™

™

™

Dedication
As usual, there are many who deserve thanks for their assistance in putting this whole thing together.
Also, as usual, I’m sure I have forgotten to give credit to some one of my Understanding Associates
who deserves same.
To Len Lakofka, who keeps after me as he has from the earliest days, and has lent me both materialand stimulating discussion.
To Luke Gygax, for his eagerness to test the new magic and spells — and to suggest more of same.
To stalwart Frank Mentzer for always spurring me on and making me be more precise and logical.
To Kim Mohan for being willing to undertake the project, and then actually doing it!
To Jeff Grubb, who belabored me with so many pages of questions and suggested qualiﬁcations that
I’ll never forgive him.
And, to all those who helped and whom I have absent-mindedly forgotten. . .
Thanks!

UNEARTHED ARCANA©1985 TSR, Inc.
©2013 Wizards of the Coast LLC.
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2

Preface
This effort was by no means mine alone. Len Lakofka, as
usual, contributed his part. Roger Moore is a name which
all devotees of the game know, and he also added to thiswork. Luke Gygax was invaluable as a sounding-board
and playtester. Frank Mentzer was on hand from the beginning to test and try my thoughts and ideas, to bringhis own creativity to the whole, and to assist in making
this a far better effort than originally conceived. Once theideas were compiled, Jeff Grubb and Kim Mohan went
to work on the manuscript. These two insisted on clarifying, codifying, expanding, and deﬁning, and generally
demanded that the whole text become better and better.
Despite the extra work demanded from me, I thank themfor this — and still more for their own creativity which they
freely contributed in order to insure that what you now
hold is the best possible text, a literally up-to-the-minutedescription of the “state of the art” as that term applies to
the AD&D game system.

Now that you have this tome in your hands, you are about
to discover a new and exciting dimension in the ADVANCED DUNGEONS & DRAGONS™ game world. You
have unearthed the hidden mysteries of this work, so although they are no longer arcana, the contents are treasure. The AD&D™ game system is dynamic. It grows andchanges and expands. Our universe does all this, and so
too the multiverse of this game system. The description
and deﬁnition of an inﬁnite multiverse must necessarily bedone piecemeal — adding new discoveries as they cometo light, expanding horizons as the sum total of our pastknowledge allows.
As the original volumes of the game system (Monster
Manual, Players Handbook, and Dungeon Masters Guide)
have altered from their ﬁrst editions, so the game haschanged in form and substance. This new material grewfrom my own campaign, articles published in DRAGON®
Magazine, and input from many Dungeon Masters andplayers also. The book has a single purpose: Unearthed
Arcana™ brings new dimensions to the AD&D game system. The compiled material which lies herein offers fresh
new approaches to play without materially affecting any
ongoing campaign adversely. This work does not alter former “laws of the multiverse,” but it does open insights andvistas beyond those previously understood and seen.

Every Dungeon Master who has created a campaign milieu out of whole cloth, so to speak, can certainly understand that the more one learns, the more one comes tounderstand how little he knows. So too the multiverse ofthis game system. The farther aﬁeld one goes in exploration and discovery, the greater the realization of how vastis the realm of unknown knowledge which awaits discovery, as it were. However, such as with our actual world,
the expanses of the game multiverse will always havefrontiers and unexplored territories. This fact, indeed, iswhat makes the AD&D game system so wonderful andappealing.

All the participants of a campaign will ﬁnd this material of
greatest interest and beneﬁt to them. Dungeon Masters
will discover new sub-races and their inter-relationships,
new deity models for non-humans, and much in the wayof magic — a trove of spells and items indeed! Players, ofcourse, beneﬁt from all of that and more. There are newhorizons for demi-human characters, new professionalcallings, new weapons, new approaches to just about everything. Yes, some of this material has appeared previously, but here it is carefully revised, edited, and compiled
so as to change it from a possible insertion to an integral
part of a vital campaign. There are new choices, new possibilities, new opportunities, and new ideas laid out beforeyou. Best of all, these rest upon the solid foundation of
the AD&D game system — the most widely accepted andplayed role-playing game in the world.

Thus, Good Reader, here is the “last word” — by far not
the last word ever, but the latest so far. It is, after all, hightime that those who enjoy the challenge and excitementof the AD&D game be presented with a tome such as this,a package which gathers all of the new discoveries, plus
a wealth of just uncovered secrets, between one pair ofcovers. Preliminaries aside, here is Unearthed Arcana. It is
now the moment you have waited for. Read on, and may
you have as much fun with your creation as we are havingwith ours.

Gary Gygax
May 1, 1985
3

Introductions
Warning: This book is loaded.

In addition to the magazine article material, this volume
also includes material that has never before been published. This, too, had to be checked and re-checked before being put into its ﬁnal form.

Loaded with new information, that is.
In the time since the publication of the Dungeon Masters Guide in 1979, the AD&D game has not stood still.
In DRAGON Magazine, Gary Gygax has continued to expand the frontiers of the game, offering new ideas, experiments, and rules.

All of the above had to be approved by Gary and Frank
Mentzer, including any proposals for all-new material
that may have occurred along the way. Everything waschecked out with the architects of the AD&D game system; the structure of the system is their baby, and only
they know what ideas will ﬁt into it. The tireless editor ofthis text, Kim Mohan, and I are the engineers who executed the plans — made sure everything was on solid groundand brought the ideas into ﬁnished form.

In this book those ideas are made concrete. The experiments are completed. The suggested rules are now ofﬁcial
and ﬁnal.
Much of the material within this book ﬁrst saw the light of
day in DRAGON Magazine, but in the time since has been
playtested, questioned, discussed, re-tailored, represented, and re-playtested. This was my role in the project, under the handy umbrella-title of “design consultant,” whichis shorter than “gadﬂy, ombudsman, and kibitzer.” (Okay,
everyone out there, reach for those dictionaries. . . .)That ﬁnished form, Unearthed Arcana, is in your hands
now. It is a book that will change the way the AD&D gameis played. Enjoy.

Jeff Grubb
May 1, 1985

There are some advantages to being the editor of thisbook. And now that the job is just about ﬁnished, a few ofthem are beginning to occur to me.

pages were going out labeled “Now or never.” All three ofthem gave me everything I needed and wanted, usuallywell ahead of the nick of time.

One of the beneﬁts of the job is that the editor gets todecide what piece of text gets done last, and I decided awhile ago that it was going to be this one. This way I can
see what Gary’s preface and Jeff’s introduction are covering, so I don’t have to worry about telling you all the things
they’ve said.

After a few weeks for printing and binding, the book will
be out. I expect that to be one of the biggest thrills of
my life, and it’s sure going to be a ﬁne feeling then, eventhough the anticipation is almost killing me now. And I’ll bea little disappointed if your pulse didn’t at least quicken a
bit the ﬁrst time you saw this book and realized what was
inside it. Even if you didn’t know what you’ve been missing, Unearthed Arcana is what you’ve been waiting for.

Pretty soon, when the nightmares about deadline wear
off, I will have pleasant memories of working with Jeff andFrank and Gary on a project that demanded more of ourtime than anyone could have foreseen. And, as of now, I
can stop being a nuisance around their ofﬁces. If it wasn’t
me in person, it was me in the guise of a stack of papers.
In the beginning, the sheaves of manuscript had labels
like “Look this over when you get a chance.” In the ﬁnal days of the production schedule, samples of ﬁnishedMy exhilaration over the book will last for as long as it
stays on your shelf, within easy reach — because thatmeans that what we’ve done is being used and enjoyedby the people we made it for. The biggest advantage ofbeing the editor of this book is a good feeling that willprobably last me for the rest of my life. And it’s starting towell up inside me right now.

Kim Mohan
May 1, 1985
4

UNEARTHED ARCANA
Players’ Section
Table of Contents
Character Abilities (Comeliness) . . . . . . . . . . . . . . . 6
Character Races . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Half-elves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Halﬂings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Half-orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . 12
Cavalier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thief-Acrobat . . . . . . . . . . . . . . . . . . . . . . . . . 23

Money (for cavaliers) . . . . . . . . . . . . . . . . . . . . . . . 25
Equipping The Character . . . . . . . . . . . . . . . . . . . 26
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Character Spells . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Spell Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Cleric Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Magic-User Spells (Cantrips). . . . . . . . . . . . . . . 45
Magic-User Spells . . . . . . . . . . . . . . . . . . . . . . . 51
Illusionist Spells (Cantrips) . . . . . . . . . . . . . . . . 65
Illusionist Spells . . . . . . . . . . . . . . . . . . . . . . . . . 66
APPENDICES
VI: Player’s Section
Additions and Corrections . . . . . . . . . . . . . . . . . 72

Tables and Charts
Armor Class Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Attacks Per Melee Round Table . . . . . . . . . . . . . . . . . . . . 22
Barbarians (Fighters) Table I . . . . . . . . . . . . . . . . . . . . . . . 19
Cavaliers Table I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Character Class Limitations (Character Race Table I) . . . . . 7
Character Level Limitations (Character Race Table II) . . . . 8
Dwarves. . . . . . . . . . . . . . . . . . . . . . 8
Elves . . . . . . . . . . . . . . . . . . . . . . 8-9
Gnomes . . . . . . . . . . . . . . . . . . . . . . 8
Half-elves . . . . . . . . . . . . . . . . . . . . 9
Halﬂings . . . . . . . . . . . . . . . . . . . . . . 9
Half-orcs . . . . . . . . . . . . . . . . . . . . . 9Character Hit Dice, Spell Ability, Class Level Limit . . . . . . 12(Character Classes Table I)
Character Armor and Weapons Permitted . . . . . . . . . . . . 13
(Character Classes Table II)
Character Race Table III:Multi-Classed Character Options . . . . . . . . . . . . . . . 72
Druids (Clerics) Table I . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Equipment and Supplies Costs . . . . . . . . . . . . . . . . . . . . . 26
Racial Preferences Table . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Spell Tables, Clerics . . . . . . . . . . . . . . . . . . . . . . . . . . .28-29
Druids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Magic-Users . . . . . . . . . . . . . . . . . . . . . .30-31
Illusionists . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Thief-Acrobat Function Table . . . . . . . . . . . . . . . . . . . . . . 24
Thief-Acrobat Table I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Table II . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Table III . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Table IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Table V . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Thieves Table II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Weapon Proﬁciency Table . . . . . . . . . . . . . . . . . . . . . . . . . 26
Weapon Specialization Table for Fighters and Rangers . . 18
Weapons, Weight and Damage by Type . . . . . . . . . . . . . . 26
Weapons, Hand-held, General Dataand “To Hit” Adjustments . . . . . . . . . . . . . . . . . . . . . 27
Weapons, Hurled and Missile, General Dataand “To Hit” Adjustments . . . . . . . . . . . . . . . . . . . . . 28

5

CHARACTER ABILITIES

evidenced. High charisma will quickly overcome it if any conversationand interpersonal interaction transpires. (Consider a dwarf with 16 charisma and a base comeliness roll of 9; he or she will be at 8 when viewed
by all creatures except other dwarves — who will see him or her with
comeliness adjusted by +2 for charisma.)Comeliness: Comeliness reﬂects physical attractiveness, social grace,and personal beauty of the character. It is used to determine initial reactions to the character, and characters with a high comeliness may affectthe wills and actions of others. While charisma deals speciﬁcally withleadership and interactions between characters, comeliness deals withattractiveness and ﬁrst impressions.

+10 to +13: Plain to average comeliness; no effect on the viewer.
+14 to +17: Interest in viewing the individual is evidenced by those incontact, as he or she is good-looking. The reaction adjustment is increased by a percentage equal to the comeliness score of the character.
Individuals of the opposite sex will seek out such characters, and they
will be affected as if under a fascinate spell unless wisdom of such individuals exceeds 50% of the character’s comeliness total.

Comeliness is not charisma. Charisma, however, can affect comeliness.
After the ﬁrst six attributes of a character are determined, his or her looks
must be determined. Is the character ugly, homely, plain, or pretty? This
characteristic is determined by the comeliness roll. 3d6 are rolled andtotalled. The resulting number, between 3 and 18 inclusive, is modiﬁed:
Characters with a charisma of less than 3 will have an adjustment of −8
on comeliness, so that it will fall in the range of −5 to +10. For charismaof 3, the adjustment is −5; charisma of 4-5, −3; for 6-8, −1; for 9-12, noadjustment; for 13-15, +1; for 16-17, +2; for 18, +3; and for charisma of
more than 18, +5. As charisma is raised or lowered, whether by disease,
disﬁgurement, aging, or artifacts, comeliness should be similarly affected
on a point-for-point basis (a loss of one point of charisma equals one
point of comeliness equally lost).

+18 to +21: The beauty of the character will cause heads to turn andhearts to race. Reaction for initial contact is at a percent equal to 150%of comeliness score. Individuals of the opposite sex will be affected as
if under a fascinate spell unless their wisdom exceeds two-thirds of thecharacter’s comeliness total. Individuals of the same sex will do likewise
unless wisdom totals at least 50% of the other character’s comelinessscore. Rejection of harsh nature can cause the individual rejected to havea reaction as if the character had a negative comeliness of half the actual(positive) score.

In addition to the adjustment to comeliness based on charisma score,characters of certain races must take an additional adjustment to theircomeliness scores. This racial adjustment applies only when the reactionof characters of other races is concerned, in similar fashion to the waythat racial adjustments for charisma apply only to those of other races.
The penalties and bonuses are these:+22 to +25: The stunning beauty and gorgeous looks of a character withso high a comeliness will be similar to that of those of lesser beauty(17-21), but individuals will actually ﬂock around the character, follow
him or her, and generally behave so foolishly or in some manner so as toattract the attention of the character. The reaction adjustment is double
the score of comeliness: i.e., 22 comeliness equals +44%. Fascinatelike power will affect all those with wisdom of less than two-thirds thecomeliness score of the character. If an individual of the opposite sex
is actually consciously sought by a character with comeliness of 22-25,
that individual will be effectively fascinated unless his or her wisdom is
18 or higher. Rejection is as above.

Half-orcs: −3
Dwarves, gnomes, dark elf males: −1
Halﬂings*, humans*, wild elves, valley elves: 0
Half-elves*, sylvan elves*, dark elf females: +1
Gray elves*, high elves*: +2*—Treat the indicated pair on each line as being of the same race forpurposes of effective comeliness; e.g., halﬂings are just as attractive (or repulsive) to humans as humans are to each other,and vice versa.

+26 to +30: Unearthly beauty of this sort can be possessed only by creatures from other planes — demi-gods and demi-goddesses and deities
of unusual sort. Reaction adjustment is double comeliness score. Fascinate-like power is effective on all except those with wisdom equal to atleast 75% of comeliness, except that 19 or higher wisdom always allows
a saving throw versus the power. An individual of the opposite sex who
is consciously sought by the possessor of such unearthly beauty andcomeliness will always be under the “spell” of the individual with such
beauty unless he or she has wisdom of 20 or more.

Comeliness will have the following effects on creatures of human sort.
(This category includes, but is not necessarily limited to, humans, demihumans, humanoids, giant-class, and bipedal creatures of human-likeform and motivation.)−16 or lower: Those viewing a character with comeliness this low are repulsed and horriﬁed, so as to turn away or attempt to destroy the creature
so offensive to the sight. If the individual with low comeliness is powerful,
the reaction will tend toward escape, or reinforcement of previously determined awe (horror) reaction. If both viewer and creature are of evil alignment, the effect is that of a positive comeliness of the same total.

The fascinate-like power of high comeliness is similar to the 2nd-levelillusionist spell of the same name. Those subject to this power will be
captivated by the user, and treat him or her as a trusted friend, mentor,
and companion. A saving throw versus spell will negate the effect but if
the comeliness is not magical in nature, then dispel magic, anti-magic
spells, and similar spells will not affect the fascination effect.

−15 to −9: Disgust, evidenced by a tendency to look away, revile theindividual, and act hostile in general. Under no circumstances will thischaracter be accepted by the viewers unless all are of evil alignment, sothat the negative comeliness can be regarded as positive.

Fascinated creatures will follow the orders of characters with high comeliness, provided a roll of 3d6 does not exceed the comeliness of thecharacter. Requests that are not in the best interest of the creature get
a +1 to the die, while those that are hazardous can gain up to +6 or
higher on the die roll. If the roll is higher than the user’s comeliness, thefascinate-effect is broken.

−8 to 0: Aversion and a desire to be away from so ugly a creature will beevidenced by all viewers. If given an excuse, those near the individual
will be hostile and openly aggressive; otherwise they will merely tend
toward rejection.

If a once-fascinated creature has been badly treated and breaks free of
this enrapturement, the creature will react as if the character’s comeliness
was a negative amount. If the creature has been well treated, it may still
be friendly to the character even after the fascination has worn off.

+1 to +6: As such an individual is simply ugly, the reaction evidenced
will tend toward unease and a desire to get away from such brutishness
as quickly as possible. If given the opportunity, the character’s charisma
can offset ugliness, but this requires a fair amount of conversation andinteraction to take place.

The effect of one’s comeliness upon others is temporary; once a character is known to other characters or creatures, its effect is negated, andcharisma is used to determine reactions and followers. In this way characters of high comeliness and low charisma may attract interest, but not
long-term followers and allies (beauty being only skin deep).

+7 to +9: The homeliness of the individual will be such that initial contact will be of a negative sort. This negative feeling will not be strongly

6CHARACTER ABILITIES (COMELINESS)
The effects of the fascinate power do not affect the abilities of the individual with respect to ﬁghting, casting of spells, etc., and in no way
reduces the subject character to a zombie-like state, a puppet for thehigh-comeliness character. Actions performed by a character while fascinated may affect alignment (though they would have a good addition
to the comeliness check, say +3 or +4).

Illusion-based spells such as change self and alter self will raise or lower
comeliness by a maximum of 1 point, no matter what the ﬁnal form is. Illusions of characters or creatures with high comeliness are effective only
for a single round, as the nature of the fascinate is such that the character
affected concentrates more fully on the illusion, weakening its effectiveness. Polymorphed ﬁgures raise or lower comeliness by 2 points from theoriginal, due to subtle social clues that are not visual but still perceived,
while shapechange confers full comeliness effects of the ﬁnal form.

Magic can mildly and temporarily affect the comeliness of a creature.

CHARACTER RACES
As will be evident from the tables and text that follow, new opportunities abound for player characters in the AD&D game. Players have 15
racial types and 13 classes and sub-classes (not including the bard) tochoose from when creating their characters, and each allowable class/race

combination has qualities that set it apart from all others. And, of course,
the Dungeon Master will be quick to notice that all of these possibilities
are equally open to the non-player characters which populate the campaign world that he or she has designed.

CHARACTER RACE TABLE I.: CHARACTER CLASS LIMITATIONS
CharacterClass
CAVALIER
Paladin
CLERIC
Druid
FIGHTER
BarbarianRangerMAGIC-USER
Illusionist
THIEF
Acrobat
Assassin
MONK
BARD

Racial Stock of Character–––––––––––––––––– Dwarves –––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– Elves ––––––––––––––––––––––––––––––––––––––––––––––––––––––
Gray
Hill
Mountain
Dark
Gray
High
Valley
Wild
Wood
no
no
no
yes
yes
yes
no
no
no
no
no
no
no
no
no
no
no
no
yes
yes
yes
yes
yes
yes
yes
no
yes
no
no
no
no
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
no
no
no
no
no
no
no
no
no
no
no
no
yes
yes
yes
yes
no
yes
no
no
no
yes
yes
yes
yes
no
yes
no
no
no
no
no
no
no
no
no
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
no
no
no
no
no
no
no
no
no
no
no
no
no
no
no
no
no
no

CharacterClass
CAVALIER
Paladin
CLERIC
Druid
FIGHTER
BarbarianRangerMAGIC-USER
Illusionist
THIEF
Acrobat
Assassin
MONK
BARD--------------- Gnomes --------------Deep
Surface
no
no
no
no
yes
yes
no
no
yes
yes
no
no
no
no
no
no
yes
yes
yes
yes
yes
yes
yes
yes
no
no
no
no

HalfHalﬂings
HalfElves
(All)
Orcs
yes1
no
no
yes1
no
no
yes2
yes
yes
yes
yes
no
yes
yes
yes
no
no
no
yes2
no
no
yes2
no
no
no
no
no
yes
yes
yes
yes
yes
yes
yes
no
yes
no
no
no
yes
no
no
1: If of dark, gray, or high elf descent
2: Except for those of wild elf descent

Humans
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes

Alignment
Requirements
Any non-evil at start
Lawful good only
Any
True neutral only3
Any
Any non-lawful
Any good4
Any
Any
Any non-good at start
Any non-good at start
Any evil at start
Any lawful
Any neutral
3: Possibly with good tendencies
4: Possibly with neutral tendencies

Notes Regarding Character Race Table I:
Character Class names are shown in capital letters if the class is major; sub-classes are shown with the ﬁrst letter capitalized only.
All of the racial varieties and strains available for player characters are listed alphabetically according to major type, and then alphabetically withineach major type for the sub-races thereof. An exception is made for halﬂings, where stout, tallfellow, and hairfoot halﬂings are grouped under one
heading because each strain of that race has the same class limitations. Although the limitations are the same for all strains within the major races of
dwarves and gnomes, each variety is listed separately to emphasize the fact that player characters can now be of any one of those ﬁve sub-races.
A “no” indicates that the race cannot become the character class in question. A “yes” indicates that the race is able to become the character classin question.
The column for Alignment Requirements applies to members of all races, not only to those races listed in the bottom section of the table.

7

CHARACTER RACESCHARACTER RACE TABLE II.: CLASS LEVEL LIMITATIONS
How to use this table: The new class level limitations for non-human player characters depend not only on the race and class of the character,but also on the ability score(s) he or she possesses in the characteristic(s) which are vital to the class in question. Accordingly, the table has beenredesigned and divided into sub-tables for each race. In each sub-table, class and ability score are cross-referenced to ﬁnd the maximum level attainable by a character of that class who possesses the ability score in question.
The ability scores given in the left-hand column of each chart pertain to different characteristics, varying according to the class of the character.
For ﬁghters, rangers, and assassins, the score refers to strength; for magic-users and illusionists, intelligence; for clerics and druids, wisdom; forthieves, dexterity. The level limits for rangers, assassins, and druids may be governed by ability scores other than the primary one listed above; these
special cases are covered in footnotes for each sub-table where they apply.
The designation “U” denotes unlimited level advancement for a character of the appropriate race and class — either effectively without limit (forthieves and clerics), or up to the highest level attainable in the class (for druids and assassins). The cavalier class is not listed on the tables for elvesand half-elves, and the bard class is not listed on the table for half-elves, because level advancement in either of those classes is unlimited for any
character with the requisite ability scores to qualify for the class.
Note that in many cases, the ability scores given exceed the normal limits for beginning characters. This is to allow for characters who have increased their ability scores beyond normal limits by some magical means, such as wish spells or the use of magical tomes and librams or certain
artifacts and relics. The gaining of ability scores higher than those given on the table — which should not be possible except in the most extraordinary of circumstances — does not raise any level limit beyond what is shown here. If a character’s ability score is lower than the ﬁrst entry givenon the appropriate table, then the level limit for that character is the same as the lowest level shown on the table; for example, a dwarven assassinwith strength of 14 or less can attain 9th level in that class.
Important: The level limits given and implied in the sub-tables may be exceeded by 2 in all cases where (a) the character is single-classed and (b)the class in question could be a multi-classed choice for that character. Examples: A hill dwarf ﬁghter/cleric with 18 strength can advance only to
the 8th level as a ﬁghter, while a hill dwarf with the same strength who was a ﬁghter only could advance as high as 10th level. A hill dwarf cleric/ﬁghter with 14 strength can attain 6th level as a ﬁghter; if the character were single-classed as a ﬁghter, he or she could advance to the 8th level inthat class. A half-elf cleric/ranger with 18/90 strength, 18 intelligence, 18 wisdom, and 18 constitution can attain 9th level in the ranger class, but ahalf-elf ranger with the same ability scores can rise as high as 11th level in the class. A hill dwarf assassin is restricted to the level limits shown on
the table, since a hill dwarf cannot be both a multi-classed character and an assassin.
TABLE II.A.: DWARVES
Ability
Score
15
16
17
18
18/99
18/00
19
20
21

Cleric
(All)
8
9
10
11

13
16
16

TABLE II.B.: GNOMES----------- Fighter ----------Hill
Mtn/Gray
6
7
6
7
7
8
8
9
8
9
9
10
10
11
12
13
15
16

Thief
(All)
U
U
U
U

U
U
U

Ability
Score
15
16
17
18
18/50
18/75
18/99
19
20
21

Assassin
(All)
9
9
9
9
111
122
122
122
122

1: Intelligence 18 and dexterity 19 also required.
2: Intelligence 19 and dexterity 19 also required.

Cleric
(All)
7
8
9
10

12
14
14

Fighter
(All)
5
5
5
5
6
7
8
9
9
9

Illusionist
(All)
6
6
6
7

Thief
(All)
U
U
U
U

8
10
13

U
U
U

Assassin
(All)
8
8
8
8
91
102
102
102
102
102

1: Intelligence 18 and dexterity 18 also required.
2: Intelligence 19 and dexterity 19 also required.

TABLE II.C.: ELVES
Ability
Score
12
13
14
15
16
17
18
18/75
18/90
18/99
18/00
19
20
21

------------------- Cleric ------------------Dark
Dark
All
Males
Females
Others
4
U
7
5
U
7
6
U
7
7
U
7
7
U
8
7
U
9
7
U
10

7
7
7

U
U
U

11
12
12

----------- Druid ----------All
Wild
Others
10
U
10
U
10
U
10
U
10
U
10
U
U
111

121
141
172

---------------------------------------------- Fighter ---------------------------------------------Dark
Dark
Males
Females Gray/High
Valley
Wild
Wood
7
9
5
5
7
6
8
10
5
5
7
6
9
11
5
5
7
6
10
12
5
5
7
6
10
12
5
5
7
6
10
12
5
5
7
6
10
12
6
6
8
7
10
12
7
6
8
8
10
12
8
8
10
9
10
12
9
9
11
10
10
12
10
10
12
11
10
12
11
11
13
12
10
12
11
13
13
14

U
U
U

1: Charisma 18 also required.
2: Charisma 19 also required.

8

CHARACTER RACESTABLE II.C: ELVES (Continued)
Ability
Score
17
18
18/01
18/51
18/76
18/99
18/00
19
20
21
22

------------------------------------------ Magic-User -----------------------------------------Dark
Dark
Gray
High
ValleyWood
Males
Females
12
5
11
10
11
9
12
5
11
10
11
9

13
15
18
18

7
9
11
11

12
13
15
18

11
12
14
17

12
13
15
15

Thief
(All)
U
U

10
11
13
13

U
U
U

Assassin(All)

Ranger
(All)

10
10
10
10
115
126
126
126

6
71
92
103
103
103
124
144

1: Intelligence 15 and wisdom 15 also required. If both of those scores are greater than 15, the character may attain 8th level.
2: Intelligence 16 and wisdom 16 also required.
3: Intelligence 17 and wisdom 17 also required.
4: Intelligence 18 and wisdom 18 also required.
5: Intelligence 18 and wisdom 19 also required.
6: Intelligence 19 or wisdom 19 also required.
TABLE II.D.: HALF-ELVES
Ability
Score
15
16
17
18
18/90
18/99
18/00
19
20

ClericDruidFighter

RangerM-U

Thief

Assassin

5
6
7
8

U
U
U
U

U
U
U
U

U
U

6
6
7
8
91
101
112
153
153

7
7
7
8

10
12

6
6
7
7
8
9
10
11
13

8
8

U
U

11
11
11
11
11
11
11
11
11

1: Intelligence 18, wisdom 18, and constitution 18 also required.
2: Intelligence 18, wisdom 18, and constitution 18 also required. If both wisdom andconstitution are greater than 18, the character can attain 12th level. If both are
greater than 19, the character can attain 14th level.
3: Intelligence 19, wisdom 19, and constitution 19 also required.

TABLE II.F.: HALF-ORCS

TABLE II.E.: HALFLINGS
Ability
Score
15
16
17
18
18/50
18/90
19
20

Cleric
(All)
4
4
5
6

Druid
(All)
61
72
93
114

8
10

135
135

----------------- Fighter ----------------Hairfoot
Stout Tallfellow
4
5
6
4
5
6
5
6
7
5
6
7
6
7
8
7
8
9
8
9
10
8
9
10

Thief
(All)
U
U
U
U

U
U

1: Charisma 15 also required.
2: Charisma 15 also required. If charisma is 16 or greater, the character can
attain 8th level.
3: Charisma 16 also required. If charisma is 17 or greater, the character can
attain 10th level.
4: Charisma 17 also required. If charisma is 18 or greater, the character can
attain 12th level.
5: Charisma 19 also required.

Ability
Score
14
15
16
17
18
18/99
18/00
19
20
21

Cleric
4
5
6
7
7

7
7
7

Fighter
10
10
10
10
10
10
11
12
14
17

Thief
8
9
10
11
11

Assassin
U
U
U
U
U

11
11
11

U
U
U

CHARACTER RACE DESCRIPTIONSThe expanded/revised character race tables show all of the racial varieties that are now open to player characters. In summary, player characterdwarves are no longer limited to being hill dwarves or mountain dwarves;

elves can be other than high elves; and gnomes are not restricted to being “surface gnomes.” The special characteristics of the additional subraces are given on the following pages.

9CHARACTER RACES (DWARVES)
Dwarves:of high elves, including resistance to sleep and charm, extra bonuses
when wielding sword or bow, infravision, silent movement, and detectionof secret and concealed doors. They speak elvish, common, treant, andthe tongue of woodland mammals (much as gnomes may communicate
with burrowing mammals), but no other languages to start with. They
receive a bonus of +1 to the initial dice roll for strength (but the normal
maximum of 18 still applies), and must take a −1 penalty to their initiallygenerated score for intelligence. Wood elves are more reserved thangray elves, and do not mix with the organized societies of other races
on a regular or recurring basis. Wood elves have fair complexions, withhair color ranging from copper red to blonde and eyes of light brown,
light green or hazel.

Gray dwarves, also known as duergar, are usually found only in the subterranean depths of the earth. While the majority of the members of thissub-race are of lawful evil alignment (with neutral tendencies), player
characters who are gray dwarves may be of any alignment. Duergar are
thinner than other dwarves, and their skin and hair color ranges frommedium gray to dark gray.
Just as their kindred, gray dwarves may be ﬁghters, clerics, or thieves,and as thieves may also enter the assassin subclass or the acrobat split
class. Gray dwarves may be multi-classed as ﬁghter/clerics, ﬁghter/thieves, cleric/thieves, or cleric/assassins.

Wild elves, or grugach, shun outsiders even more fervently than otherelves, and are xenophobic even with regard to other elven races. They
have the standard elven characteristics of resistance to sleep and charm,bonuses “to hit” with bow and sword, infravision, moving silently, anddetection of secret and concealed doors. Most of them speak the elvish
language exclusively, though a player character grugach may know someof the common tongue as well. Wild elves are very strong, receiving a +2
bonus to the dice roll for strength (up to a maximum of 18). Wild elvesdeal with other woodland creatures as if an animal friendship spell wasin operation. Grugach can set pits, snares, and natural traps with a 90%
chance of success. As shown on Character Race Table I, grugach are
more limited than other elves in the class(es) they can practice; they can
only be druids, ﬁghters, or thieves (including assassin and acrobat), andcan only be ﬁghter/thieves if multi-classed. They are similar in appearance to wood elves, but are smaller, thinner, and very fair.

Player character gray dwarves are non-magical in nature, just as theirsurface-dwelling cousins are, and as such gain the same bonuses totheir saving throws versus magical attacks by rod, staff, wand, or spell(+1 per each 3½ points of constitution score). Gray dwarves are also
unaffected by illusion spells and immune to all paralyzation attacks andnon-natural (i.e., magical or alchemical in origin) poisons. They receivea saving throw bonus versus natural poison just as other dwarves do, ofthe same amount as their magical-attack bonus.
Gray dwarves speak the dwarvish language, and in addition speak “undercommon,” a trade language of the empires and communities deep
beneath the earth. They also speak their alignment language and a maximum of two other languages, regardless of intelligence.
Duergar have infravision with a 12˝ range. They also have the standard
dwarvish abilities for detecting grade, slope, new construction, sliding
walls, traps, and depth underground, and have the combat abilities ofother dwarves in ﬁghting creatures such as ogres, trolls, ogre magi, giants, and titans. They do not gain the other dwarves’ combat advantage
when attacking half-orcs, goblins, hobgoblins, or orcs, since their background does not include a history of animosity against these creatures.

Valley elves are thought to be an offshoot of the gray elves, and have all
powers and abilities of that sub-race, plus the ability to speak the gnomish
language. Valley elves are unusually tall, some of them growing to the heightof humans. They are shunned by other elven sub-races, who do not consider them “true elves.” The name of valley elves is derived from the Valleyof the Mage, where the sub-race is headquartered in the WORLD OF GREYHAWK™ Fantasy Game Setting, but valley elves are equally at home in any
similarly far-removed section of the world free of other elvish inﬂuences.

Gray dwarves move very quietly when they want to, able to surprise
others on a 3 in 6 chance (when alone or in the company of others of
their race), and are themselves surprised only 1 time in 10. Not all player
character duergar have psionic ability. They do, however, have twice theusual chance of being psionic (double all bonuses for intelligence, wisdom, and charisma) if psionics are used in the campaign.

Dark elves, also known as drow, are the most divergent of the elven subraces. Their form similar to that of other elves, but their skin color is theinky black of a moonless night and their hair is normally pure white or silver. Classes open to dark elf player characters are cleric, ﬁghter (including
ranger), cavalier, magic-user, and thief (including thief-acrobat and assassin). Males and females of this sub-race differ in the maximum level attainable in the cleric, ﬁghter, and magic-user classes. Drow are generally eviland chaotic in nature, though player characters are not required to be so.

Gray dwarves live most of their lives deep beneath the surface of theearth. They will not venture forth into the surface world except at night oron the gloomiest of overcast days. Daylight, and spells such as continual
light, affect duergar as follows: Their enhanced ability to gain surprise isnegated, the character’s dexterity is effectively reduced by 2 for the duration of the exposure (with all penalties to armor class, thieving abilities,
etc., applicable), all their attacks are made at −2 “to hit,” and any opponents’ saving throws versus gray dwarf attacks are made at +2. If the graydwarf is located in darkness or deep shadow but is attacking creatures
illuminated by a light source, surprise ability and dexterity are normal, but
the character’s attacks are at −1 “to hit,” and opponents’ saving throws
versus any such attacks are at +1. The relatively dim light given off bysuch sources as torches, lanterns, magic weapons, light spells, and faerie
ﬁre spells does not adversely affect a gray dwarf.

A dark elf player character is considered an outcast from his or her homeland deep within the earth, whether by matter of choice, alignment, or
merely being on the losing side of some family-wide power struggle. As
such, drow characters do not have immediate access to the weaponry,armor, cloaks, and poisons that are normally found in the possession of
non-player characters of this sub-race. The 50% magic resistance possessed by NPC dark elves is likewise not a property of player characters,
who have abandoned their homeland; it is likely that this power is theresult of extended dabbling in the dark arts as well as the effects of theirenvironment. Once having made the decision to embark upon an adventuring career, a drow player character can never regain this magic resistance short of the use of wish spells or similar magics, but can still rise inpower and dominate fellow dark elves. Outcast dark elves do retain thecustomary elven resistance to charm and sleep, and they receive a bonusof +2 to all saving throws versus magical effects.

Elves:
Gray elves are members of a rare race that shares all of the abilities of highelves, including resistance to sleep and charm, ability with sword and bow,
infravision, detection of secret and concealed doors, and ability to movesilently when alone. The two sub-races share the same languages. Grayelves receive a +1 bonus to their dice roll for intelligence, giving beginningplayer characters a maximum score of 19 in this ability. Gray elves are notas common as high elves, and do not normally associate with humanoids
other than elves for long periods. They are thinner than high elves, with haircolor of silver or gold and eyes of amber and violet.

Dark elves do not gain the combat bonuses of the surface elves with regard to sword and bow, but may ﬁght with two weapons without penalty,
provided each weapon may be easily wielded in one hand. They cannot
use a shield when performing this type of combat, but may use a spiked
buckler as one of their two weapons.
Drow can speak the common tongue, the language of “undercommon” (a trade language of those who dwell beneath the earth), plus

Wood elves, also known as sylvan elves, have abilities similar to those10

CHARACTER RACES (GNOMES)
the elvish and gnomish languages, as well as other languages up to thelimit prescribed by intelligence score. In addition, all dark elves “speak”
the silent tongue of subterranean dwellers, a language of complex handsignals and gestures, combined with facial expressions and body language. The range of communication in this silent tongue is only 30´, but it
is as informative as any other language within that range. Only the drow
may fully master this tongue, though other races may be taught its basic
signs and symbols.

When a deep gnome becomes a player character, he or she forfeits
some of the beneﬁts that derive from close association with the Elemental Plane of Earth, as described above. However, deep gnomes
who are not illusionists do retain the innate ability of svirfneblin to summon an earth elemental once per day. When a non-illusionist reaches
6th level in any class, he or she can perform this feat in a fashion similar
to the magic-user spell conjure elemental. The type of creature summoned, if any, is determined by rolling d20 and referring to the following
table:

Dark elves have infravision out to a 12˝ range. The base movement rateof female drow is 15˝, while that of male drow is 12˝. Drow have the ability to detect secret and concealed doors just as other elves can, andthey can also detect new construction, stonework traps, sliding walls,
and depth underground as do dwarves. Dark elves can move silently
in the same manner as other elves, under the same conditions, and are
surprised only on a 1 in 8 chance.

Die Roll
1
2-6
7-10
11-15
16-18
19-20

All dark elves have the innate ability to use the following magic spells
once per day: dancing lights, faerie ﬁre, and darkness, 5´ radius. Upon
attaining 4th level in any class, dark elves gain the ability to cast detect
magic, know alignment, and levitate, also once per day. Females of 4th
level or higher also can use clairvoyance, detect lie (or its reverse), suggestion, and dispel magic, each once per day.

Result24 HD earth elemental
16 HD earth elemental
12 HD earth elemental
8 HD earth elemental
xorn
summoning fails, may not be attempted again that day

Player character deep gnomes may use the following spell-like abilities
once per day: blindness, blur, and change self, as if cast by an illusionistof the same level as the character’s highest level. A deep gnome alsoradiates non-detection as the spell, though this applies only to the individual alone and does not affect an area.

Ability scores for drow characters may be generated either by normalmeans, or by the method described on page 34 of the FIEND FOLIO™
Tome, at the option of the DM. If the latter method is used, the adjustments to initial dice rolls for elves given in the “Penalties and Bonuses forRace” section (Players Handbook, page 14) do not apply.

Svirfneblin have infravision out to a range of 12˝, but ultravision of onlya 3˝ range. In bright light their vision (of all sorts) is reduced to 3˝, andthey must take a penalty of -1 “to hit” when ﬁghting opponents in suchilluminated conditions. Player character deep gnomes can be surprised
only on a 1 in 12 chance, and can surprise others on a 9 in 10 chance ifthey are alone or in the company of other deep gnomes and not wearing bulky armor. Player character deep gnomes do not have psionicabilities.

Drow are affected by light in the same manner as gray dwarves (seeabove). They will prefer to travel either at night or in gloomy, overcast
conditions when they venture out into the surface world.

In melee combat, deep gnomes gain a bonus of +1 on rolls “to hit” anddamage when attacking drow and kuo-toa, which are enemies of theirrace just as goblins and kobolds are enemies of surface gnomes. The
deep gnomes gain the same beneﬁts as surface gnomes when attacked
by giants, bugbears, ogre magi, ogres, trolls, or titans.

Gnomes:Deep gnomes, also known as svirfneblin, are members of a breed ofgnome that lives deep beneath the surface of the earth. They can be of
any class or combination of classes that is permitted to surface-dwellinggnomes. Deep gnomes who are not illusionists gain special abilities athigh levels. Deep gnomes are more muscular than their above-groundcousins, their gnarled skin ranging from medium brown to grayish brownin color. They have gray eyes.

Half-Elves:
Half-elves of high elven ancestry are fully described on page 17 of thePlayers Handbook. Those descended from gray, wood, and valley elves
have similar abilities and restrictions. Because wild elves do not trust
humans any farther than they can toss them, no instances are known ofhalf-elves descended from grugach stock. Half-elves of drow descentretain their elf parent’s disadvantages with regard to light, but have noneof the special advantages of full-blooded drow, and are looked upon as
outcasts by the dark elf population.

Deep gnomes have the standard gnomish abilities with regard to detection of slopes and unsafe walls, and determining depth and direction
underground. In addition, they have a 60% chance of being able to camouﬂage themselves against surrounding natural rock deep underground,remaining effectively invisible until they move, attack, or take some otheraction which negates invisibility.

Halﬂings:
Player character deep gnomes must be male, since no females of thissub-race have ever been known to take up adventuring careers. Player
character deep gnomes do not possess the innate magic resistanceof non-player character svirfneblin, but do gain a +2 bonus on saving
throws versus poison and a +3 bonus on all other saving throws. Just asothers of this sub-race, the deep gnome player character is immune tothe effects of illusions and phantasms. Unlike non-player characters of
this sub-race, player character svirfneblin do not automatically improvein natural armor class as they progress in levels. The reasons why player
character deep gnomes lose certain abilities may be similar to why thishappens to dark elves (see above).

The three sub-races of halﬂing — stout, hairfoot, and tallfellow — aredescribed in general on page 17 of the Players Handbook. Differencesin class level limits for the three sub-races are given on Character Race
Table II in this text. For the purposes of level advancement and abilities,
consider those of mixed blood to be stouts.

Half-Orcs:
Half-orcs are described on page 17 of the Players Handbook, as amended by the information on the tables in this text.

Humans:Deep gnomes speak their own tongue, which is related to the gnomish
tongue spoken by surface dwellers of the race. They can know otherlanguages depending on intelligence, with emphasis on tongues spoken
beneath the earth. Player character deep gnomes cannot converse withcreatures from the Elemental Plane of Earth, unless the character has
such a language as one of the tongues that he or she has speciﬁcallylearned, and player characters are just as likely to be attacked by creatures from the Plane of Earth as are members of any other race.

Humans are the dominant race in the AD&D game universe, having nolimits on what classes they can practice or how high a level one canattain. Note that human player characters, and only humans, may becreated using a special character generation method (presented in thisbook) which allows the player to select the character’s class before anyof his or her ability scores are determined.

11

CHARACTER RACESRACIAL PREFERENCES TABLE
Basic Acceptability of Racial Type
Race
DWARF
Gray (DG)
Hill (DH)Mountain (DM)

DG

DH

DM

ED

EG

EH

EV

EWi

EWd

GD

GS

½E

HH

HS

HT

½O

H

P
A
A

A
P
G

A
G
P

G
H
H

H
A
A

H
A
A

H
A
A

H
A
A

H
A
A

A
N
T

A
G
T

N
N
N

N
T
T

T
G
G

N
G
T

N
H
H

N
N
N

ELF
Dark (ED)Gray (EG)High (EH)
Valley (EV)
Wild (EWi)
Wood (EWd)

G
A
A
A
A
A

A
A
A
A
A
A

A
A
A
A
A
A

P
H
H
A
H
H

H
P
G
N
N
G

H
G
P
N
N
G

A
A
A
P
A
A

H
T
N
N
P
N

H
G
G
N
N
P

H
N
T
G
A
N

A
T
T
G
A
N

A
G
G
T
A
G

A
T
T
N
A
T

A
T
T
N
A
T

A
G
G
T
N
G

T
A
A
A
A
A

N
N
N
A
A
N

GNOME
Deep (GD)
Surface (GS)

A
A

N
G

T
G

H
A

N
T

N
T

T
G

N
N

N
N

P
G

G
P

N
T

T
G

T
G

T
G

A
H

N
N

HALF-ELF* (½E)
Dark descent
Any other

T
N

N
N

N
N

G
A

A
G

A
G

N
G

A
A

A
G

A
N

N
T

**
P

A
N

A
N

A
T

T
A

N
T

HALFLING
Hairfoot (HH)
Stout (SH)
Tallfellow (TH)

N
T
N

T
G
T

T
G
T

A
A
N

T
T
G

T
T
G

N
N
T

N
N
T

T
T
G

N
T
N

T
T
T

N
N
G

P
P
P

P
P
P

P
P
P

N
N
N

T
N
N

HALF-ORC (½O)

N

H

H

N

A

A

A

A

A

A

H

A

N

N

A

P

T

HUMAN (H)

N

N

N

N

N

N

N

N

N

N

N

T

N

N

N

N

P

Notes on the Racial Preferences Table:
Column headings are abbreviations for racial types, reading from left
to right in the same order that the table entries are given from top
to bottom. The entries in a certain row represent how members ofthat race or sub-race generally view characters of each race. Somerelationships are not reciprocal; for instance, dark elves regard all halﬂings with antipathy, while tallfellow halﬂings are generally neutral intheir feelings about dark elves.

N:

indicates that the race is thought of neutrally, when it is thoughtof at all, although some suspicion will be evident.

A:

indicates that the race will be greeted with antipathy.

H:

indicates a strong hatred for the race in question.

P:

indicates that the race is generally preferred, and dealings withmembers of that race will be reﬂected accordingly.

G:

indicates that considerable goodwill exists toward the race.

* With regard to the reactions of races other than elves, half-elves are
considered as a speciﬁc racial type. However, elves will react to halfelves as if the half-elf were either a half-elf or a full-blooded elf of thesame racial type as the half-elf’s non-human ancestor, whichever isthe more negative reaction.

T:

indicates that the race is viewed with tolerance and generally
accepted, if not loved.

** Preference for half-elves of dark descent, hatred of all other halfelves.

CHARACTER CLASSES (Descriptions, Functions, Levels)
CHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL LIMITClass of
Character
CAVALIER
Paladin
CLERIC
Druid
FIGHTER
BarbarianRangerMAGIC-USER
Illusionist
THIEF
Acrobat
Assassin
MONK
BARD

Hit Die
Type
d101
d101
d8
d8
d10
d12
d83
d4
d4
d6
d6
d6
d46
d6

Maximum No. of
Hit Dice
10
9
9
15
9
8
10 (+1)3
11
10
10
12
15
17 (+1)6
10

Spell Ability
no
yes2
yes
yes
no
no
yes4
yes
yes
no5
no
no5
no
yes

12

Class Level Limit
none
none
none
23 (Hierophant of the Cabal)
none
none
none
none
none
none
none
15 (Grandfather of Assassins)
17 (Grand Master of Flowers)
23 (Master Bard 23rd)

CHARACTER CLASSES
Notes Regarding Character Classes Table I.:
1: The cavalier and the paladin have a hit-point range of 4-13 points at 1st level, generated by either 3d4 + 1 or d10 + 3 depending upon the social
standing of the character at the start of his or her career. See the description of the cavalier class hereafter for particulars.
2: Starting at 9th level, the paladin gains clerical spell ability, and may eventually cast spells of up to the 4th level of power.
3: The ranger begins with two eight-sided hit dice (2d8) and thereafter goes up one die per level, to a maximum of 11 hit dice at the 10th level ofexperience.
4: Starting at 8th level, the ranger gains druidic spell ability, and may eventually cast druidic spells of up to the 3rd level of power. Starting at 9th
level, the ranger gains magic-user spell ability, and may eventually cast magic-user spells of up to the 2nd level of power.
5: Thieves of 10th level or higher and assassins of 12th level or higher gain the ability to read magic-users’ (and illusionists’) spells from scrolls.
6: The monk begins with two four-sided hit dice (2d4) and thereafter goes up one die per level, to a maximum of 18 hit dice at the 17th level ofexperience.
CHARACTER CLASSES TABLE II: ARMOR AND WEAPONS PERMITTEDClass of
Character
CAVALIER

Armor
any1

Shieldany

Weapons
any1

Paladin

any1

any

any

any

leather or padded

woodenCLERIC
Druid
FIGHTER

Oil
no2

Poisononly if evil

any1

no2

never

club, ﬂail, hammer, mace, staff, lasso, sap, staff sling

yesonly if evil

aklys, club, dagger, dart, garrot, hammer, lasso, sap, sling,scimitar, spear, staff, staff sling, sword (khopesh), whip

yes

DM’s option

any

any

any

yes

DM’s option

Barbarian

any3

any

any

yes

DM’s option

Ranger

any

any

any

yes

DM’s option

MAGIC-USER

none

none

caltrop, dagger, dart, knife, sling, staff

yesDM’s option

Illusionist

none

none

caltrop, dagger, dart, knife, sling, staff

yesDM’s option

leather, studded
none
leather, padded, or
elﬁn chain4

bow (short), caltrop, club, crossbow (hand), dagger, dart,
garrot, knife, sap, sling, sword (broad), sword (falchion),sword (long), sword (short)

yesDM’s option

Acrobatas thiefnone

as thief, plus lasso and staff

yesDM’s option

Assassinas thief

any5

any

yes

yes

MONK

none

none

aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow(any), dagger, garrot, javelin, jo stick, knife, lasso, pole arm(any), sap, spear, staff, sword (falchion)noDM’s option

BARD

none
leather, studded
leather, padded,
ring mail, elﬁn
chain, or magicalchain mailclub, dagger, dart, garrot, javelin, knife, lasso, sap, scimitar,sling, spear, staff, sword (bastard), sword (broad), sword(falchion), sword (long), sword (short)yes

only if evil

THIEF

Notes Regarding Character Classes Table II:
1: A cavalier or a paladin will not wear leather, padded, or studded leather armor, because such garb is beneath the character’s station. Similarly, acavalier or a paladin will not use pole arms, missile weapons, or other types of arms that are commonly associated with the lower social classes.
See the description of the cavalier class hereafter for particulars.
2: The use of oil in personal combat is unacceptable to the cavalier and the paladin, but such characters may use oil in siege warfare.
3: A barbarian can wear any sort of armor, but does not gain the full beneﬁt of the dexterity bonus of the class if the armor worn is of the bulky or
fairly bulky variety.
4: A thief attired in anything other than leather armor must take adjustments to his or her chances of success in performing certain thieving functions.
See Thieves Table II hereafter for particulars.
5: An assassin cannot use a shield during a melee round in which the character is engaged in an act of assassination.
General notes: Weapons not permitted to a character of a certain class may be picked up and used, but the non-proﬁciency penalty for that classwill always apply (using the most severe penalty applicable for multi-classed characters) — and such non-permitted weapons may not be kept
and carried by the character for use later.
Characters of under 5v in height cannot effectively employ a long bow or any weapon over 12v in length. Likewise, characters of less than 100
pounds body weight cannot use a heavy crossbow, any pole arm weighing more than 200 gp, or a two-handed sword. These prohibitions override the stipulation in the preceding note; the non-proﬁciency penalty is immaterial, since these weapons cannot be wielded at all.

13

CHARACTER CLASSES (CAVALIER)
THE CAVALIER
The character class of cavalier has no prime requisite, and as a result
cavaliers do not gain experience-point bonuses for superior abilities. A
cavalier must have minimum ability scores of 15 in strength, dexterity, andconstitution, and scores of 10 in intelligence and wisdom. A cavalier character must initially be of good alignment (lawful good, neutral good, or
chaotic good). The cavalier attacks and makes saving throws as a ﬁghter,but gains additional abilities with certain weapons and modiﬁers to certain
saving throws. Cavaliers and members of the paladin sub-class (see hereafter) are not entitled to the beneﬁts of weapon specialization.
In order to become a cavalier, a character must be in service to somedeity, noble, order, or special cause. The DM will determine if this requirement can be met within the limits of the campaign, and if it is properly
met by the cavalier character. The cavalier must always place honor,
bravery, and personal deeds in the forefront of his or her activity, andmust adhere to a code of chivalry (described below).
A cavalier character must be of proper social class, and is usually of
noble or aristocratic origin. Only those characters of Upper Class social
status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain
members of lower social classes may be so honored. Such a charactermust be sponsored by a higher authority of greater status, and begins
ﬁrst as a 0-level Horseman (a retainer for a Knight), then a 0-level Lancer,
and ﬁnally becomes a 1st-level Armiger of the cavalier class. The 0-level
Horseman starts at −1500 experience points and has 1d4 + 1 initial hit
points. The Horseman becomes a Lancer at −500 experience points
and gains another d4 roll for cumulative hit points. The Lancer becomesa 1st-level cavalier at 0 experience points, and gains another d4 in hit
points. In contrast, a character whose social standing qualiﬁes him or
her for immediate entrance into the cavalier class begins as a 1st-level
Armiger with 1d10 + 3 hit points. The character’s hit-point bonus for highconstitution (if applicable) is ﬁrst received at either Horseman or Armigerlevel, and is then applied to each additional hit die from second level on
as normal. The special abilities of the cavalier class are only gained when
the character attains Armiger status.
Humans, elves, and half-elves may become cavaliers. However, members of the latter two races cannot qualify unless they are of gray, dark, orhigh elf stock (or, for half-elves, descended from such stock) and unlessthey are from or sponsored by a noble house.
Cavaliers are not limited in which weapons they can use, but certain
weapons are preferred over others, such that a cavalier will seek proﬁciency in these weapons before learning other weapons. These weapons are the lance (required of the 1st-level Armiger), long sword, broad
sword, bastard sword, short sword, horseman’s mace, horseman’s ﬂail,
horseman’s military pick, dagger, scimitar, and javelin. In addition, elven and half-elven cavaliers will prefer to use a short composite bow.
Only after these weapons have been mastered may the cavalier become
proﬁcient in the use of other types. Weapons that deal out damage at
a distance (including pole arms, missile weapons, and the two-handed
sword) call into question the cavalier’s personal bravery, and as such are
avoided by all except the most powerful of cavaliers. The cavalier may
use these questionable weapons at normal non-proﬁciency penalties,
but their use may violate the character’s chivalric code.

— At 9th level, the cavalier is +2 “to hit” with either the broad sword,long sword, or scimitar (depending upon what was chosen at 3rdlevel).
— At 11th level, the cavalier is +2 “to hit” with the horseman’s mace,horseman’s ﬂail, or horseman’s military pick (depending upon what
was chosen at 5th level).
— At 13th level, the cavalier is +3 “to hit” with the lance, if used while
mounted.
At higher levels, the progression described above increases in a similar
fashion. The plus “to hit” does not apply to damage, and does not allow
the cavalier to hit creatures that can only be hit by magic weapons. Notethat the higher plusses must be taken in the same weapon as chosen
at lower levels, so that any cavalier has effectively three “weapons of
choice.” (A cavalier cannot be +1 with the long sword and +2 with thescimitar at 9th level, but would be +2 with the long sword if that was theweapon chosen at 3rd level.)

The cavalier gains bonuses “to hit” with certain weapons as he or she
advances in level. These “weapons of choice” and their attendant bonuses are:
— At 1st level, the cavalier is +1 “to hit” with the lance, if used while
mounted.
— At 3rd level, the cavalier is +1 “to hit” with either the broad sword,long sword, or scimitar (player’s choice).
— At 5th level, the cavalier is +1 “to hit” with either the horseman’smace, horseman’s ﬂail, or horseman’s military pick (player’s choice).
— At 7th level, the cavalier is +2 “to hit” with the lance, if used while
mounted.

The cavalier may make multiple attacks with a “weapon of choice” asif the character were 5 levels higher than actual as far as attacks perround are concerned; e.g., a 3rd-level cavalier can attack 3 times every 2
rounds with a weapon of choice, as opposed to 1 attack per round withsome other ordinary weapon. At 16th level and above, the cavalier can
attack 3 times per round with a weapon of choice.

14

CHARACTER CLASSES (CAVALIER)CAVALIERS TABLE I
Experience
Exp.
PointsLevel(-1,500 — -501
0(-501 — -1
0
0 — 2,500
1
2,501 — 5,000
2
5,001 — 10,000
3
10,001 — 18,500
418,501 — 37,000
537,001 — 85,000
685,001 — 140,000
7140,001 — 220,000
8
220,001 — 300,000
9300,001 — 600,000
10600,001 — 900,000
11
900,001 — 1,200,000 12

10-Sided Dice
for Accum.
Hit Points
1d4 + 12d4 + 1
1 + 3*
2
3
4
5
6
7
8
9
10
10 + 3
10 + 6All cavaliers are virtually born and bred to the saddle, with those of lesser
ability arduously trained at the 0 levels. A cavalier is 85% unlikely to be
thrown from the saddle, and 85% unlikely to be injured if his or her mountfalls. This chance is increased by 1% for each level above the ﬁrst.
Level Title
Horseman)
Lancer)Armiger
Scutifer
EsquireKnight Errant
Knight Bachelor
KnightGrand Knight
Banneret
ChevalierCavalier
Cavalier, 11th
Cavalier, 12th

As a cavalier increases in level, he or she improves still further in horsemanship, and in the handling of other creatures as mounts. Horsemanship abilities increase as follows:— At 3rd level, the cavalier can vault into the saddle with bulky armorand have the steed underway in a single segment.
— At 4th level, a female elven cavalier (and only a female elf) may
handle and ride a unicorn as a steed.
— At 5th level the cavalier can urge his or her mount to greater speed
than normal. The additional speed possible equals a 2˝ bonus tomovement rate, and can be sustained for up to 6 turns. The additional
speed thus gained has no ill effects upon the mount, although normal
rest and feeding are always necessary.
— At 7th level the cavalier can handle and ride a pegasus as a steed.
— At 9th level, the cavalier can handle and ride a hippogriff as a steed.
— At 11th level, the cavalier can handle and ride a griffon or a similar
creature (DM’s judgment) as a steed.

* If qualiﬁcation for 1st level required progression through the two
0-level grades, then hit dice for 1 st level are 3d4 + 1, but in all othercases 1d10 + 3 applies.

The cavalier’s mount will be friendly to and will accept the cavalier as longas it is properly treated. Of course, creatures of good alignment will not allow any of the evil sort to come near in these cases, and vice versa.

300,000 experience points per level for each level beyond the 12th. At
13th level and above, level title is Cavalier Commander.

A cavalier’s knowledge of horses (and, at higher levels, other mounts) allows the cavalier to estimate the relative worth of a steed. A cavalier can
examine any mount and determine if it has low worth (one-third or fewerof the maximum possible hit points for the creature), average worth, orhigh worth (two-thirds or better of the maximum possible hit points). Any
steed selected by a cavalier will have +2 hit points per hit die (up to the
maximum hit points available).

Cavaliers gain 3 h.p. per level after the 10th.

The lance is the preferred weapon of the cavalier, and proﬁciency with itis required at the ﬁrst level. The cavalier has a bonus to damage equal tothe character’s level of experience when using a lance while mounted.
When the cavalier is dismounted and using a lance, damage is +1. A
heavy lance used while dismounted is treated as an awl pike, with respect to all speciﬁcations except length, weight, and speed factor. A
medium or light lance used while dismounted is treated as a spear.

A cavalier undergoes continual training and practice in arms and warfare, such that part of any day not spent adventuring must be spent inmounted arms drill or combat practice on foot. As a result of this constant training, the cavalier can increase his or her strength, dexterity,and constitution scores. When a cavalier is at 1st level, percentile diceare rolled for each of these abilities, just as they are for ﬁghters with 18
strength. A Lancer with 15 dexterity might have 15/87 dexterity upon attaining Armiger status. The percentage has no normal effect on play, andthe ability score is considered to be the main number (15 in this case). An
exception is percentile strength above 18, which is treated as for ﬁghterson the strength bonuses table.

A cavalier’s expertise in weapons allows the cavalier to parry with weapons of proﬁciency more effectively than ﬁghters can. Should a cavalierchoose to parry rather than attack, all of the cavalier’s “to hit” bonuses(including those due to strength, magic, and weapon of choice) can be
subtracted from one attacker’s die rolls. A parrying cavalier may use hisor her shield to parry a second opponent’s attack; a shield parry reduces
the attacker’s roll by 1, and by a further 1 for every “plus” of the shield,
if it is magical. If the cavalier is using a shield parry as well as a weaponparry, any further attackers beyond the second may ignore the shieldbonus in determining their chances “to hit.” If a cavalier performs one or
two parries, the cavalier cannot attack in that round, even if he or she iscapable of making multiple attacks in a single round.

As a cavalier attains each higher level, 2d10 are rolled and the result added to the percentile score for strength, dexterity, and constitution. Whena percentile score goes over 100, the main score is raised by 1 and the
100 is discarded. (In the example, if the cavalier with 15/87 dexterity rolls
a 19 for this ability upon gaining 2nd level, the character’s dexterity scoreis now 16/06, and is treated as a 16.) Ability scores can be raised as highas 18/00 in this manner, even if doing so violates limitations based on
race or sex. If a cavalier loses a level, the percentile points gained forthat level are lost.

To the cavalier, armor is as much a badge of station as it is a means ofprotection. Thus, a cavalier character will always seek to possess thevery best and ﬁnest-quality armor the cavalier is able to own. In thisendeavor, appearance is as important as function, so engraving, inlaying, and decoration of the armor will always be sought. Plate armor isthe cavalier’s ﬁrst choice; other preferences ranking beneath that are (inorder of desirability) plate mail, banded or splint mail, chain mail, scalemail, and ring mail. Leather, studded leather, and padded armor are thedress of thieves and peasants, and as such are beneath the cavalier’s
station, such that the cavalier will not wear these armor types. This list of
preferences applies even in the case of magical armor, so that chain mail+2 will not be worn if banded or splint mail of normal sort is available.

To advance a level, the cavalier must be trained by another cavalier of atleast 4th level, or 2 levels higher than the cavalier’s current level, whichever is higher. However, after attaining 6th level, the cavalier’s normal
regimen will sufﬁce for training, and the cavalier does not need others toallow an advance in level.
A cavalier makes all saving throws as a ﬁghter. Such characters are, however, immune to fear (magical or otherwise) of any sort. Cavaliers of good alignment radiate a protection from fear aura in a 1˝ radius, so that all allied creatures within the radius are similarly immune. In addition, magical or magic-likephenomena which affect the mind are 90% unlikely to have any effect on thecavalier. This includes powers such as beguiling, charm, domination, hold,
hypnosis, magic jar, possession, sleep, suggestion, and the psionic mind blast,
but not the effects of high comeliness. This 90% immunity is in addition to any

Mounted combat and horsemanship are special provinces of the cavalierclass. A human cavalier (but not an elf or a half-elf) makes all attacks
from horseback as if the character were 1 level higher. This increase applies only to horses, mounts usable as steeds by cavaliers at higher level,
and those mounts approved by the DM.

15

CHARACTER CLASSES (CAVALIER)
saving throw for the cavalier, if applicable. Cavaliers also save at +2 versus all forms of illusion spells.

cavalier who retreats from battle, even to save fellow party members, would
receive half experience for the beasts slain in his or her retreat. Similarly, acavalier who dons leather armor to inﬁltrate a thieves guild to effect a rescue
will gain no experience, since the rescue would be done in means not approved of by the code. Note that even neutral and evil cavaliers are boundby this code, but in their cases the obedience is to non-good masters.

Cavaliers of good alignment are able to function at negative hit point totals, unlike members of other classes, or cavaliers of neutral or evil alignments. The number of negative hit points the cavalier can function at isdetermined by the cavalier’s hit points at 1st level (4-13). When a negative number of hit points is reached, the cavalier does not become unconscious, but cannot further attack and must rest, bind wounds, andseek further healing. Cavaliers heal as other characters, but those ofgood alignment gain an additional 1-4 points for each full week of normal
healing.

As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight, with thefollowing order of preference:
1. Powerful monsters (dragons, demons, giants, etc.) serving enemy
leaders, then the leaders themselves.
2. Opponent cavaliers of great renown, enemy ﬂags and standards.
3. Opponent cavalry of noble or elite status
4. Other opponent cavalry
5. Opponent elite footmen
6. Opponent camp and headquarters
7. Opponent melee troops
8. Levies or peasants
The cavalier’s charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations.

As a member of the social upper classes, the cavalier has a coat of arms
and armorial bearing. This bearing is the device worn upon the cavalier’s shield to identify himself on the battleﬁeld and in tournament. (Intournament, the shield may be covered with dark hide to keep the user’s
identity unknown, hence a “black knight.”) The armorial bearing may be
kept covered while traveling, but is always revealed when an encounteroccurs with creatures that might understand the import of such a device.
In addition, at 4th level the cavalier may ﬂy a pennon on his or her lanceon the battleﬁeld. A duplicate of this battle ﬂag is held by the cavalier’s
retainers, and marks the territory of the cavalier. If the battleﬂag is lost,
dishonor ensues, and the cavalier must make every effort to regain the
ﬂag. (Your local library will likely contain books on heraldry for those whowish to design their own armorial bearings for their characters.)

While all cavaliers are initially of good alignment, there are cavaliers ofneutral and evil alignment as well. Alignment change can occur up to
4th level without penalty, if the change is well-reasoned. At 4th level andbeyond, any change of alignment results in the usual penalties. Neutral
and evil cavaliers do not retain the protection from fear aura, nor theability to function at a negative hit-point total. Evil cavaliers may use
poison, and are free to ignore the obligation of hospitality. The device ofan evil cavalier is made known throughout the land, and good cavaliers
are duty bound to hunt down and destroy those cavaliers of evil alignment. Finally, evil and neutral cavaliers have limitations on the types offollowers they can attract.

Finally, cavaliers may expect full hospitality — food, lodging, and whatever else is needed (within reason under the circumstances) — from allother cavaliers of the same alignment. Such hospitality is likewise duefrom all gentle, noble, and royal households according to their relationships between various political divisions which might be concerned.
The cavalier must follow a code of conduct and ethics, akin to chivalry.
Upon being sworn to knighthood (by a cavalier of at least 2 levels higher,
in a ceremony as simple as a dubbing with the sword or a full ritual of
fasting, vigil, sacred vows, and celebration), the cavalier must pledge
himself or herself to this code. Failure to sustain the oath is not sufﬁcientreason to revoke knighthood, unless the order or liege lord of the cavalierspeciﬁcally demands such. In the latter case, the cavalier becomes amere ﬁghter, though weapon specialization is not gained and the privilege of weapons of choice is retained.

THE PALADIN
The paladin is no longer considered to be a sub-class of the ﬁghter, but
is a sub-class of the cavalier. A paladin must have all the requisite ability
scores of the cavalier, plus a wisdom score of at least 13 and a charismaof 17 or higher. Paladins are still devoted to the cause of the lawful goodalignment, and will follow those deities and orders that profess that alignment. Should a paladin stray from that alignment, he or she will becomea cavalier and be stripped of all special paladin powers. Paladins must
initially be of the correct social station, or be sponsored by local nobility. In the latter case, the paladin must advance through Horseman andLancer “0 levels” before gaining paladin abilities. A paladin, as a subclass of the cavalier, no longer has a prime requisite ability and does notgain an experience bonus for exceptional ability scores.

A cavalier must serve someone or some cause — normally a deity, greater
noble, order of knighthood, or the like. The cavalier must seek to sustain
the virtues and the code of chivalry. The knightly virtues are these:
Liberality
Honor
Good Faith
Glory
Unselﬁshness
Pride
Courtesy
Bravery

The powers, abilities, and level advancement of the paladin as describedin the Players Handbook remain unchanged. In addition, the paladingains the abilities and powers of the cavalier class, including weaponsof choice, parrying ability, horsemanship, saving throw bonuses, and immunity to fear. The paladin may also increase his or her charisma scorein the same way that he or she (as a cavalier) can increase strength,
dexterity, and constitution.

The code for a feudal campaign may be summed up as follows. The DM
may adjust this code to ﬁt his or her own campaign.
Noble service cheerfully rendered
Defense of any charge unto death
Courage and enterprise in obediences to rule
Respect for all peers and equals
Honor to all above your station
Obedience and respect from all beneath your station
Scorn for those who are lowly and ignoble (this includes knightly
limitations on weapons and armor)
Military prowess exercised in service to your lord
Courtesy to all ladies (if the cavalier is male)
War is the ﬂowering of chivalry
Battle is the test of manhood
Combat is glory
Personal glory above all in battle
Death to all who oppose the cause
Death before dishonor

THE DRUID
A study of the information pertaining to druids will reveal that there must
be something above The Great Druid (14th level), for each area or land
can have its own druid of this sort. Ranking even higher is the Grand
Druid. This druid has 3,000,001 or more experience points, is 15th level,
and is attended by 9 druids of special sort having nothing to do with the
hierarchy of any speciﬁc area or land. Thus, any character of druid levelmay, in fact, journey to seek the Grand Druid and ask to serve him.
The Grand Druid knows 6 spells of each level and is also able to cast
up to six spell levels as one or more additional spells (one 6th-level
spell, six 1st-level spells, or any other combination that adds up to
six levels). Three Archdruids (13th level characters) roam the world as

In enforcing this code, the DM may reduce or eliminate experience that isgained by the cavalier if its gaining violates the spirit or letter of the code. A

16

CHARACTER CLASSES (DRUID)
messengers and agents of the Grand Druid. These individuals are drawn
from his personal attendants who reach the level of Archdruid. Each ofthem has four additional spell levels.

18th level — The character gains the ability to enter the Elemental
Plane of Fire (as Earth, above) and to conjure air elemental.
19th level — The character gains the ability to enter the Elemental
Plane of Water (as Earth, above) and to conjure magma/smoke paraelemental.

The Grand Druid is the ultimate overseer of druidical activity. Undoubtedly, such a position is demanding, thankless, and typically unexciting
for all except politicians. After a few hundred thousand experience points
worth of such activity, any adventurer worthy of the appellation should
be ready for something else.

20th level — The character gains the ability to enter the Elemental
Plane of Air (as Earth) and to conjure ice/ooze para-elemental.

Those willing to relinquish their lofty station may do so after attaining only
500,000 additional experience points. Thus, any time after amassing atleast 3,500,001 experience points, a Grand Druid can seek a successor.
If such is found, the individual may then abdicate his or her position andenter practice of the Hierophant disciplines.

21st level — The character gains the ability to enter the Para-Elemental Planes.

Upon stepping down as the chief theocrat, the former Grand Druid character must relinquish the 6 spell levels of bonus spells and all experience
points above the 3,500,001 minimum, and further forfeits the 3,500,000— effectively going down to 1 experience point and begining to rise inpoints again according to the table below. The druid is now known as a
16th level Hierophant Druid and may rise to as high as 23rd level in thisnew category (usually through self-training).

23rd level — The character gains the ability to enter any of the Inner
Planes, roam Inner Plane Probability Lines (the 7th Dimension), anddwell on the Plane of Concordant Opposition (all as for the Plane ofEarth, above).

22nd level — The character gains the ability to enter the Plane of
Shadow.

Entering a plane — Essentially, the ability to enter also confers the ability
to survive there. Consider the environment as natural to the character.
There is no time limit for remaining on such a plane.

DRUIDS (CLERICS) TABLE I

Experience
Exp.
PointsLevel
1,500,001 — 3,000,000 14
3,000,001 — 3,500,000 15
1 — 500,000
500,001 — 1,000,000
1,000,001 — 1,500,000
1,500,001 — 2,000,000
2,000,001 — 2,500,000
2,500,001 — 3,000,000
3,000,001 — 3,500,000
3,500,001 and up

16
17
18
19
20
21
22
23

8-Sided
Dice forAccum. Hit
Points14
15
15 + 115 + 215 + 315 + 415 + 515 + 6
15 + 7
15 + 8Elemental conjuring spells: The reader is referred to the description
for conjure ﬁre elemental on pages 61-62 of the Players Handbook.
The results described for this spell are correct. However, the results
described for conjure earth elemental (page 63) are not. Use the following tables, and adjust the results according to the desire of the
conjuring character, using the character’s level as a percentage
chance of that character’s success at actually conjuring up a particular type. For example, a Numinous Hierophant (20th level) has a
20% chance of being able to conjure a desired creature type. If thedice roll in such a case is 21 or higher, ignore the desired result anddetermine the creature(s) conjured from the appropriate table. Notethat this chance to override the dice roll only applies to druids of 16th
level or higher.

Level Title
The Great Druid
The Grand Druid
Hierophant Druid
Hierophant Initiate
Hierophant Adept
Hierophant Master
Numinous Hierophant
Mystic Hierophant
Arcane HierophantHierophant of the Cabal

Fire:

01-85
86-94
95-98
99-00

=
=
=
=

16 HD ﬁre elemental
2-4 salamanders
1 efreeti
21-24 HD ﬁre elemental

Earth: 01-85
86-94
95-98
99-00

=
=
=
=

16 HD earth elemental
2-4 xorn
1 dao
21-24 HD earth elemental

Immunity to all natural poisons (ingested or insinuated animal orvegetable poisons, including “monster” poisons, but not mineralpoisons or poison gas).

Water: 01-85
86-94
95-98
99-00

=
=
=
=

16 HD water elemental
7-12 tritons (5th-8th level) on hippocampi
1 marid
21-24 HD water elemental

Extra longevity equal to level as expressed in decades (16th level= 160 additional years).

Air:

=
=
=
=

16 HD air elemental
2-4 invisible stalkers
1 djinni
21-24 HD air elemental

Spell abilities: For druids of 16th level and above, all spell-casting abilities
remain at 15th-level maximums (6 spells of each level, 1st through 7th).
No bonus spell levels are awarded, as noted above for the Grand Druidand his special agents, but casting level rises according to experiencelevel. Rather than spells, spell-like powers are acquired as detailed below.
16th level — The character gains these powers:

Vigorous health, equivalent to being in the prime of life.

01-85
86-94
95-98
99-00

Para-Elemental, any: 01-85 = 16 HD para-elemental
86-95 = Special (see below)
96-00 = 21-24 HD para-elemental

And, the ability to alter his appearance at will. Appearance alteration is accomplished in 1 segment, with height and weight decrease/increase of 50% possible, apparent age from child to very
old, and body and facial features of any human or humanoid sort.
This alteration is non-magical, so it cannot be detected short oftrue seeing or the like.

Special: 5-8 lava children, 5-8 winter wolves, 21-24 mudmen,
21-24 vapor rats, or similar creatures, as appropriate to theplane in question.

17th level — The character gains the ability to actually hibernate,suspend animation (same length as longevity — no aging), enter the
Elemental Plane of Earth at will (1 round transference time), and conjure water elemental (see “Elemental conjuring spells” hereafter). Thisability, and all other conjuring abilities gained by Hierophant Druids,
may be used once per day.

Individuals conjured (any single-creature result) will have as many extra
hit points added to their total as the conjurer has levels, subject to the
maximum number of hit points for that ilk. Regardless of alignment andtemperament, all conjured creatures will obediently and selﬂessly serve
the Hierophant.

17

CHARACTER CLASSES (FIGHTER)
THE FIGHTER

shaft drawn, and target in sight is entitled to loose that arrow prior to any
initiative check. Short range for a bow specialist is from 30v up to thelower limit of medium range for that bow. The bowman is +1 to hit anddamage at short range. Bow specialists may also gain additional attacks
at higher levels.

The scope of the ﬁghter class is expanded in two major respects. First, ﬁghters are able to employ any and all of the new weapon types detailed in thisbook. Second is the beneﬁt of weapon specialization, described below, whichis available to all single-classed (but not multi-classed) ﬁghters and rangers.

Crossbows: In the hands of a specialist, these weapons have a “point
blank” range of 6v to 60v (this completely overtakes the short range ofa light crossbow in the dungeon). The crossbow specialist is +2 “to hit”
and damage against targets in this range, and receives the double damage beneﬁt as for a bow; thus, a light crossbow bolt ﬁred by a specialistat point blank range will do 6-12 points of damage, exclusive of bonuses(if any) for strength and magic. At short range the crossbowman is +1 tohit and damage. At medium range the crossbow specialist is +1 to hit,
but gains no bonus on damage by virtue of specialization. Crossbow
specialists also increase in rate of ﬁre with level, and the amount of thisincrease is dependent on whether a light or heavy crossbow is used.
Crossbowmen also gain the “aimed shot” advantage of bowmen, so that
if the crossbow is cocked and aimed and the target is in range, the crossbowman gets a free shot before initiative is rolled.

Weapon Specialization
Only members of the ﬁghter class and the ranger sub-class can make useof weapon specialization. This discipline is manifested in the character’s
choice of one weapon to practice and use, to the exclusion of others.
If weapon specialization is to be practiced by the ﬁghter or ranger, thatdecision must be made when the character is initially created. Weapon
specialization counts as two weapon-proﬁciency “slots”; that is, a ﬁghter
may choose a weapon of specialization in addition to two other weaponsof proﬁciency to count for the character’s initial allotment of four proﬁcientweapons, while a ranger may have one weapon of specialization and asingle weapon of proﬁciency as well. Specializing in a bow other than acrossbow requires an additional proﬁciency “slot,” so that a ﬁghter who
specializes in the use of a bow may have only one other weapon of proﬁcency to start with, and a ranger specializing in the bow can have no otherweapon of proﬁciency at the start of his or her adventuring career. The
beneﬁts of weapon specialization are as follows.

Other Missile Weapons: Users of other sorts of missile weapons gain a+1 bonus “to hit” and a +2 bonus on damage. Their number of attacks
per round depends on the initial ﬁre rate of the missile weapon.

Melee Weapons: The character is +1 to hit and +2 to damage with the special weapon, on top of all other strength and magic bonuses. The weapon
must be a speciﬁc type, such as long sword or broad sword, as opposed
to a general sword. In addition, the ﬁghter gets additional attacks per roundwith the special weapon. The speciﬁcations for these additional attacks
override the ﬁgures given on the Attacks Per Melee Round Table hereafter,
and are summarized on the Weapon Specialization Table below.

Double Specialization: A ﬁghter or ranger may either initially or at a latertime decide to gain double specialization in his or her chosen weapon.
Only melee weapons, excluding pole arms and the two-handed sword,
may be used in double specialization. Double specialization is taken instead of a proﬁciency “slot” whenever the character qualiﬁes for a newweapon, and can only be taken in the weapon type that the character isalready specialized in. Double specialization gives the wielder +3 to hit
and +3 to damage with that speciﬁc weapon.

Bows: Fighters and rangers using the long, short, or composite bow asa special weapon are entitled to a “point blank” range category. Point
blank range is from 6v to 30v. The character is +2 “to hit” and on damage
rolls against targets within this range, and furthermore any successful
hit deals out double damage (a total of 6-16 points for a non-magicalarrow) to the victim, plus bonuses for strength or magic if applicable.
Additionally, a bow specialist who begins the round with arrow nocked,

Final Note: All “to hit” bonuses granted by weapon specialization are notmagical in nature, and will not affect creatures that are only hit by magical weapons. If a ranger or ﬁghter is wielding a magic weapon that is of
the weapon type that he or she is specialized in, all magical bonuses
apply in addition to the bonuses gained for specialization.

Weapon Specialization Table for Fighters and Rangers
Number of Attacks Per Round with:
Level ofSpecialist
1-6
7-12
13 +

Melee
Weapon
3/2
2/1
5/2

Bow
2/1
3/1
4/1

Light
Crossbow
1/1
3/2
2/1

Heavy
Crossbow
1/2
1/1
3/2

Lasso andStaff Sling
1/1
3/2
2/1

ThrownDagger
3/1
4/1
5/1

Thrown
Dart
4/1
5/1
6/1

Other Missilesand Hurled
Weapons
3/2
2/1
5/2

Note: This table supersedes the normal Attacks Per Melee Round Table for ﬁghters and rangers whenever such a character is using a weapon withwhich he or she is a specialist.

THE BARBARIAN
The barbarian class is a sub-class of ﬁghter. Barbarian characters
are adept at the many skills necessary for survival in a hostile wilderness. These skills include rapid movement, climbing, use of many
weapons, certain “sixth senses,” and many secondary and tertiary
abilities. Barbarians are tough and hardy, and recover quickly fromdamage. A barbarian must have strength and constitution scores of
no less than 15 each, a dexterity score of 14 or better, and a wisdomscore of no greater than 16. The barbarian is considered to have no
principal attribute, and as such does not gain any bonus to earned
experience points. A player character barbarian cannot be a character with two classes.

dexterity. In addition, barbarians gain +2 hit points per point of constitution
over 14, as opposed to the normal constitution bonus for other classes.
Barbarians can be of any non-lawful alignment, but must be human.
They do not use alignment language of any sort, however, and initiallythe barbarian knows only how to speak his tribal tongue and the common tongue. A barbarian must learn how to read and write if he or she
desires these skills. A barbarian can learn languages according to his or
her intelligence, just as any other character can.
Barbarians are tough and hardy ﬁghters, hardened by the savage lands oftheir birth. They have 12-sided hit dice and a base movement rate of 15˝. They
use the combat tables for normal ﬁghters, and may use any sort of weapon,
shield, and armor (but note that fairly bulky or bulky armor reduces the barbarian’s armor class bonus for dexterity). The initial number of weapons thebarbarian uses must include the hand axe, knife, and spear. Additional weapons based upon the barbarian’s native area may be chosen by the DM.

Barbarians gain a bonus to their armor class of 2 steps for every point of
dexterity over 14, but only if the armor worn is not of the fairly bulky or bulky
type. If fairly bulky or bulky armor is worn, the bonus is +1 per point over 14.
This replaces the Defensive Adjustment for dexterity given to other classes.
The Reaction/Attacking Adjustment remains the same for the barbarian’s

18

CHARACTER CLASSES (BARBARIAN)BARBARIANS (FIGHTERS) TABLE I
Experience Points
0 — 6,000
6,001 — 12,000
12,001 — 24,000
24,001 — 48,000
48,001 — 80,000
80,001 — 150,000
150,001 — 275,000
275,001 — 500,000
500,001 — 1,000,000
1,000,001 — 1,500,000
1,500,001 — 2,000,000

Exp.
Level
1
2
3
4
5
6
7
8
9
10
11

12-Sided Dice forAccum. Hit Points
1
2
3
4
5
6
7
8
8+4
8+8
8 + 12

Level Title
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian
Barbarian

500,000 experience points per level for each additional level above
the 11th.
Barbarians gain 4 h.p. per level after the 8th.

Barbarians in general detest magic and those who use it. They will, at
low levels of experience, refuse to employ any sort of magic item if theyrecognize it as such. They will often seek to destroy magic items, and if
successful they receive an experience-point award as if they possessed
the destroyed items. While magic-users will be shunned initially, and always viewed with suspicion, clerical spells of the type used by shamans
and witch doctors are not so viewed, though high-level clerical spells are
suspect.
A barbarian’s natural attack abilities allow him or her to strike creatures that would normally be immune to non-magical attacks as thebarbarian rises in level. At 4th level the barbarian can affect creatures
which require a +1 or better weapon to hit, while a 6th-level barbarian can strike creatures which require a +2 weapon to hit. Similarly, at
8th level, the barbarian can hit creatures requiring a +3 weapon to hit,and at 10th level can hurt creatures requiring a +4 weapon to hit. At
12th level, a barbarian can affect creatures harmed normally only by
weapons of +5 or better. The barbarian, despite the ability to hit suchcreatures, does not gain a bonus “to hit” or inﬂict additional damage
because of this ability. Only barbarians have this ability among all theplayer character classes.
All barbarians have the following bonuses to their saving throws: They
are +4 versus poison, +3 versus paralyzation, death magic, petriﬁcation, and polymorph, and +2 versus rod, staff and wand and breath
weapon. Barbarians gain no beneﬁt to their saving throw versus spellat start, but gain a +1 to such saving throws for every four levels
attained.
the barbarian avoids the attack form. The former back attack becomes a normal attack. The barbarian is also then entitled to attack
the former “back attacker,” even though the barbarian may alreadyhave engaged in what would otherwise have been his or her full normal combat for that round.

The barbarian character has the following primary abilities:
Climb cliffs and trees: The barbarian can climb trees and natural cliffs (orledges, mountains, etc.) as a thief of the same level would climb walls.
Barbarians may also climb walls of other kinds once they have had theopportunity to practice scaling that particular type of surface.

Leaping and springing: Barbarians are able to leap up to a maximum
distance of 10 feet forward, 3 feet backward, or 3 feet upward froma standing start. If the barbarian is able to move freely and get arunning start, the forward leap can range from 16-21 feet (15 + d6),
and the upward leap from 4½ to 6 feet (4 + d4, each pip equaling ½
foot). Springing under similar conditions gives an upward distanceof 4-7 feet, depending on the surface used as a step to gain heightand spring.

Hide in natural surroundings: Barbarians can hide in natural surroundings that are familiar to the barbarian as a thief of three levels higher
would hide in shadows. A barbarian can hide in unfamiliar natural surroundings as a thief of the same level would hide in shadows.
Surprise: Barbarians surprise opponents on a 3 in 6 chance, or 4 in 6
if they are in familiar terrain. Barbarians are themselves surprised 10%of the time, or only 5% in familiar terrain.

Detect illusion: Barbarians have a 5% chance per level of determiningthat some sight, sound or other sensory phenomenon is actually anillusion/phantasm spell of some type. This detection takes one roundof concentration on the illusion. Regardless of the barbarian’s level,
the chance to so detect such spells may never exceed 75%.

Back protection: Any attempt to attack a barbarian from behind, including such attacks by assassins or thieves, has a 5% chance perlevel of being detected and countered. That is, if a barbarian detects aback attack (a 5% chance at 1st level, 10% at 2nd, etc.)

19

CHARACTER CLASSES (BARBARIAN)
Detect magic: Barbarians have a 25% chance of detecting any
sort of magic other than the illusion/phantasm variety. This again
takes one round of concentration, and applies to items or spells, but
not to persons who are able to effect magic. For each level the barbarian gains beyond the 1st level, the barbarian gains an additional 5% tohis or her base chance of detection. However, this chance may neverexceed 90% regardless of the barbarian’s level of experience. The
type of magic is never revealed by this ability.

Sound imitation: The barbarian with this skill can mimic various
sounds, including bird or animal calls, either for the purpose of luring
those creatures or for signaling.
Snare building: This skill allows the barbarian to construct deadfalls, pits,
and other traps for large and even very large animals and like creatures.
Native territory: Many of a barbarian’s abilities depend on the native territory of the character. It is mandatory that barbarian characters comefrom some out-of-the-way barbaric state or area within the campaign.
Typically they are cavemen, dervishes, nomads, or tribesmen. Only such
uncivilized backgrounds can generate the necessary surroundings to
produce individuals of the stock from which barbarian ﬁghters would
be drawn.

Leadership: When dealing with other barbarians, a barbarian adds hisor her level of experience to his or her charisma score to get an effective charisma effect on other barbarians. Comeliness does not affect,
nor is it affected by, this ability.
In addition to the primary skills, every barbarian possesses all of the following secondary abilities. These secondary abilities are generally not
usable (certainly not to their fullest potential) in areas which are unfamiliar
to the barbarian, although the skills can be applied to a new locale withdiffering ﬂora, fauna, and climate, after about one month of continual
exposure to the new area.

Within the WORLD OF GREYHAWK Fantasy Game Setting, for example,
there are several areas that could spawn the barbarian subclass. The
lands of the Frost, Ice, and Snow Barbarians, as well as the Hold ofStoneﬁst, would be the homeland of barbarians of the Scandinavian/Slavic mold. These characters would employ broad swords and shortbows in addition to the required initial weapons. Horsemanship would be
nominal at best, but these barbarians would have running abilities andthe skill in small craft, rowed.

Survival: The barbarian has the necessary skills for survival in the wild,
including hunting, small animal trapping, food gathering, shelter building, body covering, and ﬁre building.

Barbarians from the Rovers of the Barrens, Tiger, and Wolf Nomads would
be excellent horsemen. The Rovers, being the most barbaric of thesegroups, would have the tertiary abilities of running, animal handling, paddled small craft, sound imitation, and snare building. Their main weapons
would be the club, javelin, and lasso or short bow. Other Nomads from thisgroup would be most efﬁcient at long distance signaling, and skilled in theuse of the lance, scimitar, and composite short bow.

First aid: This skill allows the barbarian to bind wounds, set sprains or
broken bones, and concoct natural antidotes and natural cures for diseases. This means the barbarian immediately regains 1 hit point, andthereafter he or she regains hit points at twice the normal rate, regaining
2 hit points per day if resting, and 1 hit point per day even if active andadventuring. The barbarian can also bind wounds to prevent further loss
in hit points of other characters. Such “ﬁrst aid” restores 1 hit point immediately, and then increases hit-point recovery by 100% if the barbariancontinues to administer aid and cures. When dealing with natural poison
and illness, the barbarian has a 10% chance of effecting a cure. If the
poison or disease is known, this chance of success rises to a percentage
equal to 50 plus the victim’s constitution score.

Savages of the Amedio Jungle or Hepmonaland would have the tertiary
abilities of long distance signaling, running, sound imitation, snare building, and possibly paddled small craft. In the Amedio Jungle, the preferredweapons would be club, blowgun or shortbow, and dart or javelin. In Hepmonaland, the typical weapons would be atlatl and javelin, club, and shortsword.

Outdoor craft: This skill includes plant and animal detection as a 3rdlevel druid, direction determination, and the ability to predict weather
as if the spell of that name were cast by a 3rd-level druid.

Using the above as examples, the DM can tailor his barbarians to ﬁt
his campaign. Not only does the native area determine initial weapons
known, but it also serves as a base of judgment for the use of secondary
abilities. These abilities are severely limited outside the native territory of
the barbarian, until the character becomes more effective with his or her
abilities by gaining familiarity with the new area.

Tracking: A barbarian’s tracking skill is equal to that of a ranger of thesame level, but a barbarian may only track in the outdoors.
Finally, a barbarian will have one or more of the following tertiary skills
depending on the locale or culture from which he or she originates.
Which skills are applicable are determined by the DM according to thenature of the campaign.

As barbarians rise in level, they gain further abilities, some of which havebeen noted above. Further, some of the limitations placed on the barbarian are relaxed or lifted. A summary follows:
Level
2
3
4

Animal handling: The barbarian can handle and domesticate wild animals. Usually this is restricted to dogs, but could possibly include animals such as wolves, large birds, giant lynxes, etc.
Horsemanship: The barbarian is skilled in using his horse in combat,
and this ability could include the handling of draft teams.

5
6Long distance signaling: The barbarian is capable of using the signaling methods of his native land (including such things as drums,
smoke, or mirror ﬂashes) to communicate over long distances.

7
8

Running: This skill enables the barbarian to move at full speed (twice
normal movement rate) for no less than three full days before having
to “rest” by spending a day moving at normal rate. Similarly, endurance will be twice normal for movement situations.

9
10
12

Small craft, paddled: The barbarian is skilled in the building and use ofsmall canoes and hide boats.

Actions and Abilities
May associate freely with clerics
May use magic potions
May use magic weapons
May strike creatures hit only by +1 weapons
Gains +1 on saving throws versus spell
May use magic armor
May associate with magic-users — if necessary!
May strike creatures hit only by +2 weapons
May use weapon-like miscellaneous magic items
May associate with magic-users — occasionally
May strike creatures hit only by +3 weapons
Gains +2 on saving throws versus spell
May summon a Barbarian Horde (see below)
May use protection scrolls
May use most magic items available to ﬁghters
May strike creatures hit only by +4 weapons
Gains +3 on saving throws versus spell
May strike creatures hit only by +5 weapons

The Barbarian Horde: Upon reaching 8th level, a barbarian may summon a barbarian horde. This horde can only be summoned in the native territory of the barbarian, from among barbarians of his background. Cavemen, dervishes, nomads,
and tribesmen (see Monster Manual, “Men”) are now considered barbarians. A

Small craft, rowed: This skill includes the building of wooden boats
and the rowing and/or sailing of these boats.

20

CHARACTER CLASSES (RANGER)
barbarian horde can number as many members as its leader’s experience-point
total divided by 1000. Thus, a barbarian who has just reached 8th level cangather a 275-member horde, and one who has just reached 9th level canhave a 500-member horde.

For every 12 hours elapsed since the trail was made ...............−05%
For every hour of precipitation that has fallen on the
trail between tracker and quarry ..........................................−25%
If intelligent efforts are made to hide the trail, consider the terrain modiﬁer to be of the next lower category (e.g., down from +20% to +10%). If
the terrain modiﬁer was already of the −50% category, then tracking is
impossible.

A horde takes a week to gather in the barbarian’s home territory, and musthave a stated purpose, such as “Tear apart the College of Magic in Arcana
City brick by brick” or “Rescue Princess Madelyn from the Storm Pirates”
or “Serve under Goodbar the Cleric in his battle against the inﬁdels.” Deviating from the proclaimed purpose by the horde or its leader may cause thehorde to disband, at the DM’s option. Members of disbanded hordes will
return by the quickest and safest route to their home lands.

Indoor tracking: Base chance is the same as that for outdoor tracking.
Surface condition modiﬁers:
Dirt ﬂoor, or unused and dusty area ..........................................+20%
Wooden ﬂoor, or area which allows some occasional
indication of passage ............................................................... 0%
Stone ﬂoor which prevents all but the minutest tracesof passage ............................................................................−50%

A barbarian horde can only be kept together for as many weeks as thebarbarian leader has levels of experience. At the end of this time, thehorde is usually disbanded. Exceptions may be made if large amountsof treasure are distributed to the members, if the leader has an effective
charisma of 23 or more with respect to other barbarians, if the leaderof the horde is a tribal leader as well, or if an unattained goal is in easyreach. Each of these special circumstances which apply would extend
the duration of the horde by 1-2 weeks at most. A tribal leader who has
his horde disband beneath him will not receive a warm welcome the nexttime he returns to his homeland.

Other modiﬁers:
For each creature beyond the ﬁrst in the group
being tracked .......................................................................+02%
For passing over an area where other creatures crossor overtrack trail ...................................................................−50%
If intelligent efforts are made to hide the trail, including passing througha secret door, consider the surface condition modiﬁer to be of the next
lower category. If the surface condition modiﬁer was already of the −50%
category, then tracking is impossible.

In addition to the normal barbarians in the horde, the leader of the horde
will gain two aides, each of a level equal to one-half of the leader’s level(rounded down). Each aide will have two assistants of one-half the aide’slevel. An 8th-level barbarian would therefore have a horde of 275 menplus two 4th-level aides and four 2nd-level assistants to those aides.
The horde may include shamans, witch doctors, or clerics, depending on
the nature of the barbarians. Barbarian shamans and witch doctors gain
wisdom bonuses and may use magic items of any sort as applicable.
Normal clerics will have full spell capability, but in all cases barbarian
ability-score statistics apply. Barbarian clerics are always non-player
characters.

Special Note: Tracking indoors is impossible if the ranger desiring to doso has never observed some distinguishing feature about the tracks ofthe creature to be tracked, or if the ranger does not observe the quarry
making the trail and then follow the tracks within a reasonable periodof time (typically 10-30 minutes) thereafter. In all cases, the DM mustuse common sense as to whether or not it will be possible to follow acreature by tracking. For instance, creatures which leave obvious trails
can almost always be tracked — worms, slimes, jellies, and the like are
obvious examples of this. Conversely, creatures which do not normallyleave any sign of passage are almost always impossible to track — ﬂying creatures, ghosts, wraiths, and spiders, for example. However, since
tracking is a combination of visual, audio, and olfactory abilities, tracking
might sometimes be possible by unusual means — the disturbance ofthings left by a ﬂying creature’s passage, the sound of its passage, thetrail of odor left, and so forth.

THE RANGER
Members of the ranger sub-class of ﬁghters are entitled to the beneﬁts of
weapon specialization (see “The Fighter” above). In addition to this expansion of the capabilities of the sub-class, the following information on tracking, “giant class” opponents, and weapon use should replace or supplement
the pertinent sections of the class description in the Players Handbook.

Tracking
Light condition, outdoors or indoors: All tracking is assumed to be done
under conditions of good illumination — daylight or the equivalent (acontinual light spell, for instance). The movement rate of a ranger while
tracking is somewhat slowed even under optimum conditions; in evenpoorer conditions (of light, or of the quality of the trail, or both), the ranger’s movement rate may be reduced drastically.

Tracking is principally used in outdoor situations, although there areconditions underground (“indoors”) which will enable a ranger to tracka creature.
Outdoor tracking: The base chance to successfully track outdoors is
10% per level of the ranger, plus an additional 10% — for example, 20%
for a 1st-level ranger or 70% for a 6th-level ranger. The base chance canrise as high as 110% (for a ranger of 10th level or higher), but can neverexceed that ﬁgure. Note that, even in such a case, the adjusted chance
can drop below 100% if negative modiﬁers are taken into account. An
adjusted chance of greater than 100% is treated as 100%; that is, thetrail can be followed for as long as the current conditions (terrain, numberof creatures being tracked, etc.) apply.

Movement rate while tracking:
Obvious tracks, good illumination .................................. 3/4 of normal
Obvious tracks, poor illumination ................................... 2/3 of normal
Occasional tracks, good illumination .............................. 2/3 of normal
Occasional tracks, poor illumination............................... 1/2 of normal
Faint tracks, good illumination ........................................ 1/2 of normal
Faint tracks, poor illumination......................................... 1/4 of normal

Terrain modiﬁers:
Soft enough to hold impressions (footprints, pawprints, etc.)
of creature being tracked .....................................................+20%
Allows occasional marks or obvious signs of passage(broken twigs, bent grass, etc.) ............................................+10%
Allows only infrequent signs of passage due to rock, water,
wind, other creatures crossing or overtracking, etc ................. 0%Prevents all but the minutest traces of passage........................−50%

Deﬁnitions:Obvious = 71% or better chance to track.
Occasional = 31% to 70% chance to track.
Faint = 30% or less chance to track.
Poor illumination = anything less than daylight and greater than
total darkness. Tracking is not possible in total darkness unlesssome non-visual evidence is available (as referred to above).

Other modiﬁers:
For each creature beyond the ﬁrst in the group being
tracked .................................................................................+02%

Identiﬁcation of tracks: Whether tracking outdoors or indoors (underground), a ranger may be able to identify what sort of creature(s)21CHARACTER CLASSES (RANGER)
made a trail, what direction the quarry was going in, how many creatures were in the group being tracked, and how fast they were traveling. When the trail is outdoors, the ranger may also be able todetermine the approximate time of passage — that is, how much time
has elapsed since the tracks were made.

The initial weapon selection for the character must be made so as to takethese requirements into account. A ranger who specializes in a particular
weapon must do so in one of the types listed above. In this manner, aranger has less than four proﬁcient weapons at fourth level, and in thiscase the ﬁrst four proﬁcient weapons gained by the ranger must include
one of each of the four types listed.

Identiﬁcation of tracks can only occur if the attempt to track is successful. The chance for successful identiﬁcation is the same as for
tracking, with a second dice roll required to determine success. Identiﬁcation abilities gained by level are cumulative; i.e., a 4th-level ranger
has the abilities of a 3rd-level ranger, in addition to the skills gained at
4th level. For the purpose of this determination “woodland creatures”
are those which are able to be encountered in faerie or sylvan settingsor wilderness forests, as per the encounter tables in the AD&D game
rules.

ATTACKS PER MELEE ROUND TABLE(For Fighters, Cavaliers, and Sub-classes Thereof)
Level
Attacks per Melee Round*Fighter 1-6 ............................................................................ 1/1 round
Barbarian 1-5 .................................................................... 1/1 round
Ranger 1-7 ........................................................................ 1/1 round
Cavalier 1-5........................................................................... 1/1 round
Paladin 1-6 ........................................................................ 1/1 round
Fighter 7-12 ........................................................................ 3/2 rounds
Barbarian 6-10 ................................................................ 3/2 rounds
Ranger 8-14 .................................................................... 3/2 rounds
Cavalier 6-10....................................................................... 3/2 rounds
Paladin 7-12 .................................................................... 3/2 rounds

Ranger level
Ability to identify:
1 ............... Common woodland creatures’ tracks and directionof travel
2 ...............Common woodland creatures’ number and pace
3 ............... Common woodland creatures’ time of passage(outdoors only)
4 ............... As 3rd level with respect to uncommon woodland
creatures
5 ............... As 3rd level with respect to rare woodland creatures
6 ............... As 3rd level with respect to very rare woodland
creatures
7 ............... As 3rd level with respect to all sorts of creatures(woodland and otherwise) within a 100-mile radius
8 ............... As 7th level, plus the ability to determine the general
size and weight of humans
9 ............... As 8th level, plus the ability to determine the size
and numbers of mounted creatures (for instance, if ahorse is carrying more than one rider)
10 .............. As 9th level with respect to all creatures everobserved, prior to attaining 10th level orsubsequently

Fighter 13 & up ..................................................................... 2/1 round
Barbarian 11 & up ............................................................. 2/1 round
Ranger 15 & up ................................................................. 2/1 round
Cavalier 11-15....................................................................... 2/1 round
Paladin 12-18 .................................................................... 2/1 round
Cavalier 16 & up.................................................................. 5/2 rounds
Paladin 19 & up ............................................................... 5/2 rounds* With any thrusting or striking weapon
Notes: These ﬁgures do not apply to melee combat with monsters ofless than one hit die (d8) and non-exceptional humans and semihumans, i.e. all creatures with less than one eight-sided hit die.
All of these creatures enable members of the listed classes andsub-classes to attack once per round for each of his or her levels.

Humanoid / “giant class” opponents

These ﬁgures also do not apply to ﬁghters and rangers using
weapons of specialization.

Following is an expanded list of those humanoid creatures that are considered “giant class,” qualifying the ranger for a damage bonus (+1 point
per level of the ranger) when such a creature is engaged in combat.
The roster includes all “giant class” creatures mentioned in the Players
Handbook, plus other similar creatures from the FIEND FOLIO Tome andMonster Manual II.
bugbearcyclopskin
dune stalker
ettin
ﬂind
giant
gibberlinggnoll

goblingrimlockhobgoblin
koboldmeazelnorkerogre

THE THIEF
As shown on Character Classes Table II, members of the thief class are
not restricted to wearing only leather armor. However, a thief’s chanceof performing one of the special functions of the class may be lessened
if he or she is otherwise attired — and certain bonuses apply if the thief
wears no armor, as indicated on the following table.

ogre mageogrillonorc
quaggothtasloitroll
xvart

THIEVES TABLE II
This table has been expanded to include errata. See APPENDIX VI:
Player’s Section Additions and Corrections on page 72.

The ranger’s weapons
Of the ranger’s three initial weapons of proﬁciency, one must be either
a bow (any sort) or a light crossbow. However, the ranger cannot haveboth a bow and a light crossbow as weapons of proﬁciency until attaining 7th level (at least), when the weapon type not already taken
could be counted as the ﬁfth weapon of proﬁciency. By the time aranger gains a fourth weapon proﬁciency at 4th level, the character’slist of weapons must include:
either a bow or a light crossbow,
a dagger or a knife,a spear or an axe, anda sword (of any type).

22

THE THIEF-ACROBAT
Any thief character with a minimum strength of 15 and a minimum dexterity of 16 may decide to forego normal thievery after rising through the
5th level of experience and become a “split-class” specialist, a ThiefAcrobat. The thief then leaves off all practices which increase his or her
manual dexterity and begins a regimen of physical exercise in order tobuild coordination, muscle tone, and balance. This program of gymnastics precludes any further progress in the following skills:
pick pockets
open locks
read magic (never gained)ﬁnd traps
remove traps

Skills ended at 5th level, while no longer improving, are not forgotten, so
they remain at the level (5th) which the thief was when he or she began
to specialize in acrobatics in conjunction with his or her profession. A
thief-acrobat may be of any race, just as regular thieves can be. Thiefacrobats with strength and dexterity scores of 16 or better add a 10%
bonus to earned experience.
Upon gaining sufﬁcient experience points to achieve 6th level ability asa thief, the character desiring to specialize as a thief-acrobat must seekout a character already in this profession to train him or her. The established thief-acrobat must be of at least 10th level. It will require 6 fullweeks of training to learn the basic skills needed to begin active practice of the social profession of thief-acrobat. Except as noted, the specialization procedure is otherwise the same as that for a regular thief.
The primary functions of a thief-acrobat are tightrope walking, pole vaulting, jumping, and tumbling. In addition to these functions, the thief-acrobat retains the abilities to move silently, hide in shadows, hear noise,and read languages which he or she acquired through 5th level of thestandard thief profession. Although the ability to read magical writings
is never gained, the ability to climb walls is still increased according toexperience level.
Tightrope walking assumes that the character will use this means to crossfrom place to place. The skill allows ascent up a rope or beam of about
a 45° angle (maximum) or descent at a slightly steeper angle, all while
upright and with hands free (in general). This is accomplished by balance, muscle coordination, and superb reﬂexes. Use of this skill further
assumes that the character will be traveling no more than 60v distance.
Movement rate is 60v per round. If distance is greater than 60v, then additional checks must be made. Moderate winds decrease chance of success by 10%, strong winds by 20%. In strong, gusty wind conditions
there is always a 5% chance of failure. In non-windy conditions, a balancepole increases the chance of success by 10%. Failure to perform successfully means that the character falls to the area below, taking damage accordingly. Those characters who are not thief-acrobats can walk atightrope at a base 20% chance, and move no faster than 30v per round.

strength, dexterity, and practice to improve. A successful pole vault requires
at least a 30v running start and a pole of at least two-thirds the length ofthe distance to be vaulted. The pole is dropped when the vault occurs. The
vaulter can land on his or her feet atop a surface of ½v less height than the
maximum height of the pole vault if so desired, assuming such a surface
exists. Otherwise, the vaulter lands, tumble-rolls, and is on his or her feet in
1 segment. Non-thief-acrobats cannot effectively pole vault.

Pole vaulting includes any jumping which employs a leverage device
to assist the individual in gaining height from momentum; i.e., a teeter
board or springboard might serve as well or better than a pole in somecases. It will help to get quickly on top of or over obstacles. It requires

Jumping includes all sorts of unassisted leaps — high jumping and broad
jumps (both from a standing and a running start) being important here.
The use of this skill requires coordinated strength and continual practice.

THIEF-ACROBAT TABLE I
Experience
Points
20,001 — 45,000
45,001 — 75,000
75,001 — 125,000
125,001 — 180,000
180,001 — 250,000
250,001 — 500,000
500,001 — 750,000

Exp.
Level
6
7
8
9
10
11
12

Level Title
Burglar-Acrobat
Second-Story Thief
Cat Burglar
Master Cat Burglar
Thief-Acrobat
Master Thief-Acrobat
Master Thief-Acrobat (12th)High jumping requires at least a 20v running start. The high jumper
clears the obstacle in a near-horizontal position but lands on his
or her feet. If some elevated step, or a series of such steps, enables the character to maintain rapid motion, he or she can thenhigh-jump from such an elevated step just as if doing so normally.
Alternately, the jumper can opt to land atop some higher surface.
This surface must be no more than 4v above the level from which
the jump is made, or 2v under the maximum height for normal highjumping, whichever is the greater. In either case, the thief-acrobat

250,000 experience points per level for each additional level beyond
the 12th.

23

CHARACTER CLASSES (THIEF-ACROBAT)
lands on his or her feet in 1 segment. Non-thief-acrobats can highjump about 3v without difﬁculty.

Evasion enables the character to opt to evade attacks directed at him
or her — just as magic resistance would work with respect to magicalattack forms directed at the individual (or within a relatively small area,such as a few square feet, from which the thief-acrobat could easily
remove himself or herself), or from melee combat — in the case where
the thief-acrobat has the initiative, but only in this case. In any event,the chance for success cannot exceed a base of 60%, adjusted for
dexterity and/or race. Evasion routines of any sort require 1 segment
maximum to perform.

Broad jumping is self-explanatory. A jump of any sort requires but asingle segment to accomplish. A running broad jump requires a runof at least 20v. In standing jumps, the thief-acrobat can leap forward
up to the maximum distance, or backward up to half the maximum
distance, in order to attack or avoid being in attack range, if this isdeemed possible by the DM. All jumps assume the character will landon his or her feet. If the character wishes to leap in an extended position, 2v of additional distance can be gained, but the character willthen land prone and take 2 full segments to get back on his or her
feet. A 3v extension can be attempted, but this has a 25% chance offailure and a 3-segment period of recovery; a 4v extension has a 50%
chance of failure and a 4-segment recovery; an extension of 5v has a
75% chance of failure and a 5-segment recovery period. Non-thiefacrobats can perform a standing broad jump of up to 4v in distanceand a running broad jump of up to 8v. They will always land prone
and require a full round to recover. Naturally, no extra weight or bulky
armor may be worn when high jumping or broad jumping.

Falling percentage indicates the chance for the thief-acrobat to take nodamage from a fall of the indicated distance. Thus, at 6th level there isa 25% chance that the character will take no damage from a 10v fall. If
damage is taken, the converse of the percentage to avoid damage isused to ﬁnd maximum damage. Again in the case of a 6th level thief-acrobat falling 10v and taking damage, only 75% of normal (1d6) damage,rounded down, is taken. Note that at 9th level, it is not possible for athief-acrobat to take damage from a 10v fall, and it is 25% probable thathe or she will take no damage from a 20v fall. Again, only damage fromthe second portion of the fall’s distance would be considered if damage
was indicated. Example: A 23rd level thief-acrobat is knocked off a tightrope and falls 60v to the rocks below. No damage would be sustained if
the fall were 50v or less, but in a 60v fall the character’s body reaches ahigh velocity, such that unless 20% or lower is scored by the characteron a falling roll, he or she will take 80% of the usual amount of damage
for a 60v fall, so it is 80% likely that 80% of 6d6 damage would be taken.
Falls of a distance longer than the “safe” distance for a particular thiefacrobat add their normal increment of damage dice, regardless of elimination of shorter distances. Thus, in the example above, the 23rd level
thief-acrobat falling 70v instead of 60v would suffer 80% of maximum

Tumbling assumes all sorts of gymnastic skills — tumbles, rolls, jumps,
handstands, and so on. These routines are then used in attack, defensive
evasion, and in jumping/falling. Tumbling maneuvers have the following
beneﬁts:
Attack adds the indicated percentage to the character’s chance for success in hand-to-hand combat involving pummeling. Characters who are
not Thief-Acrobats may not beneﬁt from tumbling maneuvers.

THIEF-ACROBAT FUNCTION TABLE (PLUS RACIAL ADJUSTMENTS)
Character
Level
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23

Tightrope
Walking
75%
80%
85%
90%
95%
100%
100%
100%
100%1
100%1
100%2
100%2
100%3
100%3
100%4
100%4
100%5
100%5

Pole
Vaulting
9v
9½v
10v
10½v
11v
11½v
12v
12½v
13v
13½v
14v
14½v
15v
15½v
16v
16½v
17v
17½v

High
Jumping
4v
4¼v
4½v
4¾v
5v
5¼v
5½v
5¾v
6¼v
6½v
7v
7½v
8v
8½v
9v
9v
9v
9v

−5%
+10%
—
+5%
—
—

−2v
—
−2v
—
−2v
—

−1v
—
−1v
—
−1v
—

Broad jumping:Standing
Running
5v
9v
5½v
9½v
6v
10v
6½v
10½v
7v
11v
7½v
11½v
8v
12v
8½v
13v
9v
14v
9½v
15v
10v
16v
10½v
17v
11v
18v
11½v
19v
12v
20v
12v
21v
12v
22v
12v
22v

Attack
6%
7%
8%
9%
10%
11%
12%
13%
14%
15%
16%
17%
18%
19%
20%
20%
20%
20%

Tumbling maneuvers:
Evasion
10%
15%
20%
25%
30%
35%
40%
45%
50%
52%
54%
56%
58%
60%
60%
60%
60%
60%

Falling
25%,10v
50%,10v
75%,10v
25%,20v
50%,20v
75%,20v
25%,30v
50%,30v
75%,30v
20%,40v
40%,40v
60%,40v
80%,40v
20%,50v
40%,50v
60%,50v
80%,50v
20%,60v

+10%
—
+5%
+5%
+5%
—

+5%
+5%
+5%
—
+10%
—

—
+5%
—
—
+5%
+10%

Racial adjustments:
Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-orc

−2v
—
−1½v
—
−1½v
—

−3v
−1v
−4v
—
−4v
—

1: Includes the ability to carry up to 1,000 gp weight/encumbrance in addition to normal load, or handle a moderate wind with no penalty to thechance for success.
2: Includes the ability to carry up to 2,000 gp weight/encumbrance in addition to normal load, or carry up to 1,000 gp weight/encumbrance in amoderate wind, or handle a strong wind.
3: Includes the ability to carry up to 2,000 gp weight/encumbrance in a moderate wind, or up to 1,000 gp weight/encumbrance in a strong wind.
4: Includes the ability to bear up to 3,000 gp weight/encumbrance, or perform as in (3) above.
5: Includes the ability to carry up to 2,000 gp weight/encumbrance in a strong wind, or up to 3,000 gp weight/encumbrance in a moderate wind,or up to 4,000 gp weight/encumbrance in no wind.

24

CHARACTER CLASSES (THIEF-ACROBAT)
Cloak, hooded ........................................................................ 25
Dagger and scabbard ............................................................. 10
Short sword and scabbard ..................................................... 35
TOTAL ............................................................................ 288 gp
Balance for additional equipment
and/or loot ............................................. (no more than) 162
GRAND TOTAL .......................................................... 450 gp(maximum for 6th level)

damage for a 60v fall (80% of 6d6), plus 100% of 7d6. For an 80v fall,
100% of another 8d6 would be added; the total damage therefore
would be 15d6 plus 80% of 6d6.
In all other respects except as indicated herein, the thief-acrobat istreated as a thief. This includes the gaining of followers, other special
abilities, setting traps (at 5th level of ability, of course), and the gainingof experience points.

No more than the indicated weights/encumbrances can be borne by thethief-acrobat at any time if he or she is to be able to perform the functions of his or her class (except for tightrope walking, as outlined in thenotes to the Thief-Acrobat Function Table). Thus, loot will typically be
carried in a hand-held container in order to be quickly rid of it so as tobe able to vault, jump, or tumble. No backpack can ever be worn during thief-acrobat activities, other than during tightrope walking. Climbing
functions of the thief-acrobat assume that only the stipulated weights/
encumbrances will be borne.

Thief-acrobats will be a part of the normal thieves’ guild if any such characters exist in the territory controlled by the guild. They can be leadersin such organizations, since they are treated the same as regular thieves
by their brethren.
THIEF-ACROBAT TABLE II: Adjustments for Strength
Strength
Score
16
17
18

High
Jump
—
+ ¼v
+ ½v

Standing
Broad Jump
—
+ ¼v
+ ½v

Running
Broad Jump
+ ½v
+ 1v
+ 2v

The term Additional (carried) weight/encumbrance refers strictly to theweight borne when tightrope walking. Since this movement is very slow
anyway, such great encumbrance is of no matter as long as it is evenly distributed and properly balanced. Thus, a 14th level thief-acrobat can carryan additional burden of 1,000 gp weight/encumbrance in tightrope walking, but he or she cannot expect to otherwise move freely during vaulting, jumping, or tumbling routines, or even to climb walls with an extra
100-pound load. At 22nd level, a 400-pound person (perhaps a man inplate mail) could be carried on the thief-acrobat’s back, but only so longas that individual did not move so as to throw the thief-acrobat off balance.

Note: All bonuses given above are used to adjust the Thief-Acrobat
Function Table detailed herein. The adjustment for strength, plus racial adjustments, are added to the base chance for success or function maximums found there.
THIEF-ACROBAT TABLE III: Adjustments for Dexterity
Dexterity Tightrope
Score
Walking
16
+ 5%
17
+ 10%
18
+ 15%
19
+ 20%

Pole
Vaulting
—
+ 1v
+ 2v
+ 3v

Tumbling maneuvers:
AttackEvasion
Falling
+ 1%
+ 2%
—
+ 2%
+ 3%
—
+ 3%
+ 5%
+ 5v
+ 4%
+ 8%
+ 10v

Note: All bonuses given above are used to adjust the Thief-Acrobat
Function Table detailed herein. The dexterity bonuses here are added
to the base chances for success or function maximums found there.
Racial adjustments must also be made.
THIEF-ACROBAT TABLE IV: Weight/Encumbrance Limits
Experience
level
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23

Body-associatedwt./encumbrance
450 gp
460 gp470 gp
480 gp490 gp500 gp510 gp520 gp
530 gp
540 gp550 gp
570 gp600 gp625 gp
650 gp660 gp670 gp700 gpAdditional (carried)
wt./encumbrance
100 gp200 gp300 gp
400 gp500 gp600 gp700 gp850 gp1,000 gp
1,500 gp
2,000 gp
2,250 gp
2,500 gp
2,750 gp
3,000 gp
3,500 gp
4,000 gp
4,000 gp

MONEY
Starting Money and Equipment for Cavaliers
Because cavaliers have the support of their lords or orders, they begin play with funds and equipment of amount and type not available tomembers of other classes. The resources of a beginning cavalier depend
upon the character’s social standing, as follows:
Horsemen of the Lower Middle Class or a lesser station begin with
20-80 gp, shield, sword (any type), and a riding horse.
Horsemen of the Middle Middle Class begin with 20-80 gp, shield,
dagger, sword (broad or long), and a light warhorse.
Horsemen of the Upper Middle Class begin with 20-80 gp, chain mail,sword (broad or long), lance, and light warhorse.
Cavaliers of the Lower Upper Class begin with 70-180 gp (1d12 + 6),
shield, plate mail, dagger, sword (long or broad), lance, and medium warhorse.
Cavaliers of the Middle Upper Class begin with 70-180 gp, shield,
ﬁeld plate armor, dagger, sword (long or broad), lance, and heavy
warhorse.
Cavaliers of the Upper Upper Class begin with 130-180 gp (1d6 +12), shield, full plate armor, dagger, sword (long or broad), mace,
lance, and heavy warhorse with leather barding.

Note: The term Body-associated weight/encumbrance refers strictly tothe clothing, accessories, armor, and weapons of the character. Consider the following example of this for a typical character:
Clothing (partial only due to armor) ........................................ 20 gp
Leather armor ....................................................................... 150
Boots, soft .............................................................................. 30
Belt ........................................................................................... 3
Belt pouch, large .................................................................... 10 gp
Belt pouch, small ..................................................................... 5

Horses are assumed to be complete with tack, harness, saddle andsaddlebags appropriate to the station of the cavalier. Note again that
cavaliers of less than Upper Class must begin as 0-level Horsemen, andmust be taken in by a good family and esquired.

25

EQUIPPING THE CHARACTER

WEIGHT AND DAMAGE BY WEAPON TYPE

BASIC EQUIPMENT AND SUPPLIES COSTS
Armor
Bronze Plate
Field Plate

100 gp2000 gp

Full Plate
Shield, buckler

4000 gp
5 gp

Arms
Aklys
AtlatlBlowgunBlowgun Needle
Caltrop
Crossbow, hand
Quarrels for same
GarrotHarpoon
Hook Fauchard

2 gp
1 gp
20 gp
1 sp
2 sp
300 gp100 gp
1 ep
5 gp
6 gp

Knife & scabbard
Lasso
Man Catcher
Sap
Spiked Buckler
Staff Sling
Sword, falchion,and scabbard
Sword, khopesh
Whip

1 gp
5 sp
25 gp
1 gp
10 gp
2 gp

Weapon Type
Aklys
Atlatl and javelin
Arrow
Axe, Battle
Axe, Hand or Throwing
Bardiche
Bec de Corbin
Bill-Guisarme 6
Blowgun and needle
Bo Stick
CaltropClub
Dagger
Dart
Fauchard
Fauchard-Fork
Flail, Footman’s
Flail, Horseman’sFork, Military*
GarrotGlaive 6 *Glaive-Guisarme*
Guisarme 6
Guisarme-Voulge 6
HalberdHarpoonHammer, Lucern
HammerHook Fauchard
Javelin*
Jo Stick
Knife
Lance (light horse) 1
Lance (medium horse) 1
Lance (heavy horse) 1
Lasso
Mace, Footman’sMace, Horseman’s
Man Catcher
Morning Star 6
Partisan 6
Pick, Military, Footman’s
Pick, Military, Horseman’sPike, Awl
Quarrel (or Bolt), hand
Quarrel (or Bolt), light
Quarrel (or Bolt), heavy
Ranseur 6
Sap
Scimitar 6
Sling Bullet
Sling Stone
Spear 2 *Spetum 6
Spiked Buckler
Staff, Quarter
Staff Sling Bullet
Staff Sling Stone
Sword, Bastard
Sword, Broad
Sword, Falchion
Sword, Khopesh
Sword, Long
Sword, Short 3
Sword, Two-handed
Trident
Voulge
Whip

10 gp
10 gp
3 gp

ARMOR
ARMOR CLASS TABLE
Armor Class
RatingNone ..................................................................................... 10
Shield only .............................................................................. 9
Leather armor or padded armor ............................................. 8
Leather armor + shield, padded armor + shield,
studded leather armor, or ring mail ...................................... 7
Studded leather + shield, ring mail + shield,
or scale mail ......................................................................... 6
Scale mail + shield, chain mail, or elﬁn chain mail.................. 5
Chain mail + shield, elﬁn chain mail + shield, splint mail,banded mail, or bronze plate mail ....................................... 4
Splint mail + shield, banded mail + shield,
bronze plate mail + shield, or plate mail .............................. 3
Plate mail + shield or ﬁeld plate armor ................................... 2
Field plate armor + shield or full plate armor .......................... 1
Full plate armor + shield ......................................................... 0
Type of Armor

WEAPONSWEAPON PROFICIENCY TABLE
Class of
Character
CAVALIER
Paladin
CLERIC
Druid
FIGHTER
BarbarianRangerMAGIC-USER
Illusionist
THIEF
Acrobat
Assassin
MONK
BARD

Initial No. of
Weapons

Non-proﬁciency
Penalty

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

−3
−3
−3
−4
−2
−1
−2
−5
−5
−3
−3
−2
−3
−2

Added
Proﬁciency in
Weapons/Level
1/2 levels
1/2 levels
1/4 levels
1/5 levels
1/3 levels
1/2 levels
1/3 levels
1/6 levels
1/6 levels
1/4 levels
1/4 levels
1/4 levels
1/2 levels
1/4 levels* 0-level Horsemen (cavaliers) have 1 weapon of proﬁciency, 0-level
Lancers (cavaliers) have 2 weapons of proﬁciency, and 1stlevel Armigers (cavaliers) have 3 weapons of proﬁciency.
Cavaliers and rangers are restricted in which weapons they
can choose to take proﬁciency in; see the appropriate character class descriptions for particulars.

Approximate Weight Damage vs. Opponent
in Gold Pieces
Size S or M
Size L
35
1-6
1-3
30
1-6
1-6
2
1-6
1-6
75
1-8
1-8
50
1-6
1-4
125
2-8
3-12
100
1-8
1-6
150
2-8
1-10
15
1
1
15
1-6
1-3
2-4
1
1-2
30
1-6
1-3
10
1-4
1-3
5
1-3
1-2
60
1-6
1-8
80
1-8
1-10
150
2-7
2-8
35
2-5
2-5
75
1-8
2-8
1
1-4
1-6
75
1-6
1-10
100
2-8
2-12
80
2-8
1-8
150
2-8
2-8
175
1-10
2-12
50-60
2-8
2-12
150
2-8
1-6
50
2-5
1-4
80
1-4
1-4
20
1-6
1-6
40
1-6
1-4
6
1-3
1-2
50
1-6
1-8
100
2-7
2-12
150
3-9
3-18
20
—
—
100
2-7
1-6
50
1-6
1-4
80
1-2
1-2
125
2-8
2-7
80
1-6
2-7
60
2-7
2-8
40
2-5
1-4
80
1-6
1-12
1
1-3
1-2
1
1-4
1-4
2
2-5
2-7
50
2-8
2-8
10
1-2
1-2
40
1-8
1-8
2
2-5
2-7
1
1-4
1-4
40-60
1-6
1-8
50
2-7
2-12
35
1-4
1-3
50
1-6
1-6
5
2-8
3-9
4
1-8
2-8
100
2-8
2-16
75
2-8
2-7
60-80
2-7
2-8
75
2-8
1-6
60
1-8
1-12
35
1-6
1-8
250
1-10
3-18
50
2-7
3-12
125
2-8
2-8
25-35
1-2
1

(Notes to this table on facing page)26

WEAPONS
HAND HELD WEAPON TYPES, GENERAL DATA, AND “TO HIT” ADJUSTMENTS
Hand Held Weapon Type
Aklys
AtlatlAxe, Battle
Axe, Hand
Bardiche
Bec de Corbin
Bill-Guisarme
BlowgunBo Stick
CaltropClub
DaggerFauchard* *Fauchard-Fork* *Fist or Open Hand
Flail, Footman’s
Flail, Horseman’sFork, Military* *GarrotGlaiveGlaive-Guisarme* *Guisarme* *Guisarme-Voulge* *HalberdHarpoonHammer, Lucern* *HammerHook Fauchard
Jo Stick
Knife
Lance (light horse)
Lance (medium horse)
Lance (heavy horse)
Lasso
Mace, Footman’sMace, Horseman’s
Man Catcher
Morning Star
PartisanPick, Military, Footman’s
Pick, Military, Horseman’sPike, Awl
Ranseur* *Sap
Scimitar
Spear
Spetum 4
Spiked Buckler
Staff, Quarter
Staff Sling
Sword, Bastard 5
Sword, Broad
Sword, Falchion
Sword, Khopesh
Sword, Long
Sword, Short
Sword, Two-handed
Trident
VoulgeWhip

Space
LengthRequired
c. 2v
2v
c. 3v
1v
c. 4v
4v
c. 1½v
1v
c. 5v
5v
c. 6v
6v
8v +
2v
4v -7v
1v
c. 5v
3v
n/a
n/a
c. 3v
1v −3vc. 15˝
1v
8v +
2v
8v
2v
2v +
n/a
c. 4v
6v
c. 2v
4v
7v +
1v
c. 3v
1½v
8v +
1v
8v +
1v
6v +
2v
7v +
2v
5v +
5v
6v -8v
1½v
5v +5v
c. 1½v
2v
8v +
2½v
c. 3v
2v
c. 1v
1v
10v
1v
12v
1v
c. 14v
1v(10v -20v) 8v +c. 2½v
4v
c. 1½v
2v
8v +
2½v
c. 4v
5v
7v +
3v
c. 4v
4v
c. 2v
2v
18v
1v
8v +
1v
½v
1v
c. 3v
2v
5v -13v + 1v
8v +
1v
1v
2v
6v -8v
3v
5v
6v
c. 4½v
4v +c. 3½v
4v
c. 3½v
3½v
c. 3½v
4v
c. 3½v
3v
c. 2v
1v
c. 6v
6v
4v -8v +1v
8v +2v
8v -20v
8v −20v

Speed
Factor4 (+ 1)
n/a
7
4
9
9
10
n/a
3
n/a
4
2
8
8
1
7
6
7
2
8
9
8
10
9
6
9
4
9
2
2
7
6
8
10
7
6
7
7
9
7
5
13
8
2
4
6-8
8
4
4
11
6
5
5
9
5
3
10
6-8
10
5-8

0
−7
0
−5
−5
−3
+2
0
0
−13
−8
−7
−4
−3
−2
−9
+3
0
−3
0
−2
−2
−3
−2
0
−3
0
0
−3
−10
−6
−3
−1
+4
0
+2
+2
0
0
0
+3
+2
−1
−3
−14
−4
−2
−2
−7
−9
0
0
−5
−3
−7
−4
−5
+2
−4
−2
−14

1
−6
0
−4
−4
−2
+2
0
0
−11
−7
−6
−4
−3
−2
−8
+3
0
−3
0
−2
−2
−3
−2
+1
−2
+1
0
−3
−9
−5
−3
0
+4
0
+2
+2
0
0
0
+3
+2
−1
−3
−13
−3
−2
−2
−6
−8
0
0
−4
−2
−6
−3
−4
+2
−3
−2
−12

2
−5
0
−3
−3
−2
+2
0
0
−9
−6
−5
−3
−2
−1
−7
+2
0
−2
0
−1
−1
−2
−1
+1
−2
+1
0
−2
−8
−5
−2
0
+3
0
+1
+1
0
0
0
+2
+1
−1
−2
−12
−3
−2
−2
−5
−7
0
0
−3
−2
−5
−2
−3
+2
−3
−1
−10

3
−4
0
−2
−2
−1
+2
0
0
−7
−5
−4
−3
−2
−1
−5
+2
0
−2
0
−1
−1
−2
−1
+1
−1
+1
+1
−2
−6
−4
−2
+1
+3
0
+1
+1
0
+1
0
+2
+1
0
−1
−10
−2
−1
−1
−4
−5
0
0
−2
−1
−4
−1
−2
+2
−2
−1
−8

Armor Class Adjustments
4
5
6
7
−3
−2
−1
−1
0
0
0
0
−1
−1
0
0
−2
−1
0
0
0
0
+1
+1
+2
0
0
0
0
0
0
0
0
0
0
0
−5
−3
−1
0
−4
−3
−2
−1
−3
−2
−1
−1
−2
−2
0
0
−1
−1
0
0
−1
0
0
0
−3
−1
0
0
+1
+2
+1
+1
0
0
0
+1
−1
0
0
+1
0
0
0
0
0
0
0
0
0
0
0
0
−1
−1
0
0
0
+1
+1
+1
+1
+2
+2
+2
−1
−1
0
0
+2
+2
+2
+1
0
+1
0
0
−1
−1
0
0
−4
−2
−1
0
−3
−2
−1
0
−1
0
0
0
+1
+1
+1
0
+2
+2
+2
+1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
+1
+1
+1
+1
0
0
0
0
+1
+1
0
−1
+1
+1
0
0
0
0
0
0
−1
0
0
0
−8
−6
−5
−4
−2
−1
0
0
−1
−1
0
0
0
0
0
0
−3
−2
−1
0
−3
−1
0
0
0
0
0
0
+1
+1
+1
+1
−1
0
0
+1
0
+1
+1
+1
−2
−1
0
0
0
0
0
0
−1
0
0
0
+2
+2
+3
+3
−1
−1
0
0
0
+1
+1
+1
−6
−4
−2
−1

8
0
0
+1
+1
+2
0
+1
0
+1
0
0
+1
0
+1
+2
+1
+1
+1
0
0
0
0
0
+1
0
+1
0
0
+1
+1
0
0
+1
0
0
0
−1
+1
0
−1
−1
0
0
−3
+1
0
0
0
+1
0
+1
+1
+1
+1
0
+1
+3
+1
0
+1

9
0
0
+1
+1
+2
0
0
0
0
+1
0
+1
−1
0
0
+1
+1
0
0
0
0
−1
0
+1
0
0
0
0
0
+1
0
0
0
0
+1
0
−2
+2
0
−1
−1
−1
0
−2
+1
0
+1
0
+1
0
+1
+1
0
+1
+1
0
+1
0
0
0

* These weapons do twice the damage indicated to size L creatures when set (ﬁrmly grounded) to receive a charging opponent.
** These weapons are capable of dismounting a rider on a score equal to or greater than the “to hit” score.
1: These weapons do twice the indicated damage against creatures of any size when employed by an attacker riding a charging mount.
2: This weapon does twice the damage indicated to any opponent when the weapon is set to receive their charge.
3: This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
4: These weapons are capable of disarming an opponent on a score required to hit AC 8.
5: Treat this weapon as a long sword if it is used one-handed.
6: Minor variations of these weapons, with different names, may exist in the campaign. See Players Handbook for particulars.
General Note: Any weapon strikes at +2 “to hit” against an opponent’s back (or similarly unseen);
Against stunned, prone, and motionless opponents, any weapon strikes at +4 “to hit.”

27

10
+1
0
+2
+1
+3
−1
0
0
+3
+2
+1
+3
−1
+1
+4
−1
0
+1
0
0
0
−1
0
0
0
0
0
−1
+2
+3
0
0
0
0
−1
0
−3
+2
0
−2
−1
−2
+1
0
+3
0
+2
+2
+1
0
0
+2
0
+2
+2
+2
0
+1
0
+3

WEAPONS
HURLED WEAPON AND MISSILE TYPES, GENERAL DATA, AND “TO HIT” ADJUSTMENTS
Hurled Weapons andMissilesAklys (hurled)
Atlatl (javelin)
Axe, Hand
Blowgun Needle
Bow, Composite, Long
Bow, Composite, Short
Bow, Long
Bow, ShortClub
Crossbow, Hand
Crossbow, Heavy
Crossbow, Light
DaggerDart
Hammer
HarpoonJavelin
Knife
Lasso
Sling (bullet)
Sling (stone)
Spear
Staff Sling (bullet)
Staff Sling (stone)

Fire
Rate
1
1
1
2
2
2
2
2
1
1
½
1
2
3
1
1
1
2
½
1
1
1
½
½

S
1*
3
1
1
6
5
7
5
1
2
8
6
1
1½
1
1
2
1
1
5
4
1
—
—

Range
M
—
6
2
2
12
10
14
10
2
4
16
12
2
3
2
2
4
2
2
10
8
2
3-6
3-6

L
—
9
3
3
21
18
21
15
3
6
24
18
3
4½
3
3
6
3
3
20
16
3
9
9

0
−8
−6
−6
−14
−4
−4
−2
−7
−9
−6
−2
−3
−7
−7
−4
−6
−7
−8
+9
−3
−7
−4
−5
−6

1
−7
−5
−5
−12
−3
−4
−1
−6
−8
−4
−1
−2
−6
−6
−3
−5
−6
−7
+8
−3
−6
−4
−4
−5

2
−6
−4
−4
−10
−2
−3
−1
−5
−7
−2
−1
−2
−5
−5
−2
−4
−5
−6
+7
−2
−5
−3
−3
−4

3
−5
−3
−3
−8
−1
−3
0
−4
−5
−1
0
−1
−4
−4
−1
−3
−4
−5
+6
−2
−4
−3
−2
−3

Armor Class Adjustment
4
5
6
7
−4
−3
−2
−1
−2
−1
0
0
−2
−1
−1
0
−6
−4
−2
−1
0
0
+1
+2
−1
0
+1
+2
0
+1
+2
+3
−1
0
0
+1
−3
−2
−1
−1
0
0
0
+1
+1
+2
+3
+3
0
0
+1
+2
−3
−2
−1
−1
−3
−2
−1
0
0
0
0
0
−2
−1
0
0
−3
−2
−1
0
−4
−3
−2
−1
+5
+4
+3
+2
−1
0
0
0
−2
−1
0
0
−2
−2
−1
0
−1
0
0
0
−2
−1
0
0

8
0
+1
0
−1
+2
+2
+3
+2
−1
+2
+4
+3
0
+1
0
0
+1
0
+1
+2
+2
0
0
0

9
0
+1
0
+1
+3
+2
+3
+2
0
+2
+4
+3
0
0
0
0
0
0
0
+1
+1
0
0
0

10
0
+2
+1
+2
+3
+3
+3
+2
0
+3
+4
+3
+1
+1
+1
+1
+1
+1
−1
+3
+3
0
0
0

* 10-foot range only, not 10 yards.
Rate of ﬁre is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = Long.
Armor Class Adjustment is based on the weapon or missile being discharged at short range. Adjust by −2 at all medium ranges, by −5at all long ranges.

SPELL TABLES(All cantrips, plus spells in italic type, are described in this volume.)

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

1st Level
Bless
Ceremony
CombineCommandCreate Water
Cure Light Wounds
Detect Evil
Detect Magic
Endure Cold/HeatInvisibility to Undead
Light
Magic Stone
Penetrate Disguise
Portent
Precipitation
Protection From Evil
Purify Food & Drink
Remove Fear
Resist Cold
Sanctuary

2nd Level
Aid
AuguryChant
Detect Charm
Detect Life
Dust Devil
EnthrallFind Traps
Hold Person
Holy Symbol
Know Alignment
Messenger
Resist Fire
Silence 15v Radius
Slow Poison
Snake Charm
Speak With Animals
Spiritual Hammer
Withdraw
Wyvern Watch

28

3rd Level
Animate Dead
Cloudburst
Continual Light
Create Food & Water
Cure Blindness
Cure Disease
Death’s Door
Dispel Magic
Feign Death
Flame Walk
Glyph of Warding
Locate Object
Magical Vestment
Meld Into Stone
Negative Plane Protection
PrayerRemove Curse
Remove Paralysis
Speak With Dead
Water Walk

SPELL TABLES (CLERICS)

CLERICS, Continued
Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

4th Level
AbjureCloak of Fear
Cure Serious Wounds
Detect Lie
Divination
Exorcise
Giant Insect
Imbue With Spell Ability
Lower Water
Neutralize Poison
Protection From Evil 10v Radius
Speak With Plants
Spell Immunity
Spike Growth
Sticks to Snakes
Tongues

5th Level
Air Walk
Animate Dead Monsters
Atonement
CommuneCure Critical Wounds
Dispel Evil
Flame Strike
Golem
Insect Plague
Magic Font
Plane Shift
Quest
Rainbow
Raise Dead
Spike Stones
True Seeing

6th Level
Aerial Servant
Animate Object
Blade Barrier
Conjure Animals
Find The Path
Forbiddance
Heal
Heroes’ Feast
Part Water
Speak With Monsters
Stone Tell
Word of Recall

7th Level
Astral Spell
Control Weather
Earthquake
Exaction
Gate
Holy (Unholy) Word
Regenerate
Restoration
Resurrection
SuccorSymbolWind WalkDRUIDS (Clerics)
Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

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

1st Level
Animal Friendship
Ceremony
Detect Balance
Detect Magic
Detect Poison
Detect Snares & Pits
Entangle
Faerie Fire
Invisibility To Animals
Locate Animals
Pass Without Trace
Precipitation
Predict Weather
Purify Water
Shillelagh
Speak With Animals

4th Level
Animal Summoning I
Call Woodland Beings
Control Temperature
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Hold Plant
Plant Door
Produce Fire
Protection From Lightning
Repel Insects
Speak With Plants

2nd Level
BarkskinCharm Person Or Mammal
Create Water
Cure Light Wounds
Feign Death
Fire Trap
Flame Blade
GoodberryHeat Metal
Locate Plants
Obscurement
Produce Flame
Reﬂecting Pool
Slow Poison
Trip
Warp Wood

5th Level
Animal Growth
Animal Summoning II
Anti-Plant Shell 10v Radius
Commune With Nature
Control Winds
Insect Plague
Moonbeam
Pass Plant
Spike Stones
Sticks To Snakes
Transmute Rock To MudWall Of Fire29

3rd Level
Call Lightning
Cloudburst
Cure Disease
Hold Animal
Know Alignment
Neutralize Poison
Plant GrowthProtection From Fire
Pyrotechnics
Snare
Spike GrowthStarshine
Stone Shape
Summon Insects
Tree
Water Breathing

6th Level
Animal Summoning III
Anti-Animal Shell
Conjure Fire Elemental
Cure Critical Wounds
FeeblemindFire Seeds
Liveoak
Transmute Water To Dust
Transport Via Plants
Turn Wood
Wall Of Thorns
Weather Summoning

7th Level
Animate Rock
Changestaff
Chariot of Sustarre
Confusion
Conjure Earth Elemental
Control Weather
Creeping Doom
Finger Of Death
Fire Storm
Reincarnate
SunrayTransmute Metal To Wood

SPELL TABLES (MAGIC-USERS)MAGIC-USERS, Cantrips
Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Useful
Chill
Clean
Color
DampenDry
Dust
Exterminate
FlavorFreshenGatherPolish
Salt
Shine
Spice
SproutStitchSweeten
Tie
Warm
Wrap

Reversed
Curdle
Dirty
Dusty
Hairy
Knot
Ravel
Sour
Spill
TangleTarnishUntie
Wilt

Legerdemain
ChangeDistract
Hide
Mute
Palm
Present

Person-Affecting
Belch
Blink
Cough
GiggleNod
ScratchSneezeTwitchWink
Yawn

Personal
Bee
Bluelight
Bug
Fireﬁnger
Gnats
Mouse
Smokepuff
SpiderTweak
UnlockHaunting
Creak
FootfallGroan
Moan
RattleTap
Thump
WhistleMAGIC-USERS, Spells
Number 1st Level
1
Affect Normal Fires
2
Alarm
3
Armor
4
Burning Hands
5
Charm Person
6Comprehend Languages
7
Dancing Lights
8
Detect Magic
9
Enlarge10
Erase
11
Feather Fall
12
Find Familiar
13
Firewater
14
Friends
15
Grease16
Hold Portal

2nd Level
Audible Glamer
Bind
Continual Light
Darkness 15v Radius
Deeppockets
Detect Evil
Detect Invisibility
ESP
Flaming Sphere
Fools Gold
ForgetInvisibility
Irritation
Knock
Know Alignment
Leomund’s Trap

3rd Level
Blink
Clairaudience
Clairvoyance
Cloudburst
Detect Illusion
Dispel Magic
Explosive Runes
Feign Death
Fireball
Flame Arrow
Fly
Gust of Wind
Haste
Hold Person
Infravision
Invisibility 10v Radius

17

Identify

Levitate

Item

18
19

Jump
Light

Locate Object
Magic Mouth

Leomund’s Tiny Hut
Lightning Bolt

20
21
22
23
24

Magic Missile
Melt
Mending
Message
Mount

Melf’s Acid Arrow
Mirror Image
Preserve
Protection From Cantrips
Pyrotechnics

25

Nystul’s Magic Aura

Ray of Enfeeblement

26
27
28
29
30
31

Precipitation
Protection From Evil
Push
Read Magic
Run
Shield

32
33
34
35
36
37
38
39
40

Shocking Grasp
Sleep
Spider Climb
Taunt
Tenser’s Floating Disc
Unseen Servant
Ventriloquism
Wizard Mark
Write

Rope Trick
Scare
Shatter
Stinking CloudStrength
Tasha’s Uncontrollable
Hideous Laughter
VocalizeWeb
Whip
Wizard Lock
Zephyr

4th Level
Charm Monster
Confusion
Dig
Dimension Door
Dispel Illusion
Enchanted Weapon
Evard’s Black Tentacles
Extension I
Fear
Fire Charm
Fire Shield
Fire Trap
FumbleHallucinatory Terrain
Ice Storm
Leomund’s Secure
Shelter
Magic Mirror

5th Level
Airy Water
Animal Growth
Animate Dead
Avoidance
Bigby’s Interposing Hand
Cloudkill
Conjure Elemental
Cone of Cold
Contact Other Plane
Dismissal
Distance Distortion
Dolor
Extension II
Fabricate
Feeblemind
Hold Monster
Leomund’s Lamentable
Belabourment
Leomund’s Secret Chest
Magic Jar

Massmorph
Minor Globe of Invulnerability
Material
Monster Summoning II
Monster Summoning III
Melf’s Minute Meteor
Otiluke’s Resilient Sphere Mordenkainen’s Faithful HoundMonster Summoning I Plant Growth
Passwall
Phantasmal ForcePolymorph Other
Sending
Protection From Evil 10v Polymorph Self
Stone Shape
RadiusProtection From Normal Rary’s Mnemonic
Telekinesis
MissilesEnhancer
Secret Page
Remove Curse
Teleport
Sepia Snake Sigil
Shout
Transmute Rock To Mud
Slow
Stoneskin
Wall of Force
Suggestion
Ultravision
Wall of Iron
TonguesWall of Fire
Wall of Stone
Water Breathing
Wall of Ice
Wind Wall

30

Wizard Eye

SPELL TABLES (MAGIC-USERS)MAGIC-USERS, Spells, Continued
Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

6th Level
Anti-Magic Shell
Bigby’s Forceful Hand
Chain Lightning
Contingency
Control Weather
Death Spell
Disintegrate
Enchant An Item
Ensnarement
Extension III
EyebiteGeas
Glassee
Globe of Invulnerability
Guards and Wards
Invisible Stalker
Legend Lore
Lower Water
Monster Summoning IV
Mordenkainen’s Lucubration
Move Earth
Otiluke’s Freezing SpherePart Water
Project Image
Reincarnation
Repulsion
Spiritwrack
Stone To Flesh
Tenser’s Transformation
Transmute Water To Dust

7th Level
Banishment
Bigby’s Grasping Hand
Cacodemon
Charm Plants
Delayed Blast FireballDrawmij’s Instant Summons
Duo-Dimension
Forcecage
Limited Wish
Mass Invisibility
Monster Summoning V
Mordenkainen’s Magniﬁcent
MansionMordenkainen’s Sword
Phase Door
Power Word, Stun
Reverse Gravity
Sequester
Simulacrum
StatueTeleport Without Error
Torment
Truename
VanishVolley8th Level
Antipathy/Sympathy
Bigby’s Clenched Fist
Binding
Clone
DemandGlassteel
Incendiary Cloud
Mass Charm
Maze
Mind Blank
Monster Summoning VI

9th Level
Astral Spell
Bigby’s Crushing Hand
Crystalbrittle
Energy Drain
Gate
Imprisonment
Meteor Swarm
Monster Summoning VII
Mordenkainen’s Disjunction
Power Word, Kill
Prismatic Sphere

Otiluke’s Telekinetic Sphere

Shape Change

Otto’s Irresistible Dance
Permanency
Polymorph Any Object
Power Word, Blind
Serten’s Spell Immunity
Sink
SymbolTrap The Soul

SuccorTemporal Stasis
Time Stop
Wish

ILLUSIONISTS (Magic-Users)
Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Number
1
2
3
4
5
6
7
8
9
10
11
12

Minor Illusion Cantrips
Colored Lights
Dim
Haze
Mask
MirageNoise
Rainbow
Two-D’Iusion

4th Level
Confusion
Dispel Exhaustion
Dispel Magic
EmotionImproved Invisibility
Massmorph
Minor Creation
Phantasmal Killer
Rainbow Pattern
Shadow Monsters
Solid Fog
Vacancy

1st Level
Audible Glamer
Change Self
Chromatic Orb
Color Spray
Dancing Lights
Darkness
Detect Illusion
Detect Invisibility
Gaze Reﬂection
Hypnotism
Light
Phantasmal Force
Phantom Armor
Read Illusionist Magic
Spook
Wall of Fog

2nd Level
Alter Self
Blindness
Blur
Deafness
Detect Magic
Fascinate
Fog CloudHypnotic Pattern
Improved Phantasmal ForceInvisibility
Magic Mouth
Mirror Image
Misdirection
Ultravision
Ventriloquism
Whispering Wind

3rd Level
Continual Darkness
Continual Light
DeludeDispel Illusion
Fear
Hallucinatory Terrain
Illusionary Script
Invisibility 10v Radius
Non-detection
Paralyzation
Phantom Steed
Phantom Wind
Rope Trick
Spectral Force
Suggestion
Wraithform

5th Level
Advanced Illusion
Chaos
Demi-Shadow Monsters
Dream
Magic Mirror
Major Creation
Maze
Projected Image
Shadow Door
Shadow Magic
Summon Shadow
Tempus Fugit

6th Level
Conjure Animals
Death Fog
Demi-Shadow Magic
Mass Suggestion
Mirage Arcane
MisleadPermanent Illusion
Phantasmagoria
Programmed Illusion
ShadesTrue Sight
Veil

7th Level
Alter Reality
Astral Spell
Prismatic Spray
Prismatic Wall
Shadow Walk
Vision
Weird
First Level Magic-User Spells

31

CLERIC SPELLS (1ST LEVEL)
CLERIC SPELLS

the cleric performing the ordination must be of higher level than the recipient; this ceremony is often conducted as part of the training a cleric
receives in order to advance from second to third level.

First Level Spells:
Ceremony (Invocation)

Special vows can be received by a would-be cavalier or paladin before
that character embarks upon a career in the desired profession. The effects of this spell persist for as long as it takes the character to accumulate enough experience points to rise to the upper limit of his or
her current level. The special vows can then be renewed as part of thecharacter’s training between levels, or at any time during advancement
through the next higher level. A cavalier or paladin who has received special vows is immune to the effects of bestow curse spells (but not cursed
items) for as long as the special vows remain in effect. Additionally, thisceremony renders the subject more susceptible (−4 on saving throw) to
any quest spell cast upon him or her by a cleric of the same alignment as
the caster of the special vows.

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 hour
Duration: Permanent
Saving Throw: Special
Area of Effect: One creature, one item, or area (see below)
Explanation/Description: Ceremony has a number of applications in thereligious organization, depending on the level of the cleric. The effect ofa ceremony spell does not leave behind an aura of magic, although insome cases an aura of good or evil might be present (and thus detectable). The speciﬁc ceremony spells can vary from religion to religion, but
usually encompass these:

Consecrate ground should be performed upon an area before any holy (unholy) structure is built on the site. A religious ediﬁce constructed on groundthat has not been consecrated will slowly but irrevocably fall into a state ofdisrepair and has a 1% chance per year, cumulative, of actually collapsing
as a result of this oversight. This spell must be cast before the area in question is altered in any way (e.g., landscaping) and before any construction
materials are brought to the site; it will have no effect if it is done as an afterthought. Consecrate ground can also be used on a plot of land destinedfor use as a graveyard, and in such a case the graveyard itself automaticallyturns undead each round with the same effectiveness as a 3rd-level cleric.
Or, if the consecration of a would-be graveyard is performed by an evil
cleric, any undead creatures occupying the area are treated as if they werebeing protected and controlled by an evil cleric of 3rd level.

1st-level cleric: coming of age, burial, marriage
3rd-level cleric: dedication, investiture, consecrate item
5th-level cleric: ordination, special vows
7th-level cleric: consecrate ground
9th-level cleric: anathematize
Each of these varieties of the ceremony spell requires a cleric of the indicated level or a higher one, with additional restrictions as described below.
For all ceremony spells except anathematize (see below), no saving throw iscalled for, since the recipient is either inanimate or presumed to be willing tobe affected by the magic; any version of the spell except for anathematize
will simply fail if it is cast on a person who (for some reason) is unwilling toreceive the beneﬁt. Brieﬂy, the ceremonies listed do the following things:

Anathematize is a form of excommunication by means of which the offender
is literally branded on the cheek, forehead, arm, or hand with a symbol, sigil,
or sign that identiﬁes the subject (to those who understand the symbol) as
someone who has committed a serious offense in the eyes of his or her deity. An unwilling subject of this spell is allowed a saving throw versus spell,at −4, to escape its effects. If the recipient is not truly deserving of the tellingbrand, the spell fails when cast. A successful atonement causes the brandto fade, and possibly vanish. If the offending actions were caused magicallyor by some other external force, the brand utterly disappears. If the offending actions were natural, the brand cannot be completely removed.

Coming of age is a limited form of bless spell which is cast upon a youngman (and in some cultures a young woman) at some point relatively earlyin life, often the age of 12. A young person who receives this spell getsa + 1 bonus to any single saving throw, which can be taken at any timeafter the coming of age ceremony is completed. In some cultures, thecoming of age ceremony has a symbolic signiﬁcance, such that an adolescent must receive this blessing before he or she can enjoy the rights
and privileges of adulthood.
Burial magically protects a corpse, and bestows it with the blessing of thereligious organization. The body is shielded for one week as if by a protection from evil spell, and anyone trying to disinter the corpse within that timemust make a saving throw versus spell or stop and ﬂee in fear for one turn.

The components for the various ceremony spells vary from religion to religion, but the material component always involves the use of the cleric’s
holy symbol in one way or another. Standard costs for the casting ofthese spells are as follows: coming of age, 5-15 sp; burial, 5-50 gp; marriage, 1-20 gp; dedication, 1-10 sp (or sometimes free); investiture, 1-100
gp (or sometimes free); item consecration, usually free; ordination, usually
free but possibly as much as 200 gp; special vows, 1-100 gp (or sometimes free); consecrate ground, 100-600 gp depending on the size of thearea to be affected and the level of the cleric performing the spell; andanathematize is always performed at no charge, since the casting of thisspell is always deemed to be in the best interests of the cleric’s religion.

Marriage has no tangible after-effect (i.e., it does not guarantee happiness or
harmony), but it usually carries a moral or legal signiﬁcance, not dissimilar innature to the various rites of marriage which are performed in our real world.
Dedication allows the recipient of the spell to be taken into the ranks ofthe casting cleric’s religion, making that person a sanctioned worshiperof the cleric’s deity. The effect of a dedication is permanent, unless theworshiper demonstrates a desire to change allegiance to a different deity. In such a case, the earlier dedication can be overridden by a new
dedication cast by a cleric of a higher level than the one who performed
the previous dedication.

Combine (Evocation)
Level: 1
Components: V, S
Duration: Special
Casting Time: 1 round
Range: Touch
Saving Throw: None
Area of Effect: The circle of clerics

The rite of investiture must be performed on any aspiring cleric before
that character can achieve the status of a ﬁrst-level cleric.
Consecrate item must be performed on any object to be placed on analtar or in some other location within a religious ediﬁce. To prevent itfrom losing its potency, holy (or unholy) water must be kept in a properly
consecrated container.

Explanation/Description: This spell enables three to ﬁve clerics to combine their abilities and thereby empower one of their number to cast aspell or turn undead with greater efﬁcacy. The highest-level cleric of thegroup (or one of such, as applicable) stands, while the other clerics joinhands in a surrounding circle. All the participating clerics then cast the
combine spell together.

Ordination must be performed on a cleric before the character can become the priest of a congregation or assume similar sorts of duties, andeven an adventuring cleric must be ordained before he or she can gain
followers and establish a following or other sort of group. In all cases,

The central cleric temporarily functions as if of higher level, gaining one level for each encircling cleric. The maximum gain is four32

CLERIC SPELLS (1ST LEVEL)
levels, and the maximum duration is 3 turns. The increase applies tothe cleric’s effective level for determining the results of attempts to turnundead, and to spell details which vary by the level of the caster. The
encircling clerics must concentrate on maintaining the combine effect.
They gain no armor class bonuses from shield or dexterity, and their attackers gain a +4 bonus on all “to hit” rolls. The central cleric gains noadditional spells, but may cast any previously memorized spell(s), oftenwith bonus effects.

thrown within 6 rounds after the casting of the spell is completed, or itturns back into an ordinary item.
A hit from the stone will break the concentration of a spell caster only if
the victim fails a saving throw versus spell. Any target with innate magic
resistance cannot be affected by the stone. A shield spell will protect atarget from a magic stone, as will a brooch of shielding, a protection fromnormal missiles spell, a minor globe of invulnerability, or any similar (morepowerful) magic. A cleric of 6th through 10th level can enchant 2 stones
with this spell, one of 11th through 15th level can use it on 3 stones,
and an additional stone is allowed for every ﬁve levels of experience thecaster has gained beyond the 11th (i.e., 4 stones at 16th level, 5 stones
at 21st level, etc.). It is possible for a cleric to give the enchanted stone(s)to another character to throw. Note that some religious organizations
may forbid their clerics from using this spell, since it enables the cleric to
use a missile weapon (of sorts).

Endure Cold / Endure Heat (Alteration) Reversible
Level: 1
Range: Touch
Duration: 9 turns/level
Area of Effect: One creature

Components: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: The recipient of this spell is provided with protection from normal extremes of cold or heat (depending on which application is used). He or she can stand unclothed in temperatures as low as-30° F. or as high as 130° F. (depending on application) with no ill effect.
A temperature extreme beyond either of those limits will cause 1 hit pointof exposure damage per hour for every degree above or below thoselimits. (Without the beneﬁt of protection such as this, exposure damageis 1 hit point per turn for each degree of temperature.) The spell will lastfor the prescribed duration, or until the recipient is affected by any form ofmagical cold (including white dragon breath) or magical heat. The cancellation of the spell will occur regardless of which application was used andregardless of which type of magical effect hits the character (e.g., endurecold will be cancelled by magical heat or ﬁre as well as by magical cold).
The recipient of the spell will not suffer damage from the magical heat orcold during the round in which the spell is broken, but will be vulnerable
to all such attacks starting on the following round. The spell will be cancelled instantly if either resist ﬁre or resist cold is cast upon the recipient.

Penetrate Disguise (Divination)
Level: 1
Range: 12˝
Duration: 1 round
Area of Effect: One individual

Explanation/Description: By means of this spell, the cleric is empowered
to see through a disguise composed solely of makeup or altered clothing(i.e., non-magical in nature). The cleric cannot identify what class or profession the disguised ﬁgure actually belongs to, nor the true appearanceof the ﬁgure; the spell merely points out that the target ﬁgure is posing
as someone or something else. The spell does not detect actual rankor status and cannot reveal an illusion for what it is, but it can detect
whether a ﬁgure is the object of a friends spell. The spell cannot detect
any deception involving alignment. The target of the spell is allowed asaving throw versus spell, and if this saving throw is made, the disguise
will be enhanced in the eyes of the cleric, so that the caster becomes
convinced that the target ﬁgure actually is what he claims to be. Being
under the effect of a bless spell, wearing magic armor, or using a magic
item of protection (such as a cloak or ring) will give the target an appropriate bonus to the saving throw.

Invisibility to Undead (Illusion/Phantasm)
Level: 1
Duration: 6 rounds
Range: Touch
Area of Effect: One individual

Components: V, S
Casting Time: 2 rounds
Saving Throw: Neg.

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.

Portent (Divination)

Explanation/Description: This spell is quite similar to sanctuary, but only
affects undead of 4 or fewer hit dice. A saving throw versus spell is madefor each type of undead within 30 feet of the caster, and if failed, allundead of that type will ignore the caster completely for the duration of
the spell. (Note that this negates subsequent attempts by the caster toturn those undead.) However, if the saving throw succeeds, all undead ofthat type will attack the spell caster in preference to any other possible
targets.

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Spell caster or ﬁgure touched
Explanation/Description: This spell enables the cleric to tell something of
his or another ﬁgure’s future “luck.” This “luck” takes the form of an improvement or reduction in a “to hit” roll or a saving throw at some point in
the future unknown to the character who is the object of the portent. After
this spell is cast, the Dungeon Master makes two die rolls in secret: First,
1d12, to determine at what point in the future the portent takes effect;
second, 1d6 to determine the exact effect (roll of 1 = -3; 2 = -2; 3 = -1; 4 =+1; 5 = +2; 6 = +3). Based upon the result of the 1d6 roll, the DM should indicate to the player of the cleric character whether the portent is good, fair(which can be moderately good or moderately bad), or poor. The recipientof the spell will usually also be given this information. The result of the d12roll represents the number of “to hit” rolls or saving throws that the target
character must make before the roll to be affected by the portent occurs;e.g, if a 12 is rolled, then the 12th such roll thereafter will be the one towhich the portent is applied. Die rolls only apply toward this count if they
are taken in life-or-death (i.e., combat or peril) situations; the count is suspended if the character contrives to perform (for instance) saving throws
against non-harmful effects in an effort to “sidestep” the portent. Die rollsthat do apply toward this count include: Saving throws made in combat
or against magical effects, “to hit” rolls made by the character, and “tohit” rolls made by an opponent against the character. When the die rolldesignated by the portent is made, the result will be adjusted upward or
downward as indicated by the result of the d6 roll; thus, the character will

The effect of this spell ends if the caster attacks or attempts to cast anyother spell. If the caster is of neutral morals (with respect to good and evil),the undead save at -2. The material component is the cleric’s holy symbol.
Magic Stone (Alteration)
Level: 1
Components: V, S
Range: 2˝
Casting Time: 1 round
Duration: 6 rounds or until used
Saving Throw: None
Area of Effect: One small stone or pebble
Explanation/Description: To use this spell, the cleric picks up a smallstone or pebble and then (via the casting process) places a magical aura
on it. The spell cannot affect stones that are already magical. The magicstone can be thrown at a target up to 4˝ distant (assuming no intervening
obstacles and sufﬁcient head room). It will act as a +1 weapon for “to hit”
determination, and if a hit is scored the stone will do 1 point of damage.
Ranges are 2˝/3˝/4˝, with standard modiﬁcations. If the stone travels morethan 4˝ from the thrower or if it does not score a hit, the missile loses its
dweomer and falls harmlessly to the ground. A magic stone must be

33

CLERIC SPELLS (1ST LEVEL)
be either more or less likely to score a hit, more or less likely to be hit, ormore or less likely to succeed on a saving throw. The material component
for this spell is either a numbered wheel or tea leaves.

by curative magic. Example: A 1st-level ﬁghter has 8 hit points, takes 2
points of damage, and then receives an aid spell which gives 6 additional
hit points. The ﬁghter now has 12 hit points, 6 of which are temporary.
If he is then hit for 7 points of damage, 1 regular point and all 6 of thetemporary points are lost. The material components of this spell are atiny strip of white cloth with a sticky substance (such as tree sap) on theends, plus the cleric’s holy symbol.

Precipitation (Alteration)
Level: 1
Components: V, S, M
Range: 1˝/level
Casting Time: 3 segments
Duration: 1 segment/level
Saving Throw: None
Area of Effect: 3˝ diameter cylinder up to 12˝ highDetect Life (Divination)
Level: 2
Range: 10v/level
Duration: 5 rounds
Area of Effect: One creature

Explanation/Description: When this spell is cast, all water vapor in theatmosphere within the area of effect is precipitated in the form of a lightrain. (Note that low-level spell casters will certainly be within the area ofeffect of the spell.) The rain will continue for only as many segments oftime as the spell caster has levels of experience. Since only some 1/100
of an inch of precipitation falls during the course of a segment, the spell
will have only the following general effects:

Explanation/Description: By the use of this spell, a cleric can tell if a target creature is alive. The magic will detect life in the recipient of a feign
death spell, or someone in a coma, deathlike trance, or state of suspended animation. If cast upon the body of a creature that is engaged in astral
travel, it will reveal that the creature is alive. The spell works on plants andplant creatures as well as animals. The spell’s range is diminished if morethan a one-inch thickness of wood or stone lies between the cleric andthe subject. Each inch of thickness of a wood or stone barrier is treatedas 10 feet of open space. A barrier of metal of any thickness will cause
the spell to fail and be ruined. Any form of mental protection, including
those of psionic or magical nature, will likewise ruin the spell without anything being detected. The spell will detect the ﬁrst living creature that lies
along the cleric’s line of sight (and within range), or else the ﬁrst creaturethat crosses the line-of-sight path before the duration expires.

Thin, light material will become damp in 1 segment and thoroughly
wet thereafter.
Twigs and heavy material such as canvas will be damp in 2 segments
and wet thereafter.
Flat, relatively non-porous surfaces, such as stone ﬂoors, rock,painted wood, etc., will be damp in 1 segment and ﬁlmed with water
thereafter.
Semi-porous surfaces and materials will become damp on the surfacein 2 segments, and thereafter the damp area will progress downward/
inward, until after 5 segments the surface or material will be thoroughly wet.

Dust Devil (Conjuration/Summoning)
Level: 2
Range: 3˝
Duration: 1 round/level
Area of Effect: Special

Porous surfaces and materials will simply absorb the rain up to thelimit of their capacity — which probably extends well beyond the duration of the spell.

Components: V, S
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: This spell enables a cleric to conjure up a weak
air elemental — a dust devil of AC 4, 2 HD, MV 18˝, 1 attack for 1-4 pointsof damage, which can be hit by normal weapons. Magic weapons of any
type cause it double damage. The dust devil appears as a small whirlwind
5 feet in diameter at its base, 15 feet tall, and 10 feet across at the top. It
will move as directed by the cleric, but will be dispelled if ordered to go
farther than 3˝ away from the spell caster. The winds of the dust devil canhold a gas cloud or a creature in gaseous form at bay or push it away fromthe caster (though it cannot damage or dispel such a cloud). Its winds are
sufﬁcient to put out torches, small campﬁres, exposed lanterns, and othersmall, open ﬂames of non-magical origin. If skimming along the ground in
an area of loose dust, sand or ash, the dust devil will pick up those particles and disperse them in a cloud 30 feet in diameter centered around thedust devil. Normal vision is not possible through the cloud, and creatures
caught in the cloud will be effectively blinded until one round after they are
free of it. Spell casting is virtually impossible for someone caught insidesuch a cloud or inside the dust devil itself; even if the creature fails to score
damage on the victim from the buffeting of its winds, a spell caster must
make a saving throw versus spell to keep his or her concentration (andthe spell) from being ruined. Any creature native to the Elemental Planeof Air — even another creature of the same sort — can dismiss a dust
devil at will from a distance of 3˝ or less. Creatures not native to the plane
occupied by the spell caster are not affected by the dust devil. It is automatically dispelled if it contacts any creature with innate magic resistance— but not until after it gets a chance to hit and do damage.

Small ﬂames, such as those of candles, will be extinguished by 1 segment of precipitation. Small ﬁres will slow and become smoky for 1
round after precipitation has ceased. Large ﬁres will not be materiallyaffected by the spell.
Note that if the temperature is above 90° F., the duration of the spell will
be extended to double normal except in arid regions. Also, where thetemperature ranges between 33° and 31° F., the precipitation will fall in theform of sleet. At 30° F. and below, the precipitation will fall as rather thicksnow, and most dampness/wetness effects will be negated or postponed
until the snow melts. If magical heat of large area (i.e., a wall of ﬁre, ﬁreball, ﬂame strike, etc.) is applied to precipitation, a cloud of warm fog of
double the area of the precipitation effect will be formed. If magical cold isapplied to the spell or the water which remains thereafter, normal ice will
be formed. The material component of the spell is a pinch of silver dust.
Second Level Spells:
Aid (Necromantic - Conjuration)
Level: 2
Range: Touch
Duration: 1 round + 1/level
Area of Effect: One person

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: The recipient of this spell gains the beneﬁt of a
bless spell and a special benison of 1-8 additional hit points. The blesslasts as long as the aid spell, as do the hit points thus gained. The aid
allows a character to actually have more hit points than the character’s
full normal total. The added hit points last only for the duration of the aid
spell. Any damage taken by the recipient while the aid spell is in effectis taken off the 1-8 additional hit points before regular ones are lost.
Hit points bestowed by an aid spell and then lost cannot be regained

Enthrall (Enchantment/Charm)
Level: 2
Range: 3˝
Duration: Special
Area of Effect: 90v radius

34

Components: V, S
Casting Time: 1 round
Saving Throw: Neg.

CLERIC SPELLS (2ND LEVEL)
Explanation/Description: A cleric who uses this spell can bind andenthrall an audience that can fully understand his or her language.
Listeners of the same race as the cleric are allowed a saving throw
versus spell; those of a different race which is generally unfriendly tothe cleric’s race save at +4. It is impossible to enthrall a character orcreature with more than 4 levels or hit dice, or one with a wisdom score
greater than 15.

Withdraw (Alteration)
Level: 2
Range: 0
Duration: Special
Area of Effect: The cleric

Explanation/Description: By means of a withdraw spell, the cleric effectively alters the ﬂow of time with regard to himself or herself. While but
1 segment of time passes for those not affected by the spell, the clericis able to spend 1 round of time in contemplation. The base spell duration is 2 segments (2 rounds, from the cleric’s point of view), and thecleric adds 1 additional increment of time for each level of experience heor she possesses. Thus, at the 5th level of experience, the spell caster
could spend up to 6 rounds cogitating on some matter while but 6 segments of time passed for all others. (The DM must allow the spell caster1 minute of real time per segment to ponder some problem or question.
No discussion with non-affected characters is permitted.) Note that while
affected by the withdraw spell, the cleric can perform only these particular acts: the casting of an augury spell, any curing or healing spells,
or any informational spells — and all such spells can only be cast upon
the cleric himself or herself. The casting of any of these spells in a different fashion (e.g., a cure light wounds bestowed upon a companion) willcause the magic of the withdraw spell to cease. Similarly, the cleric who
is affected by the withdraw spell cannot walk or run, become invisible,
or otherwise engage in actions other than thinking, reading, and the like.
The withdrawn cleric can be affected by the actions of others while under
the inﬂuence of this spell, and any attack upon the cleric which succeeds
will break the spell.

To effect the spell, the caster must speak without interruption for a fullround. Thereafter, the enchantment lasts for as long as the cleric keeps
speaking, to a maximum of 6 turns. Those who fail their saving throw willview the cleric as if he or she had a charisma of 21 (loyalty base +70%,
reaction adjustment +50%). They will stand and listen to the cleric’s
words, but will not act on them as if a suggestion had been cast. Whenthe cleric stops talking, the spell is broken and the listeners regain controlof their own minds. Any form of attack (i.e., a successful hit or the castingof a spell) against the cleric will instantly cancel the enthrall spell, as will
any attempt by the cleric to cast a different spell or perform some otheraction. Members of the audience who make a successful saving throw
will view the cleric as having a charisma of 3; they may (50% chance)hoot and jeer, allowing a new saving throw for others listening. If thecleric tries to take undue advantage of the spell by preaching about a religion or alignment opposed to that to which the members of the audiencesubscribe, each “offended” listener is allowed a new saving throw at +5.
Holy Symbol (Conjuration/Summoning)
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: One object

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Wyvern Watch (Evocation)
Level: 2
Range: 3˝
Duration: 8 hours or until strike
Area of Effect: 1v diameter sphere

Explanation/Description: This spell is used to prepare a cleric’s holy symbol, or to create a new symbol to replace a lost or damaged one. The
new symbol-to-be, which is the spell’s material component (and obviously is not consumed in the casting), must be crafted of appropriatematerial depending on the religion/deity in question, and must be of theproper shape and design — a cleric cannot pick up just any item andmake it into a holy symbol. A cleric may possess two holy symbols at
one time, and this spell can be used to create a second one as a spare.
No cleric can create a holy symbol related to a religion or deity other thanthe one that he or she worships. The holy symbol of a good or evil clericwill radiate a faint aura of good or evil, but is not a magical object per se.
The holy symbol of a cleric who is of neutral morals (with respect to goodand evil) will have no such aura.

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: This spell is known as wyvern watch becauseof the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches within 1˝ of the area in question is
subject to attack from the spell force. The “wyvern” will strike, and any
creature so attacked must make its saving throw versus spell or else
stand paralyzed for 1 round per level of the caster, or until freed by thespell caster, by a dispel magic spell, or by a remove paralysis spell. A
successful saving throw indicates that the target creature was missed by
the attack of the wyvern-form, and the spell remains in place. As soon asa target creature is successfully struck by the wyvern-form, the paralysis
takes effect and the force of the spell itself is dissipated. The spell force
will likewise dissipate if no intruder is struck by the wyvern-form for 8hours after the spell is cast. Any creature approaching the space being
guarded by the wyvern-form may be able to detect its presence before
coming close enough to be attacked; this chance of detection is 90% inbright light, 30% in twilight conditions, and 0% in darkness. The material
component is the cleric’s holy/unholy symbol.

Messenger (Enchantment/Charm)
Level: 2
Range: 2˝/level
Duration: 1 hour/level
Area of Effect: One creature

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: This spell enables the cleric to call upon a small(size S) creature of at least animal intelligence to act as his or her messenger. The spell does not affect creatures that are “giant” types, and it
will not work on creatures with an intelligence score of 4 or higher, or witha rating of low intelligence or better (whichever applies). If the creatureis already within range, the cleric, using some type of food desirable tothe animal as a lure, can call the animal to come. The animal is allowed asaving throw versus spell, and if this succeeds the spell fails. If the saving
throw is failed, the animal will advance toward the cleric and await hisor her bidding. The cleric can communicate with the animal in a crude
fashion, telling it to go to a certain place, but directions must be simple.
The spell caster can attach some small item or note to the animal. If so
instructed, the animal will then wait at that location until the duration of
the spell expires. (Note that unless the intended recipient of a message
is expecting a messenger in the form of a small animal or bird, the carrier
may be ignored.) When the spell’s duration expires, the animal or bird will
return to its normal activities. The intended receiver of a message gains
no communication ability.

Third Level Spells:
Cloudburst (Alteration)
Level: 3
Components: V, S, M
Range: 1˝/level
Casting Time: 5 segments
Duration: 1 round
Saving Throw: None (& special)
Area of Effect: 3˝ diam. cylinder up to 6˝ highExplanation/Description: By means of this spell the caster causes
the atmosphere to instantly precipitate all of its water vapor in theform of huge drops of rain, the resulting condensation not only causing a true downburst of rain but also sucking more vapor into thearea to likewise be precipitated. The cloudburst will effectively drencheverything in its area of effect within 1 segment, for its rain will fall at the35

CLERIC SPELLS (3RD LEVEL)
rate of 1/10 inch per segment, or 1 inch of rainfall in 1 round. All normal
ﬁres within the area of effect will be extinguished by a cloudburst —small ones instantly, medium-sized ones in 3-5 segments, and largesized ones in 8-10 segments. Magical ﬁres will also be extinguished by acloudburst, with the following general rules applying:

Magical Vestment (Conjuration/Alteration)
Level: 3
Range: Touch
Duration: 6 rounds/level
Area of Effect: The cleric

Permanent magical ﬁres will re-light in 1-2 rounds. Small, rekindlable
magical ﬁres such as that of a ﬂame tongue sword will be affected
only during the actual cloudburst.

Explanation/Description: This spell enchants the caster’s vestment, providing protection equivalent to armor. It will only function while the clericis on ground consecrated to his or her deity (cf. 1st-level ceremony spell).
If any armor or protective device is worn during the spell duration, thevestment protects as if normal chain mail armor. If no other protection isworn, the vestment also gains a +1 enchantment for each four levels of
the cleric, to a maximum effect of chain mail +4 (base AC 1). The magic
lasts for 6 rounds per level of the caster, or until the caster loses consciousness or leaves the consecrated area. The material components
are the vestment to be enchanted and the cleric’s holy/unholy symbol.

Spells such as produce ﬁre and burning hands will be negated. Largearea spells such as ﬁreball, ﬂame strike, wall of ﬁre, etc., will, in thecourse of being extinguished, vaporize the rain into a cloud of steam
covering an area four times as large as the spell’s area of effect (i.e., acylinder of up to 12˝ in diameter and as much as 24˝ high). This steam
will inﬂict 1-3 points of damage per round on normal creatures within
its area, and will do twice that damage to cold-dwelling or cold-using
creatures. The cloud of steam will persist for 2-5 rounds, half that if abreeze is blowing, or only 1 round if a strong wind is blowing.

Meld Into Stone (Alteration)
Level: 3
Range: Touch
Duration: 8 rounds + 1-8
Area of Effect: Special

In arid regions, the cloudburst will act only as a double-strength precipitation spell. In hot and humid areas, the duration of the spell will be
extended to 2 rounds. In areas with a temperature between 33° and 31°
F. inclusive, sleet rather than rain will fall, with ice and slush being formed
when it accumulates. In temperatures of 30° F. and lower, the cloudburst
becomes a snowburst, with one inch of snow per segment falling. The
material components for the spell are powdered silver and powderediodine crystals, plus the cleric’s holy symbol.

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: The magic of this spell, when properly cast, allows the cleric to meld his or her body and possessions worn or carried
into a large stone. To effect the spell, the cleric stands next to the stone tobe melded into (which must be large enough to accommodate the cleric’s
body in all three dimensions) while holding a small sample of the same
type of stone. When casting is complete, the cleric and up to 100 poundsof his or her non-living gear blend into the stone. Magical artifacts andrelics are not affected by the spell. If the dimensions of the stone are not
sufﬁcient, or if the cleric is wearing and carrying more than 100 pounds ofgear, the spell will fail and be wasted. The magic lasts for 9-16 (1d8 + 8)
rounds, the variable part of the duration rolled secretly by the DM. At any
time before the duration expires, the cleric can step out of the stone along
the same surface that he or she used to enter it (i.e., the spell does not allow movement through the stone such as would a passwall or phase door
spell). If the duration runs out before the cleric exits the stone, then he or
she will be expelled from the stone and take 4-32 (4d8) points of damage— and each piece of gear affected must save versus petriﬁcation or turn tostone. While in the stone, the cleric is aware of the passage of time; however, he or she cannot see or hear anything that may be going on aroundthe stone. The following spells will harm the cleric if cast upon the stonethat he or she is occupying: Stone to ﬂesh will expel the cleric and inﬂict
4-32 points of damage, but items carried need not save. Stone shape willcause 4-16 (4d4) points of damage, but will not expel the cleric. Transmute
rock to mud expels the cleric and will slay the victim instantly unless he or
she makes a successful saving throw versus spell.

Death’s Door (Necromantic)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: 1 hour/level
Saving Throw: None
Area of Effect: One human or demi-human
Explanation/Description: When a cleric employs this spell, he or she
touches a human or demi-human who is unconscious and “at death’sdoor” (−1 to −9 hit points). The spell immediately brings the individual
to 0 hit points. While the individual remains unconscious, bleeding anddeterioration are stopped for the duration of the death’s door spell. The
subject, because of being treated by the spell and now being at 0 hit
points, can be brought to consciousness, and have hit points restored,by means of cure light wounds, cure serious wounds, etc., potions suchas healing or extra-healing, or clerical or other items which magically restore lost hit points. The material components of the spell are the cleric’s
holy/unholy symbol, a bit of white linen, and any form of unguent.
Flame Walk (Alteration)
Level: 3
Range: Touch
Duration: 1 turn + 1/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Negative Plane Protection (Abjuration)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: One Prime Material Plane creature

Explanation/Description: By means of this spell the caster is able toempower himself or herself, or another creature of man-size and comparable mass, to withstand non-magical ﬁres up to temperatures of
2,000° F. It also confers a +2 bonus to saving throws against magicalﬁres. For every level of experience above the minimum required to create
the dweomer (5th), the caster can affect an additional man-sized creature. This growing power enables multiple individuals, or one or more ofgreater than man-size and mass, to be affected by the ﬂame walk spell.
For instance, an 11th-level caster could empower both himself or herself
and a steed such as a horse to move in molten lava. (Consider a horse tobe equivalent to 6 humans for purposes of this spell; conversely, halﬂingsized creatures count as ½ human apiece, and pixie-sized creatures are
considered equivalent to ¼ human each.) The material components ofthe spell are at least 500 gp of powdered ruby and the cleric’s holy/unholy symbol.

Explanation/Description: This spell enables the caster or any other eligible creature touched to be partially protected from an undead monster that has an existence on the Negative Material Plane (such as ashadow, wight, wraith, spectre, or vampire). The dweomer of the spell
opens a channel to the Positive Material Plane, the energy from whichhelps to offset the effect of the undead creature’s attack. The recipientis allowed a saving throw versus death magic if he or she is touched(attacked) by an undead creature. Success indicates that the recipient takes normal hit-point damage from the attack, but does not suffer the drain of experience that would otherwise take place. In addition, the undead creature takes 2-12 (2d6) hit points of damage fromthe Positive Plane energy. The magic is only proof against one suchattack, and dissipates after that attack whether or not the saving throw is36

CLERIC SPELLS (4TH LEVEL)
successful. If the saving throw versus death magic is failed, the recipientof the spell takes double the usual physical damage in addition to theloss of experience that normally occurs. The spell will also protect therecipient from the effect of a magic-user’s energy drain spell, but in sucha case the magic-user is not affected. The contact between the Positive
and Negative Planes that this spell brings about will cause a bright ﬂashof light and a sound like that of a thunderclap, but these phenomena do
not cause damage in any event. The protection will last for 1 turn perlevel of the cleric casting the spell, or until the recipient is successfully
attacked by an undead monster. This spell cannot be cast on the Negative Material Plane.

(proper) name, then that too must be known and used. The naming clericthen compares his or her level against the level or hit dice of the creature
under abjuration, in the same way that the success of a dispel magic spellis determined (base 50% chance of success, plus or minus the level/HD
difference between the caster and the creature to be affected). The percent chance for success is then compared to a percentile dice roll. If theroll is equal to or less than the chance to abjure, the creature is instantly
sent back to its own plane. In all other cases the spell fails. (The creaturemight not wish to remain on the caster’s plane, and in such a case it
could be appreciative of the cleric’s attempt to return it to its home.)
The reverse of this spell, implore, entreats some like-aligned creaturefrom another plane to come to the cleric casting the spell. Success must
be determined just as if abjure had been cast. In like vein, the spell castermust know the exact name of the type of creature as well as its given
name, if any. If the implore spell succeeds, the cleric has absolutely no
guarantee that the creature summoned from another plane will be favorably disposed to him or her. Neither version of the spell will function upon
deities, but might affect servants or minions thereof.

Remove Paralysis (Abjuration) Reversible
Level: 3
Components: V, S
Range: 1˝/level
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 1-4 creatures in a 2˝ × 2˝ area
Explanation/Description: By the use of this spell, the cleric can free thesubject creature(s) from the effects of paralyzation or similar forces (suchas a hold spell). By casting this spell and then pointing his or her ﬁnger inthe proper direction, the cleric can remove paralysis from as many as 4
creatures that are within range and within the area of effect. There must
be no physical or magical barrier between the caster and the creature(s)to be affected, or else the spell will fail and be wasted. Each target of thespell obtains a new saving throw versus paralyzation, at a +3 bonus if
only one creature is involved, +2 if two creatures are to be affected, and+1 if three or four creatures are the target.

The material components for an abjure spell are a holy/unholy symbol,
holy or unholy water, and often some material inimical to the creature. In
reversed form, the material components are the same except for the last,which must be something that the implored creature craves or respects.
Cloak of Fear (Illusion/Phantasm) Reversible
Level: 4
Range: 0
Duration: 1 turn/level
Area of Effect: The cleric

The reverse of the spell, cause paralysis, can affect only one target,
which must be touched by the cleric (successful roll “to hit”) using his
or her holy/unholy symbol. If the victim fails a saving throw versus spell,
paralyzation will set in for a duration of 1-6 rounds plus 1 round per levelof the caster. Clerics of good alignment should be very discerning in theiruse of cause paralysis, and this spell might actually be prohibited to clerics belonging to certain good-aligned orders.

Explanation/Description: The casting of this spell empowers the cleric
to radiate a personal aura of fear out to a 3v radius. Any character orcreature that intrudes upon this aura must save versus spell or run away
in fear for 6 rounds (cf. 3rd-level magic-user spell fear). The spell will only
remain in effect until one creature fails to save, whereupon the dweomerof the spell is dissipated. The spell has no effect upon creatures thatthemselves radiate fear, or upon undead creatures of any sort, and it is
not dissipated upon contact by such creatures. It likewise remains in effect if an intruder makes a successful saving throw, but will expire after
a duration of 1 turn per level of the cleric if not brought down earlier.
Note that members of the cleric’s party are not immune to the effects ofthe spell. The cleric may cancel the aura at any time before the durationends if desired.

Water Walk (Alteration)
Level: 3
Range: Touch
Duration: 1 turn + 1/level
Area of Effect: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: Neg.

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: By means of this spell, the caster is able to empower himself or herself or another creature of man-size and comparable
mass to tread upon water as if it were ﬁrm, grassy ground (cf. ring of water
walking). For every level of the caster above the minimum required to create the dweomer (5th level), he or she can affect an additional man-sized
creature. This growing power enables multiple individuals, or one or moreof greater size and mass, to be affected by the water walk spell. For instance, an 11th-level caster could additionally affect a horse, so that he or
she could move atop the waves while mounted. (Consider a horse to beequivalent to 6 humans for purposes of this spell.) The material components for this spell are a piece of cork and the cleric’s holy/unholy symbol.

The reverse of the spell, cloak of bravery, can be cast upon the cleric orupon another creature which is a willing recipient. A character or creature
protected by a cloak of bravery gains a +3 bonus to the saving throw
against any form of magical fear encountered. The magic of the cloak ofbravery works only once and only upon a single ﬁgure, and is dispelled
whether or not the recipient succeeds on his or her saving throw. The
magic does not negate or otherwise affect the innate ability of a creature(such as a devil) to radiate fear, so that the creature can still affect othersin the vicinity.

Fourth Level Spells:

The material components for a cloak of fear are a miniature quiver and achicken feather; for a cloak of bravery, the necessary items are a drop of
alcohol and the brain of a newt.

Abjure (Abjuration) Reversible (Conjuration/Summoning)
Giant Insect (Alteration) Reversible
Level: 4
Range: 1˝
Duration: Permanent
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg. (see below)

Level: 4
Components: V, S, M
Range: 2˝
Casting Time: Special
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: One or more insects

Explanation/Description: When a cleric employs a spell of this sort, heor she is attempting to return a creature from another plane of existence
to its own plane. The exact name of the type of creature to be affectedby the abjure spell must be known. If the creature also has a speciﬁc

Explanation/Description: By means of this spell, the cleric can turn one
or more normal-sized insects into larger forms which resemble the “giant” forms of such creatures as described in the Monster Manual books

37

CLERIC SPELLS (4TH LEVEL)
or the FIEND FOLIO Tome. The number of insects that can be affected
is dependent upon the cleric’s level: one at 7th-9th level, two at 10th or
11th level, three at 12th or 13th level, and four at 14th or higher level. The
total hit dice of all giant insects created is 3 HD at 7th-9th level, 4 HD
at 10th or 11th, 5 HD at 12th or 13th, and 6 HD at 14th or higher level.
The magic only works upon one type of insect at one time; i.e., a clericcannot use the same casting of the spell to affect both an ant and a ﬂy.
The casting time for a giant insect spell is one round per hit die of theresulting giant creature(s); if the casting is interrupted for any reason, thesubject insect(s) will die and the spell will be ruined. A monster createdby this spell will have as many attacks per round as its namesake, butwill not do full damage unless the created form has as many hit dice as
the usual giant version of the same insect. Although it may have more hit
dice than a standard giant form, the created insect can never exceed thedamage ﬁgures given in the books. Example: A cleric of 14th level can
use the giant insect spell to enlarge a normal wasp to one having 6 HD
(instead of the usual 4 HD for a giant wasp; see Monster Manual), but thecreature would still do damage of 2-8/1-4. Conversely, a 7th-level cleric
can use this spell to create a giant wasp of 3 HD, and such a creature
would have reduced damage ﬁgures of 2-6/1-3 — three-fourths of thedamage potential of a “real” giant wasp, since it only has three-fourths of
the usual number of hit dice for such a creature.

spells can be imbued, including one 2nd-level spell and one or two 1stlevel spells. In order to receive any spell, the subject character must havea wisdom score of 9 or higher. A single 1st-level spell can be imbued
in any eligible recipient, but the recipient must be at least 3rd level toreceive two 1st-level spells, and must be at least 5th level to receive a
2nd-level spell. If a transferred spell’s characteristics (range, duration,area of effect, etc.) are variable according to the level of the caster, thenthe recipient will cast them at his or her own level. All other spell details(e.g., casting time, components, etc.) apply normally.
When a cleric casts imbue with spell ability upon another character, thecleric loses that particular spell from his or her repertoire and cannot
memorize more spells until the recipient uses all of the spells that weretransferred. The material components for this spell are the cleric’s holy/
unholy symbol, plus some minor item “borrowed” from the intended recipient which is symbolic of his or her profession (a lock pick for a thief,a dagger for an assassin, etc.). The “borrowed” item is consumed in thecasting of the spell.
Spell Immunity (Abjuration)
Level: 4
Range: Touch
Duration: 1 turn/level
Area of Effect: One individual

The spell will only work on actual insects. Arachnids, crustaceans, andother types of small creatures are not affected. The giant insects createdwill not have any special attacks or defenses possessed by the standard
giant forms; however, armor class, movement rate, and other physicalcharacteristics are as described in the creature’s book listing. Any giant
insects created by this spell will not attempt to harm the cleric, but thecleric’s control of such creatures is limited. He or she could give themsimple commands such as “attack,” “defend,” “guard,” and so forth,but could not instruct them to attack a certain creature or guard against
a particular occurrence. Unless commanded to do otherwise, the giant
insects will attempt to attack whomever or whatever is near them.

Explanation/Description: By means of this spell, the cleric or any creature touched is made immune to the effects of a speciﬁed spell of 4th
level or lower that the cleric has directly experienced. For instance, if thecleric has been hit by a ﬁreball spell at some time, then this spell can beused to protect someone from the effect of a ﬁreball. This spell cannot
affect an intended recipient who is already magically protected by a spellor other temporary effect. The magic of this spell will only protect against
actual cast spells, not against effects of magic items or a creature’s innate spell-like abilities, but immunity lasts for the full duration of the spell.
Only one spell immunity can be in effect upon a single creature at one
time; any applications subsequent to the ﬁrst have no effect until the ﬁrst
duration ends. The spell immunity does not extend to items carried by
the recipient, which must still make saving throws (if applicable) to avoid
damage. Only a particular spell can be protected against, not a certainclass of spells or a group of spells which are similar in effect; thus, someone given immunity from lightning bolt spells would still be vulnerable toa shocking grasp. The material component for spell immunity is the same(if any) as for the spell to be protected against.

The reverse of the spell, shrink insect, will reduce the size of standard
giant insects as well as those created by the unreversed form of thespell. The shrinking will be at a rate of 1 HD for every 4 levels of thecasting cleric, with a maximum of 6 HD of reduction (to a minimum of
18/ HD, or 1 hp). Special attacks possessed by a standard giant insect
will be retained, but at a weaker level which allows a bonus to the saving throw versus the attack. For instance, a 9th-level cleric could castshrink insect upon a standard giant wasp to reduce it from 4 HD to 1
HD. The resulting insect would still be able to use its poison sting, but
the saving throw against such an attack would be at a +3 bonus (orperhaps higher), and the hit-point damage from its normal attacks would
be reduced to 1-2 for a bite and 1 point for a sting — one-fourth of theusual amounts, since the creature is only one-fourth of its original size.
The material component for either version of the spell is the cleric’s holy/
unholy symbol.

Spike Growth (Alteration/Enchantment)
Level: 4
Components: V, S, M
Range: 6˝
Casting Time: 7 segments
Duration: 1-6 turns + 1/level
Saving Throw: None
Area of Effect: 10v square per level of caster

Imbue With Spell Ability (Enchantment-Alteration)
Level: 4
Range: Touch
Duration: Special
Area of Effect: One individual

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: Wherever any sort of plant growth of moderate
size or density is found, this spell is of service. It enables the caster tocause ground-covering vegetation and/or roots and rootlets to become
very hard and sharply pointed. In effect the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In
areas of bare ground or earthen pits, roots and rootlets will act in thesame way. Without the use of a spell such as true seeing, similar magicalaids, or some other special means of detection (such as detect traps), an
area affected by spike growth is absolutely undetectable as such until a
victim enters the area and takes damage. Even then, the creature will not
be able to determine the extent of the perilous area unless some meansof magical detection is used. For each 1˝ of movement through the area,
a victim will incur 2 “attacks” from the spike growth. Hit probability is as
if the caster of the spell were making an attack, and any successful hit
causes 1-4 points of damage. Spells which control or harm vegetation,
or a dispel magic spell, will negate the area of the dweomer. The components for this spell are the cleric’s holy symbol plus either seven sharpthorns or seven small twigs, each sharpened to a point.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By the use of this spell, the cleric can bestow
the ability to cast a particular spell upon a character normally unable tocast spells. The magic is only effective on thieves, ﬁghters, cavaliers,
assassins, monks, rangers (of under 8th level), and paladins (of under
9th level) — it will not work on a member of any other character class or
sub-class, nor will it function upon a monster or any individual with lessthan one full hit die. The spell or spells to be imbued in the subject must
be ones that the cleric presently carries (i.e., has prayed for), and they
can only be spells of an informational or defensive nature, or a cure lightwounds spell. An attempt to transfer any other sort of spell will cause
the magic to fail, and then no spells will be imbued in the recipient evenif other allowable spells were also chosen. As many as three separate

38

CLERIC SPELLS (5TH LEVEL)
Fifth Level Spells:

At 9th or higher level, the cleric can create a straw golem. Construction
time is 1 hour, duration thereafter is 1 hour per level. The golem has AC
10, MV 12˝, HD 2 + 4, hp 20, #AT 2, D 1-2/1-2, SD immune to piercing weapons, half damage from blunt weapons. Carrying capacity is 30
pounds. The golem is highly susceptible to ﬂame (taking double normal
damage).

Air Walk (Alteration)
Level: 5
Range: Touch
Duration: 6 turns + 1/level
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

At 11th or higher level, the cleric can create a rope golem. Construction
time is 3 hours, duration thereafter is 3 hours per level. The golem has AC
8, MV 9˝, HD 3 + 6, hp 30, #AT 1, D 1-6 plus strangulation (6 points perround after scoring a hit until destroyed or caused to release its grip), SD
immune to blunt weapons, half damage from piercing weapons. Carrying
capacity is 40 pounds.

Explanation/Description: This spell enables the cleric to tread upon air justas if it were solid ground. Moving upward is similar to walking up a hill, andthe more steep the ascent, the slower the rate of movement: Ascending at a
45° angle is done at one-half normal movement, a 60° angle reduces movement to one-fourth of normal, and traveling straight upward can be done atone-eighth the normal rate. Similarly, rapid descent is possible, almost as if
the cleric were running downhill; invert the above proportions, so that traveling straight downward can be done at eight times the normal movement
rate (or, of course, at any slower rate the traveller desires). An air walking
creature is always in control of his or her movement rate; someone travelingstraight down at a rapid rate can “stop on a copper piece” to avoid crashinginto the ground or some other solid object. Someone attempting to air walk
while a gust of wind spell is in effect in the same area will move at one-halfthe usual rate if going into the gust, or twice the usual rate if traveling in thesame direction. The spell can be placed upon any creature touched, up to
and including one of giant size. For example, the caster could place thespell upon a trained horse and ride it through the air. Of course, an animal
not accustomed to such movement would panic, so the steed would certainly need careful and lengthy training. The material components for thespell are the cleric’s holy/unholy symbol and a bit of thistledown.

At 13th or higher level, the cleric can create a leather golem. Construction time is 9 hours, duration thereafter is 6 hours per level. The golem
has AC 6, MV 6˝, HD 4 + 8, hp 40, #AT 2, D 1-6/1-6, SD + 1 or better
magic weapon to hit, half damage from blunt weapons. Carrying capacity is 50 pounds.
At 15th or higher level, the cleric can create a wood golem. Construction
time is 27 hours, duration thereafter is 12 hours per level. The golem has
AC 4, MV 3˝, HD 5 + 10, hp 50, #AT 1, D 3-12, SD + 1 or better magic
weapon to hit, immune to blunt and piercing weapons. Carrying capacity
is 60 pounds.
These creations are collectively known as lesser golems to distinguishthem from the golems described in the Monster Manual. Similar to theirnamesakes, these golems have no minds, so spells such as charm, fear,
hold, sleep, and the like have no effect on them. The dweomer of thelesser golem enables it to save as if it were a cleric of the same experience level as the one who created it. These golems cannot speak,
but they can comprehend and carry out simple instructions involving no
more than a dozen words.

Animate Dead Monsters (Necromantic)
Level: 5
Range: 1˝
Duration: Permanent
Area of Effect: Special

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Magic Font (Divination)

Explanation/Description: This spell enables the caster to animate 1 humanoid or semi-humanoid skeleton or corpse for every 2 levels of experience
which he or she has attained. The dweomer animates the remains and empowers the caster to give commands. Direct commands or instructions of
up to about 12 words in length will be obeyed by the skeletons or zombies
animated (cf. animate dead spell). Monster types which can be animatedby this spell include but are not limited to: apes (carnivorous and giant),
bugbears, ettins, giants (all varieties), ogres, and trolls (all varieties). In general, the remains must be of bipedal monsters of more than 3 hit dice andwith endoskeletons similar to those of humans, except in size (which must
be greater than 7v height). Corpses animated by this spell are treated either
as monster zombies (see Monster Manual II), or else as normal (living) creatures of the same form if that creature type normally has less than 6 hit dice.
Skeletons animated by this spell are treated as monsters of half the hit dice(rounded up) of the normal sort. Animated monsters of either type receive
their normal physical attacks, but have no special attacks or defenses other than those typically possessed by monster zombies or skeletons. The
material components for the spell are the cleric’s holy/unholy symbol and asmall specimen of the type of creature which is to be animated.

Level: 5
Range: Touch
Duration: Special
Area of Effect: Special

Explanation/Description: This spell causes a holy/unholy water font toserve as a scrying device. The spell will not function unless the clericis in good standing with his or her deity. The basin of holy/unholy water
becomes similar to a crystal ball (see Dungeon Masters Guide, Miscellaneous Magic Treasure section, under crystal ball). For each vialof capacity of the basin of the font, the cleric may scry for 1 round;thus, the duration of the magic font spell is directly related to the sizeof the holy/unholy water receptacle. For the chances of a character
being able to detect scrying, see the crystal ball description in theDungeon Masters Guide and the text for the magic-user spell magic
mirror herein. The material components for this spell, the cleric’s holy/
unholy symbol and the font and its trappings, are not exhausted by theuse of the spell.
Rainbow (Evocation/Alteration)

Golem (Enchantment/Charm)
Level: 5
Range: 1˝
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 5 turns
Saving Throw: None

Level: 5
Range: 12˝
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: In order to effect this spell, the cleric must
be in sight of a rainbow of any sort, or have a special component (seebelow). The rainbow spell has four applications, and the cleric is able
to decide which one is desired at the time of casting. These applications are:Explanation/Description: In order for this spell to operate, the cleric mustﬁrst construct the form of the golem to be made. The cleric must do
this personally and then place a prayer spell upon the construction. All
golems must be man-shaped and approximately man-sized, although
they can be as small as 3v or as large as 7v tall. The sort of golem thatcan be created depends on the material used and the level of the cleric:Bow: The spell creates a shimmering, multi-layered bow of rainbow

39

CLERIC SPELLS (5TH LEVEL)
hues. It is light and easy to pull, so that anyone with a strength of 6 or
better can use it. It is magic, each of its missiles being equal to a +3
weapon, and there is no non-proﬁciency penalty for its use. However,it can only be employed by a member of a character class permitted
to use a bow. The bow will ﬁre 7 missiles before disappearing. It ﬁresonce or twice per round, according to the user’s desire. Each time a
missile is ﬁred, one hue leaves the bow, corresponding to the colorof arrow that is released. Each color of arrow has the ability to cause
double damage to certain creatures, as follows:
Red — ﬁre dwellers/users
Orange — earth elementals
Yellow — vegetable targets (including fungus creatures, shambling
mounds, treants, etc.)
Green — aquatic creatures and water elementals
Blue — aerial creatures, electricity-using creatures, and air
elementals
Indigo — acid-using or poison-using creatures
Violet — metallic or regenerating creatures
When the bow is drawn, an arrow of the appropriate color magicallyappears, nocked and ready. If no color is requested, or a color thathas already been used is asked for, then the next arrow (in the orderof the spectrum) will appear.

Spike Stones (Alteration/Enchantment)
Level: 5
Components: V, S, M
Range: 3˝
Casting Time: 6 segments
Duration: 3-12 turns + 1/level
Saving Throw: None
Area of Effect: 1˝ square per level, 1 spike per 1v sq.
Explanation/Description: The spike stones spell causes rock to shapeitself into long, sharp points which tend to blend into the background.
It is effective on both natural rock and worked stone. The spike stones
serve to impede progress through an area or actually inﬂict damage. If
an area is carefully observed, each observer is 25% likely to notice the
sharp points of rock. Otherwise, those entering the area of effect of thespell will suffer 1-4 points of damage from each spike stone that hits,
success of such attacks determined as if the caster of the spell wereactually engaging in combat. Those entering the area are subject to attack immediately upon setting foot in the area and upon each step taken
therein afterward. The initial step will be sufﬁcient to allow the individual
to become aware of some problem only if the initial attack succeeds;
otherwise movement will continue and the spike stones will remain unnoticed until damage occurs. Charging or running victims will suffer 2
attacks per 1˝ of movement rate over the area of effect after initial damage is taken before being able to halt. Others will suffer but 1 additional
attack-like check. Those falling into pits so affected by spike stones will
suffer 6 such attack-like checks, each made at +2 probability “to hit” foreach 10v of distance fallen, and +2 on damage inﬂicted per 10v distancefallen, spike damage being in addition to falling damage. The material
component of this spell is four tiny stalactites.

Bridge: The caster causes the rainbow to form a seven-hued bridge.
The bridge is as many feet wide as the cleric has levels of experience,and it can bear as much weight, in hundreds of pounds, as the cleric
has levels of experience. It will be at least 20v long and can be as longas 120v, according to the desire of the caster. If the bridge’s weight
limit is exceeded at any time, the bridge will simply disappear into
nothingness; otherwise, it will last for the length of the spell durationor until ordered out of existence by the caster.

Sixth Level Spells:
Forbiddance (Abjuration)

Elevator: When desired, the caster can cause the rainbow to lift his or her
person, and all those within a 10v radius, skyward. The effect is to carrythe cleric and others, if any, in a path arching upward to as high an altitude
as the cleric desires, and then down again if desired. Care must be taken
to reach a place of safety before the spell duration expires, or the rainbow
elevator will disappear, leaving those treading upon it with no means ofsupport. Movement along the rainbow elevator is at a rate of 12˝, and thearc of the rainbow trails out 12˝ behind those traveling upon it.

Level: 6
Range: 3˝
Duration: Permanent
Area of Effect: 6 cubic ˝/level

Components: V, S, M
Casting Time: 6 rounds
Saving Throw: Special

Explanation/Description: This spell can be used only to secure a consecrated area (cf. ceremony spell). The effect on the enchanted area isbased on the ethics (law/chaos) and morals (good/evil) of those trying toenter it, relative to the caster’s.

Flagon: When used in this form, the rainbow swirls and condenses intoa seven-colored vessel which contains seven measures of pure water.
Each time a measure of the water is poured out, one of the hues of thecontainer mixes with it to produce a magical draught. Any measures ofthe liquid that remain unused at the expiration of the spell duration will
disappear, along with the container itself, whether the contents havebeen poured from the ﬂagon or not. The draughts and their effects are:
Red — cure light wounds
Orange — resist ﬁreYellow — cure blindness
Green — slow poison
Blue — cure disease
Indigo — resist cold
Violet — remove paralysis
The effects of each draught consumed will be as if the appropriate
spell had been cast by a cleric of 12th level, and these effects will
persist after the duration of the spell expires.

Identical morals and ethics: Cannot enter area unless password is
known (no saving throw).
Different ethics: Save versus spell to enter the area; if failed, take 2-12
points of damage.
Different morals: Save versus spell to enter the area; if failed, take4-24 points of damage.
Once a saving throw is failed, a intruder can never enter the forbidden area
until the dweomer ceases. Effects are cumulative, and multiple requiredsaving throws are certainly possible. The caster is immune to the spell’s
effect. Intruders who enter by making saving throws will feel uneasy andtense, despite their success. In addition to the cleric’s holy/unholy symbol,
components include holy/unholy water, silver/dung, and iron/sulfur.
Heroes’ Feast (Evocation)

The components for this spell are the cleric’s holy/unholy symbol and avial of holy/unholy water. If no rainbow is in the vicinity, the cleric can substitute a diamond of not less than 1,000 gp value, speciﬁcally prepared byhim or her when in sight of a rainbow by the casting of bless and prayer
spells upon the gem. Only the holy symbol remains after the spell is cast.

Level: 6
Components: V, S, M
Range: 1˝Casting Time: 1 turn
Duration: 1 hour
Saving Throw: None
Area of Effect: One individual per level of caster
Explanation/Description: This special dweomer enables the cleric
to bring forth a great feast which will serve as many creatures as thecleric has levels of experience. The spell creates a magniﬁcent table,
chairs, service, and all the necessary food and drink. Those partakingof the feast are cured of all diseases, are immune to poison for 12 hours,

40

DRUID SPELLS (1ST LEVEL)
and healed of 5-8 points of damage after imbibing the nectar-like beverage which is part of the feast. The ambrosia-like food that is consumed isequal to a bless spell that lasts for 12 hours. Also, during this period, thepersons who consumed the feast are immune to fear, hopelessness, andpanic. The feast takes one full hour to consume, and the beneﬁcial effects
do not set in until after this hour is over. If the feast is interrupted for any
reason, the spell is ruined and all effects of the dweomer are negated. The
material components of the spell are the cleric’s holy/unholy symbol andspecially fermented honey taken from the cells of bee larvae destined forroyal status.

just as if the individual were capable of speaking a word of recall spell.
No other creatures can be affected.

Seventh Level Spells:

DRUID SPELLSExaction (Evocation - Alteration)

First Level Spells:

Level: 7
Range: 1˝
Duration: Special
Area of Effect: One creature

The reversed application of the spell enables the cleric to be transported
to the immediate vicinity of the possessor of the dweomered item when itis broken and the command word said. The cleric can choose not to be affected by this “summons” by making that decision at the instant when thetransportation is to take place, but if he or she so chooses, then the opportunity is gone forever and the spell is wasted. The cost of preparing the special
item (for either version of the spell) varies from 2,000 to 5,000 gold pieces.

Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Ceremony (Invocation)
Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 hour
Duration: Permanent
Saving Throw: Special
Area of Effect: One creature, item, or area

Explanation/Description: When this spell is employed, the cleric confronts some powerful creature from another plane (including devas andpowerful “name” demons, for instance, but not demigods or deities ofany sort) and requires of it some duty or quest. The creature may not be
one ethically or morally opposed to the cleric (i.e. not evil if the cleric isgood, not chaotic if the cleric is lawful). Note that an absolute (true) neutral creature is in effect greatly opposed to both good and evil, and bothlaw and chaos. The spell caster must know something about the creature to exact service from it, or else he or she must offer some fair trade
in return for the service. That is, if the cleric is aware that the creature
has received some favor from someone of the cleric’s alignment, thenthe exaction can name this as cause; if no balancing reason for service
is known, then some valuable gift or service must be pledged in returnfor the exaction. The service exacted must be reasonable with respect
to the past or promised favor or reward. The spell then acts as a quest
upon the creature which is to perform the required service. Immediately
upon completion of the service, the subject creature is transported to
the vicinity of the cleric, and the cleric must then and there return thepromised reward, whether it is irrevocable cancellation of a past debt or
the giving of some service or other material reward. Upon so doing, thecreature is instantly freed to return to its own plane. Failure to fulﬁll thepromise to the letter results in the cleric being subject to exaction by the
subject creature or by its master, liege, etc., at the very least. At worst,
the creature may attack the reneging cleric without fear of any of his or
her spells affecting it, for the failure to live up to the bargain gives thecreature total immunity from the spell powers of the cleric so doing. The
material components of this spell are the cleric’s holy/unholy symbol,
some matter or substance from the plane of the creature from whom anexaction is to be expected, and knowledge of the creature’s nature and/or actions which is written out on a parchment leaf that is burned to seal
the bargain.

Explanation/Description: The druidic ceremony spell is similar to the clerical spell of the same name. It has a number of applications within thehierarchy of druids. The effect of a ceremony spell does not leave behind
an aura of magic, although a know alignment spell or similar magic mightreveal the force of true neutrality involved in the magic. Druidic ceremonies
include the following, which can be cast by a druid of the indicated or
lower level:
1st-level druid: coming of age, rest eternal, marriage
3rd-level druid: dedication, investiture
7th-level druid: initiation, special vows
9th-level druid: hallowed ground12th-level druid: cast out
The characteristics of the various types of druidic ceremony spells are
as follows:
Coming of age is performed upon young people in druidic societies, usually when they reach the age of 14, and is symbolic of the young man’sor young woman’s entrance into adulthood. Effects of the spell are thesame as for the clerical version ( +1 bonus to a single saving throw); see
the cleric text for other details.
Rest eternal is cast upon the body of a deceased being, by means ofwhich the soul/spirit of the creature is hastened in its journey to its ﬁnal
resting place. The spells raise dead and resurrection will not restore life
to a character who has been the object of this spell, although a wish spellwould serve that purpose.
Marriage is essentially identical to the clerical ceremony of the same name.

Succor (Alteration - Enchantment) Reversible
Level: 7
Range: Touch
Duration: Special
Area of Effect: One individual

Dedication allows the recipient of the spell to be taken into the ranksof the druid’s followers/worshipers, provided that the character is true
neutral in alignment. A recipient of this spell is charged, as are druids,
with the responsibility to preserve and protect nature and the balance offorces in the world. In other respects it is similar to the clerical ceremonyof the same name.

Components: V, S, M
Casting Time: 1 day
Saving Throw: None

Explanation/Description: By casting this spell, the cleric creates a powerful dweomer in some specially prepared object — a string of prayer
beads, a small clay tablet, an ivory baton, etc. This object will radiate
magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the cleric who created its dweomer. Once theitem is magicked, the cleric must give it willingly to an individual, at thesame time informing him or her of a command word to be spoken when
the item is to be used. To make use of the item, the recipient must speak
the command word at the same time that he or she rends or breaks theitem. When this is done, the individual and all that he or she is wearing
and carrying will be instantly transported to the sanctuary of the clericInvestiture is a rite that must be performed upon a character before he or
she can become an Aspirant (1st-level druid). It conveys no other beneﬁt.
Initiation imbues the druid with the shape-changing and immunity towoodland charm powers that become available to the character upon
attaining 7th level. This ceremony must be performed upon a druid immediately after he or she begins to advance upward through the 7thlevel of experience; if cast earlier than this, it will not work, and thedruid will not have the beneﬁt of the above-mentioned special powers until receiving initiation. Usually a druid must seek out another41

DRUID SPELLS (1ST LEVEL)
druid of 7th or higher level to perform the rite, but in unusual cases a druid
may cast it upon himself or herself.

Detect Poison (Divination)
Level: 1
Range: 0
Duration: 1 round/level
Area of Effect: Special

Special vows is a ceremony that operates in the same fashion as theclerical rite of the same name. It does not work upon paladins, but willfunction upon cavaliers of any alignment.

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the druid is able to determine if some object, creature, or area contains poison or has beenpoisoned. In general, the area which can be perused by the dweomerof the spell is about 1 cubic yard of space. Therefore, the druid cannot determine if an entire pond is poisoned, but he or she could tell if a
portion — or something within the portion — scanned during the roundcontained poison. There is also a 5% chance per level of experience ofthe caster that the type of poison used or contained in the area scanned
will also be discovered by the spell, i.e., contact poison (insinuative),ingestive, or respirative (gas).

Hallowed ground is cast by the druid on his or her permanent grove.
This ceremony ensorcels the trees of the grove so that they will never
be affected by disease or other natural disasters. The ground remains
hallowed for as long as the druid maintains this grove as his or her permanent base.
Cast out is a form of excommunication or punishment that can be performed by a druid upon someone who has committed sacrilege upon
the natural environment or in some other way violated the principles andstandards of druidism. Its effects may be lessened at a later date by thecasting of a reversed version of this ceremony, either by the same druidor another one of at least as high a level as the original caster, but thecasting out can never be completely neutralized except by a Hierophant
Druid of any level. A character who has been cast out exudes a powerful
negative aura, causing any natural creature encountered to react negatively to the character. This includes all normal (non-magical) animals,
monsters native to the woodlands, domesticated beasts such as horses
and dogs, and all druids and their followers.

While more than one area can be scanned with a detect poison spell during the duration of the spell, it is almost fruitless to attempt to determine
poison type for all of those areas; any single failure on the “5% chance
per level” roll to detect poison type makes this spell useless for this purpose for the remainder of the duration of that particular casting. In addition to mistletoe, the druid needs a yew leaf as a material component
for this spell. The latter item will turn brown if poison is present, so thatseveral will possibly be needed to fully utilize the entire spell duration.

Casting out is a very powerful form of punishment, and can only be performed by a druid who has received permission from his or her Archdruid
to do so. Similarly, an Archdruid must get permission from the Great
Druid, and the Great Druid from the Grand Druid. The Grand Druid does
not need to obtain permission, but his or her actions may be reversed bya Hierophant Druid at any time.

Precipitation (Alteration)
Level: 1
Components: V, S, M
Range: 1˝/level
Casting Time: 3 segments
Duration: 1 segment/level
Saving Throw: None (& special)
Area of Effect: 3˝ diam. cylinder up to 12˝ highThis ceremony is usually only used on occasions where the severityof an offense warrants such extreme punishment; a druid who asks
for and is denied permission to perform it, or one who later has his or
her actions offset by another druid, may be subject to punishment by
higher-ranking members of the hierarchy. An intended recipient of thisceremony who is unwilling receives a saving throw versus spell, at −4,
to negate its effects.

Explanation/Description: This spell is identical to the 1st-level clericalspell of the same name, except that the druid needs mistletoe as an additional material component.
Second Level Spells:
Flame Blade (Evocation)

The components of a ceremony spell always include mistletoe, and therite (of any sort) must be performed in a druid grove or some other natural, healthy patch of forest. Such ceremonies are normally conducted ateither dawn or dusk, the times when night and day are in balance.

Level: 2
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 3v long, sword-like blade

Detect Balance (Divination)

Explanation/Description: When a druid casts this spell, he or she causes a
blazing ray of red-hot ﬁre to spring forth from his or her hand. This bladelike ray is actually wielded as if it were a scimitar, and if the druid scoresa successful hit while employing the ﬂame blade, the creature struck willtake 5-8 points of damage — with a damage bonus of +2 if the creature
is of the undead class or is especially vulnerable to ﬁre, or a −2 penalty todamage if the creature is protected from ﬁre. No damage can be inﬂicted
upon a creature which is a ﬁre-dweller or which uses ﬁre as an attack
form. The ﬂame blade will ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in
the normal sense of the term except with respect to undead monsters, so
creatures that can be struck only by magical weapons are not harmed bythis spell unless they are of the undead class. In addition to mistletoe, thedruid must have a leaf of sumac in order to cast this spell.

Level: 1
Components: V, S, M
Range: 6˝
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: One object or creature per round
Explanation/Description: This spell allows the druid to determine if nonneutral forces and alignments are at work in the area of effect (upon orin the object or creature being scanned). An alignment that is partly neutral (such as that of a neutral good cleric) will radiate a mild aura, while
an alignment that has no neutral component (such as that of a chaotic
good ﬁghter) will give off a strong aura. The spell does not determine
exact alignment, but only tells the druid if the object or creature being
examined is something other than true neutral; a paladin and a chaotic
evil thief, for instance, will radiate the same aura at the same strength.

Goodberry (Alteration - Evocation) Reversible
The spell will not function upon non-living items that do not have a natural aura (such as a vial of poison), but will work upon an object such as analigned magical sword. Creatures that are under the effect of an unknowable alignment spell or similar magic will not radiate any aura when thisspell is used upon them. If the magic is used upon something or someone that exudes a true neutral alignment (such as another druid), it willproduce a smooth, well-balanced aura identiﬁable as one of neutrality.

Level: 2
Range: Touch
Duration: 1 day + 1/level
Area of Effect: 2-8 fresh berriesComponents: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When a druid casts a goodberry spell upon ahandful of freshly picked berries, from 2 to 8 of them will become magical.

42

DRUID SPELLS (3RD LEVEL)
The druid casting the spell (as well as any other druid of 3rd or higher
level) will be able to immediately discern which berries were affected. A
detect magic spell will discover this also. Berries with the dweomer will
either enable a hungry creature of approximately man-size to eat one
and be as well-nourished as if a full normal meal were eaten, or elsethe berry will cure 1 point of physical damage due to wounds or othersimilar causes, subject to a maximum of 8 points of such curing in any
24-hour period. The reverse of the spell, badberry, causes rotten berries
to appear wholesome but each actually delivers 1 point of poison damage (no saving throw) if ingested. The material component of the spell is
mistletoe passed over the freshly picked, edible berries to be enspelled(blueberries, blackberries, raspberries, currants, gooseberries, etc.).

Third Level Spells:
Cloudburst (Alteration)
Level: 3
Components: V, S, M
Range: 1˝/level
Casting Time: 5 segments
Duration: 1 round
Saving Throw: None (& special)
Area of Effect: 3˝ diam. cylinder up to 6˝ highExplanation/Description: This spell is essentially the same as the 3rdlevel clerical spell of the same name, with only the following special notations and additions: Lightning cannot be called by the use of a cloudburst spell, and a call lightning spell cannot be used in the same areaat the same time. Also, the druid must use mistletoe as an additional
material component.

Reﬂecting Pool (Evocation - Divination)
Level: 2
Range: 1˝
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 2 hours
Saving Throw: None

Know Alignment (Divination)
Level: 3
Components: V, S
Range: 1˝Casting Time: 5 segments
Duration: 5 rounds
Saving Throw: None
Area of Effect: One creature per round

Explanation/Description: This spell enables the druid to cause a pool ofnormal water found in a natural setting to act as a scrying device. The
pool can be of no greater diameter than 2 feet per level of the spell caster. The effect is to create a scrying device similar to a crystal ball, in muchthe same fashion as the magic-user spell magic mirror and the clericalspell magic font, both described elsewhere in this text. The scrying can
extend only to those planes of existence which are coexistent with orborder upon the Prime Material Plane, i.e. the Inner Planes (including the
Para-elemental Planes, Plane of Shadow, et al.). Penalties for attempting to scry beyond the druid’s own plane, as given in the description for
crystal ball (see Dungeon Masters Guide) are applicable.

Explanation/Description: This spell is essentially the same as the 2ndlevel clerical spell of the same name, except as noted above, and withthe following additional difference. Because of the shorter duration, only
ﬁve creatures (maximum) can be examined by this spell, and it cannot
be reversed.
Spike Growth (Alteration/Enchantment)
Level: 3
Components: V, S, M
Range: 6˝
Casting Time: 5 segments
Duration: 3-12 turns + 1/level
Saving Throw: None
Area of Effect: 10v square per level of caster

The following spells can be cast through a reﬂecting pool, with a 5% perlevel chance of operating correctly: detect magic, detect snares and pits,
detect poison. Infravision and ultravision will operate normally throughthe reﬂecting pool, as will the spells starshine and moonbeam (see hereafter). The druid must use both mistletoe and the oil extracted from suchnuts as the hickory and the walnut, reﬁned, and dropped in three measures upon the surface of the pool. (A measure need be no more than asingle ounce of oil.)

Explanation/Description: This spell is essentially the same as the 4thlevel clerical spell of the same name, except as noted above, and withthe following additional differences: The affected area will radiate an auraof magic, and a detect snares and pits spell will reveal the location of the
spike growth. The druid must use mistletoe as a material component (inplace of the cleric’s holy symbol) in addition to the seven small twigs or
thorns.

Slow Poison (Necromantic)
Level: 2
Range: Touch
Duration: 1 hour/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 1 segment
Saving Throw: None

Starshine (Evocation - Illusion)Level: 3
Components: V, S, M
Range: 1˝/level
Casting Time: 5 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 10v square per level of caster

Explanation/Description: This spell is identical to the 2nd-level clericalspell slow poison, except that if the druid is able to determine that thepoison was one made from some living plant, he or she has a 5% chance
per level of knowing an herbal antidote which will neutralize the poison.
(If the actual type of poison is not given by the Dungeon Master, a successful casting of detect poison [type] indicates an organic poison which
can be countered.) A dice roll equal to or less than the druid’s chance toﬁnd an antidote indicates neutralization.

Explanation/Description: A starshine spell enables the druid to softly illuminate an area as if it were exposed to a clear night sky ﬁlled withstars. Regardless of the height of the open area in which the spell iscast, the area immediately beneath it will be lit by starshine. Vision will beclear at up to 30v, indistinct out to 60v, and beyond that only gleams andglimmers will be discernible. The starshine allows shadows. It enhances
ultravision to its full potential but does not affect infravision. The spell
makes the area of effect actually appear to be a night sky, but disbeliefof the illusion merely allows the disbeliever to note that the “stars” areactually evoked lights. The material components are several stalks froman amaryllis (especially Hypoxis) and several holly berries.

The druid uses mistletoe as a material component for this spell, andcrushed garlic must be rubbed on the recipient’s feet. Antidotes must be
obtained from green vegetables outdoors, or from an herbalist or similarsource of supply.

43

DRUID SPELLS (5TH LEVEL)
Fifth Level Spells:

is already muddy, the area of effect will be expanded to double normal,
while if wet mud is concerned the area of effect will be quadrupled. If water remains in contact with the transmuted dust, the former will quickly
permeate the latter, turning the dust into silty mud if a sufﬁcient quantity of water exists to do so, otherwise soaking or dampening the dust
accordingly.

Moonbeam (Evocation - Alteration)
Level: 5
Components: V, S, M
Range: 1˝/level
Casting Time: 7 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 1˝ diameter sphere (plus special)

Only liquid actually existing in the area of effect at the moment of spell
casting is affected. Liquids which are only partially water will be affected
insofar as the actual water is concerned, except that potions which contain water as a component part will be rendered useless. Living creatures
are unaffected, except for those native to the Elemental Plane of Water.
Such creatures receive a saving throw versus spell to escape the effect,
and only one such creature can be affected by any single casting of thisspell, regardless of the creature’s size or the size of the spell’s area ofeffect. The reverse of the spell is simply a very high-powered create water spell which requires a pinch of normal dust as an additional material
component. For either usage of the spell, other components required are
diamond dust of at least 500 gp value, a bit of seashell, and the druid’s
mistletoe.

Explanation/Description: By means of this spell the druid is able to causea beam of soft, pale light to strike downward from overhead and illuminate whatever area he or she is pointing at. The light is exactly thesame as moonlight, so that colors other than shades of black, gray, or
white will not be determinable. The spell caster can easily cause the
moonbeam to move to any area that he or she can see and point to. This
makes the spell an effective way to spotlight something, for example an
opponent. While the moonbeam allows shadows, a creature centeredin a moonbeam spell is most certainly under observation. The reﬂected
light from this spell allows dim visual perception 1˝ beyond the area of effect. The light does not adversely affect infravision, and enhances ultravision to its greatest potential. The material components are several seedsof any moonseed plant and a piece of opalescent feldspar (moonstone).

Seventh Level Spells:

Spike Stones (Alteration/Enhancement)

Changestaff (Evocation - Enchantment)

Level: 5
Components: V, S, M
Range: 3˝
Casting Time: 6 segments
Duration: 3-12 turns + 1/level
Saving Throw: None
Area of Effect: 1˝ square per level, 1 spike per 1v sq.

Level: 7
Range: Touch
Duration: Special
Area of Effect: The druid’s staff

Explanation/Description: This spell is the same as the 5th-level clericalspell of the same name.

Explanation/Description: By means of this spell, the druid is able tochange his or her staff from a pole of dead wood into a treant of largest
size. In order to cast the dweomer, the druid must ﬁrst have locateda tree struck by lightning within the past 24 hours (1%-5% chance
for any given tree, depending on the severity of the storm). He or she
must then select a sound limb, remove it from the tree, and preparea specially cured section. This section must be shaped and carved
so as to be ready to accept the magic which the druid will then place
upon it. The staff must be of ash, oak, or yew wood. Curing by sun drying and special smoke requires 28 days. Shaping, carving, smoothing,and polishing require another 28 days. The druid cannot adventure orengage in other strenuous activity during either of these periods. The
ﬁnished staff, engraved with scenes of woodland life, is then rubbed
with the juice of holly berries, and the end of it is thrust into the earthof the druid’s grove while he or she then speaks with plants, callingupon the staff to assist in time of need. The item is then charged witha dweomer which will last for many changes from staff to treant andback again.

Sixth Level Spells:
Liveoak (Enchantment)
Level: 6
Range: Touch
Duration: 1 day/level
Area of Effect: One oak tree

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell enables the druid to select a healthy
oak tree and cast a dweomer upon it so as to cause it to serve as aprotector. The spell can be cast on but a single tree at a time, and whilea liveoak cast by a particular druid is in effect, he or she cannot castanother such spell. The tree upon which the dweomer is cast must bewithin 10 feet of the druid’s dwelling place, within a place sacred to thedruid, or within 10˝ of something which the druid wishes to guard or protect. The liveoak spell can be cast upon a healthy tree of small, medium,or large size according to desire and availability. A “triggering” phraseof up to a maximum of one word per level of the spell caster is thenplaced upon the dweomered oak; for instance, “Attack any persons whocome near without ﬁrst saying ‘sacred mistletoe’ ” is an 11-word trigger
phrase that could be used by a druid of 11th or higher level casting thespell. The liveoak triggers the tree into becoming a treant of appropriate
size and attack capability, matching the speciﬁcations of the Monster
Manual description, but with only a 3˝ movement rate. An oak enchantedby this spell will radiate a magic aura, and can be returned to normal bya successful casting of dispel magic or upon the desire of the druid who
enchanted it. The druid needs mistletoe to cast this spell.

While the staff/treant will initially be of largest size and greatest numberof hit points, each 8 points of damage it accumulates actually reduces it
by 1 hit die. The staff begins at 12 hit dice and 96 hit points, goes to 11
and 88, 10 and 80, 9 and 72, etc. As it loses hit dice, it becomes smaller
in size, thus losing attack power as well. If and when the staff/treant isbrought below 7 hit dice, the thing crumbles to sawdust-like powder andis lost. The staff cannot ever be brought upwards in hit dice or hit points,
except by a wish (which restores it completely). Of course, a new staff canalways be sought out, seasoned, and so forth, to begin the process anew.
When the druid plants the end of the staff in the ground and speaks aspecial command prayer and invocation, the staff turns into a treant. It
can and will defend the druid, or obey him or her in any way. However, it
is by no means a true treant, and it cannot converse with actual treants.
The transformation lasts for as many turns as the druid has levels of
experience, until the druid commands the thing to return to its true form,
or until the thing is destroyed, whichever ﬁrst occurs. In order to cast achangestaff spell, the druid must have either mistletoe or leaves (ash,oak, or yew) of the same sort as the staff.

Transmute Water To Dust (Alteration) Reversible
Level: 6
Range: 6˝
Duration: Permanent
Area of Effect: 1 cubic ˝/level

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None (& special)

Explanation/Description: When this spell is cast, the subject area instantly
undergoes a change from liquid to powdery dust. Note that if the water

44

MAGIC-USER SPELLS (CANTRIPS)
Sunray (Evocation - Alteration)

to determine how many segments later he or she will be able to cast thesecond cantrip (if so desired). It is not possible for a magic-user to castboth a spell and a cantrip during the same round, no matter how shortthe casting times are. Cantrips are grouped according to general effector purpose into six categories — useful, reversed, legerdemain, personaffecting, personal, and haunting-sound — plus a seventh available only
to illusionists, minor illusion cantrips. Any magic-user or illusionist has
the potential to know cantrips in all of the categories.

Level: 7
Components: V, S, M
Range: 1˝/level
Casting Time: 3 segments
Duration: 1 round
Saving Throw: Special
Area of Effect: 1˝ diameter sphere (plus special)
Explanation/Description: When a sunray spell is cast, the druid evokes
a burning beam of light which is similar to a ray of actual sunlight in allimportant aspects. It inﬂicts blindness for 1-3 rounds upon all creatures
within its area of effect unless a successful saving throw versus spell
is made. Creatures using ultravision at the time may be blinded for 2-8
rounds, while those to whom sunlight is harmful or unnatural will suffer
permanent blindness unless the save is made, in which case the blindness
lasts for 2-12 rounds. Those within its area of effect, as well as creatures
within 2˝ of its perimeter, will have no infravisual capabilities for 2-5 rounds.

Useful Cantrips:
Chill (Evocation)
Area of Effect: 1v cube

Casting Time: ½ segment

A cantrip of this nature allows the caster to cause non-living liquid or solid material to become about 40° F. cooler than it was, subject to a minimum temperature of freezing. The chilling effect lasts for but an instant,
after which the subject warms slowly back to normal temperature. Verbal
component is a soft whistling, somatic is a downward-thrust thumb.

Undead (including vampires) caught within its main area of effect mustsave versus spell, taking 8-48 points of damage or half damage if a saveis made. Those within the secondary area of effect (up to 2˝ from theperimeter) take 3-18 points of damage or no damage if save is made.
The ultraviolet light generated by the spell will inﬂict damage on fungoid
creatures and subterranean fungi just as if they were undead, but no saving throw is possible. The material components are an aster seed and apiece of aventurine feldspar (sunstone).

Clean (Abjuration)
Area of Effect: 4 sq. yds.

Casting Time: ½ segment

This cantrip enables the caster to remove heavy soil, dirt, and like foreign
objects from ﬂoors, walls, dishes, windows, etc. The subject surfaces
are then spotless, but care must be taken in removal of pigments andthe like, so usually only one type of material will be treated in a single application. Verbal component is a low outrush of air, somatic is a circular
hand motion.
Color (Evocation)

MAGIC-USER SPELLS

Area of Effect: 1 cubic yd.

CANTRIPS

By use of this cantrip, the caster brings color to an object. It can be used
to restore faded hues or to tinge those already colored with a different
hue. Thus, dull or faded fabric can be brightened, pigments restored, oreven hair or skin changed to another color. The effect must be renewed
every 30 days. Verbal component is a humming, somatic is a back-andforth or wringing hand motion.

Cantrips are the magic spells learned and used by apprentice magicusers and illusionists during their long, rigorous, and tedious training
for the craft of magic-use. An aspiring magic-user or illusionist may use
1 cantrip per day as a 0-level neophyte (−2000 x.p. to −1001 x.p.), 2
cantrips per day as a 0-level initiate (−1000 to −501), and 3 cantrips per
day as a 0-level apprentice (−500 to −1). Cantrips must be memorizedjust as higher-level spells are.

Casting Time: ½ segment

Dampen (Evocation)
Area of Effect: 1 cubic yd.

Most cantrips are simple little spells of no great effect, so when the individual becomes a 1st-level magic-user, the knowledge and information pertaining to these small magics are discarded in favor of the more
powerful spells then available. However, a magic-user may opt to retain
up to four cantrips in place of one 1st-level spell. This assumes that themagic-user has, in fact, retained his or her book of cantrips — a tome aslarge as a good-sized book of higher-level spells.

Casting Time: ½ segment

When a cantrip of this sort is cast, the subject area is permeated by afog-like dampness which leaves all material within it damp to the touch.
It is useful for many sorts of things. It is hard on parchment, and it similarly makes it and like substances hard to set aﬂame. Those within thearea of effect of the dampen cantrip will be enwrapped in a light fog, andobjects in this fog, while still visible, will lose their detail. Verbal component is a low hooting or a hummed ditty, somatic is a hand gesture
upwards with writhing ﬁngers.

All cantrips are 0 level, have a 1˝ range, have a generally small area ofeffect, require only soft, simple verbal and somatic components, andare cast in a very short time (1/10; to ½ segment). Only those which
involve living creatures afford any saving throw. Individuals in a stateof extreme concentration (such as when casting a spell) do not havethat concentration broken by person-affecting cantrips. The effects ofcantrips, and the people and items affected by them, radiate a very faintmagical aura.

Dry (Abjuration)
Area of Effect: 1 cubic yd.

Casting Time: ½ segment

This cantrip removes dampness and excess moisture from materials
within the area of effect. It is useful for cloth, herbs, and cleaning chores.
Verbal component is similar to that of the dampen cantrip, and the somatic is a two-handed wringing motion.

The Casting of Cantrips:
Cantrips are basically cast the same way that spells are cast. Note that
despite their simple components and short casting times, only twocantrips can be cast during any round by a single magic-user or apprentice. Furthermore, the segment of the round in which the cantrip is castis dependent on the usual factors: surprise, initiative, and so on. After theﬁrst of the two cantrips is cast, the magic-user must roll a four-sided die

Dust (Abjuration)
Area of Effect: 10v radius

Casting Time: ½ segment

A cantrip of this sort removes all ﬁne dust and tiny grit particles from45

MAGIC-USER SPELLS (CANTRIPS)
exposed surfaces such as ﬂoors, shelves, walls, etc. The material soremoved is transported elsewhere, but new dust can accumulate, ofcourse. Verbal component is a continuous in-drawing of breath, somaticis a back-and-forth hand motion.

Salt (Evocation)
Area of Effect: One object

This cantrip causes a sprinkling of ﬁne salt to magically appear anddescend upon the desired object — a stew, some troublesome weed
patch, or a barrel full of stock ﬁsh to be preserved. The object must beof a reasonable size — up to perhaps 4 square yards in area or about
30 gallons liquid volume. Care must be taken to avoid over-salting if theobject involved is smaller, and if the object is larger, it will not receive
much salt. Creatures adversely affected by salt (such as a giant slug)
take 1-4 points of damage from this cantrip. The verbal component is alabial smacking, performed while the hand makes a sprinkling motion.

Exterminate (Abjuration)
Area of Effect: 1 small creature

Casting Time: 1/10 segment

When this cantrip is used, the caster may kill a small pest such as a ﬂy,mouse, rat, beetle, or the like. It is useful for indoor and outdoor applications. If the subject is very small, an area of up to ½ cubic foot canbe rid of pests. This cantrip is effective against magical creations andnormal-sized creatures magically shrunk to insect-size, but has no effecton polymorphed creatures and similarly enchanted beings. The somatic
gesture is a pointed ﬁnger, while the caster verbalizes a low zzzt sound.

Shine (Alteration)
Area of Effect: One object

Flavor (Enchantment)
Area of Effect: One object

Casting Time: ½ segment

Freshen (Enchantment)

A single object up to about 1 cubic yard in volume can be treated by thiscantrip. Its components are similar to those of polish.

Casting Time: ½ segment

By means of this cantrip, the caster brings new life or freshness to theobject desired. The magic applies to food and drink items such as milk,beer, meat, and raw vegetables. It also works with cut vegetables, ﬂowers, herbs, etc. Although it will remove a slight taint of spoilage, restore
drooping ﬂowers, and so on, it is not as effective as a purify food & drink
spell, and it lasts for but an hour. The subject must be of relatively small
size, i.e. a small cask of liquid, a sheep, a bushel of vegetables, etc. If
used on a creature that is harmed by magics such as purify food & drink,the cantrip inﬂicts 1-4 points of damage. The verbal component is an
mmmmmm sound, while the hand makes a mystic symbol with thumband foreﬁnger forming a circle and the other ﬁngers upright and apart.

Spice (Evocation)
Area of Effect: One object

Casting Time: ½ segment

Unlike the ﬂavor cantrip, this magic actually brings a particular spice tothe object of food or drink. Thus, ginger, pepper, and like spices can bebrought to add zest (or disguise). Herbs such as bay leaf, garlic, parsley, and so forth can likewise be evoked by this cantrip. The quantity is
sufﬁcient to spice food or drink for about a dozen people. The spice (orherb) appears over the object vessel as a ﬁne powder or ﬂake, falls upon
it, and adds its substance to the dish or drink. A ditty is hummed forthe verbal component, while the hand makes a crumbling and sprinkling
motion.

Gather (Alteration)
Area of Effect: 1 sq. yd.

Casting Time: ½ segment

Similar to the polish cantrip, this magic allows the caster to remove tarnish, rust, corrosion, and similar substances from the desired object.
This cantrip brings about a mirror-bright shine to objects capable ofsuch, causing their surfaces to be smooth and unmarred. A piece ofjewelry, for instance, would be made more attractive, and the gems (only)of such a piece might be actually made more valuable: If base value ofthe gem(s) in a piece of jewelry was originally decreased, and a shine
cantrip is used upon the object, then the owner may (if desired) ﬁnd out
whether the value of the gem(s) has been changed. (The DM should rollagain on the “Increase or Decrease of Worth Beyond Base Value” tableon page 26 of the DMG, with a −1 modiﬁer to the die roll.) No gem canbe “re-valued” in this manner more than once.

This cantrip enables the caster to give the subject a superior or betteror different ﬂavor. Thus, mush can be made to taste as if it were lobster bisque, but the dweomer will not actually affect quality or wholesomeness. Spoiled food remains spoiled; a poisoned drink would still bedeadly (though any tell-tale taste of the poison may be masked in thisfashion). The verbal component is a muttered lip-smacking sound; thesomatic gesture is a shaking motion.

Area of Effect: One object

Casting Time: 1/6 segment

Casting Time: 1/6 segment
Sprout (Alteration)

This cantrip enables the caster to neatly gather numerous small objects
into a stack or pile. For instance, if nails, nuts, coins, papers, or like objects were spilled, the magic would bring them together. It can be used
selectively, for instance to separate one type of material from another,but only the selected type would be gathered neatly. The caster verbalizes the type of material to be gathered while making a gathering motion.

Area of Effect: 1 cubic yd.

By means of this cantrip, the caster causes acceleration in the growth ofplants, particularly with respect to the germination of plant seeds. Uponits casting, the cantrip will cause seeds to shoot forth tiny sprouts, newly
sprouted plants to grow an inch or so, buds to ﬂower, etc. Fruits and vegetables can be caused to ripen (or actually go past ripening to spoilage)by this cantrip. A susurrant sound is verbalized while the caster’s handmakes hoeing motions.

Polish (Alteration)
Area of Effect: One object

Casting Time: ½ segment

Casting Time: ½ segment

When this cantrip is used, the caster magically smooths and brings aluster to materials such as wood, metal, stone, leather, or ceramic. Naturally, the desired object must be relatively clean in order for the cantrip
to be effective. The object affected must be of reasonable size — a ﬂoorof up to 1,000 square feet, an armoire, etc. It works better on smaller
objects, of course, such as boots, mirrors, crystal containers, etc. The
caster hums a ditty while making a bufﬁng motion.

Stitch (Alteration)
Area of Effect: Special

Casting Time: ½ segment

This cantrip magically sews seams in cloth or leather. It will make newones, or repair old work. About 20 yards of cloth can be thus stitched,but only about 2 yards of leather. The seam thus created is neither stronger nor weaker than a seam done without magic. Usually a brief rhyme isrecited as the hand makes a sewing motion.

46

MAGIC-USER SPELLS (CANTRIPS)
Sweeten (Evocation)
Area of Effect: One object

verbal component is a low humming sound, made while the hands movein shaking motions.
Casting Time: ½ segment
Hairy (Alteration)

This cantrip is the same as a spice cantrip, except that the result is the
evocation of a sweetener — sugar, honey, or even a syrup. Components
are a buzzing sound and a stirring motion.

Area of Effect: One object

While this cantrip is not actually one of the standard useful ones which
apprentices reverse for mischievousness, it is one which is generally used for no good purpose. It causes hair, fur, or hairlike growth to
thicken and lengthen. Thus, a head of hair, a peach, a beard, a cat, or
whatever could be affected. The growth will cause the subject material to increase from 2-12 inches in length. The subject material mustbe trimmed or cut to remove the cantrip’s effect. This cantrip can bereversed to shorten growth or effectively shave, but since the effect on
short material (growth under 1 inch in length) is complete absence ofgrowth for 2-12 days, it is not often used. The caster verbalizes snicking sounds while making massaging motions for growth, or scissoring
motions for removal.

Tie (Alteration)
Area of Effect: One object

Casting Time: 1/10 segment

Casting Time: ½ segment

By means of this cantrip, the caster can magically cause the object ofthe magic — thread, string, cord, rope, or even cable — to tightly knot
itself to either its other end or an end of a similar object within 1v of it.
The resulting knot will be a normal one such as a square knot, half-hitch,running bowline, or whatever other sort is desired. The caster verbalizes
the name of the knot while holding up three ﬁngers.
Warm (Evocation)
Area of Effect: 1v cube

Knot (Alteration)

Casting Time: ½ segment

Area of Effect: One object

This cantrip is the same as chill, except that the magic brings a warming of the liquid or solid. The temperature will rise at most about 40°
F. The cantrip will never cause living creatures to become warmer thantheir normal body temperature. Components are an aah sound vocalized
while the hands are rubbed briskly together.

This cantrip is a permutation of the tie cantrip. It causes the thread,
string, cord, or rope to knot itself in such a manner as to be very difﬁcult
to untie, and from 2-8 rounds, minus dexterity bonus for reaction of theindividual untying the knot, to undo. It works even on material alreadyaffected by a tie cantrip, but not on magical ropes, ropes being held onto
by a character or creature, or taut lines such as a bowstring. The casterverbalizes a low zzzz sound while moving the arm forward with a strong
wrist motion.

Wrap (Alteration)
Area of Effect: 1 cubic yd.

Casting Time: ½ segment

Casting Time: ½ segment

When a wrap cantrip is employed, the caster creates a strong and sturdy
wrapping around the subject desired — a bit of herbs, a heap of ﬂour,a bundle of cloth, etc. The material of the cantrip is of a suitable type
and thickness for the item(s) to be wrapped. Thus, a few ounces of ﬁne
powder will be contained in a waxy tissue, gem stones in a felt-like envelope, meal in cloth, and so forth. The wrapping can be undone normally,
but the caster can just as easily order it to open, so the cantrip is often
used to enfold the material components of a spell. The caster verbalizes
a general class of wrapping desired while making folding motions withhis hands.

Ravel (Alteration)
Area of Effect: Special

Casting Time: 1/10 segment

This cantrip is the reverse of a stitch. It will work only if there is a looseor broken thread in the seam or fabric to be affected, except for material magically stitched by the appropriate cantrip. When the latter sort ofseam or material is involved, the ravel cantrip will always work except ina case where the subject is otherwise magical, i.e. a bag of holding, acloak of protection, boots of elvenkind, etc. The name of the cantrip isverbalized while the ﬁngers make a plucking motion.

Reversed Cantrips:
Sour (Evocation)
Curdle (Enchantment)
Area of Effect: One object

Area of Effect: One object

Casting Time: 1/6 segment

Casting Time: ½ segment

When this cantrip is used, the caster causes the subject food or drink
to take on a sour taste, not unlike vinegar of the appropriate sort. While
it is typically used to spoil wine, beer, or some pastry, the sour cantrip
can be used to useful purpose. The magic actually causes about a pint
(maximum) of vinegar to appear over the subject. This can be an empty
container in which such liquid is desired. The caster purses the lips andmakes a whoosh sound while clenching the hand.

This cantrip is broader than its name, for it affects many food and drink
items. The magic curdles milk and hastens spoilage or wilting, but does
not putrefy food & drink as per that spell. It has a permanent effect on theobject. It is otherwise similar to freshen. The caster verbalizes a retchingsound while pointing the thumb downward.
Dirty (Evocation)
Area of Effect: 4 sq. yds.

Spill (Alteration)

Casting Time: 1/6 segment

Area of Effect: One container

The opposite of a clean cantrip, this enables the caster to soil, spot, andsully walls, ﬂoors, dishes, garments, etc. Verbal component is a spitting
sound, made while the feet are shufﬂed and stamped.

The opposite of a gather cantrip, this enables the caster to cause thecontents of a container to spill out. The object container is actuallytipped by the cantrip, and since the magic is not powerful, containersof more than about gallon size, or magical ones, will not be affectedby the cantrip. Solids and/or liquids within the object container will spill
out, if the container is not securely closed or capped. To bring about themagic, the caster verbalizes an uh-oh sound while making an abrupt
hand motion.

Dusty (Evocation)
Area of Effect: 10v radius

Casting Time: 1/6 segment

Casting Time: 1/6 segment

By means of this cantrip, the caster causes a ﬁlm of dust and grime tosettle upon all exposed surfaces within the cantrip area of effect. The

47

MAGIC-USER SPELLS (CANTRIPS)
Tangle (Alteration)
Area of Effect: One object

Distract (Enchantment)
Casting Time: 1/6 segment

Area of Effect: Special

A permutation of the tie cantrip, this magic allows the caster to cause
ﬁne material such as thread, hair, small grass, and the like to become
twisted and entwined in a tangle. It will not work on heavy material suchas rope. Untangling subject material will take 3-12 rounds, unless it isroughly done — and the material is broken and snapped in the process,torn loose, etc. The cantrip will tangle mixed materials such as grass andstring, hair and threads, and so forth. A buzzing is verbalized while theﬁnger makes a stirring motion.

By means of this cantrip, the caster causes all who are watching to lookat an area of the caster’s choice. The area must be to the right or leftof the caster, and the distraction must be within 10 feet of the caster.
Thus, the caster can cause viewers to watch his or her right hand and alocation a few feet distant where the caster’s ﬁnger is pointing, while thecaster’s left hand does something unnoticed. Saving throws apply only
to individuals above 0 level, or with at least 1 + 1 hit dice and an intelligence rating of greater than low. The distract cantrip has a duration of
only 1 segment. The caster speaks an attention-getting word or phrase
and gestures to the left or right to effectuate the cantrip.

Tarnish (Alteration)
Area of Effect: One object

Casting Time: ½ segment

Hide (Illusion)

The reverse of a shine cantrip, this causes a covering of rust, corrosion, verdigris, or the like to cover an object normally subject to suchtarnishing. The object must be of about 1 cubic yard or less in volume.
Verbal component is a spitting sound, while the hand makes a sprinkling
motion.

Area of Effect: One object

Casting time: 1/3 segment

This permutation of a tie cantrip is simply the reverse of the magic. The
caster selects an object — thread, string, cord, etc. — which is knottedor tied. The cantrip removes the knot or tying. Note that the untie cantrip
will cause a tangle to be nulliﬁed. The cantrip will not remove both a knot
and a normal tying (normal knot or one caused by a tie cantrip), but it willcause the former to disappear so that only a normal tying remains. This
cantrip has no effect on magical objects. Somatic and verbal components vary according to the desired result. In general, a popping soundis made while the hands are moved apart — either as if a knot were being
untied or a cord snapped.
Wilt (Enchantment)
Area of Effect: One object

Casting Time: ½ segment

Mute (Alteration)

A reverse of the freshen cantrip which affects only vegetable material —whether growing or picked. Thus, a plant can be made to wilt (or possibly
wither if it is not very healthy), or a bunch of cut ﬂowers sag or droop.
Verbal component is a descending hum, while the foreﬁnger is slowly
curled from an upright position.

Area of Effect: One object

Casting Time: 1/10 segment

The mute cantrip allows the caster to alter the shape of small objects of amineral nature. The magic is effective against glass, metal, stone, etc. A
plane can be altered to a rod, a torus to a sphere, etc. Thus, a coin could
be changed to be a ring. Similarly, glass could be changed to crystal,lead to silver, copper to gold, etc. However, the dweomers of magicalitems are too strong for this cantrip to affect them. The duration of themute is but 1 round. If another individual actually touches the object
affected, the dweomer of the cantrip might be affected: The individual
touching it makes a saving throw versus spell, and if it succeeds thecantrip is dispelled. The components for the mute cantrip are similar to
those of a change cantrip.

Legerdemain Cantrips:
Change (Alteration)
Area of Effect: One object

Casting Time: 1/10 segment

This cantrip allows the caster to magically hide an object of virtually any
size for a short period of time. The cantrip casts a dweomer over thedesired object so that it becomes invisible to all who are in front of thecaster. Note that the magic does not affect sound, so that if a crowing
rooster were made to seemingly disappear, the noise of its cry would stillbe heard. Likewise, if an elephant were hidden by the cantrip, the soundof its tread, trumpeting, or even breathing might be heard. The dweomer
will not work if viewers are beside or behind the caster. The cantrip lastsfor 1 turn on an object of 2 cubic yards or less in volume. The durationis reduced by 1 round for every additional 2 cubic yards of volume madeto seemingly disappear, until at 20 cubic yards of volume, the durationis 1 round. At over 20 cubic yards of volume, duration is reduced by 1
segment per 2 additional cubic yards; i.e., the hide cantrip will have aduration of 9 segments if cast on an object of 22 cubic yards volume; 8segments for 24 cubic yards, 7 segments for 26, 6 for 28, 5 for 30, 4 for32, 3 for 34, 2 for 36, and 1 segment for 38 cubic yards. Anything over
38 cubic yards in volume will at best momentarily disappear and thenreappear again. Verbal component is an activating word such as abracadabra while the hand makes a pass across the forepart of the object.
The caster can dispel the cantrip simply by speaking the activating word.

Untie (Alteration)
Area of Effect: One object

Casting Time: 1/3 segment

Casting Time: 1/10 segment

By means of a change cantrip, the caster alters one small object to another, although the change must be within the same kingdom, and only
animal and vegetable objects are affected. Thus, a piece of parchment
can be changed to a brightly colored cloth square, then the cloth can bechanged to a rose by another use of the cantrip. Likewise, a bird can bechanged into a bat, the bat to a ﬂying squirrel by another use of the same
type of cantrip, and so forth. Each change requires a change cantrip.
The cantrip will not cause more than a 50% incease or decrease in size/
volume, and the effect will last for a base time of 1 turn. If the change isradical, then the time will be reduced accordingly; i.e., changing a deadobject to a live one is a radical change and will last only 1 round. On theother hand, a very slight alteration such as color change or the like will
last for 1 or more days. A saving throw against this magic does not apply
as long as small, animal-intelligence, non-magical creatures of normal
sort are concerned. Typically, a magic word is verbalized while the handmakes a pass over the object to be affected.

Palm (Illusion)
Area of Effect: One small item

Casting Time: 1/10 segment

This cantrip enables the caster to secret a small object in his hand without seeming to do so. The dweomer creates an illusory duplicate of theobject to be palmed, so that the other can be taken while under a formof hide cantrip (which actually works regardless of viewer position). The
illusory duplicate of the palmed object lasts but 1 segment, so it must becovered or screened from view, or else any onlookers will see it wink outof existence. A special word is spoken while a digit points at the object tobe palmed. The caster may then pick up the now-invisible actual object
while seemingly only touching or handling the illusory duplicate.

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MAGIC-USER SPELLS (CANTRIPS)
Present (Alteration)
Area of Effect: One small item

Scratch (Evocation)
Casting Time: 1/6 segment

Area of Effect: One creature

Casting Time: 1/6 segment

A present cantrip enables the caster to bring any small object or series ofobjects from within a 2-foot radius of his or her person to his or her hand.
The object or objects will appear magically in the caster’s hand as he or
she puts the hand upward or outward with a ﬂourish and speaks the key
word to begin the dweomer. If an object as large as a tankard is thus presented, the cantrip will be exhausted, but as many as a dozen coins could
be brought to the hand before the dweomer failed. The caster must know
the exact nature and location of the object or objects to be presented. Ifthey are on the person of another individual, a saving throw versus spellapplies to the individual, unless the object or objects are in plain sight.

A scratch cantrip causes the subject creature to experience an annoying
itch on some portion of the body. Unless a saving throw is successful,the subject will involuntarily scratch at this itch. This scratching will takebut a second, and will immediately cause the itch to cease. Verbal component is the name of some body pest (ﬂea, louse, etc.), uttered while thearea of the itch is pointed to.

Person-Affecting Cantrips:

A cantrip of this nature causes an irritation in the nasal passages of thesubject. Unless the subject makes a successful saving throw versus
spell, a sneeze will occur. This single sneeze will relieve the irritation.
The caster verbalizes the name of an irritant substance while touching
his or her nose.

Sneeze (Evocation)
Area of Effect: One creature

Belch (Evocation)
Area of Effect: One person

Casting Time: 1/10 segment

When this cantrip is cast, the subject will involuntarily belch. A saving
throw is applicable only to see how loud or mufﬂed the burping is, failure
indicating a very loud belch, success meaning that the sound is relatively
low and mufﬂed. The verbal component is an almost inaudible belch, doneat the same time that the caster’s hand presses his or her diaphragm.

Twitch (Evocation)
Area of Effect: One creature

Casting Time: 1/10 segment

By means of this cantrip, the caster causes the subject person (or creature) to blink his, her, or its eye or eyes. The blinking reaction is only
momentary, of course, lasting no more than half a second. A successful
saving throw indicates only a single eye wink, or no effect for one-eyedcreatures. The verbal component is a softly spoken magical word (suchas hat-cha-cha), voiced while the caster snaps his ﬁngers.

Wink (Enchantment)
Area of Effect: One person

Casting Time: 1/3 segment

This cantrip enables the caster to make the subject individual coughspasmodically. If a saving throw is made, the cough is only a brief hacking which will not usually disturb other activities. Failing the saving throw
indicates the victim is affected by a loud and active series of coughs lasting from 1 to 3 seconds. The somatic component is a gagging gesturewhile a gasp is verbalized.

Yawn (Evocation)
Area of Effect: One creature

Casting Time: 1/3 segment

By means of this cantrip, the caster causes the subject individual to involuntarily giggle. The loudness and length of this reaction depend on
the saving throw. If the subject fails to save, the result will be a chuckle
or giggle lasting about 2 or 3 seconds. If the save succeeds, only a briefchuckle will be caused. The verbal component is a single word or phrase(known in magical circles as a “punch line”) to be spoken while one ﬁnger
is moved back and forth rapidly.
Nod (Evocation)
Area of Effect: One person

Casting Time: 1/6 segment

A yawn cantrip makes the subject creature feel a brief wave of drowsiness which in turn evokes a yawn reaction. If a saving throw versus spell
succeeds, the subject creature is totally unaffected by the dweomer ofthe cantrip. Failure, however, not only forces a yawn to immediately occur, but the subject is then more susceptible to a sleep spell. During thebalance of the round in which the yawn cantrip was cast, and during
the whole of the following round, the subject will automatically fall into
comatose slumber from a sleep spell cast upon it, so 1 additional creature will be vulnerable to the spell if more than 1 creature of 4 or fewer
hit dice are subjected to the spell. Further, if creatures of 4 + 1 to 4 + 4
hit dice are involved, there is then a chance that two such creatures will
actually be affected by sleep. Even a creature of up to 5 + 2 hit dice canbe affected by sleep if previously victimized by a yawn cantrip, but theeffect of the sleep spell is rolled for as if the creature had 4 + 1 to 4 + 4
hit dice; i.e., there is a 50% chance that it will not be affected. The casterhums a lullaby for the verbal component while making a rocking motion
with cupped hands.

Giggle (Charm)
Area of Effect: One person

Casting Time: 1/10 segment

This cantrip enables the caster to cause the subject individual to wink
one eye. A saving throw indicates that the winking is rapid and not
greatly noticeable, while failure to save indicates a greatly exaggerated,prolonged winking. The caster speaks a magical phrase (such as twentythree skidoo) while making an imperceptible winking of his or her eye.

Cough (Evocation)
Area of Effect: One person

Casting Time: 1/3 segment

By means of this cantrip, the caster causes a muscle contraction in some
portion of the subject creature’s appendages — head, neck, hand, arm,foot, leg, etc. The twitch will be noticeable, but will not cause the subject great discomfort or loss of control or concentration. The cantrip isnegated by a successful saving throw. Verbal component is the name of
the area to be affected while the caster gazes at the area and makes a
twitching motion with the hand.

Blink (Evocation)
Area of Effect: One person

Casting Time: ½ segment

Casting Time: 1/10 segment

This cantrip causes the subject to give an involuntary nod of the head
due to muscle contraction. The effect is as if the subject were nodding
in agreement or as a greeting. A successful saving throw negates theeffect. The caster gives a slight nod of the head while pointing his or her
small ﬁnger at the subject.

49

MAGIC-USER SPELLS (CANTRIPS)
Personal Cantrips:

Mouse (Summoning)

Bee (Summoning)

Area of Effect: One mouse

Area of Effect: One bee

Casting Time: ½ segment

Similar to the cantrip which summons a bee or a bug, the mouse cantrip
enables the caster to bring forth a mouse up to 1˝ from his or her position. The animal will be a typical ﬁeld mouse or as similar a species as
possible. When it arrives, the caster will have no control over the mouse,
and the animal will behave as would any mouse in the given situation.
The caster speaks a summoning word (typically the name of a food desirable by mice) while holding his or her hands in such a way as to resemble mouse ears.

When this cantrip is used, the caster summons a honey bee from someplace — where is of no importance, for the creature appears in seconds.
The bee will appear in whatever spot the caster is gazing at, up to 1˝distance from him or her. The bee is, of course, annoyed, and it is 90%
likely to sting any living creature it ﬁnds itself upon. (This will certainly
cause the subject to react violently if it would otherwise be so affected bya bee sting.) The verbal component is a low buzzing sound, made while
the caster moves a foreﬁnger through ﬂight-like passes.

Smokepuff (Evocation)
Area of Effect: 1v diam. cloudBluelight (Conjuration)
Area of Effect: ¼v diam. sphere

Casting Time: ½ segment

Casting Time: 1/3 segment

When this cantrip is employed, a puff of actual smoke appears in the desired location, up to 1˝ distant from the caster, and will ascend as woulda normal cloud of smoke, or be dissipated, depending on the prevailingconditions. The caster can cause the smoke to be either white, gray,black, brown, yellow, or green. The caster names the color of smoke
desired while moving a hand from an extended horizontal position to avertical one, meanwhile breathing forth a puff of air.

Casting Time: ½ segment

This cantrip enables the caster to conjure a small sphere of glowing blue
radiance. The light has an eerie effect when seen from a distance, but the
3-inch sphere only illuminates an area of 5v around itself. Furthermore,
the bluelight does not cast reﬂections beyond this radius. The light does
not affect either infravision or ultravision. When the caster says a rhyme
using the words blue and light in any combination, the bluelight appears
in his or her open palm and remains aglow until the caster ceases toconcentrate on it.

Spider (Summoning)
Area of Effect: One spider

Casting Time: ½ segment

Bug (Summoning)
Area of Effect: One bug

This cantrip, much as does a bee or bug or mouse or gnats cantrip,
summons a small, ordinary spider from elsewhere to the location desiredby the caster, up to 1˝ distant from his or her person. The arachnid so
summoned will usually be a common garden spider or the like, no larger
than an inch or two in diameter, and basically harmless. There is a 5%chance that the creature will turn out to be one with powerful poison(black widow, brown recluse, etc.). Since the spider summoned will beannoyed, the creature upon which it ﬁnds itself, if such is the case, will be
subject to an immediate bite attack. This will have only a momentary effect, distracting the victim for 1 segment, for a normal spider. If the spider
is of the very poisonous sort, the victim must also make a saving throw
versus poison at +4. Success indicates 1 point of damage is inﬂicted.
Failure indicates 2 points of damage are inﬂicted, and the victim will feelsick and be unable to act normally for 1-4 days unless a neutralize poison
spell is cast to remove the toxin. (A slow poison will defer the sickness
for 1 day.) To cast the cantrip, the caster speaks the word arachnid while
spreading his or her ﬁngers and wiggling them.

Casting Time: ½ segment

A variation of the bee cantrip, the bug cantrip enables the caster to summon some form of crawling insect. The beetle or bug appears in thesame manner as the bee summoned by the cantrip of that name. It will
likewise be irritated and will pinch, bite, or otherwise attack the creature
it might ﬁnd itself upon, with appropriate results. Verbal component is thename of the insect desired while the caster’s foreﬁnger makes a sliding
and pointing motion at the desired area of the bug’s appearance (up to
1˝ distant).
Fireﬁnger (Alteration)
Area of Effect: ½v line

Casting Time: 1/3 segment

The ﬁreﬁnger cantrip enables the caster to cause a jet of ﬂame up to onehalf foot in length to shoot forth from his or her ﬁnger. The ﬂame is very
hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difﬁculty, providing the materials are relatively
dry. The ﬂame persists for up to 1 segment. To bring about the magic of
this cantrip, the caster speaks a word of power over elemental ﬁre (suchas ron-son, zip-po, or the much revered word, dun-hill), extends the foreﬁnger, and makes a sideways motion with the thumb.

Tweak (Conjuration)
Area of Effect: One creature

By means of this cantrip, the caster causes an unseen thumb and foreﬁnger to harmlessly, but annoyingly, tweak some portion of a chosen
subject within a 1˝ radius of the caster. Portions subject to the tweak
cantrip are: cheek, nose, ear, beard, moustache, whiskers, or tail. The
cantrip’s effects do not disturb spell casting, although the tweaking
might distract any creature by causing it to turn to discover the source of
the annoyance. A failure to save versus spell (with respect to creatureswith an intelligence under 7), or failure to roll a score greater than intelligence on 3d6 (with respect to creatures with intelligence of 7 or greater),indicates a 1-segment distraction. The caster speaks a magic phrase(such as kitchy-kitchy-coo) while making a pinching and pulling motion
with thumb and foreﬁnger.

Gnats (Summoning)
Area of Effect: 1 cubic footCasting Time: 1/3 segment

Casting Time: ½ segment

A cantrip of this nature is similar to the bee and bug cantrips describedabove, except that when it is used a cloud of gnats is summoned. The
swarm will immediately proceed to ﬂy around the head of the nearest living creature (which must be no more than 1˝ from the caster), and unless
this creature makes a successful saving throw versus poison, the cloudof gnats will distract the creature for from 1-4 segments before the gnats
ﬂy elsewhere. The verbal component is a high-pitched buzzing soundmade with the tongue and upper palate while the caster points a digit at
the area in which the gnat cloud is to appear.

Unlock (Conjuration)
Area of Effect: One lockCasting Time: ½ segment

This cantrip enables the caster to conjure an invisible, key-like force

50

MAGIC-USER SPELLS (1ST LEVEL)
Tap (Evocation)

appropriate to the locking mechanism to be opened (or closed). The unlock cantrip will affect only simple locks of the most basic sort — typically those which have closing pressure prongs or bolt and pins, or bolt
and spring closures. Locks with tumblers or levers, as well as secretcombination locks, are not subject to this cantrip. Note that simple locks
with complex wards to prevent skeleton-key triggering will be subject toan unlock cantrip. While the caster speaks a word or phrase associatedwith locks (tick-tock-doublelock or yah-el, etc.) he or she makes a twisting motion with ﬁngers held as if to grasp a key.

Area of Effect: 1 sq. ft.

Casting Time: 1/6 segment

By means of this cantrip, the caster is able to evoke an invisible force
which will tap or rap against some solid object — a door, lid, ﬂoor, table,wall, pane, or whatever. The sound will occur once, twice, or thrice, according to the number of ﬁngers extended by the caster. It is an actual
sound; creatures within 1˝ of the noise will certainly hear it if they are able.
Verbal component is a hollow sound created by the tongue against thepalate, or a key phrase spoken softly, while the ﬁnger makes a tapping
motion.

Haunting-Sound Cantrips:
Creak (Evocation)

Thump (Illusion)
Area of Effect: Special

Casting Time: 1/6 segment
Area of Effect: Special

By means of this cantrip, the caster evokes a noise similar to that of adoor with corroded hinges slowly opening, or else a sound as if someone
or something were walking across squeaking ﬂoorboards. The former
sound lasts for 1/3 segment; the latter noise will last half a segment andseem to traverse up to 10 feet distance. The caster makes a low creaking
sound in his or her throat while using a hand to make an opening motion
or ﬁngers to make a walking motion.

An audible illusion, the thump cantrip causes all creatures within a 1˝radius of the area of effect to hear a loud but mufﬂed thumping sound,
as if something large just fell from a height of a foot or so. A successful saving throw versus spell nulliﬁes the cantrip’s effect. The castercan cause the sound to seemingly come from any location within a 1˝radius of his or her person. The caster swallows loudly while pointing
toward the area where the cantrip is to come from, while thinking of thethumping sound.

Footfall (Illusion)
Area of Effect: Special

Casting Time: 1/6 segment

Whistle (Evocation)

When this cantrip is used, the caster creates the audial illusion of footsteps. The sound is as if a human or humanoid was walking. The footfalls
can be soft or fairly noisy. They can approach, move away from, follow,
or otherwise seem to parallel a person or party. They must begin within
1˝ of the caster, but they may thereafter move away from him or her up
to a 2˝ distance, or may approach closer than 1˝. The caster must softly
vocalize sounds similar to footsteps while pointing in the area they are tooccur initially and subsequently.

Area of Effect: Special

Groan (Illusion)

First Level Spells:

Area of Effect: Special

Casting Time: 1/6 segment

Alarm (Evocation)
Level: 1
Components: V, S, M
Range: 1˝Casting Time: 1 round
Duration: 2-8 turns + 1 turn/level
Saving Throw: None
Area of Effect: Up to 20 sq. ft./level
Explanation/Description: When an alarm spell is cast, the magic-user
causes a selected area to react to the presence of any living creaturelarger than a normal rat, i.e. anything larger than about one-half cubic
foot in volume or more than about 3 pounds in weight. The area of effect can be a portal, a section of ﬂoor, stairs, etc. As soon as any living
creature sets foot upon the area, touches it, or otherwise contacts it,
the alarm spell will evoke a loud ringing which will be clearly heard
within a 60v radius. (Reduce the radius by 10v for interposing doors,by 20v for substantial interposing walls.) The sound will last for 1 segment and then cease. While undead creatures will not cause the spell
to function, invisible creatures, as well as those from other planes who
are otherwise alive, will do so. Ethereal or astrally projected creatures
will not trigger an alarm, but ﬂying and levitating creatures will. The
material components of this spell are a tiny bell and a piece of very ﬁne
silver wire.

Moan (Illusion)
Casting Time: 1/10 segment

This cantrip is the same as a groan cantrip, except that the sound involved is either a pitiful moaning or else an eerie one. The desired soundis either a low-pitched one for the haunting effect or a high-pitched one
for the pitiful effect.
Rattle (Illusion)
Area of Effect: Special

Casting Time: 1/6 segment

When this cantrip is cast, the dweomer causes a faint or loud whistlingsound. A faint whistling can be heard within 10v, a loud one within 30v.
The sound can be sharp and normal-seeming or echoing, hollow, andeerie. The caster must whistle softly in a manner similar to the desired
sound while he or she looks at the area from which the sound is to comeand holds two ﬁngers near his or her mouth.

A groan cantrip creates the audible illusion of a wracking cry coming fromsome location no more than 1˝ from the caster. Naturally, those creatures
within hearing distance are allowed a saving throw versus spell, and if it
succeeds, the individual will hear no such noise. The caster makes a soft
groaning sound in his or her throat while pointing to the area from which
the sound is to appear to come. A container or door will not hamper therange, so that a groaning sound can be made to seem to come frombehind a door, in a chest, etc.

Area of Effect: Special

Casting Time: 1/10 segment

Casting Time: 1/10 segment
Armor (Conjuration)

By means of this cantrip, the caster causes the audible illusion of a rattling sound associated with chains. Its direction and distance is the same
as for a groan cantrip. The sound will last for up to 2 seconds. All creatures within 1˝ of the sound are entitled to a saving throw versus spell
to determine whether they hear the illusionary sound. The spell casternames the rattling device which he or she desires to create the illusion ofwhile shaking one hand vigorously.

Level: 1
Range: Touch
Duration: Special
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell, the caster creates

51

MAGIC-USER SPELLS (1ST LEVEL)a magical ﬁeld of force which serves as if it were leather armor (AC 8). If
the spell is cast upon a person already armored, it has no effect. However, if it is cast upon a creature with an armor class normally better than 9(due to its size, speed, skin, etc.) it will beneﬁt the normal armor class by
one step, i.e. AC 8 becomes 7, AC 7 becomes 6, and so on. The magicarmor spell does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until dispelled or until the wearer sustains cumulative damage totaling greater than 8 points+1 per level of the caster. Thus, the wearer might take 8 points from anattack, then several turns later sustain an additional 1 point of damage.
Unless the spell were cast by a magic-user of 2nd level or higher, it would
be dispelled at this time. Until it is dispelled, the armor spell allows thewearer full beneﬁts of the armor class gained due to the dweomer.

will inﬂict 2 points of damage per level of the spell caster, or 1 point perlevel if the subject creature makes its saving throw versus spell. The melt
spell is generally ineffective against types of creatures other than thoseenumerated above. The material components for a melt spell are a few
crystals or rock salt and a pinch of soot.
Mount (Conjuration/Summoning)
Level: 1
Range: 1˝
Duration: 12 turns + 6/level
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell, the caster calls a normal
animal to serve him or her as a mount. The animal will serve willingly andwell, but at the expiration of the spell duration it will disappear, returning
to its own place. The type of mount gained by this spell depends on thelevel of the caster; of course, a caster of sufﬁciently high level to qualify
for a camel (for instance) can choose a “lower level” mount if he or she
so desires. Available mounts are these:
1st through 3rd level: mule or light horse
4th through 7th level: draft horse or warhorse
8th through 12th level: camel
13th level & up: elephant (and houda at 18th level)

Note: This spell will not function in conjunction with protective magic devices other than a ring of protection. The material component is a pieceof ﬁnely cured leather which has been blessed by a cleric.
Firewater (Alteration)
Level: 1
Components: V, S, M
Range: 1˝Casting Time: 1 segment
Duration: 1 round
Saving Throw: None
Area of Effect: 1 pint of water per level of caster
Explanation/Description: By means of this spell, the magic-user changes
a volume of water to a volatile, ﬂammable substance similar to alcoholand likewise lighter than water. If this substance is exposed to ﬂame, ﬁre,or even a spark, it will burst into ﬂames and burn with a hot ﬁre. Eachcreature subject to ﬁrewater ﬂame will suffer 2-12 hit points of damage.
The ﬁrewater created will evaporate and be useless within 1 round, even
if it is securely contained and sealed, so it must be utilized (ignited) within
10 segments of its creation. The material components of this spell are a
few grains of sugar and a raisin.

The mount will not come with any riding gear, unless it is of a class lower
than the caster would normally be entitled to gain, i.e. a 4th level magicuser can gain a warhorse without saddle and harness or a light horsewith saddle and harness. The statistics of the animal gained are typicalof all creatures of the same class. The material component of the spell isa bit of hair or dung from the type of animal to be conjured.

Grease (Evocation)
Level: 1
Components: V, S, M
Range: 1˝Casting Time: 1 segment
Duration: Permanent
Saving Throw: Special
Area of Effect: 1 sq. ft. per level of caster

Precipitation (Alteration)

Explanation/Description: A grease spell creates an area covered by aslippery substance of a fatty, greasy nature. Any creature stepping uponthis area will have to save versus petriﬁcation or slip, skid, and fall. Of
course, if a creature is aware of the area, it can possibly be avoided. The
spell can also be used to cause a greasy coating on some surface otherthan that underfoot — a rope, ladder rungs, weapon handle, etc. Lonematerial objects will always be subject to such a spell use, but if themagic is cast upon an object being wielded or employed by a creature,
the creature must fail a saving throw versus spell for the grease spell
to be effective. A single saving throw will negate the effects. The material component of the spell is a bit of pork rind, butter, or other greasy
material.

Level: 1
Components: V, S, M
Range: 1˝/level
Casting Time: 1 segment
Duration: 1 segment/level
Saving Throw: None (& special)
Area of Effect: 3˝ diam. cylinder up to 12˝ highExplanation/Description: This spell is identical to the 1st-level clericalspell of the same name, except that a holy symbol is not part of thematerial component.
Run (Enchantment)
Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 5-8 hours
Saving Throw: None
Area of Effect: Special (humans, demi-humans only)

Melt (Alteration)
Level: 1
Components: V, S, M
Range: 3˝
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 1 cu. yd. of ice or 2 cu. yds. of snow per level of caster

Explanation/Description: The run spell enables the recipient to run at fullspeed (twice normal speed) for from 5-8 hours without tiring. However,after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every
2 levels of experience of the spell caster, another individual can be affected, i.e. at 4th level, 2 individuals can be touched and empowered torun; at 6th level, 3 individuals; etc. Only humans and demi-humans intheir natural forms are affected by this spell, and barbarians having thespecial running ability of that class are immune to the spell’s effects.
The material component of this spell is an elixir made from the juice ofdried plums boiled in spring water and the oil of 5-8 beans of a spurge(castor) plant.

Explanation/Description: When a melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increasein warmth will melt ice in 1 round, so that a 1st level magic-user canmelt a cube of solid ice, 1 yard on a side, in 1 round after the spell iscast, so that the ice becomes water. Twice this volume of snow can beaffected, so that the spell will melt 1 cubic yard of snow in ½ round, or
will turn 2 cubic yards (1 yd. × 1 yd. × 2 yds.) of snow to water in 1 round.
Against such monsters as white dragons, winter wolves, yeti, woolly rhinos, those composed of para-elemental ice, and the like, a melt spell

52

MAGIC-USER SPELLS (2ND LEVEL)
Taunt (Enchantment)

so it must usually be thrown or hurled nearby. Any creature affected by
the ropelike object can, of course, interact with it as if it were a normal
object. The creature’s hold overrides the dweomer on the rope, and therope takes 2 points of slashing damage before breaking. The rope cannot be used as a garrot, but can be used as a trip line or to entangle (asthe druid spell) a single opponent. The dweomer does not cause the rope
to have magical properties beyond its ability to obey commands (cf. ropeof climbing, rope of entanglement).

Level: 1
Components: V, S
Range: 3˝
Casting Time: 1 round
Duration: Instantaneous
Saving Throw: Neg.
Area of Effect: 2 levels or hit dice per level of caster
Explanation/Description: A taunt spell enables the caster to jape and jeer
effectively with respect to any creature with an intelligence of 2 or greater. The spell’s dweomer gives the magic-user’s words and sounds real
meaning to the subject creature or creatures. These words and sounds
will challenge the subject(s), be insulting, and in general cause irritation
and anger. If the subject creature or creatures fail to save versus spell,
the taunt spell will cause them to rush forth in fury to do battle with thespell caster, and each and every affected creature so coming will certainly attack the spell caster if physically capable of doing so, i.e. they
will seek to use body weapons and hand-held weapons rather than attacking from a distance. Separation by an impenetrable or uncrossableboundary (a wall of ﬂame, a deep chasm) will cause the spell to break.
Only one sort of creature can be affected by a single taunt spell; in amixed group of orcs and goblins (for instance) the caster would be able
to affect either the orcs or the goblins (caster’s choice), but not both atonce. The magic affects creatures closest to the spell caster ﬁrst, regardless of maximum range. Thus, if a group of gnolls were being taunted
by a 10th-level magic-user, the nearest ten creatures would be subject
to the spell ﬁrst, even though the spell caster might prefer to affect thegnollish shaman at the rear of the group. Troops under a strong leader
would gain a saving throw bonus of +1 to +4, at the DM’s discretion.

Deeppockets (Alteration/Enchantment)
Level: 2
Range: Touch
Duration: 24 turns + 6/level
Area of Effect: One garment

Explanation/Description: This spell allows the magic-user to speciallyprepare a garment so as to hold far more than it normally could. A ﬁnely
sewn gown or robe of high-quality material (at least 300 gp value) is
fashioned so as to contain numerous hand-sized pockets. One dozen is
the minimum number. The deeppockets spell then makes one of thesepockets able to hold 1,000 gp worth of weight (5 cubic feet volume) as
if it were only 100 gp of weight. Furthermore, there will be no discernible
bulge where the special pocket is. The spell can be changed to allow 10
pockets each of 100 gp weight capability (½ cubic foot volume each).
If a robe or like garment is sewn with 100 or more pockets (1,000 gp
minimum cost), then 100 pockets can be dweomered to contain 10 gp
weight each and hold 1/6 cubic foot volume each. If the spell duration
expires while there is material within the enchanted pockets, or a dispel
magic is cast upon the enchanted garment, the wearer must make asaving throw versus spell. Failure indicates the material in those pockets
has gone from extra-dimensional space to astral space — lost forever.
Success indicates the material suddenly and totally appears around thewearer, and immediately falls to the ground. In addition to the garment,
the material components of this spell are a tiny golden needle and a stripof ﬁne cloth given a half-twist and fastened at the ends.

Wizard Mark (Alteration)
Level: 1
Range: Touch
Duration: Permanent
Area of Effect: 1 sq. ft.

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user is able
to inscribe, visibly or invisibly, his or her personal rune or mark, as well as
up to six additional characters of smaller size. A wizard mark spell allows
the caster to etch the rune upon stone, metal, or any softer substancewithout harm to the material upon which the mark is placed. If an invisible mark is made, detect magic will cause it to glow and be readable(which does not necessarily imply understandability). Detect invisibility,
true seeing, true sight, a gem of seeing, or a robe of eyes will likewisenote an invisible wizard mark. A read magic spell will reveal the maker’s
intent, and an erase spell will wipe clean a wizard marked surface. The
material components for the casting of this spell are a pinch of diamond
dust (about 50 gp worth) and a pigment or pigments for the coloration of
the mark. If the mark is to be invisible, the pigments are still needed, but
the caster uses a stylus of some sort rather than his or her digit.

Flaming Sphere (Alteration/Evocation)
Level: 2
Range: 1˝
Duration: 1 round/level
Area of Effect: 6v diameter sphere

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: A ﬂaming sphere spell causes a burning globe ofnormal-type ﬁre to come into being up to 1˝ distant from the spell caster.
This sphere will then begin rolling in the direction in which the magic-user
points, even though it might be uphill. It will roll over low barriers such as
walls, furniture, etc., as as long as these barriers are not over 4v tall. Flammable substances will be set aﬁre by contact with the sphere. Creatures
struck will suffer 2-8 points of damage. All creatures within a 5v radius of thesphere’s center must save versus spell or else take the indicated damage. A
successful save negates the ﬂaming sphere. The ﬂaming sphere moves at a
rate of 1˝ per round as long as the spell caster points in the direction it is to
move, for it otherwise merely stays at rest and ﬂames. It can be extinguishedby the same means as any normal ﬁre of its size. The material components
are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.

Second Level Spells:
Bind (Alteration/Enchantment)
Level: 2
Range: 3˝
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Irritation (Alteration)

Explanation/Description: When this spell is employed, the magic-user
causes any ropelike object of non-living material to behave as he or sheorders. The subject can be string, yarn, cord, line, rope, or even a cable.
About 50v of normal rope (1 inch diameter), plus 5v per level of the spell
caster, can be affected. Reduce length proportionately when diameterincreases, and increase length by 50% when diameter is halved. The
commands possible to give under a bind spell are: Coil (form a neat,coiled stack); Coil & Knot; Loop; Loop & Knot; Tie & Knot; and the reverses of all of the above (Uncoil, etc.). The rope or other ropelike object must
be within about 1 foot of any object in order for it to respond properly,

Level: 2
Range: 1˝/level
Duration: Special
Area of Effect: One creature

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: An irritation spell affects the epidermis of
the subject creature. Creatures having very thick or insensitive skins(such as buffalo, elephants, scaled creatures, etc.) are basicallyunaffected by the dweomer. There are two versions of the spell, either ofwhich can be cast from the standard preparation:

53

MAGIC-USER SPELLS (2ND LEVEL)
Itching — When cast, this causes the subject to feel an instant itchingsensation on some portion of its body. If 5-8 segments are not immediately spent scratching this irritated area, the subject creature will beso affected that the next 3 rounds will be spent squirming and twisting,effectively lowering the subject’s armor class by 4 and its “to hit” probability by 2 during this time. Spells are ruined for the initial round thisspell is in effect, but not for the following three rounds.

Semi-liquid and liquid materials: 8th level & up
A container is necessary only in cases where a relatively high degree ofmoisture is concerned. The material components of the spell are a pinchof dust, a bit of resin (or amber), and a drop of brandy.
Protection From Cantrips (Abjuration)

Rash — When a rash version of the spell is cast, the subject creature will
notice nothing for 1-4 rounds, but thereafter its entire skin will begin to
break out in red welts which faintly itch. The rash will persist until either
a cure disease or dispel magic is cast upon it. It lowers comeliness by 1
point per day until four days have passed, i.e. maximum loss of comeliness is 4 points. After one week, the subject’s dexterity is lowered by 1
point also. Symptoms vanish immediately upon the removal of the rash,
all statistics returning to normal.

Level: 2
Components: V, S
Range: Touch
Casting Time: 2 segments
Duration: 1 day/level
Saving Throw: None or Neg.
Area of Effect: One creature or object
Explanation/Description: By casting this spell, the magic-user provides
immunity to the effects of cantrips cast by other magic-users, apprentices, or creatures that use cantrip magic. The spell will protect thecaster, or one item or person that he or she touches (such as a spellbook or a drawer containing spell components). Any cantrip that is castagainst the person or item in question dissipates with an audible popping sound. This spell is often used by a magic-user with mischievous
apprentices, or one who wishes apprentices to clean or shine an area
using elbow grease instead of magic. Any unwilling target of this spellmust be touched (via a roll “to hit”) and is allowed a saving throw versus
spell to escape the effect.

The material component for this spell is powdered leaf from poison ivy,
oak, or sumac.
Know Alignment (Divination) Reversible
Level: 2
Components: V, S
Range: 1˝Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of effect: One creature per 2 rounds

Tasha’s Uncontrollable Hideous Laughter (Evocation)

Explanation/Description: Except as noted above, this spell is the same as
the 2nd-level clerical spell of the same name. If a target creature is scriedfor only one round, only its alignment ethic (law/chaos) will be discerned.

Level: 2
Range: 5˝
Duration: 1 round
Area of Effect: One creature

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special

Melf’s Acid Arrow (Evocation)
Level: 2
Range: 3˝
Duration: Special
Area of Effect: One target

Explanation/Description: This spell enables the caster to cause thesubject to perceive everything as hilariously funny. The effect is not
immediate, and the subject creature will feel only a slight tingling on
the round the dweomer is placed, but on the round immediately following, it will begin smiling, then giggling, chuckling, tittering, snickering,
guffawing, and ﬁnally collapsing into gales of uncontrollable hideouslaughter. Although this magic mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it will
be at −2 from its strength (or −2 “to hit” and damage) on the 3rd and4th rounds following the spell casting. A successful save versus spell
negates the effect. The saving throw depends on the intelligence of thecreature. Creatures with intelligence of 3 or less are totally unaffected.
Those with intelligence of 4-8 save at −6; those with intelligence of
9-12 save at −4; those with intelligence of 13-15 save at −2; and thosewith intelligence of 16 or greater have normal saving throw probability.
The material components of the spell are a small feather, a tiny wooden
paddle, and a minute tort. The tort is hurled at the subject, while thefeather is waved in one hand and the paddle is tapped against theposterior of the spell caster.

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: By means of this spell, the magic-user createsa magic “arrow” which speeds itself to its target as if ﬁred from the bowof a ﬁghter of the same level as the magic-user casting the spell. The
arrow is equal to a +1 weapon for hit determination purposes. The effectof a hit might inﬂict damage on the target even if it would not normally beharmed by an arrow or magic weapon of only +1 value. This is due to theacid. The arrow itself does 2-5 points of damage. The acid which gushes
forth when it hits is equal to an acid missile of 8-ounce volume (1v diam.
area of effect, 2-8 hit points damage, plus item saving throw; splash
does not apply). The acid’s strength increases by one round’s worth ofdamage for every 3 levels of experience of the spell caster above the
3rd, so that damage will occur over two rounds if the spell cast is from a
4th-6th level magic-user, unless the target can have the acid neutralized.
The material components of the spell are a dart and powdered rhubarb
leaf and adder stomach.

Vocalize (Alteration)
Level: 2
Components: S, M
Range: Touch
Casting Time: 1 round
Duration: 5 rounds
Saving Throw: None
Area of Effect: One spell-casting creature

Preserve (Abjuration)
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Saving Throw: None
Area of Effect: ½ cu. ft. per level of caster

Explanation/Description: This spell allows the recipient to cast spells
that normally require a verbal component without having to make asound, so long as the casting of the subsequent spell(s) takes placeentirely within the duration of the vocalize spell. This spell is of greatuse in situations where quiet is desired, or when the recipient is under the inﬂuence of a silence spell. The vocalize spell does not negate possible effects upon other vocal communication (a message
spell could be cast from within an area of magical silence, but no information would be transmitted back to the caster). The spell does notnegate the effect of silence, but merely offsets it for the purpose of subsequent spell casting. If a spell cast by means of a vocalize spell has

Explanation/Description: A preserve spell enables the caster to retainsome item fresh and whole until some later time when it is needed in aspell. Of course, the dweomer is ineffective in retaining the potency ofmaterial such as mistletoe, holly berries, and similar stuffs which must begathered periodically. It is likewise ineffective in preserving the deceased
for later resurrection. It is otherwise effectual. The sort of material which
can be treated by a preserve spell depends upon the level of the caster:Hard, relatively dry material: 2nd-4th level
Soft, relatively wet material: 5th-7th level

54

MAGIC-USER SPELLS (3RD LEVEL)
Detect Illusion (Divination)some audible effect, that sound will be masked for as long as the silence
remains in force. The material component of this spell is a bell without aclapper, or else a jailbird’s tongue.

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 2 rounds + 1/level
Saving Throw: None
Area of Effect: Line of sight 1˝ wide, 1˝/level long

Whip (Evocation)
Level: 2
Range: 1˝
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special

Explanation/Description: This spell is the same as the 1st-level illusionist
spell detect illusion, except as noted above.
Item (Alteration)

Explanation/Description: By means of this spell, the magic-user createsa material, whip-like substance up to 1˝ distant from his or her person.
The spell caster can then wield this whip by moving his or her hand as if itheld an actual one, for the magical one will respond to movements madeby its evoker. The lash can be used so as to make both a whistling crack
and an actual strike each turn. The sound alone is sufﬁcient to keep
normal animals at bay unless they save versus spell. Any animal actually
struck (as indicated by a normal “to hit” die roll) must save versus spell at−1 to −4 or else slink away and not return for at least an hour. Note thatthe whip does not do actual damage to the creature struck. Creatureswith intelligence above 3 are not affected, nor are giant-sized animals
above bear-size, nor are monsters. The whip can also be used in melee
combat, a successful “to hit” roll indicating that the lash has struck andwrapped around an opponent’s weapon. If that weapon is an edged one,the whip must make a saving throw versus crushing blow (13 or better);if the weapon is non-edged, the whip must save versus normal blow (6or better). Success on this saving throw indicates that the whip has torn
the weapon from the opponent’s hand — unless the opponent succeeds
on a saving throw versus spell. An affected weapon will be cast to theground, and the opponent must take 1 round to recover it. The magic
bonus of a target weapon applies as a penalty to the whip’s saving throw
versus crushing blow or normal blow, and the magic resistance of an
intended target opponent must fail for a “to hit” roll to be possible inthe ﬁrst place. The material component of the spell is a small bit of silk
braided so as to form a miniature whip.

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 6 turns/level*
Saving Throw: Special
Area of Effect: 2 cu. ft. per level of caster* Duration quadrupled if used on non-living material.
Explanation/Description: By means of this spell, the magic-user is able
to touch any normal, non-magical item of a size appropriate to the allowable area of effect and cause it to shrink to one-twelfth of its normal size.
Optionally, the caster can also change its now-shrunken composition toa cloth-like one. Only living things are entitled to a saving throw versus
spell, but each such save is at +4. Objects and creatures transformed tocloth make saving throws normally (as if not altered) against subsequentattacks. Objects changed by an item spell can be returned to normalcomposition and size merely by tossing them onto any solid surface orby word of command from the original spell caster. It is possible to affecta ﬁre and its fuel with this spell.
Material (Evocation-Conjuration)
Level: 3
Components: V, S
Range: 1˝Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cu. ft. per level of caster

Zephyr (Evocation)
Explanation/Description: A material spell allows the magic-user to actually bring into being certain common things. There is no great difﬁculty incausing common basic materials such as stone, earth (soil), or wood toappear. These sorts of materials in raw, unworked form are easily gainedby means of this spell. Similarly, other inorganic or nonliving materials such as water, air, dung, straw, etc., can be conjured. When simple
plants are concerned, such as when the caster attempts to bring into being an area of grass, there is a base 100% chance of total failure, modiﬁed downward by 1% per level of the spell caster. Animal life can never
be affected by this spell. In no event can worked, reﬁned, or fabricateditems be brought into being by a material spell, nor can rough gems or
precious metals. The spell essentially enables the magic-user to createcommon things of a basic nature.

Level: 2
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: 1 segment
Saving Throw: None
Area of Effect: 1˝ path, ½˝ per level in length
Explanation/Description: By means of this spell, a gentle draft of air
moves from the spell caster and travels in the direction that he or she isfacing. It continues until the maximum area of effect is reached. The forceof the zephyr is sufﬁcient to cause small ﬂames to waver and dance. Itfans ﬂames and ﬁres of larger size, making them hotter (+1 on damage
dice, if applicable). It will hold back moving clouds of vapors (such as a
cloudkill) for 1 round. It will weaken such vapors as fog cloud and wallof fog so as to reduce their duration by half. It will move stagnant air,vapors, or even poisonous gases backwards by 1˝, and this force likewise reduces their duration and potency by half, unless the vapor or gas
is renewed by some source. The material component for this spell is apiece of ﬁne parchment, accordion-folded and tacked near the bottom
with a pin or ivory or silver.

Melf’s Minute Meteors (Evocation/Alteration)
Level: 3
Components: V, S, M
Range: 1˝/level
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: One target per missile

Third Level Spells:

Explanation/Description: This spell is unusual in two respects. First, thedweomer enables the caster to cast small globes of ﬁre, each of whichbursts into a 1 ft. diameter sphere upon impact, inﬂicting 1-4 points ofdamage upon the target creature — or otherwise igniting combustible materials (even solid planks). These meteors are missile weapons thrown by
the mage, with misses being treated as grenade-like missiles. This ability
continues from round to round until the caster has ﬁred off as many ofthese “meteors” as he or she has levels of experience, until he or she
decides to forego casting any additional missiles still remaining, or until adispel magic spell is successfully cast upon the magic-user. Second, once
Melf’s Minute Meteors is cast, the magic-user has the option to discharge
the available missiles at the rate of 1 every 2 segments, as desired, or 1

Cloudburst (Alteration)
Level: 3
Components: V, S, M
Range: 1˝/level
Casting Time: 3 segments
Duration: 1 round
Saving Throw: None (& special)
Area of Effect: 3˝ diam. cylinder up to 6˝ highExplanation/Description: This spell is identical to the 3rd-level clerical spellof the same name, except that a holy symbol is not part of the material
component.

55

MAGIC-USER SPELLS (3RD LEVEL)
every round (beginning with the initial round of casting). The magic-user
may not switch between these options once one of them is chosen.

shimmering force surrounding him or her, or otherwise affect the ﬁeld or
the victim. The victim does not age, grow hungry, sleep or regain spells
when in this state, and is not aware of his or her surroundings. If the sepia snake misses its target, it dissipates in a ﬂash of brown light, with aloud noise and a puff of dun-colored smoke which is 1˝ in diameter andlasts for 1 round. The three applications are: 1) as a glowing sigil in the
air drawn by the spell caster and pointed at the intended target; 2) as a
glyph of umber marked on some surface that is touched or gazed upon;and 3) as a small character written into some magic work to protect it.
The components for the spell are 100 gp worth of powdered amber, ascale from any snake, and a pinch of mushroom spores.

In the ﬁrst option, the caster must point at the desired target on the second segment after the spell is cast, and a missile will be discharged. This
process is repeated every 2 segments thereafter until all of the missiles
are so released. Naturally, this usually will mean that the spell actually
carries over into at least the following round.
If the second option is chosen, the magic-user can withhold or discharge
missiles as he or she sees ﬁt, so long as one missile is let go during eachsubsequent round. This option has the beneﬁt of enabling the spell casterto actually discharge one of the “meteors” and conjure some other spell
as well in the same round. The other spell must be of such a nature as
to not require the continuing concentration of the spell caster, or else heor she will involuntarily forego the casting of any further missiles from theoriginal spell. However, the magic-user’s opportunity to discharge a missile and cast a spell in the same round is of such beneﬁt that the potential
loss is not of concern. If the magic-user fails to maintain an exact mental
count of the number of missiles remaining, this is an unfailing indication that he or she has involuntarily foregone the remaining portion of
the spell.

Wind Wall (Alteration)
Level: 3
Components: V, S, M
Range: 1˝/level
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: An area 1˝ wide and ½˝ high per level of caster
Explanation/Description: This spell brings forth an invisible curtain ofwind of considerable strength — sufﬁcient to blow birds as large ascrows upward, or to tear papers and like materials from unsuspecting
hands. (If in doubt, a saving throw versus spell determines whether the
subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose material, even cloth garments, caught in a wind wall will ﬂyupward. The material components are a tiny fan and a feather of exotic
origin.

The components necessary for the casting of this dweomer are nitre andsulphur formed into a bead by the admixture of pine tar, and a small hollow tube of minute proportion, fashioned from gold. The tube costs noless than 1,000 gp to construct, so ﬁne is its workmanship and magicalengraving, but it remains potent throughout numerous castings of thespell — unless damaged by accident or abuse.

Fourth Level Spells:

Secret Page (Alteration)

Dispel Illusion (Abjuration)

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Until dispelled
Saving Throw: None
Area of Effect: One page of any size up to 2 ft. square

Level: 4
Range: ½˝/level
Duration: Permanent
Area of Effect: Special

Explanation/Description: When cast, a secret page spell alters the actual
contents of a page to appear to be something entirely different. Thus, a
map can be changed to become a treatise on burnishing ebony walking
sticks; the text of a spell can be altered to show a ledger page or evenanother form of spell, etc. Confuse languages and explosive runes may
be cast upon the secret page, but a comprehend languages will not reveal the actual contents of the secret page. The caster is able to reverse
the effect of the spell by the mere utterance of a command word, thenperuse the actual page, and return it to its secret page form thereafter.
The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page with this spell cloaking its true contents can attempt a dispel magic, but if it fails, the page
will be destroyed. Short of an alter reality or wish spell, only will-o-wisp
or boggart essence will reveal the true nature of the subject of a secretpage spell, if that page is not subjected to dispel magic. The material
component of the spell is powdered herring scales.

Explanation/Description: This spell is similar to the 3rd-level illusionist
spell of the same name. A magic-user attempting to dispel an illusion isconsidered at two levels below his actual level with respect to illusion/
phantasm spells cast by an illusionist.
Evard’s Black Tentacles (Conjuration/Summoning)
Level: 4
Components: V, S, M
Range: 3˝
Casting Time: 8 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 30 sq. ft. per level of caster
Explanation/Description: By means of this spell the caster creates manyrubbery, black tentacles in the area of effect of the dweomer. These waving
members seem to spring forth from the earth, ﬂoor, or whatever surface isunderfoot — including water. Each tentacle is 10v long, AC 4, and takes as
many points of damage to destroy as the magic-user who cast the spell
has levels of experience. Furthermore, there will be one such tentacle foreach of the levels of experience of the spell caster. Any creature within
range of the writhing tentacles is subject to attack. If more than one target
is within range of a tentacle, the probability of attack on each is determined and the result found by die roll. A victim of a tentacle attack must
make a saving throw versus spell. If this succeeds, the victim takes 1-4
hit points of damage from initial contact with the tentacle, and it then isdestroyed. Failure to save indicates that the damage inﬂicted will be 2-8
points, the ebon member is wrapped around its victim, and damage will be
3-12 points on the second and succeeding rounds. Since these tentacles
have no intelligence to guide them, there is the possibility that they will
entwine any object — a tree, post, pillar — or continue to squeeze a dead
opponent. Once grasped, a tentacle remains wrapped around its chosentarget until the tentacle is destroyed by some form of attack or it disappears due to the expiration of the dweomer’s duration. The component forthis spell is a piece of tentacle from a giant octopus or giant squid.

Sepia Snake Sigil (Conjuration/Summoning)
Level: 3
Range: ½˝
Duration: Special
Area of Effect: One sigil

Components: V, S
Casting Time: 4 segments
Saving Throw: None

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: There are three forms of this spell, but each
eventually causes the conjuration of a deep brown snake-like force. Thisso-called sepia snake springs into being and strikes at the nearest living
creature (but the sepia snake will not attack the magic-user who cast thespell). Its attack is made as if it were a monster with hit dice equal to thelevel of the magic-user who cast the dweomer. If it is successful in striking, the victim is engulfed in a shimmering amber ﬁeld of force, frozen
and immobilized until the caster releases the dweomer or until a dispel
magic spell does so. Until then, nothing can get at the victim, move the56MAGIC-USER SPELLS (4TH LEVEL)
Leomund’s Secure Shelter (Alteration - Enchantment)

Explanation/Description: When this spell is cast, the result is a globe of
shimmering force which encapsulates the subject creature — if it is smallenough to ﬁt within the diameter of the sphere and it fails to successfully
save versus spell. The resilient sphere will contain its subject for as long as
its dweomer persists, and it is not subject to damage of any sort except
from a rod of cancellation, a wand of negation, or a disintegrate or dispel
magic spell. These will cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, and the target canbreathe normally. The subject may struggle, but all that will occur is a movement of the sphere. The globe can be physically moved either by people
outside the globe, or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard,
clear gem material) and a matching hemispherical piece of gum arabic.

Level: 4
Components: V, S, M
Range: 2˝
Casting Time: 4 turns
Duration: 6 turns/level
Saving Throw: None
Area of Effect: 30 sq. ft. per level of caster
Explanation/Description: This spell enables the magic-user to magically
call into being a sturdy cottage or lodge, made of material which is common in the area where the spell is cast — stone, timber, or (at worst) sod.
The ﬂoor area of the lodging will be 30 square feet per level of the spell
caster, and the surface will be level, clean, and dry. In all respects thelodging will resemble a normal cottage, with a sturdy door, two or more
shuttered windows, and a small ﬁreplace.

Shout (Evocation)

While the lodging will be secure against winds of up to 70 miles per hour,
it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme
heat will certainly affect it, and its occupants, adversely. The dwelling
does, however, provide considerable security otherwise, as it will be as
strong as a normal stone building regardless of its material composition, will resist ﬂames and ﬁre as if it were stone, and will be generally
impervious to normal missiles (but not the sort cast by siege machineryor giants). The door, shutters, and even chimney are secure against intrusion, the two former being wizard locked and the latter being secured by
a top grate of iron and a narrow ﬂue. In addition, these three areas areprotected by an alarm spell (qv). Lastly, an unseen servant (qv) is called
up to provide service to the spell caster.

Level: 4
Range: 0
Duration: Instantaneous
Area of Effect: 1˝ × 3˝ cone

Explanation/Description: When a shout spell is cast, the magic-user empowers himself or herself with tremendous vocal powers. Via the dweomer of the spell, the caster releases an ear-splitting noise which has aprincipal effect in a cone shape radiating from the mouth of the casterto a 3˝ terminus. Any creature within this area will be deafened for 2-12
rounds and take a like amount (2-12 points) of damage (unless a saving throw is made). Any exposed brittle or similar substance subject tosonic vibrations will be shattered by a shout, e.g. a wall of ice. A spell of
this nature can be employed but once per day, for otherwise the castermight permanently deafen himself or herself. The material components
for casting the shout spell are a drop of honey, a drop of citric acid, anda small cone made from a bull’s or ram’s horn.

The inside of a Leomund’s Secure Shelter will contain crude furnishings as desired by the spell caster — up to 8 bunks, a trestle table andbenches, as many as 4 chairs or 8 stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a
few grains of sand, a sprinkling of water, and several splinters of wood.
These must be augmented by the components of the alarm and unseen
servant spells if these are to be included in the spell; i.e. string and silver
wire and a small bell.

Stoneskin (Alteration)
Level: 4
Range: Touch
Duration: Special
Area of Effect: One creature

Magic Mirror (Enchantment - Divination)
Level: 4
Range: Touch
Duration: 1 round/level
Area of Effect: Special

Components: V, M
Casting Time: 1 segment
Saving Throw: Neg.

Components: V, S, M
Casting Time: 1 hour
Saving Throw: None

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the affected creature
gains a virtual immunity to any attack by cut, blow, projectile or the like.
Thus, even a sword of sharpness would not affect a creature protectedby stoneskin, nor would a rock hurled by a giant, a snake’s strike, etc.
However, magic attacks from such spells as ﬁreball, magic missile, lightning bolt, and so forth would have normal effect. Any attack or attack sequence from a single opponent dispels the dweomer, although it makes
the creature immune to that single attack or attack sequence. Attacks
with relatively soft weapons, such as a monk’s hands, an ogrillon’s ﬁst,etc, will inﬂict 1-2 points of damage on the attacker for each such attack
while the attacked creature is protected by the stoneskin spell, but will
not dispel the dweomer. The material components of the spell are graniteand diamond dust sprinkled on the recipient’s skin.

Explanation/Description: By means of this spell, the magic-user changes a normal mirror into a scrying device similar to a crystal ball. The
details of the use of such a scrying device are found on p. 141 of the
DMG under the description for the crystal ball. The mirror used must beof ﬁnely wrought and highly polished silver of a minimum cost of 1,000
gp. This mirror is not harmed by casting of the spell as are the othermaterial components — the eye of a hawk, an eagle, or even a roc, andnitric acid, copper and zinc (cf. 5th-level cleric spell magic font and2nd-level druid spell reﬂecting pool). The following spells can be castthrough a magic mirror: comprehend languages, read magic, tongues,
infravision, and ultravision. The following spells have a 5% chance perlevel of the caster of operating correctly if cast through the magic mirror: detect magic, detect good/evil, message, and detect illusion. Thereis a chance of the target realizing he or she is being watched. The basechance for a target to detect any crystal ball-like spell is listed in the
crystal ball item description, with the following additions: A cavalier has
a base 5% chance of detecting scrying and a barbarian has a base 1%
chance.

Ultravision (Alteration)
Level: 4
Range: Touch
Duration: 6 turns + 6 turns/level
Area of Effect: One creature

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: By means of this spell the magic-user empowers
the recipient to see radiation in the ultraviolet spectrum. In night conditions
this means that vision will be clear, as if it were daylight, to a range of 100
yards, and shadowy and indistinct from beyond 100 yards to about 300
yards distance. If the night is very dark, with thick clouds overhead, reductionof ultravisual sight is 50%. Where more than about 6 feet of earth or 3 feet ofstone interpose between the sky and the individual, such as in virtually any
underground area, ultravision allows only vision of the dimmest sort in about a

Otiluke’s Resilient Sphere (Alteration - Evocation)
Level: 4
Components: V, S, M
Range: 2˝
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 1 ft. diameter sphere per level of caster

57

MAGIC-USER SPELLS (5TH LEVEL)
3-foot radius, since the ultraviolet rays are screened out. (Of course, if
an emission source is nearby, the visual capabilities improve accordingly.) Nearby light, including the radiance shed by magic items, tends tospoil ultravision, the brightness of the rays “blinding” the eyes to dimmer
areas more distant. The material component for this spell is a crushed
amethyst of at least 500 gp value.

measures are generally taken when using this form of the spell, and evenwith careful preparation, the results might be unwholesome.
This spell does not work on creatures that are native to the Prime Material Plane but travel to other planes (such as shedu), nor against creatures that have part of their ancestry in the Prime Material Plane (suchas cambions).

Fifth Level Spells:
The material components of the spell vary with the type of creature
to be dismissed or called. In general, items which are inimical anddistasteful to the subject creature are used for a dismissal, and for a
beckon spell materials which are pleasing, desirable, and rewarding
must be used.

Avoidance (Abjuration/Alteration) Reversible
Level: 5
Range: 1 ˝Duration: Until dispelled
Area of Effect: Up to 3v cube

Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Dolor (Enchantment/Charm)

Explanation/Description: By means of this spell, the caster sets up anatural repulsion between the affected object and any living things. Thus,
any living creature attempting to touch the affected object will be repulsed (unable to come closer than 1v), or will repulse the affected object, depending on the relative mass of the two; i.e., a lone halﬂing attempting to touch an iron chest with an avoidance spell upon it will bethrown back; a dozen such halﬂings would ﬁnd themselves unable tocome within 1v of the chest, while the chest would skitter away from a
giant-sized creature as the creature approached. The material component for the spell is a magnetized needle. Because the spell cannot becast upon living things, any attempt to cast avoidance upon the apparelor possessions borne by a living creature entitles the subject creature toa saving throw. The reverse of this spell, attraction, uses the same material components, and sets up a natural attraction between the affected
object and all living things. The creature will be drawn to the object if
the creature is smaller, or the object will slide toward the creature if thecreature is of greater mass than the object. A successful bend bars rollmust be made to remove an object once it has adhered to another object
or creature in this fashion.

Level: 5
Range: 1˝
Duration: 2 rounds
Area of Effect: One creature

Explanation/Description: By means of this spell, the magic-user attempts to force compliance or obedience from some oppositely aligned
or hostile creature from a plane foreign to that of the spell caster. The
dweomer causes unease in the creature in question during its mere
reading, and on the round thereafter, the subject becomes nervous andﬁlled with doubts, while on the last round of effect the creature actually
feels a dull, all-encompassing dolor. The initial effects cause the subject
creature to make all saving throws versus commands and non-offensive
spells (including charms) at -1 on the dice rolled to determine whether
or not it resists, the adjustment favoring compliance. The secondary effects cause the adjustment to go to -2. The tertiary effect brings with itan adjustment of -3. Thereafter, the creature is no longer affected and it
makes further saving throws without adjustment.
The verbal component of the spell must deal with the class of creature inquestion, containing as much information as possible about the subject
creature.

Dismissal (Abjuration) Reversible (Conjuration/Summoning)
Level: 5
Range: 1 ˝Duration: Permanent
Area of Effect: One creature

Components: V, S
Casting Time: 5 segments
Saving Throw: Special

Components: V, S, M
Casting Time: One round
Saving Throw: Neg.

When uttering the spell, the magic-user can be mentally assailed by thecreature if the subject has a higher intelligence than the spell caster. In
such a case, the creature has a 5% chance per point of superior intelligence of effectively charming and dominating the magic-user. In thecase of such control, the creature will then do with the spell caster as itsalignment dictates. If the spell caster is distracted or interrupted during
the casting of the spell, the subject creature is able to automatically effect the charm and domination.

Explanation/Description: By means of this spell, a magic-user on thePrime Material Plane seeks to force or allow some creature from anotherplane of existence to return to its proper plane (cf. 4th-level cleric spell
abjure). The name of the type of creature to be returned must be known,
and if it has a given, proper, or surname, this too must be known andused in the spell. Magic resistance, if any, is checked for effect immediately. Then, the level of the spell caster is compared to the level or number of hit dice of the creature being dismissed. If the magic-user has ahigher number, the difference between his or her level is subtracted fromthe saving throw score of the creature to be affected by the dismissal. If
the creature has a higher level or higher number of hit dice than the levelof the caster, then that difference is added to its saving throw score.
Exception: If the creature desires to be dismissed, then only an unmodiﬁed saving throw is needed. Certain arcane works are reputed to allow
greatly enhanced chances for spell success. If the spell is successful, thecreature is instantly whisked away, but the spell has a 20% chance ofactually sending the subject to a plane other than its own.

Fabricate (Enchantment - Alteration)
Level: 5
Components: V, S, M
Range: ½˝/level
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cu. yd. per level of caster
Explanation/Description: By means of this spell, the magic-user is able
to convert material of one sort into a product of desired nature which is of
basically the same material as was initially used when the fabricate wascast. Thus, the spell caster can fabricate a wooden bridge from a clumpof trees, a rope from a patch of hemp, clothes from ﬂax or wool, and soforth. Magical or living things cannot be created or altered by a fabricate
spell. The quality of items made by means of the spell is commensuratewith the quality of material used as the basis for the new fabrication. If
mineral material is worked with, the area of effect is reduced by a factorof nine; i.e., 1 cubic yard becomes 1 cubic foot.

The reverse of the spell, beckon, attempts to conjure up a known andnamed (if applicable) creature from another plane. Success or failure isdetermined in the same manner as for a dismissal spell, but in this casemagic resistance is only checked if the creature has no known proper
name. If the spell succeeds, the creature is instantly transported from
wherever it was to the plane of the spell caster. This does not guaranteethat the beckoned creature will be kindly disposed to the magic-user, norwill it in any way be subject to his or her wishes or commands withoutsome additional constraint. Because of this, various sorts of protective

Articles requiring a high degree of craftsmanship (jewelry, swords, glass,crystal, etc.) cannot be fabricated unless the magic-user actually has
great skill in the craft considered. Casting requires 1 full round per cubic
yard (or foot) of material to be affected.

58

MAGIC-USER SPELLS (6TH LEVEL)
Leomund’s Lamentable Belabourment (Enchantment/Evocation)

Sixth Level Spells:

Level: 5
Components: V
Range: 1˝Casting Time: 5 segments
Duration: Special
Saving Throw: Special
Area of Effect: One or more creatures in a 1˝ radius

Chain Lightning (Evocation)
Level: 6
Range: 4 ˝ + ½˝/level
Duration: Instantaneous
Area of Effect: Special

Explanation/Description: By means of this spell, the magic-user causes
a combination of fascination, confusion, and rage upon one or morecreatures able to understand the language in which the spell casterspeaks. Upon casting the spell, the magic-user begins discussion ofsome topic germane to the creature or creatures to be affected. Thosenot saving versus spell will immediately begin to converse with the spell
caster, agreeing or disagreeing, all most politely. As long as the spell
caster chooses, he or she can maintain the spell by conversing with thesubject(s). As long as there is no attack made upon them, they will ignore
all else going on around them, instead “choosing” to spend their time
exclusively talking and arguing. This saving throw, and all saving throws
in this spell, is modiﬁed by the target’s intelligence as follows: Creatureswith intelligence of 2 or lower are not affected by the spell, but those withintelligence of 3-7 save at -1. Beings with intelligence of 8-10 save normally, those with intelligence of 11-14 at +1, and those with intelligence
scores of 15 or higher at +2.

Explanation/Description: When this spell is cast, the electrical discharge
begins as a single stroke of lightning, ¼˝ wide, commencing from the ﬁngertips of the caster and extending to the primary target, which must lie
within the maximum range of the spell as dictated by the level of thecaster.
Chain lightning differs sharply from a lightning bolt spell in that it has a
primary target as opposed to an area effect. If the primary target makesa successful saving throw versus spell, one-half damage from the bolt of
chain lightning is taken; otherwise full damage (1d6 points per level of thespell caster) will be inﬂicted.
In addition, after striking the initial target, the bolt arcs to the nearest
other object, be it animal, vegetable, or mineral. This chain of striking
continues from one object to another object nearest it, possibly setting
up an oscillation between two (presumably stationary or immobilized)
objects, or a regular pattern involving three or more objects. If two or
more possible targets are equidistant, the chain lightning will arc to metalﬁrst, then to the one with the most ﬂuid, otherwise at random. The chain
keeps building up to as many “links” (including the initial target) as thespell caster has levels. Thus, a 12th-level magic-user casting the spellwould hit 12 targets: the primary target ﬁrst, then 11 other (not necessarily different) targets. After the initial strike, each object subsequently
struck is entitled to a saving throw versus spell, if applicable. Successon this save indicates that the stroke actually arced to the next nearest
target, and the target that saved takes no damage.

If the spell is maintained for more than 3 rounds, each subject creaturemust attempt another save versus spell. Those failing to save this time
will wander off in confusion for 3-12 rounds, avoiding the proximity of thespell caster in any event. Those who make the confusion save are still
kept in fascination and must also save in the 4th, 5th, and 6th rounds (orfor as long as the caster continues the dweomer) to avoid the confusion
effect. If the spell is maintained for more than 6 rounds, each subject
must save versus spell to avoid going into a rage — either at oneself, if
one is the sole object of the spell, or at all other subjects of the spell —and attacking (regular “to hit” probability) against one’s own person, or
falling upon the nearest other subject of the dweomer with intent to kill.
This rage will last for 2-5 rounds. Those subjects who save versus spellon the rage check will realize that they have fallen prey to the spell andwill collapse onto the ground, lamenting their foolishness, for 1-4 rounds
unless they are attacked or otherwise disturbed.

The arcing bolt will continue until it has struck the appropriate numberof objects, as indicated by a target’s failure to save or lack of the opportunity to do so (as for an inanimate object of non-magical nature),
until the stroke fades out or strikes a target that grounds it. Direction isnever a consideration in plotting the path of the arcing chain lightning.
Distance is a factor, though; a single arc can never be longer than therange limit. If, in order to arc, the bolt must travel a greater distancethan its maximum range, the stroke fades into nothing. A tree or a substantial piece of conductive metal — such as interconnecting iron barsof a large cell or cage — will ground the lightning stroke and prevent
further arcing.

If during the course of the maintenance of the spell the caster is attacked
or otherwise distracted, he or she is still protected, for the subject or
subjects will not notice. The magic-user can leave at any time after the
casting and the subject(s) will continue on for 1 full round as if he or she
were still there to converse with. In these cases, however, saving throws
for continuance of the spell are not applicable, even if, for instance, thesubject(s) would otherwise have had to save to avoid confusion or rage.
Note that the spell is entirely verbal.

The lightning inﬂicts one less d6 of damage on each target it hits after
striking the primary target for the ﬁrst time; if the initial target was struck
by a 12d6 bolt, the next target struck takes an 11d6 bolt, then 10d6,
9d6, 8d6, 7d6, and so on all the way down to 1d6 — the last spurt ofenergy from the bolt. (A saving throw for half damage applies on eachstrike, different from the save versus spell to see if the lightning actually
hits a secondary target.) The caster can be struck by an arc from his or
her own spell. The material components are a bit of fur; an amber, glass,or crystal rod; and as many silver pins as the spell caster has levels of
experience.

Sending (Evocation)
Level: 5
Range: Special
Duration: Special
Area of Effect: One creature

Components: V, S, M
Casting Time: 6 segments
Saving Throw: ½ or Neg.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By means of this spell, the caster is empowered to contact a single creature with whom he or she is familiar andwhose name and appearance are well known. If the creature in question
is not on the same plane of existence as the spell caster, there is a 5%chance per plane removed that the sending will not arrive; i.e., if the subject were two planes removed there would be a 10% chance of failure.
The magic-user can send one word per level of experience, with articles
not considered; e.g., a, an, and the are not treated as words with respect
to the message sent. Although the sending is received, the subject creature is not obligated to act upon it in any manner. The sending, if successful, will be understood even though the creature has an intelligenceof as little as 1 factor (1 point, or animal intelligence).

Contingency (Evocation)
Level: 6
Range: 0
Duration: 1 day/level
Area of Effect: The magic-user

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By means of this spell, the magic-user is able
to place another spell upon his or her person so that the latter spell
will come into effect upon occurrence of the situation dictated during
the casting of the contingency spell. The contingency spell and thespell it is to bring into effect — the “companion” spell — are, in effect, cast at the same time (the 1-turn casting time indicated above is

The material component for this spell consists of two tiny cylinders, eachwith one open end, connected by a short piece of copper wire.

59

MAGIC-USER SPELLS (6TH LEVEL)a total for both castings). The spell to be brought into effect by the prescribed contingency must be one which affects the magic-user’s person(feather fall, levitation, ﬂy, statue, feign death, etc.) and of a level no higher than one-third of the experience level of the caster (rounded down), toan upper limit of the 6th spell level: a 4th level “companion spell” maximum at 12th, 13th or 14th level of experience; a 5th level maximum at
15th, 16th or 17th level of experience, and a 6th level maximum at 18th
level of experience and beyond. Only one contingency spell can be ineffect upon the spell caster at any one time; if a second is used, the ﬁrst
one (if still active) is cancelled.

of 10%, and that for the ﬁrst time only (which indicates whether or not
the job was done properly). This base chance is modiﬁed by the total
score of the magic-user’s combined intelligence and experience levelcompared to the intelligence score and the experience level or number of
hit dice of the creature summoned. If the spell caster has a higher total,that difference is subtracted from the percentage chance for the creature
to break free. If the creature has a higher total, that difference is added
to its chance to break free.
The chance may be further modiﬁed by care in preparation of the protective symbol. If the hand-made protection is inscribed over a long periodof time, using specially prepared pigments (1,000 gp per turn of application), the chance of an ensnared creature breaking free is reduced by 1%
for every turn spent so preparing; i.e., an expenditure of 1 turn and 1,000
gp reduces the chance of breaking free by 1%. This can bring the basechance to 0%, but the further modiﬁcations for intelligence and level/
hit dice still must be made thereafter, and no amount of special preparation can negate that risk. Similarly, an inlaid or inscribed design canbe brought to a 0% chance of being broken by inlaying it with various
metals, minerals, etc. This effort will require a minimum of one full monthof time and add not less than 50,000 gp to the basic cost of having theprotection inlaid or inscribed into stone. Any breaking of the lines of protection or blurring of the glyphs, runes, and sigils which guard the magical barrier will spoil the efﬁcacy of the dweomer and allow the creature
to break free automatically. Even a straw dropped across the lines of acircle destroy its power. Fortunately, the creature within cannot so muchas place a straw upon any portion of the inscribed protective device, forthe magic of the barrier absolutely prevents it.

The situation prescribed to bring the spell into effect must be clear, although it can be rather general. For example, a contingency cast with anairy water “companion spell” might prescribe that any time the magicuser is plunged into or otherwise engulfed in water or similar liquid, theairy water spell will instantly come into effect. Likewise, the contingency
could bring a feather fall into effect anytime the magic-user falls over2v distance. In all cases, the contingency immediately brings into effectthe second spell, the latter being “cast” instantaneously when the prescribed circumstances occur. Note that complex, complicated, and/or
convoluted prescribed conditions for effecting the play of the dweomer
are likely to cause the whole spell complex (the contingency spell andthe companion magic) to simply fail when called upon.
The material components of this spell are (in addition to those of thecompanion spell) 100 gp worth of quicksilver, an elephant ivory statuette of the magic-user, and an eyelash of an ogre magi, ki-rin, or similarspell-using creature. Note that the ivory statuette is not destroyed by thespell casting (although it might be subject to wear and tear), and it must
be carried on the person of the spell caster for the contingency spell toperform its function when called upon.

Once safely ensnared, the creature can be kept for as long as the spell
caster dares. (Remember the danger of something breaking the inscription!) The caster can offer bribes, use promises, or make threats in order
to exact one service from the captive creature. The DM will then assign
a value to what the magic-user has said to the ensnared creature, rating
it from 0 to 6. This rating is then subtracted from the intelligence scoreof the creature. If the creature makes its saving throw, a score equal toor less than its adjusted intelligence, it will refuse service. New offers,
bribes, etc. can be made, or the old ones re-offered 24 hours later, when
the creature’s intelligence has dropped by 1 point due to conﬁnement.
This can be repeated until the creature promises to serve, until it breaks
free, or until the caster decides to release it by means of some riddancespell. It need not be stressed that certain other spells can be used toforce a captive creature into submission.

Ensnarement (Conjuration/Summoning)
Level: 6
Range: 1˝
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: Neg.

Explanation/Description: The casting of this spell attempts a dangerous
act — the luring of a powerful creature from another plane to a speciallyprepared trap where it will be held until it agrees to perform one service
in return for freedom from the ensnarement spell. The spell causes anawareness of a gate-like opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creaturedetects the nature of the planar opening as a trap or believes it to bea gate. To save, the creature must roll equal to or less than its intelligence score on 3d6. The score is modiﬁed by the difference between
the creature’s intelligence and that of the spell caster’s. If the creature
has a higher score, the difference is subtracted from its dice roll to save.
If the spell caster has a higher score, the difference is added to the totalof the 3d6.

Once the single service is completed, the creature need only so informthe spell caster to be instantly teleported from whence it came. Revenge
can be sought (cf. efreeti, aerial servant, and invisible stalker). Impossiblecommands or unreasonable commands will never be agreed to.
Eyebite (Enchantment/Charm, Illusion/Phantasm)
Level: 6
Range: 20v
Duration: Special
Area of Effect: One creature

If the saving throw succeeds, the creature merely ignores the spell-created opening, and the dweomer fails. If the saving throw is not made, thecreature steps into the opening and is ensnared. The type of creature to
be ensnared must be known and stated, and if it has a speciﬁc, proper, or
given name, this also must be used in casting of the ensnarement spell.

Components: V, S
Casting Time: 1 segment
Saving Throw: Special

Explanation/Description: An eyebite spell enables the caster to merely
meet the gaze of his or her subject and speak a single word to cause thedweomer to be effectuated. With this single spell, the caster can choose
which particular effect is to strike the subject, but the eyebite spell is thendissipated, even though only one of its four possible effects were used.
The four effects of the spell to be chosen from are these:

When actually ensnared, the creature coming from another plane to thatof the spell caster is not constrained from harming the one who trapped
it. Therefore, the caster uses a magic circle (for creatures from the upper
planes or the Astral Plane), a thaumaturgic triangle (for creatures from the
Ethereal, Elemental, or Concordant Opposition planes), or a pentagram(for creatures from the lower and infernal planes). Regardless of suchprotection, there is a chance that the entrapped creature will be able
to break free and wreak its vengence upon the spell caster. The basechance for an ensnared creature to break free depends on the mannerin which the conﬁning design was made. A hand-done one has a basechance of 20% of being broken, one inlaid or carved has only a baseCharm: The magic-user can charm a person or monster by gaze and vocalization of a single word. The effect is to make the charmed subject
absolutely loyal and docile with respect to the charmer, even to the pointof personal danger. It is otherwise the same as a charm person or charm
monster spell. A successful saving throw versus spell negates this effect.
Fear: The magic-user can cause fear by gaze and vocalization of60

MAGIC-USER SPELLS (7TH LEVEL)a single word. The subject will act as if struck by a fear spell unless asaving throw versus spell is successful.

Seventh Level Spells:
Banishment (Abjuration - Evocation)

Sicken: This power enables the caster to merely gaze at the subject,speak a word, and cause sudden nausea and sickness to sweep over the
subject’s body. The victim will be at one-half normal abilities (strength,
intelligence, etc.) from the pain and fever (creatures without ability scores
are not affected). Movement will be at one-half normal rate also, and thevictim will have to rest half of each turn in order to be able to move at all.
A saving throw versus spell will negate the power of the dweomer. Otherwise, the victim will remain struck by the sickness, losing one actual pointof constitution per day until death occurs at zero constitution points. The
effects are negated by a successful dispel magic spell or by a heal spell.
Alter reality, limited wish, and wish spells will also remove the sickness,but a cure disease will not. Note: All non-human, non-demi-human, andnon-humanoid creatures save at +4 versus this effect.

Level: 7
Components: V, S, M
Range: 2˝
Casting Time: 7 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: 2 levels/HD of creature(s) per level of caster
Explanation/Description: A banishment spell enables the caster to force
some creature from another plane to return to its own abode. The effect isinstantaneous, and the subject cannot come back without some special
summoning or means of egress from its own plane to the one from which it
was banished. More than one creature can be forced into magical banishment, providing the spell caster is of sufﬁcient strength (levels of experience) to do so, and providing that the potential subjects are within rangeof the spell. The spell requires that the magic-user both name the type ofcreature(s) to be sent away, give its true and proper name as well, and callupon powers opposed to the creature(s). In any event, the target creature’s
magic resistance must be defeated for the spell to be effective.

Sleep: The magic-user can cause any individual to fall into a comatose
slumber by means of a gaze and a single word, unless the subject makes
its saving throw versus spell. Creatures normally subject to the 1st-level
spell sleep save at −2. Undead are not subject to this power. Affected
creatures must be shaken or otherwise shocked to bring them back to
consciousness.

The material components of the spell are substances harmful, hateful,
and/or opposed to the nature of the subject(s) of the dweomer. For every
such substance included in the casting, a subject creature loses −2 fromthe dice rolled to determine its save versus spell. For example, if iron,holy water, sunstone, and a sprig of rosemary were used in casting abanishment upon a demon, its saving throw versus the spell would bemade at −8 (four substances times the factor of 2). Special items, suchas hair from the tail of a ki-rin, or couatl feathers, could also be added tobring the factor up to −3 or −4 per such item. In contrast, a devil’s scaleor titan’s hair, or mistletoe blessed by a druid might lower the factor to −1with respect to a demon. If the subject creature makes its saving throw
versus the spell, the caster will be stung by a backlash of energy, take2-12 points of damage, and be stunned for 2-12 segments.

Mordenkainen’s Lucubration (Alteration)
Level: 6
Range: 0
Duration: Instantaneous
Area of Effect: The magic-user

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: By use of this spell, the magic-user is able toinstantly recall any spell he or she has used and otherwise forgotten during the past 24 hours. The spell must have been memorized and actuallyused during the stated time period, and it cannot be of greater power
than ﬁfth level. Mordenkainen’s Lucubration enables the spell caster torecall any 1st- through 5th-level spell precisely as if it had never beencast. Only one such spell can be so recalled by use of the lucubration
dweomer. The spell recalled can thereafter be cast normally on any succeeding round. Material spell components must be available if the spell
recalled requires such, or else the remembered spell is not usable until
the material components are available.

Note: If the powers called upon when casting the banishment spell are
directly and actively opposed to the creature(s) to be banished, or if they
are favorably and actively concerned with the interests of the spell caster, these powers can augment the efﬁcacy of the spell components byfrom −1 (least concerned) to −6 (most concerned). Speciﬁcs of this effectare left up to the judgement of the referee.
Forcecage (Evocation)

Transmute Water to Dust (Alteration) Reversible
Level: 7
Range: 1˝ per 2 levels
Duration: 6 turns + 1/level
Area of Effect: 2˝ cube

Level: 6
Components: V, S, M
Range: 6˝
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None (& special)
Area of Effect: 1 cubic ˝ per level of caster

Components: V, S + special
Casting Time: 3-4 segments
Saving Throw: None

Explanation/Description: This powerful spell enables the caster to bring
into being a cube of force, but it is unlike the magic item of that name in
one important respect: The forcecage does not have solid walls of force;it has alternating bands of force with ½’ gaps between. Thus, it is truly acage rather than an enclosed space with solid walls. Creatures within thearea of effect of the dweomer are caught and contained unless they areable to pass through the openings — and of course all spells and breath
weapons can pass through the gaps in the bars of force of the forcecage.
Furthermore, creatures with a magic resistance can apply that resistancein a single attempt to pass through the walls of the cage. If resistance
fails, then the creature in question is caged. Regardless of success, any
and all other creatures also in the area of effect of the spell are trapped
unless they also have magic resistance which allows them to escape.
The forcecage is also unlike the solid-walled protective device, cube offorce, in that it can be gotten rid of only by means of a dispel magic spellor by expiration of the dweomer.

Explanation/Description: This spell is identical to the 6th-level druid spellof the same name, except as noted above. The magic-user does notneed mistletoe as a material component.

By means of special preparation at the time of memorization, a forcecage spell can be altered to a forcecube spell. Forcecube has oneeighth the area of effect (a cube 1˝ on a side), and the dweomer thenresembles the magic of a cube of force in all respects except for thedifferences between a cast spell and the magic of a device, including the61

MAGIC-USER SPELLS (7TH LEVEL)
the spell wears off or is dispelled. The material components of the spell
are basilisk eyelash, gum arabic, and a dram of whitewash.

methods of defeating its power.
Although the actual casting of either application of the spell requires
no material component, the study of the spell required to commit it tomemory does demand that the magic-user powder a diamond of at least
1,000 gp value, using the diamond dust to trace the outlines of the cageor cube he or she desires to create via spell casting at some later time.
Thus, in memorization, the diamond dust is employed and expended, forupon completion of study, the magic-user must then toss the dust into
the air and it will disappear.

Teleport Without Error (Alteration)
Level: 7
Range: Touch
Duration: Instantaneous
Area of Effect: Special

Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell is similar to a teleport spell. The casteris able to transport himself or herself, along with the material weight noted
for a teleport spell, to any known location on his or her home plane — withno chance for error. The spell also enables the caster to travel to otherplanes of existence, but any such plane is, at at best, “Studied carefully.”
This assumes that the caster has, in fact, actually been to the plane andcarefully perused an area so that it could later be used as a destination
for teleportation without error. The table for teleport is used for teleporting to other planes, with the appropriate knowledge of the plane to whichtransportation is desired used to determine chance of error. (Exception:See 9th-level magic-user spell succor, described hereafter.) The castercan do nothing else in the round that he or she appears from a teleport.

Mordenkainen’s Magniﬁcent Mansion (Alteration/Conjuration)
Level: 7
Components: V, S, M
Range: 1˝Casting Time: 7 rounds
Duration: 1 hour/level
Saving Throw: None
Area of Effect: 300 sq. ft. per level of caster
Explanation/Description: By means of this spell, the magic-user conjures
up an extra-dimensional dwelling, entrance to which can be gained only
at a single point of space on the plane from which the spell was cast.
From the entry point, those creatures observing the area will see only afaint shimmering in the air, an area of some 4v in width and 8v in height.
The caster of the spell controls entry to the mansion, and the portal isshut and made invisible behind him when he enters. He may open it
again from his own side at will. Once observers have passed beyond theentrance, they will behold a magniﬁcent foyer and numerous chambers
beyond. The place will be furnished and contain sufﬁcient foodstuffs toserve a nine-course banquet to as many dozens of people as the spell
caster has levels of experience. There will be a staff of near-transparent
servants, liveried and obedient, there to wait upon all who enter. The
atmosphere and temperature will be clean, fresh, and warm.

Torment (Evocation - Alteration)
Level: 7
Range: 1˝
Duration: Special
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: When this spell is cast, the magic-user seeks
to force submission and obedience from a captive creature from anotherplane from whom a service is being demanded (also see dolor and ensnarement spells herein). The initial uttering of the spell causes a linkfrom the caster to the captive creature bound in a magic circle, thaumaturgic triangle, or pentagram. (An intended victim of this spell must fail amagic resistance check, if applicable, for the torment to have any effect.)
Thereafter, the magic-user continues to read the balance of the speciallyprepared writing, and each round this continues, the captive feels progressively worse — discomfort and then pain. The ﬁrst two rounds bring
twinges, the third and fourth rounds of reading bring shooting pains, andthe ﬁfth and sixth rounds of reading cause aches and then cramps.

Since the place can be entered only through its special portal, outside
conditions do not affect the mansion, nor do conditions inside it passto the plane beyond. Rest and relaxation within the place is normal, but
the food is not. It will seem excellent and be quite ﬁlling as long as one
is within the place. Once outside, however, its effects disappear immediately, and ravenous hunger will strike unless the individuals actuallyate normal food. For each imaginary meal eaten inside the mansion, theindividual must spend 1 hour sitting and eating normal fare. Failure to doso means that he or she has lost as many points of strength as he or she
ate meals when in the mansion-like space. Such strength loss is restorable upon eating as noted, but this must be done within 6 hours or theloss of strength will be permanent. The components for this spell are aminiature portal carved from ivory, a small piece of polished marble, anda tiny silver spoon. These are utterly destroyed when the spell is cast.

The creature refusing to submit to the performance of a service is given
a straight saving throw versus spell, adjusted each round for the intensityof the dweomer to be affected by it. The save in the ﬁrst round is madeat −1 to the die roll, the second at −2, the third at −3, the fourth at −4,
and the ﬁfth and sixth at −6 and −8 respectively. Failing the saving throw
indicates the creature has agreed to the mage’s demands. There is no
penalty following round 8 in any event.

(It is worth mentioning that this spell has been used in conjunction witha normal portal, as well as with illusion magic. There is evidence thatthe design and interior of the space created can be altered to suit thecaster’s wishes.)

The effects of the torment will have an effect on the creature should it breakloose. The creature is −1 on initiative for every 2 rounds the spell has been in
effect, up to a maximum penalty of −4 on round 8. In addition, the creature is−1 to hit and −1 per die of damage after 3 rounds of the spell, this increasingby −1 per round to −4 in round 6, then decreasing again to −1 in round 9.

Sequester (Illusion/Phantasm - Abjuration)
Level: 7
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 week + 1 day/level
Saving Throw: Special
Area of Effect: 2v cube per level of caster

It is likely that any intelligent creature with low moral standards willsubmit once it realizes the nature of the spell it is being subjected to.
Naturally, this does not cause the creature to feel anything other than immense hatred for the magic-user. The forced service will be carried out
to the letter, as is the case with all such agreements, but the creature will
most certainly seek whatever revenge it can.

Explanation/Description: When cast, this spell not only prevents detection
and location spells from working to detect or locate the objects affectedby the sequester spell, it also renders the affected object(s) invisible to any
form of sight or seeing. Thus, a sequester spell can mask a secret door, atreasure vault, or whatever. Of course, it does not render the subject proof
from tactile discovery or from devices such as a robe of eyes or a gem ofseeing. If cast upon a creature not desiring to be affected and able to resist and avoid the spell, a normal saving throw versus spell is given. Living
creatures (and even undead types) affected by a sequester spell become
comatose and are kept effectively in a state of suspended animation until

Preparation for the casting of a torment spell requires either the secret name for the type of creature or its given name to be inscribedin the text of the incantation. The caster must also identify himself or
herself. This establishes the link and allows the dweomer to be efﬁcacious. However, for every 1 point of intelligence of the creature abovethat of the spell caster, there is a 1% chance that the captive creature will

62

MAGIC-USER SPELLS (8TH LEVEL)
gain control, draw the caster into the conﬁnes of its prison, and carry him
or her off to its own plane and whatever fate is thus decreed. If the magicuser is interrupted or distracted during the reading, there is a 5% chance
per point of intelligence of the captive creature that it will gain control.

two planes/worlds removed = 8 verses
The subject will automatically be altered so as to be able to physicallysurvive the normal conditions of the place to which it is sent. There isno saving throw if the subjects are willing, even if they have a magic
resistance.

The material component of the spell is the aforementioned “speciallyprepared writing” (in the form of a scroll). Its special inks will require an
expenditure of not less than 1,000 gp per hit die of the creature to beaffected by the dweomer of the spell.

If at any time during the recitation of the spell the caster is interrupted,
the magic fails and the spell is lost.

Truename (Enchantment/Alteration)

Volley (Abjuration)

Level: 7
Range: 3˝
Duration: Special
Area of Effect: Thing named

Level: 7
Range: Special
Duration: Special
Area of Effect: Special

Components: V, S
Casting Time: Special
Saving Throw: Neg.

Components: V, S, M
Casting Time: 1 segment
Saving Throw: Special

Explanation/Description: This highly dangerous dweomer enables theprospective recipient of a spell to turn the casting back upon its sender.
Thus, the range, duration, area of effect, and saving throw of this spelldepend upon circumstances and the spell being volleyed. Assume that a
power word kill is cast at a magic-user prepared with a volley spell. The
volley has been cast also, so that when the power word kill is aimed at thetarget, the volley causes the spell to bounce back upon its caster. Then,
if the caster of the ﬁrst spell fails to make a saving throw versus spell,
the power word kill works upon its caster rather than its intended target. However, if the original caster does save versus spell, the spell once
again ﬂies toward the original target. The caster of the volley spell mustthen save versus spell, or be affected by the attack. Again, if the caster ofthe volley spell saves, then the spell is returned to its originator, who mustagain save or be affected. The spell will be sent back and forth until one
or the other fails to save, or until the spell loses its power. The entire spellis volleyed, such that if a lightning bolt were to start 10 feet before thevolleying magic-user, the full spell would be returned, leaving others in
the volleying party unscathed. Each exchange will take a single second.
A spell will lose power if it passes through a number of exchanges equal
to its level, counting each volley, but not the original casting, as half of asingle exchange; i.e., a 1st-level spell will be cast, volleyed the ﬁrst time,(perhaps) return volleyed, and then will dissipate; a 2nd-level spell would
go through four volley portions (two complete exchanges) before being
exhausted; and so on. The material component is a bit of bent willow orother ﬂexible wood, crisscrossed with specially prepared strands of gut.

This spell enables the magic-user to have great power over any living
thing which has a name, generic or individual, known to the spell caster.
Naturally, most true names are not known (even by the creatures themselves), for the common names of most things are not their true andsecret names. True names are discovered through hard work, spying,extensive use of legend lore and sagecraft (at the most difﬁcult levels).
The casting of a truename spell requires the magic-user to call out thetrue name of the subject and then begin a recitation of verse which
encompasses the nature and/or history of the subject. This will require
3 segments. Thereafter, still in verse (and preferably rhyming or nearrhyming), the caster must describe the desired result of the truename
spell. Each possible result differs in the length of time necessary toeffectuate it:
Multiple Suggestion: The verses can contain from 1 to 4 suggestion powers, just as if each were a spell. Each verse requires 1 segment to recite.
(See suggestion spell.) In a total of 7 segments (including the time for the
initial reading), 4 suggestions can be made.
Weakness and Surrender: The verses recited cause actual loss of 1 pointof strength (−1 to hit and damage, −1 on movement rate) for each segmentof recitation. With the loss of each point of strength, the subject must saveversus paralyzation or meekly surrender. Each verse must continue for 1
segment. Strength loss is recovered in from 2-8 rounds after the recitationceases, and with recovery of strength the subject regains its will to resist.
Polymorph: The verses can cause the subject to change into somethingelse, just as if a polymorph any object spell had been cast. No system
shock saving throw is needed. The length of time in verses (1 segment
per verse) to cause the polymorph depends on how radical the change:mineral to animal = 10 verses
mineral to vegetable = 9 verses
vegetable to animal = 8 verses
monster to normal = 7 verses
monster to monster = 6 verses
other to human = 5 verses
animal to animal = 4 verses
vegetable to vegetable = 3 verses
mineral to mineral = 2 verses

Eighth Level Spells:
Binding (Enchantment - Evocation)
Level: 8
Range: 1˝
Duration: Special
Area of Effect: One creature

Components: V, S, M
Casting Time: Special
Saving Throw: Special

Explanation/Description: A binding spell enables the caster to capture
a creature from the lower planes. The subject must already be conﬁned
by some form of restraining diagram. The duration of the spell depends
upon the form of the binding and the level of the caster(s), as well as
the length of time the spell is actually uttered. The components vary according to the form of the dweomer, but include: a continuous chanting
utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chainsof special metal (iron for demonkind, silver for diabolical creatures, nickel
for the minions of Hades, etc.), soporiﬁc herbs of the rarest sort, a diamond or corundum gem of great size (1,000 gp value per hit die of thesubject creature), and a vellum depiction or carved statuette of the subject to be captured.

The reverse of the preceding cases also holds. In cases not stated, theDM is to use the closest stated case as a guide. The subject returns to its
natural form in time. Duration is 6 turns per level of the spell caster minus
1 turn for every verse required to effect the polymorph. The subject will
think and behave exactly as a non-polymorphed thing of the same type,but have its original hit points.
Transport: When the transport verses are recited, the subject will be teleported without error or otherwise moved to some other place. The number of verses required depends on the location of the transport:same plane/100 mile range = 4 verses
same plane/500 mile range = 5 verses
same plane/2,000 mile range = 6 verses
one plane/world removed = 7 verses

A saving throw is not applicable as long as the experience level(s) of
the caster(s) is (are) at least twice as great as the hit dice of the subject. In a case where the foregoing does not hold, then the subject
gains a saving throw versus spell, modiﬁed by the form of binding being

63

MAGIC-USER SPELLS (8TH LEVEL)
attempted and the relative ratio of level(s) of experience of the caster(s)to the subject creature’s hit dice. For purposes of determining this number, the level of the principal caster is augmented by one-third of the levelof experience of each assistant magic-user of 9th or higher level, and an
additional level is gained for each assistant of 4th to 8th level. No morethan six other magic-users can assist with a binding spell. The various
forms of binding are these:

Otiluke’s Telekinetic Sphere (Evocation - Alteration)
Level: 8
Components: V, S, M
Range: 2˝
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 1v diameter sphere per level of caster
Explanation/Description: This spell is exactly the same as the 4th-level
magic-user spell, Otiluke’s Resilient Sphere, with the addition that theinterior of the globe is virtually weightless; i.e., anything contained within
it weighs only 1/16 of its normal weight. Any subject weighing up to 5,000
pounds can be telekinetically lifted in the sphere by the caster. Range ofcontrol extends to a maximum distance of 1˝ per level of the caster after
the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,000 pounds of weight is englobed,
the essential weight is but 1/16 of actual, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or
falling within the ﬁeld of the sphere is relatively harmless to the object
therein, although it can be disastrous should the globe disappear when
the subject inside is high above a hard surface. In addition to the material
components for the resilient sphere, the caster must have a pair of small
bar magnets to effectuate this spell.

Chaining: The subject is conﬁned by restraints which generate an antipathy affecting all creatures who approach the subject, except thecaster. Duration is as long as one year per level of the caster(s). The
subject of this form of binding (as well as of slumber and bound slumber; see below), remains within the restraining diagram.
Slumber: Brings a comatose sleep upon the subject for a duration of
up to one year per level of the caster(s).
Bound Slumber: A combination of chaining and slumber which lasts
for up to one month per level of the caster(s).
Hedged Prison: The subject is transported to or otherwise brought
within a conﬁned area from which it may not wander by any means
until freed. The dweomer remains until the magical hedge is somehow
broken.

Sink (Enchantment - Alteration)
Level: 8
Components: V, S
Range: 1˝/level
Casting Time: 8 segments
Duration: Special
Saving Throw: Special
Area of Effect: One creature or one object of 1 cu. ˝ per level of caster

Metamorphosis: Causes the subject to change to some noncorporeal
form, save for its head or face. The binding is permanent until someprescribed act frees the subject.
Minimus Containment: The subject is shrunk to a height of one inch
or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, orhedged prison radiates a very faint aura of magic.
The saving throw, if applicable, is made at the normal level for the chaining form of the spell. Slumber allows the subject a +1, bound slumber
a +2, hedged prison a +3, metamorphosis a +4, and minimus containment a +5 on the save. However, if the subject is initially weakened
by magical means such as dolor or torment spells, the saving throwis subject to an adjustment of −1 for the former spell, −2 for the latter
spell, and −4 for both in successive combination. A successful saving
throw enables the subject to burst its bonds and do as it pleases.

Explanation/Description: When the magic-user casts a sink spell, he or
she must chant the spell for 4 segments without interruption. At thatjuncture, the subject creature or object will become rooted to the spot
unless a saving throw versus spell (with respect to a creature) or a saving throw versus disintegration (for an object with magical properties) is
successful. (Note: “Magical properties” include those of magic items aslisted in the Dungeon Masters Guide, those of items enchanted or otherwise of magical origin, and those of items with protection-type spells orwith permanent magical properties or similar spells upon them.) Items ofa non-magical nature are not entitled to a saving throw. The subject will
also become of the same density as the surface upon which it stands at
this juncture if its saving throw was not successful.

A binding spell can be renewed in the case of the ﬁrst three forms ofthe dweomer, for the subject does not have the opportunity to break thebonds. After one year the subject gains a normal saving throw versus
spell. Whenever it is successful, the binding spell is broken and the subject creature is free. (If anything has caused a weakening of the chaining
or slumber, such as attempts to contact the subject or magically touch it,a normal saving throw applies to the renewal of the spell.)

The spell caster now has the option of ceasing his or her spell and leaving the subject as it is, in which case the spell will lose its dweomer in 4
turns, and the subject will return to normal. If the magic-user proceedswith the spell, the subject will begin to slowly sink into the ground. On
the 5th segment the subject will sink to one-quarter of its height, on the
6th another quarter, on the 7th another, and on the 8th segment it will betotally sunken into the ground.
This virtual entombment will place a living subject into a state which
duplicates stasis but does not otherwise harm the subject. Non-living
or living, the subject will exist in undamaged form in the surface into
which it was sunk, its upper extremity as far beneath the surface as
the subject has height; i.e., a 6v high subject will be 6v beneath thesurface, while a 60v high subject will have its uppermost portion 60v
below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject will return to normal — although it will not then rise up. Such spells as dig, transmute rock tomud, and freedom (reverse of imprisonment) will not harm the subjectof a sink spell and will be helpful in recovering it in many cases. If a
detect magic spell is cast over an area upon which a sink spell wasused, it will reveal a faint dweomer of undeﬁnable nature, even if thesubject is beyond detection range. If the subject is within range of thedetect magic, the dweomer will be noted as magic of an enchantmentalteration nature.

Demand (Evocation - Enchantment/Charm)
Level: 8
Range: Special
Duration: Special
Area of Effect: One creature

Components: V, S
Casting Time: 1 turn
Saving Throw: Special

Explanation/Description: This spell is essentially the same as a sending
spell. Demand differs from sending in that the spell caster may phrase
his or her message so as to contain a suggestion spell and if the subject
fails to make its saving throw versus spell, it will do its best to carry out
the suggestion contained in the message of the demand. Of course, if
the message is relatively impossible or incongruous according to the circumstances which exist for the subject at the time the demand comes,
the message is understood but no saving throw is necessary and thesuggestion is ineffective. The material components of the spell are a pairof cylinders, each open at one end, connected by a thin piece of copper
wire and some small part of the subject creature — a hair, bit of nail, etc.

64

ILLUSIONIST SPELLS (CANTRIPS)
Ninth Level Spells:

chance per level of the spell caster of actually affecting such powerful
items. Thus, all potions, scrolls, rings, rods et al, miscellaneous magic
items, artifacts and relics, arms and armor, swords and miscellaneous
weapons within 3˝ of the spell caster can possibly lose all their magicalproperties when Mordenkainen’s Disjunction is cast.

Crystalbrittle (Alteration)
Level: 9Components: V, S
Range: Touch
Casting Time: 9 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: 2 cu. ft. per level of caster

Note: Destroying artifacts is a dangerous business, and 95% likely to
attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting magic-user must save versus spell at −4 or permanently lose all spell
casting abilities.

Explanation/Description: The dweomer of this spell causes metal,
whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal. Thus a sword, metalshield, metal armor, or even an iron golem can be changed to a delicate,glass-like material easily shattered by any forceful blow. Furthermore,this change is unalterable short of by means of a wish spell; i.e., dispel
magic will not reverse the spell.

Succor (Alteration - Enchantment)
Level: 9
Range: Touch
Duration: Special
Area of Effect: One individual

The caster must physically touch the target item — equal to a hit incombat if the item is being worn or wielded, or is a monster. Any single
metal item can be affected by the spell. Thus, a suit of armor being wornby the subject can be changed to crystal, but the subject’s shield would
not be affected, or vice versa. All items gain a saving throw equal to theirmagical bonus value or protection. A +1/ +3 sword would get a 10%(average of the two plusses) chance to save; +5 magic armor a 25%
chance to be unaffected; an iron golem a 15% chance to save (for it is
hit only by magic weapons of +3 or better quality). Artifacts and relics ofmetal have a 95% chance to be unaffected by the spell. Affected items
not immediately protected will be shattered and permanently destroyed
if struck by a normal blow from a metal tool or any weighty weapon,
including a staff.

Explanation/Description: This spell is essentially the same as the 7thlevel cleric spell of the same name. A succor spell cast by a magic-user
will teleport without error the individual breaking the object and speaking the command word. If the reverse is used, the archmage is likewise
brought to the presence of the individual. Unlike the cleric spell of thesame name (qv), the summoned archmage has no choice than to answer
the summons, making this version of the spell rare indeed. Intervening
planes have only a 1% chance each, cumulative, of causing irrevocable
loss of the individual or spell caster involved in the succor. The material
component used must be gem material of not less than 5,000 gp value;
whether it is a faceted gem or not is immaterial. The components canonly be enchanted once per month (usually on the night of a clear, fullmoon). At that time, the object is “set” for the type of succor and its ﬁnal
destination (either the location of the spell casting or an area well known
to the mage).

Energy Drain (Evocation)
Level: 9
Range: Touch
Duration: Permanent
Area of Effect: One creature

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

ILLUSIONIST SPELLSCANTRIPS

Explanation/Description: By casting this spell, the magic-user opens achannel between the plane he or she is on and the Negative Material
Plane, the caster becoming the conductor between the two planes. As
soon as he or she touches (equal to a hit if melee is involved) any living
creature, the victim loses two energy levels (as if struck by a spectre). A
monster loses two hit dice permanently, both for hit points and attack
ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material
component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth,and upon touching the victim the magic-user speaks the triggering word,causing the dweomer to take effect instantly. There is always a 5% (1in 20) chance that the caster will also be affected by the energy drain
and lose one energy level at the same time the victim is drained of two.
Humans or humanoids brought to zero energy level by this spell become
juju zombies.

For general information on cantrips and how they are cast by illusionists,
see the text under the heading of magic-user cantrips beginning on page
45. Everything given therein applies to illusionists and aspiring illusionists
as well, including the ability to use those minor spells deﬁned as magicuser cantrips. Below and on the following page are described the special
minor illusion cantrips available only to those of the illusionist sub-class.
Minor Illusion Cantrips:
Colored Lights (Alteration)
Area of Effect: Special

Casting Time: ½ segment

When this cantrip is used, the caster creates one or more globes of pastel light (cf. magic-users’ bluelight cantrip). A single globe of illumination 1 foot in diameter can be brought forth, or a pair of 6-inch-diameter
globes, three 4-inch globes, or four 3-inch globes. The caster can cause
these globes of light to be of any pastel color. Each will illuminate a radiusaround it equal to ﬁve diameters; i.e., a 1-foot globe sheds a 5-foot radiusof brilliance, while a 3-inch sphere of light illuminates only a radius of
15 inches. As long as the caster concentrates on the colored lights, thecantrip will remain active, and the globe or globes will ﬂoat near or rest
upon the caster, as he or she desires, within the 1˝ range. Globes can be
moved back and forth, up and down, to and fro as desired. The illumination from any one of them will not cast reﬂections beyond 1˝, and the lightshed cannot be detected beyond 3˝. Infravision and ultravision are notaffected if light is colored pale blue or pink, but other hues will disturbthese visual capabilities. Verbal and somatic components are these: The
caster must speak the color and number of globes desired, then speaka magic word (noma, mazda, etc.), while directing the globes with one ormore ﬁngers.

Mordenkainen’s Disjunction (Alteration - Enchantment)
Level: 9
Range: 0
Duration: Permanent
Area of Effect: 3˝ radiusComponents: V, S, M
Casting Time: 1 to 4 days
Saving Throw: None

Components: V
Casting Time: 9 segments
Saving Throw: Special

Explanation/Description: When this spell is cast, all magic and/or magic
items within the radius of the spell, except those on the person of or being touched by the spell caster, are disjoined. That is, spells being castare separated into their individual components (usually spoiling the effectas does a dispel magic), and permanent and magicked items must likewise save (versus spell if actually cast on a creature, or versus a dispel
magic otherwise) or be turned into normal items. Even artifacts and relics
are subject to Mordenkainen’s Disjunction, although there is only a 1%

65

ILLUSIONIST SPELLS (CANTRIPS)
Dim (Alteration)
Area of Effect: Special

wind combined, shufﬂing and scraping as if many people were moving
things or walking slowly but at some distant place, etc. All creatures
within the area of effect will be subject to the cantrip, but each gets asaving throw. Success negates the noise with respect to the individual.
Range is 1˝ for the cantrip’s radius of sound. The caster points a digit at
the desired area and then softly makes sounds imitative of the noises
desired.

Casting Time: ½ segment

By means of a dim cantrip, the illusionist causes a light source to become weaker or the very air to become less permeated by light rays. Iflight sources are to be affected, then about 6 torches, a medium-sizedﬁre (such as in a ﬁreplace or campﬁre), 72 candles, or even a light orcontinual light spell can be affected. The dim cantrip will cause any of
the above light sources to at best shed only half their normal radiance for
one full round. Torches will burn only as brightly as candles; candles will
but glow dimly; a ﬁre will become torchlike in illumination, and all lightspells dim to half their normal brightness. Affected light must be within
1˝ of the caster. He or she must speak a magical phrase (such as beerow-nout or rhee-oh-stat) and make a downward motion with one handto effectuate the cantrip.

Rainbow (Alteration)
Area of Effect: Special

By means of this cantrip, the caster brings into being a plane of pastel colors which exactly duplicates a rainbow. He or she can cause this30-foot-long, 1-foot-wide band of color to arch into a bowed shape, remain a ribbon, twist and turn, etc. In any event, one end of the rainbow
must be within 1˝ of the caster when the cantrip is cast. The colors will
glow softly and be visible even in total (normal) darkness. If no motion isdesired, the caster may leave the vicinity of the rainbow. If motion is desired, the caster must control it by hand gesture and remain within 1˝ of it.
The rainbow will last for 1 round and then fade away. All creatures failingto save versus spell will gaze at the rainbow for 1-4 segments, 2-5 if thecaster keeps it in motion. Verbal component is a name of power (garland, pegee-lee, etc.), which is spoken while the ﬁngers of both hands
form a pyramid.

Haze (Alteration)
Area of Effect: 1˝ cube

Casting Time: ½ segment

When a haze cantrip is cast, the atmosphere in the desired area of effect becomes cloudy, as if layered by smoke or ﬁlled with ﬂoating dust.
Any creature attempting to discharge missiles or cast spells at a target
screened by such a haze will be affected. The target is 5% harder to hit,so missile discharge is at −1 “to hit” and saving throws are at +1 (or one
is given when otherwise none is allowed, although it is only a 5% chance
to save in the latter case). Hiding in shadows is 5% more effective whenscreened by a haze cantrip. The hazy effect lasts but a single round. It
must be cast over an area within 1˝ of the caster. Atmospheric conditions
will destroy the haze if applicable — a good breeze, rain, etc. A gust ofwind spell will immediately disperse the haze. The caster hums a melody
while the hands make passes before the body to effectuate this cantrip.

Two-D’lusion (Illusion)
Area of Effect: 4 sq. ˝Casting Time: 1/6 segment

A mask cantrip enables the caster to alter his or her visage, or the visageof whatever subject individual (human, demi-human, or humanoid) heor she chooses, by means of an illusion. Ears, hair, head shape, facial
features, and all such aspects of appearance are affected. The mask will
only be detectable if a viewer peers closely or can detect illusion anddoes so. The effect lasts for 3-6 rounds. The caster touches his or her
face, thinks of the desired features, and then speaks a word descriptiveof the visage desired.

First Level Spells:
Chromatic Orb (Alteration - Evocation)
Level: 1
Range: 0
Duration: Special
Area of Effect: One creature

Mirage (Illusion)
Area of Effect: 2 sq. ˝Components: V, S, M
Casting Time: 1 segment
Saving Throw: Special

Explanation/Description: The chromatic orb spell enables the illusionist
to create a small globe of varying hue in his or her hand and hurl it at any
opponent he or she desires, providing there are no barriers between theillusionist and the target creature, and that the target creature is within
3˝ (the longest distance the chromatic orb can be hurled). It is magical,
and even creatures normally struck only by +5, +4, etc. magic weapons
will be affected by the chromatic orb if it strikes. Magic resistance withstands this spell, of course. At 1˝ or closer, there is a + 3 chance “to hit,”
at over 1˝ to 2˝ there is a +2 chance to strike the target, and from over 2˝to the maximum 3˝ range the chance “to hit” is only +1. If a chromatic orb
misses a target, it dissipates without further effect. The color of the globe
determines its effect when a subject is struck. Low-level illusionists are
restricted as to what color orb they can bring into existence by meansof this spell, although the hues below their level are always available

Casting Time: ½ segment

This cantrip lets the caster cause an area to appear to be somethingother than it is. The mirage cantrip brings an illusionary scene to cover
the area. The area must be relatively ﬂat and featureless, and the mirage
must be an actual place, in existence at the time, which the caster has
actually beheld. A saving throw versus spell is applicable. The cantrip
lasts for as long as the caster concentrates, although each round there
is a 5% cumulative chance that it will waver and reveal its true nature.
Touching a mirage will instantly dispel the cantrip, as will dispel illusion
or dispel magic. The caster must speak a word or two descriptive of themirage and then make a single pass to cause the magic to begin. It is
maintained by concentration alone thereafter.
Noise (Illusion)
Area of Effect: 1˝ radius

Casting Time: 1/6 segment

This cantrip is virtually the same as a phantasmal force spell in mostrespects. The caster creates a two-dimensional illusion of whatever heor she desires. If any viewer sees it from an angle of more than 45° fromits horizontal or vertical viewing axis, the nature of the illusion will be immediately apparent. It is dispelled by touch or magic (dispel illusion ordispel magic). It is invisible from the side or the rear, and lasts as longas the caster concentrates upon it. To effectuate the cantrip, the castermust speak a phrase descriptive of the illusion while making a circularmotion with his closed hand.

Mask (Illusion)
Area of Effect: One person

Casting Time: 1/3 segment

Casting Time: 1/6 segment

The caster of a noise cantrip causes illusory sound of whatever nature
he or she desires, although it is indistinct and confusing. Thus, he or she
can cause a murmuring sound as if many voices were speaking behinda thick door or at a great distance, a rushing sound similar to wings and66

ILLUSIONIST SPELLS (2ND LEVEL)
should the choice be made to select a color not commensurate with levelof experience. Colors and effects are shown on the table below.
Minimum
Level of Caster
1st
2nd
3rd
4th
5th
6th
7th
10th
12th

Color of Orb
Generated
Pearly
Ruby
Flame
Amber
Emerald
Turquoise
Sapphire
Amethyst
Ashen

Hit Points ofDamage
1-4
1-6
1-8
1-10
1-12
2-16
2-8
(slow)(paralysis)

damage accrues to the person. Additionally, phantom armor allows a bonus of +1 on saving throws versus all attack forms which would be similarly modiﬁed by magic armor. The dweomer in no way affects the movement
or spell-casting abilities of the wearer. It is not subject to rust monster attack (and such may enhance disbelief). The spell will not function with anyother form of magical protection. The material component is a small plateof mithral (10 gp value) which disappears when the spell is cast.

Special Powers
light1
heat2
ﬁre3
blindness4
stinking cloud5
magnetism6
paralysis7
petriﬁcation8
death9Read Illusionist Magic (Divination) Reversible
Level: 1
Range: 0
Duration: 2 rounds/level
Area of Effect: Special

Explanation/Description: This spell is the same as the 1st level magicuser spell read magic, except that it applies only to spells usable by andused by illusionists, as well as to various other inscriptions written inillusionist-type magic script by illusionists.

Notes on special powers:
1: Light equal to a light spell will be generated and persist for 1 round/level of the caster, and any subject failing to save versus spell will beblinded for the duration.
2: Heat from the ruby orb will melt up to 1 cubic yard of ice, and creatures
not saving versus spell will suffer a loss of 1 point of strength and 1
point of dexterity (or -1 “to hit” and AC) for 1 round following being
struck by the orb.
3: Fire from the orb will set aﬂame all combustibles within a 1v radius of
the target, and unless the target saves versus spell an additional 2
points of ﬁre damage will be suffered (except when protected from ﬁreby magical or natural means).
4: The target subject will suffer blindness for 5-8 rounds unless a successful saving throw versus spell is made (cure blindness or dispel
magic negates this effect).
5: A magical stinking cloud of 5v radius (around the target) is created
when a successful hit is made, and the subject must save versus poison or else be helpless, and in any event will be helpless until leaving
the area of the vapors (cf. stinking cloud spell).
6: The turquoise orb inﬂicts electrical damage, and if the target is wearing ferrous metal it will be magnetized for 3-12 rounds unless a saving throw versus spell is successful. Magnetized metal will stick fast
to other magnetized metal items, and non-magnetized ferrous metal
items will cling until pulled free.
7: Unless a saving throw versus paralyzation is made, the subject creature will be paralyzed for 5-20 rounds.
8: The subject creature will be turned to stone unless a saving throw
versus petriﬁcation is made, and even if the save is made, the subject
will be slowed for 2-8 rounds (cf. slow spell).
9: The subject creature will die unless a successful saving throw versus
death magic is made, and even if a save is made, the subject will beparalyzed for 2-5 rounds.

Spook (Illusion/Phantasm)
Level: 1
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: Special
Saving Throw: Neg.
Area of Effect: One creature within 1˝ of the illusionist
Explanation/Description: A spook spell enables the illusionist to playupon natural fears to cause the subject creature to perceive the spell
caster as someone or something inimical. Without actually knowing what
this is, the illusionist merely advances threateningly upon the subject,and if a successful saving throw versus spell is not made, the creature
will react by rapidly turning and ﬂeeing in as opposite a direction fromthe illusionist as possible (effects as a wand of fear, though items carried
are not dropped). Although the spell caster does not actually pursue theﬂeeing creature, a phantasm from its own mind will do so. However, eachround after the initial casting of the spook spell the creature is entitled toanother saving throw, and each such saving throw is at a cumulative +1
per round, until the subject sucessfully saves versus spell and the spellis broken. In any event, the spell will function only against creatures withintelligence of not less than 1.
Second Level Spells:
Alter Self (Alteration/Illusion)Level: 2
Range: 0
Duration: 3-12 rounds + 2/level
Area of effect: The illusionist

The material component of the spell is a gem of the appropriate hue, or
else a clear crystal one (such as a diamond). The gem can be as small (invalue) as 50 gold pieces as long as its color is appropriate.

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When this spell is cast the illusionist is able toalter himself or herself in a manner similar to a change self spell. However,alter self enables the caster to effect a quasi-real change, so that size canbe altered by 50% of actual. If the form selected has wings, the illusionist
can actually ﬂy, but only at one-quarter the rate of speed of a true creatureof that type, and with a loss of two Maneuverability Classes (to a minimumof “E”). If the form has gills, he can breathe underwater as long as the spell
lasts. Using alter self to change into a larger creature does not permit additional attacks or damage unless the illusionist is accustomed to this form.

Phantom Armor (Alteration/Illusion)Level: 1
Range: Touch
Duration: Special
Area of Effect: One person

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When this spell is cast, the illusionist creates aquasi-real suit of plate mail. This semi-illusory material covers the subject and actually gives some real protection unless the opponent actively
disbelieves in the armor (saves versus spell), or else a dispel illusion ordispel magic spell is cast upon it, or a wand of negation affects it. Until
gone, or disbelieved, the armor protects the wearer as if he or she werein plate mail (AC 3, and armor type 3 as well). For each level of the spell
caster, the phantom armor will absorb 1 point of damage delivered by ablow which would otherwise hit armor class 3. When the phantom armor
has absorbed as many points of damage as the spell caster has levels of
experience, it is dispelled and vanishes. Any remaining and all additional

Fascinate (Illusion/Phantasm)
Level: 2
Range: 3˝
Duration: Special
Area of Effect: One creature

Components: V, S
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: By means of this spell the illusionist attempts to captivate the subject creature’s attention and gain its love,

67

ILLUSIONIST SPELLS (2ND LEVEL)
friendship, and/or obedience. The spell creates an illusion around thespell caster so that he or she becomes, in the eyes of the subject, atrusted and/or desired companion. Unless a saving throw versus spell is
successful, the subject will follow the illusionist wherever he or she goes,
if possible without undue risk to life and safety. If the illusionist is able toconverse with the fascinated creature, the subject will obey requests fromthe spell caster as long as a roll of 3d6 per request does not exceed thecomeliness of the illusionist. (Requests which are obviously against thebetter interests of the creature add +1 to the dice roll, and the more hazardous and unreasonable of these requests will add from +2 to +6 to thedice roll.) The spell is shattered whenever comeliness is exceeded, andthe subject will certainly be ﬁlled with rage and hate. Creatures of normal
sort with animal intelligence will remain fascinated for only a short periodof time (1-4 days), but if the illusionist has been careful to treat the subject
well, attend to its needs, and feed it, there is a 2% chance per point ofcomeliness of the illusionist that the subject will willingly choose to befriend and follow him or her. Otherwise, the creature will attack (if it was
not cared for) or leave (if it was cared for) when the spell wears off. Nonintelligent creatures are not subject to a fascinate spell (cf. charm person).

Third Level Spells:
Delude (Alteration)
Level: 3
Range: 0
Duration: 1 turn/level
Area of Effect: The illusionist

Components: V, S
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: By means of a delude spell, the illusionist isable to replace the aura of his or her own alignment with that of any othercreature within a 3˝ radius, although the creature must be of higher than
animal intelligence for the aura exchange to work. The target creature
retains his or her original alignment. Any attempt to know alignment will
discover only the aura (alignment) which the illusionist has opted to assume. A detect good or detect evil will detect this only of the substituted
creature’s aura. The creature whose aura has been copied will radiate
magic, but the illusionist will radiate magic only to the creature whose
aura has been exchanged. If delude is used in conjunction with a change
self or alter self spell, the actual class of the illusionist will be totally hidden, and he or she will absolutely appear to be whatever class he or she
has chosen to appear as, for a saving throw (versus spell) applies only
to the aura transfer.
Phantom Steed (Conjuration/Phantasm)
Level: 3
Range: Touch
Duration: 6 turns/level
Area of Effect: Special

Explanation/Description: When this spell is cast the illusionist creates aquasi-real, horse-like creature. This creature can be ridden only by theillusionist who created it, or by any person for whom the illusionist creates such a mount speciﬁcally. All phantom steeds have black heads
and bodies with gray manes and tails, and smoke-colored, insubstantial
hooves which make no sound. Their eyes are milky-colored. They do
not ﬁght, but all normal animals shun them, so only monstrous ones will
attack. If more than 12 points of damage accrue to such a mount, thedweomer is dispelled and the phantom steed disappears. A phantom
steed moves at a maximum rate of 4˝ per level of the spell caster. It has
what seems to be a saddle and a bit and bridle, but it can not carrysaddlebags and the like — only its rider and what he or she carries.
These mounts gain certain powers according to the level of the illusionist
who created them:

Ultravision (Alteration)
Level: 2
Range: Touch
Duration: 6 turns + 1/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is essentiallythe same as the 4th-level magic-user spell of the same name. Note additionally that creatures with high intelligence might be able to detectinvisible creatures by the use of ultravision, either natural or magically
bestowed. The required material component for the illusionist version ofthis spell is a powdered essence of carrots.
Whispering Wind (Alteration/Phantasm)
Level: 2
Range: Special
Duration: Special
Area of Effect: 2v radiusComponents: V, S, M
Casting Time: 1 turn
Saving Throw: None

8th level: Ability to pass over sandy, muddy, or even swampy groundwithout difﬁculty.

Components: V, S
Casting Time: 2 segments
Saving Throw: None

10th level: Ability to pass over water as if it were ﬁrm, dry ground.
12th level: Ability to travel in the air as if it were ﬁrm land instead, so
chasms and the like can be crossed without beneﬁt of a bridge. Note,however, that the mount can not casually take off and ﬂy.

Explanation/Description: By means of this spell the illusionist is able toeither send a message or cause some desired sound effect. The whispering wind can be prepared so as to travel as many tens of feet underground or miles above ground as the spell caster has levels of experience. Thus, a 3rd-level illusionist could send the spell wafting 30v in adungeon or as far as three miles outdoors. The whispering wind will be
as gentle and unnoticed as a zephyr until it reaches the desired objectiveof the spell caster. It then delivers its whisper-quiet message or othersound for a duration of up to two segments. The dweomer then fades
and vanishes — as it will do if the subject is beyond range, or more than
two hours of time have elapsed, or it is magically dispelled. The illusionist
can prepare the spell to bear a message of up to 12 words, cause thespell to deliver other sounds for 12 seconds, or merely have the whispering wind seem to be a faint stirring of the air which has a susurrant
sound. He or she can likewise cause the whispering wind to move as
slowly as 1˝ per round or as quickly as 20˝ (or any rate in between). Whenthe spell reaches its objective, it swirls and remains for the full two segments, regardless of its speed otherwise. As with the magic mouth spell,no spells may be cast through the whispering wind.

14th level: Ability to perform as if it were a pegasus.
Phantom Wind (Alteration/Phantasm)
Level: 3
Range: 1˝/level
Duration: 1 round/level
Area of Effect: 1˝ broad path

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is employed, the illusionist creates a wind which cannot be seen or felt. This movement of air does,
however, serve to blow light objects before it, ﬂutter curtains or drapes,
ﬂap loose clothing (such as capes, cloaks, and mantles), fan ﬁres, andmove clouds of gaseous materials (such as a wall of fog, a fog cloud, acloudkill cloud, etc.). The wind created moves in the direction in which

68

ILLUSIONIST SPELLS (5TH LEVEL)
the illusionist points, its effects being felt in a progressively longer pathas the spell continues, at a movement rate of 1˝ per round, with the effects lasting the entire course of the path. Thus, the spell could, for example, be employed to move several sailed vessels, but the ﬁrst affectedby the wind would also be the one to move the farthest.

Explanation/Description: When this spell is cast, the illusionist creates
an area of fog similar to the effect of a wall of fog spell. However, whilethese rolling, billowing vapors conform to a wall of fog in most respects,
only a very strong wind can move them, and any creature attempting
to move through the solid fog will progress at a rate of but 1v per 1˝ ofnormal movement rate per round. A gust of wind spell cannot affect it.
A ﬁreball, ﬂame strike, or a wall of ﬁre will burn it away in a single round.
The material components for the spell are a pinch of dried, powderedpeas combined with powdered animal hoof.

Wraithform (Alteration/Illusion)Level: 3
Range: 0
Duration: 2 rounds/level
Area of Effect: The illusionist

Components: S, M
Casting Time: 1 segment
Saving Throw: None

Vacancy (Alteration/Phantasm)
Level: 4
Components: V, S, M
Range: 1 ˝/level
Casting Time: 4 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1˝ radius per level of caster

Explanation/Description: When this spell is cast, the illusionist and all of hisor her gear become insubstantial. The caster can be hit only by magic weapons of +1 or better, or by creatures otherwise able to affect those struck
only by magic weapons. Undead of most sorts will ignore an individual inwraithform, believing him or her to be a wraith or spectre, though a lich or“special” undead may save versus spell at -4 to recognize the dweomer. The
illusionist will be able to pass through small holes or narrow openings, evenmere cracks, with all he or she wears or holds in his or her hands, as long as
the spell persists. No form of attack is possible when in wraithform, except
against creatures which exist on the Ethereal Plane, where all attacks (bothways) are normal. Dispel illusion and dispel magic are the only ways to force
an illusionist in wraithform back to normal form. The spell caster can return
to normal form at will, but this ends the spell effect. The material components for this spell are a bit of gauze and a wisp of smoke.

Explanation/Description: When a vacancy spell is cast, the illusionist
causes an area to appear to be vacant, neglected, and unused. Those
who behold the area will see dust on the ﬂoor, cobwebs, dirt, or any othercondition which would be typical of a long-abandoned place. If they passthrough the area of spell effect, they will seemingly leave tracks, tearaway cobwebs, and so on. Unless they actually contact some object
cloaked by the spell, the place will seem empty of what it actually contains. Merely brushing some invisible object will not cause the vacancy
spell to be disturbed, and only forceful contact will allow any chance tonote that all is not as it seems. The spell is a very powerful combinationof advanced invisibility/illusion, but it can cloak only non-living things.
Living things will not be invisible, but their presence does not otherwise
disturb the spell. If forceful contact with a cloaked object occurs, thosecreatures subject to the dweomer will be able to penetrate the spell only
if they discover several items which they cannot “see”; each is then entitled a saving throw versus spell. Failure indicates a belief that the objects only are invisible. A dispel illusion or dispel magic spell will remove
the dweomer, so that the actual area can be viewed as it is in reality. True
seeing, a gem of seeing, and similar effects can penetrate the deception,
but detect invisibility cannot. The illusionist must have a square of ﬁnest
black silk to effect this spell. This material component must be of not lessthan 100 gp value.

Fourth Level Spells:
Dispel Magic (Abjuration)
Level: 4
Range: 9˝
Duration: Permanent
Area of Effect: 3˝ cube

Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is essentially identical to the 3rd-levelclerical spell of the same name. An illusionist casts the spell as if he or
she were two levels below actual, i.e. a 9th-level illusionist casts a dispel
magic as if he or she were of 7th level.

Fifth Level Spells:

Rainbow Pattern (Alteration/Phantasm)

Advanced Illusion (Illusion/Phantasm)

Level: 4
Range: 1˝
Duration: Special
Area of Effect: 3˝ × 3˝ square area

Level: 5
Components: V, S, M
Range: 6˝ + 1 ˝/level
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 4 square ˝ + 1 square ˝ per level

Components: S, M
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: By means of this spell the illusionist creates apastel, glowing, rainbow-hued band of interplaying patterns. The effectis the same as a hypnotic pattern spell. However, once the rainbow pattern is cast, the illusionist need only gesture in the direction he or she
desires, and the pattern of colors will move slowly off in that direction,at the rate of 3˝ per round. It will persist without further attention fromthe spell caster for 1-3 rounds, and all creatures (up to 24 levels or hitdice) subject to the dweomer will follow the moving rainbow of light. If
the pattern leads its targets into a dangerous area (through ﬂame, off acliff), allow a second saving throw. If the view of the lights is completely
blocked (by an obscurement spell, for instance), the spell is negated.
The material components for the spell are a crystal prism and a pieceof phosphor.

Explanation/Description: This spell is essentially a spectral forces spellwhich operates through a program (similar to a programmed illusion
spell) determined by the caster. It is thus unnecessary for the illusionist
to concentrate on the spell for longer than 5 segments after casting it,
as the program has then been started and will continue. The illusion has
visual, full audial, olfactory, and thermal components. If any viewer actively attempts to disbelieve the dweomer, then he or she gains a saving
throw versus spell. If any viewer successfully disbelieves and communicates this fact to other viewers able to comprehend the communication,
each such viewer gains a saving throw versus spell with a +4 bonus.
The material components are a bit of ﬂeece and several grains of sand.

Solid Fog (Alteration)

Level: 5
Range: Special
Duration: Special
Area of Effect: Special

Dream (Alteration - Illusion/Phantasm)

Level: 4
Components: V, S, M
Range: 3˝
Casting Time: 4 segments
Duration: 2-8 rounds + 1/level
Saving Throw: None
Area of Effect: 2 cubic ˝ per level of caster

Components: Special
Casting Time: 1 day
Saving Throw: Neg.

Explanation/Description: A dream spell is a form of limited wish, but
it has far more limited scope. The illusionist must actually ﬁnd a comfortable place to rest, lie prone, compose his or her thoughts so as to69

ILLUSIONIST SPELLS (5TH LEVEL)
concentrate upon the desired result, and then go to sleep. If he or she
has an undisturbed sleep of not less than 8 hours duration, the dream
magic will be effectuated 1 to 12 hours thereafter. Typical things which
can be brought about by a dream are:Sixth Level Spells:
Death Fog (Alteration - Evocation)
Level: 6
Components: V, S, M
Range: 3˝
Casting Time: 6 segments
Duration: 1-4 rounds + 1/level
Saving Throw: None
Area of Effect: 2 cubic ˝ per level of caster

Recovery of an individual’s lost hit points
Restoration of a body member such as a hand or footSuccess in locating some object not heavily guarded by magic wards
and protections
Discovery of a means of ingress or egress
Location of a safe path through a wilderness
Improvement of chances for gaining a rich treasure
Approximate strength of enemy/opponent forces. Note: If a creaturescried by this effect has 7+ or more hit dice, it may make a saving
throw versus spell. If successful, it will be undetected by the dream,and might furthermore sense the illusionist as if detecting invisible.

Explanation/Description: The casting of a death fog spell creates an areaof solid fog which has the additional property of being highly acidic. The
vapors are deadly to living things, so that vegetation exposed to themwill die — grass and similar small plants in 2 rounds, bushes and shrubs
in 4, small trees in 8, and large trees in 16 rounds. Animal life not immune
to acid will suffer damage according to the length of time it is exposed to
the vapors of a death fog:
1st round: 1 point
2nd round: 2 points
3rd round: 4 points
4th & each succeeding round: 8 points

It must be noted that a dream is not an ultra-powerful spell, and the resultsof its casting must be strictly limited. The guide given above denotes the
maximum capability of the casting of a dream spell. Results will neverexceed these parameters on a permanent basis. If, for example, a deadcompanion, slain in a recent battle, were dreamed alive, he or she would
remain living for but 1 turn per level of experience of the illusionist casting
the spell. Thereafter, the dweomer would disappear, the companion would
return to his or her previous state, and a more permanent form of magic
would be needed to allow the lost individual to actually live fully again.

The characteristics of a death fog are otherwise the same as a solid fog.
The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled
vinegar or acid crystals).
Mislead (Illusion/Phantasm)

A dream cannot be affected by an extension or permanency spell. The
illusionist can use this spell but once per week. If it is cast twice within
the same week, the spell will absolutely fail the second time and the illusionist will age from 1-10 years.

Level: 6
Range: 1˝
Duration: 1 round/level
Area of Effect: Special

Magic Mirror (Enchantment - Divination)
Level: 5
Range: Touch
Duration: 1 round/level
Area of Effect: Special

Components: S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a mislead spell is cast by the illusionist, heor she actually creates a phantasmal double at the same time that he or
she is cloaked by improved invisibility magic. The illusionist is then free togo elsewhere while his or her phantasm seemingly moves away. The spellallows the phantasm of the illusionist to speak and gesture as if it were real,
and there are full olfactory and touch components as well. A detect illusion,true seeing or true sight spell, or a gem of seeing, will reveal the illusion forwhat it is, and a detect invisibility, true sight, or true seeing spell, or a gem ofseeing or robe of eyes, can detect the invisible illusionist (cf. shadow door).

Components: V, S, M
Casting Time: 1 hour
Saving Throw: None

Explanation/Description: This spell is virtually the same as the 4th-level
magic-user spell of the same name. It uses the same material components, except that if the illusionist casts a vision spell in place of thenormal material components, the mirror will scry properly, although thevision spell will not function normally.

Phantasmagoria (Illusion/Phantasm)
Tempus Fugit (Illusion/Phantasm) Reversible
Level: 5
Range: 0
Duration: 5 turns/level
Area of Effect: 1˝ radius

Level: 6
Components: V, S
Range: 6˝
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 4 square ˝ + 1 square ˝ per level of caster

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: By means of this spell, the illusionist prepares a
special form of spectral forces spell which is triggered by some special action. The phantasmagoria typically includes a full visual, audial, olfactory,
and touch illusion which involves falling, sliding, or moving rapidly. The effect can be aimed at making the subjects believe that they are so doing orthat something else is doing so. For example, the phantasmagoria may betriggered when falling into a pit, reaching the center of an area, opening a

Explanation/Description: This powerful illusion affects the minds andbodies of all those within the area of effect. The spell causes those affected to perceive the passage of time in a much faster manner. Those
entering this area after the casting is completed are similarly affected.
Every turn (10 minutes) spent under the tempus fugit spell seems like afull hour to those within its dweomer. Because of this, all functions of affected individuals are speeded up accordingly. They must eat, sleep, andso forth according to an accelerated rate. The duration of other spells
cast within the tempus fugit area is also sped up accordingly. One houris as six to them, four hours a full day. This acceleration of time allows
rest, renewal of spells, and recovery of hit points lost.
If desired, the spell caster can reverse the spell so that time is slowed forthe individuals: An hour will seem as only a turn, a day merely four hours.
Reversal requires no special preparation. In either case, the illusionist isalso affected by the spell. Under the reverse, the effects will always lastat least one turn after the caster desires its dispelling, because his or her
reactions are so greatly slowed.

70

ILLUSIONIST SPELLS (7TH LEVEL)
door, or performing some like action. The subject(s) will then believe thatthe fall continues for scores of feet; that a pit has opened and that they
are helplessly sliding down into an unknown area; that a wall of water
is rushing down from the area beyond the just-opened door, or whatever. Note that unlike the programmed illusion spell, the phantasmagoria
spell must always involve the illusion of something falling or rushing, ora dwindling perspective.

Seventh Level Spells:
Shadow Walk (Illusion - Enchantment)
Level: 7
Range: Touch
Duration: 6 turns/level
Area of Effect: Special

Mirage Arcane (Illusion/Phantasm - Alteration)
Level: 6
Range: 1 ˝/level
Duration: Special
Area of Effect: 1˝ per level radiusComponents: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: In order to effectuate a shadow walk spell, theillusionist must be in an area of heavy shadows. The caster and any creatures he or she touches will then be transported to the edge of the Prime
Material Plane where it borders the Plane of Shadow. In this region theillusionist can move at a relative rate of up to 7 leagues per turn, moving
normally on the borders of the Plane of Shadow but aware of his or her
position relative to the Prime Material Plane. Thus, rapid travel can beaccomplished by stepping from the Plane of Shadow to the Prime Material Plane, with the destination controlled by the illusionist. The shadow
walk spell can also be used to travel to other planes which border on thePlane of Shadow, but this requires a rather perilous transit of the Plane of
Shadow to arrive at a border with another plane of reality. Any creatures
touched by the illusionist when shadow walk is cast will also make thetransition to the borders of the Plane of Shadow. They may opt to follow the illusionist, wander off into Shadowland, or stumble back onto thePrime Material Plane (50% chance for either result if they are lost or abandoned by the illusionist). Creatures unwilling to accompany the illusionist
into the Plane of Shadow get a saving throw, negating the effect if made.

Components: V, S (M optional)
Casting Time: 3 or 6 segments
Saving Throw: None

Explanation/Description: The dweomer of this spell is similar to that ofthe vacancy spell, only it is more powerful and elaborate. Mirage arcane
is also similar to the mirage cantrip. The spell enables the caster to makean area appear to be something other than it is. The illusionist is able to
make it appear as whatever he or she envisions. The spell will remain
as long as the caster maintains a faint concentration upon it, and evenafter this is no longer held the spell will persist for a total of 6 turns plus
1 additional turn for each experience level of the caster. (Note: Faint concentration can be maintained during normal conversation but not whilespell casting, in melee, or if harmed by an attack.) In all cases the miragearcane must be of some place the illusionist has actually seen personally.
If he or she actually has a small bit of anything connected with the placeenvisioned to create this spell, then it takes on a form of reality. In its basic
form, where casting time is but 3 segments, forceful contact and tactile
discovery are necessary to have any hope of discovering the magic, shortof a detection device or spell. In its more complex form, where a material component is used, and 6 segments of casting time are expended,
detection is possible only by some magical means, whether device, item,or spell. Either form of mirage arcane is subject to dispel illusion or dispel
magic. As with all powerful illusions, the mind of the beholder will cause
appropriate effects upon the viewer’s body. Conversely, belief cannot
usually affect the laws of nature and magic. However, under the inﬂuenceof this spell, the viewer could possibly walk across a bed of hot coals
thinking it was a shallow stream of water which was cooling his feet (andtaking no damage), dine upon imaginary food and actually be nutritionally satisﬁed, or rest comfortably upon a bed of sharp stones, thinking it
to be a featherbed. Gravity, for instance, is not affected by the dweomer,
so that an envisioned bridge spanning a deep chasm will not support
the believer. Those who may be there to witness the event will see it asa sudden disappearance of the individual. They will in no way connect itwith an illusion unless they are otherwise aware of some magic at work.

Weird (Evocation - Illusion/Phantasm)
Level: 7
Range: 3˝
Duration: Special
Area of Effect: 2˝ radiusComponents: V, S
Casting Time: 7 segments
Saving Throw: Special

Explanation/Description: When this spell is cast the illusionist must beable to converse with the subject or subjects to bring the dweomer into
being. During the casting, the illusionist must call out to the subject or
subjects, informing one or all that their ﬁnal fate, indeed their doom, now isupon them. The force of the magic is such that even if the subject or subjects make their saving throw, fear will paralyze them for a full 7 segments,
and they will lose from 1-4 strength points from this fear, although the loststrength will return in 7 rounds. Failure to save versus spell will cause thesubject or subjects to face their nemesis, the opponent(s) most feared
and inimical to them. Actual combat must then take place, for no magicalmeans of escape will be possible. The foe fought is real for all intents andpurposes. If the subject or subjects lose, then death occurs. If the weird
caused by the dweomer is slain, then the subject or subjects emerge withno damage, no loss of items seemingly used in the combat, and no lossof spells likewise seemingly expended. The characters gain experience for
defeating the weird if applicable. Although each round of combat seems
normal, it takes but 1 segment of real time. During the course of the spell,the illusionist must concentrate fully upon maintaining it.

71

APPENDIX VI:

PLAYER’S SECTION ADDITIONS AND CORRECTIONS

The following errata was originally published in DRAGON Magazine (Issue #103, November 1985) and is reproduced here as an appendix for ease ofreference.

CHARACTER RACE TABLE III.: MULTI-CLASSED CHARACTER OPTIONS
Race
DWARF
Gray
Hill
Mountain
ELF
Dark
Gray/High
Valley/Wood
Wild
GNOME
Deep
Surface
HALFLINGAll
HALF-ORC

CF

CR

CM

CI

x
x
x
x
x
x

x
x
x

x
x
x

x
x

x
x

x
x

CT

CA

x

x

x
x
x

x
x
x

x
x

x

x
x

DF

x
x

DR

x
x

DM

x
x

DT

FM

x
x

FI

x
x
x

x
x
x

x

FT

FA

x
x
x

x

x
x
x
x

x
x
x

x
x

x

x
x

x

RM

MT

MA

x
x
x

x
x
x

x
x
x

IT

IA

CFM CFT CMT FMT

x
x
x

x
x

x
x
x

x
x
x

x
x
x

x

x

Column headings are abbreviations for all possible multi-class combinations for player characters: CF - cleric/ﬁghter, IT - illusionist/thief, etc. An “x”
under a column heading indicates that this combination is possible for a character of the race in question.
A half-elf uses the entry for the strain of elf from which the character is descended.
Note that this table enumerates all the possible class combinations for player characters in the game, but does not imply that they must all bepermissible. Some of these combinations may be disallowed by the Dungeon Master in his or her campaign.

THIEVES TABLE II
Effects of Armor on Thief Functions
Thief Function
Pick Pockets
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls

No Armor
+5%
—
—
+10%
+5%
—
+10%

Elﬁn Chain
-20%
-5%
-5%
-10%
-10%
-5%
-20%

Studded or Padded
-30%
-10%
-10%
-20%
-20%
-10%
-30%

Ring or Chain
-40%
-15%
-15%
-40%
-30%
-20%
-40%

Scale or Banded
-50%
-20%
-20%
-60%
-50%
-30%
-90%

Plate Mail
-75%
-40%
-40%
-80%
-75%
-50%
-99%

Plate Armor
-100%
-80%
-80%
-100%
-110%
-70%
-99.9%

General note: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.
2: Assumes that armor worn is covered by another garment. Elﬁn chain mail is light and thin, and can be worn under normal clothing. All other typesof armor except simple leather are stiff and/or bulky, and can only be covered by a full body cloak.

THIEF-ACROBAT TABLE V
Effects of Armor on Thief-Acrobat Functions
Thief-Acrobat Function
Tightrope Walking
Pole Vaulting
High Jumping
Broad Jump, Standing
Broad Jump, Running
Tumbling, Attack
Tumbling, Evasion
Tumbling, Falling

No Armor
+5%
+1'
+1'
+½'
+1'
+2%
+4%
+5'

Elﬁn Chain
—
-½'
-½'
—
—
-5%
-5%
—

Studded or Padded
-10%
-1'
-1'
-½'
-½'
-10%
-10%
-5'

Ring or Chain
-40%
-4'
-4'
-3'
-5'
-20%
-30%
-10'

Scale or Banded
-70%
-8'
-8'
-5'
-10'
-20%
-60%
-30'

Plate Mail
-90%
-12'
-12'
-7'
-15'
-30%
-70%
-50'

General note: No dexterity bonuses apply to functions (although penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.

72

Plate Armor
-100%
-18'
-18'
-10'
-20'
-50%
-70%
-70'

UNEARTHED ARCANA
Dungeon Masters’ Section
Table of Contents
Creating the Player Character
Generation of Ability Scores, Method V . . . . . . 74
Starting Hit Points for Player Characters . . . . . 74
Character Abilities (Comeliness) . . . . . . . . . . . . . . 74
Character Classes
Followers for Cavaliers . . . . . . . . . . . . . . . . . . . 74
Henchmen (Retainers) for Cavaliers . . . . . . . . . 75
Armor, Armor Class & Weapons
Types of Armor & Encumbrance Table . . . . . . . 75
Descriptions of New Armor Types . . . . . . . . . . . 75
Warhorses and Barding . . . . . . . . . . . . . . . . . . . 76
Descriptions of New Weapon Types . . . . . . . . . 77
Character Spells
Acquisition of Cantrips, Magic-Users . . . . . . . . 79
Magic-User Spell Books . . . . . . . . . . . . . . . . . . 79
Acquisition of Illusionist Spells . . . . . . . . . . . . . 80
Acquisition of Cantrips, Illusionists . . . . . . . . . . 80
Illusionist Spell Books . . . . . . . . . . . . . . . . . . . . 80
Cost of Magic-User/Illusionist Spell Casting . . . 80
Spell Explanations . . . . . . . . . . . . . . . . . . . . . . . . . 81
The Adventure (Underwater Spell Use) . . . . . . . . . 81
Combat (Effects of Darkness) . . . . . . . . . . . . . . . . 82

The Campaign
Social Class and Rank. . . . . . . . . . . . . . . . . . . . 82
Circumstances of Birth . . . . . . . . . . . . . . . . . . . 83
Treasure
Random Treasure Determination Tables . . . . . . 84
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Miscellaneous Magic . . . . . . . . . . . . . . . . . . . . . 97
Armor and Shield . . . . . . . . . . . . . . . . . . . . . . . 104
Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Miscellaneous Weapons . . . . . . . . . . . . . . . . . 105
APPENDICES
Q: Weaponless Combat . . . . . . . . . . . . . . . . . 106
R: Non-Lethal Combat . . . . . . . . . . . . . . . . . . 109
S: Non-Human Deities . . . . . . . . . . . . . . . . . . . 109
T: The Nomenclature of Pole Arms . . . . . . . . . 123

Tables and Charts
Treasure Table III: Magic Items . . . . . . . . . . . . . . . . . . . . . 84
Armor and Shield, III.F. and III.F.2 . . . . . . . . . . . . . . . 88
Miscellaneous Magic, III.E.1 — III.E.5 . . . . . . . . .86-87
Miscellaneous Magic, III.E.6 and III.E.7 . . . . . . . . . . 88
Miscellaneous Weapons, III.H. and III.H.2 . . . . . . . . 89
Potions, III.A. and III.A.2 . . . . . . . . . . . . . . . . . . . . . . 84
Rings, III.C. and III.C.2 . . . . . . . . . . . . . . . . . . . . . . . 85
Rods & Staves, III.D . . . . . . . . . . . . . . . . . . . . . . . . . 85
Scrolls, III.B. and III.B.2 . . . . . . . . . . . . . . . . . . . .84-85
Swords, III.G. and III.G.2 . . . . . . . . . . . . . . . . . . .88-89
Wands, III.D.2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Armor, Types & Encumbrance . . . . . . . . . . . . . . . . . . . . . . 75
Barded Warhorse Movement Rate . . . . . . . . . . . . . . . . . . 76
Birth Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Character Generation Method V . . . . . . . . . . . . . . . . . . . . 74
Clerical Quick Reference Chart,
Non-Human Deities . . . . . . . . . . . . . . . . . . . . .121-122
Hit Points (Starting) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Illusionist Spells, Starting List . . . . . . . . . . . . . . . . . . . . . . 80
Overbearing, Armor Class Adjustments . . . . . . . . . . . . . 108
Parents’ Marital Status Table. . . . . . . . . . . . . . . . . . . . . . . 83
Pummeling Table (Chance of Stunning) . . . . . . . . . . . . . 107
Social Class Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

73

CREATING THE PLAYER CHARACTER

certain classes are more of an attraction for relatively beautiful/handsome characters).

GENERATION OF ABILITY SCORES
CHARACTER AGE
Method V:
A barbarian player character will be 15–19 (14 + 1d4) years old at thestart of his or her career. The starting age for a cavalier player characteris the same as for a cleric of that race — 500 + 10d10 for an elf, 40 + 2d4
for a half-elf, and 18 + 1d4 for a human.

This method can only be used to create human player characters. It gives
the player an opportunity to generate a character of a desired class (subject to the DM’s approval) and be assured that the ability scores for thecharacter will meet the minimum requirements for the class in question.

CHARACTER CLASSES
After the player’s selection of a class is approved, he or she rolls a certain
number of six-sided dice for each ability score to be generated, as indicated on the following table. The best three die rolls for each ability areadded together to produce the score. (For example, a ﬁghter’s strengthis determined by rolling 9d6 and keeping the three highest results.) If thetotal of the three highest die rolls is below the minimum requirement for
an ability in a certain class, then the player takes the minimum number(e.g., 15 for a monk’s strength) as the character’s ability score. Similarly,
if a rolled score is greater than the maximum allowable (such as for abarbarian’s wisdom), then the score is lowered to the maximum number.
Class
DesiredCavalier
Paladin
ClericDruidFighter
BarbarianRanger
Magic-user
Illusionist
Thief
Assassin
Monk

Number of Dice Rolled For:Int
Wis Dex Con Cha
6
4
7
9
3
5
8
3
6
9
4
9
5
8
6
4
8
5
6
9
3
5
7
8
6
3
5
7
8
6
6
8
5
9
4
9
7
8
6
5
8
7
9
5
6
5
3
9
7
4
7
4
9
8
3
5
9
8
6
4

Str
8
7
7
7
9
9
7
4
3
6
6
7

FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS
Cavaliers:
Cavaliers have special requirements on the types of followers, henchmen, and retainers they may have.
Followers: Unlike other characters, cavaliers begin to attract followers
at relatively low level. These troops are men-at-arms. Their numbers andtype are determined as follows:
At 4th level: 1-4 men-at-arms
At 5th level: 2-8 men-at-arms
At 6th level: 3-12 men-at-arms
At 7th level: 6-24 men-at-arms

Com
5
4
3
3
4
4
3
3
4
8
5
3

The number ranges given above are followed on a per-level basis, and are
not cumulative. If the dice roll for followers gained at a new level is equal toor lower than the number of followers a cavalier currently has, then no newfollowers are gained at that level. Example: A roll of 1d4 at 4th level indicatesthat the cavalier attracts 3 followers. When the cavalier attains 5th level, 2d4
are rolled, and if the result is 2 or 3, then no new followers are gained (assuming that the original followers are still in the cavalier’s service).
Whenever a number of new followers is gained, roll percentile dice andrefer to the following table to determine how they are equipped:

Starting Hit Points for Player Characters
No matter what other abilities and characteristics a player character may
possess, survival through ﬁrst level will be difﬁcult if the character is saddled with a low initial roll for hit points. Accordingly, a minimum has been
established for starting hit points for player characters. If the initial roll of
the die (or dice, for rangers and monks) is lower than the number given
below, then the character is granted this number of hit points to begin his
or her adventuring career:
Cavalier
Paladin
ClericDruidFighter
BarbarianRanger

6
6
5
5
6
7
9

Magic-user
Illusionist
Thief
AssassinMonk

At 8th level: 12-48 men-at-arms
At 9th level: 24-96 men-at-arms
At 10th level: 48-192 men-at-arms

01-50 Light cavalry in ring mail and shield, each with 3 javelins, longsword, and hand axe; or, Heavy infantry in scale mail, with polearm of choice and club.
51-75 Heavy infantry in splint mail with morning star and hand axe;or, Heavy infantry in leather armor with pike and short sword.
76-90 Crossbowmen in chain mail with heavy crossbow and shortsword; or, Crossbowmen in chain mail with light crossbow andmilitary fork.
91-00 Cavalry in banded mail and shield with lance and horseman’smace; or, Cavalry in studded leather with long sword and horseman’s ﬂail. Either type will be mounted on medium warhorses.

3
3
4
4
5

The cavalier must go to a locale where such men-at-arms are locatedin order to attract these followers. Those followers lost are not replaced
except by troops gained at higher levels. A cavalier’s followers will notdemand wages or salary, but must be fed, cared for, and rewarded as
suitable for the conditions.

A multi-classed character uses the average of the minimums for each applicable class, rounded up; e.g., a 1st-level ﬁghter/magic-user will haveat least (6 + 3)/2 = 5 hit points. This initial hit-point number is subject tobonuses or penalties for high or low constitution; for instance, a 1st-levelﬁghter with a constitution score of 17 will have at least 9 hit points.

Neutral cavaliers will attract men-at-arms only when they champion a speciﬁc, neutral cause, such as serving for a druid to protect creatures of thewoodland. These followers will not remain if the cavalier goes elsewhere.

CHARACTER ABILITIESEvil cavaliers will only attract bandits, brigands, and the like as followers.
An evil cavalier could attract orcs or hobgoblins if in the correct area.
If monsters of 1 + 1 hit dice or greater strength are considered, reduce
the total number of followers accordingly, if the result would otherwise
overcompensate for penalties of using such creatures.

EXPLANATION OF ABILITIESComeliness: This character attribute is fully described on pages 6 and
7 of this volume. This “ability,” while it might more properly be called acharacteristic, does have effects (in game terms) upon those viewing
or reacting to the character. As shown above, human player characters created for a certain class have a better chance to be gifted withabove-average comeliness (or, more accurately, it may be assumed that

For every group of 20 troops which serve a cavalier, there will be a ﬁghter
follower/leader of 5th level, dressed in plate mail and shield with a battle
axe +2. For every 60 troops there will be a 6th-level ﬁghter leader (with74ARMOR, ARMOR CLASS & WEAPONSARMOR, ARMOR CLASS & WEAPONS

plate mail +1 and shield, longsword +2), and a 3rd-level ﬁghter lieutenant(plate mail, battle axe). These gains will be made as the total men-at-arms
in the cavalier’s service reach appropriate totals. These leaders will not be
replaced if slain, although the cavalier may recruit mercenaries to take theirplace. Evil cavaliers may attract monsters as leaders (a troll instead of a 6thlevel ﬁghter, for instance). There is a 1% per level chance that an encounteredintelligent monster of fewer hit dice and similar alignment will become a follower of the evil cavalier. There is a 5% per level chance that such intelligent
monsters will be disposed to cooperate with, or at least remain neutral to, thecavalier, providing the evil cavalier’s armorial bearing and shield are known.

TYPES OF ARMOR & ENCUMBRANCE, Expanded
Armor Type
BandedBronze Plate Mail
Chain MailElﬁn Chain Mail
Field Plate
Full Plate
Leather
PaddedPlate Mail
Ring Mail
Scale Mail
Shield, Buckler
Shield, Large
Shield, Small
Shield, Small, Wood
Splint Mail
Studded Leather

HENCHMEN (RETAINERS)
Cavaliers and Henchmen
A cavalier may have as many henchmen as indicated by the Charisma
Table (Players Handbook, p. 13), with a bonus of +3 to that number for
cavaliers of good alignment or a bonus of +1 for neutral or evil cavaliers.
The types of henchmen that a cavalier will (or can) accept are based on
the alignment of the cavalier:Good
Clerics
Fighters
Cavaliers (good)
Magic-users
Paladins
Bards

NeutralDruidsFighters
Cavaliers
Magic-users
Thieves
Bards

Evil
Clerics
Fighters
Cavaliers (evil)
Magic-users
Thieves
Assassins

Bulk
bulky
bulky
fairlynonfairly
fairlynonfairlybulky
fairlyfairlynonbulky
nonnonbulky
fairlyBase
Weight* Movement Cost
35# +
9˝
90 gp
45# +
6˝
100 gp
30# +
9˝
75 gp
15#
12˝
**
55#
6˝
2000 gp
65#
6˝
4000 gp
15#
12˝
5 gp
10#
9˝
4 gp
45#
6˝
400 gp
25#
9˝
30 gp
40#
6˝
45 gp
3#
—
5 gp
10#
—
15 gp
5#
—
10 gp
3#
—
1 gp
40#
6˝
80 gp
20#
9˝
15 gp

* Assumes human-size.
* * Elﬁn chain mail is never available on the open market.
DESCRIPTIONS OF NEW ARMOR TYPES
Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because
it does not use iron-based metal, this armor is immune to the effect ofrust monster attacks and similar perils. However, its protective quality is
not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks fromthe rear, so that such attacks are made at +2 “to hit” in addition to otherbonuses that may apply.

Cavaliers and Retainers
As soon as a cavalier of good alignment reaches 4th level (Knight Errant),
the cavalier must acquire at least one retainer. These retainers can beeither Armigers (level 1), or Scutifers (level 2), or both. Upon becoming a
Knight (6th level), an Esquire (level 3) must be added to the staff. Upon
becoming a Grand Knight (7th level), a Horseman to act as a herald and a
Lancer to act as a guard must be added. At 8th level, the Banneret mustbring at least an additional mounted man-at-arms to his staff of retainers.
All cavalier retainers will serve for nothing more than care, upkeep, andtraining, as applicable. Gifts are always accepted, of course.

Elﬁn Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers— even those of their own race. It appears as a very light form of chain
mail, and may be worn by thieves, although it may somewhat impair
their abilities. Non-magical suits of elﬁn chain mail are sometimes given
to those heroes who have performed some great and invaluable service
for the elven peoples.

As a Chevalier (9th level), the cavalier may willingly travel with or without
his group of retainers. At lower levels, the master of a cavalier can require
the cavalier to travel without retainers. A cavalier is responsible for theactions of his or her followers and retainers, and is required to insure that
others of the cavalier class live up to the standards of the class.

Field Plate Armor consists of light, interlocked plates covering the entire
body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail,but provides protection that is superior to plate mail. Field plate must be
ﬁtted to its wearer by a skilled armorer, and (if nonmagical) can only beworn by the character for whom it has been manufactured.

Paladins and Retainers
A paladin does not gain followers as a cavalier, but does gain retainers.
These retainers do not have to be paladins, but must be cavaliers. The
paladin is responsible for his retainers upholding both the chivalric codeand the paladin’s personal standards within the strictures of the lawful
good alignment.

In addition, ﬁeld plate armor has the ability to absorb damage. For every
die of damage that would be inﬂicted upon the wearer from any attack,physical or magical, the armor will absorb 1 point of that damage. (On adamage die roll of 1, the wearer would take no damage.) For example,
the armor will absorb 1 point of damage from the strike of a long sword,
and the damage from an ice storm (3-30, or 3d10) would be reducedby 3 points, and the damage from the breath weapon of a 9 HD dragon
is reduced by 9 points. However, after the armor absorbs 12 points ofdamage in this fashion, it is damaged and must be repaired. Until repairs
are made, it cannot absorb further damage and is considered one armor
class worse in protective power. Damaged ﬁeld plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing
power restored, and one day of time per point restored.
Full Plate Armor consists of perfectly forged interlocking plates
backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain

75

ARMOR, ARMOR CLASS & WEAPONS
mail, but provides the best non-magical protection available. Full plate
must be ﬁtted to its wearer by an armorer, and (if non-magical) cannot
be worn by anyone other than the one for whom it was prepared. It is
normally worn only by cavaliers, paladins, and ﬁghters of long service
and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics.

The light warhorse will certainly force a non-warhorse to move aside. A
medium warhorse will overbear a light one, and the heavy warhorse will
push aside, at the very least, any lesser steed. Such overbearing will force
the lighter horse to a prone position, and the rider will be thrown unless thatrider has horsemanship skills (such as those possessed by the cavalier).
Mounts trained to combat will not only attack ﬁercely, but they will await
a dismounted rider’s return to the saddle, even going so far as to protect
him or her from enemy attacks. A well-trained horse might even be able tobear a seriously wounded rider from the ﬁeld/encounter to the home place.

Similar to ﬁeld plate (see above), full plate can absorb some of the damage
that would otherwise be suffered by its wearer. This capacity is 2 points perdie of damage, so that on a damage die roll of 2 or 1, the wearer does not
suffer any damage. Full plate can absorb as many as 26 points of damage
in this fashion before needing repair. Until it is tended to, the armor will be
one armor class worse in protective power and will not absorb any morepoints of damage. Full plate armor can be repaired by a qualiﬁed armorer ata cost of 200 gp and two days for each point of absorbing power restored.

Barding is simply the term for the armor used to protect the mount. The
armor so used covers the head, neck, and body of the warhorse. The
main types of barding are:
Leather — adds 1 factor to AC, weighs 160#; includes various formsof padded barding.
Scale — adds 2 factors to AC, weighs 250#; includes various leather
studding and ring mail armors.
Chain — adds 3 factors to AC, weighs 350#; includes various metal
bands and plates, so the classiﬁcation encompasses padded
barding.
Plate — adds 4 factors to AC, weighs 500#; principally various piecesof plate with chain mail support in other areas.

Shield, Buckler is a form of small shield that protects the user against
but one opponent (of the user’s choice) during any melee round in which
the shield is employed. It is small and easily carried, and may be strapped
to the arm, making it able to be used by cross-bowmen and slingers. A
small demi-human such as a halﬂing or a gnome would be fully protectedby the buckler, and it is treated as a small shield in those cases.

WARHORSES AND BARDING
The warhorse must be able to carry the weight of barding, in addition to
the rider and other gear, in order to beneﬁt from the protection of barding. Accordingly, the heavier types of barding are prohibited to the lighter
types of horses. In other cases, a barded warhorse’s movement rate will
be reduced as shown on the following table.

Warhorses are, of course, simply mounts which have been trained for combat. However, since horses tend to be nervous and skittish even when domesticated, it takes careful selection and training to create a true warhorse.
The warhorse is obedient, inured to the noise and confusion of battle, anddoes not shy at sudden movement, nor become nervous at the reek ofspilled blood. Furthermore, the warhorse is tough, has stamina, and willcertainly be aggressive in battle. A perusal of the Monster Manual will showthat ponies, draft horses, and wild equines have an attack form. This is theirbite. Warhorses, however, are carefully trained to not only use their powerfulteeth as weapons, but also to strike with their forehooves when in melee.

Barded warhorse base movement rate-------------------------- Barding Type -------------------------Warhorse
Leather
Scale
Chain
Plate
light
21˝
15˝
NA
NA
medium
17˝
15˝
12˝
NA
heavy
15˝
14˝
13˝
12˝

The selection of warhorses is possible for any character trained in
mounted combat. Such characters include cavaliers, paladins, ﬁghters,
barbarians, and rangers. These classes can use the additional attack
forms of their mounts, and can control them fully in battle.

NA = Not Allowed.
Endurance: The effect of wearing barding will be seen not only in relative base movement rate but also in the overall endurance of the mount,provided that the animal must wear the barding while traveling. As a ruleof thumb, use the base movement rates given above to ﬁnd the total
number of miles the mount can travel in one day.

The creation of warhorses is another matter altogether. A knowledgeable
and skilled handler and trainer must carefully choose candidates (in mostcases stud colts), train these candidates for several years, and then passthem on to individuals who will introduce them to battle. In so-called civilized states, such activity will be accomplished by military personnel andindependent enterprises as well. In so-called barbaric areas, the wholeprocess will typically be taken care of by the young boys and warrior
men of the group, the process being part of the training to manhood andnormal adult activity of the group. In this latter case, the animals will almost certainly be light warhorses, with the most sophisticated of groups
breeding and training medium steeds as well, but only on a more limited
basis. (The Mongols are a prime example of this latter case.)

Magical Horse Barding: It is possible that magical armor for horses andother sorts of mounts can be fashioned. Such protection would be rare in
the extreme and as such is not listed as a randomly found magical item.
It would be worth at least ﬁve times the cost of comparable armor (bytype, not class) for a character. The value of such magical addition cannever exceed +3. Of such barding, 65% would be +1, 25% +2, and 10%+3. The type of magic barding found would be: leather 10%, scale 15%,
chain 25%, plate 50%.
Elﬁn Chain Mail for Unicorns or Griffons: Protection of this sort can beallowed by the DM at his or her option. Weight and movement rate effectis equal to leather barding. Protection is equal to chain barding.

A light warhorse was referred to as a courser in medieval Europe. Sucha steed was relatively light, quite fast, and had great endurance. A typical light warhorse would be from 14 to 15 hands high, depending on theavailability of stock and the size of the rider.

Barding for Other Types of Steeds: As a general rule, steeds able to ﬂy
are able to wear only leather (or elﬁn chain mail) barding. Movement rateshould be reduced by one-eighth for such protection. Aquatic steeds
cannot be effectively barded. Other types of mounts, such as elephants,
for instance, can be barded, and only plate barding would have any signiﬁcant effect on movement rate. Plate barding will reduce the movement rate of a very, very, strong mount by from one-ﬁfth to one-eighth,with an elephant’s movement reduced by the least, or one-eighth.

A medium warhorse was little more than a larger, stronger light warhorse.
The typical example would be at least 15½ hands to about 16½ hands
high. Such animals were the steeds of the elite Mongol lancers, Saracen
elites, and general cavalry of Europe.
The heavy warhorse, the destrier, was a huge animal of 18 or more hands
in height and massive bulk. The famous Clydesdales are horses of thistype. The power and size of heavy warhorses allowed the heavily armed
and armored feudal knights and nobles to crush all opponents not likewise equipped and mounted, until the longbow and pike proved themselves . . . in the hands of expert troops.

76

DESCRIPTIONS OF NEW WEAPON TYPESDESCRIPTIONS OF NEW WEAPON TYPES

Garrot: A garrot is a strangling device usually made of cord, but which
can also be fashioned of cloth or wire. In order to be employed effectively,
the wielder of the garrot must strike from behind, and the victim must beeither unaware of the impending attack or else unable to take effective
defensive action. A target that is completely surprised from behind would
be subject to the effects of a successful garrot attack, but such a target
engaged in melee with other characters (and as such dodging and evading blows) would not. The victim must be humanoid and have a relatively
unprotected neck — even a stout collar of leather will prevent successful
use of the garrot. The victim’s neck must be no more than 1 foot above theshoulder height of the wielder of the garrot, and any limb, instrument, or
weapon raised to prevent encirclement of the neck will foil that complete
encirclement and reduce damage to 1 point. A successful hit will inﬂict
the indicated damage, and will slay the victim at the end of the next roundunless the wielder is caused to release the garrot. A successful attack on
the garrot-wielder by any individual (the victim can attack, but is −2 to hit),a successful attack by any means of weaponless combat, or the victim’s
making a successful bend bars roll against the garrot itself will all spoil theattack and save the target’s life. Unless the victim is normally entitled tomore than one attack per round, he or she cannot attempt an attack anda bend bars maneuver in the same round; in this instance, the bend bars
attempt counts as one of the victim’s combat maneuvers in that round.

Aklys: The aklys is a weighted, shortish club with a stout thong attachedto the butt. While it can be used as a hand-held striking weapon, its principal employment is as a missile. Once hurled, the aklys may be retrievedby its thong. Of the hits scored with this weapon, 5% will be of the sortwhich entangle the target individual. If the target is man-sized or smaller,
it will be dismounted or jerked to its knees or side (if not bipedal), at thewielder’s option. Conversely, if the target is larger than man-sized, itsactions might well jerk the aklys thrower prone. The weapon is tied to
the wielder by a thong or cord of about 10 feet in length. When a hit isscored, a subsequent roll of 20 indicates entanglement. This condition
persists until a round can be spent disentangling the aklys and thong, thethong is broken, the thong is severed (which requires 2 points of cutting
damage), or the wielder somehow manages to divest himself or herselfof the fastened line. Since the thong is usually secured to the wrist or
gauntlet, such action can prove to be difﬁcult.
Atlatl: An atlatl is simply a throwing stick for a short javelin. Its leverageand track provide greater range and velocity as well as better accuracy.
(Ancient javelineers wrapped their missiles with a cord to impart spin, forthey retained one end of this cord when the javelin was hurled. This also
improved accuracy.) The shorter, lighter javelins associated with an atlatl
inﬂict the same amount of damage because of their velocity.

Harpoon: This weapon is a form of throwing spear with the head socket
detachable in most cases. The head is fastened to a line so as to secure
the target creature to the wielder or some object, provided the weapon
strikes home. Against most targets, a hit from the harpoon indicates thatthe barbed head is buried or snagged. (See aklys above for details of
this entangling effect, unless the harpoon line is secured to some stout
object.) Naturally, the line attached to the harpoon must be of sufﬁcient
length to allow hurling to the range needed. Furthermore, this line must
be able to run freely when the weapon is hurled (and possibly subsequently moved away with at great rapidity). In general, the following
guidelines can be used when dealing with harpoon hits:

Blowgun: The blowgun is principally used by jungle natives. Because
it is long and rather fragile, it is an impossible weapon on the normal
battleﬁeld. The slightest jostling of the blowgun or its wielder will destroy
the aim and make a hit impossible. (In actuality, the blowgun is usually
set upon a rest so as to avoid swaying.) Natives employ an insinuative
poison on blowgun needles (darts) in order to inﬂict fatal damage against
all but the smallest of targets.
Caltrop: A caltrop is a four-pronged or six-pronged device (which in its
latter form resembles a “jack” from the children’s game of ball and jacks).
It is about one-half foot in diameter, with three-inch-long, pick-like points
radiating at about 70° or 90° from each other. It is tossed or placed on the
ground to serve as an impediment to closing attackers. Intelligent creatures aware of caltrops in their path can usually move them aside or otherwise avoid them, although this will surely slow movement by one-half fora round. Unintelligent or unaware opponents will move through the ﬁeldof caltrops at peril. Human armor class considers only footwear and does
not allow for a dexterity bonus. For each foot/paw/hoof of movement
through an area of one square yard of caltrops, a check must be made tosee if a caltrop is stepped on. This check is made as if each square yard
crossed was a 1 + 1 HD monster attacking the foot armor of the character.
Any hit has a 25% chance of slowing movement by 25% for four days;
hits on two feet/paws/hooves indicate the possibility of virtually no movement for eight days while healing takes place. (Spell use will, naturally,
mitigate this.) Caltrops of smaller size can be employed, but these are
not particularly effective if under a two-inch prong length, and for game
purposes they can be ignored. Because of their size and composition, it
is worthwhile to note that it is quite difﬁcult to carry caltrops; they tend
to poke through packs and sacks, and falling while carrying them could
be disastrous! A box or similar container is usually necessary to transport
them. These instruments require no proﬁciency or special skill to use.

If the target creature has an intelligence of not less than 2, and likewise
has some means of effectuating dislodgement of the weapon head or
severance of the line, a saving throw versus poison is allowed. Successindicates the victim has freed itself. Failure indicates continued attachment, 1 point additional damage, and the possibility that the victim will
be dragged 1˝ closer to the harpooner if the wielder so desires and thevictim is of a size, weight, and strength which enables the harpooner todo so (cf. kuo-toa in the FIEND FOLIO Tome).
Hook Fauchard: This pole arm is principally useful as a device to dismountor fell opponents. It is a normal fauchard with its tip hook greatly elongatedand curved into a sickle shape. The wielder attacks by making a sweeping
motion to encompass the target with the hook of the weapon. A successful
hit will have a 20% probability of dismounting or toppling (to knees or prone
position) the target. This assumes that the wielder is larger than his or her
opponent, or at least over 50% of the target’s height and weight.
Lasso: This weapon does no damage in game terms. A successful hit,
however, effectively creates the same situation as does a successful harpoon hit, only the lasso must be broken or severed to detach it if the wielder is exerting force to keep it taut. There is a 75% chance that the victim
will be dismounted, and/or a 25% chance that the victim will be pulled off
its feet if the target is bipedal and of a height and mass not greater than
+50% of the lasso wielder. Note that several creatures can combine to
make this more probable, i.e. rider and mount, several individuals seizing
the other end of the lasso line, etc. A lasso is severed by 2 points of cutting damage. Strength can snap a lasso, with a chance equal to that ofbending bars, but only one such attempt is allowed in any given instance.

Crossbow, Hand-held: The hand-held crossbow is the creation of thedark elves, and is much more common in their underground realm thanin the surface world. These crossbows require only one hand to ﬁre, but
two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles.
In the latter case, a target hit by a dart tipped with this substance mustsave versus poison at −4 or fall unconscious. The basic cost of 300 gp
listed for this weapon applies when the weapon is to be obtained froma non-drow source in the surface world; in the domain of the dark elves,
such weapons are much more in evidence (and available), and may bepurchased for as little as 30 gp. Likewise, the cost of special quarrels forthis weapon will be reduced by approximately a factor of 10 (down to 10
gp each) if they are obtained from the dark elves.

Man Catcher: A man catcher is a two-pronged pole arm. Each prong
is curved to encompass a humanoid creature of man-size. Creatureslarger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can
simply drop out of its prongs. The simplest form of man catcher has
inward-curving prong ends. These allow entry into the encompassing

77ARMOR, ARMOR CLASS & WEAPONS
area, but their inward points prevent egress — especially when the wielder
is actively employing the weapon. The more complex form of the device has
movable arms which are spread in an open position but close somewhat
when the target contacts the lower (shaft area) portion of the man catcher.
Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught
in a man catcher loses all shield and dexterity bonuses. Furthermore, he or
she can be pulled and pushed about. This pushing and pulling will automatically inﬂict 1-2 points of damage per round. There is a 25% chance for thevictim to be pulled off its feet to either a kneeling or prone position. Anyone
caught in a man catcher may attempt to break out by making a successful
bend bars roll. Multiple attempts may be made, but the character caught willtake 1-4 hp damage with each attempt unless he or she is wearing gloves orother protective devices. Characters other than the one caught may rescue
the caught individual by forcing the weapon’s wielder to release grip on theweapon, or by hacking through the pole (6 points cutting damage).

about six inches of handle and quillons. Its blade is then straight fromthe quillons for about two feet. The blade becomes sickle-shaped at thispoint, being about two additional feet long but effectively extending theoverall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but withthe back (left-hand) bar missing. This makes the khopesh both heavy
and unwieldy (thus the high number for speed factor), difﬁcult to employ
properly and undoubtedly hideously difﬁcult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only
cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than thewielder of the khopesh (deducting or adding 5% per point or category
over 18 of strength difference to arrive at ﬁnal mass), the weapon will
simply make it impossible for the snagged opponent to get in an effective
attack for 10 segments. If smaller and lighter, the opponent will either bepulled to the ground (25%) or impeded in an attack (75%) when snagged.

Sap: A sap, sometimes called a blackjack, is typically a small leather bag
ﬁlled with sand or a similar material (such as lead shot). The weapon is useful only as an instrument to concuss the target into unconsciousness, so any
form of head covering makes it less effective. In fact, unless the head is uncovered, there is no chance the sap will cause unconsciousness, althoughdamage will occur if a hit is made. An uncovered (or light-cloth covered)head struck by a sap has a 5% chance per point of strength of the wielder
to cause unconsciousness. Strength greater than 18 means automatic unconsciousness; i.e., 18/01 strength is sufﬁcient to cause this. A hit anywhere
but on the head will inﬂict half damage only and have no other effect.

A weapon can be snagged only if it has protrusions or indentations, but
the only smooth weapons for this purpose are daggers, swords, spears,
and the like. Just as with snagging an opponent where any hit has a 5%chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there
is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attackfor 10 segments (80%), just as a body/equipment snag would, or else theopponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal
druidical instrument. The DM should consider placement of both normal
and magical khopeshes in the campaign, aiming especially at druidical
use. Of all magical scimitars discovered, 10% will be khopeshes.

Spiked Buckler: The spiked buckler is the only effective form of the armed
shield, for larger ones are too difﬁcult to move quickly, and their projections
form too easy a hold for opponents. The spiked buckler functions defensively as a standard buckler, capable of aiding the wielder’s protection fromone attack. Well-made spiked bucklers will have an edged spike, although
the effective attack is by buckler thrust and seldom, if ever, a slash. When
the wielder is ﬁghting within arm’s length of an opponent, the spiked buckler
can be used for a separate attack during the round. Such attack is always
made after the initial weapon attack, if any. Only one such extra attack perround is possible. If the spiked buckler is a second attack mode, the attack is made at −2 hit probability, this penalty cumulative with any others
which are applicable.

Whip: The whip is a dangerous weapon only in the hands of a highly
skilled and well trained user. To inﬂict damage, the whip must contact
exposed, or lightly covered, ﬂesh. Heavy clothing or thick hair/fur will beof considerable protection until torn away by repeated lashing. (Thickhide, such as that of an elephant, rhinoceros, or hippopotamus, will allow a slight sting at best, with no real damage inﬂicted.) Heavily scaled
or otherwise protected opponents will not even feel the lash of a heavy
leather whip, even with a weighted tip.

Staff Sling: A staff sling is simply a pole of four or more feet in lengthwith a pocketed thong of some sort ﬁxed to its top end. The missile to be slung is placed in the widest portion of the thong, the free
end grasped, and the staff swung forcefully, either sideways on an
ascending curve or from the rear to overhead. At the proper time thefree end of the thong is released, and the momentum of the swing
carries the missile to its target. Note that the staff sling is much thesame as a miniature siege machine. Its principal use is the hurling of
small, relatively heavy missiles over some intervening obstacle, suchas a wall. It is slower to use and less accurate than a normal sling,but it throws heavier missiles on a high trajectory. It does not have therange of a normal sling. It is so difﬁcult to hit targets near to the slinger
that for all practical purposes, the staff sling always operates at medium or long range only. If combustibles or like materials are slung withit, the Grenade-like Missile Table in the Dungeon Masters Guide should
be used to determine results.

However, the whip also has another use. It can entangle an opponent’slimb(s) or weapon. Any hit scored on an opponent means that an entanglement of some sort will occur. If the whip is in non-proﬁcient hands,
the chance is only 5%. In proﬁcient hands, there is a 5% chance perlevel of the wielder for entanglement, but only at the wielder’s option. The
entanglement will be one limb (50%), two limbs (10%), the weapon arm
and weapon (20%), or the head (20%, or 40% in the case of an opponent
not using a weapon).
One-limb entanglement indicates no effective attack for 10 segments.
Two-limb entanglement indicates the same, with a 25% chance that the
opponent will be kneeling or prone for that period and must thereafter
recover its feet. A hit on the weapon arm/weapon indicates no effective
attack for 10 segments and a 10% chance that the weapon will be lost.
(If the weapon is edged, there is a 50% chance that the whip will be severed and useless instead.) A neck hit indicates the opponent can makeno effective attack for 10 segments, and additional garrot-type damage
will be scored if the opponent has no throat protection such as thick hide,
heavy leather, armor, mane-like fur or hair, etc. A proﬁcient wielder candisentangle the whip by rolling his or her dexterity or less on 3d6 minus
2. Otherwise, the whip remains entangled until it is broken or severed, or
until the wielder pulls it loose, or until the opponent does so (the chanceof this last occurrence is 5% +1 % per point of strength of the victim).

Sword, Falchion: The falchion gets its name from its slightly curved,
vaguely sickle-like shape. While it could be treated as a scimitar (whichterm generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point
was actually used for thrusting. It has, therefore, been included in the formsof swords possible in an expanded AD&D game campaign. The Dungeon
Master should assume that 25% of magic broadswords are falchions.
Sword, Khopesh: This weapon has no place in medieval warfare, for itis an Egyptian weapon which went out of use around the tenth century
B.C. However, it is so interesting and it ﬁts so well into the concepts of thegame that it can be added if the DM approves of such. A khopesh has

78

CHARACTER SPELLS (SPELL BOOKS)CHARACTER SPELLS

investment for materials, plus 100 gp per level for each spell entered
within the book, payable when a magic-user adds a new spell to his or
her repertoire. (Entering a 1st-level spell costs 100 gp, a 2nd-level spell
costs 200 gp, etc.)

ACQUISITION OF CANTRIPS, MAGIC-USERS
The number and types of cantrips known and recorded is determinedby random use of the tables on page 30 of this volume. The exception
is the table of useful cantrips — those which are employed to make apprenticeship less wearisome. An apprentice has one useful cantrip foreach point of intelligence, and is allowed free choice from the list of 20
offered. For the other ﬁve categories of magic-user cantrips, the number
which may be known (selected at random) is as follows: reversed, 2-8;
legerdemain, 2-5; person-affecting, 2-8; personal, 2-8; and hauntingsound, 2-5.

A travelling spell book costs 500 gold pieces for materials. The costof each spell contained within such a book is the same as the costfor entering a spell in a standard book. All travelling spell books mustbe fabricated by the magic-user, or otherwise discovered as treasureby the magic-user or his or her associates. A player character cannot
automatically possess a travelling spell book at the beginning of his or
her career.
Physical aspects of standard books

It is possible that an apprentice will have developed other cantrips overthe course of his or her apprenticeship. The Dungeon Master must carefully review any proposed cantrip to determine if it is of suitable natureand power when compared to existing cantrips herein. In no event is
it possible for any apprentice to have developed more than three newcantrips.

A standard spell book is approximately 16 inches in height, 12 inches
wide, and 6 inches thick. (The DM has leeway to reduce or enlarge thisgeneral size, although nothing smaller than 12×12×6 inches or larger
than 18×12×9 inches is recommended.) The weight of a standard bookof median size is 150 gold pieces (adjusted upward or downward forvarying sizes). The encumbrance value of such a book is equal to threetimes its weight (450 gp or thereabouts), although it is correct to assume that a volume will ﬁt within an otherwise empty backpack orlarge sack.

Since cantrips are magical, they must be read as would a spell. Likewise,
to record one in a spell book or on a scroll, the same procedure is followed as in recording a spell.

The cover of a standard book is typically heavy leather — dragon hide orsomething similar — inlaid with metal so as to provide both extra durability and a means to close and secure the book. Vellum pages are sewn
together and secured to a ﬁne, supple leather spine backing. Pages
are secured additionally by ﬁne leather front and back pieces. It is also
usual for such a tome to have vellum stubs at intervals for insertion of
additional pages, although this by no means allows for any increase orchange in the number and types of spells the book can contain.

MAGIC-USER SPELL BOOKSGeneral note: Most of the information in this section applies equally tospell books for illusionists as well as for magic-users. See the following
section on illusionist spell books for those areas where particular differences exist.
When a magic-user completes his or her apprenticeship, it is assumed
that he or she has one, or possibly two, spell books. A Book of First Level
Spells will certainly be possessed, and there might be a Book of Cantrips
as well. The latter depends upon the options of both the DM and theconcerned player. The following applies to all spell books.

Notwithstanding any special protections placed thereon, a standard
spell book has a saving throw equal to that of “leather or book,” andwith +2 to dice rolls made to save against acid, ﬁreball, disintegration,and lightning attacks.

Types of spell books
Physical aspects of travelling books
There are two kinds of spell books:
A travelling spell book is approximately 12 inches tall, 6 inches wide,
and 1 inch thick; 9×9×1 is likewise a good working size. The weight ofsuch a book is approximately 30 gold pieces, and encumbrance roughly
60 gp. Five such books will ﬁt within a backpack, twice that number ina large sack.

1. Standard books, each of which contains up to 36 cantrips, up to
24 spells of 1st-3rd level, up to 16 spells of 4th-6th level, or up to 8
spells of 7th-9th level.
2. Travelling books, each of which contains at most one-fourth of thenumber of spells possible to be contained in a standard spell book —either nine cantrips; six spells of 1st, 2nd, and/or 3rd level; four spellsof 4th, 5th, and/or 6th level; or two spells of 7th, 8th, and/or 9th level.

The cover of a travelling spell book is strong, supple leather, such asthat from a giant cobra. The hand-sewn leaves of parchment are carefully secured to a ﬁne leather backing and glued to the spine. The wholeis further secured by front and back pieces of vellum. A small lock orleather ties are typically used to secure the whole. Pages are very thinand fragile, so great care must be taken to protect the book when it isin use.

Cost of spell books
A standard spell book costs 1,000 gp for materials, plus an additional
100 gp per spell level for each spell contained therein. (For this determination and all other similar ones, consider cantrips as 1st-level
spells.) The cost of a new magic-user’s or illusionist’s initial book orbooks is assumed to be borne by the new spell caster’s former master,so the ﬂedgling spell caster will have one or two spell books at no
cost to him or her. Books which are prepared later in a magic-user’s
career (having higher spell-level capacity than “beginning” books) arenot supplied by the character’s master, but must be composed by
the character in question as part of his or her training when the spell
caster is trying to rise to a higher experience level. This composition
will take from 4-7 weeks for each new standard book; the book is
composed during and after the time when other training exercises aretaking place.

Notwithstanding any special protections placed thereon, a travellingspell book has a saving throw equal to that of “leather or book,” withno bonuses (as a standard book has) against certain forms of attack.
Value of spell books
A standard spell book has an Experience Point Value of 500 points perspell level contained therein (again, considering cantrips as 1st-level
spells), and a Gold Piece Sale Value of 1,000 gp per spell level (applies to all spells, including cantrips). As with any other magical items
acquired, spell books must either be sold immediately or else the x.p.
value taken. This holds true regardless of whether or not any tome iseventually sold. Thus, a spell book cannot be kept while a particularspell or spells are transcribed, and then the work sold for the Gold Piece
Sale Value and the proceeds taken toward experience points.

These same costs/prices apply when such a book is being manufactured and composed: Any standard spell book requires a 1,000 gp

79

CHARACTER SPELLS (SPELL BOOKS)Casting spells directly from books

ILLUSIONIST SPELL BOOKSIn extremis, the DM may allow a magic-user to cast a spell directly fromany sort of spell book just as if the book were a scroll. The book must beof appropriate sort so that the spell matches the profession of the caster,i.e. magic-user spell, magic-user spellbook. The caster must be able toknow and use the spell in question. (Note that in this regard, reading
directly from a spell book differs from the use of scroll spells.)

Illusionist spell books are the same as those of regular magic-users, withthe following exceptions:
1. Standard spell books contain either 24 spells of 1st or 2nd level, 16
spells of 3rd or 4th level, or 8 spells of 5th, 6th, or 7th level. If 1st-level
magic-user spells are known and used by the illusionist, he or she
must have a new spell book for such spells; this tome is essentially astandard work for ﬁrst level containing up to 24 spells.

Direct casting of a spell from a spell book automatically destroys thatspell. There is also a 1% chance per level of the spell that the spells
immediately preceding and following the spell cast will likewise be destroyed. There is an additional 1% chance that the casting of a spell directly from a spell book will destroy the entire book. A permanency spell,for instance, would not prevent a spell from “disappearing” when cast in
this manner; even though writing might remain on the page, that writing
will no longer be magical in nature. These strictures apply whether a spell
caster is using his or her personal book or the book of another. Readmagic is required for one magic-user to read another magic-user’s spell
book, and a magic-user can learn a spell by reading it from another’sbook. This learning process requires 2-8 hours of study per level of thespell, after which time the spell is learned and thereby immediately usable by the magic-user who did the studying.

2. Travelling spell books hold 6 spells of 1st or 2nd level, 4 spells of 3rd
or 4th level, or but 2 spells of 5th, 6th, or 7th level.
For additional security, illusionists may opt to do their spell books using
illusionary script, which would only be recognizable as such by anotherillusionist. A magic-user may not learn a spell from an illusionist spellbook (and vice versa) even if the illusionist spell in question is the samein name (and perhaps other respects) as a magic-user spell. The magicalforces released by the casting of “namesake” spells are similar to one
another, but the way in which that magic is triggered differs from class
to class.
COST OF MAGIC-USER/ILLUSIONIST SPELL CASTINGACQUISITION OF ILLUSIONIST SPELLS
While the cost of having a cleric cast needed spells is reasonably welldetailed in the Dungeon Masters Guide, the cost of magic-user or illusionist spell casting was neglected. Rather than giving an extensive listof spells and costs, the following set of guidelines is provided to enable
the DM to determine a “reasonable” fee for any spell.

Illusionists begin with a limited book of spells, just as do regular magicusers. The spells available are divided into three groups; one from eachgroup will be known by the beginning illusionist. The illusionist always
has read illusionist magic. The spell groupings are:Offensive Spells
1. Color Spray
2. Hypnotism
3. Light
4. Phantasmal Force
5. Chromatic Orb
6. Spook

Defensive Spells
Audible Glamer
Darkness
Gaze Reﬂection
Wall of Fog
Phantom Armor(choose)

Basic costs: A willing magic-user or illusionist will typically work for a feeof 200 gp per spell level. Double the material component(s), or material
components of at least such value as substitutions, is also part of thebasic fee.

Misc. Spells
Change Self
Dancing Lights
Detect Illusion
Detect Invisibility(choose)(choose)*Additional costs: Failure to furnish the material component(s) of a spellwhich has components of ordinary sort will incur a surcharge of 10% or
three times the value of the component(s), whichever is greater. Failure
to furnish any extraordinary component(s) that may be needed bringsa surcharge of 100% of the casting cost or three times the value of thecomponent(s), whichever is greater. Spells which place the caster in danger (including such castings as identify, which causes a temporary dropin constitution of the caster) require at least a double fee, and guarantees
will be required as well. Spells which age the caster will be cast only if
a counter to such aging is awarded prior to spell casting, unless theamount of aging is insigniﬁcant to the caster. (A young elf will not be
overly concerned about aging 5 years, although a fee of ten times normalmight be charged!)* The DM has three options which can be used here:
1) allow an additional (5th) miscellaneous spell, or2) allow re-selection of an offensive spell, this time by the player’s
choice rather than the die roll, or3) simply assume that the roll means nothing more than choice of amiscellaneous spell, just as a roll of 5 does.
Spells from this work were added to the list of initial spells because of thelimited number of illusionist spells originally given in the Players Handbook.
You will note that this has not been done for magic-users of the original sort,since that class already has a sufﬁcient number of spells to select from.

Magic item payment: A magic-user or illusionist will generally accept
some item of magic in lieu of cash or like valuables. In such cases, thesale value of the item, adjusted downward by the general reaction of
the spell caster to the individual requesting his or her services, is to beconsidered the base value of the item. The character and behavior of the
NPC encountered will always be the purview of the DM. Such characteror behavior will, naturally, often affect costs and fees.

ACQUISITION OF CANTRIPS, ILLUSIONISTS
Illusionists have available to them all of the cantrips that can be learned
and employed by regular magic-users, although an illusionist’s capacity
for such minor magics is different in each category from that of a regularmagic-user (see the list that follows). In addition, illusionists can learn
and employ from 5-8 minor illusion cantrips, none of which are available
to regular magic-users. Except where otherwise indicated, all properties
pertaining to magic-user cantrips likewise apply to those employed by
the illusionist class.

Hostile spell casters: In general, a hostile spell caster will either charge atleast double normal fees, or else he or she will simply refuse to cast any
spell whatsoever — unless possibly bribed to do so with some magic
item. Any spell caster of good alignment is quite unlikely to cast any spell
for a character of evil alignment in any event. Again, adjudication of such
events is the realm of the DM.

The number of magic-user cantrips available to illusionists in each category is as follows:
Useful cantrips: One per point of intelligence, up to intelligence minus
3; i.e., an illusionist with 18 intelligence can choose 15 usefulcantrips from the magic-user list.
Reversed: 2-5
Personal: 2-5
Legerdemain: 3-6
Haunting-sound: 5-8
Person-affecting: 2-5

Spell casting under duress: Use the rules in the Dungeon Masters Guide
for all magic-user and illusionist spell casting under threat, magical inﬂuence, etc.

80THE ADVENTURE (UNDERWATER ADVENTURES)
SPELL EXPLANATIONS

THE ADVENTURE

SPELLS: SPECIAL COMMENTARY FOR REFEREEING

Underwater Spell Use:

MAGIC-USER SPELLSThe following spells, all described elsewhere within this text, cannot be
used underwater:

Eighth Level Spells:

Cleric:Permanency: The spells upon which a personal permanency will be effective include:comprehend languages
detect evil
detect illusion
detect invisibility
detect magic
infravision
protection from evil

1st level — precipitation
2nd level —dust devil
3rd level — cloudburst
5th level — air walk *rainbow *protection from normal
missilesread magicruntongues
ultravisionunseen servant

Druid:
1st level — precipitation
2nd level —ﬂame blade *3rd level — cloudburst
6th level — liveoak

In addition to personal use, the permanency spell can be used to makethe following object/creature or area effect spells lasting:alarm
deeppockets
dispel magic
enlargefear
forcecage
gust of windinvisibility

Magic-user:

magic mouthpreserve
prismatic spherestinking cloudwall of ﬁrewall of force
webwind wall

Cantrips — dampen
bee
bug
dry
dust
dusty
gnats
mouse
spider
1st level — mountprecipitation
2nd level —ﬂaming sphere *3rd level — cloudburst
Melf’s minute meteors
wind wall *4th level — shout *Note further that there is only a 5% chance of a spell caster losing a
constitution point if the permanency spell is cast upon a non-living thing.
However, when the spell is applied as a charge in a device (such as a ringof spell storing), the chance of such a loss is 100%.

Illusionist:
Cantrips — haze *rainbow *2nd level —whispering wind *3rd level — phantom wind *4th level — solid fog *6th level — death fog ** Spells that can be cast and will function within the bounds of an airywater spell.
The effects of the following spells will be substantially altered when they
are cast underwater:
Serten’s Spell Immunity: The spell grants the following saving throw
bonuses:beguiling, charm, suggestion, forget, hypnotism, ray ofenfeeblement, person-affecting cantrips
command, domination, fear, hold, scare, spook, antipathy/sympathy, confusion, mass suggestion, eyebite,cloak of feargeas, quest, chaos, feeblemind, Otto’s irresistible
dance, dolor, demand, torment, Leomund’s lamentablebelabourment

Cleric:
3rd level — water walk: The casting of this spell causes the recipient toimmediately bob to the surface.
5th level — magic font: This spell requires a glass globe of pure water tofunction as opposed to a font.

+9

Druid:+7
2nd level — reﬂecting pool: This spell can be cast in any watery space.
6th level — transmute water to dust: Casting this spell underwater causesa “hole” of 10 cubic feet per level of the caster to open
up. If there is sufﬁcient surrounding water, the unaffected water will rush in, inﬂicting 1-4 points of damage perlevel of the caster to all within (no saving throw).

+5

This spell bestows a saving throw against all forms of magic given above(but not against something such as the fascination effect of comeliness)even if no saving throw is normally allowed.

81

THE ADVENTURE (UNDERWATER ADVENTURES)
Magic-user:

THE CAMPAIGN

Cantrips — salt: This spell will produce a small amount of salt water,
about 1 pint total. Unless contained, the salt water willquickly disperse into the surrounding water.
1st level — ﬁrewater: The substance produced by this spell will ﬂoat
to the top of the body of water. The ﬁrewater may not be
ignited underwater.
2nd level — Melf’s acid arrow: The acid from this arrow lasts only a single
round, then is washed away by the surrounding water.
6th level — chain lightning: Effects underwater as a lightning bolt of double normal radius, but inﬂicts only 1d6 of damage for every
level of the caster (saving throw for half damage).
transmute water to dust: As for the 6th level druid spell.
7th level — Mordenkainen’s magniﬁcent mansion: At the caster’s option,
the mansion can be ﬁlled with water, or the membrane canprevent the inﬂux of water, leaving the mansion’s interior
tidy and dry.
8th level — sink: This spell will place a creature the given number offeet below the ﬂoor of the river or sea. The magic of thecontainment will, however, radiate through the water to thesurface.

SOCIAL CLASS AND RANKThe Dungeon Master should determine the social class of each character he or she has in the campaign. This is accomplished by use of theSocial Class Table given below. You will note that this table does notinclude any social or political information, but that guidelines of this sort
are included in a reference immediately following the table. This allows
the DM to model the social class distinctions to the tenor of his or her
individual milieu.

Illusionist:

Typical members of a class
LLC:
Freed slaves, peasants, tinkers, vagabonds, beggars, criminals, low-level thieves, low-level and mid-level assassins
MLC:
Herdsmen, laborers, peddlers, actors, jugglers,
men-at-arms, low-level barbarians, mid-level thieves,high-level assassins, low-level bards
ULC:
Freemen, tradesmen, petty ofﬁcers, money-changers,
fences, low-level ﬁghters, high-level thieves
LMC:
Artisans, craftsmen, petty merchants, junior ofﬁcers,
bankers, landless knights, druids, rangers
MMC: Landed gentry, merchants, petty ofﬁcials, senior ofﬁcers,
landless petty nobles, mid-level ﬁghters, low-level
magic-users, low-level illusionists
UMC: Guild masters, great merchants, military commanders,ofﬁcials, landless nobles, lesser clerics, high-levelﬁghters, mid-level magic-users, mid-level illusionists
LUC:
Great landed gentry, generals and marshals, greaterofﬁcials, knights, mid-level clerics, cavaliers, paladins,
high-level magic-users, high-level illusionists
MUC: Knights, commanders, great clerics, nobles, high-level
paladins, very high-level magic-users and illusionists
UUC:
Great nobles, sovereign nobility, royalty

Social Class Table
Dice roll
01-04
05-10
11-20
21-35
36-55
56-87
88-96
97-99
00

3rd level — phantom steed: Such creatures summoned underwater are
hippocampi with black forebodies and silvergray scales.
They do not gain the special abilities in traveling or ﬂying, but
do gain the 4˝/level movement of the phantom steed. Otherwise they are similar to the steed summoned by the spell.

COMBAT
EFFECTS OF DARKNESSOn many occasions, a situation will present itself where combat must be
conducted in conditions of darkness or poor illumination. The effects ofdarkness on combat are as follows:
1. If an opponent cannot be seen, then attacks against that opponent
are as against an invisible target, i.e. at −4 “to hit.”
2. If the opponent is vaguely discernible, such as a faint blur or adarker shape that stands out against the background, then attacks
against that opponent are at −2 “to hit.”
3. Combat is not affected by illumination (or lack thereof) in conditionsof daylight or in light conditions such as those produced by mostlight-giving devices and spells, including the illumination of torches,
lanterns, light spells or continual light spells.
4. In essence, the converse of all the above cases will hold true when
considering creatures which function normally or at some relativeadvantage in conditions of darkness. For instance, creatures with
infravision will still be able to “see” opponents in the absence of
normal (visible spectrum) light. Creatures that are accustomed tooperating in darkness will suffer vision penalties when attacking opponents in illuminated conditions (cf. descriptions of gray dwarves,
dark elves, and dark gnomes elsewhere in this volume).

Social (/Economic) Class
Lower Lower Class (LLC)
Middle Lower Class (MLC)
Upper Lower Class (ULC)
Lower Middle Class (LMC)
Middle Middle Class (MMC)
Upper Middle Class (UMC)
Lower Upper Class (LUC)
Middle Upper Class (MUC)
Upper Upper Class (UUC)

For player characters, initial social status has no effect on starting moneyand equipment, with the exception of cavaliers and paladins. Rules forstarting gold and equipment for those classes are detailed under the“Money” heading in the Players’ Section of this book.
The various occupations and status positions can be adjusted as required by the background of each milieu. The positioning of non-humans
is entirely dependent upon the individual milieu. As a general rule, a human society would probably consider the non-humans as:
Dwarves — MMC (they are reputed to have gold and gems!)
Elves — ULC (wood elves) to LUC (gray elves)
Gnomes — ULC to LMC
Halﬂings — ULC (they are small and rustic)
Half-elves — Slightly above a human counterpart
Half-orcs — LLC

The effects of a faerie ﬁre spell will be of beneﬁt only when outlining opponents in poor lighting conditions, such as an area of a dungeon where
the only light comes from softly glowing magic weapons, or in total darkness. In illumination similar to that of a torch or a light spell (or anythingstronger), the spell will function normally, but will not contribute to thevisibility of the target it encompasses.

Social Class and Profession: As a general rule, any character must havea social status of, at the lowest, one rank below that speciﬁed for hisor her profession in the milieu. For instance, using the system outlined
above, a character embarking on a career as a ﬁghter must have a social
standing of no lower than Middle Lower Class, and conversely a character with a standing lower than that cannot hope to make his or her way inthe ﬁghter profession. At the lowest extreme, this means that a characterborn to the Lower Lower Class can be only a thief or assassin.

As in so many other cases, particularly those relating to combat, common sense must be the ﬁnal determinant of whether or not an act ispossible, or whether a bonus or penalty to its chance of success should
be applied. If a certain situation seems to warrant an exception to theserules, it is within the purview of the Dungeon Master to moderate theevents accordingly.

82THE CAMPAIGN (CIRCUMSTANCES OF BIRTH)CIRCUMSTANCES OF BIRTH

Parents’ Marital Status Table

By the nature of the topic, not much can be offered in the way of “rules”
for ascertaining the origin and background of characters in the campaign
milieu. Virtually all such decisions must be made by the individual Dungeon Master, so that the results ﬁt smoothly into the adventuring environment that he or she has designed. As a starting point, however, thefollowing tables will sufﬁce for those who wish to determine what role fatehas played with regard to when and how a character came into the world.

Dice Roll
01-80
81-00

Marital Status
Parents legally married
Parents unmarried** The child of unmarried parents is typically one social class lower
than the social class of the father.
Racial Modiﬁers

Birth Table
Dice Roll
01-05
06-10
11-20
21-35
36-50
51-65
66-80

Order of Birth
Only child
1st child
2nd child
3rd child
4th child
5th child
6th child

Dice Roll
81-85
86-90
91-94
95-97
98-99
00

Dwarves, all
Elves
Drow
Gray
High
Wood
All others
Gnomes, all
Half-elves
Halﬂings, all

Order of Birth
7th child
8th child
9th child10th child11th child12th child

Half-orcs
Humans83−15 to dice rolls on both tables
Modify dice rolls on both tables as follows:
−15
−30
−20
−10
−15
−20 to dice rolls on both tables−10 to dice rolls on both tables−10 to dice rolls on both tables+10 to dice rolls on Birth Table,+75 to dice rolls on Marital Status Table
no modiﬁers to dice rolls

TREASURE

III.A., Continued

RANDOM TREASURE DETERMINATION

Dice Result82-84 Poison * *85-87 Speed
88-90 Super-Heroism (F)91-93 Sweet Water
94-96 Treasure Finding
97 Undead Control *98-00 Water Breathing

III. MAGIC ITEMS (Revised Table)
Dice Results
01-20 Potions
01-65 Table III.A.
66-00 Table III.A.2.
21-35 Scrolls
01-85 Table III.B.
86-00 Table III.B.2.

G.P.
Sale Value
—
450
750
250
2,000
2,500
900

Experience
Point Value
350
250
—
500
400
500
750

G.P.
Sale Value
2,000
2,500
—
10,000
4,000
5,000
3,500

1,000

5,000

500
—
750
100/appl.
500
250
500

4,000
1,000
5,000
1,000/appl.
2,000
1,500
2,500

—
200
200
300

1,500
800
800
2,500

III.A.2. POTIONS
Dice Result01-05 Elixir of Health06-15 Elixir of Life
16-20 Elixir of Madness * *21-25 Elixir of Youth26-30 Fire Breath
31-35 Oil of Acid Resistance
36-40 Oil of Disenchantment
41-45 Oil of Elemental
Invulnerability
46-49 Oil of Fiery Burning
50-55 Oil of Fumbling * *56-60 Oil of Impact
61-65 Oil of Sharpness
66-70 Oil of Timelessness
71-75 Philter of Beauty
76-80 Philter of Glibness
81-85 Philter of Stammering &Stuttering * *86-90 Rainbow Hues
91-95 Ventriloquism
96-00 Vitality

36-40 Rings
01-67 Table III.C.
68-00 Table III.C.2.
41-45 Rods, Staves & Wands
01-40 Table III.D.
41-00 Table III.D.2.
46-60 Miscellaneous Magic
01-14 Table III.E.1.
15-28 Table III.E.2.
29-42 Table III.E.3.
43-56 Table III.E.4.
57-70 Table III.E.5.
71-85 Table III.E.6.
86-00 Table III.E.7.
61-75 Armor & Shields
01-50 Table III.F.
51-00 Table III.F.2.
76-86 Swords
01-95 Table III.G.
96-00 Table III.G.2.

* Effectiveness on type of creature controlled must be determined by die
roll; consult item explanation.

87-00 Miscellaneous Weapons
01-50 Table III.H.
51-00 Table III.H.2.

* * The Dungeon Master must mislead the possessor of the potion so as
to convince him that it is not harmful. (See the appropriate item description for particulars.)

III.A. POTIONS
Dice Result01-03 Animal Control *04-06 Clairaudience
07-09 Clairvoyance
10-12 Climbing
13-15 Delusion * *16-18 Diminution
19-20 Dragon Control *21-23 ESP
24-26 Extra-Healing
27-29 Fire Resistance
30-32 Flying
33-34 Gaseous Form
35-36 Giant Control *37-39 Giant Strength * (F)40-41 Growth42-47 Healing
48-49 Heroism (F)50-51 Human Control *52-54 Invisibility
55-57 Invulnerability (F)58-60 Levitation
61-63 Longevity
64-66 Oil of Etherealness
67-69 Oil of Slipperiness
70-72 Philter of Love
73-75 Philter of Persuasiveness
76-78 Plant Control
79-81 Polymorph (self)

Experience
Point Value
—
200
450
200
600
700
400

Experience
Point Value
250
250
300
300
—
300
500-1,000
500
400
250
500
300
400-900
500-750
250
200
300
500
250
350
250
500
600
400
200
400
250
200

G.P.
Sale Value
400
400
500
500
150
500
5,000-9,000
850
800
400
750
400
1,000-6,000
900-1,400
300
400
500
900
500
500
400
1,000
1,500
750
300
850
300
350

(F) = Fighter and cavalier classes only may use.
III.B. SCROLLS

Dice
01-10
11-16
17-19
20-24
25-27
28-32
33-35
36-39
40-42
43-46
47-49
50-52
53-54
55-57
58-59
60
61-62
63-64
65-70
71-76

84

Result1 spell
1 spell
1 spell2 spells
2 spells
3 spells
3 spells
4 spells
4 spells
5 spells
5 spells
6 spells
6 spells
7 spells
7 spells
7 spells
Protection — Demons
Protection — Devils
Protection — Elementals
Protection — Lycanthropes

Spell Level Range orExperience Point Value
1-4
1-6
2-9 (d8 + 1) or 2-7* (d6 + 1)
1-4
1-8 or 1-6*
1-4
2-9 or 2-7*
1-6
1-8 or 1-6*
1-6
1-8 or 1-6*
1-6
3-8 (d6 + 2) or 3-6* (d4 + 2)
1-8
2-9
4-9 (d6 + 3) or 4-7* (d4 + 3)
2,500
2,500
1,500
1,000

TREASURE (RANDOM DETERMINATION)
III.C.2. RINGS

III.B., Continued
Dice
77-82
83-87
88-92
93-97
98-00

ResultProtection — Magic
Protection — Petriﬁcation
Protection — Possession
Protection — Undead
Curse * *Spell Level Range orExperience Point Value
1,500
2,000
2,000
1,500
—

Dice Result01-08 Animal Friendship
09-10 Anything
11-20 Blinking
21-22 Boccob
23-31 Chameleon Power
32-40 Clumsiness
41-49 Faerie
50-58 Jumping
59-67 Mind Shielding
68-70 Ram (of the)71-79 Shocking Grasp
80-92 Sustenance93-00 Truth* 30% of all spell scrolls are of clerical nature (dice 71-00), and 25% of
all clerical scrolls are druidical. 10% of all magic-user spell scrolls areillusionist. This applies only to scrolls 01-60 above. Asterisked numbers
indicate clerical spell levels.
* * It is incumbent upon the Dungeon Master to do his utmost to convince
players that cursed scrolls should be read by their characters. See DMG, p.
121.

13-17
18-22
23-27
28-32
33-37
38-42
43-48
49-54
55-59
60-64
65-70
71-76
77-82
83-88
89-94
95-00

ResultProtection — Acid
Protection — Breath Weapons, Dragon
Protection — Breath Weapons,
Non-dragon
Protection — Cold
Protection — Electricity
Protection — Fire
Protection — Gas
Protection — Illusions
Protection — Paralyzation
Protection — Plants
Protection — Poison
Protection — Traps
Protection — Water
Protection — Weapons, Magical blunt
Protection — Weapons, Magical edged
Protection — Weapons, Magical missile
Protection — Weapons, Non-magic blunt
Protection — Weapons, Non-magic edged
Protection — Weapons, Non-magic missileExperience
Point Value
2,500
2,000

Dice Result01-06 Rod of Absorption (C, M)
07-10 Rod of Alertness
11 Rod of Beguiling (C,M,T)
12-21 Rod of Cancellation
22-26 Rod of Flailing
27 Rod of Lordly Might (F)28-30 Rod of Passage
31 Rod of Resurrection (C)32 Rod of Rulership
33-36 Rod of Security
37 Rod of Smiting (C,F)
38-40 Rod of Splendor
41 Staff of Command (C,M)
42-48 Staff of Curing (C)49-55 Staff-Mace
56 Staff of the Magi (M)57 Staff of Power (M)58-63 Staff of the Serpent (C)64-70 Staff of Slinging (D)71-76 Staff-Spear
77-82 Staff of Striking (C,M)
83-85 Staff of Swarming
Insects (C,M)
86 Staff of Thunder & Lightning
87-90 Staff of Withering (C)91-00 Staff of the Woodlands (D)

2,000
2,000
1,500
2,000
2,000
1,500
1,500
1,000
1,000
2,000
1,500
1,000
1,000
1,000
1,000
1,000
1,000

III.C. RINGS
Dice Result01-06 Contrariness
07-12 Delusion
13-14 Djinni Summoning *15 Elemental Command
16-21 Feather Falling
22-27 Fire Resistance
28-30 Free Action
31-33 Human Inﬂuence *34-40 Invisibility
41-43 Mammal Control *44 Multiple Wishes *45-60 Protection
61 Regeneration
62-63 Shooting Stars
64-65 Spell Storing
66-69 Spell Turning
70-75 Swimming
76-77 Telekinesis *78-79 Three Wishes *80-85 Warmth
86-90 Water Walking
91-98 Weakness
99 Wizardry * (M)00 X-Ray Vision

G.P.
Sale Value
5,000
55,000
5,000
2,500
5,000
3,000
7,500
5,000
5,000
7,500
5,000
3,500
5,000

III.D. RODS & STAVES

III.B.2. SCROLLS
Dice
01-02
03-07
08-12

Experience
Point Value
1,000
5,000
1,000
250
1,000
—
1,000
1,000
500
750
1,000
500
1,000

Experience
G.P.
Point Value
Sale Value
—
1,000
—
2,000
3,000
20,0005,000
25,000
1,000
5,000
1,000
5,000
1,000
5,000
2,000
10,000
1,500
7,500
1,000
5,000
5,000
25,0002,000-4,000 10,000-20,000
5,000
40,0003,000
15,0002,500
22,5002,000
17,500
1,000
5,000
2,000
10,0003,000
15,000
1,000
5,000
1,000
5,000
—
1,000
4,000
50,0004,000
35,000Experience
G.P.
Point Value* Sale Value*
7,500
40,0007,000
50,0005,000
30,00010,00015,0002,000
20,0006,000
20,0005,000
50,00010,00035,0008,000
35,0003,000
30,0004,000
15,0002,500
25,0005,000
25,0006,000
25,0001,500
12,50015,00075,00012,00060,0007,000
35,0002,000
10,0001,000-3,500 5,000-25,000
6,000
15,000100/chg.

500/chg.

8,000
8,000
8,000

20,00035,00040,000* Assumes full charges are in item.
Items are usable by characters of all classes unless restriction(s) speciﬁed: (C) = cleric classes; (D) = druid; (F) = ﬁghter and cavalier classes;(M) = magic-user classes; (T) = thief classes.

* These rings contain the most powerful magical abilities and may possess only a limited number of magical charges before being depleted, atthe DM’s option.
(M) = Usable by the magic-user class only.

85

TREASURE (RANDOM DETERMINATION)
III.E.1., Continued

III.D.2. WANDS
Dice Result
01 Anything Wand
02-05 Buckler Wand (F,M,T)
06-07 Conjuration (M)08-10 Defoliation
11-12 Earth & Stone
13-16 Enemy Detection
17-20 Fear (C,M)
21-22 Fire (M)23-26 Fireballs
27-30 Flame Extinguishing
31 Force (F,M)
32 Frost (M)33-35 Ice Storms
36-39 Illumination
40-43 Illusion (M)44-45 Lightning (M)46-49 Lightning Bolts
50-53 Magic Detection
54-61 Magic Missiles
62-66 Metal & Mineral Detection
67-68 Metal Command
69-74 Negation
75-78 Paralyzation (M)79-82 Polymorphing (M)83-86 Secret Door & Trap Location
87-90 Size Alteration
91-92 Steam & Vapor (C,M)
93-00 Wonder

Experience
G.P.
Point Value* Sale Value*
2,500
12,500
500
5,000
7,000
35,0001,000
6,000
1,000-1,500 10,000-15,000
2,000
10,0003,000
15,0004,500
25,0002,000
16,0001,250
10,0003,000
30,0006,000
50,0002,500
20,0002,000
10,0003,000
20,0004,000
30,0002,000
16,0002,500
25,0004,000
35,000
1,500
7,500
2,500
10,0003,500
15,0003,500
25,0003,500
25,0005,000
40,0003,000
20,0004,500
25,000
6,000
10,000Dice Result
59 Bowl of Watery Death (M)60-79 Bracers of Defense
80-81 Bracers of Defenselessness
82-84 Brazier Commanding Fire
Elementals (M)85 Brazier of Sleep Smoke (M)86-92 Brooch of Shielding
93 Broom of Animated Attack
94-98 Broom of Flying
99-00 Bucknard’s Everfull Purse

Dice Result01-06 Candle of Invocation (C)07-08 Carpet of Flying
09-10 Censer Controlling Air
Elementals (M)
11 Censer of Summoning Hostile
Air Elementals (M)12-13 Chime of Opening
14 Chime of Hunger
15-18 Cloak of Displacement
19-27 Cloak of Elvenkind
28-30 Cloak of Manta Ray
31-32 Cloak of Poisonousness
33-55 Cloak of Protection
56-60 Crystal Ball (M)61 Crystal Hypnosis Ball (M)62-63 Cube of Force
64-65 Cube of Frost Resistance
66-67 Cubic Gate
68-69 Daern’s Instant Fortress70-72 Decanter of Endless Water
73-76 Deck of Many Things
77 Drums of Deafening
78-79 Drums of Panic
80-85 Dust of Appearance
86-91 Dust of Disappearance
92 Dust of Sneezing and Choking
93 Efreeti Bottle
94 Eversmoking Bottle
95 Eyes of Charming (M)96-97 Eyes of the Eagle
98-99 Eyes of Minute Seeing
00 Eyes of Petriﬁcation

III.E. MISCELLANEOUS MAGICTABLE III.E.1.
G.P.
Sale Value
12,0001,000
20,00030,0004,000

15,000

8,000
2,500

35,00017,500

—

—

1,000
—
5,000
—
2,500
1,500
10,000
8,000
9,000
8,000
—
1,000
2,000
2,500
2,500

5,000
1,500
25,000500
15,00012,50025,00040,00050,00040,0005,000
5,000
15,00020,00020,0004,000

25,0004,000

25,000

—
1,000
1,000
10,000
—
3,000
2,000
10,0001,500/2,500/ 15,000/25,000/
4,000
4,000

TABLE III.E.2.

Items are usable by characters of all classes unless restriction(s) speciﬁed: (C) = cleric classes; (F) = ﬁghter and cavalier classes; (M) = magicuser classes; (T) = thief classes.

Experience
Point Value
3,000
—
5,000
6,000

G.P.
Sale Value
1,000
3,00012,000

1: Per armor class step better than 10, i.e., AC 6 is worth 2,000 in x.p.,
12,000 gp if sold.

* Assumes full charges are in item.

Dice Result01-02 Alchemy Jug
03-04 Amulet of Inescapable Location
05 Amulet of Life Protection
06-07 Amulet of the Planes
08-11 Amulet of Proof Against
Detection and Location
12-13 Apparatus of Kwalish
14-16 Arrow of Direction
17 Artifact or Relic (see Special
table, DMG p. 124)
18-20 Bag of Beans
21 Bag of Devouring
22-26 Bag of Holding
27 Bag of Transmuting
28-29 Bag of Tricks
30-31 Beaker of Plentiful Potions
32 Boat, Folding
33 Book of Exalted Deeds (C)34 Book of Inﬁnite Spells
35 Book of Vile Darkness (C)36 Boots of Dancing
37-42 Boots of Elvenkind
43-47 Boots of Levitation
48-51 Boots of Speed
52-55 Boots of Striding and Springing
56-58 Bowl Commanding Water
Elementals (M)Experience
Point Value
—
5001
—

Experience
Point Value
1,000
7,500

G.P.
Sale Value
5,000
25,0004,000

25,000

—
3,500
—
3,000
1,000
2,000
—
1,00011,0002
—
3,000
2,000
5,000
7,000
1,000
—
—
6,500
1,000
2,000
—
9,000
500
4,000
3,500
2,000
—3

1,000
20,000—17,5006,000
12,5002,500
10,00015,00023,000
20,00014,00017,50027,5003,000
10,000500
35,000
4,000
8,000
1,000
45,0002,500
24,00018,00012,500—3

1: Per plus of protection.
2: Add 100% for each additional feature.
3: If reverse effect, 12,500 x.p. and 50,000 gp sale value.
TABLE III.E.3.
Dice Result01-15 Figurine of Wondrous Power
16 Flask of Curses
17-18 Gauntlets of Dexterity
19-20 Gauntlets of Fumbling
21-22 Gauntlets of Ogre Power (C,F,T)
23-25 Gauntlets of Swimming andClimbing (C,F,T)
26 Gem of Brightness
27 Gem of Seeing

86

Experience
Point Value
1001
—
1,000
—
1,000

G.P.
Sale Value
1,0001
1,000
10,0001,000
10,0001,000

10,000

2,000
2,000

17,50025,000TREASURE (RANDOM DETERMINATION)
III.E.3., Continued
Dice Result
28 Girdle of Femininity/Masculinity(C,F,T)
29 Girdle of Giant Strength (C,F,T)
30 Helm of Brilliance
31-35 Helm of Comprehending
Languages & Reading Magic
36-37 Helm of Opposite Alignment
38-39 Helm of Telepathy
40 Helm of Teleportation
41-45 Helm of Underwater Action
46 Horn of Blasting
47-48 Horn of Bubbles
49 Horn of Collapsing
50-53 Horn of the Tritons (C,F)
54-60 Horn of Valhalla
61-63 Horseshoes of Speed
64-65 Horseshoes of a Zephyr66-70 Incense of Meditation (C)71 Incense of Obsession (C)72 loun Stones
73-78 Instrument of the Bards
79-80 Iron Flask
81-85 Javelin of Lightning (F)86-90 Javelin of Piercing (F)91 Jewel of Attacks
92 Jewel of Flawlessness
93-00 Keoghtom’s Ointment

III.E.4., Continued
Experience
Point Value

G.P.
Sale Value

—

1,000

200
2,500

2,500
60,0001,000

12,500

—
3,000
2,500
1,000
1,000
—
1,500
2,000
1,0002
2,000
1,500
500
—
3003
1,0004
—
250
250
—
—
500

1,000
35,00030,00010,00055,000—25,00017,50015,0002
10,000
7,500
7,500
500
5,00035,0004
—
3,000
3,000
1,000
1,000/facet
10,000

8,000
5,000
5,000
5,000
3,000
8,000

40,00030,00050,00050,00030,00040,0008,500
50,0002,000/7,000

Experience
Dice Result
Point Value
01 Robe of the Archmagi (M)6,000
02-08 Robe of Blending
3,500
09 Robe of Eyes (M)4,500
10 Robe of Powerlessness (M)—11 Robe of Scintillating
2,750
Colors (C,M)
12-19 Robe of Useful Items (M)1,500
20-25 Rope of Climbing
1,000
26-27 Rope of Constriction—
28-31 Rope of Entanglement
1,250
32 Rug of Smothering—
33 Rug of Welcome (M)6,500
34 Saw of Mighty Cutting (F)1,750
35 Scarab of Death—36-38 Scarab of Enraging Enemies
1,000
39-40 Scarab of Insanity
1,500
41-46 Scarab of Protection
2,500
47 Spade of Colossal
1,000
Excavation (F)48 Sphere of Annihilation (M)3,750
49-50 Stone of Controlling Earth
1,500
Elementals
51-52 Stone of Good Luck (Luckstone)
3,000
53-54 Stone of Weight (Loadstone)—
55-57 Talisman of Pure Good (C)3,500
58 Talisman of the Sphere (M)10059-60 Talisman of Ultimate Evil (C)3,500
61-66 Talisman of Zagy
1,000
67 Tome of Clear Thought
8,000
68 Tome of Leadership and
7,500
Inﬂuence
69 Tome of Understanding
8,000
70-76 Trident of Fish Command (C,F,T)
500
77-78 Trident of Submission (F)1,250
79-83 Trident of Warning (C,F,T)
1,000
84-85 Trident of Yearning—
86-87 Vacuous Grimoire—
88-90 Well of Many Worlds
6,000
91-00 Wings of Flying
750

G.P.
Sale Value
65,00035,00050,0001,000

TABLE III.E.5.

TABLE III.E.4.

40,0001,750
5,000
500/1,000

4: Per level of spell.

4: Per level of instrument for bards.

8,000

2,000

3: Per pot of pigments.

3: Per stone.

G.P.
Sale Value
40,000—2: Per special bead.

2: Double for a bronze horn, triple for an iron horn.

Experience
Point Value
8,000

G.P.
Sale Value
10,00012,50010,0007,500
25,0001: Per hit die of each missile.

1: Per hit die of the ﬁgurine.

Dice Result
01 Libram of Gainful
Conjuration (M)02 Libram of Ineffable
Damnation (M)03 Libram of Silver Magic (M)04 Lyre of Building
05 Manual of Bodily Health
06 Manual of Gainful Exercise
07 Manual of Golems (C,M)
08 Manual of Puissant Skill atArms (F)09 Manual of Quickness of Action
10 Manual of Stealthy Pilfering (T)11 Mattock of the Titans (F)12 Maul of the Titans
13-15 Medallion of ESP
16-17 Medallion of Thought Projection
18 Mirror of Life Trapping (M)19 Mirror of Mental Prowess
20 Mirror of Opposition
21-23 Necklace of Adaptation
24-27 Necklace of Missiles
28-33 Necklace of Prayer Beads (C)34-35 Necklace of Strangulation
36-38 Net of Entrapment (C,F,T)
39-42 Net of Snaring (C,F,T)
43-44 Nolzur’s Marvelous Pigments
45-46 Pearl of Power (M)47-48 Pearl of Wisdom (C)49-50 Periapt of Foul Rotting

Experience
Point Value
1,000
1,500
1,000
1,000
3,000

Dice Result
51-53 Periapt of Health54-60 Periapt of Proof Against Poison
61-64 Periapt of Wound Closure65-70 Phylactery of Faithfulness (C)71-74 Phylactery of Long Years (C)75-76 Phylactery of Monstrous
Attention (C)77-84 Pipes of the Sewers
85 Portable Hole86-00 Quaal’s Feather Token

5,000
50,0008,000
40,000
3,500
7,000
4,000
12,0001,000/3,000 10,000/30,000
—
1,000
2,500
25,0005,000
50,000
—
2,000
1,000
10,000
501
2001
5002
3,0002
—
1,000
1,000
7,500
1,000
6,000
5003
3,00032004
2,0004
500
5,000
—
1,000

25,00015,00010,0001,000
12,0001,500
45,00012,5002,500
8,000
11,00025,0006,500
30,00012,50025,0001,000
27,50010,00032,50010,00048,00040,00043,5004,000
12,50010,0001,000
1,000
12,0007,500

Items are usable by characters of all classes unless restriction(s) speciﬁed: (C) = cleric classes; (F) = ﬁghter and cavalier classes; (M) = magicuser classes; (T) = thief classes.

87

TREASURE (RANDOM DETERMINATION)
III.F. ARMOR AND SHIELDTABLE III.E.6.
Dice Result01-04 Amulet Versus Undead
05 Anything Item
06-07 Beads of Force
08-14 Boccob’s Blessed Book (M)15-16 Boots of the North
17-19 Boots of Varied Tracks
20 Boots, Winged
21-24 Bracers of Archery (F)25-26 Bracers of Brachiation
27-28 Chime of Interruption
29-30 Cloak of Arachnidia
31-34 Cloak of the Bat
35-36 Cyclocone (M)37-40 Dart of the Hornets’ Nest
41-42 Deck of Illusions
43-44 Dicerion of Light & Darkness (C)45-47 Dust of Dryness
48-50 Dust of Illusion
51-54 Dust of Tracelessness
55-56 Egg of Desire
57-60 Egg of Reason
61-62 Egg of Shattering
63-65 Gem of Insight
66-68 Girdle of Dwarvenkind
69-76 Girdle of Many Pouches
77-79 Gloves of Missile Snaring
80-83 Gloves of Thievery
84-88 Hat of Difference
89-95 Hat of Disguise96-00 Hat of Stupidity

Experience
Point Value
200/level
4,000
200 ea.
4,500
1,500
1,500
2,000
1,000
1,000
2,000
3,000
1,500
300
750
1,500
2,500
1,000
10/pinch
500
*
250
—
3,000
3,500
1,000
1,500
1,000
1,000
1,000
—

G.P.
Sale Value
1,000/level40,0001,000 ea.
35,0007,500
7,500
20,00010,00010,00020,00025,00015,00015,0007,500
15,00025,0008,000
100/pinch
200/pinch
*
2,500
500
3,000
20,00010,00010,000
5,000
8,000
7,500
1,000

Dice Result01-05 Chain Mail + 1
06-09 Chain Mail + 2
10-11 Chain Mail + 3
12-19 Leather Armor + 1
20-26 Plate Mail + 1
27-32 Plate Mail + 2
33-35 Plate Mail + 3
36-37 Plate Mail + 4
38 Plate Mail + 5
39 Plate Mail of Etherealness
40-44 Plate Mail of Vulnerability
45-50 Ring Mail + 1
51-55 Scale Mail + 1
56-59 Scale Mail + 2
60-63 Splint Mail + 1
64-66 Splint Mail + 2
67-68 Splint Mail + 3
69 Splint Mail + 4
70-75 Studded Leather + 1
76-84 Shield + 1
85-89 Shield + 2
90-93 Shield + 3
94-95 Shield + 4
96 Shield + 5
97 Shield, large, + 1, + 4 vs. missiles
98-00 Shield -1, missile attractor

Experience
Point Value
600
1,200
2,000
300
800
1,750
2,750
3,500
4,500
5,000
—
400
500
1,100
700
1,500
2,250
3,000
400
250
500
800
1,200
1,750
400
—

G.P.
Sale Value
3,500
7,500
12,5002,000
5,000
10,50015,50020,50027,50030,000
1,500
2,500
3,000
6,750
4,000
8,500
14,50019,000
2,500
2,500
5,000
8,000
12,00017,5004,000
750III.F.2. ARMOR AND SHIELD
Dice Result
01 Anything Armor
02-07 Bronze Plate Mail + 1
08-11 Bronze Plate Mail + 2
12-17 Buckler + 1
18-21 Buckler + 2
22-23 Buckler + 3
24-25 Chain Mail + 4
26-31 Elﬁn Chain Mail + 1
32-35 Elﬁn Chain Mail + 2
36-38 Elﬁn Chain Mail + 3
39-40 Elﬁn Chain Mail + 4
41 Elﬁn Chain Mail + 5
42-50 Leather Armor + 2
51-55 Leather Armor + 3
56-62 Plate Armor, Field, + 1
63-68 Plate Armor, Field, + 2
69-71 Plate Armor, Field, + 3
72-73 Plate Armor, Field, + 4
74 Plate Armor, Field, + 5
75-80 Plate Armor, Full, + 1
81-84 Plate Armor, Full, + 2
85-87 Plate Armor, Full, + 3
88-89 Plate Armor, Full, + 4
90-93 Ring Mail + 2
94-95 Scale Mail + 3
96-00 Studded Leather + 2

TABLE III.E.7.
Experience
G.P.
Dice Result
Point Value Sale Value
01-05 Heward’s Handy Haversack
3,000
30,00006-10 Horn of Fog
400
4,000
11-12 Horn of Goodness (Evil)
750
3,250
5,000
13-14 Iron Bands of Bilarro
750
15-18 Lens of Detection
250
1,500
19-21 Lens of Ultravision
750
5,000
22-23 Mantle of Celestian
1,500
15,000750
4,000
24-27 Murlynd’s Spoon
28-29 Pearl of the Sirines
900
4,500
30-31 Philosopher’s Stone
1,000
10,00032-37 Pouch of Accessibility
1,250
12,50038 Prison of Zagyg (M)2,750
25,00039-40 Quiver of Ehlonna
1,500
10,00041-42 Robe of Stars (M)4,000
12,00043-48 Robe of Vermin (M)—1,000
49-50 Scarab Versus Golems**
51-54 Shadow Lanthorn
750
6,000
55-57 Sheet of Smallness
1,250
12,50058-59 Shoes of Fharlanghn
2,000
20,00060-64 Slippers of Kicking
750
6,000
65-70 Slippers of Spider Climbing
1,000
10,00071-72 Sovereign Glue
1,000/oz.
750/oz.
73-77 Spoon of Stirring
500
5,000
78-81 Stone Horse
2,000
12,00082-84 Ultimate Solution
1,000
7,000
85-88 Wind Fan
500
2,500
89-92 Zagyg’s Flowing Flagon
750
3,500
93-00 Zagyg’s Spell Component Case (M)100/use1,000/use

Experience
Point Value
4,500
500
1,000
150
350
1,000
4,000
1,200
2,000
3,000
5,000
7,500
1,000
1,750
1,500
3,000
5,000
8,000
12,000
3,000
5,000
8,000
12,000
1,250
2,500
1,250

G.P.
Sale Value
45,000
3,000
7,500
1,500
3,500
10,00030,0007,500
12,50020,00030,00050,0007,500
12,50015,00030,00050,00080,000120,000
30,00050,00080,000120,000
6,000
12,5006,500

65% of all armor is man-sized, 20% is elf-sized, 10% is dwarf-sized, andbut 5% gnome- or halﬂing-sized.
III.G. SWORDS
Experience
Dice Result
Point Value
01-25 Sword + 1
400
26-30 Sword + 1, + 2 vs. magic-using &600
enchanted creatures* See item description.
Items are usable by characters of all classes unless restriction(s) speciﬁed: (C) = cleric classes; (F) = ﬁghter and cavalier classes; (M) = magicuser classes; (T) = thief classes.

88

G.P.
Sale Value
2,000
3,000

TREASURE (RANDOM DETERMINATION)
III.G., Continued

III.H., Continued

Experience
Dice Result
Point Value
31-35 Sword +1, +3 vs. lycanthropes &700
shape-changers
36-40 Sword +1, +3 vs. regenerating
800
creatures
41-45 Sword +1, +4 vs. reptiles
800
46-49 Sword +1, Flame Tongue: +2 vs.
900
regenerating creatures +3 vs.
cold-using, inﬂammable, oravian creatures +4 vs. undead
50 Sword +1, Luck Blade
1,000
51-58 Sword +2
800
59-62 Sword +2, Giant Slayer
900
63-66 Sword +2, Dragon Slayer
900
67-70 Sword, Short, Quickness (+2)
1,000
71-76 Sword +3
1,400
77-79 Sword +3, Frost Brand: +6 vs.
1,600
ﬁre using/dwelling creatures
80-81 Sword of the Planes
2,000
82-84 Sword +4
2,000
85-86 Sword +4, Defender
3,000
87-88 Sword +5
3,000
89-94 Sword +1, Cursed
400
95-98 Sword −2, Cursed
600
99-00 Sword, Cursed Berserking
900

G.P.
Sale Value
3,500

Dice Result47-50 Dagger +2, +3 vs. creatureslarger than man-sized
51 Dagger of Venom
52-56 Flail +1
57-60 Hammer +1
61-62 Hammer +2
63 Hammer +3, Dwarven Thrower
64 Hammer of Thunderbolts
65-67 Javelin +2
68-72 Mace +1
73-75 Mace +2
76 Mace of Disruption
77 Mace +478-80 Military Pick +1
81-83 Morning Star +1
84-88 Scimitar +2 * *89 Sling of Seeking +290-94 Spear +1
95-96 Spear +2
97 Spear +3
98-99 Spear, Cursed Backbiter
00 Trident (Military Fork) +3

4,000
4,000
4,500

5,000
4,000
4,500
4,500
8,000
7,000
8,000
15,00010,00015,00015,000———G.P.
Sale Value
20,00035,00050,000*22,00018,00030,00020,00040,00025,0008,000
35,00050,00022,000Note: 65% of swords are longswords, 20% are broadswords, 5% arefalchion swords, 5% are short (small) swords, 4% are bastard swords,
and 1% are two-handed swords, unless the description of a speciﬁc item
indicates otherwise.
III.H. MISCELLANEOUS WEAPONS
Experience
Point Value
20
50
75
250
300
600
750
1,000
400
50
500
2,000
1,500
1,500
100

350
450
300
650
1,500
2,500
750
350
700
1,750
1,500
350
400
750
700
500
1,000
1,750
—
1,500

3,000
4,000
2,500
6,000
15,00025,000
5,000
3,000
4,500
17,50015,000
2,500
3,000
6,000
7,000
3,000
6,500
15,0001,000
12,500Experience
G.P.
Dice Result
Point Value Sale Value
01-02 Arrow +4, 2-8 in number
100
800
03 Axe +4
1,500
12,00004 Axe of Hurling**
05-10 Battle Axe +2
800
5,000
11-13 Battle Axe +3
1,200
9,000
14-20 Bolt +1, 6-36 in number
20
120
21-22 Bolt +3, 3-12 in number
75
450
23-27 Bullet, Sling, +1, 5-20 in number
20
120
28-31 Bullet, Sling, +2, 3-12 in number
50
300
32-34 Bullet, Sling, +3, 2-8 in number
75
450
35 Bullet, Sling, of Impact, 1-4 in number
100
750
36-40 Dagger +1
75
500
41-43 Dagger +2
200
1,500
44 Dagger +2, Longtooth
250
2,500
45-46 Dagger +3
350
2,500
47 Dagger of Throwing**
48-51 Dart +1, 3-12 in number
50
500
52-54 Dart +2, 2-8 in number
125
1,250
55-56 Dart +3, 1-4 in number
300
3,000
57 Dart of Homing, 1-2 in number
450
4,500
58-61 Flail +2
1,000
9,000
62 Hammer +4
1,500
10,00063 Hornblade**
64-68 Javelin +1
300
2,000
69-70 Javelin +3
1,250
7,500
71-75 Knife +150
350
76-78 Knife +2
125
1,000
79 Knife, Buckle**
80-81 Lance +1
600
3,500
82-83 Mace +3
1,000
10,00084-86 Morning Star +2
900
7,000
87 Pole Arm +1
500
3,000
88-89 Quarterstaff, Magic**
90-92 Scimitar +1* *
300
2,000
93-94 Scimitar +3* *1,250
10,00095 Scimitar of Speed* ***96 Scimitar +4 * *2,000
20,00097-99 Spear +4
2,500
25,00000 Spear +5
3,000
30,000* Includes gem value.

Dice Result01-08 Arrow +1, 2-24 in number
09-12 Arrow +2, 2-16 in number
13-14 Arrow +3, 2-12 in number
15 Arrow of Slaying
16-20 Axe +1
21-22 Axe +2
23 Axe +2, Throwing
24 Axe +3
25-27 Battle Axe +1
28-32 Bolt +2, 2-20 in number
33-35 Bow +1
36 Crossbow of Accuracy, +3
37 Crossbow of Distance
38 Crossbow of Speed
39-46 Dagger +1, +2 vs. creatures
smaller than man-sized

G.P.
Sale Value
2,000

III.H.2. MISCELLANEOUS WEAPONS

III.G.2. SWORDS
Experience
Dice Result
Point Value
01-15 Sun Blade
3,000
16 Sword, Anything
5,000
17-32 Sword, Broad, “Final Word” Type
10,00033-45 Sword of Dancing
4,400
46-61 Sword +5, Defender
3,600
62-69 Sword +6, Defender
5,000
70-84 Sword +5, Holy Avenger
4,000
85-91 Sword +6, Holy Avenger
7,000
92-93 Sword of Life Stealing
5,000
94-95 Sword +2, Nine Lives Stealer
1,600
96-97 Sword of Sharpness
7,000
98 Sword, Vorpal Weapon
10,00099-00 Sword of Wounding
4,400

Experience
Point Value
250

G.P.
Sale Value
120
300
450
2,500
1,750
3,750
4,500
7,000
2,500
300
3,500
12,000
7,500
7,500
750

* Value varies; see description of item.
* * 10% of all magical scimitars will be khopesh swords.

89

TREASURE (POTIONS)EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS

ments and charms placed upon it are removed. If the oil is rubbed
onto objects which bear a dweomer of the enchantment/charm sort,
this magic will be lost for 21 to 30 turns (d10 + 20); after that time has
elapsed, the oil will have lost its potency, and the item will regain its
former dweomer. The oil does not radiate any magical qualities once
it is applied, and masks the dweomer of whatever it coats, so that an
item so coated will not show any dweomer if magic is detected for as
long as the oil remains effective.

POTIONS (III.A.2.)
Elixir of Health: This special potion cures blindness, deafness, disease,feeblemindedness, insanity, infection, infestation, poisoning, and rot. It
will not heal wounds or restore hit points lost through any of the above
causes. Half a ﬂask will cure any one or two of the listed problems. Imbibing the whole potion will cure any and all of the above afﬂictions thatthe drinker may be suffering.

Oil of Elemental Invulnerability: This precious substance has equalchances for being of any of the four basic sorts — air, earth, ﬁre, or
water. (Roll d4 to determine which sort is discovered.) This oil gives
total invulnerability to normal elemental forces on the Prime Material
Plane: normal wind storms, ﬁres, earth slides, ﬂoods, and so forth.
Additionally, there is a 10% chance that any container of this oil which
is discovered will be usable on any of the Elemental or Paraelemental Planes. The oil allows the person(s) treated to operate freely andwithout danger of harm by elemental forces. Of course, monsters doother sorts of damage, and such attacks by elemental creatures will
still be effective, but at −1 per die of damage. The oil comes in sufﬁcient quantity to coat one individual for eight days duration, or eightindividuals for one day.

Elixir of Life: This potent draught will restore life to any creature, even if
at a negative hit point level equal to up to 20% of total hit points. (Thus,
it will beneﬁt even a creature at −10 hit points, so long as that creature
has a full-strength hit point total of 50 or more.) The power of the elixir
will function only if administered internally within 5 rounds of the occurrence of death. One turn later, the recipient will be unconscious but
at 1 hit point strength. For each negative hit point neutralized in thisfashion, the recipient must rest for one day or else receive a cure lightwounds spell to offset the need for that one day of rest. A cure serious
wounds spell will count for two days of rest, a cure critical wounds spell
for three, and a heal spell for seven days. Demi-humans are affectedby this elixir.

Oil of Fiery Burning: When this substance is subjected to air, it bursts
into ﬂame, the ﬁre being so hot that it will inﬂict 5-30 points (5d6) ofdamage to any creature coated with the oil (saving throw vs. spellapplicable for half damage). If hurled, a ﬂask containing this oil will
always break. Any creature within 1˝ of the place of impact of the oil
ﬂask is subject to the effects, but a maximum of six such creatures
can be affected. (The oil can, for instance, be used to consume thebodies of as many as six regenerating creatures such as trolls.) If
the ﬂask is opened, the creature holding it will immediately suffer 1-4
points of damage. Unless that creature then proceeds to roll equal toor less than its dexterity on 2d10, the ﬂask will not be re-stoppered
in time to prevent the oil from exploding, with effects as describedabove.

Elixir of Madness: A single sip of this stuff will cause the imbiber to go
mad, as if he or she were affected by a symbol of insanity. Once any creature is affected by the elixir, the dweomer from the entire ﬂask instantly
disappears, and the remaining draught is merely foul-tasting liquid.
Elixir of Youth: Quafﬁng this rare and highly dweomered elixir will reverse aging. The entire contents of the ﬂask must be consumed; sipping from it initially will reduce the potency of the liquid. Taking the fullpotency dose reduces the imbiber’s age by 2-5 years, and drinking thelower-potency liquid reduces age by only 1-3 years.
Potion of Fire Breath: This magical draught allows the imbiber to retain
the dweomer of the ﬂuid for up to six turns before belching forth a tongueof ﬂame. After the expiration of this time limit, however, the potion becomes impotent, and there is a 10% chance that the ﬂames will erupt in
the imbiber’s own system, inﬂicting double damage upon him or her, withno saving throw allowed. Each potion container holds enough liquid for
four small draughts. If a small draught only is quaffed, then the imbiber
is able to breathe forth a 1˝ wide cone of ﬁre up to 2˝ long which inﬂicts
3− 12 points of damage. If a double draught is taken, range and damage
are doubled; and if a triple draught is quaffed, then range and damage
are trebled. If the entire contents are taken at once, then the width of thebreath of ﬂame is 2˝ and the length is 8˝, and damage inﬂicted is 5− 50
points. Saving throws versus breath weapon apply, for half damage, inall cases.

Oil of Fumbling: This viscous substance will initially seem to be ofa useful sort — acid resistance, elemental invulnerability, or slipperiness, for instance — until the wearer is under stress in a melee combat situation. At that point, he or she will have a 50% chance eachround of fumbling and dropping whatever he or she holds — weapon,
shield, spell components, and so forth. Only a thorough bath of solvent (alcohol, turpentine, etc.) will remove the substance before its
potency wears off.
Oil of Impact: This magical substance is charged with a powerful
dweomer which has beneﬁcial effects upon blunt weapons and missiles of all sorts, magical and non-magical. When applied to a blunt
weapon such as a club, hammer, or mace, it causes the weapon toboth be magical and deliver extra damage. When the oil is applied toa missile, its effect is to make it both magical and very deadly upon
impact. Missiles upon which the oil of impact will properly function
are hurled hammers, hurled clubs, sling stones, and sling bullets. A
ﬂask of this substance will contain from 3-5 applications. Each application will last for 9-12 rounds on a hand-held weapon, but whenapplied to a missile weapon the substance has but a single “charge.”
With respect to missiles, however, only a small amount need be used,
so that 4-5 sling missiles or 2 larger weapons can be treated with asingle application. If the oil is used on a hand-held weapon, its dweomer will bestow +3 status to the weapon’s hit probability and cause+6 damage on a successful hit. Missiles will be +3 both “to hit” andto damage.

Oil of Acid Resistance: When this oil is applied to skin, cloth, or any
other material, it confers virtual invulnerability to acid. The oil will not
wear off quickly; an application lasts for one full day before becoming impotent. However, each time material or ﬂesh is exposed to acid,the potency of the oil is diminished by as many minutes as the acidwould have caused points of damage to exposed ﬂesh. Thus, if a black
dragon of largest size and greatest age breathed upon a person protected by this oil, each breath would lower the oil’s remaining protection time by 64 minutes, or 32 minutes if a successful saving throw
versus breath weapon is made. Each ﬂask contains sufﬁcient oil forone man-sized creature (and accoutrements) for 24 hours. Or, 24 suchman-sized creatures could each be coated for one hour’s time; any
combination of number of creatures and duration of potency between
these extremes is also possible. (A horse is equivalent to eight mansized creatures.)Oil of Sharpness: This magical substance resembles the ﬁne oil used
to clean and protect metal armor and weapons. If it is carefully rubbed
on the blade of any edged or pointed weapon, the oil will have the effect of making it equivalent to a magic weapon. One such application
will last for 9-12 rounds. A ﬂask of the substance will contain from

Oil of Disenchantment: This special oil allows the removal of all enchantment/charm dweomers placed upon living things. If the contents
of a ﬂask of this substance are rubbed on a creature, all enchant-

90

TREASURE (SCROLLS)
3-5 applications. The dweomer of the oil of sharpness is determinedby die roll:
1-2
3-5
6-11
12-16
17-19
20

SCROLLS (III.B.2.)
Protection from Acid: Reading time: 5 segments. The reader of thescroll is protected from all forms of acid, up to a damage limit of 20 hit
dice or a time limit of 9-12 turns (d4 + 8), whichever comes ﬁrst. Thus,
the scroll would provide safety from three separate breath-weapon attacks by a black dragon of smallest size (normally 6 HD of damage per
attack), with a small amount of protection yet unused — assuming thatthe attacks all take place before the time limit expires.

+1 to hit and damage
+2
+3
+4
+5
+6

Oil of Timelessness: This smooth liquid appears to be oil of any sort —even possibly of poisonous nature. When applied to any matter which
was formerly alive (leather, leaves, paper, wood, dead ﬂesh, etc.), it enables that substance to resist the passage of time, each year of actual
time affecting the object as if only a day had passed. The substancenever wears off, though it can be magically removed. The object coatedwith the oil also gains a +1 bonus on any saving throws which must be
made for it. There is sufﬁcient oil within one ﬂask to coat one horse, eight
humans, or an equivalent area/volume of some other eligible object or
substance.

Protection from Breath Weapons, Dragon: Reading time: 1 round.
Only the individual reading this scroll is protected. Protection is not limited by alignment or type of breath; it extends to all forms of dragon
breath, and lasts for 6-12 rounds (2d4 + 4).

Protection from Breath Weapons, Non-dragon: Reading time: 1 segment. Only the reader of the scroll is protected from the effects of any nondragon breath weapons. Duration of the protection is 5-8 rounds (d4 + 4).
Protection from Cold: Reading time: 3 segments. Protection extends
outward from the reader within a 3˝ diameter sphere. All within this area areprotected from the effects of normal cold as low as absolute zero. Against
magical cold, the liquid acts as the clerical spell resist cold, but with enhanced beneﬁts (+6 on saving throw, damage one-quarter normal or oneeighth if save is made). The duration of the effect is 5-8 turns (d4 + 4).

Philter of Beauty: When this substance is consumed, the individual
gains +1 on charisma (18 maximum) and +1 to +4 on his or her comeliness score for the duration of the liquid’s effect. All reactions pertaining to charisma and comeliness apply, but if the effects wear off withinsight of any creature that was inﬂuenced by the enhanced charisma andcomeliness, then the creature(s) will certainly have a hostile reaction tothis turn of events and attack the individual.

Protection from Electricity: Reading time: 5 segments. Protection isprovided in a 2˝ diameter sphere centered on the reader. All protected
are immune to any electrical attacks and associated effects. Protection
lasts for 3-12 rounds (3d4).

Philter of Glibness: This magical draught allows the imbiber to ﬂuently
speak — even tell lies — smoothly, believably, and undetectably. Magical investigation (such as detect lie) will not give the usual results, butwill reveal that some minor “stretching of the truth” might be occurring.

Protection from Fire: Reading time: 8 segments. Protection extends
to a 3˝ diameter sphere centered on the reader. All within this area areable to withstand ﬂame and heat of the hottest sort, even of magical orelemental nature. Protection lasts for 5-8 turns (d4 + 4).

Philter of Stammering and Stuttering: When this liquid is consumed,
it will seem to be a beneﬁcial draught — one of glibness or persuasiveness, for instance. But whenever something meaningful must be spoken(the verbal component of a spell, the text of a scroll, conversation with amonster, etc.), the beverage’s true effect will be revealed — nothing canbe said properly, and reactions of all creatures hearing such nonsense
will be at a −25% penalty.

Protection from Gas: Reading time: 3 segments. The scroll generates
a 1˝ diameter sphere of protection centered on the reader, and all within
this area are immune to the effects of any form of gas — poison gas,
breath weapons which are gaseous in nature, spells which generate gas
clouds such as stinking cloud and cloudkill, and all similar forms of noxious, toxic vapors. The scroll’s protection lasts for 5-8 rounds (d4 + 4).

Potion of Rainbow Hues: This rather syrupy draught must be stored ina metallic container. A full ﬂask holds sufﬁcient liquid for seven hours’
effect. The imbiber only has to concentrate on some color or colors andhe or she will turn that very hue in less than one segment. Any color or
combination of colors is possible, if the user of the magical drink simply
holds the thought in his mind for the space of time required for the hue(s)to be effected. If the potion is quaffed sparingly, it is possible to getseven draughts of one hour duration apiece.

Protection from Illusions: Reading time: 7 segments. Only the individual reading the scroll is protected, and the beneﬁt extends to any formof illusion/phantasm magic witnessed by the individual. Protection lastsfor 5-30 rounds (5d6).

Potion of Ventriloquism: When it is imbibed, this potion enables thedrinker to duplicate the effects of a ventriloquism spell as if he or she
were a magic-user. The potion lasts for six such uses, or until its effects
fade due to expiration of time.

Protection from Paralyzation: Reading time: 1 round. Only the reader
is affected by the dweomer of this scroll. The protection extends to all
forms of paralyzation, muscle and nerve paralysis included. A hold spell
will not work upon the protected individual, nor will any sort of paralysis
brought about by gas. Protection lasts for 2-5 turns (d4 + 1).

Potion of Vitality: This potion enables the consumer to be refreshedand full of vitality despite exertion, lack of sleep, and going without
food and drink for as long as seven days. If the potion is consumed
after one or more days of such exertion or deprivation, it will nullify
the adverse effects and still bestow vitality for the remaining numberof days up to seven. In addition, the potion is proof against poisonsand diseases for the indicated period — and while the potion is in effect, the beneﬁciary will recover lost hit points at the rate of 1 every
4 hours.

Protection from Plants: Reading time: 1 round. Protection extends toa 1˝ diameter sphere centered on the reader. All forms of vegetable life,
including fungi, slimes, molds, and the like are unable to penetrate theprotective sphere. If it is moved toward such plant life which is capableof movement, the plant will be pushed away. If the protective sphereis pushed up against an immobile, ﬁrmly ﬁxed form of plant life (suchas a well-rooted shrub, bush, or tree), the sphere will not be able to be
moved farther in that direction unless the reader of the scroll has enoughstrength and mass to be able to uproot the plant under normal circumstances. Protection lasts for 5-8 turns (d4 + 4).

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TREASURE (SCROLLS)
Protection from Poison: Reading time: 3 segments. Protection affordedby the scroll extends only to the reader. No form of poison — ingested,insinuated, contacted, breathed, etc. — will affect the protected individual, and any such poison in the reader’s system is permanently neutralized
by the dweomer of the scroll. Protection lasts for 3-12 rounds (d10 + 2).

which has such a function type (djinni summoning, wishes, etc.). Otherwise the effect will last for 1 day (24 hours). Any ring function so commanded will never be usable again; for example, the ring cannot be madeto give more than one wish. After three singular uses of this sort, the ring
will turn into a non-magical piece of jewelry worth from 100 to 600 gp.

Protection from Traps: There are three forms of this scroll — those that
protect from mechanical traps (50%), magical traps (30%), and thosethat protect from any form of trap (20%).

Ring of Blinking: When the wearer of this ring issues the proper verbal
command, the dweomer of the item activates, and he or she is thenaffected exactly as if a blink spell (qv) were operating upon his or her
person. The effect always lasts for 6 rounds. The ring then ceases tofunction for 6 turns (1 hour) while it replenishes itself. The command
word is usually engraved somewhere on the ring. The ring will activate
whenever this word is spoken, even though the command might be given by someone other than the wearer, provided that the word is spoken
within 10 feet of the ring.

Mechanical: Reading time: 4 segments. Protection extends only tothe reader. Traps of mechanical nature do not function against thereader, but neither are they revealed. Protection lasts for 5-20 rounds(5d4).
Magical: Reading time: 8 segments. Protection extends in a 1˝ diameter sphere centered on the reader. Magical traps do not function
against those in the area of protection, but neither are they revealed.
Protection lasts for 3-12 rounds (d10 + 2).

Ring of Boccob: This ornate piece of jewelry initially appears to be avaluable but non-magical ring. Even magical detection of the most powerful sort will not reveal the dweomer of the item. The function of the ringcomes into play whenever the wearer is assailed by some magical device
which actually contacts his or her person — the magical device will malfunction, failing to affect its intended target, and if it does not save versus
the power of the ring, it will furthermore be turned into a non-magicalitem. Whenever the ring cancels the power of an item in this fashion, it willcease to function for 1-4 hours thereafter. After this period of quiescence,
it will operate normally again. Note that single-use magic items, such asa magic arrow or crossbow bolt or a javelin of lightning, will not have theirfunction cancelled by the ring, but will merely give the wearer protection
from their magical effects. This immunity from magical effect does notprevent normal damage from being administered by such an item. Saving
throws for items against the cancellation power of the ring are as follows:

Any trap: Reading time: 1 round. Protection extends in a 1˝ diameter
sphere centered on the reader. The dweomer prevents the functioningof any trap, but does not reveal any that may exist within the protective sphere. Protection lasts for 2-8 rounds (2d4).
Protection from Water: Reading time: 6 segments. Protection extends
in a 1˝ diameter sphere centered on the reader. All forms of water — liquid, solid, and vapor, ice, hail, snow, sleet, steam, and so forth — areunable to penetrate the sphere of protection. If those being protected
come upon a form of water, the substance simply will not touch them;thus, they will not slip on ice, sink into a body of water, etc. Protection
lasts for 5-8 turns (d4 + 4).

1
2
3
4
5
6
7-20

Protection from Weapons, Magical: Reading time: 1 round. Protection
extends only to the reader. The form of magic weapon indicated is prevented from touching/harming the protected individual — but note thatmissile protection does not extend to missiles created by spell casting(such as magic missile) or the use of a spell-like power. Protection lastsfor 5-8 rounds (d4 + 4).

Automatic failure for any item
Saving throw for relics
Saving throw for artifacts
Saving throw for hand-held weapons
Saving throw for rods and staves
Saving throw for all other items
Any item saves on a roll in this range

Ring of Chameleon Power: Whenever the wearer of this ring desires, heor she is able to magically blend in with the surroundings. This enables
90% invisibility in foliage, against walls, and so forth. If the wearer is associating with creatures with intelligence of 4 or greater at a distance of
6˝ or less, the dweomer of the ring enables the wearer to seem to be oneof those creatures, but each turn of such association carries a 5% cumulative chance that the creatures will detect the ring wearer for what he or
she actually is. Thus, such an association can never persist for more than
20 turns without the wearer being detected, because at the end of thattime the chance of detection has risen to 100%. In addition, creatureswith 16 or greater intelligence use their intelligence score as an addition
to the base chance of detection — i.e., 21% at the end of turn 1, 26% at
the end of turn 2, and so forth, if a creature of 16 intelligence is involved.
Creatures with 3 or lower intelligence will instinctively and automaticallydetect the wearer if they come within a 1˝ radius of him or her.

Protection from Weapons, Non-magic: Reading time: 1 round. Protection extends in a 1˝ diameter sphere centered on the reader. The form of
non-magical weapon indicated is prevented from touching/harming theprotected individual — but note that missile protection does not extend
to normal missiles of large size, such as projectiles from a catapult or
objects hurled by giants. Protection lasts for 5-8 rounds (d4 + 4).
RINGS (III.C.2.)
Ring of Animal Friendship: When the wearer of this ring approaches
within 1˝ of any animal(s) of neutral alignment and animal intelligence,the creature(s) must save versus spell. If they succeed, they will thenmove rapidly away from the ring wearer. If the saving throw fails, thenthe creature(s) will become docile and follow the ring wearer around. The
dweomer of the item functions at 6th level, so up to 12 hit dice of animals
can be affected by this ring. Those feeling friendship for the wearer will actually guard and protect that individual if he or she expends a charge fromthe ring to cause such behavior. A ring of this sort typically has 27 charges
when discovered, and it cannot be recharged. A druid wearing this ringcan inﬂuence twice the prescribed hit dice worth of animals (24 rather than
12), and a ranger is able to inﬂuence 18 hit dice worth of animals.

Ring of Clumsiness: This cursed ring typically radiates another dweomer to disguise its baneful nature. The possible secondary powers are:
01-10
11-20
21-35
36-50
51-60
61-80
81-00

Anything Ring: This ring will initially appear to be a standard ring ofwarmth. However, the wearer may command three other functions fromthe ring, choosing from among the other standard sorts of magical rings.
The period of such functioning will be one operation in the case of a ring

Free action
Feather falling
Invisibility
Jumping
Swimming
WarmthWater walking

The secondary power works normally, except when the wearer is under

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TREASURE (RINGS)
stress — combat, stealth, delicate activity — at which time the clumsiness dweomer takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by
one-half, rounded down. Any attempt at spell casting that requires thehandling of a material component or the accomplishment of a somaticcomponent will only succeed if the wearer makes a saving throw versus
spell; otherwise, the spell is botched and annulled. The ring can only betaken off by a successfully cast dispel magic spell (vs. 12th-level magic).
Success destroys both the primary and secondary dweomer of the ring.

Smaller than man-sized
Larger than man-sizedStrength under 12
Strength of 18-20
Strength over 20
4 or more legs
Over 1,000 lbs. weight
2 charges expended
3 charges expended

−1
+2
−1
+3
+6
+4
+2
−1
−2

The DM should note that circumstantial adjustments must be made according to need. For instance, a ﬁre giant balanced on a narrow ledge
should not gain any beneﬁt from strength and weight unless he knowsthat he is about to be struck by the force of the ring. This is a case wherecommon sense will serve best.

Ring of Faerie: This specially dweomered ring is given by the grey elvesto their closest associates and allies only. Each ring is aligned either toward evil (5%), good (75%), or neutrality (20%). It enables the wearer toperform certain functions as if he or she were an elf:
Concealment in woodlands is such that the wearer can be detected
only by those creatures able to detect invisible objects.

In addition to its attack mode, the ring of the ram also has the power toopen doors as if a person of 18/00 strength were doing so. If 2 charges
are expended, the effect is as for a character of 19 strength, and if 3
charges are expended, the effect is as if a 20 strength were used. Magically held or locked portals can be opened in this manner. Structural
damage from the ramlike force is identical to an actual battering ram (seeDungeon Masters Guide) if the ring is used in this mode, with double oftriple damage accruing for applications of 2 or 3 charges. Magic items
struck by the ramlike force must save versus crushing blow if 3 charges
are used; otherwise, the force will not affect them. Other (non-magical)
items which are the target of the force will always have to save versus
crushing blow from the impact.

If alone and not in metal armor, the wearer can move silently with a662/3% chance of success, enabling him or her to achieve surpriseon a roll of 1-4 on a d6. An attempt to move silently will succeed on aroll of 01-67; if the number rolled is 68 or higher, then noise generated
by the wearer’s movement will be discernible up to that number of feetaway from the individual.
Infravision to a range of 60 feet is bestowed by the ring.
Concealed doors are noted 16 2/3% of the time (roll of 1 on d6) whengoing past them, 50% of the time when actively searched for.

A ring of this sort will have from 6-60 charges when discovered. It canbe recharged by a magic-user employing enchant an item and Bigby’s
Clenched Fist in combination. The original ring of this sort was createdby the renowned magic-user Lythargyrhum.

Secret doors are found 33 1/3% of the time (1-2 on d6) when actively
searched for.

Ring of Shocking Grasp: This ordinary-seeming ring will radiate only
a faint, unidentiﬁable aura of magic when examined, but it contains astrong dweomer when used to inﬂict damage upon an opponent. If thewearer attacks an enemy, attempting to touch that individual with thehand upon which the ring is worn, a successful “to hit” roll indicates thatthe touch has taken place, and from 7-14 points of damage (d8 + 6) aredelivered to the target creature. After three discharges of this nature,
regardless of the time elapsed between them, the ring will be inert for
1 turn. It is of note that when actually functioning, this ring causes acircular, charged extrusion to appear on the palm of the wearer’s hand.

Rings of an alignment not corresponding to that of the wearer will not
function.
Ring of Jumping: In a single segment the wearer of this ring is able tocall forth its power so as to be able to leap 30 feet ahead, or 10 feetbackwards or straight up, with an arc of about 2 feet for every 10 feettraveled (cf. 1st-level magic-user spell, jump). The wearer must use thering’s power carefully, for it can perform only four times per day.
Ring of Mind Shielding: This form of magic ring is usually of ﬁne workmanship and wrought from heavy gold. The wearer is so shielded as tobe completely immune to ESP, detect lie, know alignment, and telepathic
reading of the mind. If the wearer is also possessed of psionic power, heor she has the beneﬁt of a thought shield defense at no point cost, andall psionic attack damage suffered by the wearer is at −2 points while thering is worn. Furthermore, the wearer is more capable of dealing with apsionic blast attack, gaining +1 on saving throws versus such attacks if
the wearer is not psionically endowed, or −3 on damage if the wearer
does possess psionics.

Ring of Sustenance: This magical ring provides its wearer with life-sustaining nourishment even though he or she might go for days without
food or drink. The ring also refreshes the body and mind, so that its
wearer needs to sleep only two hours per day to gain the beneﬁt of eight
hours of sleep. The ring must be worn for a full week in order for it tofunction properly, and if it is removed it immediately loses its beneﬁts
and must again be worn for a week to reattune itself to the wearer. After
functioning (in either or both capacities) for any period of seven consecutive days, a ring of sustenance will cease to function for a week while it
replenishes its dweomer.

Ring of the Ram: This ornate ring can be of any hard metal, usually a silver
alloy or iron. It has the head of a ram (or possibly a buck goat) as its device.
When magic is detected for, it will reveal an evocation dweomer upon thering. The wearer is able to cause the ring to give forth a ram-like force,
manifested by a vaguely discernible shape which resembles the head ofa ram (or goat). This force strikes one target for 1-6 points of damage if 1
charge is expended, 2-12 points if 2 charges are used, or 3-18 points if 3
charges (the maximum) are used. The ring is quite useful, for instance, forknocking opponents off of walls or ladders, or over ledges; the force of theblow is considerable, and if a victim fails to save versus spell, it is knocked
free — or down. The range of this power is 3˝. The target of the blow musttake any applicable adjustments to its saving throw from the following list:

Ring of Truth: There is little doubt that wearing a ring of this nature isa mixed blessing. While any lie told to the wearer is detectable as suchby him or her, by the same token he or she is unable to tell any sort offalsehood. Any attempt to lie results in speaking the literal truth, but inturn the wearer is able to discern the last prevarication on the part ofanother. In fact, the voice of the liar rises to a falsetto due to the power ofthe ring. If the wearer of the ring encounters some magic which enables
falsehoods to otherwise be spoken without detection (such as someone
under the effects of an undetectable lie spell or a philter of glibness), no
lie is noticed, but the ring wearer will not hear the voice of the person so
dweomered, whether or not he or she is trying to listen.

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TREASURE (RODS)
RODS (III.D.)

and as many as 199 other creatures are able to stay in complete safety
and security for a period of time, the maximum being 200 days divided
by the number of creatures affected. Thus, one creature (the rod’s possessor) can stay for 200 days; four creatures can stay for 50 days; agroup of 60 creatures can stay for 3 days. (All fractions are rounded
down, so that a group numbering between 101 and 200 inclusive canstay for one day only.) While the recipients of the rod’s power are within
this “paradise,” they do not age (except from magical causes such as
the casting of a wish spell), and natural healing and curing takes place attwice the normal rate. Fresh water and food (fruits and vegetables only)
are in abundance; the climate is comfortable for all creatures involved,
so that protection from the elements is not necessary. Activation of therod simply causes the wielder and as many creatures as were touchedwith the item to be removed from the place where they are and transported instantaneously to the paradise. (Members of large groups canhold hands or otherwise touch each other, and thus all be “touched” by
the rod at one time.) When the dweomer is cancelled or expires, all of
the affected creatures instantly reappear in the location they occupied
when the rod was activated. If something else occupies the space thata traveller would be returning to, then his or her body is displaced a sufﬁcient distance to provide the space required for “re-entry.” The rod canbe recharged by the joint efforts of a cleric of 16th or higher level and amagic-user of 18th or higher level.

Rod of Alertness: This magical rod is indistinguishable from a footman’smace +1. However, upon usage, its true powers will reveal themselves.
The rod bestows +1 to the possessor’s die rolls for being surprised, andin combat the possessor gains +1 on initiative die rolls. If it is grasped
ﬁrmly, the rod will enable the concentrating character to detect alignment, evil, good, illusion, invisibility, lie, or magic. The use of any of thesedetect powers does not expend any of the charges in the rod.
If the rod of alertness is planted in the ground, and the possessor wills
it to alertness, the rod will then “sense” any creature within a 12˝ radius,
provided that the creature has intent to harm the possessor. Each of theeight ﬂanges of the macelike head of the rod will then cast a light spellalong one of the cardinal directions (N, NE, E, etc.) at 6˝ range, and at thesame time the rod will create the effect of a prayer spell upon all friendly(to the possessor) creatures in a 2˝ radius. Immediately thereafter, the rod
will send forth a mental alert to these same friendly creatures, warningthem of possible danger from the unfriendly creature(s) within the 12˝radius. Lastly, the rod can be used to simulate the casting of an animate
object spell, utilizing any 16 (or fewer) objects specially designated by
the possessor and placed roughly around the perimeter of a 6˝-radius
circle centered on the rod — 16 selected shrubs, 16 specially shaped
branches, or the like. Functions excluding the animate object dweomer
require 1 charge, and the animation also requires 1 charge, so if all of therod’s protective devices are utilized at once, 2 charges are expended.
The rod can be recharged by a cleric of 16th or higher level, so long as
at least 1 charge remains in the rod when the recharging is attempted.

Rod of Splendor: The possessor of this rod is automatically and continually bestowed with a charisma of 18 for as long as the item is heldor carried, and whatever garments the possessor wears (including armor) will appear to be of the ﬁnest quality and condition, although nospecial magical beneﬁt (such as a change in armor class) is enjoyed.
If the possessor already has a charisma score of 18 or greater, the rod
does not further enhance this attribute. When the possessor expends 1
charge, the rod actually creates and garbs him or her in clothing of noble sort — the ﬁnest fabrics, plus adornments of furs and jewels. Thisapparel is actually created by the magic of the rod, and remains permanently in existence unless the possessor attempts to sell any part of it,or if any of the garb is forcibly taken from him or her. In either of thosecases, all of the apparel immediately disappears. The garments may befreely given to other characters or creatures, however, and will remain
whole and sound afterward. If the possessor is bedecked in one ofthese magically created outﬁts, the garb cannot be replaced or added
to by the expenditure of another charge; in such a case, the charge issimply wasted. The value of any noble garb created by the wand will
be from 7,000 to 10,000 gp (d4 + 6). The fabric will be worth 1,000 gp,
furs 5,000 gp, and jewel trim from 1,000 to 4,000 gp, i.e. 10 gems of
100 gp value each, 10 gems of 200 gp value each or 20 gems of 100
gp value, and so forth.

Rod of Flailing: This magical weapon radiates a faint dweomer of thealteration sort when magic is detected for. Upon the command of its
possessor, the weapon activates, changing from a normal-seeming rod
to a double-headed ﬂail. In close quarters, or if the wielder is mounted,
it is the small, horseman’s weapon; otherwise, it is a footman’s weapon,
i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has
special features beyond this: In either form, the weapon is +3 for hitting
and damage. Better still, each of the weapon’s two heads is checked forwhen the possessor attacks, so double hits can be scored, either on asingle opponent or on two opponents who are man-sized or smaller andstanding side by side. If the holder of the rod expends 1 charge, thatcharacter gains +4 on protection and +4 on saving throws for 1 turn.
The rod need not be in weapon form for this protection beneﬁt to be
employed, and transforming it into a weapon (or back into a rod) does
not expend any charges.
Rod of Passage: This highly dweomered item allows its wielder to perform any of the following, one at a time, one per round: astral travel,
dimension door, passwall, phase door, and teleport without error. It isnecessary to expend 1 charge to activate the rod, but once it is activatedthe possessor can perform each of the listed functions one time. The rod
remains charged for one day, or until each of the ﬁve functions is used.
None of the functions can be used a second time unless another charge
is expended, whereupon all ﬁve of the functions again become available.
With respect to astral travel, the wielder can elect to use the rod on as
many as ﬁve creatures (including the wielder) desirous of becoming astral and traveling thus; however, any other remaining functions of the rod
are cancelled by this action. The rod travels into the Astral Plane alongwith the affected creatures (of which the wielder must be one), and cannot be used or reactivated until it is returned from the Astral Plane. Thisﬁve-in-one effect will not work with respect to the rod’s other powers —passwall, for instance; only astral travel can be used more than once per
activation, and only in the manner described above. The rod exudes a
magical aura of the alteration-evocation sort. Because the physical bodies of the travelers, and their possessions, are actually empowered to
become astral, the recharging of the rod requires a magic-user of 20thor higher level.

The second special power of the rod, also requiring 1 charge to bringabout, is the creation of a palatial tent — a huge pavilion of silk encompassing between 1,500 and 3,000 square feet. Inside the tent will
be temporary furnishings and foodstuffs suitable to the splendor of thepavilion and in sufﬁcient supply to entertain as many as 100 persons.
The tent and its trappings will last for one day, at the end of which time
the pavilion may be maintained by expending another charge; otherwise,
the tent and all objects associated with it (including any items that weretaken out of the tent) will disappear. This rod cannot be recharged.
STAVES (III.D.2.)
Staff-Mace: This clerical weapon appears as nothing more than a normal
wooden staff of the type used when trekking in the wilderness. It gives
off a very faint dweomer of the alteration sort. Upon command, it willtake on one of these three forms, whichever is desired by the possessor:
Quarterstaff —Great Mace —Mace —Rod of Security: Each time a charge is expended, this item creates a
non-dimensional space, a “pocket paradise,” where the rod’s possessor

quarterstaff +3, iron-shod
footman’s mace +1, iron
horseman’s mace +2, ironThis item is typically made of bronzewood, reinforced by heavy bands
and tips of iron.

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TREASURE (STAVES)
Staff of Slinging: This magical quarterstaff appears to be nothing morethan a +1 weapon — unless it is grasped by a druid, whereupon its power of slinging becomes evident. This power, which can only be employed
by a druid, is activated when one end of the staff is touched to a heavy
object of roughly spherical shape (a stone, metal ball, pottery crock, etc.)
of up to nine inches in diameter and ﬁve pounds in weight. The object
adheres to the end of the staff, and the wielder need then only swing
the staff in an overhand arc to release the missile toward a desired target. The missile leaves the staff on the down-stroke of the overhand
swing and travels in a low, rising trajectory, with the missile going 1 footupwards for every 1˝ traveled. Of course, the arc may be higher, or the
missile aimed so as to travel nearly vertically — in the latter case, reverse
the arcing ratio so that 1 foot of distance laterally is covered for every 1˝of vertical rise. The maximum range of such a missile is 18˝, with limits of
6˝ and 12˝ on short and medium range, respectively.

of its magical charges. Its other magical properties are as follows:
THUNDER: The staff strikes as a +3 weapon, and unless the opponent struck saves versus rods, staves, and wands, he, she, or it will
be stunned from the noise of the staff’s impact — unable to take any
further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of 1
charge.
LIGHTNING: A short spark of electricity leaps forth when the opponent is struck, and in addition to staff damage, from 2-12 additional
points of damage from shock are bestowed (cf. wand of lightning).
Note that the staff might not score a hit, but the electrical discharge
discounts any form of metal armor (making the target effectively AC
10 for this purpose), so only such damage might apply. This power
requires the expenditure of 1 charge.

This staff also carries charges, and a druid wielding the item can expend
1 charge and thereby use the staff to hurl a missile of large size, just as if
the wielder were a stone giant: range out to 30˝, 3-30 points of damage
per hit. Whether used as a magical quarterstaff or by employing one ofits slinging powers, the staff bestows +1 to the wielder’s chance to hit
and +1 per die to damage dealt out. The weapon may be recharged by adruid of 12th or higher level.

THUNDERCLAP: The staff sends forth a cone of deafening noise, ½˝
wide at the apex, 4˝ long, and 2˝ wide at its furthest point from thesource. All creatures within this cone, wholly or partially, must saveversus rods, staves, and wands or be stunned for 1-2 rounds (unable to attack during this time) and unable to hear for 1-2 additionalrounds. Those who save are unable to hear for 1-4 rounds, but suffer
no loss of attacks. This function requires the expenditure of 2 charges.

Staff-Spear: When this seemingly ordinary quarterstaff is examined
magically, it will have an aura of alteration. Upon proper command, it
will shoot forth from its upper end a long and sharp spear blade whichmakes the weapon into a spear rather than a staff. Upon a second command, the length of the weapon will elongate to a full 12 feet, and thethird command will recall it to its original form of a regular staff. The
powers and value of each staff-spear are determined randomly when theitem is ﬁrst employed:
Die
Roll
1-6
7-10
11-13
14-16
17-19
20

To Hit& Damage
+1
+2
+3
+4
+5
+3*

X.P.
Value
1,000
1,500
2,000
2,500
3,000
3,500

LIGHTNING STROKE: A bolt similar to that from a wand of lightning is
generated, but it is of eight dice (8d6) strength, causing 16-48 pointsof damage (rolls of 1 are counted as 2) to those who fail a saving
throw. The stroke can be single or forked. This function of the rod
uses 2 charges.
THUNDER & LIGHTNING: This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke.
Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted
as rolls of 3, for a range of 24-48 points. A saving throw applies, with
deafness and half damage suffered by those who are successful. Thispower requires the expenditure of 4 charges.

G.P.
Sale Value
5,000
7,500
10,00015,00020,00025,000

The time required to activate any function is a number of segments equal
to the number of charges expended; thus, the thunder & lightning function costs 4 charges and requires 4 segments to operate.

* — does damage as ranseur (2-8), but still acts as spear if used tothrust or when set to receive a charge.
Staff of Swarming Insects: A staff of this sort is typically shortish andquite stout. When initially obtained or encountered, much of its length
is covered with ﬁnely done carvings depicting all sorts of winged biting
and stinging ﬂying insects (bees, deerﬂies, horseﬂies, wasps, and thelike). Any cleric-type character (cleric, druid, shaman, witch doctor, etc.)
holding it can command the staff to create a swarm of such insects, atthe same time expending one of the staff’s charges. Range is 6˝ + 1˝ perclerical level of the user. The number of insects produced is 60 plus 10
per level. Every 10 insects will inﬂict 1 point of damage upon the target
victim, regardless of armor class, unless the victim is protected by aforce ﬁeld, engulfed in ﬂames, etc. Note, however, that the insects will
not affect creatures larger than man-sized with a natural armor class of
5 or better. When a vulnerable target is attacked by the swarm of ﬂying
insects, the creature will be unable to do anything other than attempt todislodge/kill the things. The insect attack lasts for 1 round. Each time thestaff is employed, one of the insect-shapes carved into its wooden surface will disappear, so it is easy to determine how many charges are left
in the staff. Unlike others of its ilk, a staff of this sort can have as manyas 50 charges initially. However, it cannot be recharged.

Staff of the Woodlands: This sort of staff is always made from oak,ash, or yew, ﬁnely grained, beautifully carved, and bound and shod withbronze. It is effective only in the hands of a druid. Each such staff has thefollowing powers, which each expend one charge per use:
Wall of thorns
Animal friendship and speak with animals
Animate tree: This function duplicates the ability of a treant to causea large tree to move at a 3˝ rate and attack as if it were a largestsized treant, and in all other respects become a virtual treant for eightrounds per charge expended. Note that one round is required for thetree to animate, and it will return to rooting on the eighth, so only sixof the initial eight rounds are effectively available for attack function.
In addition to these powers, each such staff has a magical weapon value,
and those with a lesser value also have additional magical powers, which
do not require charges and can be employed once per day. The staff of thewoodlands +4 has no additional powers. The staff +3 also confers upon theuser the power of a pass without trace spell. The staff +2 has the powersof pass without trace and barkskin. The staff +1 confers the powers of thestaff +2 plus the power of the tree spell. To determine which sort of staff has
been discovered, assign even chances for each of the four types.

Staff of Thunder & Lightning: Casual examination of this stout quarterstaff will show it to be exceptional, and if it is magically examined, it willradiate a dweomer of the alteration sort. Constructed of very stout wood(ash, oak, bronzewood, or the like) and bound with iron set with silver rivets, it has the properties of a +2 magic weapon without any expenditure

95

TREASURE (WANDS)WANDS (III.D.2.)

Wand of Flame Extinguishing: This sort of wand has three separate
functions:

Anything Wand: This device will perform as if it were an ordinary wand of
wonder, although it will have no more than 50 usages before being totallyexpended. In addition, it has three other special uses: Upon command,
it will perform as if it were any other sort of known wand, but it can only
duplicate the effects of any given wand once. If it is commanded to duplicate a single kind of wand more than once, the second or third suchcommand will have no effect — and after three such demands, successful or not, the wand will be totally drained and useless. The item cannot
be recharged.

When applied to ﬁres of normal sort and size, no charges are expended
in extinguishing such ﬁres. Normal size includes anything up to the sizeof a bonﬁre or a ﬁre in a regular ﬁreplace — equal to four to six billets ofwood burning hotly.
When applied to large normal ﬁres, ﬂaming oil in quantity equal to a gallon or more, the ﬁre produced by a demon or devil, a ﬂame tongue sword,
or a burning hands spell, 1 charge is expended from the wand. Continual
magic ﬂames, such as those of a sword or a creature able to ignite, will
be extinguished for 6 rounds and will ﬂare up again after that time.

Buckler Wand: This is a shortish, thick wand about 1½ feet in lengthwith an exceptionally sharp point on one end and a trigger mechanism
built into the opposite end, which is blunt. The wand is usable by any
character except one of the cleric class, and can be activated in a single
segment. When the thick end is grasped ﬁrmly and the trigger pressed,
the tip of the wand becomes the equivalent of a dagger +1 and the restof the shaft blossoms into a round shield of buckler size having a +1
magic value. The whole becomes equal to a spiked buckler +1. Becauseof its dweomer, it can be employed by magic-users, but no spells can becast when it is in buckler form unless the possessor is a multi-classedcharacter with ﬁghter abilities in addition to magic-user abilities. A thief
who employs the wand’s powers cannot climb walls or perform otherabilities requiring the use of his or her hands while holding the device.

When applied to large magical ﬁres such as a ﬁreball, ﬂame strike, orwall of ﬁre, 2 charges are expended from the wand as the ﬂames are
extinguished.
If one charge of the device is used upon a creature which is composedof ﬂame (a ﬁre elemental, for instance), the wand inﬂicts 6-36 (6d6) pointsof damage upon the creature.
Wand of Force: Although it is rumored that the concept of such awand has taken many forms, the one which has been standardized, so
to speak, is a tri-function device which requires considerable operator
knowledge only in the application of its third function.

Wand of Defoliation: This wand is never constructed of any sort ofwood; instead, ivory or bone is typically the major component. It has thefollowing functions:Firstly, a wand of force enables the wielder to cause a shaft of nearly invisible, blue-white energy to spring forth from its tip. This shaft of energy
extends 4 feet and is equal to a +5 bastard sword with respect to hit
probability and damage. This usage expends 1 charge per turn.

When 1 charge is expended, all chlorophyll in a 3˝ radius from the wandis destroyed. Thus, leaves turn to autumnal colors and drop off, grass
becomes brown and dry, and so forth.

Secondly, a wand of force can be employed to create a wall of force
duplicating the ﬁfth-level magic-user spell of the same name (qv) as if
cast by a 10th-level magic-user. This function expends 1 charge per wall
created, and a single usage per round is possible.

When 2 charges are expended, all normal plant life within the 3˝ radius
area of effect withers and dies. Sentient plant creatures and other nonnormal sorts of plants will not necessarily be killed, but they will each suffer 1-6 (1d6) points of damage. If so desired, the possessor of the wandcan direct the force of this power into a cone-shaped area of 3˝ length,
widening to 1˝ diameter at the farthest point from the wand. Effects are
the same as for the spherical area of effect, except that sentient and nonnormal plant life within the cone will suffer 6-36 points of damage (6d6)instead of only 1-6. Any plant-creature or other non-normal plant thatlies partially within the conical area of effect is entitled to a saving throw(versus rods, staves, and wands), and if successful takes only one-halfdamage (3d6).

Thirdly, a wand of force can be employed to create a nearly invisible
plane of energy which performs as if it had been created by the casting of a Bigby’s Forceful Hand spell. The wand user must actually be a
magic-user in order to activate this function, and regardless of his or her
level, one of the various Bigby’s Hand/Fist spells must be recorded forstudy (not necessarily for casting) in the spell books of the wand wielder.
Use of this function expends ½ charge per round.
Fighters of all types are able to use the ﬁrst and second functions of thewand. The device can be recharged by a magic-user of 16th or higher level, and in addition it can draw sufﬁcient energy to regain a single
charge by being touched to any of the following: a manifestation of oneof the Bigby’s Hand/Fist spells, a manifestation of the Mordenkainen’s
Sword spell, or a manifestation of a wall of force. Touching any of thesethings with the wand causes the effect of a disintegrate spell, destroying
the spell/manifestation instantly, and enabling the wand to absorb power
equivalent to a single charge.

Wand of Earth and Stone: A wand of this sort is typically of shortish
length and tipped with some form of mineral. It is imbued with the following dweomers:
Dig
PasswallMove earth½ charge per use
1 charge per use
2 charges per use

Wand of Ice Storms: This device enables the wielder to cause an ice
storm just as if he or she were a magic-user of 7th level. Either damaging
hail or sleet and slippery conditions are possible (see the ice storm spell
explanation). Activation time is 1 segment, and causing the dweomer toemerge from the wand likewise requires 1 segment. The wand can berecharged by a magic-user of 9th or higher level.

In addition, 50% of all such wands (the higher-valued ones) have thefollowing two powers:
Transmute mud to rock
Transmute rock to mud

1 charge per use
1 charge per use

Wand of Lightning Bolts: A wand of this nature enables the possessor tocast a lightning bolt as if he or she were a magic-user of 6th level. Damage
is 6-36 (6d6) points, with saving throw applicable for half damage. Either
form of bolt (forked or single stroke) is possible. The wand takes 1 segment to activate, and another 1 segment is required to discharge the lightning. The device can be recharged by a magic-user of 8th or higher level.

Wand of Fireballs: This wand simply enables the wielder to cast a ﬁreball spell as if he or she were a magic-user of 6th level. The wand takes
only 1 segment to activate and 1 segment to activate the ﬁreball. Damage is 6-36 points (6d6), with saving throw applicable for half damage.
The wand can be recharged by any magic-user of 8th or higher level.

96

TREASURE (MISCELLANEOUS MAGIC)
Wand of Metal Command: This wand appears to be nothing more useful than a wand of metal and mineral detection, but in the hands of adwarf or gnome, its exceptional powers become operational:

When it is not worn, it becomes inert, and will remain so for the ﬁrst
seven days after it is put on. Its value is a function of its strength: 200
x.p. value per effective cleric level, and 1,000 gp sale value per effective
cleric level.

If 1 charge is expended, the wand can transmute gold to lead, or lead togold. The range of this power is 3˝, and the amount of metal so converted
will be 1 to 6 pounds (10 to 60 gp weight).

Anything Item: A magic item of this sort appears to be any one of thesmall, rather weak miscellaneous magic items which are more frequently
found — typically one with a limited number of usages, although this is
not always true. If the possessor commands, the item will suddenly alter
itself to become any other miscellaneous magic item except an artifact
or relic. This enables the possessor to command the item to become
some form of Horn of Valhalla, for instance. The limitations on the item
are these: No form can ever be repeated. If the item commanded into
being is normally destroyed in usage, the anything item will likewise be
destroyed after that use. If the item duplicated has a short-term, singleusage effect (such as a horn or drums), then the anything item will return
to its original form after one use of that power. If the item has a longterm effect (such as a helm of underwater action), the dweomer of theanything item will last for one day (24 hours). In any case, the item will
disappear after three uses.

If 2 charges are expended, the user can heat metal in the same fashion
as the druid spell of the same name. Range is 3˝, and only a single target
area of 3-foot diameter can be affected, causing up to 600 gp weight ofmetal within this area to become heated.
If 3 charges are expended, the possessor of the wand can cast any oneof the following spells just as if he or she were an 18th-level magic-user:
crystalbrittle, glassee, or glassteel.
Wand of Size Alteration: A wand of this sort enables the wielder to cause
any single creature of virtually any size to enlarge or diminish in size. Either
effect will cause a 50% change in size. Relative strength and power also
increases or decreases proportionally, providing the weaponry employedis proportionate — or usable. For humanoid creatures enlarged, strength isroughly proportionate to that of a giant of corresponding size; for example, 9feet tall equals a hill giant and 19 strength, 13 feet tall equals a ﬁre giant and
22 strength. The wand’s power has a range of 1˝. The target creature and all
it is wearing or carrying is affected unless a saving throw succeeds — butnote that a willing target need not make a saving throw. The effect of thewand can be removed by a dispel magic spell, but if this is done the target
must make a system shock roll. It can also be countered if the possessorof the wand wills the effect to be cancelled before the duration of the effectexpires. Each usage of the wand (but not the cancellation of an effect) expends 1 charge. It can be recharged by a magic-user of 12th or higher level.

Beads of Force: One of these small, black spheres might be mistaken forsome common bead, a marble, or perhaps an unusually black but lusterless pearl. Each is about three-quarters of an inch in diameter and quite
heavy, weighing almost an ounce. One can be hurled up to 3˝ distance.
Upon impact, the bead will send forth a burst of force which will inﬂict
5-20 (5d4) hit points of damage upon all creatures within a 10-foot radiusof its center. Each victim is allowed a saving throw vs. spell. Those who
save will be thrown out of the blast area, but those who fail to save will be
encapsulated by a sphere of force after taking damage. The sphere will
form around any and all such creatures in the 10-foot radius area, eventhose of large size, and will persist for 3-12 rounds. Victims will be unable
to escape except by the same means used to bring down a wall of force
spell. From 5-8 of these beads are usually found at one time.

Wand of Steam and Vapor: A wand of this sort has two separate functions, each of which requires the expenditure of 1 charge:

Boccob’s Blessed Book: This well-made tome is always of small size.
One will typically be no more than 12 inches tall, 6 inches wide, and 1
inch thick, and some are a mere 6 inches in height. All such books arevery durable, waterproof, iron- and silver-bound and locked, and gain
a +3 bonus on their saving throws (as “leather or book”). The pages ofsuch a book will accept magic spells scribed upon them, and any bookcan contain up to 45 levels of spells. The book is thus highly prized bymagic-users of all sorts as a travelling spell book. It is totally unlikelythat such a libram will ever be discovered (randomly) with spells written
therein, because enscribed or partially enscribed works of this nature are
kept carefully by their owners.

STEAM: In one segment the wand will spout forth a jet of superheatedsteam in a cone 1˝ × 3˝ × 5˝. Any creature within this area takes 6-36
(6d6) points of damage. The cloud persists, slowly cooling, so thaton the second round it inﬂicts 4d6 damage, and on the third and lastround it causes 2d6 damage. Saving throws apply for half damage
in all cases. Naturally, ﬁre-dwelling or ﬁre-using creatures will not beharmed by the steam — unless they are harmed by dampness.
VAPOR: In one segment the wand will gout forth billows of warm,
steamy vapors. These vapors are equal to a fog cloud of 4˝ depth,
6˝ height, and 8˝ breadth. This vaporous cloud persists for 6 rounds,
remaining stationary unless moved about by magical or non-magicalbreezes or winds. Cold-using creatures will suffer 1 point of damage
per round while inside the vapor cloud, and cold-dwelling creatures
will take twice that amount of damage.

Boots of the North: This highly dweomered set of footgear bestows
many powers upon the wearer. He or she is able to travel across snow
at normal rate of movement, leaving no tracks. The boots also allow the
wearer to travel at half normal movement rate across the most slippery
ice (horizontal surfaces only, not vertical or sharply slanted ones) without
falling or slipping. And, the footgear bestows warmth upon the wearer,so that even in a temperature as low as −50°F, he or she is warm andcomfortable with only scant clothing — a loin cloth and cloak, for instance. Being fully dressed in cold-weather clothing enables the wearer
to withstand temperatures of as low as −100°F.

MISCELLANEOUS MAGIC (III.E.6. and III.E.7.)
Amulet Versus Undead: This prized charm is a specially blessed symbol
which has within it the power to affect all undead creatures as if a clericwere using his or her power to turn these monsters. While it appears ordinary at other times, the amulet glows brightly when presented strongly(as if it were a holy symbol) in the presence of undead. The success of
the attempt to turn is determined as for a cleric of a certain level; thestrength of each amulet varies, and when one is discovered its type isascertained by rolling on the following table:
Dice Score
01-30
31-55
56-75
76-90
91-00

Effective Cleric Level of Amulet
5th
6th
7th
8th
9th

The amulet must be worn at all times to have it as an effective tool.

97

TREASURE (MISCELLANEOUS MAGIC)
Boots of Varied Tracks: The wearer of these ordinary-looking boots isable, on command, to alter the tracks he or she makes while wearing
them. Boots of varied tracks have the basic power of making the footprints of the wearer as small as those of a halﬂing or as large as thoseof an ogre, appearing to be bare or shod as desired. In addition, eachpair has four of the following track-making capabilities:
Die Roll Track Print Left1basilisk
2
bear
3
boar
4
bull
5
camel
6
dog
7
giant, hill8
goat

no sound will issue forth, and a full turn must elapse from that point intime before it can again be sounded.
Cloak of Arachnidia: This black garment is of great magical power.
When magic is detected for, the cloak will radiate a strong aura of thealteration sort. When wearing it, an individual will notice that he or she isable to climb just as if a spider climb spell had been placed upon him or
her. In addition, the wearer is immune to entrapment by webs of any sort,and can actually move in them at a rate equal to that of the spider which
created the web, or at a base movement rate of 6˝ in other cases. Onceper day the wearer of this cloak can cast a double-sized web, as per the
2nd-level magic-user spell. Best of all, the wearer is less subject to thepoison of arachnids, so that he or she gains a +2 on all saving throws
versus such poison.

Die Roll Track Print Left
9
horse
10
lion (or giant lynx)
11
mule
12
rabbit13
stag
14
tiger (or leopard)
15
wolf
16
wyvernCloak of the Bat: Fashioned of dark brown or black cloth, a cloak of thistype is not readily noticeable as unusual. It will radiate both enchantment and alteration in equal proportions. The cloak bestows upon its
wearer a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is able to hang upside
down from the ceiling just as does a bat and maintain this same chanceof invisibility. By holding the edges of the garment, the wearer is able toﬂy at 15˝ speed (MC: B). If so desired, the wearer can actually transform
into an ordinary bat — all possessions worn or carried will be likewisepart of the transformation — and ﬂy accordingly. Flying, either with the
cloak or as an ordinary bat, can only be accomplished in darkness (either under the night sky or in a lightless or near-lightless environment
underground). Either of the ﬂying powers is usable for up to one hour at
a time, but after a ﬂight (either type) of any duration, the cloak will not
bestow any ﬂying power for a like period of time. The cloak also provides protection, just as a robe of protection (qv), at +2, and this beneﬁt
extends to the wearer even when he or she is in bat form.

Boots, Winged: These boots always appear to be nothing more thanordinary footgear. If magic is detected for, they will radiate a faintdweomer of both the enchantment and alteration sorts. When they areon the possessor’s feet and he or she concentrates on the desire to ﬂy,
the boots will sprout wings at the heel and empower the wearer to ﬂy,
without having to maintain the concentration. The wearer may use theboots for up to two hours per day, taken either all at once or in one ormore shorter ﬂights. If the wearer tries to use them for a longer duration, the power of the boots will rapidly fade (but not abruptly disappear), and the wearer will slowly descend to the ground. For every 12hours of uninterrupted non-use, the boots will regain one hour of ﬂying
power, but will never be capable of more than the two-hour maximum
duration. Each set of these boots is of a certain type, as follows:
Die
Roll
1
2
3
4

Flying
Speed
15˝
18˝
21˝
24˝

Maneuverability
Class
A
B
C
D

Cyclocone: Appearing as an ordinary pointed hat, this magical device
will radiate a dim dweomer of the evocation sort. Any magic-user possessing the item can cause its power to function by pointing the small endof the cone toward the ground and then tossing the cyclocone forwardwith a spinning motion imparted by opposite movement of the palms of
the hands. When thus set in motion, the cone begins to rotate at blurring
speed and grows into a miniature but exceptionally powerful whirlwind.
This whirlwind is 5 feet wide at its base, 15 feet wide at its top, and asmuch as 45 feet high (depending upon ceiling height or some other such
limiting factor). It appears within 1-4 segments after the cyclocone iscast forth. It sweeps ahead in a straight line at a movement rate of 18˝,
proceeding for 1 full round or until a solid, sturdy object destroys it; astone wall, very thick woods, etc., will cause it to break up. (Note that aliving thing which serves to break up the whirlwind in this fashion will takedamage as described below.) Any creatures of under 2 + 1 hit dice thatare caught within the whirlwind when it forms or are touched by it along
its movement path are instantly killed by the force and carried along by
the whirlwind. Other creatures caught within the whirlwind or touchedby it will take 4-16 points of damage, and those within 5 feet of its outeredge when it forms will take 2-8 points of damage. The cyclocone is notreusable; the item is destroyed when the whirlwind is dissipated.

Bracers of Archery: These magical wrist bands are indistinguishable
from normal, non-magical protective wear. When worn by a character
type or creature able to employ a bow, they enable the wearer to excel
at archery. The bracers empower such a wearer to use any bow (notincluding crossbows) as if he or she were proﬁcient in its usage, if suchis not already the case. If the wearer of the bracers has proﬁciency withany type of bow, then he or she gains a + 2 bonus for hit determination
and a + 1 bonus on damage inﬂicted whenever that type of bow is used.
These bonuses are cumulative with any others, including those alreadybestowed by a magic bow or magic arrows, except for a bonus due toweapon specialization.
Bracers of Brachiation: These wrist bands appear to be of the ordinary sort, but they have the power to enable the wearer to move by
brachiation — swinging from one tree limb, vine, etc., to another to getfrom place to place. The power can only be employed in locales wherethese sorts of hand-holds can be found. Movement is at a rate of 3˝,
6˝, or 9˝ — the more jungle-like the conditions, the greater the movement rate. The wearer is also able to climb trees, vines, poles, ropes,
etc., at a rate of 6˝, and can swing on a rope, vine, or other dangling,
ﬂexible object as if he or she were an ape or other sort of simian. Also,
if the wearer desires, he or she can leap and jump as if wearing bootsof striding and springing, but the jump must culminate in the grasping of a rope or vine, movement through the upper portion of trees,
the climbing of a tree or pole or some other activity associated withbrachiation.

Dart of the Hornets’ Nest: While appearing to be nothing more than amagic dart, this missile weapon is of far greater power. Once it is hurled,
the dart multiplies in the air, even as it speeds toward its target, all thewhile making an angry buzzing noise similar to the sound of a swarm ofhornets. When such a dart is hurled, percentile dice are rolled to determine the bonus “to hit” and the appropriate number of darts containedin this particular item. Note that the bonus applies only to hit probability— not to damage, which is of the standard amount (1-3 vs. S or M, 1-2
vs. L) for a dart of normal sort.

Chime of Interruption: This magical instrument can be struck only
once every turn. Its resonant tone lasts for three full rounds. While thechime is resonating, no spell requiring a verbal component can be castwithin a 30-foot radius of it unless the caster is able to make a saving
throw versus breath weapon. After its effects fade, the chime must be
rested for at least 7 rounds. If it is struck again before this time elapses,

Dice Roll
01-40
41-70
71-90
91-00

98

Bonus To Hit
+1
+2
+3
+4

No. of Darts
5-20 (5d4)
4-16 (4d4)
3-12 (3d4)
2-8 (2d4)

TREASURE (MISCELLANEOUS MAGIC)
Deck of Illusions: This set of parchment cards is usually found in anivory, leather, or wood box. A full deck consists of 34 of these plaques.
When one is drawn at random and cast out, an illusion with audial andvisual components is formed. It lasts until it is dispelled. The illusory
creature will not go more than 30 feet away from where the card lands
when it is thrown, but will otherwise move and act as if it were real. Whenthe illusion is dispelled, the card becomes blank and cannot be usedagain. If the card is picked up from where it lies, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions theybring forth are as follows:

to nothingness, and the dust pinch becomes a marble-sized pellet ﬂoating, or resting, where it was cast. Whenever this pellet is hurled down, it
breaks and releases the same volume of water. When the dust is sprinkled over an area (such as with a wave of the arm), it will negate a precipitation or cloudburst spell, or else dry up as much as 1 cubic rod ofwater. The dust will not affect liquids which are not some form of water(fresh, salt, brackish, alkaline, etc.). If the dust is employed against a water elemental or similar creature, the creature must save versus spell or
be destroyed. A successful save still inﬂicts 6-30 points of damage upon
the water-creature. A pouch of this dust will contain from 11-20 pinches.
The contents of the pouch can be sprinkled (to dry up moisture) so longas at least half of the original amount (in pinches) remains. If several
pinches have been used so that what is left is less than half of what was
found, then sprinkling the remainder will have no effect.

Jokers (2): Illusion of the deck’s owner
A: Red dragon
K: Fighter and 4
guards
Q: Succubus
J: Druid
10: Cloud giant
9: Ettin
8: Bugbear
2: Goblin

A: Beholder
K: M-U and1 apprentice
Q: Night hag
J: Assassin
10: Fire giant
9: Ogre mage
8: Gnoll
2: Kobold

A: Lich
A: Iron golem
K: Cleric and
K: Thief and
2 underpriests
3 cohorts
Q: Medusa
Q: Erinyes
J: Monk
J: Bard
10: Frost giant
10: Hill giant
9: Troll
9: Ogre8: Hobgoblin
8: Orc2: Goblin
2: Kobold

Dust of Illusion: This unremarkable powder rather resembles chalk dust
or powdered graphite — unless it is stared at. It then becomes evident
that it is something entirely different, for the dust changes color and form
under scrutiny. A pinch of dust of illusion allows the creature dusted toappear as any other creature of similar shape, with a size variance of
50% (plus or minus) from the actual size of the affected creature. (Anunwilling recipient is allowed a saving throw versus spell to escape theeffect.) Thus, a halﬂing could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc. The individual who sprinkles
the pinch of magical dust must envision the illusion desired as the powder is shaken over the subject creature. The illusionary power lasts for
7-12 hours unless otherwise dispelled. A typical pouch of this dust willcontain 11-20 pinches.

The cards in a particular deck may differ from these, and a deck may
be discovered with some of its plaques missing. The illusions perform
normal routines and respond to attacks; i.e., DMs are to play them as if
they were real creatures.
Dicerion of Light and Darkness: This clerical candlestick is a speciallyalloyed metal holder with two branches. One is of silver and mithral, theother arm of iron and adamantite — as dark and dead-looking as theﬁrst branch is bright and glittering. The two branches intertwine to forma twisting stem of intermittent bright and dull bands. The base is likewiseformed of alternating projections of the silvery and ebon metals spreading
to form eight legs. The whole object is about 1 foot tall and just over half
as broad, with a weight of between 30 and 40 gold pieces. Although thedicerion of light and darkness gives off a faint dweomer of its own, it musthave specially manufactured candles to function magically. When a pairof candles made from purest wax with ﬁnely powdered obsidian and crystal layered within, and then both blessed and consecrated (see 1st-levelcleric spell ceremony), are put within the sockets of the dicerion’s arms,
the whole radiates a powerful magical aura. When both special candles
are alight, the cleric touching or holding the device can see into any formof darkness or the brightest of lights as if the illumination were normal
daylight. Furthermore, upon command of the cleric, the candles will emit
a strange, metallic illumination which dispels all shadows (of the naturalsort, not the undead creature) within a 30-foot radius. However, when thelatter power is employed, the cleric’s vision is then not specially endowedwith respect to seeing in darkness or light. A special candle will burn for
5-8 turns in a gentle draft such as that created by walking while holding
the dicerion. A strong draft will reduce this burning time by 1-2 turns. If thecandle remains still and unaffected by breezes, it will last for 9-16 turns.

Dust of Tracelessness: This normal-seeming dust is actually a highly
magical powder which can be used to conceal the passage of its possessor and his or her compatriots. Tossing a pinch of this dust into the
air will cause a chamber of up to 1,000 square feet in area to become as
dusty, dirty, and cobweb-laden as if it had been abandoned and disused
for a decade. A pinch of dust sprinkled along a trail will cause evidenceof the passage of as many as a dozen men and horses to be obliterated
for a mile back into the distance. No magical radiation will occur from theuse of this dust. The substance is typically found in a ﬁnely sewn pouchin which 13-24 pinches will be contained.
Egg of Desire: There are at least ﬁve different sorts of these items, eachmore strange and potent than the last. An egg of desire is a smallish
ovoid which when placed upon its large end and touched in a certain
way will commence to rock back and forth rhythmically, issuing a soft,
chiming sound in the process. Once it is so activated, any creature thatviews it must save versus spell or be affected by the egg’s dweomer. The
effect of each sort of egg is:Black:
Bone:
Crystal:If only the candle held in the black arm of the dicerion is lighted, thenthe cleric will effectively be englobed by a sphere of darkness of 15foot radius. This lack of illumination will not hamper the cleric’s vision or
movement, but will affect any other creatures within the 15-foot radius. If
a bright light strikes the cleric’s eyes while so conditioned, he or she willbe blinded for 1-4 rounds. Conversely, when only the candle in the brightbranch is lighted, a sphere of brilliant light will surround the cleric, whowill not have his or her vision impaired as long as the dicerion is touchedor held, but whose radiation will blind creatures of darkness (evil) for 2-8
rounds, those of light (good) being unable to look at the area without being blinded for 1-4 rounds. If magical darkness envelops the cleric while
the dicerion is functioning in this manner, he or she will be unable to see
for 1-4 rounds. In either case, even though only one candle is burning,both branches of the dicerion must actually contain tapers.

Golden:Scarlet:Holds viewers permanently, unless circumstances permit abreaking of the spell or they die.
Causes viewers to place their most prized magic item before the egg, and then leave and forget what occurred.
Causes viewers to place all the gems they possess before
the egg, and then leave and forget what occurred.
Causes viewers to place all precious metals they possessbefore the egg, and then leave and forget what occurred.
Holds viewers for one minute, then causes them to becomeenraged and attack the ﬁrst living thing they see after the
one-minute time limit has expired.

The viewing range of an egg is 20 feet. The effects of one can be removed
only by a dispel magic or remove curse spell. Even unintelligent creatures
can be affected by an egg, since each such item sends signals directly tothe viewer’s brain, but the Bone, Crystal, and Golden Eggs of Desire affectcreatures of under 7 intelligence differently. These creatures will grab any
magic item, gems, etc., dropped by another victim (if such an item is present), covet what is taken, and regard it as their most secret and valued treasure. Experience-point values and gold piece sale values for the various
types are as follows: Black, 500 and 5,000; Bone, 900 and 10,000; Crystal,
800 and 9,000; Golden, 600 and 4,000; and Scarlet, 700 and 3,500.

Dust of Dryness: This special dust has many uses. If a pinch is cast intoa goodly volume of water, 1 cubic yard of liquid is instantly transformed

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TREASURE (MISCELLANEOUS MAGIC)
Egg of Reason: A specially enchanted egg of this sort is always coatedwith oil of timelessness. Although very old and quite vile-smelling, eachsuch egg has the possibility of increasing the eater’s intelligence or wisdom. However, an individual who consumes an egg of reason must ﬁrst
make a saving throw versus poison — with no bonuses whatsoever — orelse the matter consumed will slay him or her. The effect of this poison
cannot be neutralized. If eating the egg does not prove fatal, there is apossibility that the consumer will gain one point of either intelligence(60% chance) or wisdom (40%). The chance of successful enhancement
is equal to the eater’s current ability score (whichever applies), doubled
and subtracted from 100. Example: An egg which improves intelligenceis eaten by a character with an intelligence score of 17. The chance of
successful enhancement is 100 − (17 × 2) = 68%. Ability scores of 18 or
higher are effectively enhanced by only 1/10 point at a time (cf. DMG p. 11,“The Effect of Wishes on Character Ability Scores”), so that a character
would have to successfully consume 10 eggs of reason (if, somehow,that many were available) in order to raise an ability score from 18 to 19.
Racial limitations apply when determining how much an ability score canbe enhanced. If the oil of timelessness is removed from an egg of reason
before it is consumed, the egg will still have a chance of poisoning theeater but will have lost its ability-enhancing property.

ent ones. Each of these pouches is similar to a miniature bag of holding,able to contain up to one cubic foot of material weighing as much as 10
pounds. The girdle responds to the thoughts of its wearer by either providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spell casters, forit will hold components for many spells and make them readily available.

Gloves of Missile Snaring: These gloves radiate a slight enchantment
and alteration dweomer if magic is detected for. Once snugly worn, they
seem to meld with the hands, becoming almost invisible (undetectable unless within 5 feet of the wearer). Either or both hands so clad, if not alreadyholding something, can be used to actually pick many sorts of missiles
out of the air, thus preventing possible harm, and possibly enabling thewearer to actually return the missile to its sender as an attack. All formsof small, hand-hurled or weapon-propelled missiles (arrows, bolts, darts,
bullets, javelins, axes, hammers, spears, and the like) can be caught. If theweapon magically returns to the attacker, then catching it simply prevents
damage, and returning the weapon does not result in an attack.
Gloves of Thievery: This normal-seeming handwear radiates a faint auraof enchantment and alteration. When placed snugly upon the hands,
these gloves cannot be seen, except by means of magical sight or detection. Wearing them allows the possessor to open locks as if a 7th-level
thief and pick pockets as if a 5th-level thief. If actually worn by a thief, thegloves enable him or her to operate thus, or gain 5% in both categories if
already equal to or above the stated levels due to advancement.

Egg of Shattering: This magical egg-shaped object is most undesirable,
for when it is handled normally or touched by a detection spell, it shatterswith a loud noise, sending sharp pieces of its case everywhere within a
1˝ radius. Each creature in that area will suffer attack by 1-4 fragments ofthe egg. Hit probability is determined using actual armor class only, withno dexterity bonuses applicable. Each fragment that hits will inﬂict 2-7
points of damage. Note: Fragile objects within 1 foot of a shattering egg
will be broken automatically from the force of the shattering, while thosewithin 2 feet must save versus crushing blow or likewise suffer breakage.

Hat of Difference: When this dweomered chapeau is donned, the wearer
is able to assume the role of a character of any profession different fromthat he or she actually follows. This magical headgear only empowers
assumption of 1st-level ability, but as long as it is worn, the possessor isable to act as a member of the named profession. Any experience thus
gained is in the assumed role only, but it is cumulative, so if in several
wearings the individual actually goes to 2nd level, then he or she will retain that level whenever adorned with the hat and desiring to assume thedifferent profession. Such progress may continue indeﬁnitely, but if the
hat is discarded, lost or stolen, or not within a one-mile radius of its owner for any 24-hour period, then all experience in the different profession
is likewise lost. The hit points of the character are always those actuallypossessed, just as all ability scores are those of the actual character.

Gem of Insight: This jewel appears to be nothing more than a well-cut
stone of not less than 5,000 gp value. If magic is detected for, the gem
will radiate a faint aura of the enchantment sort. If any character possesses the item, he or she will begin to feel its power after keeping thegem on his or her person for one week. At the end of two weeks, theindividual will discover that he or she is able to understand things moreeasily, have better insight, memory, recall, etc. In fact, possession of thegem on a continuing basis (3 or more months) raises the intelligence andthe wisdom of the character by 1 point each. If for any reason the gem is
not kept beyond the 3-month period or longer, the additional intelligenceremains, but the 1 point of additional wisdom is lost. Any one such gem
will function but once every 50 years. If a character possesses a second
gem after beneﬁtting from one already, the second item will not increase
either wisdom or intelligence, even if wisdom was not permanently affected by the ﬁrst gem.

Hat of Disguise: This normal-appearing chapeau contains a powerfulenchantment which allows its wearer to alter his or her appearance asfollows:

Height: +/−25% of actual height
Weight: +/−50% of actual weight
Sex: Male or female
Facial features: Highly mutable

Girdle of Dwarvenkind: A great belt of this nature actually lowers thewearer’s charisma score by 1, but only with respect to non-dwarves andtheir ilk. The girdle causes the wearer to gain 1 point of charisma withrespect to halﬂings of the stout sort and with respect to all gnomes aswell. Dwarves regard the wearer as if he or she had charisma 2 points
higher than before. The dweomer of the girdle also enables the wearer
to understand, speak, and read dwarvish language. He or she is also
empowered to otherwise gain the racial beneﬁts of dwarvenkind, i.e. +1
constitution, saving throw bonuses based on total constitution, 6˝ infravision, and detection/determination of approximate depth underground as
shown in PLAYERS HANDBOOK. All apply only as long as the individual
actually wears the girdle. Beneﬁts such as additional languages and armor class against giant-type opponents never apply.

Hair: Any color
Eyes: Any color
Complexion: Any color

Thus, the wearer could appear as a comely woman, a half-orc, or possibly even a gnome. If the hat is removed, the dweomer of the disguise
is instantly dispelled, but the headgear can be used over and over. Notethat the hat can be changed (as part of a disguise) to appear as a comb,
ribbon, head band, ﬁllet, cap, coif, hood, helmet, etc.
Hat of Stupidity: This hat is totally indistinguishable from any of theother magical headgear, even when most carefully detected by magicalmeans. Only by placing it upon the head can its powers be determined. Of
course, once on the head, the wearer will believe that the hat is a specially
beneﬁcial item, for he or she will be overcome by stupidity. Intelligence
will be lowered to 7, or by −1 if the wearer has a 7 or lower intelligencenormally. The wearer will always desire to have the hat on — especiallywhen he or she is engaged in any activity which requires thinking, spell
casting, etc. Without the beneﬁt of a remove curse spell or similar magic,
the wearer will never be free from the dweomer of the hat.

Girdle of Many Pouches: This broad waist-belt seems to be nothing
more than a well-made article of dress. However, if magic is detected for,the item will radiate a strong enchantment dweomer, along with a fainteraura of alteration. Examination will reveal that the girdle has eight small
pouches on its inner front area. In fact, there are a total of 64 magicalpouches in the girdle, seven others “behind” each of the eight appar-

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TREASURE (MISCELLANEOUS MAGIC)
Heward’s Handy Haversack: A magical backpack of this sort appears
quite ordinary — well-made and well-used. It is of ﬁnely tanned leather,and the straps have brass hardware and buckles. There are two side
pouches, each of which appears large enough to hold about a quart ofmaterial, but each is similar to a bag of holding and will actually containmaterial equal to as much as 2 cubic feet in volume or 20 pounds inweight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material — and the pack has an even greater
dweomer: When the wearer reaches into one of its parts for a speciﬁc
item, that item will be on top of whatever else might be in the same partof the pack. Thus, no digging around and fumbling is ever necessary to
ﬁnd what the haversack keeps safe. Because of its dweomer, Heward’s
Handy Haversack and whatever it contains gain +2 on all saving throws
for any reason.

power of this wrap is to enable the wearer to exist in the cold void ofouter space. Its wearer can breathe and feel as if he or she were in a cool,well-ventilated place where any oxygen-breathing creature could exist. It
also protects against poison gases of all sorts. The mantle also provides+1 on all saving throws versus electricity, ﬁre, and noise (including drumsof deafening or panic, roaring, thunder). The mantle is also well suited fortravel, having the following qualities:

Food:

The wearer may simply reach inside one of its many
pockets and ﬁnd sufﬁcient rations for one person for oneday; this nourishment is available once per day.
Drink:In another pocket there will be a small ewer which will
provide up to seven gallons of water, pouring cold or
warm as the pourer commands. Such a draught isobtainable once per day.
Shelter:
The wearer will not grow cold or hot or become wet ordamp while wearing the mantle.
Belongings: The mantle has seven large and seven small pockets,and only one of each are needed for food and water, so
the remaining 12 can be used to store whatever is desired (up to 70 gp weight in the small pockets or 140 gp
weight in the large) with no bulk, bulge, or added weight.

Horn of Fog: This small, buglelike device allows its possessor to blow
forth a thick cloud of heavy fog equal to that of an illusionist’s fog cloudspell. Each round spent blowing it creates a 10-foot cubic fog cloud. The
entire cloud of vapors will last for 2-8 rounds after the last round of winding the instrument. Note that should it stop being sounded for a round,a new fog cloud will have begun, as the initial one has a life expectancy
of but 2-8 more minutes, and will have drifted away from the individual
sounding it. The device makes a deep, horn-like noise, the note dropping
abruptly to a lower register at the end (OOOOOO — UMP!)

The mantle also has a special power which is conveyed to the wearer
only if he or she is a cleric of Celestian, whether druidical or not. Thisdweomer enables the wearer to “see” the aura of any stranger met along
the way, so as to give warning of evil, neutral, or good intent. The power
is not automatically bestowed, however, for the wearer must concentrate
to sense the aura.

Horn of Goodness/Evil: This magical instrument adapts itself to the
ethical disposition of its possessor, so it will produce either a good or anevil effect depending on the alignment of its owner. If the possessor isabsolutely neutral in ethical alignment, then the horn will have no power
whatsoever. If the owner is good, then winding the horn has the effectof a protection from evil spell in a 10-foot radius, and this protection will
last for 10 rounds. Each friendly/allied creature within this area will beaffected as if he or she was granted the spell. If the horn is of evil alignment, then the reverse of the noted spell occurs within the area of effect.
The horn can be blown but once per day.

Murlynd’s Spoon: This unremarkable eating utensil is typically fashioned from horn. It radiates a dim dweomer of the conjuration sort if
magic is detected for. If the spoon is placed in any empty container — abowl, cup, dish, etc. — the vessel will ﬁll with a thick, pasty gruel. Although this substance has a ﬂavor similar to warm, wet cardboard, it ishighly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon will produce
sufﬁcient gruel each day to feed up to four humans.

Iron Bands of Bilarro: When initially discovered, this very potent item
will appear to be little more than a somewhat rusty iron sphere. Close
examination will reveal that there are bandings on the 3-inch-diameter
globe. Magic detection will reveal a strong dweomer of indeterminable
nature. When the proper command word is spoken and the spherical irondevice is hurled at an opponent, the bands will expand and tightly constrict the target creature if a successful, unadjusted “to hit” roll is made.
A single creature of up to frost/ﬁre giant-size can be captured thus andheld immobile until the command word is spoken to bring the bands into
globular form again. Any creature so banded gains the chance to break(and ruin) the bands, however. This chance equals the captive’s chance
to bend bars. Only one attempt is possible before the bands are so set
as to be inescapable.

Pearl of the Sirines: This normal-seeming pearl will radiate a faint dweomer of the enchantment sort if magic is detected for. In any event, thestone will be very beautiful and worth at least 1,000 gp on this basis
alone. If it is clasped ﬁrmly in hand or to breast and the possessor attempts actions related to any of the pearl’s power areas, he or she will understand and be able to employ the item. The pearl enables its possessor
to breathe in water as if he or she were in clean, fresh air. Underwater
movement rate is 24˝. The possessor is also immune to any ill effects
from the touch of a sirine. The pearl must be within the general area of thepossessor — less than 1˝ distant — to convey its powers to him or her.

Lens of Detection: This circular prism enables its user to detect minutethings at 50% of the ability of eyes of minute seeing, but it also enables
the possessor to look through it and track as a ranger does, although
only at 6˝ base speed. The lens of detection is about 6 inches in diameter.
It must be set in a frame with a handle in order to be properly used.

Philosopher’s Stone: This is a rare and magical substance which appears
to be an ordinary, rather blackish and sooty piece of rock. It radiates a faintdweomer of indeterminate sort. If the stone is broken open, a geode-likecavity will be discovered. The interior of this cavity is lined with a quicksilver which will enable the transmutation of the base metals, iron andlead, into silver and gold. Either an alchemist or a magic-user will be required to effectuate such transmutation, however. From 50 to 500 poundsof iron can be made into silver, or from 10 to 100 pounds of lead can beturned into gold from a single philosopher’s stone. Transmutation must
be made fully upon the ﬁrst attempt, all the quicksilver being employed at
one time. Better still, there are two additional substances possible withinsuch a stone. The ﬁrst is a greenish, crystalline salt which will allow the
manufacture of 1-4 potions of longevity; this substance has a 75% chanceof occurring inside a given stone. The second is a pure white powderwhich, when admixed with a potion of longevity, can actually restore life
to a dead human or demi-human if administered internally within one

Lens of Ultravision: This circular, faceted prism is fashioned from a perfect crystal of pale aquamarine. When held before the eye, it enables
the user to sense radiation in the ultraviolet spectrum. In effect, the user
is able to see in total darkness as if he or she were in bright moonlight.
General outlines can be distinguished from up to 240 feet away, anddetails can be seen clearly for 120 feet distance. Of course, the device
must be held so as to be able to look through it. A lens of ultravision isabout 1½ inches in diameter.
Mantle of Celestian: This garment is of black cloth — the color of the
7th Order of clerics of Celestian. It is otherwise unremarkable. If magicis checked for, the mantle will radiate an aura of alteration. The principal

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TREASURE (MISCELLANEOUS MAGIC)
week of his or her demise (cf. raise dead spell). There is a 25% chancethat the white powder will occur. Note that the experience point value
and gold piece sale value apply only to an unopened stone.

is proﬁcient with darts as a weapon. Each star is a throwing weapon of+5 value, both to hit and damage, having a maximum range of 6˝ andbase damage of 2-8 points per hit. The special star weapons are locatedon the chest portion of the robe. If the wearer does not use all of thesemissiles, they will replace themselves magically at the rate of one per
day — but if all six are used, then all of the robe’s power is gone forever.

Pouch of Accessibility: This normal-seeming pouch is actually a strongly
magicked item which can contain up to 3,000 gp of weight in 30 speciallyconstructed pockets within it. Each pocket, in turn, holds a maximumof 100 gp weight, or 1 cubic foot of volume, whichever is reached ﬁrst.
Better still, this device enables the possessor to open the pouch and call
forth the item(s) desired. Merely speaking the name of a desired object
causes it to appear at the top of the pouch, ready for instant grasp. Of
course, these items are similar to bags of holding and portable holes(qqv), and the strictures about placement within such magical spaces
apply fully. The pouch weighs 10 gp empty and 40 gp when ﬁlled.

Robe of Vermin: This magical-seeming garment will radiate a dim auraof enchantment if magic is detected for. The wearer will notice nothing
unusual when the robe is donned, and it will actually convey some magic
power at that time — protection +1, for example. However, as soon as
the wearer is in a situation which requires his or her concentration andaction against hostile opponents, the true nature of the garment will be
revealed. The wearer will immediately suffer a multitude of bites from thevermin which will magically infest the garment. He or she will have tocease all other activities in order to scratch, shift the robe, and generally
evidence all signs of extreme discomfort from the movement and bitingof these pests. Thus, the wearer is unable to gain initiative, and he or she
will certainly have a 50% chance of actually being unable to complete
a spell due to the vermin. All other actions and attack forms requiring
manual/locomotive/somatic activity are at only one-half normal probability. The dweomer of the garment prevents its removal except by meansof a remove curse spell or similar magic.

Prison of Zagyg: Only ﬁve of these brass devices are thought to exist.
Each is nearly identical, appearing to be nothing more than a small, wellmade birdcage. No amount of normal handling or examination will reveal
it to be magical, but if a detect magic spell is cast upon one, it is 50%
likely to show a vague dweomer of uncertain nature — either no classof magic or an erroneous one will be detected. Each prison-cage has apermanent anti-magic and non-detection spell in and upon it. Each suchitem attunes itself to the magic-user possessing it when he or she learns
the wording which activates that particular Prison of Zagyg. Speaking
the activation word has two effects: First, the door to the cage is immediately held fast by a wizard lock spell as if the possessor had castit, and that portal can be opened only from the outside by a characterof the magic-user profession who can normally overcome such a wizard
lock without resorting to additional magic. Second, the cage is attuned
to a single trigger word which will enable its possessor to imprison acreature within the cage by invoking an enchantment of 1 round castingtime. This command spell must name the true name of the creature to
be imprisoned, or else its history (in great detail) in the case of creatures
without a name. If the creature being commanded into imprisonment
fails to make its saving throw versus spell, it shrinks to about ¼ foot inheight and is instantaneously transported into the cage. Since magic
does not function within the cage, the imprisoned creature cannot itself
escape. It can be freed by a magic-user able to open the door of thedevice or by any other being who can do so by use of a wish or an alter
reality spell. A Prison of Zagyg cannot be harmed or affected by the useof force or magic. Any creature inside cannot be located by any means
except actual sight or hearing due to normal proximity. Naturally, thepossessor can free a prisoner by use of a single freedom word. Once
freed, the former captive is restored to its former size and abilities. Imprisoned creatures need neither food nor drink when in the cage, for its
magic negates the need for either.

Scarab Versus Golems: This magical pin enables its wearer to detect
any form of golem within 6˝, although he or she must actually concentrate upon such detection for it to take place. Furthermore, the scarab
will enable its possessor to actually combat a golem, with hand-held or
missile weapons, as if it were a normal monster, i.e. hit and damage as if
the golem had no special defenses. The power of the scarab is effective
against any lesser golem created by the 5th-level clerical spell golem,
and each item has particular protective abilities as follows:

Dice
Roll
01-30
31-55
56-75
76-85
86-95
96-00

Type(s) of Golem
Affected byExperience Point
Scarab
Value
Flesh
400
Clay
500
Stone
600
Iron
800
Flesh, Clay, Wood
900
Any golem
1,250Gold Piece Sale
Value
3,200
3,500
4,000
5,000
6,000
12,500

Shadow Lanthorn: This mundane-appearing light radiates a faint, evil
dweomer. If it is fueled by oil rendered from fat of human corpses, its
beam will generate 5-8 shadows who will serve the possessor of thedevice for as long as it burns. When the oil is consumed the shadowswill disappear. Typical burning time is one hour. Note: Characters of goodalignment will lose experience points equal to the value of the item if they
do not destroy such a device.

Quiver of Ehlonna: This arrow container appears to be a typical device
to hold about a score of shafts. It has an aura of alteration, however, if
magic is detected for, and examination shows that it has three distinct
portions. The ﬁrst and smallest one can contain up to 60 objects of thesame general size and shape as the sort of arrows employed with a longbow. The second, slightly longer compartment will hold up to 18 objectsof the same general size and shape as a javelin. The third and longest
portion of the case will contain as many as 6 objects of the same general
size and shape as a bow — spears or staves, for example. The possessor of this item need merely command the quiver to produce whatever
item he or she wishes each round, i.e. “an arrow +1,” “an arrow +3,” “ajavelin,” etc. — so long as that item was previously placed in the quiver.

Sheet of Smallness: A magic item of this sort appears to be nothing more than a well-made piece of material — possibly some sort ofcovering or sheet woven of very ﬁne linen or possibly silk. One side
will have a larger pattern than the other, or perhaps one side will bewhite, the other black. In any event, there will be an aura of alteration
detectable from this cloth if magic is checked for. The power of thisdweomer is such that any item of regular magical sort (not an artifact
or relic) which is wrapped within the cloth will shrink to 1/12 of its normal
size and weight. If the item is then wrapped in the sheet so as to be
touching the reverse side of the material, it will grow back to its normal
size and weight. Note that this dweomer will not affect living material,
only non-living items — and no item shrunk in this fashion is functionalor usable while in reduced form. Change in size requires a full two
rounds to accomplish, whether shrinking something or restoring it tonormal size.

Robe of Stars: This rather ordinary-appearing garment seems typical ofany such item of apparel worn by a magic-user. However, it will radiate astrong aura of alteration and evocation if examined for magic. The robe
enables its wearer to travel on the Astral Plane, physically, along with allthat he or she wears or carries. The garment similarly enables the wearer
to survive comfortably in the void of outer space, as well as on the Astral
Plane. In other situations, the robe gives its wearer a +1 on all saving
throws, and in addition, he or she is able to employ up to six of the stars
embroidered on the robe as missile weapons, provided the magic-user

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TREASURE (MISCELLANEOUS MAGIC)
Shoes of Fharlanghn: These low, thick-soled shoes are so durable andtough that they never wear out. Better still, the individual shod in thisfootgear will never grow fatigued from walking, being able to easily maintain a pace of 20-30 miles per day. If the wearer is of neutral or neutral
good alignment, the following additional beneﬁts are gained:
1.
2.
3.

Spoon of Stirring: Appearing as a normal spoon of unremarkable sort,
this instrument will not even radiate magic unless it is dipped into a potion. Immediately upon being inserted into a container of such magicalliquid, the spoon will give off a burst of the alteration sort of magic. The
contents of the container will be magically altered into some other sort ofpotion, and the spoon will again seem normal thereafter. The spoon canbe taken out of the liquid and used repeatedly on the same potion or on
different ones. However, if the same potion is treated thus more than threetimes, the liquid will lose all of its magical properties (when a fourth usageof the spoon is tried), becoming a noisome liquor of no value whatsoever.
To ﬁnd out the type of potion produced by the spoon, simply use dice todetermine it from Table III.A. or Table III.A.2. If the result is the same as theprevious contents, then the appearance of the liquid has changed and thestrength of the stuff is twice normal (01-50) or half normal (51-00).

The wearer will never trip, step into a snare or a pit, or become
entangled.
The dweomer of the shoes enables the wearer to climb up or
down hills, even those with a 45-degree angle, without effort.
The wearer will also be so sure-footed as to be able to walk along
narrow ledges or slippery logs without fear of a slip or like mishap.

Should the person shod actually be a worshiper of Fharlanghn, then heor she will also get these additional beneﬁts:
4.
5.
6.
7.
8.

Stone Horse: All items of this nature appear similar. Each is a full-sized,
roughly-hewn statue of a horse, carved from some type of hard stone.
The dweomer of an item of this nature is activated by speaking a command word. This word brings the steed to animation, enables it to carrya burden, and even to attack as if it were a warhorse. There are two sortsof these steeds:

Becoming lost is impossible for the wearer.
Nothing walking on the earth can surprise the wearer.
The wearer can run at 18˝ movement rate and jump horizontal
distances of up to 20 feet.
Climbing vertical surfaces is done as if the wearer were a10th-level thief.
Whenever there is earth (including dust, sand, or mud), the wearer
can tread as if he or she were on a smooth roadway.

Courser: This stone horse travels at the same movement rate as a lighthorse (24˝) and attacks as if it were a medium warhorse (3 attacks for
1-6/1-6/1-3). It is armor class 3 and has 18 hit points. It makes saving
throws versus all applicable attack forms as if it were “Metal, hard.”

At least a dozen pairs of these magical shoes are known to exist in treasure troves.

Destrier: This stone horse travels at the same movement rate as a
medium horse (18˝) and attacks as if it were a heavy warhorse (3 attacks for 1-8/1-8/1-3). It is armor class 1 and has 26 hit points. It
makes saving throws versus all applicable attack forms as if it were
“Metal, hard.”

Slippers of Kicking: The wearer of these magical shoes is empowered
to utilize his or her feet as effective weapons. The wearer of this footgear
is able to attack twice each combat round, and although his or her levelof attack remains unchanged, the slippers enable two special attacks
each round if the wearer choose to forego other attack methods. Damage
inﬂicted by kicking with these slippers is special. The opponent sufferingdamage takes 1-6 points if man-sized or smaller and 1-4 points if larger
than man-sized. The dweomer of the footgear actually inﬂicts twice normal damage, but the additional effect is maintained in a separate category, for such points are recovered by the opponent after one complete turn— similar to stunning damage, which wears off after a time. For instance,
the wearer attacks a larger than man-sized opponent. Initial attacks are
successful, and the damage inﬂicted is 3 points (plus 3) and 4 points (plus4). At the beginning of the 11th round of combat (or on the 11th roundthereafter, in any event), the opponent would recover 7 points (the “plus3” and “plus 4”) noted above) as the stunning effects of the kicks wore
off. If these slippers are worn by a character able to employ martial arts
skills, their effect is merely +1 on foot attacks and damage inﬂicted.

A stone horse can carry 1,000 pounds tirelessly and never need to rest or
feed. Damage inﬂicted to it can be repaired by ﬁrst using a stone to ﬂesh
spell, thus causing the stone horse to become a normal horse. If allowed tograze and rest, the animal will heal its wounds at the rate of 1 point per day,and when it is fully healed it will automatically revert to its magical form.
Ultimate Solution: This strange and magical liquid appears to be nothing more remarkable than some sort of minor oil or potion. In fact, uponﬁrst examination it seems to have the properties of both oil of slipperiness and a potion of delusion. However, if it is applied to any form of adhesive or sticky material, the solution will immediately dissolve it. Thus,
for instance, the effect of sovereign glue will immediately be negated bythis liquid, as will any other form of cement, glue, or adhesive. The areaof effect of this liquid is 1 cubic foot per ounce, and a typical containerholds 27 ounces. If the liquid is carefully distilled to bring it down to
one-third of its original volume, then each ounce will actually dissolve 1
cubic foot of material, organic or inorganic, just as if a disintegrate spell
had been employed. To ﬁnd if a target is affected by this concentrated
solution, a successful roll “to hit” is required, and the subject is then also
entitled to a saving throw versus spell. Inanimate objects are automatically affected by the solution; however, for such items of magical naturea saving throw versus disintegrate applies.

Slippers of Spider Climbing: A pair of these magical shoes appear to
be totally unremarkable, although they will give off a faint dweomer of thealteration sort if magic is detected for. When worn, the slippers enable
the individual to move at a 6˝ rate on vertical surfaces or even upside
down along ceilings, with hands free to do whatever he or she desires. It
must be noted, however, that extremely slippery surfaces, ice, or oiled or
greased surfaces make these slippers useless.
Sovereign Glue: This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only within a ﬂask
coated with oil of slipperiness, and each time any of the bonding agent
is poured forth from the ﬂask, a new application of the oil of slipperinessmust be put on the ﬂask within 1 round to prevent the remaining glue
from adhering to the side of the container. One ounce of the adhesive
will cover approximately one square foot of surface, bonding virtually any
two substances together in a permanent union. The glue takes one fullround to set; if the objects are pulled apart before that time has elapsed,that application of the glue will lose its stickiness and be worthless. If
the glue is allowed to set, then attempting to separate the two bonded
objects will only result in the rending of one or the other except when
oil of etherealness or ultimate solution is applied to the bond, since thesovereign glue is dissolved only by those liquids. A typical container ofthe substance holds from 1-10 ounces of glue.

Wind Fan: A wind fan is a magical apparatus which appears to be nothing more than a wood and papyrus or cloth instrument with which tocreate a cooling breeze. The possessor can, however, by uttering thecorrect word, cause the fan to generate a movement of air exactly duplicating a gust of wind spell as if cast by a 5th-level magic-user. The fan
can be used only once per day with no risk. If it is used more frequently,
there is a cumulative 20% chance per usage that the device will tear into
useless, non-magical tatters.

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TREASURE (MISCELLANEOUS MAGIC)
Zagyg’s Flowing Flagon: This magical drinking vessel appears to be nothing more than a rather well-made ﬁgure, usually of nickel-silver, with somefair amount of engraving and bas-relief sculptures depicting grapes, vines,
wine cellars, drinking, etc. Somewhere on the vessel will be a line of magical writing — the words of a toast. The ﬁrst individual to pick up the ﬂagon
will be able to read what is written, but no other can do so, normally or
magically, until they become the owner of the vessel. The toast phrase
is read to activate the ﬂagon — and each time it is activated, the phrasechanges. Recitation of the magical toasting words causes the ﬂagon to
ﬁll with good-tasting, but rather weak, wine. Each time thereafter that the
ﬂagon is drained, it reﬁlls itself with better-tasting liquid. The weak wine
initially therein is of about 7% alcohol content. The next liquid is about 10%
alcohol, the third draught of wine is 13%, the fourth is port-like and about
20%, the ﬁfth is a near-liquor of some 40% alcoholic content, and the sixthand last draught is brandy-like liquid of nearly 80% alcohol. The typicalﬂagon contains about 1 pint of liquid (16 ounces). It is 90% unlikely that any
creature partaking of the ﬁrst draught will notice the increase in alcohol ofthe second, third, and so on. Thus, unsuspecting drinkers are quickly andeasily made intoxicated and possibly brought to stupor from the contentsof the ﬂagon. The container is usable a maximum of three times per day.

though it may slightly hinder their activities. However, it is rare for such
mail to be sized to ﬁt anyone other than an elf or a half-elf. If a suit of thismail is discovered, roll to ascertain what size of character it will ﬁt:
Dice Roll
01-10
11-15
16-80
81-95
96-00

Plate Armor can be of the ﬁeld plate or full plate variety, as shown on
Table III.F.2. In either case, the dweomer of the armor is such that it will
perfectly conform to the wearer’s physical dimensions, so long as thewearer is of the race for which the armor was manufactured (i.e., any
human can wear human-sized armor, any dwarf can wear dwarf-sized,etc.). In addition, magical plate armor can absorb more damage thannon-magical armor of the same sort. Field plate can absorb an additional
10 points of damage per “plus” of the armor, and full plate can absorb
an additional 16 points per “plus.” Either type must be repaired after
absorbing its limit of damage, at the same costs in money and time as
for non-magical plate armor of the same sort (1 day and 100 gp per pointof damage absorption for ﬁeld plate, 2 days and 200 gp per point for
full plate), but such repairs can only be made by an armorer who is wellversed in the creation and repair of magical protection.

Zagyg’s Spell Component Case: This item appears to be a normal belt
pouch of unremarkable sort, although it will radiate a faint magic aura if
such is detected for. Any magic-user possessing this sort of pouch cansimply think of the material components desired for a certain spell, andthey will appear in the pouch. If these components are not used within
1 round after they appear, they immediately disappear, and that usageof the pouch becomes wasted. If the components are employed in spell
casting, they likewise immediately disappear as soon as the spell is cast.
The number of times per day that Zagyg’s Spell Component Case canbe used is determined on the table below. The experience point value ofany such item is 100 times its number of uses per day (thus, from 200
to 700), and its gold piece sale value is 1,000 times its number of uses(ranging from 2,000 to 7,000).
Die Roll
1-3
4-6
7-10
11-14
15-19
20

Size of Elﬁn Chain
gnome/halﬂing (hairfoot)dwarf/halﬂing (stout or tallfellow)
elf/half-elf
man-sized, normal (up to 6v, 200 lbs.)
man-sized, large (up to 6½v, 250 lbs.)

SWORDS (III.G.2.)
Sword, Short, of Quickness is a specially dweomered blade that enables the wielder to strike ﬁrst in every combat round. It is also a +2
magic weapon, with the bonus applicable to both hitting and damage.
Sword of the Planes is only forged as a broadsword. Its particular enchantment is such that it has a base bonus of +1 when operating on
the Prime Material Plane — but when it is on any of the Inner Planes its
dweomer increases to +2, and this bonus also applies on the Prime Material Plane when the weapon is used against opponents from the Inner
Planes. Similarly, when it is used on one of the Outer Planes or against
creatures from the Outer Planes, the sword becomes a +3 weapon. And
it operates as a +4 weapon when employed on the Astral or Ethereal
Plane or against opponents from either of those planes.

Result2 times/day
3 times/day
4 times/day
5 times/day
6 times/day
7 times/day

ARMOR AND SHIELD (III.F.2.)

Anything Armor can be of any construction, from leather to plate. It will
originally appear as having a +1 dweomer, but upon command it will become any sort of other normal magical armor — one of the types listedon the tables, and not necessarily of the same construction as the anything armor in its unchanged form; i.e., anything armor that appears as
leather can change into plate, or vice versa. However, each such change
is singular; the anything armor will never form into a speciﬁc type of armor more than once. A change into a non-special sort of armor will lastfor 1 day (24 hours) before the anything armor reverts to its usual +1
status. A change into some special-function type of armor (such as plate
mail of etherealness) will last but 1 hour. After the possessor has commanded the anything armor to change three different times, the armor
will lose all of its magical properties.

Sun Blade swords are all of great size and must be treated as bastard
swords. Their dweomer is such, however, that an individual possessing a
sun blade may wield it as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use. In other words, the weapon
appears to all viewers to be a bastard sword, and it inﬂicts damage as if itwere a true sword of that sort, but the individual using a sun blade feels andreacts as if the weapon were a short sword. Any individual able to use eithera bastard sword or a short sword with proﬁciency or expertise will be able touse a sun blade. In normal combat, the glowing golden blade of the weapon
is equal to a +2 magic sword. Against evil creatures, its bonus is doubled to+4. When it is used against creatures from the Negative Material Plane or
those that draw power from that plane (such as many of the undead), thesword will inﬂict double normal damage, regardless of whether the bonusof the weapon is +2 or +4. Furthermore, upon command, a sun blade canbe swung vigorously through the air, and the blade will shed a bright yellow
radiance which equals full daylight. The radiance will begin shining within a
10-foot radius around the sword-wielder and will spread outward at 5 feetper round for 10 rounds thereafter, thus englobing an area of 60-foot radius.
Thereafter, the radiance fades to a dim glow which persists for another 10
rounds before disappearing entirely. This sunray power of the blade can only
be used once per day. All sun blades are of good alignment.

Elﬁn Chain Mail is magical armor of a sort that is so ﬁne and light thatit can be worn under normal clothing without revealing that it is there.
Because of its incredible lightness and ﬂexibility, thieves can utilize it,

Sword, Anything will originally appear to be a sword +1 of any type —short, long, etc. Upon command, however, it will change into any desired
type of magic sword of any power (for instance, from a short sword +1 to a

Except where this obviously does not apply (such as for leather armor+3), armor of +3 bonus is of special meteorite iron steel, +4 is mithral alloyed steel, and +5 is adamantite alloyed steel.
Special items from Table III.F.2. are described below:

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TREASURE (MISCELLANEOUS WEAPONS)
holy avenger +5 of long, bastard. or even two-handed sort). The sword willremain as commanded for 1 day (24 hours) or until it performs a special,highly powerful function such as draining a level, severing some body part,etc. The sword can be commanded to assume another form no more than
three times, and each form is singular and may not be repeated; i.e., theweapon can be a dancing sword but once, a frost brand but once, and avorpal blade but once. After changing upon command for a third time andthen reverting to its original form, the anything sword loses all of its dweomer and is thereafter an ordinary blade. This type of sword can never haveintelligence, ego, communication power, or any other sort of special ability.

score to hit, without adjustment for any bonus for the sling used or forthe bullet itself, is above the minimum required to hit, then the missile
does 2 additional points of damage for each point of difference between
the die roll and the minimum required to hit. A die score of 13 in thisexample indicates +2 to damage, a roll of 14 would add +4, a roll of 15
indicates +6, and so on, while a die roll of 12 or less means that no extra
damage is scored on that hit. The extra damage (if such applies) is added
to the base damage ﬁgure (2-5/2-7) for a sling bullet.
Dagger +2, Longtooth appears to be a normal weapon, or perhaps amagical weapon of the standard (non-special) sort. However, when thisbroad-bladed weapon is wielded by a small demi-human (gnome or halﬂing), it will actually lengthen and function as a short sword as its wielder
strikes blows (retaining its +2 bonus in this form), yet it will be as light andhandy to use as a dagger would be in the hands of the same character.
The weapon will actually penetrate wood or stone as easily as if it weresofter material when used by a gnome or halﬂing, inﬂicting maximum
damage against either substance.

Sword, Broad, “Final Word” Type is a very rare item — only nine of theseblades are known to exist. Each is patterned after the legendary broadsword Fragarach (which means “ﬁnal word” in the tongue of the ancient
Oeridians). Each of these weapons is thought to have a differing alignment, but in all other respects each is alike. If a creature of an alignment
different from that of the sword attempts to wield it in battle, the weapon
has no bonuses. In the hands of a creature of like alignment, the sword
becomes a +3 blade which always strikes last in any round, but which will
strike unerringly and do damage to any opponent that struck at the wielder
earlier in the same round, regardless of whether the opponent(s) successfully hit the wielder, up to the wielder’s allowable number of attacks perround. (Of course, since the weapon is a +3 blade, opponents immune toweapons of less than +4 value will not be harmed.) Each of these swords
has a gem of 10,000 gp value set in its pommel, and each gem is different
in type from all the others. Each sword also bears an identifying name; thenine appellations are “Answerer,” “Back-talker,” “Concluder,” “Last-quip,”“Rebutter,” “Replier,” “Retorter,” “Scather,” and “Squelcher.”

Dagger of Throwing appears as a normal weapon, but will radiate astrong dweomer when magic is checked for. The balance of this sturdy
blade is perfect, such that when it is thrown by anyone, the dagger will
demonstrate superb characteristics as a ranged weapon. The magic ofthe dagger enables it to be hurled up to 6˝ distance (short/medium range= 2˝/4˝). Any successful hit when it is thrown will inﬂict twice normal dagger damage, plus the dweomer of the blade, which will range from +1 to+4 (roll d100 and consult table below). The experience-point value of adagger of throwing is a base of 150, plus 100 points per magical plus.
The gold piece sale value is 1,500 plus 1,000 gp per magical plus.

MISCELLANEOUS WEAPONS (III.H.2.)
Dice Roll
01−35
36−65
66−90
91−00

Axe of Hurling appears to be a normal hand axe. With familiarity andpractice, however, the possessor will eventually discover that the axe
can be hurled up to 6˝ distance, and it will return to the thrower in thesame round whether or not it scores a hit. Damage inﬂicted by the magical throwing attack is twice normal (2-12 vs. S or M, 2-8 vs. L), with theweapon’s magic bonus added thereafter; for instance, an axe of hurling+3 will do 5-15 points of damage vs. S or M sized creatures and 5-11
points of damage vs. creatures of size L if it hits the target after being
thrown. The same axe will do only normal damage (plus its magic bonus)
when used as a hand-held weapon. After each week of using the weapon, the possessor has a 12½% chance of discovering the full propertiesof the weapon (roll of 1 on d8). In any event, the magical properties of theweapon will be fully known to the possessor after 8 full weeks of suchfamiliarization. The magical bonus of an axe of hurling is determined byrolling d20 and referring to the table below. The experience-point valueof such an item is 1,500 x.p. per each point of magical bonus, and thegold piece sale value is 15,000 gp per point of bonus.
Die Roll
1−5
6−10
11−15
16−19
20

Magic Bonus
+1
+2
+3
+4

Hornblade is a magical weapon that originally appears as a sickle-like blade
resembling some sort of animal horn, ranging in size from that of a knife to
somewhat less than the length of a short sword. Even a close visual andmanual inspection is 90% unlikely to reveal it as anything other than a pieceof horn of ½v to 1¼v in length, set in some sort of handle or grip. (If magic is
detected for, a hornblade will radiate a faint dweomer of the enchantment
sort.) However, if the proper pressure is applied in the correct place, a curved
blade of great strength and sharpness will spring out. The small versions(knife-sized and dagger-sized) are usually enchanted to +1 or +2, and thelargest version (scimitar-sized) commonly has a bonus of +2 or +3. A hornblade of one of the smaller versions can be thrown, and its bonus applies forboth “to hit” and damage determination. A member of any character classpermitted to use sickle-like weapons may use a hornblade. The magic of theweapon enables its possessor to employ it as if it were a weapon of known
type, providing that the possessor has proﬁciency with a weapon in the appropriate category (knife, dagger, or scimitar). The hornblade is retractablebetween uses. The experience-point value and gold piece sale value of ahornblade depend upon its size and the amount of its magical bonus:

Magic Bonus
+1
+2
+3
+4
+5

Dice Roll
01-20
21-35
36-50
51-70
71-90
91-00

Bullet, Sling, of Impact originally appears to be little more than a wellcast sling bullet. Close examination will reveal minute runes engraved
upon these missiles, and they radiate an aura of enchantment. Composed of a mixed iron, silver, and lead alloy, each bullet is equal to a +1
missile for purposes of “to hit” determination only. Thus, if one of thesemissiles is launched from a +2 magic sling, the total chance to hit would
be +3, or equal to a +3 magic weapon, but damage is determined exclusive of this +3 bonus. The unadjusted score to hit is the base determinantof whether additional damage is done by one of these missiles. That is,
if one of these bullets impacts its target, the sling-user’s base chance
to hit (exclusive of magical bonuses) must be determined. For example,
assume that the target could be hit normally on a 12 or better. If the die

ResultKnife-sized, +1
Knife-sized, +2
Dagger-sized, +1
Dagger-sized, +2
Scimitar-sized, +2
Scimitar-sized, +3

X.P. Value
500
1,000
750
1,500
2,000
3,000

G.P. Value
1,500
3,000
2,000
4,000
6,000
9,000

Darts of Homing appear to be normal projectiles, but are actuallymagic weapons of +3 value. If magic is detected for, they will radiatea dweomer of alteration and enchantment. If a dart of this nature hits thetarget it is thrown at, it will magically return to the thrower in the sameround and can be re-used. A dart of homing does 4-9 points of damage

105

TREASURE (MISCELLANEOUS WEAPONS)
on a successful hit against any size of creature — a base ﬁgure of 1-6
plus its magical bonus. If the dart misses its intended target, it loses its
dweomer. These weapons have twice the range of ordinary darts — 3˝
short, 6˝ medium, and 9˝ long.

Scimitar of Speed is a magical weapon, usually of +2 power, that enables its wielder to always make the ﬁrst attack in a melee round, eventhough some magical effect might have otherwise slowed his or her
speed and reaction time. This initial attack will come in the ﬁrst segmentof the round, ahead of any other action that may also take place in thatsegment. The scimitar of speed also allows more than one strike in somerounds; it increases the wielder’s ﬁgure for attacks per melee round by
one place, so that if 1 attack is normal, the improved ﬁgure is 3/2, andif 3/2 is normal, then the improvement is to 2 attacks per round. This
increase in attacks is cumulative with any other bonus attacks (suchas those provided by a haste spell). The order of attacks in the roundis determined normally after the wielder of the scimitar of speed has
made his or her ﬁrst attack to begin activity in the round. It is possible,
for instance, that a wielder entitled to 3 attacks in the round will attack
once before any other action takes place, and then (because of poor
initiative rolls or other factors) take his or her remaining two attacks atthe very end of the round. There are versions of this weapon which are
cutlasses, tulwars, and yatagans (30% overall probability for a variant
form, 10% chance for any speciﬁc type). There is also a chance (25%)
that the weapon will have a bonus of something other than +2; if thisoccurs, roll percentile dice and refer to the following table to determine
the appropriate bonus:

Knife, Buckle is a magical blade having a hilt which exactly resembles
an ornament on a large belt buckle or a complete buckle of a smallersort. Its hilt can easily be grasped and the weapon drawn from its beltsheath. The knife blade is short but has a very sharp point, so that it
inﬂicts damage just as does a larger knife. This weapon comes in four
varieties (roll d10):
Die Roll
1-4
5-7
8-9
10

Type
+1
+2
+3
+4

X.P. Value
100
200
300
400

G.P. Sale Value
1,000
2,000
3,000
4,000

Quarterstaff, Magic appears to be a normal bronzewood staff shod andbanded with iron. The shaft is actually as strong as steel, and the weapon
has two magical qualities. Upon command the staff will alter its lengthfrom as short as 6v to as long as 12v (or any length in between). It inﬂicts
damage as a quarterstaff (base amount of 1-6 points), with additions“to hit” and damage based upon its magical bonus. The ﬁve varieties ofmagic quarterstaff are as follows:
Die Roll
1-5
6-9
10-13
14-17
18-20

Type
+1
+2
+3
+4
+5

X.P. Value
250
500
750
1,000
1,250

APPENDICES

Dice Roll
01-50(normal form)
51-75
76-90
91-00

G.P. Sale Value
1,500
3,000
4,500
6,000
7,500

Q: Weaponless Combat

R: Non-Lethal Combat

Type
+1
+2
+3
+4
+5

X.P. Value
2,500
3,000
3,500
4,000
4,500

S: Non-Human Deities

G.P. Sale Value
9,000
12,00015,00018,00021,000

T: Pole Arms

APPENDIX Q: WEAPONLESS COMBAT
Occasions will arise in the game where a character is without normal weapons, whether this deﬁciency is caused by magic (such as the effect of a
fumble spell), or by physical attacks (such as with a whip). In time of need,a character may attack using weaponless combat, two systems for which
are offered below. The ﬁrst is a very simpliﬁed system that can be used
quickly in “emergency” situations. The second system is an outgrowth of
the ﬁrst, and has greater detail and is the more powerful of the two.

applicable). The defending character or creature gains any beneﬁts forarmor, dexterity, and magical protection that may apply.
A successful pummeling attack delays the opponent’s action for 1 segment, successfully distracting concentration and negating spell casting.
Damage is 1-2 points, with a strength bonus added only if the attacker
is using a weapon such as mailed glove. There is no further delay for
multiple successful pummels in the same round.

SYSTEM I
This system can only be used by humans, demi-humans, and humanoids against other humans, demi-humans, and humanoids. Any creatureattacked using this system cannot be more than 125% of the attacker’s
height (a four-foot-tall creature could not use this system against creatures of more than ﬁve feet in height, while a six-foot-tall being could only
affect those 7½ feet or shorter in height).

A successful grappling attack inﬂicts no damage but holds the opponent
for 1 round. While held, the grappled character is +2 to be hit and −2 tohit. A grapple is automatically broken at the start of the next round.
A successful overbearing attack will inﬂict no damage but will knock the
opponent to a prone position. Opponents in a prone position are +4 tobe hit until they regain their feet.

This system has three steps:
1) Attacker chooses action to be attempted, either:a) Pummeling (hitting),b) Grappling (grabbing), orc) Overbearing (knocking down)
2) Attacker makes roll “to hit”
3) If attack hit, DM administers result of chosen action

A character attempting weaponless combat makes initiative rolls at a
penalty of −2. If a character suffers any damage before making a weaponless combat attack, the attack is spoiled and cannot be made.
SYSTEM II
Pummeling:
Pummeling is a tactic available to any character or creature with astrength score, or one described as having strength equivalent to a

The roll “to hit” is based on the standard chance of the character striking the opponent according to class, modiﬁed only for strength (if106APPENDIX Q: WEAPONLESS COMBAT
certain score or range of scores. Player characters, most humans, giants, and vampires may all pummel, while most other undead, dragons,
and non-humanoid creatures may not.

Pummeling Table (Chance of Stunning)

Target’s
Status:Unexposed

The target of a pummeling attack must be a non-undead, non-vegetable,organic native of the Prime Material Plane. Shambling mounds, elementals, all demons (though not semi-demons), slimes, and fungus creatures
cannot be pummeled. An opponent must be of the same or a smaller
size class as the attacker. A size L giant can pummel opponents of size
L, M, and S, while a halﬂing ﬁghter could only pummel another size S
creature. Creatures may pummel a creature of any size if the target isprone (see overbearing, below).

Type of Object Used to Strike:
Small & Hard or
Small & Soft
Large & Soft
Large & Hard
No Effect
1% per Str pt., 2% per Str pt.,
20% at 18/01
40% at 18/01

Semi-Exposed

1% per Str pt.,
20% at 18/01

2% per Str pt.,
40% at 18/01

4% per Str pt.,
75% at 18/01

Exposed2% per Str pt.,
40% at 18/01

4% per Str pt.,
75% at 18/01

5% per Str pt.,
95% at 18/01

A character making a pummeling attack does so at a penalty of −4 oninitiative rolls, in addition to any modiﬁers for dexterity. However, thispenalty does not apply to pummeling attacks made with the advantage
of surprise, or pummeling attacks made from behind — and all such attacks of either sort are at +2 to hit.

The given percentage is the chance per point of strength of stunning the
opponent. Creatures with a strength of 18/01 or higher are considered
18/01 for purposes of stunning.

If a character making a pummeling attack takes damage from the attacked creature before the pummeling attack is made, the pummeling attack is spoiled and may not be made. The pummeling character is considered to be driven back, unable to get in a swing on that particular attempt.

Example: A ﬁghter with a strength of 15 attacks a man wearing paddedarmor. If the ﬁghter strikes with bare ﬁsts (small, soft object), there is a
30% change of successfully stunning the opponent if the ﬁghter hits. If
the attacker was using dagger pommel (small, hard object), the chanceof stunning would be increased to 60%, and should the ﬁghter use anearby chair, the chance of stunning his opponent rises to 75%.

A pummeling attack is resolved as follows:
1) Determine the type of item being used to pummel
2) Determine the vulnerability of the opponent
3) Make a “to hit” roll against the opponent’s effective armor class4) If a hit is made, check the Pummeling Table forchance of stunning

A stunned opponent will be so affected for 1-10 segments, during whichtime no actions may be taken. Any spells in the process of being cast are
lost. If an opponent that is already stunned is stunned by a later attack,the opponent must save versus death magic to avoid being knocked unconscious for 1-4 rounds. A stunned opponent defends without beneﬁtof dexterity or shield, and is +4 to be hit.

The four different types of objects used in pummeling are:
Small, relatively soft objects (bare ﬁst or foot)Small, hard objects (mailed ﬁst or sword pommel)
Large, soft objects (an unconscious character)
Large, hard objects (a table or chair)

Small, soft objects inﬂict 1-2 points of damage; small, hard objects inﬂict
1-3 points; and all large objects inﬂict 1-4 points of damage on any hit(whether or not a stun occurs). Weapons used to pummel are not wieldedin their conventional manner, and as such inﬂict the damage listed above
as opposed to their normal damage.

Note that large objects must generally be picked up (taking a round)
before being wielded in combat.

Special notes for certain character classes: Monks do not suffer any
initiative penalty when pummeling, and may make either pummelingor open-hand attacks. Thieves (including thief-acrobats and assassins)
gain +4 to hit from behind when pummeling. Thief-acrobats may add
their Tumbling Attack percentage to their own chance to stun while pummeling, up to a maximum pummeling chance of 95% chance of stunning. Thief-acrobats may subtract their Tumbling Defense Percentage
from attacker’s chance to stun while they are tumbling. Cavaliers (including paladins) suffer a −2 penalty to hit if pummeling with their bare hands,
since they are unaccustomed to such crude pursuits.

Targets have varying degrees of vulnerability, depending on attire and natural armor class. If a character or creature qualiﬁes for more than one of
the given categories, consider the target to be of the more vulnerable sort.
An exposed target is one:with bare head or facewearing ordinary cap or clothingin leather or padded armor
with a natural armor class of 7 or worse

Kicking: A character may make a pummeling attack by kicking, either withbare feet (small, soft objects), or metal-shod boots (small, hard objects). For
the defender in a kicking attack, only the armor from the waist down is considered for creatures of the same size class, but overall armor is considered(using the most vulnerable) if the target is of a smaller size class than theattacker. Characters who can jump (monks, thief-acrobats, barbarians) caneffectively kick any portion of a target of the same size class, and an attacker
at a higher elevation may kick any portion of the defender’s body.

A semi-exposed target is one:wearing standard armor between ring and plate mail inprotective value
with a natural armor class between 7 and 2
An unexposed target is one:wearing full or ﬁeld plate armor
with a natural armor class of 2 or better

Throwing: Objects may be thrown with the purpose of pummeling. A
small object can be hurled 30 feet, a large one no more than 10 feet. All“to hit” determinations are made as for a missile attack at long range (−5modiﬁer), and the thrower’s attempt is also modiﬁed for strength, if applicable. Thrown objects that miss are considered as grenade-like missiles
for determination of scatter effects.

Shields and bonuses from magic armor are not taken into account indetermining the vulnerability of the target.
In ﬁguring the effective armor class of an opponent when pummeling,
ignore any bonus for the defender from a shield, unless that shield is abuckler or some item that is similarly easily wielded. The defender does
receive any magic and dexterity bonuses that apply. If armor class adjustments are used, consider all pummeling attacks to be as with “ﬁst or
open hand.”Grappling:
Grappling is a tactic available to any intelligent creature who can conceivably restrain an opponent. Non-corporeal creatures, those who
exist in the Astral and Ethereal Planes, and non-intelligent slimes and107

APPENDIX Q: WEAPONLESS COMBAT
jellies cannot grapple; neither could a beholder, for instance, or an orc
that is bound hand and foot.

of creatures that can attack by grappling is determined by size of thetarget and of the grappler:

Grappling is used to restrain someone or something, either to prevent anupcoming action or to restrain an opponent and make it more vulnerable
to other attacks. In general, creatures that can be physically restrained
are subject to the effects of a grappling attack. Creatures of a larger sizeclass than the attacker cannot be grappled unless they are prone.

If the defender is size S, it can be grappled by as many as three size
S attackers, one or two of size M, or one of size L
If the defender is size M, it can be grappled by as many as threesize M attackers, or one or two of size L
If the defender is size L, it can be grappled by as many as threesize L attackers

A grappling attack takes place as a normal attack in the combat round,with a penalty of −1 to the initiative roll. If the attacker takes any damage
earlier in a round before a grappling attack was to take place, then that
attempt at grappling is ruined.

Any prone ﬁgure may be grappled by as many as eight size S, six size M,or four size L creatures.

Overbearing:

Grappling attacks are resolved as follows:
1) Determine the defender’s effective armor class2) Make a roll “to hit”

Overbearing is a tactic available to any creature against any other, although only those with a discernible upright position can be affected (itis essentially impossible to overbear a purple worm or gelatinous cube).
A successful overbearing attack knocks the target prone.

An opponent’s armor class ignores shield and bonuses gained by magical armor, since a grappling attack is usually directed at the arms andlegs as opposed to the regions protected by thick armor. Bonuses frommagical rings, protection devices, bracers, and magical plate armor are
considered.

An overbearing attack may be made as a normal attack with no modiﬁcations to the initiative die. If the attacker takes any damage the roundof an overbearing attack before the attack is made, the attack is negatedin that round.

A successful grappling attack inﬂicts no damage. It does, however,prevent any further action in that round by the victim of the attack. A
grappled target is −2 to hit opponents, and +2 to be hit in attacks in thesame round that may follow the successful grappling attack. Any dexterity bonus of the grappled target is negated as long as the target is held.

The steps of an overbearing attack are as follows:
1) Determine the effective armor class of the defender2) Make a “to hit” roll

A hold lasts until it is broken. The hold resulting from a successful grapple can be broken in a number of ways:

A overbearing attack in itself does no damage, though the situation may
inﬂict damage on the opponent if the overbearing takes place in a mass of
ﬂaming oil or on the edge of a pit. Prone ﬁgures are + 4 to be hit, and strikeat −2 until the regain their feet. In addition, prone ﬁgures may be grappled
and pummeled, even if the ﬁgure is of a larger size class than the attackers.

1) The attacker releases the opponent.
2) The opponent attacks and inﬂicts damage on the attacker. Anysuch attacks are at −2 to hit, and the attacker (in the grappling attack) retains the beneﬁt of magic and dexterity bonuses that may apply.
3) The opponent makes a successful grappling attack in a roundfollowing the one in which he was grappled. Such attacks are
made at no penalty for the opponent’s status, but the original attacker receives magical and dexterity bonuses to his
or her armor class, as well as a bonus to armor class equal
to the character’s bonus “to hit” due to superior strength. (Acharacter with 17 strength has an effective armor class one
step better than usual for this determination.) A successful“counter-grapple” by the opponent will free the opponent but
inﬂict no damage upon the attacker.
4) The opponent makes a successful “bend bars” roll.
5) If the opponent is a thief-acrobat, the thief-acrobat may tumble
out of the hold, using his or her Evasion percentage as the
chance to escape.

All defensive bonuses are considered in determining a creature’s effective armor class against being overborne. In addition, the defender’s effective armor class may be modiﬁed for relative size of the combatants
and will be affected if the defender has four or more legs.
Armor Class Adjustment for Size:
DefenderAttacker Size:
S
M
L
Size:
S
0
+2
+4
M
−4
0
+2
L
−8
−4
0
Armor Class Adjustments for Defender’s Footing:
Creature has 4 legs: −6
Creature has 6 legs: −8Creature has more than 6 legs: −10

A character that is grappled may be used as a large, soft object in apummeling attack (see above) if the character can lift the grappled ﬁgure
normally.

A creature with no legs cannot be overborne. Note also that size L
creatures with more than four legs can rise automatically in the next
round after falling prone, and take other actions in that round as well.

Grappling a Creature With Multiple Attacks: If an attempt is made tograpple an opponent that makes multiple, separate attacks, the grappler
can prevent and neutralize only one of those attacks. A human ﬁghter
grappling a giant scorpion (M-sized creature) could prevent attacks witheither of the creature’s claws, or the sting. The other claws (or sting) are
not affected by the grappling attempt. A creature that makes multiple attacks with the same weapon (like a high-level cavalier) can be neutralized
by a single grappling attack.

Multiple Overbearing Attacks: If a number of creatures with similar abilities (such as goblins) attempt an overbearing attack, a single die roll ismade for all attacks, with +1 to the die roll for every ﬁgure involved after
the ﬁrst (as with grappling; see above). Should a number of dissimilar
characters make such an attempt, the +1 bonus is granted, but the “tohit” number of the weakest creature type is used to determine if theoverbearing is successful.
If the target is size S, it can be overborne by as many as six size S
attackers, four of size M, or two of size L
If the target is size M, it can be overborne by as many as eight
size S attackers, six of size M, or four of size L
If the target is size L, it can be overborne by as many as twelve
size S attackers, eight of size M, or six of size L

Multiple grappling attempts: If multiple creatures of similar characteristics and abilities (such as a group of goblins) attempt to grapple, theattack is resolved by a single die roll, with a +2 bonus “to hit” for eachmember of the attacking group beyond the ﬁrst. The maximum number

108

APPENDIX R: NON-LETHAL COMBATAPPENDIX R: NON-LETHAL COMBAT

Lawful creatures who are defeated in this manner are honor-bound to theterms of the victor, unless to do so would be morally opposed to theiralignments. Good creatures cannot be made to perform evil acts, for example. Neutrally aligned creatures have the choice of honoring such an
agreement, based upon factors such as strength of the opposition andsize of the defeat. Chaotic creatures are under no constraints whatsoever, and those of chaotic evil alignment will see no problem with causing
an opponent to lower his or her defenses and then striking.

Subdual:Subdual is an effective form of non-lethal combat that can be usedagainst creatures of at least low intelligence but no greater than genius
intelligence. It can be used against dragons and similar types of creatures, including basilisks, wyverns, and dragonnes, as well as against
giants, ettins, bugbears, and other humanoid non-magical creatures ofsize L. Whether other creatures are affected by subdual is subject tothe decision of the Dungeon Master, but note that creatures native toplanes other than the Prime Material cannot be subdued except on thoseplanes, and player characters can never be subdued.

In general, vanquishing combat takes place between only two combatants. Multiple combat is possible, but in this case the hit points of all
members of one side must be brought to 0 for the other side to claim
victory. Individuals who are reduced to 0 points of “vanquishing damage”
may continue to ﬁght, but all damage taken past that point is the full, normal amount. A character reduced to 0 hit points in a multiple vanquishing
combat is usually allowed to retire with no loss of honor (except frombeing on the losing side, if such is the case).

In striking to subdue, all attackers must use the ﬂat, butt, haft, pommel,or other non-lethal part of the weapon in attacking. Any attacker striking
for full damage or using damage-inﬂicting spells will negate any subdual
effects recorded up to that point.

Vanquishing is used in tournaments and duels where a sudden loss of life
would spoil the festivities. It is also used by monks and druids seeking toadvance to the next level by combat. It is also used in lawful communities to apprehend felons for trial.

Subdual damage is noted separately from real damage, and is 75% temporary, 25% real. If 40 points of subdual damage is inﬂicted on a stone
giant, only 10 of those points are real. When subdual damage exceeds
the total hit points of the creature, it is subdued, and a victim will not attack after being subdued except in self-defense.

Disarming:

The requirements and effects of subdual under this section supersedes
previously published material, in particular with regard to the subdual of
dragons.

Disarming is a form of non-lethal combat that may only be used by ﬁghters, cavaliers, and members of their sub-classes. Only the weapons below, listed in order of length, may be used to disarm:

Subduing a monster is just that: The monster will not further attack thegroup that subdued it. If captured, the monster will submit, but seek theﬁrst chance to escape and, if the party that captured it is weaker thanitself, turn on its captors. This subdual will last as long as the party has
a clear upper hand.

Knife
DaggerMace, horseman’s
Sword, shortMace, footman’s
Sword (broad, long, falchion, or khopesh*)* The khopesh sword has a chance of disarming an opponent in
its normal mode of use. If the weapon is used intentionallyfor an attempt to disarm, use the rules given here.

Vanquishing:
Vanquishing is a form of combat used by cavaliers, paladins, monks, andother lawful creatures to settle disputes without excessive bloodshed,
involving a “duel of honor.” One combatant issues the challenge, andthe opponent must take it up. For this reason, vanquishing combat may
take place only between two intelligent beings capable of understanding
each other’s language, and who choose to communicate and agree tothe combat.

Disarming may only be used by a ﬁghter or cavalier wielding a weapon
in which he or she has proﬁciency against an opponent that is likewiseusing one of the above weapons. Any weapon that requires two hands
to use can never be affected by this form of attack.
Disarming inﬂicts no damage, but if a successful hit is made, the defender must make a saving throw versus petriﬁcation or lose the weapon being used (superior swordplay has torn the weapon from the opponent’s
grasp). Disarming can only be used against weapons of the same lengthor shorter; a dagger may disarm someone holding a knife and a scimitar
may disarm someone with a mace, but a dagger cannot disarm someone
with a short sword.

Combat proceeds as normal, but, as with subdual, only one quarterof the damage inﬂicted is real between honor-bound opponents. Each
combatant is “holding back” blows that would otherwise kill outright,
proving his or her mastery by superior weapon-handling. Either side may
resort to real combat at the start of any round, and any full real damage
inﬂicted (either by an opponent or a third party) upon a combatant negates the vanquishing. Any temporary points lost are ignored, and bothparties may attack normally. Poisoned blades, vorpal swords, and similar
weapons with automatic effects perform as if in real combat.

A weapon subjected to a disarming attack will fall at the owner’s feet
if the weapon is of the same size as the attacker’s, or 1-10 feet away ifof a smaller size than the weapon which did the disarming. The former
wielder of the weapon must either take a round to recover the weapon,
draw another, or engage in weaponless combat. It is recommended
that this form of non-lethal combat only be used if the more extensive version of weaponless combat (System II) is being employed in the
campaign.

Vanquishing damage is noted separately from real damage. Should oneof the combatants be reduced to 0 hit points, he or she is the loser andmust honorably surrender immediately. If both combatants are reduced
to 0 hit points in the same round, the combat is a draw.
The winner of a vanquishing combat may demand a single service oritem from the loser. The service may include banishment from the area
for a time, to carry a message, do a small favor, or merely sing the praisesof the victor’s prowess in combat. An item may include any one weapon,
armor, or shield of the loser (including magical items), or a treasure of avalue not more than 1,000 gp times the loser’s hit dice or level. Attempts
to enslave or slay a vanquished opponent will free the opponent from any
duty to the victor, though a vanquished opponent may be imprisoned if
the victor had stated that fact in the initial challenge.

APPENDIX S: NON-HUMAN DEITIESThe material on the following 13 pages, written by Roger E. Moore, originally appeared in issues #58-63 of DRAGON Magazine. It is reproduced
here as an adjunct to the “Non-Human Deities” section of the Legends& Lore book (which was previously titled the DEITIES & DEMIGODS™
Cyclopedia). Descriptions of certain major deities mentioned in this text
can be found in Legends & Lore.

109

APPENDIX S: NON-HUMAN DEITIESTHE GODS OF THE DWARVESMAGIC RESISTANCE: 50%
SIZE: L (17v)
ALIGNMENT: Lawful neutral
WORSHIPER’S ALIGNMENT: All alignments, especiallywarriors (dwarves)
SYMBOL: Two crossed battle axes
PLANE: Arcadia
CLERIC/DRUID: 12th level druid
FIGHTER: 17th level ranger
MAGIC-USER/ILLUSIONIST: 10th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 6th level bard
PSIONIC ABILITY: VI
S:25 (+7, +14) I:20 W:19 D:20 C:25 CH:16 (22) CM:13 (20)

One of the most powerful of all the non-human pantheons is that ofthe dwarven fold, and it well reﬂects their nature and beliefs as the human pantheons reﬂect that of their human worshipers. In describing the
dwarven pantheon, several distinct differences are apparent between it
and usual human religions.
All of the greater dwarven gods are at least twice as large as normal
dwarves, ranging up to Moradin’s 20-foot height. Though some humanreviewers have said this is an indicator of an inferiority complex dwarves
have about their height, this claim is patently ridiculous. More likely it reﬂects the dwarves’ own sense of self-importance (perhaps a little exaggerated, from the human viewpoint). Dwarves refuse to see themselves
as a “minor race,” and indeed, there is much to support the view that the
dwarves are one of the most powerful of all races (perhaps second only
to humanity). Lesser dwarven gods are generally shorter than the greater
gods; demigods are roughly normal dwarven height, and no dwarvendeity is taller than Moradin, the Soul Forger.

Bald and silver-bearded, Clanggedin lives in a vast mountain fortressmanned by the souls of the ﬁnest dwarven warriors. He taught the
dwarves many special methods of combating giant-types, and passed
his knowledge and skills on to the gnomish gods as well. In the manytales and legends about his deeds, the dwarves portray Clanggedin as aﬁerce and resolute warrior who never backs down from danger and who
refuses to surrender even when all seems lost, many times winning a victory by only the barest of margins.

Another interesting aspect of dwarven religion is that the holy symbols
used are invariably not living objects: tools, weapons, mountains, minerals, and so forth. This derives in large part from some of the teachingsof Moradin, who ruled that the dwarves must hold no other race above
them; having an animal as a symbol would then be a way of saying thatanimal was better than the dwarves. Likewise, Moradin said that the
dwarves should not ever worship each other, so no dwarf or part of one
is used as a holy symbol. Dwarves should take pride in their accomplishments, and respect the earth from which they originally came; thus
tools, weapons, and similar items were developed and used as religious
symbols.

Clanggedin’s most hated enemies are Grolantor (the hill giant god) andthe followers of that deity. Giant-type creatures attack Clanggedin at a
−4 penalty “to hit,” the same as for mortal dwarves. In the heat of battle
Clanggedin is fond of singing, with the intent of both unnerving his opponents and increasing his followers’ morale.
Clangeddin can wield a mithral battle axe +4 in each hand. He can throwthese special axes with either hand up to 100 yards and both will dodamage to whatever they hit as if he had struck the target by hand (withall appropriate bonuses to hit and damage). His armor is steel chain mail+5. Although Clanggedin has magical spell ability, he will usually only
use such powers to indirectly affect the course of events. Not unless his
existence on the Prime Material Plane is at stake will Clanggedin resort
to the use of magical spells or spell devices in a close-combat situation.

Five of the most commonly accepted dwarven deities are described inthis text. A description of Moradin, invariably the ruler of all dwarven pantheons (though he may be known by several different names) is found in
the Legends & Lore book. There are many dwarven gods and demigods,some of which may be connected with certain planes or areas all theirown. Every clan of dwarves has a pantheon that will vary from every
other clan’s pantheon (leaving Dungeon Masters quite free to develop
their own pantheons and not worry about anyone else’s).

VERGADAIN
God of Wealth and Luck

Some ﬁnal notes about dwarven gods in general: All dwarven gods possess dual charismas, one applying to dwarves and other dwarven deities, and the other to everyone else. Just as the dwarves hold themselves
as a race apart, so do the dwarven deities generally keep themselves
aloof from the workings and dealings of other pantheons (with a few
exceptions, as will be seen).

Greater god
ARMOR CLASS: −5
MOVE: 18˝
HIT POINTS: 345
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 3-30 (+10)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Automatically detects all traps
MAGIC RESISTANCE: 70%
SIZE: L (10v)
ALIGNMENT: Neutral (tends toward chaotic neutral)
WORSHIPER’S ALIGNMENT: All neutral alignments, especiallymerchants and thieves (dwarves)
SYMBOL: Gold piece
PLANE: Concordant Opposition
CLERIC/DRUID: 12th level druid
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 18th level thief
MONK/BARD: 15th level bard
PSIONIC ABILITY: III
S:22 (+4, +10) I:23 W:20 D:23 C:25 CH:18 (24) CM:18 (24)Most of the lesser deities and demigods of the dwarves are connectedwith the spheres of ﬁghting and warfare, guardianship, the earth, metals,
craftsmanship, volcanoes and earthquakes, ﬁre and lava, the protectionof the dead, medicine, and strength. There are very few or no deities
known in dwarven pantheons governing the sea, the air and atmosphericphenomena (rain, clouds, stars, etc.), plant life and forests, comedy, animals, and chaos.
Dwarves on rare occasions worship deities from other pantheons. In particular, Goibhnie (of the Celtic mythos) and Hephaestus (of the Greek)
draw much favorable attention from dwarves, because they represent
powers of smith-work and the earth.
CLANGGEDIN SILVERBEARD
The Father of Battle
Greater god
ARMOR CLASS: −4
MOVE: 12˝
HIT POINTS: 375
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-36 (+14)
SPECIAL ATTACKS: Double damage vs. giants
SPECIAL DEFENSES: See text

The patron god of dwarven merchants and most non-evil dwarventhieves is the scheming Vergadain. He is said to be a great poet as well,and may dispense clues to his worshipers on the locations of great treasures. These clues are usually hidden in a verse or rhyme of some sort.
His bard-like talents also give him the ability to carefully evaluate treasures as to their true nature and worth.

110

APPENDIX S: NON-HUMAN DEITIESVergadain appears to be a huge dwarf wearing brown and yellow clothing. Underneath his suit is a set of golden mail +5, and he wears a necklace that allows him to change his height at will between one foot and 15
feet. At his side is a sword +4 that detects all treasures within 2˝ of his
person whenever the hilt is grasped.

ABBATHOR
Great Master of Greed
Greater god
ARMOR CLASS: 0
MOVE: 12˝
HIT POINTS: 330
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-24 (+12)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
SIZE: L (8v)
ALIGNMENT: Neutral evil
WORSHIPER’S ALIGNMENT: Evil (dwarves)
SYMBOL: Jeweled dagger
PLANE: Hades
CLERIC/DRUID: Nil
FIGHTER: 14th level ﬁghter
MAGIC-USER/ILLUSIONIST: 11th level illusionist
THIEF/ASSASSIN: 20th level thief/15th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: III
S:24 (+6, +12) I:22 W:16 D:24 C:24 CH:8 (14) CM:7 (13)Most of Vergadain’s adventures concern the elaborate con games he has
played on human, demi-human, humanoid, and giant victims in order to win
their every belonging of any worth. He is not above using any sort of trick toaccomplish his ends, and is eternally suspicious of potential adversaries who
might try to trick him in return. Followers of Vergadain are usually seen as suspicious characters; as a result, few dwarves will willingly admit that he is their deity. If a follower of this god denies to others that Vergadain is that person’s true
deity, the god will not be offended (so long as the proper sacriﬁces are made).
DUMATHOIN
Keeper of Secrets Under the Mountain
Greater god
ARMOR CLASS: −2
MOVE: 9˝ (48˝)
HIT POINTS: 366
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 10-40 (+14)
SPECIAL ATTACKS: Summon elementals
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: 70%
SIZE: L (18v)
ALIGNMENT: Neutral
WORSHIPER’S ALIGNMENT: All alignments (dwarves)
SYMBOL: Gem inside a mountain
PLANE: Concordant Opposition
CLERIC/DRUID: 15th level cleric/14th level druid
FIGHTER: 16th level ﬁghter
MAGIC-USER/ILLUSIONIST: Special/14th level illusionist
THIEF/ASSASSIN: 12th level thief
MONK/BARD: Nil
PSIONIC ABILITY: VI
S:25 (+7, +14) I:23 W:25 D:20 C:25 CH:18 (24) CM:13 (16)

At times, Abbathor has been the ally of the other dwarven gods, but his
treachery and lust for treasure make him a dangerous associate. He will
never help any non-dwarven deity or creature. He cannot be trusted to
do anything but evil, unless it suits his own purposes to give assistance.
Abbathor was not always as devoted to evil as he is now. Originally, his
sphere of inﬂuence concerned the appreciation of valuable gems and metals, not necessarily at the expense of others. He became embittered when
Moradin appointed Dumathoin the protector of the mountain dwarves instead of him, and from that day forward has become ever more devious
and self-serving in his endeavors, in a continual effort to wreak revenge
on the other gods by establishing greed — especially evil greed — as thedriving force in dwarves’ lives. His home caverns are said to be made ofpurest gold, which may be a fact or may be a legend born of his reputation for hoarding that which is precious. Abbathor’s greed manifests itself
frequently in his actions. Should he set eyes upon any magical item, or ontreasure worth more than 1,000 gp, he will attempt to steal it outright orslay the owner and then take it (50% chance of either speciﬁc occurrence).

Dumathoin is said to hide the secrets of the earth until they are ready to
be uncovered by the diligent and the deserving. He is the protector of themountain dwarves, the keeper of all metals. He lays veins of iron, copper,
gold, silver, and mithral where he feels they will do the most beneﬁt to
his followers when found. Dumathoin has never been known to speak,
instead keeping his wisdom to himself (though he may send subtle clues
to keen observers on the nature of the world).

Abbathor wears leather armor and furs, made from the skins of beingsand creatures who have opposed him in the past. He uses a dagger+5 with a diamond blade and jewels set into the hilt. The dagger doesa base of 2-24 points of damage, and can detect the presence of precious metals (type and amount) in a 2˝ radius. Anyone but Abbathor who
grasps this weapon will suffer the loss of one experience level at once,
and will lose another level in each round the dagger continues to be held.
Abbathor also owns a shield that casts one cause blindness spell per
round (save at -6) at any target (one at a time) within 3˝ range.

When Moradin named him protector of the mountain dwarves, Dumathoin created a “paradise” for the mountain dwarves to enjoy. He wasangered at ﬁrst when the dwarves started to “destroy” the mountains hehad provided for them, but his anger turned to pleasure when he saw theﬁnely crafted metal items the dwarves produced from the ore they had
mined. His enemies are those (dwarven or otherwise) who plunder theearth’s riches and take them away for unfair or selﬁsh purposes. He does
not object to tunneling, mining, or the keeping of treasures underground,however. Miners see him as their patron, and often carry a small diamondor gemstone in their pockets (10 gp value) to attract the favor of the god.

Abbathor maintains an uneasy truce with Vergadain (see below), withwhom he sometimes roams the Prime Material Plane in search of moretreasure. If frustrated when attempting to steal an item, Abbathor will try
to destroy the item, so as to not be tortured by the memory of his failure.
BERRONAR
Mother of Safety, Truth, and Home

Dumathoin appears to be a gigantic dwarven ﬁgure with hair and beardof gray stone, earth-brown skin, and eyes of silver ﬁre. He owns a great
two-handed mattock +5 of solidiﬁed magma. Once per day, he may summon 3-18 earth elementals (16 hit dice each) at will instantly; they willﬁght for him to the death. Dumathoin may also use all metal-, earth-,or stone-related magic-user spells at the 30th level of ability, but cannot use any other magic-user spells. Unlike most other dwarven deities,
Dumathoin maintains friendly relations with non-dwarven deities, though
only a few. One of his closest allies is Hephaestus, whom he supplies
with adamantite ore. Other gods of metalcraft and the earth sometimes
do business with Dumathoin and his representatives for metals and ores
as well. For these reasons, clerics of this god are sometimes involved inbusiness ventures in the selling of metals and similar materials.

Greater goddess
ARMOR CLASS: -4
MOVE: 12˝
HIT POINTS: 370
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-36 (+9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: L (18v)
ALIGNMENT: Lawful good111

APPENDIX S: NON-HUMAN DEITIESWORSHIPER’S ALIGNMENT: Lawful good (dwarves)
SYMBOL: Two silver rings
PLANE: Seven Heavens
CLERIC DRUID: 15th level cleric/12th level druid
FIGHTER: 14th level paladin
MAGIC-USER/ILLUSIONIST: 16th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: III
S:21 (+4, +9) I:25 W:25 D:20 C:25 CH:19 (25) CM:20 (25)when something needs doing, and automatically a few of them (if morethan one is needed) get together and do it.
There are a number of interesting similarities among the elven deities andtheir religions. All the religions practice tolerance for other religious followings within the Seldarine, and for a few religions of a closely allied nature (the cult of Skerrit the Forester being a prime example). Most of thesereligions also emphasize elven unity with life and nature, and tend to blurthe distinction between elves and their environment. Rillifane Rallathil, theLeaﬂord, is at once a “giant ethereal oak tree” and a “green-skinned elf
clad in bark armor.” Deep Sashelas has a sea-green skin that mirrors his
habitat; Aerdrie Faenya is usually depicted as deep blue in color, like thesky she rules. The weapons and tools and armor used by these deities
are often regarded as merely extensions of the divinities, sometimes astrue physical parts of them. The themes of nature and magical power also
appear very frequently in tales of elven mythology and religion.

The greatest of all dwarven goddesses is usually held to be Berronar,
who lives with Moradin in the Seven Heavens at the Soul Forge beneaththe mountains. Berronar is seen as the patroness of marriage and love(but not necessarily romance). Her name is often invoked in small homerituals, for protection from thieves and duplicity. But Berronar is not apassive homebody; her efforts to preserve and protect dwarven culture
and civilization have spanned many universes, and dwarves of both sexes revere her name.

Elven deities, when appearing in elven form, are usually between 4v and 8v
tall, with a few exceptions at either end of the scale. Many of these deities
are also capable of assuming much larger shape in non-elven, natural forms.
Rillifane’s form as an oak tree, Sashelas’ shape as a giant, towering (vaguely
humanoid) wave of sea water, Aerdrie’s appearance as a white cloud, andCorellon’s rare incarnation as an azure moon or star are examples of this.

Berronar appears to be a huge dwarf wearing +5 chainmail of bright silver.
Her brown beard is braided into four rows. If a braid is cut off, it will regrow
in a single day, and at the end of that day the lock of hair which was cut
off will turn to gold (worth 10,000 to 40,000 gold pieces). She sometimes
gives locks of her hair to dwarven communities that are exceptionally pooror hard-pressed and otherwise unable to get on their feet economically.
This is an extremely rare occurrence, of course, and must be invoked bya lawful good dwarven cleric of the highest level in the colony. If this goldor any part of it is used for other than good purposes, it will all disappear.

Evil elvenkind have nothing to do with the gods of the Seldarine. Theyfrequently ﬁnd the demon princes, arch-devils, and other ﬁgures of thelower planes more to their liking. Evil elves tend most often to be ofchaotic nature, so the lords of the Abyss gain the majority of their worship. Lolth, the demon queen of spiders and spiderkind, is an infamous
example of a lesser divinity who takes much of her power from the worship of evil elven kind, particularly the drow. The smaller elﬂike beings,
like leprechauns, pixies, and so forth, have their own deities (usually of
demigod level) that tend to their needs. Depending on the general alignment of their followers, these demigods may be found on several different planes, but all are generally allied with the Seldarine.

Berronar wields a +4 mace of gold and steel that will slay evil thieves andall assassins on contact (save versus death magic at -4). She wears two
silver rings of great power; one prevents anyone from knowingly telling a
falsehood within 10˝ of her, and the other prevents the use of all thieving
abilities by any mortals within the same area, unless they make a saveversus spell at -2 in every round an attempt is made to use the skill.

Half-elves are allowed to worship any god in the Seldarine. They, as player characters, may also be allowed to become clerics or druids of thesegods, as applicable. A fair number of half-elves honor Hanali Celanil, thegoddess of romance and beauty, in honor of the love between their parents that brought them into the world, if such was the case.

Dwarves have a custom of exchanging rings with those for whom they
feel exceptional, mutual trust and love; this independently parallels ahuman custom used in marriage rituals. This dwarven ceremony is notlightly taken, and is almost never undertaken with a non-dwarf except in
the most unusual circumstances. Both participants must be lawful good.
Berronar is said to have inspired this practice, and several variations of itexist around the dwarven realms.

The numerous other members of the Seldarine are gifted with varying degrees of control over the spheres of elvenkind, nature, magic, dancing andplay, love, beauty, time, celestial phenomena, running water, weapon skills,
craftsmanship, secrecy, comedy and joy, chaos, and mischief, among others. Few if any represent law, underground phenomena, violence withoutcause, warfare, and non-mammalian or non-avian life forms. One or two
are concerned with death and dying, but they are peaceful, good-aligned
deities and not the dark and evil types that pervade human pantheons.
Elven pantheons will vary widely from place to place, as different membersof the Seldarine achieve local prominence or fade from memory.

If a lawful good dwarven ﬁghter appeals to Berronar for aid for a particular purpose and makes an appropriately large sacriﬁce, there is a
5% chance she will bestow upon the individual the powers of a paladinof equal level for 3-6 days. Only dwarves of exceptionally pure heart will
be considered for this honor, and it may be granted only once every 10
years to any individual.

THE GODS OF THE ELVES
Following are descriptions of ﬁve of the more powerful and widely accepted deities of the Seldarine. Since there are so many different elvengods, it is very possible that these speciﬁc deities might not be found inany particular DM’s universe and other deities, the existence of which
was mentioned before, would be present.

The elven pantheon is primarily located on one of the planes of Olympus,
in an area known as Arvandor, “The High Forest.” Here dwell a large number of elven deities, who collectively refer to themselves as the Seldarine,
which roughly translates as “the fellowship of brothers and sisters of thewood.” The title also implies a wide diversity in capabilities and areas ofinterests, linked together by a desire for cooperation. Though many of thebeings’ areas of inﬂuence overlap to some degree, there is no conﬂict between them. Of all the Seldarine, only Corellon Larethian is a greater god.

AERDRIE FAENYA
Goddess of Air and Weather
Lesser goddess
ARMOR CLASS: -5
MOVE: 48˝ (ﬂight only)
HIT POINTS: 322
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-20
SPECIAL ATTACKS: Negate ﬂight
SPECIAL DEFENSES: Immune to missile weapons

The Seldarine, almost without exception, are chaotic, neutral, and/or
good in temperament. None are evil, and a very few (two or three atthe most) are lawful. They act for the most part independently of one
another, but are drawn together by love, curiosity, friendship, to combine
their strengths to accomplish a task, or by outside threats. Corellon Larethian, the most powerful of them, reinforces this freedom of action andcompels none of them to perform any task. Instead, they seem to sense112

APPENDIX S: NON-HUMAN DEITIESMAGIC RESISTANCE: 80%
SIZE: M (6v)
ALIGNMENT: Chaotic good (tends toward neutrality)
WORSHIPER’S ALIGNMENT: See below
SYMBOL: Cloud with bird silhouette
PLANE: Olympus and Gladsheim
CLERIC/DRUID: 14th level druid
FIGHTER: 10th level ﬁghter
MAGIC-USER/ILLUSIONIST: Special/Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level bard
PSIONIC ABILITY: VI
S:8 I:24 W:22 D:24 C:19 CH:23 CM:25

While his following is not as large as those of the other elven deities, Erevan stillcommands his share of attention from the elves, particularly those engaged inthieving. Erevan is a ﬁckle, utterly unpredictable deity who can change his appearance at will. He enjoys causing trouble for its own sake, but his pranks are
rarely either helpful or deadly. His favorite tactic is to change his height to any
size between one inch and six feet. Regardless of how he appears at any given
time, Erevan will always wear green somewhere upon his person.
When he travels, Erevan carries a +4 longsword that knocks open all
barriers, doors, and locks with but a touch. When he so desires, he may
also summon up to twenty leprechauns, sprites, pixies, or other small,mischievous elf-like beings, each with maximum hit points, to help out
in a given situation. Erevan will rarely ﬁght another being directly, preferring to escape and possibly catch his opponent off guard at a later time.
He can, however, cast the spells chaos and polymorph any object once
per round at will. Prior to entering combat, it is very likely he will makeextensive use of these spells to his own advantage.

Aerdrie appears to be a tall, elf-like woman with feathered hair and eyebrows; from her back spring a pair of large, bird-like wings. Her feathers
are of constantly changing color. The lower half of her body from the hips
down vanishes into a misty whirlwind, so that she appears to never touch
the ground. Aerdrie wanders the winds of the planes of Olympus and Gladsheim, in the company of a large number of winged creatures of many types.

Followers of Erevan are usually quite unpredictable themselves, and arevery independent. Many of them are thieves or have thieving as one of
their multiple classes. There have been known to be elven cleric/thieves
and ﬁghter/cleric/thieves among his worshipers, a set of class combinations not normally possible to elvenkind. These multi-classed characters
are always non-player characters.

If aroused for battle, Aerdrie is able to cast two great blasts of wind perround, causing 5-20 points of damage each against any opponent within
96 ˝ of her. She may also summon 2-12 air elementals (16 HD each) once
per day, and may also summon 3-18 giant eagles or 1-2 rocs twice perday. These creatures will obey her unto death.

SOLONOR THELANDIRA
God of Archery and Hunting

This goddess is able to use all magic-user spells involving air, weather,ﬂight, electricity, and gas at the 25th level of ability, as often as desired,
one spell per round. She has the power to negate at will the ﬂying orlevitating abilities of any creature within 12˝ of her.

Lesser god
ARMOR CLASS: -2
MOVE: 15˝
HIT POINTS: 308
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Arrow of slaying
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 85%
SIZE: M (7v)
ALIGNMENT: Chaotic good
WORSHIPER’S ALIGNMENT: All good and neutral hunters andwarriors (elves)
SYMBOL: Silver arrow with green ﬂetching
PLANE: Olympus
CLERIC/DRUID: 12th level druid
FIGHTER: 17th level ranger
MAGIC-USER/ILLUSIONIST: 10th level magic-user
THIEF/ASSASSIN: 12th level thief
MONK/BARD: 8th level bard
PSIONIC ABILITY: VI
S:21 (+4, +9) I:22 W:21 D:25 C:21 CH:23 CM:22

Any elves of non-lawful and non-evil alignment may worship Aerdrie. Elves
who desire certain weather conditions make the most frequent sacriﬁces
to her, and her cult is also popular with elves who possess ﬂying mounts(griffons, hippogriffs, pegasi, and so forth). It has also been known to happen that an elven character who has somehow fallen from a great height,
should he or she call out Aerdrie’s name aloud, has a small (2%) chanceof receiving a feather fall spell just prior to striking the ground. However,those who receive this gracious beneﬁt, coming directly from Aerdrie herself, will be both quested and geased (no saving throws allowed) within
the next 2-7 days to perform a service for the goddess, fully commensurate with the character’s general level of ability. Such tasks vary widely innature, though all of them are said to be comparatively challenging anddifﬁcult. Elves receiving this beneﬁt of a feather fall (and its consequences)need not be worshipers of Aerdrie, but should be of the same alignment.
EREVAN ILESEREGod of Mischief and Change
Lesser god
ARMOR CLASS: -1
MOVE: 18˝
HIT POINTS: 290
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-24 (+7)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 85%
SIZE: S to M (see below)
ALIGNMENT: Chaotic neutral
WORSHIPER’S ALIGNMENT: All chaotics and thieves (elves)
SYMBOL: Nova star with asymmetrical rays
PLANE: Olympus
CLERIC/DRUID: 8th level druid
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 18th level illusionist
THIEF/ASSASSIN: 20th level thief
MONK/BARD: 10th level bard
PSIONIC ABILITY: III
S:19 (+3, +7) I:23 W:16 D:25 C:20 CH:24 CM:25

Clad in a great cloak of living leaves, Solonor strides through the forests insearch of game and to seek out and destroy evil. His only weapon is a +5
longbow that has a range as far as the horizon. Solonor will not close to dobattle with an enemy, but will track and pursue instead, ﬁring arrows from anever-empty quiver. He cannot be surprised by any being within 48 ˝ of him,
due to the keenness of his senses. The favorite tactic of this deity, should
he anticipate battling a particularly dangerous foe, is to physically touch thatbeing and then retreat. Once by himself again, he can then manufacture a
special arrow of slaying designed especially to kill that one opponent, should
it strike home. This type of arrow can kill any intended target of up to (but notincluding) demigod status. Many demons, devils, and other monsters of thelower planes have felt the bite of these missiles; not even their magic resistance can protect them from certain death. It takes one day to make one ofthese arrows +3.
When traveling through forests, Solonor becomes automatically invisible(as in improved invisibility, the 4th-level illusionist spell) and completely
silent. He taught the ﬁrst elves the art of hiding in and moving throughnatural foliage so as not to be detected.

113

APPENDIX S: NON-HUMAN DEITIESElven hunters and ﬁghters frequently worship Solonor Thelandira,
and appeal to him for better catches of game. Worshipers who distinguish themselves in some very extraordinary fashion have a 2% chanceof being given an arrow of slaying of the normal sort, designed to slay
the type of creature that is the elf’s greatest enemy at that particular time.
This gift can be received only once in an elf’s lifetime.

LABELAS ENORETH
God of Longevity
Lesser god
ARMOR CLASS: −3
MOVE: 12˝
HIT POINTS: 310
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 93%
SIZE: M (6v)
ALIGNMENT: Chaotic good
WORSHIPER’S ALIGNMENT: Chaotic good (elves)
SYMBOL: Setting sun
PLANE: Olympus
CLERIC/DRUID: 14th level cleric/12th level druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 18th level m-u/16th level illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 12th level bard
PSIONIC ABILITY: VI
S:12 I:25 W:25 D:19 C:18 CH:24 CM:25

HANALI CELANIL
Goddess of Romantic Love and Beauty
Lesser goddess
ARMOR CLASS: −4
MOVE: 12˝
HIT POINTS: 312
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Charm aura
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 95%
SIZE: M (5½v)
ALIGNMENT: Chaotic good
WORSHIPER’S ALIGNMENT: Good and neutral alignments (elves) andthose who enjoy beauty or are in love
SYMBOL: Heart of gold
PLANE: Olympus
CLERIC/DRUID: 14th level cleric/10th level druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 16th level m-u/15th level illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 12th level bard
PSIONIC ABILITY: VI
S:15 I:23 W:23 D:25 C:20 CH:25 (special) CM:30

Like Corellon Larethian, Labelas Enoreth variously appears as both maleor female (and sometimes both or neither). Regardless of gender, Labelas
always has silvery hair and misty gray eyes. This deity wears pale-coloredrobes of green, blue, white, and gray. At the creation of the elven races, Labelas blessed them with longevity, and pronounced that the passage of time
would do little to alter their appearances, as it did to the other races. Labelasknows the future and past of every elf and all elven-related creatures.

Hanali Celanil is predominantly depicted as feminine, though on rareoccasions it is said she has appeared as a male. Hanali inﬂuences
the spheres of love and beauty, and is widely revered by many of theelves. She owns an immense crystal fountain and pool with which
she keeps watch over her followers, as if using a crystal ball. Whenshe bathes herself in the waters of the pool (called the “Evergold”),
her charisma score is enhanced for one day; during that time she will
receive a +75% reaction bonus and inspire awe in characters of up to
14th level. These bonuses, however, are only effective against elvesand half-elves.

Labelas Enoreth is acknowledged to be the master of time and aging
by the elves. Once per round, should he ﬁx his gaze upon any being
within 12˝ of him, he can place that being in temporal stasis (no saving
throw) for as long as desired. At a touch, Labelas can restore youth to,or prematurely age, any being by up to 100 years in either direction (saveversus spell applicable). This power is used only once (one form or theother) on a creature during its lifetime. All mortals within 18˝ of Labelas
who are his enemies will be slowed automatically, and all mortal beingsin the same radius but who are allied to the god will be hasted, if Labelas
so chooses; there is no saving throw against this power, though magic
resistance could help. Labelas himself is immune to the effects of any
spell or similar effect that involves time or would inhibit his movement(time stop, temporal stasis, slow, paralysis, hold, etc.).

The goddess Aphrodite (as described in the Legends & Lore book) is the
only other being who shares the waters of Evergold with Hanali, and she
can gain the same bonuses mentioned above against humans. Oriented
as they are toward different races, these two goddesses rarely ﬁnd themselves at odds with one another. Their respective cults and followings,
while rarely assisting one another, don’t object to each other’s presence.

Elves who worship this being may appeal to him to undo the effects ofage, but this is rarely (1% chance) granted, and only to those who havedone an outstanding quest in his name. Such quests should be workedout by the DM, and usually involve the recovery of artifacts and relics thathave been lost for hundreds or thousands of years. Followers of Labelasare usually historians or other types who collect information on the pasthistory of elvenkind.

Hanali has no physical attack mode as such, though she does possess a magical aura of 6˝ radius; any beings within this aura must saveversus spell at −4 each round or else be permanently charmed by her
beauty. This goddess may only be attacked by beings with a +2 or better weapon and a negative charisma (−1 to −7); see the Legends & Lorebook). All others will be so distracted by her presence as to miss her
with every hit.

THE GODS OF THE HALFLINGS
The halﬂing pantheon is a small one, having one greater deity (Yondalla),and several lesser deities and demigods. Most communities of halﬂings
worship only a few of them, four or ﬁve at most, and as with all religions
residents of different areas may worship entirely different groups of deities. Yondalla is the top authority among the halﬂing gods, though it issaid that her control over Brandobaris is minimal at times. Regardlessof their orientation and spheres of inﬂuence, all the halﬂing deities arepledged to work together against the enemies of the halﬂing people.

Elven worshipers of Hanali Celanil may, once during their lifetime, be
granted an increase of two charisma points with respect to the opposite sex. For example, a female elf who receives this gift might have her
normal charisma of 14 apply only to her dealings with other females; allmales would see her as having a 16 charisma. This effect is permanent.
There is a 5% chance of this beneﬁt being granted following a greatquest performed by that worshiper. This quest might involve the creationor preservation of a beautiful object, or mighty deeds done in the nameof a loved one for the loved one’s beneﬁt.

Most members of the halﬂing pantheon reside on one of the planes of
the Seven Heavens, in an area generally known as the Green Fields.
Sheela Peryroyl and one or two other deities make their homes on theplane of Concordant Opposition, and Brandobaris roams the Prime

114

APPENDIX S: NON-HUMAN DEITIESMaterial Plane, but there are times when they too may be found in theGreen Fields — just as the various Greek gods, regardless of where they
may ordinarily reside, come to Olympus to meet.

other at harvesting time (High Harvest, The Reaping, etc.). Community-wide
revelry is common at these celebrations starting in the evening when the
day’s work has been ﬁnished and continuing late into the night. The length ofthese festivals varies from area to area, averaging about 10 days.

It is interesting that the more powerful halﬂing deities tend to be females.
By contrast, dwarven gods tend to be males, and elven gods a combination of both genders. Halﬂing deities are not aggressive by and large,
and are more taken up with home pursuits and protection than with ﬁghting. Even the adventurous Brandobaris avoids combat if he can help it.
Most halﬂing deities are concerned with spheres of security, sufﬁciency,
the earth, youth, play and humor, good luck, law, peace, secrecy, love,and friendship; one deity may actually control two or more of these concerns, as is common in this pantheon. The halﬂings have no deities ofevil nature, or ones representing war, suffering, ﬁre and water, or death.
Yondalla is usually invoked at funerals as a protector of the departed
souls of halﬂings. There is a neutral-aligned masculine lesser deity, Urogalan, who sometimes acts as a judge of and protector of the dead, but
he is primarily an earth god. Urogalan lives on the plane of Concordant
Opposition.

There is a 1% chance that a halﬂing who makes a great quest or sacriﬁce
in the name of Sheela Peryroyl will be granted the power to cast an entangle spell once (at the 6th level of ability) at an enemy. The granting of thispower does not depend on the halﬂing’s alignment or class, except thattrue neutral halﬂings will be able to cast the entangle spell at 12th level ofability. This power may be granted several times to a halﬂing in the mortal’s
lifetime, but the quests or sacriﬁces made to gain it will become harder andmore costly as time goes on. Only one such entangle spell may be had at
any one time.
Sheela Peryroyl, should she need to, can create a special type of staff(like a shillelagh) in one segment from a blade of grass or a twig. This
weapon will be +4 to hit and do 2-16 points of damage (plus strength
bonus). She can also cast the spell entangle once per round as often as
she likes. The effects of this spell are cumulative if cast several times overthe same area; for example, should she cast entangle twice at a troll andshould it fail its saving throw twice against the spell, the troll would be
slowed to one-fourth normal speed. Additionally, each successive entangle cast after the ﬁrst one will inﬂict 1-4 points of damage on all creatures
trapped therein from constriction and abrasion. (There is no saving throwfor this, and it makes no difference if victims are able to move or not.)The use of entangle spells is her favored method of attack and defense.

The four deities listed herein are among the most commonly worshiped
ones. Some halﬂing druids might worship deities from other pantheons(e.g., Sylvanus, Ki, Dagda, Lugh), but this is not common. Other deities
may be developed as desired by individual Dungeon Masters, of course.
Despite the small physical size of the halﬂing deities, their innate powers arequite respectable, and many of them work closely with deities from otherpantheons as well, just as mortal halﬂings tend to work closely with otherhumans and demi-humans. Brandobaris is said to visit other thieves’ deities, particularly Hermes; Sheela Peryroyl is on good terms with a number ofCeltic deities; Yondalla and the other lawful good deities help and are helped
by other lawful good deities, and so forth. Thus it may be safely asserted
that the halﬂing pantheon should not, despite its size, be looked down upon.

ARVOREEN“The Defender”
Lesser god
ARMOR CLASS: 1
MOVE: 12˝
HIT POINTS: 298
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 2-20 (+8)
SPECIAL ATTACKS: Summon halﬂing heroes; invisibility
SPECIAL DEFENSES: +2 or better weapon to hit; see below
MAGIC RESISTANCE: 65%
SIZE: M (4½v tall)
ALIGNMENT: Lawful good
WORSHIPER’S ALIGNMENT: All good and neutral warriors (halﬂings)
SYMBOL: Short sword and shield
PLANE: Seven Heavens
CLERIC/DRUID: 8th level cleric
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th level thief
MONK/BARD: 8th level monk
PSIONIC ABILITY: Nil
S:20 (+3, +8) I:21 W:23 D:24 C:23 CH:21 CM:21

SHEELA PERYROYL“The Wise”
Lesser goddess
ARMOR CLASS: 3
MOVE: 9˝ (24˝)
HIT POINTS: 306
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16 (+6)
SPECIAL ATTACKS: Unlimited use of entangle spell
SPECIAL DEFENSES: Immune to all weapons with woodin them; +2 or better weapon to hit
MAGIC RESISTANCE: 80%
SIZE: S (4v tall)
ALIGNMENT: Neutral
WORSHIPER’S ALIGNMENT: All alignments (halﬂings)
SYMBOLS: Daisy
PLANE: Concordant Opposition
CLERIC/DRUID: 14th level druid
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 14th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level bard
PSIONIC ABILITY: Nil
S:18/00 (+3, +6) I:22 W:25 D:22 C:24 CH:22 CM:24

The closest thing the halﬂings have to a god of war is Arvoreen the Defender, the patron of halﬂing ﬁghters. Arvoreen never attacks an opponent ﬁrst,
but the only ﬁrst attack upon the deity (if it hits) will do only half damage,regardless of its power. The ﬁrst magical attack upon him will be automatically reﬂected back upon the caster; thereafter, spells may be cast at him
normally. For his part, Arvoreen can go invisible at will and attack unseen
for the ﬁrst 4-16 rounds of combat against any mortal, non-divine being. He
uses a +4 sword that can shapechange into any other type of hand-to-hand
weapon for combat that he desires. Once a day, Arvoreen may summon
10-40 halﬂing ﬁghters (4th level Heroes), each armed with short swords andshort bows; they are AC 4, 25 hp each, and will obey him implicitly.

Sheela Peryroyl, known as Sheela the Wise, is the halﬂing deity of agriculture,
nature, and weather. Her appearance is that of a halﬂing female dressed in
wildﬂowers. It is said that when she sings she causes ﬁelds to grow, trees
to bud, and seeds to sprout. Sheela brings good weather to her favoredworshipers, but can easily send drought or ﬂoods to those who worship her
poorly. The followers of Sheela Peryroyl often wear a small ﬂower in her honor, and strive to work in harmony with nature and the earth. Two major celebrations are held yearly in this deity’s religion, aside from the regular monthly
services. One comes at the time of planting the ﬁrst crops of the year (called
The Seeding, New Spring, and other titles, depending on the region), and theArvoreen, though quite powerful, is not a particularly aggressive deity.
He will only engage in combat if he is attacked, though he does seek his
enemies and actively confront them to get them to desist from their evil
practices. He will not go very far out of his way to avoid combat if it occurs, however, and will ﬁght to the ﬁnish.

115

APPENDIX S: NON-HUMAN DEITIESFighters and ﬁghter/thieves comprise the majority of his worshipers;
the ﬁghter/thieves are sometimes of neutral good alignment, and all ofthem will prefer to use their ﬁghting skills over their thieving ones. While
Arvoreen does not hold thieving to be necessarily dishonorable, he discourages the use of thieving skills unless employed against enemies tobetter the chances for physical combat later. (It would be permissible,
for example, to steal enemies’ weapons, or break into their camp to freeprisoners or make guerrilla raids, but it is not good to steal just to makeyourself rich.) Arvoreen absolutely forbids stealing from other halﬂings orallied beings.

BRANDOBARIS“Master of Stealth”
Demigod
ARMOR CLASS: 0
MOVE: 12˝
HIT POINTS: 185
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (+7)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
SIZE: S (3½v tall)
ALIGNMENT: Neutral
WORSHIPER’S ALIGNMENT: All thieves and those who go adventuring
SYMBOL: Halﬂing’s footprint
PLANE: Prime Material
CLERIC/DRUID: 6th level druid
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 6th level in each
THIEF/ASSASSIN: 19th level thief
MONK/BARD: 6th level monk
S:19 (+3, +7) I:24 W:17 D:25 C:23 CH:20 CM:19

CYRROLLALEE“The Faithful”
Lesser goddess
ARMOR CLASS: 3
MOVE: 12˝
HIT POINTS: 260
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 75%
SIZE: S (4v tall)
ALIGNMENT: Lawful good
WORSHIPER’S ALIGNMENT: All good alignments (halﬂings)
SYMBOL: Open door
PLANE: Seven Heavens
CLERIC/DRUID: 10th level cleric
FIGHTER: 10th level paladin
MAGIC-USER/ILLUSIONIST: 8th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:17 (+1, +1) I:23 W:24 D:24 C:23 CH:22 CM:21

The adventures and misadventures of Brandobaris, Master of Stealth,
are almost beyond counting. Most of these tales have the moral that it isbetter not to go running off into the wilderness on foolish dares; nonetheless, Brandobaris does come across as an appealing sort of rascal. He
has much of the trickster in him; he is primarily a clever thief who fools
his opponents into thinking him harmless, then steals them blind andescapes their wrath. No matter how awful a situation in which he ﬁnds
himself (and he’s found some pretty awful ones), Brandobaris manages
to ﬁnd his way out again — and make a proﬁt from the episode as well.
Brandobaris is so skilled at moving silently that he cannot be heard by any
mortal being or god, should he desire to conceal his movements. He canalso hide so well as to be completely invisible (detectable only with a true
seeing spell or some magic item of similar power). Brandobaris goes onadventures to ﬁnd some item he believes will make life more comfortablefor him, though this does not always prove to work out as he’d planned.

Cyrrollalee is the deity of friendship and trust, as well as a protector like
Yondalla. Cyrrollalee is thought of more as a goddess who protects thehome but keeps the inhabitants from being too defensive and closed
in. This deity appears to be a normal female halﬂing with brown hair
who wears simple peasant’s clothing. Her worst enemies are those who
betray the trust of a host, or who break into homes (of halﬂings) to steal.
She is also the enemy of oath-breakers.

Brandobaris carries a dagger +3 which he usually wields in combat (if hecannot avoid it). This dagger will magically point out the fastest and safest direction of escape from any maze or trap (making Brandobaris immune to maze spells when holding it). He also uses a +4 sling that hurls
a ball of dust whenever it is used; the dust ball has a maximum range of48˝ (24˝ short range, 36˝ medium range) and does not harm the victim it
strikes. The victim will feel nothing, but must save versus spell at −6 orfall deeply asleep for 6-36 turns.

If she so wills, Cyrrollalee can cause all non-living objects within a radius of 6˝ of her to become animated as if by a 20th-level cleric (up to
20 cubic feet of material, for 20 rounds). These spell effects will continue even if Cyrrollalee leaves the area. She can perform this power up
to three times a day.
There is a 2% chance that if an exceptionally faithful follower of hers
should call upon her for help while the follower is in his or her own
home, Cyrrollalee will cause one piece of furniture (not larger than 5
cubic feet in volume) to become animated for 5 rounds, attacking all
enemies of that lucky halﬂing once per round during that time. Damage will vary according to the type of object animated. Any halﬂing
who receives this beneﬁt from Cyrrollalee is obligated to perform aservice for her afterward; the nature of the task (or quest) is left up to
the Dungeon Master, and should be challenging but not exceptionally
difﬁcult. This gift may be given to a halﬂing character only twice in his
or her lifetime.

The followers of Brandobaris, as might be expected, are mostly thieves
and ﬁghter/thieves. The more ardent followers are usually also the ones
who take the greatest risks on adventures. An especially daring risk (onewhich places the halﬂing in considerable jeopardy) that pays off is looked
upon favorably by Brandobaris. He might reward the perpetrator of sucha daring act — though he will do so only once in that halﬂing’s lifetime, so
as not to encourage the mortal to be too foolhardy. There is a 5% chancethat Brandobaris’s reward will be given to any halﬂing of 10th level orlower, raising the follower one level in ability.
Because Brandobaris wanders the Prime Material Plane, there is a 1%chance per level that a halﬂing thief of 11th level or higher will actually
meet Brandobaris, in the guise of another halﬂing thief, and be invitedby the demigod to go on a thieving adventure. Other thieves may comealong on the adventure, but if they do not worship Brandobaris theymight ﬁnd some of their valuables missing when the adventure is over.
Brandobaris will reveal his identity only after the adventure is over, andonly to his followers. The adventures Brandobaris goes on, as stated
before, can be exceptionally challenging and dangerous, but hold thepromise of great reward for the fast, the clever, and the quiet!

Cyrrollalee’s followers are largely regular halﬂings (0-level characters)
and some ﬁghter types. Worship services for her are held on the ﬁrst
day of each month. No particular weapons are associated with Cyrrollalee, though she has been said to be able to make use of any weapon,
magical or non-magical, that a regular ﬁghter could use.

116

APPENDIX S: NON-HUMAN DEITIESTHE GODS OF THE GNOMESIn battle Baervan may touch his special spear to any ordinary tree, automatically animating it for 5-20 turns as a treant of 12 hit dice. The tree/treantobeys all of Baervan’s orders and no one else’s for the duration of its animation. Baervan may do this as often as he likes, animating one tree per round.

The demi-human pantheon with the fewest members is likely that of thegnomes. By most counts there are only six or seven deities governing
the gnomish folk, though it is possible there are more in other universes.
All gnomish gods, with the exception of Urdlen the Crawler, are ruled byGarl Glittergold (see the Legends & Lore book). All but one of them live
on one of the planes of the Twin Paradises in the area called the Golden
Hills, where the souls of faithful gnomes go at death. The exception is, as
before, Urdlen, who lives in the Abyss.

Baervan has a travelling partner, a giant raccoon named Chiktikka Fastpaws, who is highly intelligent but prone to act before he thinks. Chiktikka
is AC 3, moves at 15˝, has 70 hit points, and has all the powers (including attacks) of a 12th-level thief with an 18 dexterity. Chiktikka does 2-8
points of damage with each set of claws and bites for 2-12 points ofdamage. Many stories are told of the adventures this duo has shared,
often started by Chiktikka’s humorous ability to get into trouble by “borrowing” something valuable, such as a minor artifact or some other item.

Gnomish deities are fully concerned with the fate of the gnomish race,and go adventuring quite often to support their causes and keep enemies
from overwhelming the gnomes. Though all of the known gnomish deities are masculine, they are worshiped by male and female gnomes withequal reverence. They lack the “he-man” image one might imagine an
all-male pantheon would possess, and are clever, sensible, and helpful.
Urdlen is sexless (though still referred to as a “he”) and shares none ofthese good qualities, but “his” few followers may still be male or female.

Though Baervan sometimes plays jokes on other creatures, it is hard
not to like him. He tends to keep to himself, except for Chiktikka’s company, and is said to sometimes roam the forests of the Prime Material
Plane. He is distinguished by his nut-brown skin and pale gray hair (andhis raccoon friend). Should he chance to meet a worshiper of his who
has performed some great deed in his name (DM’s option, about a 1%chance of encounter), he will give that gnome a minor magical item. Sucha worshiper will meet Baervan only once in his or her lifetime.

Gnomish gods nearly always have at least one companion, either aweapon, animal, or other deity, that accompanies them on their missions. Garl has Arumdina, his intelligent battle axe; Baervan has his raccoon friend Chiktikka; Segojan is sometimes accompanied by an intelligent stone golem, and so forth. Urdlen, an exception again, has nofriends. Because gnomes regard companions highly, it is inevitable that
their pantheon reﬂects this trait. Gnomish deities usually only associatewith the other gnomish deities, though they maintain a loose contact witha few dwarven gods at times.

Gnomish ﬁghters, ﬁghter/thieves, and thieves of a non-evil nature areoften the followers of this god, and prefer living in the outdoors rather
than in a city all the time.
URDLEN“The Crawler Below”

Pranks and practical jokes are a major response of gnomish gods to theirenemies. They often act indirectly against their enemies, but if the situation is serious enough they are fully able to take the offensive and ﬁght
directly in battle. Compared to other non-human deities, the gnomish
pantheon is one of the most active and most involved with its worshipers.

Lesser god
ARMOR CLASS: 2
MOVE: 12˝ (36˝)
HIT POINTS: 272
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 4-16 (+7)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
SIZE: L (8½v long)
ALIGNMENT: Chaotic evil
WORSHIPER’S ALIGNMENT: All evil alignments (gnomes)
SYMBOL: White mole
PLANE: Abyss
CLERIC/DRUID: 8th level cleric
FIGHTER: 10th level ﬁghter
MAGIC-USER/ILLUSIONIST: 13th level illusionist
THIEF/ASSASSIN: 12th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: VI
S:19 (+3, +7) I:20 W:14 D:20 C:24 CH:3 CM:–14

BAERVAN WILDWANDERER“The forest gnome”
Lesser god
ARMOR CLASS: 1
MOVE: 15˝
HIT POINTS: 295
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 2-24 (+6)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 20%
SIZE: S (4v tall)
ALIGNMENT: Neutral good
WORSHIPER’S ALIGNMENT: All good and neutral alignments (gnomes)
SYMBOL: Raccoon’s face
PLANE: Twin Paradises or Prime Material Plane
CLERIC/DRUID: 12th level druid
FIGHTER: 8th level ranger
MAGIC-USER/ILLUSIONIST: 13th level illusionist
THIEF/ASSASSIN: 20th level thief
MONK/BARD: Nil
PSIONIC ABILITY: III
S:18/00 (+3, +6) I:21 W:19 D:25 C:22 CH:22 CM:16

Urdlen is the epitome of the evil impulse that rules some gnomes and isfeared by the rest. He appears as a huge, dead-white, furless mole withclaws of steel. It is said that Urdlen, a neuter and sexless being, lusts for
precious metals, jewels, and the blood of any human, humanoid, or demihuman. No one can predict where he will strike next, or what his plans are tofurther the cause of evil among gnomekind. Just as he can burrow into theearth of the Abyss, so he hopes evil will burrow into his followers’ hearts andsouls. He thrives on harmful trickery against the innocent and good.

Garl Glittergold’s closest rival in the ﬁeld of good-natured mischief is
Baervan Wildwanderer, the forest gnome. While he lacks Garl’s ﬁnesseand dedication, Baervan is slightly better in the practice of his thieving
skills. He dresses in clothes of wood-brown hues, and carries a spear +3
made from an ancient oak tree on the Twin Paradises called Whisperleaf.
If this spear is destroyed, Baervan may make another from the wood of
Whisperleaf in a single day. Only he may safely approach this tree; it will
attack all others (treat as a treant of maximum size and hit points). Whisperleaf regenerates all wood loss within an hour.

Urdlen’s form is distorted by a permanent blur spell which cannot be
dispelled while he lives. His clerics have a 5% chance of successfully
calling upon Urdlen when in danger and having him cast a blur spell
upon them for protection; however, if the gnome cleric is slain anyway
while the spell is still in effect, Urdlen will eat the gnome’s soul when it
reaches the Abyss. Urdlen’s clerics may appease their deity by pouring the blood of a creature they’ve killed into the ground and burying
it. Jewels and valuable metal goods are sacriﬁced to him by ruining
them (breaking, tarnishing, melting) and then burying them. Clerics of117

APPENDIX S: NON-HUMAN DEITIES
this deity are continually at war with the rest of the gnomish deities andthe clerics and followers thereof.

CLERIC/DRUID: 8th level in each
FIGHTER: 10th level ﬁghter
MAGIC-USER/ILLUSIONIST: 15th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI
S:22 (+4, +10) I:18 W:20 D:17 C:23 CH:18 CM:16

Gnomish assassins and evil thieves and ﬁghters make up most of theworshipers of this awful deity. They generally share their lord’s love forevil and deadly pranks directed against all creatures, even other gnomes.
His followers often prefer to live underground, after the manner of Urdlen’s chaotic tunnel home in the Abyss.

Flandal wears only a leather apron for armor and protection from ﬁre, but
the apron has been enchanted to reduce by half all damage he receives
from heat and ﬁre. His skin is the color of mithril steel, and his eyes areﬂaming coals. Flandal’s hair and beard are a brilliant blue-silver.

SEGOJAN EARTHCALLER
Deity of earth and nature
Lesser god
ARMOR CLASS: 0
MOVE: 9˝ (36˝)
HIT POINTS: 285
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-30 (+3)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: + 2 or better weapon to hit
MAGIC RESISTANCE: 20%
SIZE: M (4½v tall)
ALIGNMENT: Neutral good
WORSHIPER’S ALIGNMENT: All good and neutral alignments (gnomes)
SYMBOL: Large glowing gemstone
PLANE: Twin Paradises
CLERIC/DRUID: 14th level druid
FIGHTER: 6th level ﬁghter
MAGIC-USER/ILLUSIONIST: 16th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: 4th level bard
PSIONIC ABILITY: VI
S:18/01 (+1, +3) I:22 W:23 D:18 C:24 CH:20 CM:15

Flandal is one of the strongest of gnomish deities, perhaps the most so.
He is often found traveling with one or two of the other gnomish deities insearch of new ores and veins of metal to use in his forges. It was Flandal
who helped forge and enchant Arumdina, Garl Glittergold’s battle axe. As
for himself, Flandal wields an axe-backed hammer made of yellow metal,
named Rhondang. It is +5 to hit and can shoot a six-dice ﬁreball as frequently as once per round, up to a total of ten times per day. Rhondang
is able to converse naturally with all beings who use ﬁre or dwell in ﬁery
locations (red dragons, chimerae, ﬁre elementals, etc.). This in no way
means that Flandal is friendly toward those beings, however, though hewill be prone to talk ﬁrst before attacking. Rhondang does double damage to cold-using or cold-dwelling creatures.
Because he needs their services to help forge items, Flandal is likely (65%chance) to have 1-4 ﬁre elementals (16 HD each) with him when he isencountered. The elementals are quite friendly toward him and obey him
in all respects. When Flandal is not traveling, he will be found in his workshop on the Twin Paradises, planning or making a new magical weapon.
Flandal is obviously a popular god among the gnomish smiths; a large
number of ﬁghter/clerics follow his worship in some areas. It is said thatsome of his clerics have developed or been granted a new spell that enables their war hammers to burst into ﬂame for a short time, giving additional bonuses to hit and damage, just as does a ﬂame tongue long sword.

Segojan is the gnomish deity of the earth and nature, a friend to all living
animals that move above and below the earth and one who speaks to thevery rock itself. He is known to his worshipers as a gray-skinned gnome
who wears armor made of grass and roots that acts as +4 leather. Whenhe enters battle he carries a rod made of crystalline quartz that is +4 tohit and does 3-30 points of damage per hit. This rod will create a stone
golem once a day that is of average intelligence and will obey Segojan’scommands alone. The rod must be pressed against a mass of rock of
sufﬁcient size to form the golem. Segojan may also call up 2-8 earth
elementals (16 HD each) once a day.

THE GODS OF THE ORCS
This is the tale the shamans tell, in the camps of the orcs when the nightis deep on the world and dawn is far away:
In the beginning all the gods met and drew lots for the parts of theworld in which their representative races would dwell. The humangods drew the lot that allowed humans to dwell where they pleased, inany environment. The elven gods drew the green forests, the dwarven
deities drew the high mountains, the gnomish gods the rocky, sunlit
hills, and the halﬂing gods picked the lot that gave them the the ﬁelds
and meadows. Then the assembled gods turned to the orcish gods
and laughed loud and long. “All the lots are taken!” they said tauntingly. “Where will your people dwell, One-Eye? There is no place left!”Though his primary nature of control is the earth and nature, Segojan is
also seen in a lesser way as the gnomish god of magic. Many of his followers are illusionists who strive to improve their art for the betterment ofgnomekind and for their art’s sake as well. Gnomish miners and jewelers
also revere this deity. The non-player clerics of Segojan frequently cast
light or continual light spells on large and well-cut gems for use as holy
symbols, causing them to glow from within.
FLANDAL STEELSKIN“The Forger”

There was silence upon the world then, as Gruumsh One-Eye lifted his
great iron spear and stretched it over the world. The shaft blotted thesun over a great part of the lands as he spoke: “No! You lie! You haverigged the drawing of the lots, hoping to cheat me and my followers.
But One-Eye never sleeps; One-Eye sees all. There is a place for orcs
to dwell . . . here!” he bellowed, and his spear pierced the mountains,
opening mighty rifts and chasms. “And here!” and the spearhead split
the hills and made them shake and covered them in dust. “And here!”
and the black spear gouged the meadows, and made them bare.

Demigod
ARMOR CLASS: 2
MOVE: 6˝
HIT POINTS: 230
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 3-24 (+10) (and see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Takes half damage from heat and ﬁre
MAGIC RESISTANCE: 10%
SIZE: S (4v tall)
ALIGNMENT: Neutral good
WORSHIPER’S ALIGNMENT: All workers of metal (gnomes)
SYMBOL: Flaming hammer
PLANE: Twin Paradises“There!” roared He-Who-Watches triumphantly, and his voice carried
to the ends of the world. “There is where the orcs shall dwell! There
they will survive, and multiply, and grow stronger, and a day will comewhen they cover the world, and they shall slay all of your collected
peoples! Orcs shall inherit the world you sought to cheat me of!”118

APPENDIX S: NON-HUMAN DEITIESIn this way, say the shamans, did the orcs come into the world, and thus
did Gruumsh predict the coming time when orcs will rule alone. This is
why orcs make war, ceaseless and endless: war for the wrath of Gruumsh.

THIEF/ASSASSIN: 6th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:25 (+7, +14) I:6 W:6 D:18 C:25 CH:5 (22) CM:–2 (16)The shamans tell other tales, too, that shed light on why things are as
they are in the world. Shamans tell of the battle between Corellon Larethian (the chief elven god) and Gruumsh, in which Corellon tried to shootout Gruumsh’s eye (sacrilege!) with his bow, but failed of course. It is notconsidered important that Gruumsh started the ﬁght by trying to paralyze
the elven god with his spear; the shamans say Corellon deserved it for
not being properly deferential. Because of this battle, orcs of all sects
and cults hate elves more than all other non-orc races.

Bahgtru is the son of Gruumsh and Luthic the Cave Mother. Though heis scorned and derided for his stupidity and lack of self-will, no one says
ill of his awesome might. Other orcish gods call upon him for assistance;
he is obedient, though his incredible strength always exceeds the expectations of others, and he may accidentally (?) cause harm to those who
command his services, especially if they fail to give him some respect.
It is said that Bahgtru once fought a tremendous reptilian monster fromanother world, and slew it barehanded by breaking all of its legs. His
symbol is derived from this epic battle. Since this, Bahgtru has neverbeen known to use weapons or armor of any usual kind. He wears little
other than a great pair of cesti, or gauntlets, studded with steel rivets,with which to beat his victims ﬂat.

The shamans’ tales of the battle between the dwarven gods and the orcish gods for ownership of the mountains would weary the most ardent
listener. The orcs are drawn to the mountains by their brutal majesty andstark barrenness, while dwarves love mountains for their isolation andbeauty, and for the ores that lie beneath them.
Many have also heard of the eternal battles on the plains of the Nine
Hells between the goblins and orcs, each side led by their respective
gods. No matter how much noise the orcs of this world make about joining their forces with the other humanoids, all orcs are aware that there
will be room for one race in the end . . . and it will not be the goblins, theogres, or any of the rest.

Bahgtru is a huge, incredibly muscular orc with dirty tan skin and dull
green eyes; his tusks, protruding from either side of his mouth, are glistening white from gnawing on bones. If Bahgtru attacks and rolls a number 4 or more over what he needs to hit with both hands, he has grappled
his opponent and will crush for 10-120 points of damage per round thereafter, without rolling again to hit. His skin is so thick and tough that blunt
weapons do only one point of damage to him before they bounce off.

The division of orcs into separate tribes (Evil Eye, Death Moon, Broken
Bone, etc.) is usually made along cult lines. The tribal symbol is the holy
symbol of the orcish god the tribe holds as its patron.

Clerics of Bahgtru must have a minimum strength of 16, and must keep
themselves physically ﬁt. They cannot wear armor, but may use weapons
as they choose. Those clerics who lose their required strength lose theirother powers as well, and will have their spirits crushed in Bahgtru’s ﬁsts
in the afterlife. Stronger clerics of this cult may help weaker clerics along
to the next plane, usually without the latter’s permission.

There are a large number of orcish gods, representing such spheres ofinterests as strength, swordsmanship, military power, the night, death,fertility, hunting, and so forth. Each of them is part of a rigid chain ofcommand with Gruumsh at the top. The relative positions of the gods inthe hierarchy varies depending on the shaman doing the telling, as they
all seek to emphasize the power and glory of their own deity, sometimes
almost to the exclusion of mention of Gruumsh.

SHARGAAS
Lesser god
ARMOR CLASS: 2
MOVE: 18˝
HIT POINTS: 265
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 3-30 (+8)
SPECIAL ATTACKS: Ambush
SPECIAL DEFENSES: +2 or better weapon to hit; hiding; blindness
MAGIC RESISTANCE: 65%
SIZE: L (8v tall)
ALIGNMENT: Neutral evil
WORSHIPER’S ALIGNMENT: Thieves, assassins, and those who do evil
under cover of darkness (orcs and half-orcs)
SYMBOL: Red crescent moon with red skull between the horns
PLANE: Gehenna
CLERIC/DRUID: Nil
FIGHTER: As 10 HD monster
MAGIC-USER/ILLUSIONIST: 7th level illusionist
THIEF/ASSASSIN: 16th level thief/15th level assassin
MONK/BARD: 10th level monk
PSIONIC ABILITY: IV
S:20 (+3, +8) I:19 W:15 D:24 C:19 CH:7 (24) CM:8 (20)

Warfare between tribes is actually encouraged to some extent by theorcish gods, who believe that this is the best way of eliminating theunﬁt and weak, and promoting the survival and growth of the strong.
No attention is paid to the thought that it might also waste the best
ﬁghters’ talents, which might have been better directed against nonorc foes.
Following are descriptions of ﬁve of the most powerful orcish gods besides Gruumsh. Any use of the word “cleric” in these descriptions, whenreferring to those who use clerical spells granted by these gods, also
includes shamans and witch doctors, as described in the Dungeon Masters Guide, unless otherwise stated.
BAHGTRU
Lesser god
ARMOR CLASS: 1
MOVE: 9˝
HIT POINTS: 340
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 10-60 (+15)
SPECIAL ATTACKS: Grapple
SPECIAL DEFENSES: +2 or better weapon to hit; see below
MAGIC RESISTANCE: 35%
SIZE: L (16v tall)
ALIGNMENT: Lawful evil
WORSHIPER’S ALIGNMENT: Lawful evil warriors (orcs and half-orcs)
SYMBOL: Broken thigh bone
PLANE: Nine Hells
CLERIC/DRUID: Nil
FIGHTER: As 16 + HD monster
MAGIC-USER/ILLUSIONIST: Nil

Shargaas the Night Lord lives in a tremendous cavern system below theﬁery plain of one of the levels of Gehenna. It is said that his caves extend inﬁnitely, and are darker than the blackest night. There no creature
has sight but Shargaas himself and his orcish spirit servants. Shargaas,
though blinded completely by light from the sun, can see perfectly wellin darkness out to a range of a mile or more. He can also climb any surface, even perfectly smooth ones, without slipping. In the days when heis said to have walked upon the earth, Shargaas could also hide himself
and his followers so well that no mortal could detect his ambushes orlairs.

119

APPENDIX S: NON-HUMAN DEITIESAs might be expected, orcish bandits and half-orc thieves hold Shargaas
as their patron, as do other regular orc tribes. Clerics of Shargaas are
multi-classed (cleric/thieves or cleric/assassins) if they are half-orcs; it isrumored that even orcish shamans and witch doctors have some small
degree of thieving or assassination skill (probably some 05-30% successat one or two abilities like hiding in shadows, picking pockets, or assassination from surprise). The major religious holidays in the worship of Shargaas are the times of the new moon, when the sky is dark and cloudy.

ALIGNMENT: Neutral evil (lawful tendencies)
WORSHIPER’S ALIGNMENT: Assassins and those who worship or
proﬁt from death (orcs and half-orcs)
SYMBOL: White hand on dark background
PLANE: Hades
CLERIC/DRUID: 15th level cleric (destructive spells only)
FIGHTER: As 13 HD monster
MAGIC-USER/ILLUSIONIST: See below/Nil
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: VI
S:18 (+1, +2) I:18 W:11 D:10 C:17 CH:−4 CM:−25

ILNEVAL
Lesser god
ARMOR CLASS: −1
MOVE: 12˝
HIT POINTS: 331
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-36 (+11)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to missile weapons;+1 or better weapon to hit
MAGIC RESISTANCE: 55%
SIZE: L (9v tall)
ALIGNMENT: Lawful evil
WORSHIPER’S ALIGNMENT: Lawful evil warriors(orcs and half-orcs)
SYMBOL: Bloodied broadsword
PLANE: Nine Hells
CLERIC/DRUID: 8th level cleric
FIGHTER: As 15 HD monster
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 14th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:23 (+5, +11) I:17 W:14 D:20 C:23 CH:8 (25) CM:5 (24)Yurtrus the White Handed is the terrifying orcish god of death and disease. He
appears as a huge, vaguely orcish giant covered with peeling, rotting green
ﬂesh; his hands, however, appear completely normal except for being chalkwhite in color. Yurtrus has no mouth and doesn’t communicate; the orcs havea way of saying “when White-Hands speaks” when they mean “never.”Yurtrus is surrounded by a huge envelope of stinking gases out to 120v; any mortal beings within this radius are affected as follows: Those up to and including 4
HD/levels as if struck by dust of sneezing and choking, those up to 8 HD/levels
as if struck by a symbol of pain, and those of higher levels suffer a −2 “to hit”
with no saving throw. All effects last while anyone stays within the cloud of gas.
Yurtrus, in addition to his clerical spells, uses all death-magic spells of 18th level
magic-users. He may try to touch his victims instead of using his spells; any
being he strikes loses 3-12 hit points and will catch 1-4 random diseases aswell (use the listings in the Dungeon Masters Guide). The loss of hit points will
be permanent unless recovered by a wish spell on a one-point-per-wish basis.
The clerics of Yurtrus wear pale white gloves made from the skins of nonorcish humanoids, humans, or demi-humans, during their ceremonies. They
wear thin armor (equivalent to cloth) woven of the same materials. In combat
they use maces with the weapon’s head made in the shape of a white ﬁst.
When plague or disease strikes a group of orcs, the clerics of Yurtrus appeal
to him for an end to the illness with great sacriﬁces of prisoners and slaves.

When Gruumsh does not have time to command his armies, he turns thejob over to his chief lieutenant, Ilneval, the master of command and strategy (next to Gruumsh himself, of course). Ilneval is the symbol of the leader
type, the one who plunges into battle with nothing but victory and destruction on his mind. It is hinted that Ilneval covets Gruumsh’s position as chief
god of the orcs; he has been said to have deposed one or two other orcish
gods, relegating them to lesser status, in his climb to power. Ilneval is moreof a “captain’s god” than a god of the common orcish soldier; Gruumsh
is preferred by chieftains and orcish kings, and Bahgtru by common warriors. Though Gruumsh does not trust Ilneval, He-Who-Never-Sleeps has
Bahgtru on his side, and this relieves some of his concerns.

LUTHIC
Lesser goddess
ARMOR CLASS: 3
MOVE: 15˝ (12˝)
HIT POINTS: 287
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-20 (+7)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: 80%
SIZE: L (8½v tall)
ALIGNMENT: Lawful evil (neutral tendencies)
WORSHIPER’S ALIGNMENT: Females (orcs and half-orcs) and those
who need healing or sanctuary
SYMBOL: Cave entrance rune
PLANE: Nine Hells
CLERIC/DRUID: 15th level cleric
FIGHTER: As 12 HD monster
MAGIC-USER/ILLUSIONIST: 12th level in each
THIEF/ASSASSIN: 6th level in each
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:19 (+3, +7) I:18 W:19 D:14 C:20 CH:12 (25) CM:3 (24)Ilneval wears a suit of red iron chainmail and wields a sword that slays all
non-orcs it strikes (save versus death at −6). He cannot be touched by
missile weapons because of his armor’s magical powers, and is immune
to non-magical weapons as well. He appears to be a very war-wise andconﬁdent being; his face and arms are heavily scarred from the many
battles he’s fought, but the scars only increase his appeal to his orcish
followers. The clerics of Ilneval, if half-orcs, use broadswords as weapons and are multi-classed cleric/ﬁghters. Clerics of all sorts (orcs andhalf-orcs) wear red metallic armor, and are expected to be good militaryleaders as well as good clerics.
YURTRUS
Lesser god
ARMOR CLASS: 0
MOVE: 6˝
HIT POINTS: 303
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
SIZE: L (12v tall)

Luthic governs several spheres. She is the goddess of female orcs, orcish
fertility (more so for females; Gruumsh is the male fertility god), caves andcaverns (which she digs herself), servitude (as she serves Gruumsh), andprimitive medicine, and she also helps to restore orcish morale.
Luthic is the deity closest to Baghtru, her son, and he will follow hercommands over all others’, even those of Gruumsh. Other orcish gods

120

APPENDIX S: NON-HUMAN DEITIES
and goddesses fear her great claws, which are so strong they can tunnel
through solid rock. Orcish clerics call her the Cave Mother and conduct
her services underground. Though she represents female orcs, she isworshiped by males as well for her ferocity and her healing powers.

the power of three wish spells applied while the victim is still alive canundo this curse.
Orcs who follow her worship sometimes rub dirt on themselves to ensure
they will have many children, and clerics use earth in casting curative
spells (though this is purely a symbolic gesture and not a true material
component of the spell).

Luthic appears as a huge female orc who wears no armor, but has unbreakable black claws four feet long. Her hair and eyes are dull black andher skin is dark brown, lighter on the nose and ears. When in contact withthe ground, she regenerates 3 hit points per round.

Luthic’s worship is one of the few that allows both male and female orcs
to become clerics; nearly all of the other deities permit male clerics only.
Orcs in her tribe (that of the Vile Rune) generally dwell underground, andseem to commit fewer raids against other creatures, though they areespecially ﬁerce if their lair is threatened. Orcs guarding clerics of Luthic
gain a +2 bonus “to hit” from their ferocity and madness, but this also
causes a −2 penalty to their armor classes at the same time.

In addition to her normal attacks, Luthic may use magical attacks toundo her opponents. And if she hears anyone abuse her name, orc
or non-orc alike, she may (10% chance) choose to render that being
susceptible to any disease, so that the next time the victim catcheseven the most minor of ailments, it will prove fatal within 2-7 days. Only

CLERICAL QUICK-REFERENCE CHART, New Non-human Deities
GODS OF THE DWARVESDEITY

SPHERE OF
CONTROL--------------------------- RAIMENT ---------------------------Head
Body
Color(s)HOLY DAYSSACRIFICE/PROPITIATION
Frequency
Form

Clanggedin

war, battle

war helm

chain mailsilverbefore battle

before battle

weapons

Dumathoinsecrets, earthbareleatherbrown

new moonmonthlygems & jewels

Abbathorevil, greed

leather cap

leatherredsolar eclipses

annually

blood & gems

Vergadainsuspicion, trickery

helmetchain mailgoldfull moon

monthlygold

Berronarsafety, truth

silvered helm

chain mailsilvernew year’s day

annually

silverNone of these dwarven gods has a sacred animal. Clanggedin is worshiped on the battleﬁeld, and the rest are worshiped in underground temples
carved from natural rock. Only male dwarves may become clerics of the male dwarven deities, and females become clerics of the female ones.
GODS OF THE ELVESDEITYSPHERE OF
CONTROL--------------------------- RAIMENT ---------------------------Head
Body
Color(s)Aerdrie

air, weather, birds

one feather

sky-blue robes

sky bluespring & fallequinoxes

semi-annual

beautiful feathers

Erevanmischief, change,
thievesleather cap

leather armor

black

eclipsesvariesstolen treasures

Hanaliromance, beauty

baregold robes

goldfull moon

monthly

beautiful objects

Labelaslongevity, timebaregray robes

light graysunsetdaily

prayers & knowledge

Solonorarchery, hunting

green hoodelﬁn chain &silverleaf green

full moon

monthlyhunting trophies

HOLY DAYSSACRIFICE/PROPITIATION
Frequency
Form

Animals associated with these deities are: Aerdrie, any bird; Solonor, stag. None of the others has a sacred animal. Clerics of any of these deities(and of any of the other elven gods as well) may be either male or female. Places of worship vary, with Aerdrie’s services being conducted on open
hilltops, Hanali’s by a fountain or spring, Labelas’s in a small grove, and Solonor’s in the deep forest. The only restriction on where Erevan can be
worshiped is that one should never worship him in the same place twice.

121

APPENDIX S: NON-HUMAN DEITIESCLERICAL QUICK-REFERENCE CHART, Continued
GODS OF THE HALFLINGSDEITY

SPHERE OF
CONTROL--------------------------- RAIMENT ---------------------------Head
Body
Color(s)HOLY DAYSSACRIFICE/PROPITIATION
Frequency
Form

Sheelaagriculture, weatherbaregreen robes

green

full moon

monthlyseeds

Arvoreen

defense, warriors

helmetchainmailsilverbefore battle

variessilvered weapons

Cyrrollalee

trust, protectionbarebrown robes

brown

ﬁrst day ofmonth

monthly

prayers

Brandobaris

thievesfeathered cap

leather armor

graynew moonmonthlystolen items

Animals associated with these deities are: Sheela, butterﬂy; Arvoreen, war dog; Cyrrollalee, squirrel; Brandobaris, mouse. Worship services for
Sheela must be conducted in an open ﬁeld, and for Cyrollalee in the home. Services for Arvoreen and Brandobaris may be conducted anywhere.
Halﬂing clerics and druids may be either male or female. They are frequently the leaders of their communities and have a lot of say-so in the town’splanned activities. Many also serve as judges and arbiters in various disputes, and strive to obtain justice and good (if lawful good) or fairness andimpartiality (if neutral).
GODS OF THE GNOMESDEITYSPHERE OF
CONTROL--------------------------- RAIMENT ---------------------------Head
Body
Color(s)Baervanadventure, thieves

green cap

brown clothes

wood brown full moon

monthlytreasure items

Urdlenevil

barewhite cloak

white

winter solsticeannually

blood & jewels

Segojanearth, nature

fur cap

leather armor

gray & darkbrown

ﬁrst day of each quarterly
seasongemstones

Flandalmetalworking

steel helm

leather armor

red

midsummer’sdayforged weapons

HOLY DAYSSACRIFICE/PROPITIATION
FrequencyFormannually

Animals associated with these deities are: Baervan, raccoon; Urdlen, white mole; Segojan, badger; Flandal, none. Worship services for Baervan are
conducted in a forest clearing; for Urdlen, in an underground cavern; for Segojan, in a subterranean temple; and for Flandal, in an underground forge.
Gnomish clerics are never druids, regardless of alignment. They tend to work through indirect channels to support the cause of gnomes, and will
rarely bring their business into the open. They are not often found as community leaders or such, because of their supportive orientation. Gnomish
clerics are all males, just as their deities are considered to be.
GODS OF THE ORCSDEITY

SPHERE OF
CONTROL--------------------------- RAIMENT ---------------------------Head
Body
Color(s)HOLY DAYSSACRIFICE/PROPITIATION
Frequency
Form

Bahgtru

strengthbareloinclothn/abattle days

before battle

bones of enemies

Shargaasnight, thieves

leather cap

leather armor

red & black

new moonmonthlystolen items

Ilnevalwarriors

red metal
helmetred metal
armor

red

battle days

before & after
battleblood & weapons

Yurtrusdeath, plague

bare

skins

white

full moon

monthlysacriﬁces

Luthiccaves, healing,females

fur cap

leather armor

brown &
black

midwinter’sday

yearlytreasures

Animals and creatures associated with these deities are: Baghtru, ox; Shargaas, bat; Ilneval, none; Yurtrus, skeleton; Luthic, cave bear. Services tohonor Baghtru must be conducted on a battleﬁeld; for Yurtrus, in an underground crypt; for Luthic, in a temple within a cave; and for Shargaas andIlneval, anywhere. Orcish clerics, shamans, and witch doctors occupy very important positions within their tribes, and are counted on to give advice
to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics to inherit the position of chieftain themselvesand govern the orcs of the tribe directly. In either case, they should have a retinue of guards equal to that of a major orcish chieftain or king.

122

APPENDIX T: POLE ARMS

APPENDIX T: THE NOMENCLATURE OF POLE ARMS
The pole arms illustrated on these pages are drawn in scalewith respect to each other, and are shown here at approximately 1/20 of their actual size; the lance on the rightedge of this page is 7½ inches long from tip to tip, or 15
feet long in scale. This size ratio only applies to the lengthsof shafts and the general size of blades or points placed
thereon; the thickness of a shaft or the detailed dimensions of a complex blade may not be literally in scale.

An astonishing number of different weapons were employed during themedieval period. What is nearly as surprising is the lack of uniformityof names by which these weapons are called. Seemingly, authors whoshould be authorities in this regard carelessly brand one sort of weapon
under an entirely mistaken classiﬁcation, thus confusing the uninformed
reader and generally making identiﬁcation difﬁcult and uncertain. An outstanding example of this misnaming of weapons appears in Warriors andWeapons of Early Times by Niels M. Saxtorph, where an obvious morning star is identiﬁed as a mace. While the general use of both weapon
types is the same, they differed sufﬁciently to make it rather important
to distinguish between the two, viz.: a mace is usually a short-shafted
weapon with a ﬂanged head, the whole cast in one piece; a morning staris a longer weapon, typically employed by infantry, with a wooden shaft
and head, the latter set with radiating spikes.
If errors in terminology can be found in works dealing with such easily identiﬁable and classiﬁable weapons as maces and morning stars,
readers are cast into a veritable morass of disagreement — possibly outand-out-error — with studies that treat the scores of pole arms common
during the Middle Ages.
Such confusion must be anathema to the serious student of the medieval period, be he historian or historical game enthusiast. Based upon
research of the subject done for various reasons, a system of classiﬁcation and nomenclature is presented here that seems both reasonable
and easy to use. But ﬁrst, let us consider just what medieval weapons
were.
Most weapons employed during the Middle Ages were either developments of hunting weapons or adaptations of agricultural implements.
Arms developed from simple, basic forms into more sophisticated ones
as the art of warfare developed during the centuries. Weapons from thelate medieval period were either far more specialized than the models
from which they sprang, or else were combination weapons trying to
combine the strengths of the more specialized arms. In fact, it is theclassiﬁcation of the highly specialized weapons and the multi-formed
ones which cause so much confusion amongst writers. The differences
are important, and they must be made clear.
To begin with, a deﬁnition of pole arm should be set. A pole arm is, in
simplest terms, a weapon on the end of a stick. Pole arms are infantry
weapons. The additional reach the pole gives affords the wielder of theweapon the advantage of striking the enemy before he himself can be
struck, or holding the enemy at a distance. The ultimate pole arm was
the 18-21 foot pike — but an axe blade attached to a 5-foot-long haft isjust as much a pole arm, so it is already evident to the reader just how
wide a number of weapons is encompassed by the term.
The system of classiﬁcation outlined here presupposes that any weapon
considered has a haft or shaft length of not less than 5 feet.
THE SPEAR FAMILYSpear
The spear is a dagger set atop a pole. It is so ancient a pole arm that it is
not generally mentioned in the class, but the spear is such a weapon. It isprincipally a thrusting weapon, but if a broad blade is used (such as that
often referred to as an ox tongue) it can also have a secondary cutting
function, especially when the blade is lengthened considerably. Spearsof 12 feet or so in length are often referred to as ash spears in English
writings, and when they reach such length, they are often confused withpikes.
Lance
A lance is a long spear carried by a mounted man. Norman lanceswere about 12v in length, some less, but later in the Middle Ages the123

APPENDIX T: POLE ARMS
weapon grew to an average length of about 14v — thus effectively giving
the horseman about 10v of reach beyond the horse’s head when charging.
Just as with the spear and pike, many different heads were attached to theend of the lance shaft to meet the requirements of varying opponents’ armor. Austrian knights and men-at-arms used these weapons to considerable effect against the Swiss, when the Austrians dismounted and foughta Swiss force which did not have the high percentage of pikes which wascommon to Swiss armies in later years (cf. Battle of Sempach, 1386). For
this reason, the lance should be mentioned in a description of pole arms.
Generally it was a horseman’s weapon and not a true footman’s weapon.
Pike
Although there is no set rule, any spear with a shaft of 15v or longer isconsidered to be a pike. The pike is designed to deliver a thrusting attackat an opponent at long range, and its great length was used to keep him
there, as the weapon was always used in mass. One of the most common form of pike is the awl pike, a strictly piercing weapon, although
there are many other forms of blades which were used. Swiss and German pikes were fashioned so that metal protected the wooden shaft up
to 2 feet from the head, so that an enemy could not easily lop the blade
off and make the weapon useless.
Other Members of the Spear Family
We now come to the many specialized and combination forms of thedagger on a stick. This is not to say that all pole arms equipped witha spear head (dagger) should be considered as spears or variations
thereof. To the contrary, this is an error all too common amongst writers
treating pole arms, identifying the weapon by a secondary rather than a
primary function, and losing all sense of what the weapon was for (as will
be demonstrated later). The primary function of a spear is thrusting; thus,
the specialized and combination pole arms belonging in the spear family
should be primarily used as thrusting weapons.
SpetumThe spetum was probably designed to increase both offensive and defensive capabilities of a normal spear. To a sharp, tapering point two
blades which point forward at about 45° are added to provide secondary
attack modes, deﬂect opponents’ weapons, and catch and hold opponents at a distance if penetration with one of the blades is not achieved.
Weapons in this same class are the various corseques or korsekes.
Ranseur
At ﬁrst glance, a ranseur appears to be a form of spetum, or vice versa,
but the purpose of the design of the former weapon is more complex thanthat of the latter. A ranseur’s secondary blades are backward-hooking
projections set well below the large central blade. The spearing functionof the weapon is apparent, and the deﬂection includes the trapping of
opponent weapons in the space below the main blade, where a twist of
the shaft would apply pressure from it or the secondary projections to either break the caught weapon or disarm its wielder. Additionally, the side
projections provide both a means of holding an opponent at long range
or of pulling mounted opponents off their horse. Similar weapons (or synonymous names) are chauve souris, ransom, rhonca, roncie, and runka.
PartisanThis form of pole arm is basically a spear — often with an ox tongue
blade — to which a pair of small axe heads were added below the dagger blade. To the thrusting stab of the spear was added the defensive
use of the side axe blades and their cutting/penetrating potential. Later versions of the partisan yielded a gradual change in the axe blades,
so that they became almost unrecognizable as such. Typical of this is
the Bohemian earspoon, a form of partisan where the axes have beenchanged to serve as piercing spikes (primarily to be used against
plate armor) with a ranseur-like function. It is very common to see
confusion between spetums, ranseurs, and partisans. This especially

124

APPENDIX T: POLE ARMS
holds true of late-period partisans, where there are additions to the side
blades of spetum-like projections and ranseur-like gaps for trapping opponent weapons.
Thus, the spear family is composed of the spear proper; the long spear,or pike; the spetum; the ranseur; and the partisan. All weapons in thisclass are basically daggers atop a sturdy pole, with trimmings added tomake the weapon more efﬁcient in one way or another.
THE AXE FAMILY
The pole axe
The axe took many forms and was combined with many basic forms
of weapon to make a proliﬁc family, but some of the pole arms bearing
the name do not really belong to the genre. The axe has two basic head
forms, broad and narrow. The latter form is usually thicker than the other,in order to give it the necessary weight. A related form of the axe is thecleaver, a butchering tool which was adapted for military use also. Manypole arms in the axe and cleaver families also had spear points to provide some secondary thrusting capability, but again the primary use of
the weapons of these types was chopping at one’s opponent rather thanthrusting toward him.
Strictly speaking, a pole axe is nothing more than an axe head of any
sort set upon a long haft in order to deliver an earlier and more forcefulblow. It can be double-bitted, backed by a spike, and/or topped off witha dagger (spear) point, but it is still recognizable as an axe.
HalberdThis form of a pole axe is seen as a convex-headed broad axe in earlyexamples, but the head is set at a convenient angle (considering thepoint where the blade is most likely to impact upon an enemy), so thisalone makes it quite distinct from an ordinary long-hafted axe. The whole
weapon often reached 8 feet in length. It was also always topped witha fairly long spear point and backed by a spike, which was often angled
or hooked slightly downward. The spear point is, of course, designed tokeep opponents at bay and deliver a thrusting attack. This proved quite
useless when opposing mounted knights armed with lances (cf. Battleof Arbedo, 1422). The opposing spike was for penetration of heavy platearmor, with a secondary function as a hook for dismounting opponents.
The halberd was used extensively, particularly by the Swiss and Germans, and considerably modiﬁed and developed over the course of two
centuries. Concave blades, some very pronounced, were not uncommon, and some halberd heads were made smaller (as the piercing axe) inorder to better penetrate armor. Many of these weapons pictured in texts
on arms are not battle arms, but rather fanciful parade arms. There areexamples of bills and voulges which are called halberds, but the discerning reader will note the differences in form, especially when keeping in
mind the weapon’s possible use. According to C.W.C. Oman, the English
brown bill was a halberd in all respects save the back spike.
BardicheThis very broad and heavy axe links the pole axes to the pole cleavers
as a sort of transitional step between the two forms, although its only
obvious use is as a military arm. A bardiche head ranged from about 2
feet to over 3 feet in length, and it was attached to its haft with two rings
or a single one in those examples where the blade is shorter and backed
with a hammer head or spike. The bardiche in all of its forms was very
heavy and cumbersome — more so by far than a halberd — and wasused principally in Eastern Europe.

THE POLE CLEAVER
It seems quite likely that some outraged peasant fastened his meatcleaver to the end of a stave in order to protect himself and his family,
and thereby created a weapon form which was to be widely used in both
Europe and the British Isles for several centuries. The same derivation
holds true for the majority of the other pole arms which will be discussed;
they are simple agricultural tools converted to a warlike use, and theirform is easily distinguishable and identiﬁable until they become so combined and sophisticated as to prove some difﬁculty in easy classiﬁcation.
Even this latter transition is not too difﬁcult, however, if the reader is wellversed in the basic forms of each basic peasant tool-cum-weapon.

As stated, the family of axes set on poles for use in war overlaps into
many other weapon forms, but its only true members are the pole axe;
the halberd (possibly the brown bill); and the bardiche. The related cleaver-type weapons are so similar in function, however, that they can almost
be treated as pole axes.

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FAUCHARD
This weapon is a development of the scythe or sickle. Set upon a longpole, the curving blade of a fauchard could be used for both cutting andthrusting, although it is to be strongly suspected that it did neither too
well. Furthermore, the weapon offered little in the way of parrying or catching/holding and had no provision for dismounting opponents in its earlyand more common form. Later models include a back hook to dismounthorsemen, but the weapon was still not efﬁcient, and it passed out rather
quickly, although its combination form, the fauchard-fork, remained.
GLAIVE
Having employed just about everything else, there was no reason not to
add the single-edged knife at the end of a staff also. This family of arms
is as small as the fauchard family and about as efﬁcient.
The glaive is a knife-bladed spear. It has the thrusting function of thespear and the secondary cutting function of the convex blade of theknife. The weapon was rapidly enlarged in the blade in order to give it agreater cutting function as well as a cleaving attack. As with a spear or
fauchard, however, it was not overly effective at holding opponents back,nor did it have piercing or dismounting capabilities, so modiﬁcations produced the glaive-guisarme, which is discussed in the combination arms
section. The increase in the size of the blade of these weapons broughtsome to a point where they nearly merged with cleaver-type weapons.
GUISARME
Medieval peasants discovered that their pruning hooks made reasonably effective pole arms. The provocation which necessitated such

VoulgePlace a hefty cleaver at the end of a long, stout shaft, and the leverage
which the pole gives the wielder will enable him to cleave through armor.
The voulge has no provision to keep the enemy at a distance in its simple
form, but if the top front or back edge is ground down so as to provide a
pointed or dagger-like tip, the weapon assumes a more complete form.
The voulge was sometimes backed with a spike or hooked spike to makea crude guisarme-voulge, a combination-form weapon which will be discussed later.
Lochaber axe
In its early, crude forms this weapon is the same as a voulge. Development of the Lochaber axe added a hook to the weapon, either as a tip
or a blade backing, and in this form it is nearly identical to the guisarmevoulge. To all intents and purposes the two forms are so nearly the sameas the types of voulges they resemble that there can be no real differentiation between them as far as function and form are concerned.
Continental Europe developed the pole cleaver as the voulge, while the
Scots in the British Isles developed the same thing and called it the Lochaber axe. Both types of pole arms were developed to deliver a powerful cleaving blow, just as the pole axe family were designed to do. Bothforms had secondary functions which were aimed at keeping enemies at
a distance and/or dismounting them.

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development was undoubtedly considerable, but the upshot was likely
to have been as unsatisfactory as having no weapons. Pole arms of thissort, called guisarmes, were soon modiﬁed into highly efﬁcient combination weapons. This class includes most couteaux de breche, althoughsome identiﬁed as such are glaive-guisarmes.

SPECIAL CASESThe guisarme was furnished with a sharp cutting edge along its convex side, probably from reverse spike to hook. The spike, of course,
could be used to penetrate armor when the weapon was swung, andthe curved hook provided an ample means of pulling horsemen to theground. Deﬁciencies in this form of pole arm are apparent — no spear
point for thrusting and only one projection for penetrating. The guisarme
was soon combined with other forms of peasant weapons to make asecond generation of highly effective, all-purpose pole arms.

The threshing ﬂail, a wooden handle with another billet of wood attached
to it by a swivel or several links of chain, was easily adapted and modiﬁed
to become a ghastly weapon. Horsemen commonly employed a shorthanded ﬂail with one or more chains ending in smooth or spiked ironballs. The peasant’s tool made a far more effective weapon when swung
by a strong man. From a heavy shaft of about 3 to 4 feet in length washung one or two rods of metal shod and spiked wood or iron. The whole
weapon was over 5 feet long and had tremendous penetration and crushing power.

A few other designs can also be mentioned here, more or less in passing,as they pertain to weapons which are not true pole arms, but their size issuch that they are sometimes considered in the general class.

BILL HOOK
The other weapon which is a borderline case is the morning star. Thisclub adaptation was typically a heavy wooden haft from 3v to 5v or morein length, atop which was set a cylinder, barrel, or truncated cone, alsoof wood, metal-bound, and set with vicious metal spikes. Also called theholy water sprinkler (or godentag in the Low Countries), it was a favorite of the peasants, for it was easy to make and could lay low the bestarmored opponent at a blow. For some time it was used extensively by
the Swiss, although the halberd eventually replaced it. The weapon wasoften tipped with a spear point in its longer form, so that some models
were long enough to be pole arms. Some military picks were also polemounted, having shafts of 5 feet or greater length.

The English bill hook was almost exactly the same as the French guisarme,
but its concave (hook) edge was the sharp one, and rather than a straightback spike it typically had an L-shaped tine projecting forward. This arrangement was slightly more effective than the European guisarme.
MILITARY FORKThe lowly hay fork was straightened and strengthened to provide a very
potent weapon, the military fork. This pole arm had two efﬁcient piercing
points, for holding off an enemy, and sometimes a shorter third tine in thecrotch of the fork, so that opponents were channeled into a third attack.
The major drawback to this pole arm was its lack of effective penetrating
power with respect to heavily armored targets. The fork principle wassoon combined with other pole arms to form very efﬁcient tools of war.

There are also two pole arms which were certainly developed purely as
weapons. There is a resemblance between the two, but they are separate and distinct.
Lucern hammer
This weapon is very similar to the halberd, but the spike on its end was
generally longer than that of a halberd, and instead of an axe head theLucern hammer featured a smaller, hammer-like head with three prongs.
Evidently this function was not as efﬁcient against armor as the axe
blade, for it was replaced by the halberd amongst the ranks of the Swissafter the 14th century.
Bec de corbin
At ﬁrst glance, a bec de corbin might be mistaken for a Lucern hammer,
but important functional differences can be noted. The bec de corbin
was used late in the Middle Ages and into the Renaissance by knights
and nobles, not by commoners. Its heavy, crow’s-beak blade was designed to puncture the heavy plate armor common to upperclass warriors. In this weapon the beak is the major feature. This is backed by aﬂat hammer head, or by a clawed head somewhat similar to that of a
Lucern hammer, and the end spike is more bladelike and far shorter than
the awl spike of the Lucern hammer, for the latter weapon was not so
specialized.
COMBINATION WEAPONS
These varieties of pole arms were developed to compensate for weakness of simpler weapons or to enhance already powerful ones. Technically, all pole arms with a secondary spear tip for thrusting can be considered combination weapons. However, this sort of improvement wasdone so often and could be done so easily to most weapons that it isnecessary to ignore secondary spear tips when classifying pole arms. By
the same token, a partisan could be considered a combination weapon,
but since it was primarily used as a thrusting weapon, it should be classiﬁed as part of the spear family.
Fauchard-fork
There were two general forms of this combination weapon. The ﬁrst

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APPENDIX T: POLE ARMS
followed the typical fauchard form, with a single spike set to project from the backof the scythe blade. The second reversed the scythe blade so as to have its concave cutting edge face toward the opponent, the blade being more curved andsicklelike, and a spike tipping the pole end (or projecting from the scythe blade).

The pole arm was developed in order to put infantry on even terms withcavalry. This it did admirably in the hands of well trained, disciplined
formations such as those of the Swiss (who mixed pike, halberd/Lucern
hammer/morning star, and crossbow/arquebus in almost equal proportions — 40-40-20 as an average), who could hold the best European
cavalry at bay with laughable ease in pike square. The Germans emulated the Swiss with close to the same success, and most other European
armies ﬁelded large bodies of pole-armed infantry (with something lessthan great success in most cases). The reason for the proliferation of thepike was that it proved the most useful for keeping horsemen at a distance. (Swiss pikemen did not ground the pike butt to accept a cavalry
charge, but rather held the rear part of the shaft higher than the front, so
the points which glanced off armor would not go uselessly into the air
but would be forced downward into rider or mount — or at worst, into theground to form a barrier.)

Fauchard-guisarme
This weapon is nothing more than a scythe blade backed by a heavy
hook for dismounting opponents.
Glaive-guisarme
To the heavier and longer glaive head was added a guisarme hook toenable the wielder to jerk horsemen from their seats.
Guisarme-voulge

Other pole arms gave way to pike and halberd for one or two reasons.
Those with massive heads were not as efﬁcient as the pike; when theirshafts were lengthened past a certain limit, they were too cumbersome
to wield. (Spear-type pole arms were lengthened to pikes and were thencalled just that — there are ox-tongued and spetum-like heads, but thepike shaft is too long for useful employment of ranseur or partisan heads.)Those which were shortened for use as cleaving weapons were not as
efﬁcient as the halberd, or were changed so that they became almost
indistinguishable from the halberd (typically guisarme-voulge forms).

This pole arm is similar to the Lochaber axe, but the hook is formed from theblade of the voulge itself, not added separately. Guisarme-voulges featured
the pointed tip or spike so as to make the weapon as all-purpose as possible.
Bill-guisarme
There are quite a number of designs of the bill-guisarme. Each type has
the following features: 1) a sharp spear or awl point; 2) a large hookformed from the body of the weapon; 3) a back spike for armor penetration; and 4) several sharpened edges. Some forms of the bill-guisarme
have a sufﬁciently heavy blade and cutting edges placed so that they
are actually voulge-like. This form of pole arm persisted the longest of all
save the pike and the halberd, for it was certainly efﬁcient in all functions— piercing, holding off, cutting, penetrating, dismounting, and cleaving.
The scorpion is one typical form of the bill-guisarme.

The evolution of the pole arm is of great interest, as it reﬂects the trends inarmor and tactics in medieval warfare. It also is of great help in understanding why battles were fought as they were and can help to explain some ofthe outcomes. My system of nomenclature is derived from early reading of
the Encyclopedia Britannica and ffoulkes’s book (see below). Further study
and careful observation of weapons has brought it to its current state — by
no means positively ﬁnal, complete or unimpeachable, but nonetheless useful and logical for accurate identiﬁcation and naming of medieval pole arms.

One ﬁnal thing needs comment. Sometimes a weapon with an added
feature is identiﬁed as the added part rather than as the major weapon.
For example, an axe head attached to the end of what is basically aspear (i.e., the partisan) is not called a pole axe, for the length of the shaft
and the predominant employment of the point make it rather obviously
a thrusting weapon with added secondary functions. A glaring exampleof misidentiﬁcation is found in Stone’s A Glossary of the Construction,
Decoration, and Use of Arms and Armor. Therein, the author shows ahalberd with a fork tip rather than the usual dagger/spear point and identiﬁes it as a military fork. Now, were the shaft of the weapon 8 feet or
more in length, this might be proper, but it is a halberd-sized pole, andthe weapon is simply a halberd with an incidental fork atop it.

Bibliography
Ashdown, Charles, Armour and Weapons in the Middle Ages (London
1925); British and Foreign Arms and Armour (London 1909)
ffoulkes, Charles, Armour and Weapons (Oxford 1909)
Oman, C.W.C., A History of the Art of War in the Middle Ages (two volumes, London 1924)

Confusion regarding certain combination weapons of the fauchardglaive voulge-guisarme-bill types is certainly understandable, and caremust be taken in identifying such weapons. Careful examination of thelength of the shaft and the shape of the head will give clues as to its
primary uses in combat, and hence its identity.

Saxtorph, Niels, M., Warriors and Weapons of Early Times and Use ofArms and Armor (New York 1934)
Encyclopedia Britannica, Eleventh Edition (New York 1910-11)

Afterword and credits
So ends Unearthed Arcana, a volume that we hope will answer many
more questions than it creates. But we realize, as should you, that questions from readers and game-players about this material are inevitable.
If you think you’ve uncovered a trouble spot or if you don’t understandsomething you read, we may be able to help if you drop a line to “Arcana
Questions,” c/o TSR, Inc., P.O. Box 756, Lake Geneva WI 53147. We
can’t always provide personalized answers, but we’ll do our best, andwe’ll try to publish follow-up articles on this material in future issues of
DRAGON Magazine.

Creation and Design: Gary Gygax
Design Consultants: Frank Mentzer
Jeff Grubb
Editing and Typography: Kim Mohan
Illustrations: Jeff Easley
Timothy Truman
Jim Roslof
James Holloway
Roger Raupp
Production and Graphics: Roger Raupp
Eileen LucasCharles Ramsay

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