A rework of the original Dungeons & Dragons rules by Gary Gygax and Dave Arneson, revised in B/X editions by Tom Moldvay, David “Zeb” Cook, and Steve Marsh, and further updated by Gavin Norman in Old-School Essentials rules.
Example character info formats…
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MORGAN LE FEY
12th level Magic-User, Chaotic
Background: Human, 6th century Welsh noble, scheming enchantress, both loves and hates her half-brother, King Arthur Pendragon.
* Armor Class 9 (unarmored)
* Hit Points 36
* Movement 120′ (40′)
* Strength 8 (-1)
* Dexterity 10 (+0)
* Constitution 10 (+0)
* Intelligence 14 (+1)
* Wisdom 12 (+0)
* Charisma 16 (+2)
* Attack Bonus (Melee): +5
* Attack Bonus (Ranged): +6
* Saving Throw Bonus: +7 (+relevant ability modifier)
* Spells by Level: 5/5/4/4/4/3
* Dagger (melee or range 10’/20’/30′; 1d4 damage) (2 g.p.) (1 lbs.)
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ROBIN HOOD
7th level Fighter, Neutral
Background: Human, 11th century outlaw, leader of The Merry Men of Sherwood Forest, famed champion to the poor and infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.
* Armor Class 5 (leather armor, DEX bonus)
* Hit Points 35
* Movement 120′ (40′)
* Strength 11 (+0)
* Dexterity 16 (+2)
* Constitution 10 (+0)
* Intelligence 9 (+0)
* Wisdom 10 (+0)
* Charisma 14 (+1)
* Attack Bonus (Melee): +6
* Attack Bonus (Ranged): +8
* Saving Throw Bonus: +6 (+relevant ability modifier)
* Special Ability: Add +7 damage when using a bow for an attack.
* Long Bow (range 70’/140’/210′; 1d6+9 damage; two-handed) (6 g.p.) (3 lbs.)
* Short Sword (melee; 1d6 damage) (8 g.p.) (3 lbs.)
* Dagger (melee or range 10’/20’/30′; 1d4 damage) (2 g.p.) (1 lbs.)
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BASIC RULES
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TARGET NUMBERS
Minimum d20 result needed for success.
* One relevant ability modifier may be added to a d20 saving throw, “to hit” attack, or other task roll based on the player’s description of the action.
* A d20 roll of a 20 is always a critical result, typically with maximum possible effect.
* A d20 roll of a 1 is always a critical failure, costing the character time, resources, or hit points.
ABILITIES
* Strength (STR): Physical prowess, melee weapons.
* Dexterity (DEX): Agility, reflexes, ranged weapons.
* Constitution (CON): Health, fortitude, concentration.
* Intelligence (INT): Knowledge, memory, reason.
* Wisdom (WIS): Awareness, empathy, willpower.
* Charisma (CHA): Appeal, communication, leadership.
ABILITY MODIFIERS
* -4: Ability score 1
* -3: Ability score 2 to 3
* -2: Ability score 4 to 5
* -1: Ability score 6 to 8
* +0: Ability score 9 to 12
* +1: Ability score 13 to 15
* +2: Ability score 16 to 17
* +3: Ability score 18 to 19
TASK DIFFICULTY
* 5 … Easy
* 15 … Hard
* 25 … Extreme
OPPOSED ROLLS
* Roll d20 and add one ability score.
* Highest total wins. Re-roll tied results.
Opposed Examples
* Arm wrestling (d20 + STR score vs. d20 + STR score).
* Breaking free from a grapple (d20 + STR or DEX vs. grappler’s d20 + STR score).
* Catching someone in a lie (d20 + WIS score vs. liar’s d20 + CHA score)
* Performing before a rival entertainer (d20 + CHA score vs. d20 + CHA score).
* Drinking contest (d20 + CON score vs. d20 + CON score).
* Tracking someone concealing their trail (d20 + WIS score vs. d20 + INT or DEX score).
PROGRESSION ROLLS
* Each d20 roll represents a set time of work and generates progress points.
* A task especially suited to a character’s background may add Level to each roll.
* Each result is added to an ongoing tally of points.
* Work is completed when a minimum cumulative total of progress points is reached.
Progression Examples
* 6 points … Pick a lock; Dexterity or Thief Skill roll each round.
* 10 points … Break down a reinforced door; Strength roll each round.
* 10 points … Disarm an intricate mechanical trap; Thief skill roll each turn.
* 15 points … Repair damaged armor; Strength or Intelligence roll each hour.
* 20 points … Train an unfamiliar animal; Wisdom roll each day.
* 25 points … Brew a complex alchemical potion; Intelligence roll each hour.
SAVING THROWS
Minimum d20 result needed for success.
Depending on how a character has prepared for a threat, an ability modifier may apply.
* 14 … Death Ray or Poison (resisting toxins, disease, physical trauma; CON helps)
* 15 … Magic Wands (dodging or reacting to directed magical attacks; DEX helps)
* 16 … Paralysis or Turn to Stone (resisting bodily transformation, immobilization; CON helps)
* 17 … Dragon Breath (avoiding or minimizing area attacks through quick reflexes; DEX helps)
* 18 … Staves or Spells (resisting influence through will and mental discipline; WIS helps)
ATTACK “TO-HIT” VS. ARMOR CLASS (AC)
Minimum d20 result needed to hit enough to cause damage.
* 10 … None (AC 9)
* 11 … Shield only (AC 8)
* 12 … Light armor (AC 7) (leather armor)
* 13 … Light armor and shield (AC 6)
* 14 … Medium armor (AC 5) (chainmail)
* 15 … Medium armor and shield (AC 4)
* 16 … Heavy armor (AC 3) (plate armor)
* 17 … Heavy armor and shield (AC 2)
* 18 … Extra heavy armor (AC 1)
* 19 … Extra heavy armor and shield (AC 0)
Note: Dexterity bonus to Armor Class (when unarmored or in light armor only)
* +1 … Dexterity score 13 to 15
* +2 … Dexterity score 16 to 17
* +3 … Dexterity score 18 to 19
SKILL CHECK TARGET NUMBERS
* 18 … 1-in-6 chance
* 15 … 2-in-6 chance
* 10 … 3-in-6 chance
* 7 … 4-in-6 chance
* 4 … 5-in-6 chance
* 1 … 6-in-6 chance
THIEF SKILLS (untrained)
* 19 … Open Locks (pick mechanical locks on doors, chests, or containers)
* 20 … Find & Remove Traps (disable pressure plates, tripwires, poison needles, and the like)
* 19 … Pick Pockets (steal small items from a person without being noticed)
* 19 … Move Silently (walk or crawl quietly across noisy surfaces or slip away while unnoticed)
* 5 … Climb Sheer Surfaces (scale walls, cliffs, or other vertical surfaces)
* 20 … Hide in Shadows (blend into natural darkness, local cover, or large crowds)
* 15 … Hear Noise (detect faint sounds like footsteps, whispers, or creatures behind doors or walls)
PERCENTAGE SKILL CHECK TARGET NUMBERS
* 20 … 1% to 5%
* 19 … 6% to 10%
* 18 … 11% to 15%
* 17 … 16% to 20%
* 16 … 21% to 25%
* 15 … 26% to 30%
* 14 … 31% to 35%
* 13 … 36% to 40%
* 12 … 41% to 45%
* 11 … 46% to 50%
* 10 … 51% to 55%
* 9 … 56% to 60%
* 8 … 61% to 65%
* 7 … 66% to 70%
* 6 … 71% to 75%
* 5 … 76% to 80%
* 4 … 81% to 85%
* 3 … 86% to 90%
* 2 … 91% to 95%
* 1 … 96% to 100%
HIT POINTS
* Represents a mix of size, toughness, determination, and luck.
* At 0 hit points, a creature dies but (house rule: …but may be revived if healed before next turn).
* Natural healing restores 1d3 hit points per day of rest.
Bonus Hit Points
* Constitution score 13 to 15: Add Level to maximum h.p. total.
* Constitution score 16 to 17: Add Level x 2 to max. h.p.
* Constitution score 18 to 19: Add Level x 3 to max. h.p.
LUCK ROLLS (d20)
* Affected characters roll 1d20 when the GM notes an opportunity or risk.
* Player with highest roll gains a character benefit.
* Player with lowest roll suffers a character hazard or hindrance.
* No modifiers apply to this Luck roll.
SURPRISE
* Party’s lead character in marching order or GM rolls 1d20.
* 1 to 2 … Both sides surprised, cannot act during the first round of the encounter.
* 3 to 7 … Party surprised, cannot act during the first round of the encounter.
* 8 to 15 … Neither surprised.
* 16 to 20 … Enemy surprised, cannot act during the first round of the encounter.
NPC/MONSTER REACTIONS (d20)
* 1 … Immediate attack.
* 2 to 5 … Hostile, possible attack.
* 6 to 14 … Uncertain, confused.
* 15 to 19 … No attack, monster leaves or considers offers.
* 20 … Enthusiastic friendship.
Add CHA modifier if able to parley first.
MORALE CHECKS
(Minimum d20 needed to hold ground when first member killed or 50% of forces are incapacitated. On a fail, side must retreat, withdraw, or surrender.)
* – … Cowardly: Morale 2 (refuses combat)
* 19 … Timid: Morale 3
* 17 … Fearful: Morale 4
* 15 … Skittish: Morale 5
* 12 … Wary: Morale 6
* 9 … Steady: Morale 7
* 6 … Resolute: Morale 8
* 4 … Brave: Morale 9
* 3 … Fearless: Morale 10
* 2 … Indomitable: Morale 11
* – … Unbreakable: Morale 12 (mindless creatures)
COMBAT “TO-HIT” MODIFIERS
* +1: Missile/ranged short range.
* +0: Missile/ranged medium range.
* -1: Missile/ranged long range.
* -1 to -4: Target partially behind cover.
* Cannot hit: Target completely behind cover.
* +2: Opponent retreating, exhausted, or attacked from behind.
* +4: Thief attacking with backstab.
* +1 to +3: Attacking with magic weapon.
* +1: Halfling using a missile weapon.
* +1: Attacker subject of Bless spell.
* +1: Attacker subject of Blight spell.
* -1: Attacking target protected by Protection from Evil spell (when applicable).
* -4: Attacking without looking directly at an opponent (such as a medusa).
* +2: Opponent attacking someone who deliberately avoids looking at them.
* -2: Attacker nauseated or confused by a monster’s special ability
* Automatic hit: Attacking a paralyzed target
DAMAGE MODIFIERS
* +Strength modifier (melee attack)
* +1 to +3: Damage from magic weapon.
* Natural 20: Maximum damage
* x2 damage: Non-human thief sneak attack/backstab
* x3 damage: Human thief sneak attack/backstab
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CHARACTER CREATION
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* Divide 70 points among the six ability scores (minimum 6, maximum 18 each).
* Choose one heritage (or two as hybrid and mix benefits and limitations).
* Choose one class at campaign level (cleric, fighter, magic-user, thief, or expert).
* Level set by campaign, use to determine hit points, saving throw and attack bonuses, and special abilities.
* If multiclassed, split level between two classes.
Common Ability Score Sets
* Optimal specialist: 18, 16, 9, 9, 9, 9
* Double specialist: 18, 18, 9, 9, 9, 7
* Three strong abilities: 16, 13, 13, 10, 9, 9
* Four above-average abilities 13, 13, 13, 13, 9, 9
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HERITAGE
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Choose dwarf, elf, halfling, or human. See Appendix A for addition heritage options.
DWARF
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Gains +6 to find slanting passages, non-magical traps, shifting walls, and new construction.
* Sees with infravision to 60 feet in darkness.
* Gains additional +2 on saving throws versus poison, magic wands, staves, and spells.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Speaks Alignment tongue, Common, Dwarvish, and three additional languages.
ELF (High Elf, Bright Elf)
* Gains +3 to detect secret doors.
* Gains +3 to hear noises when listening at doors.
* Cannot be paralyzed by the attack of undead ghouls.
* Sees with infravision to 60 feet in darkness.
* Speaks Alignment tongue, Common, Elvish, and three additional languages.
HALFLING
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Gains +2 bonus to Armor Class versus large opponents (greater than human size).
* Gains +3 to hear noises when listening at doors.
* Gains +1 “to hit” attack bonus with all missile/ranged weapons.
* Gains additional +2 on saving throws versus poison, magic wands, staves, and spells.
* Speaks Alignment tongue, Common, and Halfling.
HUMAN (benefit varies by class)
* Fighters: Add fighter level to damage caused by a specific type of weapon (longsword, spear, bow, etc.).
* Magic-Users: Add one extra spell slot to each level of spells the magic-user may cast.
* Cleric: Add cleric level to the number of hit points recovered by Cure Light or Serious Wounds spells. Also add cleric’s level to damage caused to undead with melee weapon attacks.
* Thief: Add +1 bonus to all thief skill rolls and cause triple damage with a backstab attack.
* Speaks Alignment tongue, Common, and one other language.
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CLASSES
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If multiclassed, use only the higher bonus from among saving throw and attack bonuses. Calculate hit points by each class and add them together.
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CLERIC
Hit Points
* Level x 4 to level 9, then +1 per level
Saving Throw Bonus
* +2 … Cleric level 1 to 4
* +5 … Cleric level 5 to 8
* +8 … Cleric level 9 to 12
* +10 … Cleric level 13 to 16
Attack Bonus
* +1 … Cleric level 1 to 4
* +3 … Cleric level 5 to 8
* +6 … Cleric level 9 to 12
* +8 … Cleric level 13 to 14
Note: Human clerics add their cleric level to damage caused to undead with melee weapon attacks.
Spell List: Cleric Spells
* Any spell on the list may be cast, costing one spell slot of the appropriate level or less.
* All spell slots are regained by 6 hours of rest and 2 hours of prayer.
* Multiple spells may be concentrated on to maintain at the same time.
Spell Casting Per Day, By Spell Level
(1st/2nd/3rd/4th/5th/6th)
* none … Cleric Level 1
* 1/0/0/0/0 … Cleric Level 2
* 2/0/0/0/0 … Cleric Level 3
* 2/1/0/0/0 … Cleric Level 4
* 2/2/0/0/0 … Cleric Level 5
* 2/2/1/1/0 … Cleric Level 6
* 2/2/2/1/1 … Cleric Level 7
* 3/3/2/2/1 … Cleric Level 8
* 3/3/3/2/2 … Cleric Level 9
* 4/4/3/3/2 … Cleric Level 10
* 4/4/4/3/3 … Cleric Level 11
* 5/5/4/4/3 … Cleric Level 12
* 5/5/5/4/4 … Cleric Level 13
* 6/5/5/5/4 … Cleric Level 14
Note: Human clerics add their cleric level to the number of hit points recovered by Cure Light or Serious Wounds spells.
Turning Away Undead
* 9 … HD 1 undead (skeleton) turned
* 16 … HD 2 undead (zombie) turned
* 19 … HD 2 undead (ghoul) turned
* 22 … HD 3 undead (wight) turned, HD 1 undead (skeleton) destroyed
* 25 … HD 4 undead (wraith), HD 2 undead (zombie) destroyed
* 28 … HD 5 undead (mummy), HD 2 undead (ghoul) destroyed
* 31 … HD 6 undead (spectre), HD 3 undead (wight) destroyed
* 34 … HD 7 to 9 undead (vampire), HD 4 undead (wraith) destroyed
* 37 … HD 7 to 9 undead (vampire), HD 5 undead (mummy) destroyed
* 40 … HD 7 to 9 undead (vampire), HD 6 undead (spectre) destroyed
* 43 … HD 7 to 9 undead (vampire) destroyed
Cleric Turning Modifiers
* +0 … Cleric 1
* +4 … Cleric 2
* +8 … Cleric 3
* +12 … Cleric 4
* +16 … Cleric 5
* +20 … Cleric 6
* +24 … Cleric 7
* +28 … Cleric 8
* +32 … Cleric 9
* +36 … Cleric 10
* +40 … Cleric 11 or higher
On success, roll for total Hit Dice affected (d20):
* 1 … 2 HD turned or destroyed
* 2 … 3 HD turned or destroyed
* 3 … 4 HD turned or destroyed
* 6 … 5 HD turned or destroyed
* 8 … 6 HD turned or destroyed
* 12 … 7 HD turned or destroyed
* 14 … 8 HD turned or destroyed
* 17 … 9 HD turned or destroyed
* 18 … 10 HD turned or destroyed
* 19 … 11 HD turned or destroyed
* 20 … 12 HD turned or destroyed
Turning Notes:
* Undead with fewer Hit Dice are affected first.
* Turned undead leave the area if possible and avoid the cleric for a day.
* A failed turning attempt cannot be repeated against the same group during that encounter.
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FIGHTER
Hit Points
* Level x 5 to level 9, then +2 per level
Saving Throw Bonus
* +2 … Fighter level 1 to 3
* +4 … Fighter level 4 to 6
* +6 … Fighter level 7 to 9
* +8 … Fighter level 10 to 12
* +10 … Fighter level 13 to 14
Attack Bonus
* +1 … Fighter level 1 to 3
* +3 … Fighter level 4 to 6
* +6 … Fighter level 7 to 9
* +8 … Fighter level 10 to 12
* +10 … Fighter level 13 to 14
Note: Human fighters add their level to damage caused by a specific chosen type of weapon (longsword, spear, bow, etc.).
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MAGIC-USER
Hit Points
* Level x 3 to level 9, then +1 per level
Saving Throw Bonus
* +2 … Magic-User level 1 to 5
* +4 … Magic-User level 6 to 10
* +7 … Magic-User level 11 to 14
Attack Bonus
* +1 … Magic-User level 1 to 5
* +3 … Magic-User level 6 to 10
* +6 … Magic-User level 11 to 14
Spell List: Magic-User Spells
Alternative Spell Lists: Occult (warlock), Psionic (psion)
* Any spell on the list may be cast, costing one spell slot of the appropriate level or less.
* All spell slots are regained by 6 hours of rest and 2 hours of studying a spellbook. (In the case of psionics, replace spellbook with 2 hours of meditation.)
* Multiple spells may be concentrated on to maintain at the same time.
Spell Casting Per Day, By Spell Level
(1st/2nd/3rd/4th/5th/6th)
* 1/0/0/0/0/0 … Magic-User level 1
* 2/0/0/0/0/0 … Magic-User level 2
* 2/1/0/0/0/0 … Magic-User level 3
* 2/2/0/0/0/0 … Magic-User level 4
* 2/2/1/0/0/0 … Magic-User level 5
* 2/2/2/0/0/0 … Magic-User level 6
* 3/2/2/1/0/0 … Magic-User level 7
* 3/3/2/2/0/0 … Magic-User level 8
* 3/3/3/2/1/0 … Magic-User level 9
* 3/3/3/3/2/0 … Magic-User level 10
* 4/3/3/3/2/1 … Magic-User level 11
* 4/4/3/3/3/2 … Magic-User level 12
* 4/4/4/4/3/3 … Magic-User level 13
* 4/4/4/4/3/3 … Magic-User level 14
Note: Human magic-users gain one additional spell slot at each spell level they can cast, but gain no extra slots for spell levels they have not yet unlocked.
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THIEF
Hit Points
* Level x 3 to level 9, then +1 per level
Saving Throw Bonus
* +2 … Thief level 1 to 4
* +3 … Thief level 5 to 8
* +6 … Thief level 9 to 12
* +8 … Thief level 13 to 14
Attack Bonus
* +1 … Thief level 1 to 4
* +3 … Thief level 5 to 8
* +6 … Thief level 9 to 12
* +8 … Thief level 13 to 14
plus, +4 vs. unaware target (backstab) and double damage (or triple if human).
Thief Skills (d20 target numbers)
* 19 … Open Locks (pick mechanical locks on doors, chests, or containers)
* 20 … Find & Remove Traps (disable pressure plates, tripwires, poison needles, and the like)
* 19 … Pick Pockets (steal small items from a person without being noticed)
* 19 … Move Silently (walk or crawl quietly across noisy surfaces or slip away while unnoticed)
* 5 … Climb Sheer Surfaces (scale walls, cliffs, or other vertical surfaces)
* 20 … Hide in Shadows (blend into natural darkness, local cover, or large crowds)
* 15 … Hear Noise (detect faint sounds like footsteps, whispers, or creatures behind doors or walls)
Thief Skill Bonus
* +1 … Thief level 1
* +2 … Thief level 2
* +3 … Thief level 3
* +4 … Thief level 4
* +5 … Thief level 5
* +7 … Thief level 6
* +9 … Thief level 7
* +11 … Thief level 8
* +13 … Thief level 9
* +15 … Thief level 10
* +17 … Thief level 11 to 13
* +18 … Thief level 14
* Note: Human thieves add an additional +1 bonus to all thief skill rolls and cause triple damage with a backstab attack.
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EXPERT
Hit Points
* Level x 3 to level 9, then +1 per level
Saving Throw Bonus
* +2 … Expert level 1 to 4
* +3 … Expert level 5 to 8
* +6 … Expert level 9 to 12
* +8 … Expert level 13 to 14
Attack Bonus
* +1 … Expert level 1 to 4
* +3 … Expert level 5 to 8
* +6 … Expert level 9 to 12
* +8 … Expert level 13 to 14
plus, +4 vs. unaware target (backstab) and double damage
Exploit Weakness: Gain +4 “to hit” attack bonus after observing a target for one round, and if hitting, cause double damage.
Expert Skills: Choose seven special skills, each with a base target number of 19 or more on a d20 roll.
Example…
INVESTIGATOR (target difficulty)
* Bypass Security (19): Disable locks, alarms, biometric scanners, or surveillance systems.
* Shadow a Target (19): Follow someone through crowds, vehicles, or alleys without being noticed.
* Spot Hidden Clues (19): Find overlooked details at a scene or within a case file.
* Question Suspects (19): Get useful info through conversation, subtle pressure, and reading body language
* Surveil Location (19): Watch a location for patterns, comings and goings, or signs of illegal activity.
* Move Silently (19): Move quietly across noisy surfaces or slip away while unnoticed.
* Hide in Shadows (19): Blend into natural darkness, local cover, or large crowds.
Expert Skill Bonus
* +1 … Expert level 1
* +2 … Expert level 2
* +3 … Expert level 3
* +4 … Expert level 4
* +5 … Expert level 5
* +7 … Expert level 6
* +9 … Expert level 7
* +11 … Expert level 8
* +13 … Expert level 9
* +15 … Expert level 10
* +17 … Expert level 11 to 13
* +18 … Expert level 14
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MONSTER
Hit Points
* Hit Dice x 5
Saving Throw Bonus
* +2 … Monster hit dice 1 to 3
* +4 … Monster hit dice 4 to 6
* +6 … Monster hit dice 7 to 9
* +8 … Monster hit dice 10 to 12
* +10 … Monster hit dice 13 or more
Attack Bonus
* +0 … Monster hit dice under 1 (normal humans)
* +1 … Monster hit dice 1
* +2 … Monster hit dice 2
* +3 … Monster hit dice 3
* +4 … Monster hit dice 4
* +5 … Monster hit dice 5
* +6 … Monster hit dice 6
* +7 … Monster hit dice 7 to 9
* +8 … Monster hit dice 10 to 11
* +9 … Monster hit dice 12 to 13
* +10 … Monster hit dice 14 to 15
* +11 … Monster hit dice 16 to 17
* +12 … Monster hit dice 18 to 19
* +13 … Monster hit dice 20 to 21
* +14 … Monster hit dice 22 or more
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MORE BASIC RULES
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TIME AND MOVEMENT
* Base movement 120′ (40′) unless noted otherwise.
* 40 feet per round (10 seconds) in combat.
* 120 feet per turn (10 minutes) while exploring indoors (quiet, searching, mapping, etc.).
* 360 feet per turn (10 minutes) while exploring outdoors (quiet, searching, mapping, etc.).
* 24 miles per day (12 hours) while travelling overland.
Movement Rate Modifiers
* -30′ (-10′) in light armor.
* -60′ (-20′) in medium or heavy armor.
* -30′ (-10′) if encumbered (carrying more than Strength score x 5 in pounds).
* -60′ (-20′) if heavily encumbered (carrying STR x 5 to STR x 15 in pounds).
VISION AND LIGHT
* Torch: Illuminated 30-foot radius, lasts for 1 hour (6 turns).
* Lantern: Illuminates 30-foot radius, lasts for 4 hours (24 turns) on one flask of oil.
* Light spell: Illuminated 30-foot radius, lasts at least 1 hour (6 turns) plus longer for higher caster levels.
* Continual Light spell: Illuminates 60-foot radius, never goes out.
* Infravision: See heat, cannot be used to read in the dark, spoiled by normal or magical light.
PER TURN OF EXPLORATION
* 1. In a dungeon, the GM checks for wandering monsters every other turn (1-in-6 chance every 20 minutes). In wilderness, check 1 to 3 times daily. At sea, once daily.
* 2. Characters enter area, listen, search. Detecting traps or secret doors in each 10’x10’x10′ area takes one person 1 turn (10 minutes) to check.
* 3. If no monsters are encountered, turn ends.
* 4. On 6th turn each hour, party must rest for 1 turn (10 minutes) to avoid a -1 penalty on future d20 rolls.
* 5. Check party resources: Depleting light sources, encumbrance changes, spell durations.
* 6. Party may change marching order for next turn.
ENCOUNTER DISTANCE
* Roll 1d20 x 10 feet for distance between sides. If the area is smaller, shorten the distance accordingly.
COMBAT
* 1.) If first round, check for surprise and reaction.
SURPRISE
(Party or GM rolls 1d20.)
* 1 to 2 … Both sides surprised, cannot act during the first round of the encounter.
* 3 to 7 … Party surprised, cannot act during the first round of the encounter.
* 8 to 15 … Neither surprised.
* 16 to 20 … Enemy surprised, cannot act during the first round of the encounter.
NPC/MONSTER REACTIONS (d20)
* 1 … Immediate attack.
* 2 to 5 … Hostile, possible attack.
* 6 to 14 … Uncertain, confused.
* 15 to 19 … No attack, monster leaves or considers offers.
* 20 … Enthusiastic friendship.
INITIATIVE
* Each side rolls 1d20. Highest total acts first. Re-roll ties.
* 2.) Check Morale for side that won initiative.
MORALE CHECKS
(Minimum d20 needed to hold ground when first member killed or 50% of forces are incapacitated. On a fail, side must retreat, withdraw, or surrender.)
* – … Cowardly: Morale 2 (refuses combat)
* 19 … Timid: Morale 3
* 17 … Fearful: Morale 4
* 15 … Skittish: Morale 5
* 12 … Wary: Morale 6
* 9 … Steady: Morale 7
* 6 … Resolute: Morale 8
* 4 … Brave: Morale 9
* 3 … Fearless: Morale 10
* 2 … Indomitable: Morale 11
* – … Unbreakable: Morale 12 (mindless creatures)
* 3.) Individuals on winning side move and act (attack, flee, parley, hide, etc.) in any order.
* Melee Attack: d20 + attack bonus + Strength modifier
* Missile/Ranged Attack (short range): d20 + attack bonus + Dexterity modifier + 1
* Missile/Ranged Attack (medium range): d20 + attack bonus + Dexterity modifier
* Missile/Ranged Attack (long range): d20 + attack bonus + Dexterity modifier – 1
* 4.) Once all on one side have each moved and/or acted, repeat for other side.
* 5.) Re-roll initiative for next round.
Combat Modifiers
* +Strength modifier: Melee or unarmed attack.
* +Dexterity modifier: Missile/ranged attack.
* +1: Missile/ranged attack at short range.
* +0: Missile/ranged attack at medium range.
* -1: Missile/ranged attack at long range.
* -1 to -4: Target partially behind cover (20%, 40%, 60%, 80%).
* Cannot hit: Target completely behind cover.
* +2: Opponent retreating, exhausted, or attacked from behind.
* +4: Thief attacking with backstab.
* +4: Expert attacking with one or more rounds of observation.
* +1 to +3: Attacking with magic weapon.
* +1: Halfling using a missile weapon.
* +1: Attacker subject of Bless spell.
* +1: Attacker subject of Blight spell.
* -1: Attacking target protected by Protection from Evil spell (when applicable).
* -4: Attacking without looking directly at an opponent (such as a medusa).
* +2: Opponent attacking someone who deliberately avoids looking at them.
* -2: Attacker nauseated or confused by a monster’s special ability.
* -2/-4: Making two attacks with two weapons, -2 on primary and -4 on secondary.
* Automatic hit: Attacking a paralyzed or helpless target.
DAMAGE PER HIT
* 1: Unarmed Strike
* 1d4: Club, dagger, sling stone, torch.
* 1d6: Arrow, crossbow bolt, hand axe, mace, short sword, spear, war hammer.
* 1d8: Battle axe (two-handed), sword; also, flask or burning oil.
* 1d10: Greatsword (two-handed), pole arm (two-handed).
Damage Modifiers
* +Strength modifier (melee)
* +1 to +3: Damage from magic weapon.
COMBAT HOUSE RULES
* Sweep Attacks: When fighting creatures with 1 HD or less, a Fighter may make one attack per Level each combat round.
* Automatic Cleave: When an attacker reduces an enemy to 0 hit points with a melee attack, the attacker may immediately make another melee attack against another enemy within reach.
* Reckless Attack: Each round, an attacker may gain a +2 “to-hit” on one melee attack but suffer -2 AC until acting again in the next round. If the reckless attack hits, add the Fighter’s Level to the damage. (No bonus damage for non-fighters.)
* Rapid Shots: Each round, an attacker may fire two missile attacks at one or two targets at a -3 “to-hit” penalty for each attack.
* Evasion: A character who foregoes an attack or other action and focuses on avoiding attacks gains +2 AC until next round’s actions.
* Shield Sacrifice: A character may choose to let one attack destroy an equipped shield and avoid all damage from that hit.
* Time to Die: At 0 or less hit points, a creature may be revived if healed to 1 hit point before its next turn, else it dies.
* Intimidate: As an action instead of attacking, a character may force one enemy with HD no greater than the character’s Level to make a morale check.
* Energy Drain: Each hit permanently reduces a creature’s maximum hit points by an amount equal to the Hit Dice of the attacker. The character’s Level is unaffected. A creature reduced to 0 hit points this way instantly dies.
CHASES HOUSE RULE
* Roll 1d20 for a distance value between evader and pursuer.
* For each step of the chase (per round indoors, per turn if in wilderness), each side rolls d20.
* If one side is a step faster, such as 120′(40′) chasing 90′(30′), the faster side gets a +3 bonus and slower a -3 penalty for each 30′ (10′) of difference.
* The side with the higher result changes the distance count by 3, either up or down.
* When the distance count reaches 0, the pursuer has caught up to the evader.
* When the distance count reaches 20, the evader has fully escaped the pursuer.
* During each chase step, either side may attempt actions to hinder the other: Spells, missile fire, and so forth.
HAZARDS
* Acid: Causes 1d6 damage per round of contact. Strong acid causes 2d6 damage.
* Avalanche, Landslide: Save vs. paralysis or become buried, taking 3d6 damage. Buried creatures must be rescued before suffocating.
* Cave-In, Collapsing Ceiling: Save vs. breath weapons to avoid falling debris or take 3d6 damage and become trapped.
* Deep Water Pressure: Save vs. death each minute at extreme depths or take 1d6 damage.
* Disease, Radiation: Takes 1d6 days to affect a living creature, then save vs. death each day or lose 1d4 points from Constitution. Death occurs when CON reaches 0. A creature that survives a disease regains 1 Constitution per day of complete rest.
* Dust, Ash, Smoke: Save vs. poison each round of heavy exposure or suffer uncontrollable coughing, preventing attacks and spellcasting that round.
* Earthquake: Save vs. paralysis each round or fall prone. Collapsing structures cause 3d6 damage.
* Eldritch Corruption: Save vs. spells each turn or lose 1d4 Wisdom. At WIS 0, the creature becomes permanently insane or catatonic.
* Electricity, Lightning: Causes 1d6 damage from minor shocks, 3d6 from strong currents, or 6d6 from lightning strikes.
* Extreme Cold/Extreme Heat: Save vs. death each hour of exposure or take 1d6 damage.
* Falling: Causes 1d6 damage per 10 feet fallen.
* Fire: Causes 1d6 damage per round of contact. Being engulfed in flames causes 2d6 damage per round.
* Flood, Rushing Water: Save vs. paralysis each round or be swept away. Collisions with obstacles cause 1d6 damage.
* Hailstorm: Causes 1d6 damage per turn of exposure without adequate shelter.
* High Altitude: Save vs. death each hour or suffer -1 to attacks, saves, and ability checks. Penalties accumulate to -3 until the creature descends or acclimatizes.
* Holding Breath: A creature can hold its breath for a minutes equal to one-third its Constitution score, then must breathe.
* Lava, Molten Metal: Causes 6d6 damage per round of contact. Full immersion causes immediate death unless magically protected.
* Life Drain: Save vs. death each round or lose 1d4 maximum hit points. Lost hit points return after a full night’s rest, unless the effect specifies otherwise.
* Poison: Takes 1d6 rounds to affect a living creature, then save vs. poison each round for 1d6 rounds. Each failure causes 1d6 damage.
* Quicksand, Deep Mud: Save vs. paralysis each round or sink deeper. After three failures, the creature is submerged and begins suffocating.
* Sandstorm: Causes 1d6 damage per turn without protection. Visibility is reduced to 10 feet, and movement is halved.
* Sleep Deprivation: After 24 hours without sleep, save vs. death every 12 hours or suffer a cumulative -1 penalty to attacks, saves, and ability checks, maximum -4.
* Slippery Surfaces: Save vs. paralysis when running, fighting, or making sudden movements or fall prone.
* Starvation: A creature can survive without food for days equal to double its Constitution score, then dies.
* Suffocation: A creature can survive without air for minutes equal to one-third its Constitution score, then dies.
* Thin Ice: Save vs. paralysis when crossing or break through into freezing water.
* Thirst: A creature can survive without water for days equal to one-half its Constitution score, then dies.
* Thunder, Deafening Noise: Save vs. paralysis or become deafened for 1d6 turns.
* Vacuum of Space: Save vs. death each round of exposure or take 1d6 damage; also see Suffocation.
One-Half Constitution Rule
* 1 … Constitution 2 or less.
* 2 … Constitution 3 or 4.
* 3 … Constitution 5 or 6.
* 4 … Constitution 7 or 8.
* 5 … Constitution 9 or 10.
* 6 … Constitution 11 or 12.
* 7 … Constitution 13 or 14.
* 8 … Constitution 15 or 16.
* 9 … Constitution 17 or 18.
One-Third Constitution Rule
* 1 … Constitution 4 or less.
* 2 … Constitution 5 to 7
* 3 … Constitution 8 to 10
* 4 … Constitution 11 to 13
* 5 … Constitution 14 to 16
* 6 … Constitution 17 to 18
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EQUIPMENT
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Prices below are loosely based on medieval labor and materials, not game balance (as used in B/X, AD&D, D&D 3.5 to 5E).
Value of Coinage
* 1 gold piece (g.p.)
* 1 g.p. = 1/10th platinum piece (p.p.)
* 1 g.p. = 2 electrum pieces (e.p.)
* 1 g.p. = 10 silver pieces (s.p.)
* 1 g.p. = 100 copper pieces (c.p.)
Rule of Thumb: Think of a gold piece as $100, a silver as $10, and a copper as $1.
Weight of Coins
House Rule: 50 coins per pound (not 10 coins per pound per original B/X).
* 1 lb. … 50 coins
* 2 lbs. … 100 coins
* 3 lbs. … 150 coins
* 4 lbs. … 200 coins
* 9 lbs. … 450 coins
* 20 lbs. … 1,000 coins
* 100 lbs. … 5,000 coins
* 1 ton … 100,000 coins
Time of Production
* House Rule of Thumb: 10 work days (80 hours) per 1 g.p. of value (1 g.p. item = 10 days, 400 g.p. item = 4,000 days).
* 1 unskilled worker = 8 hours a day; multiple workers, reduce time accordingly.
* Ordinary, functional equipment rather than luxury craftsmanship.
Containers
* 20 lbs. (1,000 coins) … Small sack
* 60 lbs. (3,000 coins) … Large sack
* 40 lbs. (2,000 coins) … Backpack
Armor
* chain mail armor (medium armor; AC 5 / AAC 14) (150 g.p.) (55 lbs.)
* leather armor (light armor; AC 7 / AAC 12) (15 g.p.) (10 lbs.)
* plate armor (heavy armor; AC 3 / AAC 16) (400 g.p.) (65 lbs.)
* shield (AC -1 / AAC +1) (5 g.p.) (6 lbs.)
More armors from advanced sources…
* breastplate (medium armor; AC 6 / AAC 13) (60 g.p.) (20 lbs.)
* chain shirt (light armor; AC 7 / AAC 12) (50 g.p.) (75 lbs.)
* half plate (medium armor; AC 5 / AAC 14) (150 g.p.) (40 lbs.)
* hide armor (light armor; AC 7 / AAC 12) (15 g.p.) (12 lbs.)
* padded armor (light armor; AC 7 / AAC 12) (5 g.p.) (8 lbs.)
* ring mail armor (medium armor; AC 6 / AAC 13) (60 g.p.) (40 lbs.)
* scale mail (medium armor; AC 6 / AAC 13) (60 g.p.) (45 lbs.)
* splint armor (heavy armor; AC 4 / AAC 15) (125 g.p.) (60 lbs.)
* studded leather (light armor; AC 7 / AAC 12) (40 g.p.) (13 lbs.)
Weapons
* Battle Axe (melee; 1d8 damage; two-handed) (5 g.p.) (5 lbs.)
* Club (melee; 1d4 damage; blunt) (0.1 g.p.) (5 lbs.)
* Crossbow (range 80’/160’/240′; 1d6 damage) (25 g.p.) (5 lbs.)
* Dagger (melee or range 10’/20’/30′; 1d4 damage) (2 g.p.) (1 lbs.)
* Hand Axe (melee or range 10’/20’/30′; 1d6 damage) (2 g.p.) (3 lbs.)
* Long Bow (range 70’/140’/210′; 1d6 damage; two-handed) (6 g.p.) (3 lbs.)
* Mace (melee; 1d6 damage, blunt) (4 g.p.) (3 lbs.)
* Pole Arm (melee; 1d10 damage; two-handed) (8 g.p.) (15 lbs.)
* Short Bow (range 50’/100’/150′; 1d6 damage) (5 g.p.) (4 lbs.)
* Short Sword (melee; 1d6 damage) (8 g.p.) (3 lbs.)
* Sling (range 40’/80’/160′; 1d4 damage) (negligible cost and weight)
* Spear (melee or range 20’/40’/60′; 1d6 damage) (1 g.p.) (3 lbs.)
* Staff (melee; 1d4 damage; blunt, two-handed) (0.1 g.p.) (4 lbs.)
* Sword (melee; 1d8 damage) (6 lbs.) (15 g.p.)
* Torch (melee; 1d4 damage) (negligible cost and weight)
* Two-handed Sword (melee; 1d10 damage; two-handed) (30 g.p.) (15 lbs.)
* War Hammer (melee; 1d6 damage; blunt) (5 g.p.) (3 lbs.)
Adventuring Gear
* Abacus (1 g.p.)
* Ammunition: arrows (20) (2 g.p.)
* Ammunition: blowgun needles (50) (1 g.p.)
* Ammunition: crossbow bolts (20) (3 g.p.)
* Ammunition: sling bullets (20) (0.2 g.p.)
* Backpack (holds 40 lbs. or 2,000 coins) (1 g.p.)
* Ball bearings (1,000) (20 g.p.)
* Barrel (2 g.p.)
* Basket (0.1 g.p.)
* Bedroll (1 g.p.)
* Bell (2 g.p.)
* Blanket (0.5 g.p.)
* Block and tackle (3 g.p.)
* Book (75 g.p.)
* Bottle, glass (3 g.p.)
* Bucket (0.2 g.p.)
* Caltrops (20) (2 g.p.)
* Candle (0.02 g.p.)
* Case, crossbow bolt (0.5 g.p.)
* Case, map or scroll (0.5 g.p.)
* Chain (10 feet) (8 g.p.)
* Chalk (1 piece) (0.01 g.p.)
* Chest (3 g.p.)
* Climber’s kit (15 g.p.)
* Clothes, common (1 g.p.)
* Clothes, costume (5 g.p.)
* Clothes, fine (20 g.p.)
* Clothes, traveler’s (2 g.p.)
* Crowbar (1 g.p.)
* Fishing tackle (1 g.p.)
* Flask or tankard (0.1 g.p.)
* Grappling hook (2 g.p.)
* Hammer (0.5 g.p.)
* Hammer, sledge (1 g.p.)
* Hourglass (15 g.p.)
* Hunting trap (5 g.p.)
* Ink (1 ounce) (1 g.p.)
* Ink pen (0.01 g.p.)
* Jug or pitcher (0.1 g.p.)
* Ladder (10-foot) (0.5 g.p.)
* Lamp (0.5 g.p.)
* Lantern, bullseye (5 g.p.)
* Lantern, hooded (3 g.p.)
* Lock (10 g.p.)
* Magnifying glass (50 g.p.)
* Manacles (4 g.p.)
* Mess kit (0.5 g.p.)
* Mirror, steel (5 g.p.)
* Oil (flask) (in lantern, burns for 4 hours) (0.1 g.p.)
* Paper (one sheet) (0.1 g.p.)
* Parchment (one sheet) (0.2 g.p.)
* Pick, miner’s (1 g.p.)
* Piton (0.1 g.p.)
* Pole (10-foot) (0.1 g.p.)
* Pot, iron (2 g.p.)
* Pouch (0.2 g.p.)
* Quiver (0.5 g.p.)
* Ram, portable (3 g.p.)
* Rations (1 day) (0.1 g.p.)
* Robes (2 g.p.)
* Rope, hempen (50 feet) (1 g.p.)
* Rope, silk (50 feet) (12 g.p.)
* Sack, Large (holds 60 lbs. or 3,000 coins) (0.05 g.p.)
* Sack, Small (holds 20 lbs. or 1,000 coins) (0.03 g.p.)
* Scale, merchant’s (8 g.p.)
* Sealing wax (0.2 g.p.)
* Shovel (0.5 g.p.)
* Signal whistle (0.2 g.p.)
* Signet ring (10 g.p.)
* Soap (0.05 g.p.)
* Spikes, iron (10) (1 g.p.)
* Spyglass (1,000 g.p.; extremely rare)
* Tent, two-person (3 g.p.)
* Tinderbox (flint and steel) (1 g.p.)
* Torch (30-foot light; lasts 1 hour) (0.01 g.p.)
* Vial, glass (0.5 g.p.)
* Waterskin (0.3 g.p.)
* Whetstone (0.1 g.p.)
Alchemy and Magic
* Acid (vial) (10 g.p.)
* Alchemist’s fire (flask) (25 g.p.)
* Antitoxin (vial) (must match poison type) (25 g.p.)
* Arcane focus: crystal (5 g.p.)
* Arcane focus: orb (15 g.p.)
* Arcane focus: rod (3 g.p.)
* Arcane focus: staff (1 g.p.)
* Arcane focus: wand (2 g.p.)
* Component pouch (for spellcasting) (5 g.p.)
* Druidic herbs (mistletoe, mugwort, vervain, etc.) (1 g.p.)
* Healer’s kit (restores dying creature to 1 h.p.) (5 g.p.)
* Holy symbol: amulet (3 g.p.)
* Holy symbol: emblem, yew wand (1 g.p.)
* Holy symbol: reliquary (10 g.p.)
* Holy symbol: totem, wooden staff (0.5 g.p.)
* Holy water (flask) (0.1 g.p.)
* Perfume (vial) (5 g.p.)
* Poison, basic (vial) (20 g.p.)
* Potion of Healing (cures 1d6+1 h.p.) (50 g.p.)
* Spellbook (100 g.p.)
Modern Technology Armor
* major mail armor (medium armor; AC 5 / AAC 14) (300 g.p.) (25 lbs.)
* minor body armor (light armor; AC 7 / AAC 12) (30 g.p.) (5 lbs.)
Modern Technology Weapons
(Each has 20 shots per load; 1 attack uses 1 shot, or autofire for x2 damage on hit but uses 2d6 shots.)
* Carbine (range 70’/140’/210’; 1d8 damage; two-handed) (50 g.p.) (5 lbs.)
* Pistol (range 50’/100’/150′; 1d6 damage; can be used point-blank) (40 g.p.) (2 lbs.)
* Rifle (range 80’/160’/240′; 1d10 damage; two-handed) (70 g.p.) (8 lbs.)
* Replacement ammunition (full load) (2 g.p.) (negligible weight)
Science-Fiction Technology Armor
* major mail armor (medium armor; AC 5 / AAC 14) (300 g.p.) (12 lbs.)
* minor body armor (light armor; AC 7 / AAC 12) (30 g.p.) (3 lbs.)
* battlesuit (heavy armor; AC 3 / AAC 16; boosts to Strength 16, sealed internal atmosphere, 10 hours of air) (800 g.p.) (30 lbs.)
Science-Fiction Technology Weapons
(Each has 30 charges per power cell; 1 ranged shot uses 1 charge, one melee encounter uses 3 charges.)
* Energy Carbine (range 70’/140’/210’; 1d8+3 damage; two-handed) (400 g.p.) (5 lbs.)
* Energy Dagger (melee; 1d4+3 damage) (150 g.p.) (0.5 lbs.)
* Energy Pistol (range 50’/100’/150′; 1d6+3 damage; can be used point-blank) (250 g.p.) (2 lbs.)
* Energy Rifle (range 80’/160’/240′; 1d10+3 damage; two-handed) (600 g.p.) (8 lbs.)
* Energy Staff (melee; 1d4+3 damage; two-handed) (250 g.p.) (2 lbs.)
* Energy Sword (melee; 1d8+3 damage) (350 g.p.) (0.5 lbs.)
* Replacement power cell (30 g.p.) (negligible weight)
Energy weapon “stun” setting…
* Instead of energy weapon damage, target must save versus paralyzation.
* On failed save, creature is knocked unconscious for 1d6+1 rounds.
* Non-living creatures and objects are unaffected by stun.
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CLERIC SPELLS
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LEVEL 1 CLERIC SPELLS
* Cure/Cause Light Wounds. Cleric’s touch heals 1d6+1 damage or cures paralysis; reversed, deals 1d6+1 damage with a successful attack.
* Detect Evil. Detects evil intentions and evil enchantments within 120 feet for 1 hour.
* Detect Magic. For 20 minutes, causes magical spells and enchantments within 60 feet to glow.
* Light/Darkness. Creates bright light or magical darkness in a 15-foot radius for 2 hours; if cast on a creature’s eyes, may blind if target fails a save.
* Protection from Evil. For 2 hours, enchanted or summoned creatures cannot make melee attacks against the caster; others suffer -1 to attacks, and the caster gains +1 on saves.
* Purify Food and Water. Makes enough spoiled or poisoned food and water for 12 people safe to consume.
* Remove/Cause Fear. Touch removes fear or causes one creature within 120 feet to flee unless it saves; lasts 20 minutes.
* Resist Cold. One target within 30 feet ignores freezing temperatures, gains +2 on saves versus cold, and reduces cold damage by 1 point/die for 1 hour.
LEVEL 2 CLERIC SPELLS
* Bless/Blight. Allies within 60 feet gain +1 to morale and attack rolls for 1 hour; reversed, enemies suffer -1 unless they save versus spells.
* Detect Invisible. Reveals invisible creatures and objects within 10 feet/level for 1 hour.
* Find Traps. Causes mechanical and magical traps within 30 feet to glow for 20 minutes.
* Know Alignment. Reveals whether one creature, magic item, or enchanted area within 10 feet is Lawful, Neutral, or Chaotic.
* Hold Person. Paralyzes one humanoid at a -2 save penalty, or up to 1d4 humanoids with normal saves, for 90 minutes; undead and larger creatures are immune.
* Resist Fire. One target within 30 feet ignores normal heat and fire, gains +2 on saves versus fire, and reduces fire damage by 1 point/die for 20 minutes.
* Silence 15-Foot Radius. Creates a soundless 15-foot-radius area within 180 feet for 2 hours; a targeted creature carries the area unless it saves.
* Snake Charm. Prevents serpents totaling HD equal to the caster’s level from attacking for 1d4+1 rounds, or 1d4+1 turns if not already hostile.
* Speak with Animals. Allows conversation with one type of normal or giant animal within 30 feet for 1 hour.
LEVEL 3 CLERIC SPELLS
* Continual Light/Darkness. Permanently creates bright light in a 30-foot radius or darkness in a 15-foot radius; may blind a creature that fails a save.
* Cure/Cause Disease. Cures disease, lycanthropy, mummy rot, or similar corruption; reversed, inflicts a fatal disease unless the target saves versus spells.
* Growth of Animal. Doubles one normal or giant animal’s size, strength, carrying capacity, and damage for 2 hours.
* Locate Object. Reveals the direction of a familiar object or nearest common type of object within 120 feet for 1 hour.
* Remove/Cause Curse. Touch removes one curse; reversed, inflicts -4 to attacks, -2 to saves, or halves one ability score until removed.
* Striking. Enchants one normal weapon within 30 feet for 10 minutes, allowing it to harm creatures requiring magic weapons and deal +1d6 damage.
LEVEL 4 CLERIC SPELLS
* Create Water. Creates a permanent spring producing 50 gallons of drinkable water/day, +50 gallons/day for each level above 8th.
* Cure/Cause Serious Wounds. Touch heals 2d6+2 damage; reversed, deals 2d6+2 damage with a successful attack.
* Neutralize Poison. Revives a creature poisoned within the previous round and neutralizes all poisons within 5 feet.
* Protection from Evil 10-Foot Radius. For 2 hours, enchanted or summoned creatures cannot make melee attacks against creatures within 10 feet; others suffer -1 to attacks, and protected creatures gain +1 on saves.
* Speak with Plants. Allows conversation with plants within 30 feet for 30 minutes and may cause vegetation to open a path.
* Sticks to Snakes. Transforms 2d8 sticks within 120 feet into obedient snakes for 1 hour; half are venomous.
Snake: AC 6 (ACC 13), HD 1, 4 h.p., Atk +1, Dmg 1d4, MV 9 land or 3 swimming, Morale 7; if venomous, target must save versus poison or suffer 1d4 damage per minute for 1d6 minutes.
LEVEL 5 CLERIC SPELLS
* Commune. A cosmic power (the Game Master) ruthfully answers three yes-or-no questions within 30 minutes; usable once per week, or once per year for six questions.
* Create Food. Conjures enough food for 12 people and their mounts for one day, +12 people and mounts/level above 8th.
* Dispel Evil. For 10 minutes, enchanted and undead creatures within 30 feet save versus spells or are banished or destroyed; also frees one creature from a cursed item.
* Insect Plague. Creates a movable 60-foot-diameter insect swarm within 480 feet that obscures vision and drives off creatures below 3 HD while the caster concentrates.
* Quest/Remove Quest. Compels one creature within 30 feet to complete a non-suicidal task unless it saves versus spells; reversed, removes a quest or similar curse.
* Raise Dead/Finger of Death. Restores one creature dead up to 4 days, +4 days/level above 8th, to life at 1 hit point; reversed, kills one creature within 120 feet unless it saves versus death.
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MAGIC-USER SPELLS
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LEVEL 1 MAGIC-USER SPELLS
* Charm Person. One humanoid under 8 feet tall becomes a loyal friend unless it saves versus spells; target repeats save daily if INT 13 or higher, weekly at INT 9 to 12, or monthly at INT 8 or less, or if obviously directly harmed.
* Floating Disc. Creates an invisible platform that follows within 6 feet for 1 hour and carries up to 500 pounds.
* Hold Portal. Magically holds a portal shut; Knock or a creature 3 HD/levels above the caster can force it open.
* Magic Missile. Automatically deals 1d6+1 damage to a creature within 150 feet; 3 missiles if caster level 6; 5 missiles if level 11.
* Read Languages. Read any language, code, map, symbol, or similar writing for 20 minutes.
* Read Magic. Read and learn one magic-user spell from a scroll or another magic-user’s spellbook.
* Shield. Gives the caster AC 2 against missiles and AC 4 against other attacks for 20 minutes.
* Sleep. Puts 2d8 HD of creatures with 4 HD or less into magical sleep; creatures of 4+1 HD or more and undead are immune.
* Ventriloquism. Makes your voice come from any point within 60 feet for 20 minutes.
LEVEL 2 MAGIC-USER SPELLS
* ESP. Read and understand thoughts within 60 feet for 2 hours; blocked by 2 feet of stone or thin lead, and cannot affect undead.
* Invisibility. Makes one creature and its worn gear, or one object, invisible until the creature attacks or casts a spell.
* Knock. Automatically opens known secret doors, locked or barred portals, secured gates, and locked chests within 60 feet.
* Levitate. Moves the caster vertically at 20 feet per round for 1 hour + 10 minutes/level; horizontal movement requires pushing or pulling against a surface.
* Mirror Image. Creates 1d4 illusory duplicates that each absorb one attack before vanishing; lasts up to 1 hour.
* Phantasmal Force. Creates a moving illusion within a 20-foot cube up to 240 feet away; affected creatures may save versus spells to disbelieve harmful effects.
* Web. Fills a 10-foot cube with sticky strands that trap creatures unable to make a Strength task roll to escape; fire destroys the web in 2 rounds and deals 1d6 damage to creatures inside.
* Wizard Lock. Magically seals one lock until dispelled; Knock, the caster, or a creature 3 HD/levels above the caster can open it temporarily.
LEVEL 3 MAGIC-USER SPELLS
* Clairvoyance. See through the eyes of a creature within 60 feet for 2 hours; may change targets once per round and connection blocked by 2 feet of stone or thin lead.
* Dispel Magic. Permanently ends spell effects within a 20-foot cube up to 120 feet away; 5% failure chance/level if the original caster is higher level.
* Fire Ball. Explodes in a 20-foot-radius sphere up to 240 feet away, dealing 1d6 fire damage/level; save versus spells for half damage.
* Fly. One touched creature flies or hovers at 120 feet per round for 1d6 x 10 minutes + 10 minutes/level.
* Haste. Doubles movement, attacks, and mundane action speed for one creature within a 30-foot-radius circle for 30 minutes. (House ruled.)
* Infravision. One touched creature sees heat patterns up to 60 feet in darkness for 24 hours; light temporarily spoils the effect.
* Invisibility 10-Foot Radius. Creatures within 10 feet of the target become invisible until they attack, cast a spell, or leave the area.
* Lightning Bolt. Creates a 5-foot-wide, 60-foot-long bolt up to 180 feet away, dealing 1d6 electrical damage/level; save versus spells for half damage.
* Protection from Evil 10-Foot Radius. For 2 hours, summoned or enchanted creatures cannot make melee attacks against creatures within 10 feet; others suffer -1 to attacks, and protected creatures gain +1 on saves.
* Protection from Normal Missiles. One target within 30 feet is immune to small nonmagical missiles for 2 hours.
* Water Breathing. One target within 30 feet can breathe underwater at any depth for 24 hours.
LEVEL 4 MAGIC-USER SPELLS
* Charm Monster. One creature, or 3d6 creatures of 3 HD or less, becomes a loyal friend unless it saves versus spells; undead are immune.
* Confusion. Causes 3d8 creatures within a 30-foot-radius circle to act randomly for 12 rounds; creatures above 2+1 HD may save each round.
* Dimension Door. Teleports one creature up to 360 feet; unwilling targets may save versus spells.
* Growth of Plants. Makes up to 3,000 square feet of vegetation within 120 feet thick, overgrown, and impassable until dispelled.
* Hallucinatory Terrain. Creates or conceals a terrain feature up to 240 feet away until touched by an intelligent creature.
* Massmorph. Makes up to 100 human-sized creatures within a 120-foot-radius circle appear as trees until dispelled, dismissed, or they leave the area.
* Polymorph Others. Permanently transforms one living creature within 60 feet into another creature unless it saves versus polymorph; ends if dispelled or the target dies.
* Polymorph Self. Transforms the caster into another type of creature for 1 hour + 10 minutes/level, gaining its physical form and movement but not its special abilities.
* Wall of Fire. Creates up to 1,200 square feet of flame; creatures above 4 HD may pass through for 1d6 damage, doubled for undead and cold-based creatures.
* Wall of Ice. Creates a 60-foot-long, 20-foot-high wall of ice; creatures above 4 HD may break through for 1d6 damage, doubled for fire-based creatures.
* Wizard Eye. Creates an invisible floating eye with normal vision and 60-foot infravision that moves 120 feet per round within 240 feet.
LEVEL 5 MAGIC-USER SPELLS
* Animate Dead. Animates 1 HD/level of skeletons or zombies from corpses within 60 feet; they obey the caster until destroyed or dispelled.
Skeleton: AC 7 (ACC 12), HD 1, 4 h.p., Atk +1, Dmg 1d6, MV 6, Morale 12
Zombie: AC 9 (ACC 11), HD 2, 9 h.p., Atk +2, Dmg 1d8, MV 6, Morale 12.
* Cloudkill. Creates a movable 15-foot-radius poisonous cloud for 1 hour; creatures below 5 HD save versus poison or die, while others suffer 1 damage/round.
* Conjure Elemental. Summons a 16 HD air, earth, fire, or water elemental within 240 feet; it obeys while the caster concentrates but attacks the caster if concentration is broken.
Air Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. flying creatures, MV 36 flying, Morale 10; Whirlwind: Creatures with less than 2HD swept aside (save versus death).
Earth Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. creatures on the ground, MV 6, Morale 10; Blocked by water: Cannot cross a channel wider than own height (16 feet).
Fire Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. cold-based creatures, MV 12, Morale 10; Blocked by water: Cannot cross a channel wider than own diameter (16 feet).
Water Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. creatures within water, MV 12, Morale 10; Water-bound: Must remain within 60’ of water.
* Contact Higher Plane. Asks three yes-or-no questions with a 25% chance of an answer, 50% chance of lies, and 5% chance of insanity; additional questions improve answers but increase the risk.
* Feeblemind. One arcane spellcaster within 240 feet saves versus spells at -4 or becomes unable to think clearly or cast spells until dispelled.
* Hold Monster. Paralyzes one creature at a -2 save penalty, or 1d4 creatures with normal saves, for 1 hour + 10 minutes/level; undead are immune.
* Magic Jar. Places the caster’s spirit in an object within 30 feet and allows possession of a creature within 120 feet; ends when released, dispelled, or the host dies.
* Pass-Wall. Opens a 5-foot-wide passage up to 10 feet through solid rock within 30 feet for 30 minutes.
* Telekinesis. Moves up to 100 pounds/level at 20 feet per round for up to 1 hour while concentrating; living targets may save versus spells.
* Teleport. Instantly transports one creature to a known location; unfamiliar destinations risk arriving too high or low (20% error on areas visited often or seen via scrying for weeks, or 50% for visited once or currently scrying). Unwilling targets may save versus spells.
* Transmute Rock to Mud/Mud to Rock. Changes 3,000 square feet of stone, 10 feet deep, into mud for 3d6 days, or permanently turns an equal volume of mud into stone.
* Wall of Stone. Creates up to 1,000 cubic feet of permanent stone in any supported shape within 60 feet; lasts until broken or dispelled.
LEVEL 6 MAGIC-USER SPELLS
* Anti-Magic Shell. Makes the caster immune to external magic for 2 hours, but prevents spells and magical effects from passing into or out of the shell.
* Control Weather. Controls outdoor weather within a 720-foot radius while the caster remains stationary and concentrates. Effects may include:
– Clear: Cancels bad weather (rain, snow, fog) but not secondary effects (like mud).
– Fog: Visibility is reduced to 20 feet and movement is reduced by half.
– High Winds: Prevents missile fire and flying, and reduces movement by half. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm that reduced visibility to 20 feet and reduces movement by half.
– Intense Heat: This reduces movement by half while in effect, but will dry out mud caused by rain, snow, Transmute Rock to Mud spells, and other conditions.
– Rain: Attackers suffer a -2 penalty on ranged “to hit” rolls. After 30 minutes, the ground in the affected area will be muddy, reducing movement by half.
– Snow: Visibility is reduced to 20 feet and movement is reduced by half. When the snow thaws, mud will still reduce movement. Rivers and streams may freeze over.
– Tornado: A whirlwind under the caster’s control moves 120 feet per round, attacks as a 12-dice air elemental (AC 0 (ACC 19), HD 12, 54 h.p., Atk +9, Dmg 2d8 + 1d8 vs. flying creatures, MV 36 flying, Morale 10; Whirlwind: Creatures with less than 2HD swept aside [save versus death].), and dissipates when the spell ends. At sea, ships caught by a tornado must make a saving throw versus spells or take 12 points of hull damage.
* Death Spell. Forces creatures with a combined total of 4d8 hit dice (from 4 to 32 HD) within a 60-foot cube up to 240 feet away to save versus death or die; undead are immune.
* Disintegrate. One creature within 60 feet saves versus death or turns to dust; also destroys one object or a 10-foot section of nonmagical matter..
* Geas/Remove Geas. Compels one creature within 30 feet to perform or avoid a possible action until fulfilled, or removes an existing geas.
* Invisible Stalker. Summons an invisible 8 HD air elemental that pursues a clear task until it succeeds, is destroyed, or is banished.
* Lower Water. Reduces the depth of up to 10,000 square feet of water within 240 feet by half, to a maximum of 100 feet, for 1 hour.
* Move Earth. Moves soft earth within a 240-foot radius at 10 feet per round for up to 1 hour; solid rock is unaffected.
* Part Water. Creates a 120-foot-long, 10-foot-wide corridor through water within 120 feet for up to 1 hour.
* Projected Image. Creates an illusory duplicate up to 240 feet away through which spells appear to originate; touch or a melee hit dispels it.
* Reincarnation. Restores one dead creature to life in a random new body based on alignment, with class levels determined by 1d6.
Lawful Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 to 92 … Gnome (1 Hit Die)
* 93 to 94 … Neanderthal (2 Hit Dice)
* 95 to 96 … Blink Dog (4 Hit Dice)
* 97 to 98 … Pegasus (2+2 Hit Dice)
* 99 … Unicorn (4 Hit Dice)
* 100 … Roc (small) (6 Hit Dice)
Neutral Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 … Pixie (1 Hit Die)
* 92 … Sprite (1/2 Hit Die)
* 93 to 94 … Rock Baboon (2 Hit Dice)
* 95 to 96 … Lizard Man (2+1 Hit Dice)
* 97 to 98 … Ape (4 Hit Dice)
* 99 … Centaur (4 Hit Dice)
* 100 … Werebear (6 Hit Dice)
Chaotic Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 … Kobold (1/2 Hit Die)
* 92 … Goblin (1-1 Hit Die)
* 93 … Orc (1 Hit Die)
* 94 … Hobgoblin (1+1 Hit Die)
* 95 … Gnoll (2 Hit Dice)
* 96 … Bugbear (3+1 Hit Dice)
* 97 … Wererat (3 Hit Dice)
* 98 … Ogre (4+1 Hit Dice)
* 99 … Werewolf (4 Hit Dice)
* 100 … Minotaur (6 Hit Dice)
* Stone to Flesh/Flesh to Stone. Permanently restores one petrified creature within 120 feet, or turns one creature to stone unless it saves versus petrification.
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APPENDIX A: ADDITIONAL HERITAGES
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ALIEN (exotic lifeform)
* Exotic appearance (skin, shape), cannot pass for human.
* Begins play with two beneficial alien traits and one detrimental alien trait, determined randomly or selected with the referee’s approval.
* Possesses an extraterrestrial physiology that may differ significantly from that of humans, including unusual skin, organs, sensory structures, or limbs.
* Gains +2 on saving throws versus poison, disease, and environmental hazards due to alien biology.
* Gains +3 to detect unfamiliar life forms, unusual biological phenomena, and extraterrestrial technology.
* At 4th level, gains one additional random alien trait.
* At 8th level, gains another random alien trait.
* Whenever exposed to unfamiliar atmospheric conditions, alien pathogens, or exotic radiation, must save versus poison or suffer -2 on attack rolls and ability checks for one turn.
* Suffers -2 on reaction checks with communities that fear or distrust extraterrestrial beings.
* Speaks Alignment tongue, Common, and two additional languages, one of which may be an extraterrestrial language.
Random Alien Traits and Detriments (D) (roll 1d20)
* 1.) Adaptive Physiology: Gains +3 on saving throws versus extreme temperatures, radiation, atmospheric hazards, and other hostile environments.
* 2.) Amphibious Biology: Can breathe underwater and swim at normal movement rate.
* 3.) Atmospheric Dependency (D): Requires a particular atmospheric composition or breathing apparatus. Without it, suffers -2 on attack rolls and ability checks, and must save versus poison each turn or lose 1d6 hit points.
* 4.) Biochemical Vulnerability (D): Suffers -2 on saving throws versus poison and disease originating from unfamiliar planetary environments.
* 5.) Chitinous Exoskeleton: Natural Armor Class 7 (AAC 12), even when wearing no armor.
* 6.) Chromatophore Skin: Gains +6 to hide in shadows or blend into natural surroundings when motionless.
* 7.) Enhanced Musculature: Gains +2 damage with melee weapons and +3 to open barred or stuck doors.
* 8.) Environmental Sensitivity (D): Suffers -2 on attack rolls and -1 AC when exposed to bright sunlight, extreme cold, or extreme heat (choose one).
* 9.) Exotic Senses: Gains infravision to 90 feet and +3 to hear noises or detect concealed creatures.
* 10.) Extra Appendages: Possesses additional arms, tentacles, or manipulators, gaining +3 to climbing, grappling, and tasks requiring multiple limbs.
* 11.) Incompatible Metabolism (D): Cannot consume ordinary human food or benefit from standard healing potions. Requires specialized nutrients or medical treatment.
* 12.) Natural Weapons: Possesses claws, fangs, horns, or a tail capable of causing 1d6 damage in melee combat.
* 13.) Neural Empathy: Gains +3 on reaction and persuasion checks with intelligent creatures, even when they do not share a language.
* 14.) Photosynthetic Metabolism: Can survive without food while exposed to sunlight for at least one turn per day, but still requires water.
* 15.) Regenerative Biology: Heals 1 hit point per turn while resting, except damage caused by fire or acid.
* 16.) Sensory Overload (D): Suffers -2 on attack rolls and ability checks when exposed to loud noises, bright lights, or strong odors (choose one).
* 17.) Telepathic Communication: Can communicate mentally with one intelligent creature within 60 feet, regardless of spoken language, provided the creature possesses a recognizable mind.
* 18.) Toxic Secretions: Once per day, may coat a natural weapon or exposed skin with a toxin. A creature struck or touching the secretion must save versus poison or suffer an additional 1d6 damage.
* 19.) Unfamiliar Anatomy (D): Cannot wear armor or use equipment designed for humans without modification, and suffers -3 on attempts to operate unfamiliar mechanical devices.
* 20.) Unusual Locomotion: Can climb walls and ceilings at half normal movement rate without requiring equipment, provided the surfaces can support the alien’s weight.
ANDROID (synthetic human)
* Can pass for human (or other humanoid type).
* Immune to poison, disease, suffocation, starvation, and natural aging.
* Does not need to eat, drink, breathe, or sleep, but must remain inactive for one turn each day to recharge or perform maintenance.
* Gains +2 on saving throws versus paralysis, poison, and mind-affecting spells.
* Only recovers half the normal amount of hit points from healing magic.
* Can see with infravision to 60 feet in darkness.
* If reduced to 0 hit points, becomes inactive rather than dying. Can be restored to 1 hit point or more through repairs unless its central processing unit has been destroyed.
* Speaks Common and three additional programmed languages, but does not speak an Alignment tongue unless specifically programmed to do so.
ANIMAL (intelligent beast)
* An animal in body but with the intelligence of a human.
* Regardless of species, can speak human languages.
* Cannot wear armor or use gear designed for ordinary humans without modification.
* Can use bite, claws, or beak to make an unarmed melee attack (1d6 damage).
* Choose three animal traits from the list below.
* Speaks Alignment tongue, Common, and the language of its animal type.
Animal Traits (choose three as appropriate to beast type)
* Ambusher: Gain +3 to move silently and hide in shadows.
* Amphibious: Able to survive on land or underwater.
* Aquatic: Swims at 180′ (60′) and can breathe underwater, but cannot breathe air.
* Armored Hide: Natural Armor Class 7 (AAC 12).
* Burrowing: Can tunnel through loose earth at 30′ (10′) movement.
* Camouflage: Gains +6 to hide in natural surroundings when motionless.
* Climber: Climbs trees, cliffs, and rough surfaces at normal movement rate.
* Constrictor: Gains +3 to grapple; causes 1d6 damage per round while maintaining a grapple.
* Darkvision: Gains infravision to 90 feet in darkness.
* Echolocation: Detects creatures and obstacles within 60 feet using sound, even in darkness.
* Electric Discharge: Once per day, inflicts 1d6 electrical damage by touch; save versus paralysis for half.
* Giant Size: Gains +2 melee damage and doubles normal carrying capacity.
* Hibernation: Can survive without food or water for one month while dormant.
* Horns or Tusks: Gains +2 damage when charging at least 30 feet.
* Ink Cloud: Once per day, releases a cloud that obscures vision within 20 feet underwater for 1d6 rounds.
* Keen Senses: Gain +6 to tracking or sensing nearby living creatures.
* Pack Hunter: Gains +1 “to hit” when attacking an opponent engaged with an ally.
* Poisonous: Once per day, natural attack forces save versus poison or causes +1d6 damage.
* Powerful Leap: Can leap 20 feet horizontally or 10 feet vertically.
* Predator: Increase unarmed attack damage to 1d8.
* Prehensile Tail: Gains +3 to climbing, grappling, and manipulating objects.
* Regeneration: Heals 1 hit point per turn while resting.
* Scavenger: Gains +3 on saves versus poison, disease, and spoiled food.
* Small Size: Gains +2 AC versus large opponents, but causes -1 melee damage.
* Spines or Quills: Creatures grappling or striking with unarmed attacks suffer 1d4 damage.
* Swift: Increase movement rate to 180′ (60′).
* Thick Fur: Gains +3 on saves versus cold and reduces cold damage by 1 per die.
* Tremorsense: Detects movement through the ground within 60 feet.
* Web Spinner: Produces webs that entangle creatures; save versus paralysis to escape.
* Wings: Gain 120′ (40′) flight movement when not wearing armor and unencumbered.
BIRDFOLK
* Able to fly at 180′ (60′) move speed.
* Speaks Alignment tongue, Common, and the language of horses.
* Wings; cannot wear armor or gear designed for ordinary humans without modification.
* Cannot wear metal armor.
* Speaks Alignment tongue, Common, the language of birds, and two additional languages.
BUGBEAR
* Gains +1 damage with melee weapons.
* Gains +3 to open barred and stuck doors.
* Gains +3 to move silently and hide in shadows, despite large size.
* Sees with infravision to 60 feet in darkness.
* Gains +1 “to hit” attack bonus against surprised opponents during the first round of combat.
* Large; cannot wear armor or gear designed for ordinary humans without modification.
* Suffers -2 on reaction checks with elves, dwarves, and halflings.
* Speaks Alignment tongue, Common, Goblin, and one additional language.
CELESTIAL (angelic being)
* Sees with infravision to 60 feet in darkness.
* Gains +2 on saving throws versus spells and supernatural attacks by undead or demonic creatures.
* Gains +2 on saving throws versus poison and disease.
* Gains +1 damage with melee weapons against undead and demonic creatures.
* Can produce magical light equivalent to a torch for one turn per level, once per day.
* At 2nd level, can cast Detect Evil once per day.
* At 4th level, can cast Cure Light Wounds once per day.
* At 6th level, can cast Protection from Evil once per day.
* Suffers -2 on reaction checks with intelligent undead and demonic creatures.
* Speaks Alignment tongue, Common, Celestial, and two additional languages.
CENTAUR
* Half horse, half human body; cannot wear armor or gear designed for ordinary humans without modification.
* Moves at 180′ (60′) speed.
* Cannot climb ladders, ropes, or steep surfaces requiring hands and feet.
* Cannot use ordinary mounts and requires twice the normal food and water of a human.
* Can carry twice the normal encumbrance allowed by Strength.
* Gains +2 damage with melee weapons when charging at least 30 feet in a straight line.
* Can attack with hooves (1d6 damage) instead of a weapon attack.
* Gains +1 “to hit” attack bonus with longbows and shortbows.
* Gains +3 bonus to track creatures in wilderness environments.
* Gains +3 on reaction and persuasion checks with horses and other equines.
* Suffers -2 on saving throws versus spells or magical effects that specifically affect horses.
* Speaks Alignment tongue, Common, Sylvan, and the language of horses.
CYBORG (cybernetically augmented)
* Begins play with two beneficial cybernetic enhancements and one detrimental cybernetic malfunction (D), determined randomly or selected with the referee’s approval.
* Retains biological functions and must eat, drink, breathe, and sleep normally unless modified by cybernetic enhancements.
* Gains +2 on saving throws versus poison, disease, and paralysis.
* Gains +3 to detect, operate, and repair mechanical or electronic devices.
* Can be healed normally, but damage to cybernetic components requires mechanical repairs. Repairs restore 1d6 hit points per turn, with a maximum of twice the cyborg’s level per day.
* At 4th level, gains one additional random cybernetic enhancement.
* At 8th level, gains another random cybernetic enhancement.
* Suffers -2 on saving throws versus lightning, electrical attacks, and electromagnetic effects.
* Whenever struck by a powerful electrical attack or electromagnetic pulse, must save versus paralysis or suffer a cybernetic malfunction for 1d6 rounds.
* Suffers -2 on reaction checks with communities that distrust machines or artificial beings.
* Speaks Alignment tongue, Common, and two additional languages.
Random Cybernetic Enhancements and Detriments (D) (roll 1d20)
* 1.) Armored Plating: Natural Armor Class 7 (AAC 12), even when wearing no armor.
* 2.) Artificial Muscles: Gains +2 damage with melee weapons and +3 to open barred or stuck doors.
* 3.) Auditory Sensors: Gains +6 to hear noises and detect approaching creatures.
* 4.) Cybernetic Claws: Retractable claws cause 1d6 damage in melee combat.
* 5.) Enhanced Optics: Gains infravision to 90 feet and +3 to detect hidden objects or secret doors.
* 6.) Environmental Filters: Gains +3 on saving throws versus poisonous gases, airborne diseases, and environmental hazards.
* 7.) Heavy Construction (D): Movement rate reduced by 30′ (10′) and suffers -3 to move silently and swim.
* 8.) Hydraulic Legs: Can leap up to 20 feet horizontally or 10 feet vertically and gains +3 to jumping checks.
* 9.) Integrated Weapon: Contains a concealed weapon causing 1d6 damage, usable as a melee or missile weapon (range 30’/60’/90′).
* 10.) Internal Repair System: Recovers 1 hit point per turn while resting, up to a maximum of twice the cyborg’s level per day.
* 11.) Mechanical Instability (D): Whenever rolling a natural 1 on an attack roll or saving throw, one cybernetic enhancement ceases functioning for 1d6 rounds.
* 12.) Multifunctional Limb: One cybernetic limb contains tools for manipulating machinery, picking locks, and disarming traps; gains +3 to these activities.
* 13.) Power Dependency (D): Requires one turn of maintenance or recharging every day. If neglected, suffers -2 on all attack rolls, saving throws, and ability checks until maintenance is performed.
* 14.) Reflex Accelerators: Gains +2 on initiative rolls and saving throws versus breath weapons.
* 15.) Reinforced Skeleton: Suffers 2 fewer points of damage from falling, crushing, and bludgeoning attacks, minimum 1 damage.
* 16.) Sensory Interference (D): Suffers -2 on attack rolls and ability checks when exposed to bright flashes, loud noises, or electromagnetic interference.
* 17.) System Vulnerability (D): Suffers an additional +2 damage per die from lightning and electrical attacks.
* 18.) Tactical Processor: Once per day, may reroll one failed attack roll, saving throw, or ability check.
* 19.) Targeting Computer: Gains +1 “to hit” attack bonus with all missile/ranged weapons.
* 20.) Unstable Neural Interface (D): Whenever reduced to half maximum hit points or less, must save versus paralysis or suffer -2 on all attack rolls and ability checks for one turn.
DEMIGOD (godling, divine scion)
* Descended from a deity or infused with divine power.
* Begins play with two beneficial divine traits and one detrimental divine trait, determined randomly or selected with the referee’s approval.
* Gains +2 on saving throws versus spells, magical wands, staves, and supernatural effects.
* Immune to natural disease and ages at 1/10th the rate of mortal humans.
* Gains +3 to detect divine magic, sacred objects, and supernatural creatures.
* At 4th level, gains one additional random divine trait.
* At 8th level, gains another random divine trait.
* Whenever directly confronted by an opposing deity or powerful divine force, must save versus spells or suffer -2 on attacks, saves, and ability checks for one turn.
* Suffers -2 on reaction checks with worshippers and servants of rival deities.
* Speaks Alignment tongue, Common, Celestial, and two additional languages.
Random Divine Traits and Detriments (D) (roll 1d20)
* 1.) Ancestral Enemy (D): Suffers -2 on attacks and saves versus servants of a rival deity.
* 2.) Divine Armor: Gains +1 bonus to Armor Class.
* 3.) Divine Arrogance (D): Suffers -3 on reaction and persuasion checks with lower-status mortals.
* 4.) Divine Awareness: Sees invisible, ethereal, and supernatural creatures within 60 feet.
* 5.) Divine Dependency (D): Requires daily ritual or suffers -2 on attacks, saves, and checks.
* 6.) Divine Favor: Rerolls one failed attack, save, or ability check once per day.
* 7.) Divine Strength: Gains +2 melee damage and +3 to open doors.
* 8.) Elemental Dominion: Gains +3 on saves and reduces damage by 1 per die from one element.
* 9.) Forbidden Substance (D): Suffers +2 damage per die from one chosen material (iron, silver, hold/unholy weapons) or element (acid, cold, fire, or lightning).
* 10.) Healing Touch: Restores 1d6 hit points by touch once per day.
* 11.) Immortal Vitality: Gains +2 on saves versus poison, disease, and death.
* 12.) Inspiring Presence: Gains +3 on reaction and persuasion checks.
* 13.) Miraculous Survival: Once per day, remains at 1 hit point instead of dropping to 0.
* 14.) Mortal Weakness (D): Suffers -2 on saves versus charm, fear, and mental effects.
* 15.) Radiant Strike: Adds 1d6 divine damage to one successful melee attack per day.
* 16.) Sacred Light: Produces torchlight for one turn per level per day.
* 17.) Sacred Obligation (D): Violating a divine oath requires a save versus spells or divine traits cease functioning for one day.
* 18.) Supernatural Resistance: Reduces magical damage by 1 per die, minimum 1 per die.
* 19.) Thunderous Voice: Once per day, creatures within 30 feet save versus spells or flee for 1d6 rounds.
* 20.) Unnatural Longevity: Does not age naturally; needs half normal food, water, and sleep.
DEMON (infernal-blooded)
* Sees with infravision to 90 feet in darkness.
* Gains +2 on saving throws versus fire and heat.
* Subtracts 1 point from each die of fire damage suffered, to a minimum of 1 damage per die.
* Gains +2 on saving throws versus poison and spells cast by demonic or infernal creatures.
* Gains +3 to move silently and hide in shadows when in darkness or dim light.
* At 2nd level, can cast Darkness once per day.
* At 4th level, can cast Detect Magic once per day.
* At 6th level, can cast Charm Person once per day.
* Suffers -2 on reaction checks with clerics and other creatures hostile to infernal beings.
* Cannot enter magically consecrated ground without succeeding at a saving throw versus spells.
* Speaks Alignment tongue, Common, Infernal, and two additional languages.
DOPPELGANGER (shapechanger)
* Can assume the physical appearance of any humanoid creature between halfling and ogre size, requiring one full round to transform.
* Cannot duplicate the supernatural abilities, memories, or learned skills of creatures whose forms are assumed.
* Gains +6 to disguise and impersonation checks when assuming another creature’s appearance.
* Can read the surface thoughts of one creature within 30 feet by concentrating for one round; unwilling subjects may save versus spells to resist.
* Gains +2 on saving throws versus sleep and charm spells.
* Gains +3 to detect illusions and other disguised creatures.
* Reverts to natural form if reduced to 0 hit points.
* At 4th level, can maintain a disguise indefinitely, including while sleeping.
* At 6th level, can imitate the voice and mannerisms of a specific individual after observing that creature for one turn.
* Magical equipment does not change shape with the doppelganger.
* Speaks Alignment tongue, Common, and three additional languages.
DROW (Dark Elf)
* Gains +3 to detect secret doors.
* Gains +3 to hear noises when listening at doors.
* Cannot be paralyzed by the attack of undead ghouls.
* Sees with infravision to 90 feet in darkness.
* At 2nd level, can cast Darkness spell once per day.
* At 4th level, can cast Detect Magic spell once per day.
* Suffers -2 attack penalty and -1 AC when in bright light.
* Speaks Alignment tongue, Common, Elvish, and two additional languages.
DUERGAR (Gray Dwarf, Nibelung)
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Gains +6 to find slanting passages, non-magical traps, shifting walls, and new construction.
* Sees with infravision to 90 feet in darkness.
* Gains +3 to detect secret doors.
* Gains +3 to hear noises when listening at doors.
* Suffers -2 attack penalty and -1 AC when in bright light.
* Gains additional +2 on saving throws versus poison, magic wands, staves, and spells.
* Gains +3 bonus to move silently while underground.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Speaks Alignment tongue, Common, Dwarvish, and three additional languages.
ELF (Wood Elf)
* Gains +3 to detect secret doors.
* Gains +3 to hear noises when listening at doors.
* Cannot be paralyzed by the attack of undead ghouls.
* Sees with infravision to 60 feet in darkness.
* Chooses spells from the Cleric spell list instead of Magic-User list.
* Speaks Alignment tongue, Common, Elvish, and three additional languages.
FAIRY
* Gains +2 bonus to Armor Class versus large opponents (greater than human size).
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Causes -1 damage with smaller-size weapons (like short sword as dagger).
* Able to fly at current movement rate for a number of turns equal to the fairy’s level, then must rest for one turn.
* Suffers +2 damage when hit by iron weapons.
* At 4th level, can project an insubstantial illusion of being human-sized; suspicious observers may save versus spells to see through the illusion.
* Speaks Alignment tongue, Common, Sylvan, and two additional languages.
GHOST (Specter, Wraith)
* Undead, vulnerable to cleric’s turn undead and Protection from Evil spells.
* Can pass through walls, doors, and other solid objects at half normal movement rate, but cannot pass through magical barriers.
* Cannot carry or manipulate physical objects unless they are enchanted or specifically designed for ghosts or spirits.
* Subtract the ghost’s level from damage caused by non-magical physical attacks. Magical weapons, spells, and attacks by supernatural creatures cause full damage.
* Can become invisible as an action twice per day, remaining unseen until attacking or interacting with a living creature.
* Cannot be healed naturally or by ordinary healing magic. Recovers 1d3 hit points per turn while resting in a haunted location or other place strongly connected to the ghost’s former life.
* If reduced to 0 hit points, the ghost dissipates and reforms after 1d6 days at the site of its original death unless its remains have been properly laid to rest or its unfinished business resolved.
* Speaks Alignment tongue, Common, and two additional languages known in life.
GIANT
* Can use two-handed weapons with one hand.
* Large to Huge; cannot wear armor or gear designed for ordinary humans without modification.
* Choose fire, cold, or lightning. Gain +3 on saving throws versus that element and subtract 1 point from each die of damage suffered from it, minimum 1 damage per die.
* Gains +3 damage with giant-sized melee weapons.
* Gains +6 to open barred and stuck doors.
* Immune to damage from one of the following: cold, heat/fire, or lightning.
* Gains additional +2 on saving throws versus poison, magic wands, staves, and spells.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Can hurl rocks as missile/ranged weapons (1d6 damage; range 50’/100’/150′).
* Speaks Alignment tongue, Common, Dwarvish, and three additional languages.
GNOME
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Gains +2 bonus to Armor Class versus large opponents (greater than human size).
* Gains +6 to find slanting passages, non-magical traps, shifting walls, and new construction.
* Sees with infravision to 90 feet in darkness.
* Gains additional +2 on saving throws versus magic wands, staves, and spells.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Speaks Alignment tongue, Common, Gnomish, the language of burrowing animals (badgers, moles), and two additional languages.
GOBLIN
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Base movement 90′ (30′) when unarmored.
* Gains +2 bonus to Armor Class versus large opponents (greater than human size).
* Gains +6 to find slanting passages, non-magical traps, shifting walls, and new construction.
* Sees with infravision to 90 feet in darkness.
* Gains additional +2 on saving throws versus poison, magic wands, staves, and spells.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Gains +3 bonus on reactions and persuasion checks with wolves.
* Speaks Alignment tongue, Common, Goblin, and the language of wolves.
HOBGOBLIN
* Sees with infravision to 60 feet in darkness.
* Gains +1 “to hit” attack bonus with melee weapons when fighting alongside at least one allied hobgoblin.
* Gains +3 to hear noises when listening at doors.
* Gains +2 on saving throws versus fear and morale checks.
* Gains +3 on reaction checks with goblins and other hobgoblins.
* Suffers -1 on reaction checks with elves and dwarves.
* Speaks Alignment tongue, Common, Goblin, and two additional languages.
KOBOLD
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Base movement 90′ (30′) when unarmored.
* Gains +2 bonus to Armor Class versus large opponents (greater than human size).
* Gains +6 to find slanting passages, non-magical traps, shifting walls, and new construction.
* Gains +3 to set, disarm, or bypass non-magical traps.
* Sees with infravision to 90 feet in darkness.
* Causes -1 damage with smaller-size weapons (like short sword as dagger).
* Speaks Alignment tongue, Common, Kobold, and two additional languages.
LIZARDFOLK (Reptile Men)
* Always at least Armor Class 6 even when wearing no armor.
* Tail; cannot wear armor or gear designed for ordinary humans without modification.
* Can hold breath underwater for a number of minutes equal to twice the lizardfolk’s level.
* Moves 60′ (20′) on land, or 120 (40′) swimming.
* Gains +1 damage with melee weapons.
LYCANTHROPE (wererat, werewolf, etc.)
* Can shift between human, animal, or hybrid form as an action in one full round.
* In animal or hybrid form, attacks with claws and bite (1d6 damage), becomes Armor Class 7 (AAC 12), and moves at 180′ (60′) speed.
* During each night of a full moon, must be in animal or hybrid form and succeed at a saving throw versus paralyzation each turn to tell friend from foe.
* Subtract a lycanthrope’s level from any damage caused by hits from non-magical attacks. Damage from magical and silvered weapons, fire, and attacks by other supernatural creatures cannot be reduced.
* Suffers +2 damage when hit by silvered weapons.
* Gains +3 bonus to track by scent in any form.
* Heals 1d3 hit points per turn unless damage is caused by silvered weapons, which only heals daily.
* Herbivores (like horses) react with fear to the smell of a lycanthrope.
* Speaks Alignment tongue, Common, the language of their animal form, and one other language.
MINOTAUR
* Can attack with horns (1d6 damage) instead of a weapon attack.
* Gains +2 damage with melee weapons when charging at least 30 feet in a straight line.
* Gains +3 to open barred and stuck doors.
* Gains +3 to track creatures by scent.
* Can never become lost in a dungeon, maze, or underground passage through non-magical means.
* Gains +3 to detect secret doors and concealed passages.
* Gains +2 on saving throws versus confusion and magical effects that alter direction or spatial perception.
* Suffers -2 on reaction checks with ordinary humans unfamiliar with minotaurs.
* Horns and hooves; cannot wear helmets or leg armor designed for ordinary humans without modification.
* Speaks Alignment tongue, Common, Giant, and two additional languages.
MUTANT (PHYSICAL)
* Begins play with one beneficial physical mutation and one detrimental physical mutation (D), determined randomly or selected with the referee’s approval.
* Gains +2 on saving throws versus poison, disease, and radiation.
* Gains +3 to detect unusual biological hazards, poisonous substances, or contaminated environments.
* At 4th level, gains one additional random physical mutation.
* At 8th level, gains another random physical mutation.
* Whenever exposed to powerful mutagens, radiation, or transformational magic, must save versus spells or acquire an additional random physical mutation.
* Suffers -2 on reaction checks with communities that fear or distrust mutants.
* Speaks Alignment tongue, Common, and one additional language.
Random Physical Mutations and Detriments (D) (roll 1d20)
* 1.) Adaptive Biology: Gains +3 on saving throws versus extreme temperatures, environmental hazards, and suffocation.
* 2.) Amphibious: Can breathe underwater and swim at normal movement rate.
* 3.) Armored Skin: Natural Armor Class 7 (AAC 12).
* 4.) Chameleon Skin: Gains +6 to hide in shadows when motionless.
* 5.) Claws: Natural melee attack causing 1d6 damage.
* 6.) Deformed Limbs (D): Suffers -3 on climbing, swimming, and tasks requiring fine manipulation.
* 7.) Degenerative Mutation (D): Maximum hit points reduced by 1 per level, minimum 1 hit point per level.
* 8.) Elastic Limbs: Can stretch limbs up to 10 feet and gains +3 to escape bonds or grapples.
* 9.) Enhanced Senses: Gains infravision to 90 feet and +3 to hear noises.
* 10.) Extra Limb: Gains +3 to climbing, grappling, and manipulating objects.
* 11.) Frail Skeleton (D): Suffers +2 damage from crushing or falling attacks.
* 12.) Impaired Vision (D): Suffers -2 on missile attacks and checks requiring sight.
* 13.) Light Sensitivity (D): Suffers -2 attack penalty and -1 AC in bright sunlight.
* 14.) Powerful Muscles: Gains +2 melee damage and +3 to open doors.
* 15.) Regeneration: Heals 1 hit point per turn, except damage from fire or acid.
* 16.) Slow Reflexes (D): Suffers -2 on initiative rolls and saving throws versus breath weapons.
* 17.) Unstable Metabolism (D): Requires twice normal food and water; suffers -2 on saves versus starvation or exhaustion.
* 18.) Venomous Bite: Bite causes 1d4 damage; victim must save versus poison or suffer an additional 1d6 damage. Usable once per day.
* 19.) Vulnerable Skin (D): Suffers +2 damage from fire, acid, and extreme heat.
* 20.) Wings: Can fly at normal movement rate for one turn per level, then must rest one turn
MUTANT (MENTAL)
* Begins play with one beneficial mental mutation and one detrimental mental mutation, determined randomly or selected with the referee’s approval.
* Gains +2 on saving throws versus charm, sleep, confusion, and other mind-affecting spells.
* Can sense the presence of other psionic or mentally mutated creatures within 30 feet by concentrating for one round.
* At 4th level, gains one additional random mental mutation.
* At 8th level, gains another random mental mutation.
* Whenever subjected to powerful psychic attacks, mind-altering magic, or radiation, must save versus spells or acquire an additional random mental mutation.
* Suffers -2 on reaction checks with communities that fear or distrust mutants.
* Speaks Alignment tongue, Common, and one additional language.
Random Mental Mutations (roll 1d20)
* 1.) Clairvoyance: Can see and hear through solid barriers up to 60 feet away for one turn per day.
* 2.) Compulsive Thoughts (D): Suffers -2 on saving throws versus charm and mental domination.
* 3.) Empathy: Gains +3 on reaction and persuasion checks with intelligent creatures.
* 4.) Hallucinations (D): Once per day, must save versus spells or experience distracting hallucinations for one turn, suffering -2 on attack rolls and ability checks.
* 5.) Illusion Projection: Cast Phantasmal Force once per day.
* 6.) Mental Blast: Once per day, cause 1d6 psychic damage per two levels (minimum 1d6) to one target within 30 feet; save versus spells for half damage.
* 7.) Mental Domination: Cast Charm Person once per day.
* 8.) Mental Fatigue (D): After using a psychic power, must save versus spells or suffer -2 on all rolls until resting for one turn.
* 9.) Mental Invisibility: Once per day, become undetectable to intelligent creatures for one turn unless attacking or making noise; mindless creatures are unaffected.
* 10.) Mind Reading: Cast ESP once per day.
* 11.) Precognition: Once per day, reroll one failed saving throw.
* 12.) Psychic Beacon: Intelligent psychic creatures within 120 feet automatically detect the mutant’s presence.
* 13.) Psychic Healing: Once per day, restore 1d6 hit points to a touched creature through mental concentration.
* 14.) Psychic Instability (D): Suffers -2 on saving throws versus confusion and fear.
* 15.) Psychic Shield: Gains +3 on saving throws versus mental attacks.
* 16.) Psychic Vulnerability (D): Suffers +2 damage per die from psychic attacks.
* 17.) Sensory Overload (D): Suffers -2 on attack rolls and ability checks when exposed to loud noises or intense light.
* 18.) Telekinesis: Move objects weighing up to 10 pounds per level for one turn per day.
* 19.) Telepathy: Communicate mentally with one intelligent creature within 60 feet.
* 20.) Uncontrolled Telepathy (D): Thoughts are involuntarily broadcast to intelligent creatures within 30 feet; suffers -3 on attempts to conceal intentions or deceive.
OGRE
* Can use two-handed melee weapons with one hand, but suffers -1 “to hit” penalty when doing so.
* Always at least Armor Class 7 (AAC 14) even when wearing no armor.
* Large; cannot wear armor or gear designed for ordinary humans without modification.
* Sees with infravision to 60 feet in darkness.
* Gains +2 damage with melee weapons.
* Gains +6 to open barred and stuck doors.
* Speaks Alignment tongue, Common, Giant, and one additional language.
ORC
* Sees with infravision to 60 feet in darkness.
* Gains additional +2 on saving throws versus poison and any rolls versus disease.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Speaks Alignment tongue, Common, Orc, and two additional languages.
PLANAR (extraplanar being)
* Begins play with two beneficial planar traits and one detrimental planar trait, determined randomly or selected with the referee’s approval.
* Originates from another plane of existence, alternate dimension, elemental realm, or reality beyond the mortal world.
* Gains +2 on saving throws versus spells, magical wands, staves, and other supernatural effects.
* Gains +3 to detect planar disturbances, dimensional portals, and the presence of extraplanar creatures.
* Can sense when entering an area strongly influenced by another plane of existence, but cannot automatically identify its nature.
* At 4th level, gains one additional random planar trait.
* At 8th level, gains another random planar trait.
* Whenever exposed to powerful dimensional magic, unstable portals, or planar anomalies, must save versus spells or suffer a random planar trait for one turn.
* Suffers -2 on reaction checks with creatures that fear or distrust extraplanar beings.
* Speaks Alignment tongue, Common, and two additional languages, one of which may originate from the character’s home plane.
Random Planar Traits and Detriments (D) (roll 1d20)
* 1.) Astral Awareness: Sees invisible, ethereal, and astral creatures within 60 feet.
* 2.) Blink: Teleports up to 30 feet to a visible location once per day.
* 3.) Dimensional Anchor: Gains +3 on saves versus teleportation, banishment, and planar displacement.
* 4.) Dimensional Instability (D): On a natural 1, save versus spells or teleport 1d6 × 10 feet randomly.
* 5.) Elemental Affinity: Gains +3 on saves and reduces damage by 1 per die from one chosen element (acid, cold, fire, or lightning).
* 6.) Elemental Vulnerability (D): Suffers +2 damage per die and -2 on saves versus one chosen element (acid, cold, fire, or lightning).
* 7.) Ethereal Passage: Becomes insubstantial for one round per level, once per day; moves through solid objects but cannot attack.
* 8.) Extradimensional Storage: Stores up to 100 coins of weight per level in a personal pocket dimension.
* 9.) Gravitational Adaptation: Walks on walls and ceilings at half speed; gains +3 on saves versus gravity effects.
* 10.) Planar Camouflage: Gains +6 to hide in shadows or unusual surroundings when motionless.
* 11.) Planar Dependency (D): Requires daily contact with home-plane energy or suffers -2 on attacks, saves, and checks.
* 12.) Planar Regeneration: Heals 1 hit point per turn while resting near energies of the home plane.
* 13.) Reality Distortion: Once per day, imposes -2 on one enemy’s attack roll or save within 30 feet.
* 14.) Reality Rejection (D): Suffers -2 on saves versus banishment, teleportation, and planar displacement.
* 15.) Spatial Awareness: Gains +3 to detect secret passages, dimensional anomalies, and extradimensional spaces.
* 16.) Supernatural Resistance: Reduces magical damage by 1 point per die, minimum 1 per die.
* 17.) Temporal Dislocation (D): At combat start, save versus paralysis or suffer -2 on initiative, attacks, and checks for 1d6 rounds.
* 18.) Temporal Insight: Rerolls one failed attack roll, initiative roll, or save once per day.
* 19.) Unnatural Movement: Hovers 10 feet above surfaces at half speed for one turn per level per day.
* 20.) Unstable Manifestation (D): At half hit points, save versus spells or suffer -2 on attacks and fine manipulation for one turn.
ROBOT
* Mechanical/artificial appearance; cannot pass for human.
* Always at least Armor Class 6 (AAC 13) even when wearing no armor.
* Immune to poison, disease, suffocation, starvation, and natural aging.
* Does not need to eat, drink, breathe, or sleep, but must remain inactive for one turn each day to recharge or perform maintenance.
* Gains +2 on saving throws versus paralysis, poison, and mind-affecting spells.
* Cannot be affected by sleep, charm, or hold person spells, but remains vulnerable to magic that specifically affects constructs.
* Cannot heal naturally or through ordinary healing magic. May recover half level in hit points per turn through repairs using appropriate tools and materials, up to a maximum number of hit points per day equal to twice the robot’s level.
* Can see with infravision to 60 feet in darkness.
* Suffers an additional +2 damage when hit by lightning or electrical attacks.
* If reduced to 0 hit points, becomes inactive rather than dying. Can be restored to 1 hit point or more through repairs unless its central processing unit has been destroyed.
* Speaks Common and three additional programmed languages, but does not speak an Alignment tongue unless specifically programmed to do so.
SNAKEFOLK
* Lower body like a snake; cannot wear leg armor or boots designed for ordinary humans without modification.
* Able to make a bite attack (1d4 damage on hit). For any living creature hit, the target must save versus poison or suffer 1d4 poison damage each round for a number of rounds equal to teh snakefolk’s level.
* Sees with infravision to 60 feet in darkness.
* Gains additional +2 on saving throws versus poison, magic wands, staves, and spells.
* If Constitution 11 to 14, save bonus is +3; if 15 to 17, +4; and if 18, +5 bonus.
* Speaks Alignment tongue, Common, the language of snakes, and two other languages.
SPIRIT (place, fae, or elemental)
* Can pass through walls, doors, and other solid objects at half normal movement rate, but cannot pass through magical barriers.
* Cannot carry or manipulate physical objects unless they are enchanted or specifically designed for ghosts or spirits.
* Subtract the spirit’s level from damage caused by non-magical physical attacks. Magical weapons, spells, and attacks by supernatural creatures cause full damage.
* Place Spirit or Fae Spirit: Can become invisible as an action twice per day, remaining unseen until attacking or interacting with a living creature.
* Elemental Spirit: Immune to damage from natural element (cold, fire, or lightning).
* Cannot be healed naturally or by ordinary healing magic. Recovers 1d3 hit points per turn while resting in an attuned place (native ground, sylvan glen, or natural element).
* If reduced to 0 hit points, the spirit dissipates and reforms after 1d6 days at its attuned place.
* Speaks Alignment tongue, Common, the language of spirit of its own kind, and two additional languages.
SVIRFNEBLIN (Deep Gnome)
* Cannot use longbows or two-handed swords.
* Small; cannot wear armor or gear designed for ordinary humans without modification.
* Gains +12 in gloom or +6 in light to blend into stone surroundings when underground, motionless, and silent.
* Gains +2 bonus to Armor Class versus large opponents (greater than human size).
* Gains +6 to find slanting passages, non-magical traps, shifting walls, and new construction.
* Sees with infravision to 90 feet in darkness.
* Gains +3 to hear noises when listening at doors.
* Gains +2 on saving throws versus illusions.
* Speaks Alignment tongue, Common, Gnomish, the language of earth elementals, and two additional languages.
TROLL
* Can attack with claws or bite (1d4 damage) instead of a weapon attack.
* Always at least Armor Class 7 (AAC 14) even when wearing no armor.
* Large; cannot wear armor or gear designed for ordinary humans without modification.
* Sees with infravision to 60 feet in darkness.
* Regenerates half Level (or Hit Dice) in hit points per round, except damage caused by fire or acid, which heals normally.
* Severed limbs regenerate after 1d6 turns if the troll remains alive.
* Suffers +2 damage when hit by fire or acid attacks.
* Gains +2 on saving throws versus poison and disease.
* Speaks Alignment tongue, Common, Giant, and one additional language.
VAMPIRE
* Undead, vulnerable to cleric’s turn undead and Protection from Evil spells.
* May drain blood from a willing or helpless victim, causing up to the vampire’s level in damage. Each point of damage restores 1 h.p. to the vampire.
* Cannot heal naturally or by magic; must drain blood to recover lost hit points.
* Automatically loses 1 h.p. each sunrise.
* Immune to poison, disease, suffocation, starvation, and natural aging.
* Does not need to eat normal food, drink water, breathe, or sleep.
* If at 2 hit points or less, must save versus paralyzation each round to resist attacking and feeding on nearest living creature.
* Subtract a vampire’s level from any damage caused by hits from non-magical attacks. Damage from magical and silvered weapons, fire, and sunlight cannot be reduced.
* Exposure to direct sunlight causes 2d6 damage per round; save vs. death for half damage.
* If reduced to 0 hit points or less, can be revived to 1 h.p. or more at any time by being given fresh blood.
* If suffering damage from a wooden stake (or similar pointed object), must save versus paralyzation or be unable to move until the object is removed.
* Speaks Alignment tongue, Common, and three other languages.
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APPENDIX B: PSIONIC SPELLS
An alternate spell list for magic-users as psions
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LEVEL 1 PSIONIC SPELLS
* Bio-Awareness: Detects the presence, direction, and approximate size of living creatures within 30 feet for 20 minutes.
* Body Control: The caster ignores normal heat, cold, hunger, thirst, and fatigue for 2 hours.
* Empathic Sense: Reveals the strongest emotion felt by one creature within 60 feet; unwilling targets may save versus spells.
* Mental Whisper: Sends a brief telepathic message of up to 10 words to one creature within 60 feet; no reply is possible.
* Object Reading: Reveals one strong emotion or significant event associated with an object touched by the caster.
* Precognitive Warning: Gives the caster +1 to Armor Class and saving throws for 20 minutes.
* Psychic Shield: Gives the caster +2 on saving throws against charms, illusions, fear, and mind-affecting magic for 1 hour.
* Remote Hearing: Allows the caster to hear as though standing at a visible point within 60 feet for 20 minutes.
* Telekinetic Hand: Moves an unattended object weighing up to 10 pounds within 30 feet at 20 feet per round for 20 minutes.
* Teleport Object: Teleports one unattended object weighing up to 5 pounds to a visible point within 30 feet.
LEVEL 2 PSIONIC SPELLS
* Aura Reading: Reveals whether one creature within 30 feet is living, undead, diseased, poisoned, possessed, or magically transformed.
* Cataleptic Trance: The caster appears dead, requires no food, water, or air, and remains aware of the surroundings for up to 24 hours.
* Clairaudience: Allows the caster to hear from any known point within 120 feet for 2 hours; blocked by 2 feet of stone or thin lead.
* Detect Thoughts: Detects the presence and general direction of thinking minds within 60 feet for 2 hours; blocked by 2 feet of stone or thin lead.
* Empathic Projection: One creature within 60 feet becomes calm, friendly, frightened, or angry for 20 minutes unless it saves versus spells.
* Levitation: Moves the caster vertically at 20 feet per round for 1 hour + 10 minutes/level; horizontal movement requires pushing against a surface.
* Mind Link: Allows silent two-way communication between the caster and one willing creature within 120 feet for 2 hours.
* Pain Control: One touched creature ignores penalties caused by pain, injury, or exhaustion for 1 hour but suffers all damage normally.
* Psychic Impression: Reveals whether a place within 30 feet was recently associated with violence, fear, death, or supernatural activity.
* Short Step: Teleports the caster to a visible, unoccupied point within 30 feet.
LEVEL 3 PSIONIC SPELLS
* Bio-Regeneration: Heals 1d6+1 damage or cures paralysis, blindness, or deafness by touch.
* Clairvoyance: Sees through the eyes of one creature within 60 feet for 2 hours; may change targets once per round and is blocked by 2 feet of stone or thin lead.
* Deep Scan: Reads the surface thoughts of one creature within 60 feet for 20 minutes unless it saves versus spells.
* Mental Command: One creature within 60 feet must perform one immediate, non-suicidal action unless it saves versus spells.
* Precognition: Gives the caster +2 to Armor Class, attacks, and saving throws for 10 minutes.
* Psychic Invisibility: Creatures must save versus spells to notice the caster for 20 minutes; attacking or directly interacting with a creature ends the effect against it.
* Telekinetic Thrust: Hurls one creature or object weighing up to 100 pounds/level a distance of 20 feet; creatures may save versus spells to resist.
* Telekinetic Weapon: One unattended weapon within 60 feet attacks as though wielded by the caster for 20 minutes.
* Teleportation, Minor: Teleports the caster and carried gear to a visible point within 120 feet.
* Transfer Senses: Allows the caster to see, hear, smell, and feel through one willing creature within 120 feet for 1 hour.
LEVEL 4 PSIONIC SPELLS
* Astral Projection: Sends the caster’s spirit from the body to observe locations within 1 mile for up to 1 hour; the helpless body remains behind.
* Cellular Alteration: Changes the caster’s facial features, height, weight, voice, and apparent age for 1 hour + 10 minutes/level.
* Clairvoyance, Greater: Allows the caster to see and hear from any known point within 1 mile for 1 hour.
* Dominate Mind: One creature within 60 feet obeys the caster’s spoken commands for 1 hour unless it saves versus spells.
* Mental Illusion: Creates an illusion perceived only by creatures within a 20-foot-radius area up to 120 feet away; targets may save versus spells to disbelieve.
* Mind Probe: Reveals one memory or piece of information known by a creature within 30 feet unless it saves versus spells.
* Psychic Paralysis: One creature within 120 feet becomes paralyzed for 1 hour + 10 minutes/level unless it saves versus spells at –2.
* Remote Viewing: Allows the caster to see and hear from one known location within 10 miles/level for 20 minutes; blocked by 2 feet of stone, thin lead, or magical wards.
* Telekinetic Barrier: Creates an invisible 20-foot-long wall with Armor Class 0 and 20 hit points that lasts for 1 hour.
* Telekinetic Flight: One touched creature flies or hovers at 120 feet per round for 1d6 × 10 minutes + 10 minutes/level.
* Teleportation Circle: Teleports the caster and up to six willing creatures to a visible point within 360 feet.
LEVEL 5 PSIONIC SPELLS
* Bio-Stasis: Places one touched creature in suspended animation for up to one day/level; it does not age, breathe, or require food or water.
* Body Reconstruction: Heals 2d6+2 damage and restores one lost limb, damaged organ, or permanent physical injury by touch.
* Clairvoyant Search: Reveals the direction and approximate distance of one known creature or object within 10 miles for 1 hour.
* Mass Telepathy: Allows silent communication among up to 12 willing creatures within 1 mile for 2 hours.
* Memory Alteration: Erases, restores, or changes up to 10 minutes of one creature’s memories unless it saves versus spells.
* Mind Transfer: Places the caster’s mind in the body of one creature within 120 feet unless it saves versus spells; the caster’s body remains helpless.
* Psychic Blast: Creatures within a 30-foot cone suffer 1d6 damage/level, to a maximum of 10d6; save versus spells for half.
* Telekinesis: Moves up to 100 pounds/level at 20 feet per round for up to 1 hour while concentrating; living targets may save versus spells.
* Teleport: Instantly transports one creature to a known location; unfamiliar destinations risk arriving too high or low (20% error on areas visited often or seen via remote viewing for weeks, or 50% for visited once or currently remote viewing) Unwilling targets may save versus spells.
* Thought Form: Creates a temporary creature from mental energy with Hit Dice equal to half the caster’s level; it obeys for 1 hour.
LEVEL 6 PSIONIC SPELLS
* Astral Travel: Sends the caster and up to six willing creatures bodily into the Astral Plane or another known psychic dimension.
* Bio-Transformation: Permanently transforms one living creature into another creature with no more than twice its Hit Dice unless it saves versus polymorph.
* Clairvoyance, Supreme: Allows the caster to see and hear any known location on Earth for 1 hour; magical wards may block the effect.
* Mass Domination: Up to 3d6 creatures within 120 feet must save versus spells or obey the caster for 1 hour.
* Mind Exchange: Permanently exchanges the minds of the caster and one creature within 60 feet unless the target saves versus spells.
* Precognitive Vision: Reveals the most likely consequences of one proposed action occurring within the next 24 hours.
* Psychic Disintegration: One creature within 60 feet must save versus death or have its mind and body reduced to lifeless dust.
* Telekinetic Storm: Creatures and unsecured objects within a 60-foot-radius area suffer 1d6 damage/level and are hurled 2d6 × 10 feet; save versus spells for half damage and no movement.
* Teleportation Gate: Creates a permanent portal between two prepared locations anywhere on Earth.
* Time Step: The caster disappears from normal time for 1d6 rounds, then returns to the same location; no time passes for the caster.
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APPENDIX X: DRUID SPELLS
An alternate spell list for clerics as druids
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LEVEL 1 DRUID SPELLS
* Animal Friendship. One normal animal within 30 feet becomes friendly and obedient for 24 hours unless it saves versus spells.
* Cure Light Wounds. Druid’s touch heals 1d6+1 damage or cures paralysis.
* Detect Magic. Causes magical spells and enchantments within 60 feet to glow for 20 minutes.
* Entangle. Plants within a 40-foot-radius area up to 120 feet away restrain creatures for 20 minutes; save versus spells to escape.
* Goodberry. Enchants 2d4 berries, each restoring 1 hit point and providing one meal; lasts 24 hours.
* Pass Without Trace. One creature leaves no tracks, scent, or signs of passage for 1 hour.
* Purify Food and Water. Makes enough spoiled or poisoned food and water for 12 people safe to consume.
* Speak with Animals. Allows conversation with one type of normal or giant animal within 30 feet for 1 hour.
LEVEL 2 DRUID SPELLS
* Barkskin. Toughens one creature’s skin, granting AC 5 (ACC 14) for 1 hour.
* Flame Blade. Creates a fiery melee weapon dealing 1d8 damage for 20 minutes.
* Heat Metal. Heats one metal object within 60 feet, dealing 1d6 damage per round to creatures touching it for 1d4 rounds; save versus spells to drop it.
* Obscuring Mist. Creates a 30-foot-radius cloud of dense fog within 120 feet for 1 hour.
* Resist Fire. One creature within 30 feet ignores normal heat and reduces fire damage by 1 point per die for 20 minutes.
* Shape Wood. Reshapes up to 10 cubic feet of nonmagical wood into any simple form.
* Summon Animals. Summons normal animals totaling up to 2 HD that obey the caster for 1 hour.
* Warp Wood. Bends or twists wooden objects within 60 feet, affecting up to 10 pounds per caster level.
LEVEL 3 DRUID SPELLS
* Call Lightning. Summons one lightning bolt per round for 10 minutes, dealing 3d6 damage within 120 feet; save versus spells for half.
* Cure Disease. Touch cures disease, lycanthropy, mummy rot, or similar corruption.
* Dispel Magic. Permanently ends magical effects within a 20-foot cube up to 120 feet away.
* Growth of Animal. Doubles one animal’s size, strength, carrying capacity, and damage for 2 hours.
* Neutralize Poison. Touch neutralizes poison and revives a creature poisoned within the previous round.
* Plant Growth. Makes up to 3,000 square feet of vegetation thick and impassable until dispelled.
* Speak with Plants. Allows conversation with plants within 30 feet for 30 minutes and may open a path.
* Water Breathing. One creature within 30 feet can breathe underwater for 24 hours.
LEVEL 4 DRUID SPELLS
* Control Water. Raises or lowers water levels within a 120-foot radius for 1 hour.
* Cure Serious Wounds and Disease. Touch heals 2d6+2 damage and cures disease, lycanthropy, mummy rot, or similar corruption.
* Giant Insect. Transforms 1d6 normal insects into giant 4 HD versions that obey for 1 hour.
* Ice Storm. Deals 3d6 cold damage to creatures within a 20-foot radius up to 240 feet away; save for half.
* Stone Shape. Reshapes up to 100 cubic feet of natural stone into any desired form.
* Stoneskin. Protects one creature from the next 1d4+1 physical attacks for 1 hour.
* Wall of Fire. Creates up to 1,200 square feet of flame, dealing 1d6 damage to creatures passing through.
* Wild Shapechange. Transforms the druid into a normal mammal, bird, or reptile (from mouse to elephant size) for 1 hour + 10 minutes per level, gaining its physical abilities and healing 1d6 hit points. As an action, the druid may switch to a different animal form, but may not repeat the same animal twice in the same day.
LEVEL 5 DRUID SPELLS
* Animal Growth. Doubles the size, strength, carrying capacity, and damage of up to 1d6 animals for 2 hours.
* Awaken. Permanently grants one animal or tree human intelligence and the ability to speak.
* Commune with Nature. Reveals terrain, creatures, water, and natural hazards within 1 mile per level.
* Conjure Elemental. Summons a 16 HD elemental that obeys while the druid concentrates.
* Insect Plague. Creates a movable 60-foot-diameter insect swarm that obscures vision and drives off creatures below 3 HD.
* Reincarnation. Restores one dead creature to life in a randomly determined new body.
* Transmute Rock to Mud/Mud to Rock. Transforms 3,000 square feet of stone or mud, 10 feet deep, for 3d6 days or permanently.
* Wall of Thorns. Creates a 60-foot-long, 20-foot-high thorn barrier for 1 hour; crossing creatures suffer 2d6 damage.
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APPENDIX X: BARD SPELLS
An alternate spell list for spellcasting bards.
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LEVEL 1 BARD SPELLS
* Bardic Inspiration. Allies within 60 feet who can hear the bard gain +1 to saving throws and +4 to morale checks for 1 turn.
* Charm Person. One humanoid within 120 feet becomes a loyal friend unless it saves versus spells.
* Comprehend Languages. Understands any spoken or written language for 1 hour.
* Disguise Self. Changes the caster’s appearance, clothing, and voice for 1 hour.
* Faerie Fire. Outlines creatures within a 20-foot radius in magical light, granting +2 to attacks against them for 1 hour.
* Healing Word. Restores 1d6+1 hit points to one creature within 60 feet.
* Hideous Laughter. One creature within 60 feet collapses laughing for 1d6 rounds; save negates.
* Sleep. Puts 2d8 HD of creatures with 4 HD or less into magical sleep.
LEVEL 2 BARD SPELLS
* Animal Messenger. Sends a small animal to deliver a short message up to 10 miles away.
* Calm Emotions. Suppresses fear, anger, and hostility among creatures within a 30-foot radius for 20 minutes.
* Enthrall. Fascinates 2d6 HD of creatures within 60 feet for 1 hour; save negates.
* Invisibility. Makes one creature invisible until it attacks or casts a spell.
* Mirror Image. Creates 1d4 illusory duplicates, each absorbing one attack before vanishing.
* Shatter. Destroys fragile objects or deals 2d6 sonic damage within a 10-foot radius; save for half.
* Silence. Creates a soundless 15-foot-radius area within 180 feet for 2 hours.
* Suggestion. Compels one creature within 60 feet to follow a reasonable instruction for 1 hour; save negates.
LEVEL 3 BARD SPELLS
* Clairvoyance. Sees through the eyes of one creature within 60 feet for 2 hours.
* Confusion. Causes 3d8 creatures within a 30-foot radius to act randomly for 12 rounds; save negates.
* Dispel Magic. Ends magical effects within a 20-foot cube up to 120 feet away.
* Fear. Creatures within a 30-foot cone flee for 1d6 rounds unless they save versus spells.
* Haste. Doubles one creature’s movement and attacks for 30 minutes.
* Hypnotic Pattern. Fascinates up to 4d6 HD of creatures within a 30-foot radius for 20 minutes; save negates.
* Major Image. Creates a moving illusion with sound and scent within a 40-foot cube for 1 hour.
* Tongues. Allows one creature to speak and understand all languages for 1 hour.
LEVEL 4 BARD SPELLS
* Charm Monster. Charms one creature or 3d6 creatures of 3 HD or less; save negates.
* Dimension Door. Teleports one creature up to 360 feet; unwilling targets may save.
* Dominate Person. Controls one humanoid within 60 feet for 1 hour; save negates.
* Greater Invisibility. Makes one creature invisible for 10 minutes, even while attacking or casting spells.
* Hallucinatory Terrain. Creates or conceals a terrain feature within 240 feet until touched.
* Mass Suggestion. Compels up to 2d6 creatures within 60 feet to follow a reasonable instruction; save negates.
* Polymorph Self. Transforms the caster into another creature for 1 hour + 10 minutes per level.
* Shout. Deals 5d6 sonic damage in a 30-foot cone and deafens creatures for 1 hour; save for half.
LEVEL 5 BARD SPELLS
* Dream. Sends a message or vision to one sleeping creature anywhere on the same plane.
* Feeblemind. Reduces one spellcaster’s intelligence, preventing spellcasting until dispelled; save at -4 negates.
* Greater Restoration. Removes curses, paralysis, ability damage, and magical mental afflictions from one creature.
* Hold Monster. Paralyzes one creature at -2 to its save, or 1d4 creatures with normal saves, for 1 hour.
* Legend Lore. Reveals forgotten knowledge about one legendary creature, object, or place.
* Mass Cure Wounds. Restores 2d6+2 hit points to all allies within a 30-foot radius.
* Modify Memory. Permanently alters or erases up to 10 minutes of one creature’s memories; save negates.
* Seeming. Changes the appearance of up to one creature per caster level for 12 hours.
LEVEL 6 BARD SPELLS
* Animate Objects. Animates objects totaling 2 HD per caster level as obedient servants for 1 hour.
* Irresistible Dance. Forces one creature within 60 feet to dance helplessly for 1d6 rounds; save negates.
* Mass Charm. Charms creatures totaling up to 4d8 HD within 120 feet for 24 hours; save negates.
* Mass Suggestion. Compels up to one creature per caster level to perform a reasonable task for 24 hours; save negates.
* Otto’s Uncontrollable Dance. Forces all creatures within a 30-foot radius to dance for 1d6 rounds; save negates.
* Permanent Illusion. Creates a convincing illusion within a 60-foot cube that lasts until dispelled.
* Power Word Stun. Stuns one creature with 70 hit points or fewer for 1d6 rounds; no save.
* True Seeing. Reveals illusions, invisibility, disguises, and transformed creatures within 120 feet for 1 hour.
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APPENDIX X: OCCULT SPELLS
An alternate spell list for magic-users as warlocks
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LEVEL 1 OCCULT SPELLS
* Aura of Unease: One creature within 60 feet suffers –1 to attacks, morale, and saving throws for 20 minutes unless it saves versus spells.
* Candle of Revelation: A flame reveals invisible writing, secret symbols, bloodstains, and supernatural traces within 15 feet for 1 hour.
* Cloud Memory: One creature within 30 feet forgets the previous 1d6 minutes unless it saves versus spells.
* Detect Enchantment: Detects magical spells, enchanted objects, wards, and supernatural influences within 60 feet for 20 minutes.
* Dream Message: Sends a brief message of up to 25 words to one known sleeping creature anywhere on Earth.
* Eldritch Light: Creates an unnatural light in a 30-foot radius within 120 feet for 2 hours; invisible supernatural creatures cast visible shadows.
* Flesh Ward: Gives the caster AC 4 against physical attacks for 20 minutes.
* Hush: Prevents one creature or object within 60 feet from producing sound for 20 minutes; an unwilling creature may save versus spells.
* Read Hidden Script: Reads one unknown language, cipher, alien inscription, or magically concealed text.
* Sense Life: Detects the direction and approximate size of living creatures within 60 feet for 20 minutes.
* Unseen Hand: Moves an unattended object weighing up to 20 pounds within 30 feet for 20 minutes.
* Whisper Through Walls: Allows the caster to hear through up to 2 feet of stone or a thin layer of lead for 20 minutes.
LEVEL 2 OCCULT SPELLS
* Bind the Restless Dead: One incorporeal undead creature within 60 feet must save versus spells or remain trapped within a place or object for 24 hours.
* Borrowed Face: Changes the caster’s appearance, voice, scent, and apparent age for 1 hour.
* Breath of the Deep: One touched creature can breathe underwater at any depth for 2 hours.
* Call Vermin: Summons 2d6 HD of local rats, insects, spiders, or similar vermin within 120 feet for 1 hour.
* Darkened Sight: One creature within 60 feet becomes blind for 20 minutes unless it saves versus spells.
* Dreadful Compulsion: One creature within 60 feet must perform one immediate, non-suicidal action unless it saves versus spells.
* Eyes of the Corpse: Shows the caster the final 1d6 minutes witnessed by one corpse.
* Ghost Lantern: Creates a floating light that reveals invisible spirits and supernatural entrances within 30 feet for 1 hour.
* Mesmeric Trance: One humanoid within 60 feet becomes helpless and suggestible for 2d4 minutes unless it saves versus spells; damage ends the trance.
* Nightmare Sending: One known sleeping creature suffers disturbing dreams, gains no benefit from rest, and suffers –1 to attacks and saves for the next day unless it saves versus spells.
* Shadow Passage: Teleports the caster between two areas of darkness up to 60 feet apart.
* Voice of the Dead: One corpse truthfully answers three questions based on what it knew while alive.
LEVEL 3 OCCULT SPELLS
* Awaken the Inner Eye: Allows the caster to see through a chosen creature, mirror, or reflective surface within 1 mile for 20 minutes.
* Circle of Protection: Creates a 10-foot-radius circle for 2 hours that summoned, enchanted, and extraplanar creatures cannot enter unless attacked from within.
* Command the Dead: Animates one corpse within 60 feet as a skeleton or zombie that obeys the caster for 24 hours.
* Curse of the Withered Limb: One creature within 60 feet loses the use of one arm or leg for 1 hour unless it saves versus spells.
* Dream Travel: Sends the caster’s spirit into the Dreamlands for up to 8 hours while the body remains unconscious and helpless.
* Eldritch Bolt: Automatically strikes one creature within 150 feet for 1d6 damage/level, to a maximum of 10d6; save versus spells for half.
* Erase Identity: Creatures within a 20-foot-radius area forget one person’s name and appearance for 24 hours unless they save versus spells.
* Expose the Unseen: Reveals invisible, polymorphed, possessed, and magically disguised creatures within 60 feet for 1 hour.
* Melt Flesh: One creature within 60 feet suffers 1d6 damage/level, to a maximum of 10d6; save versus spells for half.
* Open the Way: Automatically opens one locked, barred, stuck, held, or magically sealed portal within 60 feet.
* Speak Through Dreams: Allows a two-way conversation with one known sleeping creature anywhere on Earth for 20 minutes.
* Summon Mist: Creates a 60-foot-radius bank of fog within 240 feet that limits sight to 10 feet for 1 hour.
LEVEL 4 OCCULT SPELLS
* Banish Entity: One summoned, enchanted, or extraplanar creature within 120 feet must save versus spells or return to its native realm.
* Black Binding: One creature within 120 feet becomes paralyzed for 1 hour + 10 minutes/level unless it saves versus spells at –2.
* Consume Memory: Permanently erases one chosen memory from a creature within 60 feet unless it saves versus spells.
* Create Gate: Opens a portal between the caster’s location and a familiar place within 100 miles for 1d6 rounds.
* Dominate Will: One creature within 60 feet must save versus spells or obey the caster’s spoken commands for 1 hour.
* Exchange Bodies: The caster and one creature within 30 feet exchange bodies for 1 hour unless the target saves versus spells.
* Flesh of Another: Gives the caster the exact physical appearance, voice, scent, and bodily features of another humanoid for 1 hour + 10 minutes/level.
* Haunting: Binds one ghost or spirit to a creature, object, or location until dispelled or a stated condition is fulfilled.
* Raise the Drowned: Animates up to 1 HD/level of drowned corpses within 60 feet as obedient zombies for 24 hours.
* Seal the Threshold: Permanently prevents one named creature or type of creature from passing through a doorway or gate unless the spell is dispelled.
* Summon Servitor: Summons one 8 HD lesser Mythos servitor within 240 feet to perform one task; it reminutes when the task is complete.
* Walk Between Shadows: Teleports the caster and one touched creature between areas of darkness up to 1 mile apart.
LEVEL 5 OCCULT SPELLS
* Call the Faceless Hunter: Summons an invisible 8 HD hunter that tracks and attacks one named target until destroyed, banished, or the target dies.
* Contact Outer Intelligence: Asks three yes-or-no questions with a 25% chance of an answer, 50% chance of lies, and 5% chance of insanity; additional questions improve answers but increase the risk.
* Create Zombie: Permanently animates one corpse as an obedient zombie until destroyed or dispelled.
* Door Beyond Space: Creates a permanent magical gate between two prepared locations anywhere on Earth.
* Drain Life: One creature within 60 feet suffers 1d6 damage/level, to a maximum of 12d6; the caster regains half the damage as hit points.
* Imprison Soul: Traps the spirit of one dying or recently dead creature within a prepared object until released or the object is destroyed.
* Mind Transfer: Permanently exchanges the caster’s mind with that of one creature within 30 feet unless the target saves versus spells.
* Plague of Madness: Creatures within a 30-foot-radius circle up to 120 feet away become confused for 12 rounds unless they save versus spells each round.
* Resurrection: Restores one mostly intact corpse dead no longer than 4 days + 4 days/level above 8th; the revived creature reminutes with 1 hit point and requires 2 weeks of rest.
* Send Through Time: Sends one creature or object up to 1d100 years into the past or future; an unwilling creature may save versus spells.
* Summon Star Vampire: Summons an invisible 10 HD star vampire within 240 feet; it obeys while the caster concentrates but attacks the nearest creature if control is lost.
* Transform to Monstrous Form: Transforms one creature within 60 feet into a chosen monster with no more than twice its Hit Dice unless it saves versus polymorph; lasts until dispelled.
LEVEL 6 OCCULT SPELLS
* Call Great Old One: Summons or attracts a Great Old One or similar cosmic entity; the caster has no control over what appears.
* Cloud of Annihilation: Creates a movable 30-foot-radius cloud for 1 hour that deals 2d6 damage/round to creatures inside; save versus death for half.
* Control Weather: Controls outdoor weather within a 720-foot radius while the caster remains stationary and concentrates.
* Create Dimensional Rift: Opens a passage to another planet, dimension, or plane within 120 feet for 1d6 minutes.
* Devour the Soul: One creature within 60 feet must save versus death or die permanently and cannot be raised or reincarnated.
* Earthly Cataclysm: Creates an earthquake, flood, landslide, or similar disaster within a 1,000-foot-radius area for 1d10 rounds.
* Erase from Reality: One creature or nonmagical object within 60 feet must save versus death or vanish permanently from existence.
* Mass Possession: Up to 3d6 creatures within 120 feet must save versus spells or obey the caster for 1 hour.
* Open the Black Sun: Creates a 30-foot-radius sphere of absolute darkness within 120 feet that deals 1d6 damage/round to living creatures inside.
* Raise the Ancient Dead: Animates every suitable corpse within a 120-foot radius as an obedient skeleton or zombie until destroyed or dispelled.
* Rewrite the Flesh: Permanently changes one creature’s physical form, species, age, limbs, or senses; an unwilling target may save versus polymorph.
* Stop Time: Freezes all other creatures within a 60-foot radius for 1d4+1 rounds; attacks and spells cannot directly harm frozen creatures until time resumes.
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APPENDIX X: TECHNOMANCY SPELLS
An alternate spell list for magic-users as technomages
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LEVEL 1 TECHNOMANCER SPELLS
* Arcane Interface. Mentally operates one electronic device within 30 feet for 20 minutes.
* Battery Drain. Disables one electronic device within 60 feet for 1 hour or deals 1d6 damage to an electrical creature.
* Digital Disguise. Alters the caster’s appearance on cameras, photographs, and electronic recordings for 1 hour.
* Electric Touch. Touch deals 1d6+1 electrical damage with a successful melee attack.
* Entropy Field. Grants the caster AC 2 against missiles and AC 4 against other attacks for 20 minutes.
* False Credentials. Creates a convincing identification card, transit pass, or membership credential for 1 hour.
* Free Fare. Opens one turnstile, toll gate, parking meter, or automated payment barrier within 30 feet.
* Glitch. Causes one electronic device within 60 feet to malfunction for 1d6 rounds.
* Machine Whisper. Learns the purpose, condition, and recent activity of one machine within 30 feet.
* Network Sense. Detects active electronics and wireless signals within 120 feet for 20 minutes.
* Signal Scramble. Disrupts wireless communications within a 30-foot radius for 10 minutes.
* Streetlight. Controls nearby electric lights and illuminated signs within 120 feet for 20 minutes.
LEVEL 2 TECHNOMANCER SPELLS
* Camera Loop. Forces surveillance cameras within 60 feet to replay recorded footage for 20 minutes.
* Credit Boost. Temporarily improves one creature’s apparent creditworthiness, allowing approval for ordinary purchases or loans for 24 hours.
* Data Ghost. Makes one creature undetectable by electronic surveillance and facial recognition for 1 hour.
* Digital Lock. Magically seals one electronic or mechanical lock until dispelled.
* Electric Arc. Deals 2d6 electrical damage to one creature within 90 feet; save for half.
* Ghost Signal. Creates false radio, telephone, or wireless transmissions within 300 feet for 20 minutes.
* Hack Device. Bypasses ordinary electronic security on one device within 60 feet.
* Holographic Double. Creates 1d4 illusory duplicates, each absorbing one attack before vanishing.
* Magnetic Grip. Moves up to 100 pounds of metal within 60 feet at 20 feet per round for 10 minutes.
* Media Manipulation. Alters one photograph, recording, news report, or digital message for 24 hours.
* Transit Sense. Reveals the fastest available public transit route to a known destination within the city.
* Urban Static. Disrupts electronics and electronic targeting within a 15-foot radius for 20 minutes.
LEVEL 3 TECHNOMANCER SPELLS
* Chain Lightning. Strikes one creature per caster level, dealing 1d6 electrical damage each; save for half.
* Credit Freeze. Prevents one creature from making electronic purchases, withdrawals, or financial transactions for 24 hours.
* Digital Clairvoyance. Sees and hears through connected cameras and microphones within 1 mile for 1 hour.
* EMP Burst. Disables ordinary electronics within a 30-foot radius for 1 hour.
* Firewall. Blocks electronic surveillance, hacking, and tracking within a 20-foot radius for 1 hour.
* Lightning Bolt. Deals 1d6 electrical damage per level in a 5-foot-wide, 60-foot-long line; save for half.
* Machine Possession. Controls one machine within 120 feet for 20 minutes while the caster’s body remains motionless.
* Media Blackout. Prevents broadcasts, recordings, and electronic communications within a 300-foot radius for 1 hour.
* Power Surge. Overloads an electrical installation, dealing 3d6 damage within 10 feet; save for half.
* Remote Override. Controls one vehicle, robot, or automated machine within 120 feet for 30 minutes.
* Traffic Jam. Halts or slows vehicles within a 240-foot radius for 20 minutes, reducing movement by half.
* Urban Camouflage. Makes one creature invisible while motionless against urban surroundings for 1 hour.
LEVEL 4 TECHNOMANCER SPELLS
* Automated Servant. Animates one machine of up to 4 HD as an obedient servant for 1 hour.
* Blackout. Disables electrical lights and ordinary power systems within 240 feet for 1 hour.
* Credit Rewrite. Permanently changes one creature’s credit history, financial reputation, or electronic banking records.
* Digital Doppelganger. Creates an interactive electronic duplicate of one creature for 1 hour.
* Ghost in the Machine. Grants one machine temporary intelligence and obedience for 24 hours.
* Hard-Light Construct. Creates a solid holographic object or barrier up to 20 feet across for 1 hour.
* Mass Surveillance. Sees and hears through every connected camera and microphone within 1 mile for 20 minutes.
* Media Frenzy. Causes a fabricated event or story to dominate local news and social media for 24 hours.
* Neural Override. Controls one creature with an electronic nervous system or implant for 1 hour; save negates.
* Phase Shift. Transports one creature up to 360 feet through electrical wiring or connected machinery.
* Transit Control. Controls trains, buses, traffic signals, elevators, and automated transit systems within 600 feet for 1 hour.
* Urban Illusion. Creates or conceals a building, street, or urban landmark within 240 feet until touched.
LEVEL 5 TECHNOMANCER SPELLS
* Artificial Intelligence. Creates a permanent intelligent personality within one computer or machine.
* Citywide Blackout. Disables ordinary electrical systems throughout a district up to 1 mile across for 1 hour.
* Cybernetic Possession. Transfers the caster’s mind into a robot or cybernetic body for 1 hour.
* Digital Erasure. Permanently deletes ordinary electronic records of one creature or event from connected networks.
* Electric Storm. Deals 1d6 electrical damage per level to creatures within a 30-foot radius; save for half.
* Financial Windfall. Conjures up to 1,000 gp worth of spendable electronic credit per caster level for 24 hours.
* Machine Army. Animates machines totaling 1 HD per caster level, which obey until destroyed or dispelled.
* Mass Broadcast. Transmits one message, image, or vision to every electronic display and receiver within 1 mile.
* Network Teleport. Instantly transports one creature between two connected electronic devices within the city.
* System Crash. Permanently disables one machine or electronic system within 120 feet; magical systems may save.
* Transit Teleport. Instantly transports up to one creature per caster level between two transit stations within the city.
* Virtual Prison. Traps one creature’s consciousness inside a digital illusion for 1 hour; save negates.
LEVEL 6 TECHNOMANCER SPELLS
* Citywide Override. Controls connected electronic and automated systems within a 1-mile radius for 1 hour.
* Digital Immortality. Permanently transfers the caster’s consciousness into a computer, robot, or artificial body.
* Disintegration Ray. Destroys one creature or a 10-foot section of matter within 60 feet; save versus death negates.
* Economic Collapse. Disrupts banking, commerce, and electronic financial transactions across an entire city for 24 hours.
* EMP Apocalypse. Permanently destroys ordinary electronics within a 720-foot radius; magical devices may save.
* Machine God. Animates one enormous machine or industrial installation as a 16 HD construct for 1 hour.
* Mass Mind Control. Controls up to 4d8 HD of creatures connected to electronic communications; save negates.
* Media Reality. Causes an invented event or narrative to become accepted as truth throughout a city for 24 hours; affected creatures may save.
* Reality Glitch. Alters physical reality within a 30-foot radius for 10 minutes, reshaping objects and terrain.
* Singularity. Creates a gravitational anomaly within 120 feet, pulling creatures within 30 feet toward its center for 1d6 rounds. Save versus paralyzation to resist.
* Technological Resurrection. Restores one dead creature to life in a synthetic body with 1 hit point.
* Virtual Reality. Creates a convincing illusory environment within a 240-foot radius for 1 hour; creatures may save to disbelieve.
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APPENDIX X: CONJURATION SPELLS
An alternate spell list for magic-users as conjurers
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LEVEL 1 CONJURER SPELLS
* Conjure Flame. Creates a small magical flame within 30 feet for 20 minutes, igniting objects or dealing 1d6 damage with a successful attack.
* Conjure Tool. Creates one ordinary handheld tool or implement for 1 hour.
* Dancing Lights. Summons 1d4 floating lights that move within 120 feet for 20 minutes.
* Fetch Object. Teleports one unattended object weighing up to 10 pounds from within 60 feet into the caster’s hand.
* Floating Disc. Creates an invisible platform that follows the caster for 1 hour and carries up to 500 pounds.
* Invisible Servant. Summons an unseen servant that performs simple tasks within 60 feet for 1 hour.
* Magic Missile. Conjures a magical projectile dealing 1d6+1 damage automatically within 150 feet; 3 missiles at level 6, 5 at level 11.
* Minor Portal. Opens a magical passage through a door, window, or thin barrier for 1d6 rounds.
* Pocket Space. Creates an invisible extradimensional compartment holding up to 50 pounds for 24 hours.
* Summon Familiar. Summons a small animal familiar that obeys the caster for 24 hours.
* Summon Vermin. Conjures 2d6 harmless insects, rats, or similar vermin within 30 feet for 1 hour.
* Ventriloquism. Projects the caster’s voice from any point within 60 feet for 20 minutes.
LEVEL 2 CONJURER SPELLS
* Conjure Barricade. Creates a wooden or stone barrier up to 10 feet wide and 10 feet high for 1 hour.
* Conjure Mount. Summons a riding horse or similar 2 HD mount for 2 hours.
* Conjure Weapon. Creates a magical melee weapon granting +1 to attacks and damage for 1 hour.
* Dimension Step. Instantly teleports the caster up to 60 feet to a visible location.
* Escape Portal. Opens one locked, barred, or magically sealed passage within 60 feet.
* Mirror Image. Creates 1d4 illusory duplicates that each absorb one attack before vanishing.
* Phantasmal Force. Creates a moving illusion within a 20-foot cube up to 240 feet away; save to disbelieve harmful effects.
* Summon Beast. Conjures one obedient animal of up to 2 HD within 60 feet for 1 hour.
* Summon Fog. Creates a 30-foot-radius cloud of thick fog within 120 feet for 1 hour.
* Summon Swarm. Conjures a swarm of insects within 60 feet, dealing 1d6 damage per round for 1d6 rounds.
* Teleport Object. Moves one unattended object weighing up to 100 pounds between two locations within 120 feet.
* Web. Fills a 10-foot cube with sticky strands that trap creatures until they escape or the web is destroyed.
LEVEL 3 CONJURER SPELLS
* Conjure Shelter. Creates a furnished, weatherproof shelter for up to 12 creatures for 24 hours.
* Conjure Steed. Summons a magical 4 HD mount capable of traveling over land, water, or air for 2 hours.
* Dimensional Anchor. Prevents teleportation, summoning, and extradimensional travel within a 30-foot radius for 1 hour.
* Elemental Weapon. Conjures a weapon dealing +1d6 fire, cold, or electrical damage for 1 hour.
* Mass Summoning. Summons 2d6 ordinary animals totaling no more than 6 HD for 1 hour.
* Phantom Carriage. Creates a spectral vehicle carrying up to six passengers at 240 feet per round for 2 hours.
* Portal Window. Opens a transparent portal allowing sight and sound into a known location within 1 mile for 20 minutes.
* Summon Lesser Elemental. Summons an obedient 4 HD elemental within 120 feet for 1 hour.
* Summon Monster. Conjures one creature of up to 4 HD that obeys the caster for 1 hour.
* Teleport Other. Teleports one creature within 60 feet up to 120 feet; unwilling targets may save.
* Wall of Mist. Creates a 60-foot-long, 20-foot-high wall of obscuring mist for 1 hour.
* Water Breathing. Conjures a magical supply of breathable air for one creature within 30 feet for 24 hours.
LEVEL 4 CONJURER SPELLS
* Conjure Feast. Creates enough food and drink for 100 creatures for one day.
* Conjure Fortress. Creates a fortified stone structure up to 60 feet across for 24 hours.
* Conjure Vehicle. Summons a magical carriage, boat, or flying craft carrying up to 12 passengers for 2 hours.
* Dimension Door. Teleports one creature up to 360 feet; unwilling targets may save.
* Extradimensional Chamber. Creates a hidden furnished room holding up to 12 creatures for 24 hours.
* Planar Binding. Compels one summoned creature of up to 8 HD to perform a task unless it saves versus spells.
* Summon Greater Beast. Summons one obedient animal or monster of up to 8 HD for 1 hour.
* Summon Guardians. Conjures 2d4 armed warriors of 2 HD each for 1 hour.
* Summon Portal. Opens a two-way passage between two known locations within 1 mile for 10 minutes.
* Wall of Fire. Conjures up to 1,200 square feet of magical flame, dealing 1d6 damage to creatures passing through.
* Wall of Ice. Conjures a 60-foot-long, 20-foot-high wall of ice that creatures above 4 HD may break through.
* Wizard Eye. Conjures an invisible floating eye that moves 120 feet per round within 240 feet.
LEVEL 5 CONJURER SPELLS
* Conjure Elemental. Summons a 16 HD elemental that obeys while the caster concentrates; attacks the caster if concentration breaks.
* Conjure Mansion. Creates an extradimensional mansion accommodating up to 100 guests for 24 hours.
* Conjure Monster. Summons one obedient creature of up to 12 HD for 1 hour.
* Dimensional Prison. Traps one creature within a sealed extradimensional space for 24 hours; save negates.
* Gate of Return. Creates a portal linking the caster’s location to a prepared sanctuary anywhere on the same plane for 10 minutes.
* Invisible Stalker. Summons an invisible 8 HD air elemental that pursues a task until completed or destroyed.
* Mass Teleport. Instantly transports up to one creature per caster level to a familiar location.
* Pass-Wall. Opens a 5-foot-wide passage up to 10 feet through solid rock for 30 minutes.
* Summon Army. Conjures creatures totaling 2 HD per caster level, which obey for 1 hour.
* Telekinesis. Moves up to 100 pounds per caster level at 20 feet per round for 1 hour while concentrating.
* Teleport. Instantly transports one creature to a known location, with a risk of error for unfamiliar destinations.
* Wall of Stone. Creates up to 1,000 cubic feet of permanent stone in any supported shape.
LEVEL 6 CONJURER SPELLS
* Astral Projection. Sends the caster’s spirit and up to six companions into the Astral Plane for 24 hours.
* Conjure Citadel. Creates a permanent fortified castle containing up to 100 rooms.
* Conjure Dragon. Summons one dragon of up to 16 HD that obeys for 1 hour unless it saves versus spells.
* Dimensional Collapse. Destroys extradimensional spaces and closes portals within a 240-foot radius; creatures inside save versus death or perish.
* Gate. Opens a two-way portal to another plane of existence for 10 minutes.
* Imprisonment. Permanently traps one creature in an extradimensional prison unless it saves versus spells.
* Mass Conjuration. Summons creatures totaling 4 HD per caster level to obey for 1 hour.
* Planar Ally. Summons a powerful extraplanar being of up to 20 HD to negotiate service or assistance.
* Plane Shift. Transports the caster and up to eight companions to another plane of existence.
* Summon Titan. Conjures one enormous 20 HD creature that obeys for 1 hour unless it saves versus spells.
* Teleportation Circle. Creates a permanent portal connecting two prepared locations on the same plane.
* Worldwalk. Instantly transports the caster and up to 12 companions to any known location on the same plane.
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APPENDIX X: SHAMAN SPELLS
An alternate spell list for clerics as shamans
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LEVEL 1 SHAMAN SPELLS
* Ancestral Guidance. Grants one creature +1 to attacks and saves for 1 hour.
* Detect Evil. Detects evil intentions and enchantments within 120 feet for 1 hour.
* Detect Spirits. Reveals invisible spirits and undead within 60 feet for 20 minutes.
* Healing Touch. Touch heals 1d6+1 damage or cures paralysis.
* Protection from Evil. Summoned creatures cannot attack the caster in melee for 2 hours; others suffer -1 to attacks.
* Purify Food and Water. Makes spoiled or poisoned provisions for 12 people safe.
* Remove/Cause Fear. Removes fear or forces one creature within 120 feet to flee for 20 minutes; save negates.
* Spirit Whisper. Communicates briefly with nearby spirits, asking three simple questions.
LEVEL 2 SHAMAN SPELLS
* Ancestral Blessing. Allies within 60 feet gain +1 to attacks and morale for 1 hour.
* Curse of Weakness. One creature within 60 feet suffers -2 to attacks and damage for 1 hour; save negates.
* Ghost Sight. Reveals invisible, ethereal, and incorporeal creatures within 60 feet for 1 hour.
* Hold Person. Paralyzes one humanoid at -2 to its save, or 1d4 humanoids with normal saves, for 90 minutes.
* Purify Spirit. Removes possession, minor curses, or spiritual corruption from one creature.
* Silence. Creates a soundless 15-foot-radius area within 180 feet for 2 hours.
* Spirit Shield. Grants one creature +2 to saves against spells and undead for 1 hour.
* Speak with Dead. Allows three questions to one corpse or departed spirit.
LEVEL 3 SHAMAN SPELLS
* Ancestral Guardian. Summons a 4 HD guardian spirit that protects the caster for 1 hour.
* Bestow/Remove Curse. Inflicts or removes a curse causing -4 to attacks, -2 to saves, or halved ability score.
* Cure/Cause Disease. Cures disease or inflicts a fatal disease unless the target saves.
* Dispel Magic. Ends magical effects within a 20-foot cube up to 120 feet away.
* Ghost Walk. Makes the caster incorporeal, able to pass through solid objects for 10 minutes.
* Spirit Binding. Traps one spirit or undead creature of up to 6 HD for 24 hours; save negates.
* Spirit Strike. Enchants one weapon for 10 minutes, granting +1d6 damage against spirits and undead.
* Summon Spirits. Summons 2d4 minor spirits of 1 HD each to obey for 1 hour.
LEVEL 4 SHAMAN SPELLS
* Ancestral Possession. Gains the skills and memories of a departed spirit for 1 hour.
* Banish Spirit. Sends one summoned, possessing, or incorporeal creature away; save negates.
* Cure/Cause Serious Wounds. Touch heals or deals 2d6+2 damage.
* Death Ward. Protects one creature from instant death, level drain, and possession for 1 hour.
* Exorcism. Expels possessing spirits and breaks magical domination; save negates.
* Greater Spirit Guardian. Summons an obedient 8 HD guardian spirit for 1 hour.
* Spirit Journey. Sends the caster’s spirit up to 1 mile away for 1 hour while the body remains unconscious.
* Vision Quest. Reveals a symbolic vision concerning one person, place, or future event.
LEVEL 5 SHAMAN SPELLS
* Ancestral Council. Consults powerful spirits, receiving answers to three yes-or-no questions.
* Curse of Doom. One creature suffers -4 to attacks and saves until the curse is removed; save negates.
* Dispel Evil. Banishes or destroys summoned and undead creatures within 30 feet; save negates.
* Finger of Death. Kills one creature within 120 feet unless it saves versus death.
* Greater Spirit Binding. Imprisons one spirit or undead creature of up to 16 HD until released or dispelled.
* Raise Dead. Restores one recently deceased creature to life with 1 hit point.
* Spirit Possession. Transfers the caster’s spirit into another creature within 120 feet; save negates.
* Summon Ancestor. Summons a powerful 12 HD ancestral spirit to obey for 1 hour.
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APPENDIX X: URBAN SHAMAN SPELLS
An alternate spell list for clerics as shamans
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LEVEL 1 URBAN SHAMAN SPELLS
* City Sense. Detects nearby inhabitants, hidden passages, and urban hazards within 120 feet for 20 minutes.
* Detect Spirits. Reveals invisible spirits and magical auras within 60 feet for 20 minutes.
* Rat Whisper. Communicates with rats and other urban rodents within 30 feet for 1 hour.
* Pigeon Messenger. Summons a pigeon to carry a short message anywhere within 1 mile.
* Purify Food and Water. Makes enough spoiled or contaminated provisions for 12 people safe to consume.
* Scavenger’s Blessing. Finds enough discarded food, water, or useful supplies for one person.
* Spirit of the Alley. Grants +3 to hiding and moving silently in urban surroundings for 1 hour.
* Urban Omen. Reveals whether a nearby street, building, or route holds immediate danger.
LEVEL 2 URBAN SHAMAN SPELLS
* Call the Flock. Summons 2d6 pigeons or crows to distract and harass creatures for 10 minutes.
* Cockroach Swarm. Summons a swarm of roaches that obscures vision and causes fear for 1d6 rounds.
* Curse of Misfortune. One creature suffers -2 to attacks and saves for 1 hour; save negates.
* Hearth Spirit. Summons a household spirit that guards one room or dwelling for 2 hours.
* Purge Toxins. Neutralizes poison, drugs, or pollutants in one creature or container.
* Rat Swarm. Summons a swarm of rats dealing 1d6 damage per round for 1d6 rounds.
* Spirit Concealment. Makes one creature invisible to ordinary sight while motionless in an urban area for 1 hour.
* Speak with Vermin. Commands one type of urban vermin within 60 feet for 1 hour.
LEVEL 3 URBAN SHAMAN SPELLS
* Accident. Causes one creature or vehicle within 120 feet to suffer a mishap; save negates.
* Call City Spirit. Summons an obedient 4 HD city spirit for 1 hour.
* Curse of Decay. Causes one object, structure, or machine within 60 feet to deteriorate rapidly.
* Dispel Magic. Ends magical effects within a 20-foot cube up to 120 feet away.
* Ghost Walk. Makes the caster incorporeal, able to pass through walls and barriers for 10 minutes.
* Purify Ground. Cleanses a 30-foot-radius area of toxins, disease, and minor spiritual corruption.
* Spirit Search. Reveals the direction of one known creature or object within 1 mile.
* Urban Camouflage. Makes one creature blend into crowds, shadows, and city structures for 1 hour.
LEVEL 4 URBAN SHAMAN SPELLS
* Banish Spirit. Expels one summoned, possessing, or incorporeal creature; save negates.
* City’s Protection. Grants allies within 30 feet +2 to saves and protection from ordinary accidents for 1 hour.
* Greater City Spirit. Summons an obedient 8 HD city spirit for 1 hour.
* Plague of Vermin. Summons swarms of rats and insects within a 60-foot radius, dealing 2d6 damage per round for 1d6 rounds.
* Purify District. Cleanses a 240-foot-radius area of pollution, disease, and spiritual corruption.
* Spirit of the Crowd. Makes up to 12 creatures appear unremarkable and unnoticed among urban crowds for 1 hour.
* Urban Possession. Allows a city spirit to inhabit and control one unattended vehicle or machine for 1 hour.
* Voice of the City. Communicates with local city spirits, learning recent events within a 1-mile radius.
LEVEL 5 URBAN SHAMAN SPELLS
* Awaken the City. Animates urban objects and structures totaling 1 HD per caster level for 1 hour.
* Citywide Communion. Consults the city’s spirits to receive answers to three yes-or-no questions.
* Curse of Ruin. Causes one building, vehicle, or structure to collapse or fail within 1d6 rounds; save negates.
* Dispel Evil. Banishes or destroys hostile spirits and undead within 30 feet; save negates.
* Great City Spirit. Summons an obedient 16 HD city spirit for 1 hour.
* Insect Plague. Creates a movable 60-foot-diameter insect swarm that obscures vision and drives off creatures below 3 HD.
* Spirit of the Metropolis. Reveals the location of any known person or place within the city for 1 hour.
* Urban Rebirth. Permanently restores a ruined building or a 120-foot-radius area of polluted urban land.
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APPENDIX X: VAMPIRE SPELLS
An alternate spell list for vampire spellcasters
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LEVEL 1 VAMPIRE SPELLS
* Blood Sense. Detects living creatures and fresh blood within 120 feet for 20 minutes.
* Charm Person. One humanoid within 120 feet becomes a loyal friend unless it saves versus spells.
* Claws of the Beast. Grows claws dealing 1d6 damage with unarmed attacks for 1 hour.
* Darkvision. Sees clearly in darkness up to 60 feet for 24 hours.
* Heightened Senses. Gains +3 to perception tasks and detects faint sounds and scents for 1 hour.
* Hypnotic Gaze. One creature within 30 feet becomes fascinated and motionless for 1d6 rounds; save negates.
* Predator’s Command. Commands one bat, rat, or wolf within 60 feet for 1 hour.
* Resist Cold. Ignores freezing temperatures and reduces cold damage by 1 point per die for 1 hour.
* Shadow Meld. Becomes invisible while motionless in darkness or deep shadow for 1 hour.
* Spider Climb. Climbs walls and ceilings at normal movement speed for 1 hour.
* Unholy Strength. Gains +3 to Strength-based tasks and melee damage for 10 minutes.
* Voice of the Grave. Communicates with one corpse or nearby undead spirit, asking three simple questions.
LEVEL 2 VAMPIRE SPELLS
* Animal Form. Transforms into a bat, rat, or wolf for 1 hour, gaining its movement and natural attacks.
* Bat Swarm. Summons 2d6 bats to harass and obscure creatures within a 15-foot radius for 10 minutes.
* Blood Bond. One creature drinking the caster’s blood becomes loyal for 24 hours; save negates.
* Command Undead. Controls undead creatures totaling up to 4 HD within 60 feet for 1 hour; save negates.
* Eyes of the Night. Sees through the eyes of a bat, rat, or wolf within 1 mile for 1 hour.
* Invisibility. Makes the caster invisible until attacking, casting a spell, or dismissing the effect.
* Mesmerize. Compels one humanoid within 30 feet to obey a simple command for 1 hour; save negates.
* Mist Veil. Creates a 30-foot-radius cloud of dense mist within 120 feet for 1 hour.
* Rat Swarm. Summons a swarm of rats dealing 1d6 damage per round for 1d6 rounds.
* Regeneration. Restores 1 hit point per round for 10 minutes; fire and holy damage cannot be regenerated.
* Supernatural Speed. Doubles movement and grants one additional melee attack per round for 10 minutes.
* Voice of Command. Forces one creature within 60 feet to flee, kneel, or remain motionless for 1d6 rounds; save negates.
LEVEL 3 VAMPIRE SPELLS
* Blood Drain. One creature within 30 feet loses 3d6 hit points; the caster heals half the damage dealt; save for half.
* Call Wolves. Summons 2d4 wolves that obey the caster for 1 hour.
* Children of the Night. Summons bats, rats, or wolves totaling up to 8 HD for 1 hour.
* Dominate Person. Controls one humanoid within 60 feet for 1 hour; save negates.
* Fear Aura. Creatures within 30 feet must save versus spells or flee for 1d6 rounds.
* Form of Mist. Transforms into vapor for 1 hour, allowing passage through narrow openings.
* Hypnotic Presence. Charms 2d6 humanoids within 30 feet for 1 hour; save negates.
* Nightmare. Causes one sleeping creature within 1 mile to suffer terrifying dreams and lose 1d6 hit points.
* Shadow Cloak. Grants invisibility in darkness or shadow for 1 hour, even while moving.
* Shapechange. Transforms into a wolf, bat, or similar creature of up to 4 HD for 1 hour.
* Wall Crawling. Moves along walls and ceilings at full movement speed for 2 hours.
* Wings of Night. Sprouts batlike wings, granting flight at 120 feet per round for 1 hour.
LEVEL 4 VAMPIRE SPELLS
* Animate Dead. Animates skeletons or zombies totaling 1 HD per caster level until destroyed or dispelled.
* Blood Curse. One creature suffers -4 to attacks or -2 to saves until the curse is removed; save negates.
* Charm Monster. One creature, or 3d6 creatures of 3 HD or less, becomes friendly unless it saves.
* Darkness Eternal. Creates magical darkness within a 60-foot radius for 24 hours.
* Dominate Beast. Controls animals totaling up to 12 HD within 120 feet for 1 hour.
* Enthrall Crowd. Charms up to 3d6 humanoids within 60 feet for 1 hour; save negates.
* Greater Regeneration. Restores 3 hit points per round for 10 minutes, except damage from fire or holy sources.
* Night Terror. Paralyzes one creature with supernatural fear for 1 hour; save negates.
* Shadow Form. Becomes an incorporeal shadow for 1 hour, passing through narrow gaps and avoiding normal weapons.
* Summon Vampire Spawn. Summons one obedient 4 HD lesser vampire for 1 hour.
* Unholy Resilience. Grants immunity to poison, disease, paralysis, and ordinary weapons for 1 hour.
* Vampiric Possession. Transfers the caster’s consciousness into one creature within 120 feet for 1 hour; save negates.
LEVEL 5 VAMPIRE SPELLS
* Army of the Night. Summons bats, rats, wolves, and undead totaling 2 HD per caster level for 1 hour.
* Blood Plague. Infects one creature within 60 feet with a wasting disease, losing 1d6 hit points daily; save negates.
* Create Vampire Spawn. Transforms one recently slain humanoid into a permanently obedient lesser vampire.
* Dark Metamorphosis. Transforms the caster into a monstrous batlike creature, doubling movement and melee damage for 1 hour.
* Dominate Monster. Controls one creature within 120 feet for 1 hour; save negates.
* Finger of Death. Kills one creature within 120 feet unless it saves versus death.
* Greater Blood Drain. Drains 1d6 hit points per caster level from one creature within 60 feet, healing the caster by half; save for half.
* Mass Hypnosis. Charms up to 4d8 HD of creatures within a 60-foot radius for 1 hour; save negates.
* Mist Travel. Transforms into mist and flies at 240 feet per round for 2 hours.
* Raise Undead. Restores one destroyed undead creature of up to 12 HD to unlife.
* Summon Vampire. Summons one obedient vampire of up to 8 HD for 1 hour.
* Unholy Sanctuary. Protects a 120-foot-radius area from sunlight, holy effects, and hostile spirits for 24 hours.
LEVEL 6 VAMPIRE SPELLS
* Blood Puppet. Controls the physical actions of one living creature within 120 feet for 1 hour; save negates.
* Create Vampire. Transforms one dead humanoid into a permanent vampire under the caster’s control.
* Crimson Storm. Drains 1d6 hit points per caster level from living creatures within a 30-foot radius; save for half.
* Dark Majesty. Creatures within 120 feet must save versus spells or become charmed or terrified for 1 hour.
* Deathly Transformation. Becomes a 16 HD monstrous vampire for 1 hour, gaining flight, regeneration, and powerful natural attacks.
* Eternal Night. Covers a 1-mile radius in magical darkness for 24 hours, blocking natural sunlight.
* Mass Domination. Controls up to 4d8 HD of living creatures within 120 feet for 1 hour; save negates.
* Nightmare Realm. Traps creatures within a 120-foot radius in terrifying illusions for 1 hour; save negates.
* Resurrection of Blood. Restores a destroyed vampire to unlife from a single drop of its blood.
* Shadow Walk. Teleports the caster and up to 12 companions between shadows anywhere within 1 mile.
* Summon Ancient Vampire. Summons one vampire lord of up to 16 HD for 1 hour; save negates.
* Unholy Immortality. Prevents the caster’s destruction for 24 hours, except by sunlight, fire, or consecrated weapons.