Astral Web, Autumnal Mourner, Avatar of Famine, Avmar, Barathelar, Blackwater Slough, Blessed Ring, Blight Belcher, Blood Bowler, Bloodworm, Bog Beast, Bogwing, Bone Sovereign, Brainlock Spider, Brine Crust, Bull of Heaven, Cadaver, Canopy Kraken, Cave Hermit, Ceilidh Horror, Clamor, Coblynau, Dark Voyeur, Dark Woodsman, Deadwood, Delusion Hummer, Dioctopus, Dragon, Amohaji, Drothyar, Dryad, Treelost, Elemental Prince, Water, Engraved, Epicurean, Erolth, Faceless One, Fluttering Ooze, Fools Dragon, Foul Spawner, Fungal Render, Furrower, Ganyadi, Gargoyle, Madsome, Gehzin, Ghoulfruit Tree, Giant, Nephilim, Giant, Rime, Giant, Sea, Giant, Wood, Golem, Amalgam, Golem, Dragonship, Golem, Furnace, Golem, Ioun, Golem, Labyrinthine, Golem, Resin, Golem, Wax, Gray Lady, Greenfeeder, Groundling, Haemovorid, Hag, Blood, Hag, Doom, Harbinger, Harmoai, Haze Horror, Hearth Horror, Heartless, Heliokarabos, Hellscorn, Hephaestan, Herald of Armageddon, Hold Creeper, Hydracnid, Hydramnion, Inscriber, Jellyhive, Kingmaker Swan,

Klorthack Spine, Lassoo, Latch Frog, Lostling, Magpine, Maliganti, Marloc, Marshlight Ooze, Mus Maximus, Myrcloud, Naga, Blood, Naga, Molt, Neverlasting, Noctuar, Noja, Nokker, Oakman, Oathbroken, Otyugh, Corrupted, Pallemon, Phase Stallion, Prism Ward, Puddle Stalker, Quickener, Quickgrass, Quisloi, Rancid, Rope Horror, Rumble Lizard, Sabulous Husk, Scorpion, Giant Black, Scorpion Swarm, Seeder, Shadow Lord, Shadowcap, Shrieking Savage, Silent Reaper, Skeleton, Black, Skresh, Skyshark, Slavering Mouther, Slithervine, Snail Man, Snake, Crown Coiler, Snake, Ice Glare, Soultrapper, Spider, Acidweaver, Spider, Primal, Spider, Time, Stinging Woodfly, Stonestrider, Stranglebark, Suicide Plant, Teo-Selerai, Troll, Shrieking, Tulgorth, Uberous Guardian, Umbra Smoke Beast, Undal, Vampire Moss, Vermin Dog, Volley Flower, Vorpa, Vulture, Grimdeath, Wax Doppelganger, White Foam, Wodewose, Wyrdwolf Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault. Monster Geographica: Underground, Copyright 2004, Expeditious Retreat Press Monster Geographica: Marsh & Aquatic, Copyright 2004, Expeditious Retreat Press. Monster Geographica: Forest Copyright 2005, Expedtious Retreat Press Monster Geographica: Hill & Mountain Copyright 2005, Expedtious Retreat Press Monster Geographica: Plain & Desert Copyright 2006, Expedtious Retreat Press. A Magical Society: Ecology and Culture, Copyright 2004, Expeditious Retreat Press, Authors Suzi Yee and Joseph Browning EN Critters 1: Ruins of the Pale Jungle 2005 EN Publishing EN Critters 2: Beyond the Campfire 2005 EN Publishing EN Critters 4: Along the Banks of the River Vaal 2005 EN Publishing. Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a/ Atlas Games; author Christopher W. Dolunt Minions v3.5 Copyright 2003, Bastion Press, Inc. Monster of the Mind, Copyright 2003 Green Ronin Publishing; Authors Kevin Brennan, James Maliszewski, Morgan Peer, and Tracy Peer Monsters of the Endless Dark: The Wanderers Guild Guide to Subterranean Organisms, by Jon Pollom and Andy Hopp, Copyright 2002 Jon Pollom and Andy Hoop. Published by Goodman Games (contact goodmangames @mindspring.com, or see www.goodmangames.com.) The Kaisers Garden, Copyright 2003, Mad Kaiser Games Open game content from Ultimate Monsters Volume I copyright 2003, Mongoose Publishing Ltd. Into the Black, Copyright 2003, Bastion Press, Inc. Liber Bestarius, Copyright 2002, Eden Studios, Inc. Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc. Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook. Denizens of Avadnu Copyright 2003, The Inner Circle.

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Open Game Content from The Penumbra Bestiary Copyright 2003, Trident Inc. d/b/a Atlas Games; editor Michelle A Brown Nephew. Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.

Vigil Watch: Warrens of the Raftnen Copyright 2002, White Wolf Publishing, Inc. Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.

Slime Crawler from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Casey Christofferson and Scott Greene. Archer Bush from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells. Cave Fisher from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. Eye Killer from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone. Skulleton from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene. Mercury Ooze from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene. Symbiotic Jelly from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Basidirond from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene,based on original material by Gary Gygax. Cave Troll from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson. Crypt Thing from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Ascomoid from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Death Watch Beetle from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Rock Troll from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene. Undead Ooze from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Sword & Sorcery Studios. Trapper from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Twilight Mushrooms from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene. Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc.; based on spells from the Players Handbook that were renamed in the System Reference Document, found on the legal page of www.necroman cergames.com. Creature Collection Copyright 2000, Clark Peterson Relics & Rituals Copyright 2001, Clark Peterson Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc. Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc. HoIIowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc. The Wise and the Wicked Copyright 2001, White Wolf Publishing, Inc. The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.

Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc. Scarred Lands Campaign Setting: Ghelspad Copyright, 2002, White Wolf Publishing, Inc. Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc. Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright 2002, White Wolf Publishing, Inc. Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc. Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc. The Serpent and the Scepter: Serpent Amphora Cycle, Book II Copyright 2002, White Wolf Publishing, Inc. Hornsaw: Forest of Blood Copyright 2002, White Wolf Publishing, Inc. The Penumbral Pentagon Copyright 2003, White Wolf Publishing, Inc. Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc. The Serpent Citadel: Serpent Amphora Cycle, Book III Copyright 2003, White Wolf Publishing, Inc. Blood Bayou Copyright 2003, White Wolf Publishing, Inc. Players Guide to Wizards, Bards, and Sorcerers Copyright 2003, White Wolf Publishing, Inc. Players Guide to Fighters and Barbarians, Copyright2003, White Wolf Publishing, Inc. Players Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc. Players Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing, Inc. Scarred Lands Campaign Setting: Termana Copyright XC 5, White Wolf Publishing, Inc. Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc. The Faithful and the Forsaken Copyright 2003, White Wolf Publishing, Inc. The Complete Guide to Drow, Jeffrey Quinn, Copyright 2002 Joseph Goodman DBA Goodman Games (contact goodmangames @mindspring.com, or see www.goodmangames.com.) Open game content from Evil is copyright 2001, Alderac Entertainment Group Inc. Hammer & Helm: A Guidebook to Dwarves, copyright 2002, Green Ronin Publishing; Author Jesse Decker Dungeons, Copyright 2000, Alderac Entertainment Group Evil, Copyright 2001, Alderac Entertainment Group Dragons, Copyright 2001, Alderac Entertainment Group Undead, Copyright 2001, Alderac Entertainment Group Into the Green Copyright 2003, Bastion Press, Inc. War, Copyright 2002, Alderac Entertainment Group Monster, Copyright 2002, Alderac Entertainment Group Disenchanter from the Tome of Horrors, Copyright 2002. Necromancer Games, Inc; Author Scott Greene based upon original material by Roger Musson. 223

Bookworm from the Tome of Horrors, Copyright 2002. Necromancer Games, Inc; Author Scott Greene based upon original material by Gary Gygax. Purple Moss from the Tome of Horrors, Copyright 2002. Necromancer Games, Inc; Author Scott Greene based upon original material by Jean Wells. Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games; authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb Jade Dragon and Hungry Ghosts is Copyright 2001, Green Ronin Publishing; Authors Wolfgang Baur, David Zeb Cook, Erik Mona, Leon Phillips, Chris Pramas, and Steven E. Schend. Fringe Fauna Copyright 2004, Khans Press; Authors Garth Wright and Maggie McCall Into the Blue Copyright 2004, Bastion Press, Inc. Boalisk from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Bog Beast from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Bog Mummy from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Bruce Cordell. Boggart from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Brine Zombie from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Brown Pudding from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Crystal Ooze from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Dragonfish from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Albie Fiore. Eye of the Deep from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Fen Witch from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Froghemoth from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Giant Caribe from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Giant Slug from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Giant Snapping Turtle from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Groaning Spirit from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Kelp Devil from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Bruce Cordell.

Memory Moss from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. Mummy of the Deep from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Mustard Jelly from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Nereid from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Spinal Leech from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Stymphalian Bird from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Swamp Troll from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Transposer from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Vampiric Ooze from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Scarlet Spider from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene. Mandragora from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Jaculi from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Philip Masters. Brownie from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Buckawn from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Thorny from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Tri-Flower Frond from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Vegepygmy Guard from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Belabra from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Ed Greenwood. Banderlog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Gary Gygax. Flail Snail from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Simon Tilbrook. Jupiter Bloodsucker from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Author Scott Greene, based on original material by Jean Wells.

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Chapters: Skills Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing First Edition Skills Copyright 2009 by Nicholas Torb rights reserved. Author: Nicholas T. Bergquist, published by Zodiac Gods Publishing.

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