Ad&d Companion V12

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COMPANION

A Collection of House Rules and Expansions By Trent Foster Version 1.2

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FOREWORD Trent Foster has been sharing his insightful and incisive views on ADVANCED DUNGEONS & DRAGONS with internet 1e gaming communities for more than fifteen years now. In particular, Trent has consistently championed the “Gygaxian” style of AD&D gameplay and its rules, and he has worked to keep Gary Gygaxʼs vision and standards for quality for the AD&D game at the forefront of all of our minds. The volume in your hands, the ADVANCED DUNGEONS & DRAGONS COMPANION: A COLLECTION OF HOUSE RULES AND EXPANSIONS, represents Trentʼs accumulated creations, adaptations, embellishments, and interpretations of the second major development phase for the AD&D rules set, drawn from his deep familiarity with Gygaxʼs writings (from before, during, and after TSRʼs AD&D heyday), and guided by his decades of DMing experience. The AD&D COMPANION is itself an exercise in critical imagination—informed by history, driven to surpass the past, and to acknowledge no boundaries beyond what builds a better game, while remaining true to the spirit of AD&D. And what better way to celebrate Gary Gygaxʼs game of imagination than to re-create and re-integrate fantasy rules built upon how Gygaxʼs own projects may have turned out differently in another world or another timeline where he had not lost control of TSR in 1985? Iʼve had the pleasure to game with Trent a few times during those years—at the North Texas RPG Con #2 in June 2010, when I DMʼd him and a crew of other old-school grognards across several of the levels in my version of Castle Greyhawk; and at the SoCal MiniCon #4 in August 2011, when he DMʼd a large group of us through Rob Kuntzʼs GARDEN OF THE PLANTMASTER and we played together in a BOOT HILL game (both on the side of the losing sheriff and his deputies, alas!). We had a great time, and Trentʼs delight in the play of the game shines through in this AD&D COMPANION—a treasure-trove of what-might-have-been that you can leverage in your games today. To expand the footprint for the foundations of Gygaxian AD&D is a feat worthy of celebration, so grab your dice, roll up a bard, mystic, or mountebank, and prepare to rediscover the joy of reading—and playing—brand-new, A-list gaming rules for use with ADVANCED DUNGEONS & DRAGONS! Allan T. Grohe Jr. (“grodog”) 28 December 2016

This is an amateur, fan-produced publication intended for private, non-commercial use only. No claim of ownership is made or implied regarding any of the third-party trademarks referenced herein including, without limitation, Dungeons & Dragons, D&D, Dungeon Master, Dungeon Masters Guide, Fiend Folio, Unearthed Arcana,, Legends & Lore, World of Greyhawk, Dangerous Journeys, Mythus, and Lejendary Adventure, or any of the third-party copyrighted works compiled and/or adapted herein, both as specifically identified within the text and otherwise. All original content, including the Mystic, Mountebank, and Jester class descriptions, Knacks & Quirks and Secondary Skills tables, Mystic spells (except as noted), and Wilderness Adventuring essay, is copyright © 2016 by Trent Foster. All rights reserved.

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CONTENTS CHARACTER GENERATION SUMMARY .................................................................................................... 5 CHARACTER RACES .................................................................................................................................... 6 Half-ogres ................................................................................................................................................ 7 CHARACTER CLASSES................................................................................................................................ 8 Mystic ....................................................................................................................................................... 8 Hunter .................................................................................................................................................... 11 Thief-Acrobat (Changes and Additions)............................................................................................... 13 Mountebank........................................................................................................................................... 14 Monk (Revisions)................................................................................................................................... 18 Bard (Revision)...................................................................................................................................... 18 Jester ..................................................................................................................................................... 21 SECONDARY CHARACTERISTICS Socio-Economic Class (Addition) ......................................................................................................... 23 Birth Order (Addition) ............................................................................................................................ 24 Appearance ........................................................................................................................................... 24 Joss........................................................................................................................................................ 24 Knacks and Quirks ................................................................................................................................ 25 Secondary Skills (Revision) .................................................................................................................. 25 MONEY ......................................................................................................................................................... 30 EQUIPPING THE CHARACTER Basic Equipment and Supplies Costs (Additions) ............................................................................... 30 Carrying Capacities ............................................................................................................................... 30 WEAPONS .................................................................................................................................................... 31 Miscellaneous Weapon and Combat Notes......................................................................................... 32 HIRELINGS Hiring Men-at-Arms ............................................................................................................................... 33 CHARACTER SPELLS Spell Tables ........................................................................................................................................... 34 Miscellaneous Spell Notes (Revisions)................................................................................................ 36 Mystic Spells.......................................................................................................................................... 36 Mountebank Spells................................................................................................................................ 43 Bard Spells ............................................................................................................................................ 44 PSIONICS (Clarifications and Revisions).................................................................................................... 58 THE ADVENTURE Wilderness Adventuring ........................................................................................................................ 59 Falling Damage (Revision) ................................................................................................................... 63 THE CAMPAIGN Common Establishments and Other Locations ................................................................................... 64 WORLD OF GREYHAWK Character Homelands ........................................................................................................................... 66 Common Deities .................................................................................................................................... 67 Cleric Characteristics ............................................................................................................................ 68 MONSTER MANUAL (Revisions and Corrections)..................................................................................... 73 APPENDICES APPENDIX I. THE ASTRAL PLANE............................................................................................................ 78 APPENDIX II. THE INNER PLANES ........................................................................................................... 91 APPENDIX III. DEITIES AND THEIR FAITHFUL ....................................................................................... 93 APPENDIX IV. “PERSON”-TYPE MONSTERS .......................................................................................... 95 APPENDIX V. SUPPLEMENTAL ATTACK MATRIX FOR MONSTERS................................................... 95 APPENDIX VI. NEW MAGIC ITEMS ........................................................................................................... 95 APPENDIX VII. NEW MONSTERS.............................................................................................................. 98 APPENDIX VIII. HUMANOID MINOR DEITIES ........................................................................................ 106

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PREFACE Gary Gygax never intended for the publication of the DUNGEON MASTERS GUIDE in 1979 to mark the end of development for the AD&D game. While the core books had laid down a solid foundation for the game system (compared to the much looser and shakier foundation of the earlier D&D game), that was seen as the beginning point, and his intent was that AD&D game would continue to grow and expand from there as new rules and options were added on top, and new horizons broadened the scope of play. In 1981, just two years after the publication of the DMG, he was already writing in the pages of Dragon magazine about at least two planned expansion rulebooks for AD&D – a significant rule expansion, and another new book of monsters – and over the subsequent months he published many “sneak previews” of the content of both books, as well as highlighting and designating contributions by other authors (Len Lakofka, Roger Moore, and others) that he considered to be of superior quality and worthy of inclusion within the official AD&D system. While most of that material was later collected and published in the WORLD OF GREYHAWK boxed set, MONSTER MANUAL II (both in 1983), and UNEARTHED ARCANA (in 1985), some of it was not, and even those books were not seen as the end-point of development. Gary continued producing new material as well as hinting at further additions and developments, culminating in a planned revision of the original core books that would seamlessly incorporate all of the new material and concepts. Alas, when Gary Gygax lost creative control of TSR, those who succeeded him had a different vision, so his ideas were never developed (and, in fact, the AD&D 2nd Edition released by TSR in 1989 notably ignored or repudiated almost all of his post-1979 additions) and the “Gygaxian” version of AD&D became effectively frozen in amber with no new development or expansion – exactly the opposite of what its creator had intended and a sore blow to those of us who were fans of his version and much preferred it to what TSR and, eventually, Wizards of the Coast offered in its place. However, all need not be lost for fans of Gary Gygaxʼs original AD&D, and the game does not need to be only a static museum piece or a nostalgic dream of what could have been. Material written or approved by Gary that was left uncollected at the time he left TSR can be compiled – I have done so here (directly in the appendices, indirectly elsewhere). Likewise, Gary wrote two post-AD&D game systems – Dangerous Journeys in 1992 and Lejendary Adventure in 1999 – both of which offer a wealth of new material in his distinctive style and voice that can be mined for ideas and concepts and reverseengineered into AD&D terms. I have done that as well (most directly in the sections on joss, knacks and quirks, and the bard spells, though I have by no means exhausted the potential of either game). Most importantly, though, Gary provided an example and template upon which we can create our own additions that fit with the style and tone of his writing and build and expand upon it in ways that he was never able to (and that those who were able chose not to). That is the main purpose of this book, and makes up the bulk of its content – not attempting to recreate “what would Gary have done?” but, rather, exploring what I can do that fits within the same rules and aesthetic framework as what he did, that carries the original vision of the game forward. This is not a work of scholarly archaeology or recreation. While most of the material within was inspired by Gary Gygaxʼs writing, I make no claims to speak for him, or that anything included here represents what he would have done had he remained in control longer at TSR. I have incorporated my own versions of things he mentioned as possible additions to the game, and adapted material from his later games that seems to fit the AD&D paradigm, but I have also ignored things he claimed he intended to add, and added other things he never mentioned, and of course all of it has been filtered through my own viewpoint via three decades of play-experience, hindsight, and collected house-rulings. This book is my own personal vision of where I would have liked to see AD&D go following the release of UNEARTHED ARCANA, consistent with the rules, style, tone, and underlying approach to game-play demonstrated by Garyʼs work. My hope is that in hewing so closely to that source I have produced material here that other fans of this particular version of the game will find useful and inspiring – that the new classes and rules additions here can be seamlessly added to existing AD&D campaigns and perhaps help breathe new life into them. Even more, my hope is that the dungeon masters and participants in those campaigns might also be inspired to share their own expansions and creations to Gary Gygaxʼs AD&D so that it can become again what he intended for it to be – a vibrant, living, ever-expanding community of like-minded gamers. Trent Foster March 14, 2016 ACKNOWLEDGMENTS: This book obviously would not have been possible without the prior, original work done by Gary Gygax, Len Lakofka, Roger Moore, Dave Newton, and others for the AD&D, Dangerous Journeys, and Lejendary Adventure games, which I have adapted, modified, and expanded upon herein. Draft versions of much of this material were posted at the Knights & Knaves Alehouse discussion forum, and many thanks are given to the members there who provided invaluable feedback and suggestions, in particular Mark Ahmed, Scott Gregg, Allan Grohe, Scot Hoover, Stuart Marshall, Rob Ragas, Ron Redmond, Tony Rosten, Keith Sloan, Steve Smith, Philip Sokolov, Matthew Stanham, Jeff Talanian, and Gene Weigel.

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CHARACTER GENERATION SUMMARY 1.

Determine Ability Scores (see PLAYERS HANDBOOK [PH] pp. 9-13)

2.

Determine Socio-Economic Class (see UNEARTHED ARCANA [UA] p. 82, pp. 23-24)

3.

Choose Race (choice may be limited by ability scores and SEC; may affect ability scores; see PH pp. 13-18, UA pp. 7-12, pp. 6-7)

4.

Choose Class (choice may be limited by ability scores, SEC, & race; see PH pp. 18-33, UA pp. 12-25, pp. 8-22)

5.

Choose Alignment (choice may be limited by class; see PH pp. 33-34)

6.

Determine Secondary Characteristics: a. Age (roll by class and race; may affect ability scores; see DUNGEON MASTERS GUIDE [DMG] p. 12) b. Sex (choose) c. Birth Order (roll affected by race; may affect ability scores & joss, see UA p. 83 & p. 24) d. Homeland (roll or choose by race; may affect languages, see p. 66) e. Height & Weight (roll or choose by race; see DMG p. 102) f. Appearance (roll by race, see p. 24) g. Joss Factors (roll, see p. 24-25) h. Knacks and Quirks (roll, see pp. 25-27) i. Secondary Skills (roll by race, see p. 28-29)

7.

Determine Hit Points (roll by class; affected by Con)

8.

Determine Psionic Potential (required for Mystics, optional for others; roll affected by ability scores & race; see PH p. 110 & p. 58)

9.

Choose Languages (choice affected by race, Int, and Homeland; see PH pp. 34-35)

10.

Determine Starting Funds (roll by class; affected by SEC; see PH p. 35 & UA p. 25)

11.

Choose Weapon Proficiencies (choice affected by class and race; see PH pp. 36-37 & UA p. 26)

12.

Choose Patron Deity (required for Clerics and Druids, optional for others; may affect starting spells, see p. 6768)

13.

Determine Starting Spells (roll or choose by class; affected by Int or Wis and Patron Deity; see DMG p. 39 & UA p. 79 for Magic-Users, UA p. 80 for Illusionists, PH pp. 43-44, UA p. 42-44, pp. 68-72 for Clerics; PH pp. 54-55, & UA pp. 41-42 for Druids, p. 9 for Mystics, pp. 44-47 for Bards)

14.

Choose Name

15.

Establish Character (determine background and next of kin, lodgings, relations with other characters, etc.; see PH p. 34)

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CHARACTER RACES CHARACTER RACE TABLE II.: CLASS LEVEL LIMITATIONS (Revision) Racial Stock of Character Character Class CAVALIER Paladin CLERIC Druid Mystic FIGHTER Barbarian Hunter Ranger MAGIC-USER Illusionist THIEF Acrobat Assassin Mountebank MONK BARD Jester

Elf Dwarf No No (8) No No 1 9 No No No No No U U 9 No No No No

Gray 2 7 No (7) No No 2 7 No No 3 6 4 11 No No No No No No No No

High 2 7 No (7) No No 2 7 No No 3 6 10 No U U 10 No No No No

Wild No No No 10 No 5 8 No 6 8 No No No U U 10 No No No No

Wood No No (7) U No 6 8 No No 3 6 9 No U U 10 No No No No

Gnome Half-elf Halfling Half-ogre Half-orc Human 9 No 8 No No No U 9 No 8 No No No U 10 (7) 8 (4) 4 4 U No U (6) No No U No No No No No U 7 9 12 6 8 7 U 10 U No No No No No U 9 No 8 No No 10 U 9 No 8 No No No U 11 No 8 No No No U 8 7 No No No No U 13 U U U No 11 U 13 U U U No 11 U 8 11 No No U U U U 8 No No U No No No No No U No U 8 No No U U 10 10 No No U

Notes Regarding Character Race Table II: Numbers in parentheses indicate this is class normally exists only as non-player characters for the race in question. Single-classed characters (with the exception of assassins, bards, and jesters) may exceed their usual level limit by two levels (e.g. a single-classed high elf magic-user can obtain up to 12th level). 1

Hill dwarf fighters with less than 17 strength are limited to 6th level; mountain dwarfs with less than 17 strength and hill dwarfs with 17 strength are limited to 7th level; hill dwarfs with 18 strength and mountain dwarfs with 17 strength are limited to 8th level. 2

Gray and high elf cavaliers and fighters with less than 17 strength are limited to 5th level; those with 17 strength are limited to 6th level. 3

Elven rangers with 18 strength and 15 in both intelligence and wisdom may attain 7th level; those with above 15 in both intelligence and wisdom may attain 8th level. 4

Gray elf magic-users with 19 intelligence can attain 12th level.

5

Wild elf fighters and hunters with less than 18 strength are limited to 7th level.

6

Wood elf fighters with less than 17 strength are limited to 6th level; those with 17 strength are limited to 7th level.

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Gnome fighters of less than 18 strength are limited to 5th level.

8

Gnome illusionists of less than 18 intelligence or dexterity are limited to 6th level.

9

Half-elven cavaliers, paladins, fighters, hunters, and rangers with less than 17 strength are limited to 6th level; those with 17 strength are limited to 7th level. 10

Half-elven clerics of less than 16 wisdom are limited to 5th level; those with 16 wisdom are limited to 6th level; those with 17 wisdom are limited to 7th level. 11

Half-elven magic-users of less than 18 intelligence are limited to 7th level.

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Halfling fighters of hairfeet sub-race with strength of under 17, are limited to 4th level. Hairfeet with 17 strength and stouts of less than 17 strength can work up to 5th level. Tallfellows of less than 17 strength and stouts of 17 strength can work up to 6th level. Tallfellows with 17 strength can work up to 7th level. 13

Half-orc thieves and acrobats with dexterity of less than 15 are limited to 8th level; those with 15 dexterity are limited to 9th level; those with 16 dexterity are limited to 10th level.

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MISCELLANEOUS CHARACTER RACE NOTES

and still get the full benefit of the weaponʼs damage and other modifiers, and may use a large shield with equal facility as a normal shield. However, there are also downsides to their great size: clothing and armor for halfogres costs double or triple that for humans (and magic armor sized to fit half-ogres is extraordinarily rare); halfogres may not ride any mount smaller than an exceptionally large heavy war horse; half-ogres are treated as size L when determining weapon damage; half-ogres have a penalty of -2 “to hit” dwarfs and -4 “to hit” gnomes in melee combat. Half-ogres are never psionic, and neither are they able to be affected by the raise dead or resurrection spells.

Small-sized races (dwarfs, gnomes, and halflings) have a base unencumbered movement rate of 9”. Heavy gear and very heavy gear reduce this rate to 6”, and characters of these races that are Encumbered have a movement rate of 3 to 4” (cf. ENCUMBRANCE on PLAYERS HANDBOOK, p. 101). Halflings have a +3 bonus to hit with bows and slings (see MONSTER MANUAL, p. 50). Furthermore, they receive the same defensive bonus in melee combat against Largesized humanoids as applies to gnomes.

Half-ogre characters have a bonus of +2 to their initial rolled strength score and a +1 to their initial rolled constitution score. In neither case may the bonus bring the score above 18, but if the strength bonus would lift the score above 18 and the character is a fighter or cleric/fighter, then a +25% bonus is added to the exceptional strength rating (up to a maximum of 18(00). Half-ogres also have a -1 penalty to their initially rolled intelligence and wisdom scores and a -2 penalty to their rolled charisma score when dealing with any character who is not an ogre or half-ogre (cf. dwarfs),

Elves and half-elves are both limited in advancement in the cavalier class to the same level they can achieve in the fighter class per CHARACTER RACE TABLE II. Half-ogres: [Adapted from the articles by Gary Gygax in The Dragon #29 (Sept. 1979) and by Roger Moore in Dragon #73 (May 1983)] The offspring of a human and an ogre (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) parent, half-ogres are a rare crossbreed, both the largest physically and the most limited in abilities and advancement prospects of all playable character races. Half-ogres tend to have low standing in human society and are most commonly employed as bodyguards, mercenary soldiers, manual laborers, or occasionally as gamekeepers at magical academies. Their complexions tend to be swarthy and dull, and their hair to be lank and dark.

ABILITY SCORES Strength: Minimum 14 / Maximum 18(00) Intelligence: Minimum 3 / Maximum 12 Wisdom: Minimum 3 / Maximum 12 Dexterity: Minimum 3 / Maximum 12 Constitution: Minimum 14 / Maximum 18 Charisma*: Minimum 3 / Maximum 9 *Effective score is doubled with respect to ogres and other half-ogres

Half-ogre characters may only become fighters, clerics (maximum of 4th level), or they may choose to pursue both classes simultaneously and become multi-classed cleric/fighters. In the latter case the character is not restricted to the clericʼs normal allowed weapons. However, earned experience is always divided evenly between the two classes, even when the half-ogre is quickly no longer able to progress upward in the cleric class. (See CHARACTER CLASSES for more information regarding this subject.)

RACIAL PREFERENCES Half-orcs rate a T, humans an N, and half-ogres a P. All others are H both ways CHARACTER AGE Young Adult: 12-18 years Mature: 19-40 years Middle Age: 41-80 years Old: 81-110 years Venerable: 111-140 years

Half-ogres are able to speak the “common tongue” of humanity and their alignment language. If raised in the presence of their ogre parent they will also speak ogrish, orcish, and troll, but not otherwise. Half-ogres with sufficient intelligence scores may learn a maximum of one additional language. Half-ogres have infravision, so that they can detect varying degrees of heat radiation up to 60' distant in the dark. Due to their exceptionally large size, half-ogres have two regular hit dice (as appropriate to their class, or combination of classes) at 1st level, thereafter progressing normally by class, so that for example at 9th level (Lord) a half-ogre fighter will have ten 10-sided hit dice rather than the usual nine. Half-ogres may wield a bastard sword one-handed

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Starting Age: Cleric: Fighter:

20 + 1d4 years 15 + 1d4 years

HEIGHT: WEIGHT:

80 + 4d4 inches (7ʼ to 8ʼ) 305 + 10d12 pounds (315 – 425)

occupation. In both examples, no change in alignment occurs, and the activities of the new class do not conflict with those of the previous class. It is not possible to take the opposite route, since the mental determination required for initial membership in the paladin or monk class disallows any lessening or redirection of those disciplines. If a character begins his or her adventuring career as a paladin, then a paladin he or she will remain (unless paladin status is removed for some reason related to magic, behavior, or alignment change); and so it is also for a monk.

CHARACTER CLASSES MISCELLANEOUS CHARACTER CLASS NOTES Character Classes Table II: All references to staff are inclusive of bo stick and jo stick, all references to flail and mace are inclusive of both horsemanʼs and footmanʼs varieties, and all references to hammer are inclusive of maul. Druids: Druids may be Neutral Good or Neutral Evil in alignment, but such druids may advance no higher than 6th level (Initiate of the 4th Circle). Neutral Good elves and halfelves with sufficient ability scores may become multiclassed druid/rangers and druid/ranger/magic-users. Note that druids do not receive bonus spells for high Wisdom scores (WISDOM TABLE II) as other clerics do.

The Mystic Mystics are a subclass of Clerics who are oriented towards individual, personal exploration of the supernatural and divine realms rather than formalized, faith-based service to one or more personified deities. They are always human and must have a minimum wisdom score of no less than 15 as well as a score of at least 11 for intelligence and a charisma score of 13 or greater. Mystics receive no bonus to earned experience points for exceptional ability scores.

Barbarians: Barbarians do not require training to go up levels, because they gain no sophistication – they get tougher and wilier. It is hard-earned, “school of hard knocks” learning which enables them to get better, not any form of schooled training, exercise, or other like instruction.

Mystics may be of any good alignment – lawful, neutral, or chaotic – or they may be true neutral. Any mystic who deviates from that path loses his or her Second Sight ability (q.v.) and must become either a standard cleric or, if it better suits the former-mysticʼs disposition, a magic-user. A character who starts play as a mystic may later choose to take up another vocation and become a character with two classes, but the reverse is not possible – a character of another class may not switch classes to become a mystic during play.

Weapon specialization: Fighters and rangers who choose to specialize in a weapon suffer a -1 penalty to hit with all other weapons, both proficient and non-proficient. At “name” level or higher (i.e. 9th level (Lord) for fighters and 10th level (Ranger Lord) for rangers) the character may spend an additional weapon proficiency slot to “proof” their proficiencies and remove the -1 penalty for proficient weapons (though they will still have the additional -1 to hit will all non-proficient weapons).

Due to their eccentric nature, mystics generally have low SEC levels (no minimum, maximum Upper Middle Class), and tend to dwell as hermits, in rural settings, among poor and peasant folk, or traveling as a member of girovaghi caravans (and, in the latter instance, typically employed as an astrologer or fortune-teller and not easily distinguished from the mountebanks who otherwise take on those roles). There is a mutual distrust between mystics and other clerics because of their opposed viewpoint and approach to the divine realm, and mystics are often condemned as heretics and witches (a term that more properly applies to evilaligned magic-users, though as can be seen from perusing the mystic spell lists there is considerable overlap in magical repertoire between them). However, mystics also tend to have strained relations with the magic-user classes, for similar reasons – mages generally hold mystics in contempt for their instinctive, superstition-based approach to magic (as opposed to their own logical, academicallyoriented study), while mystics resent that many of their own folk-magic traditions and spells have been copied and perverted by the wizarding academies and stripped of what the mystics see as their crucial spiritual aspect.

Cantrips: Magic-users and illusionists of above-average intelligence who have retained their book of cantrips are able to memorize bonus cantrips in addition to their usual allotment of spells, as follows: intelligence of 13-15 allows one bonus cantrip per day, intelligence 16 allows two bonus cantrips, intelligence 17 allows three bonus cantrips, and intelligence 18 allows four bonus cantrips per day. Characters with 18 intelligence gain their first bonus cantrip as 0-level neophytes, gain one additional bonus cantrip per level of apprenticeship, and the fourth bonus cantrip upon attaining Prestidigitator status. The same pattern follows for lower-intelligence characters, i.e. intelligence 17 characters gain their first bonus cantrip as initiates, intelligence 16 characters gain their first bonus cantrip as apprentices, and characters with intelligence 13-15 gain their bonus cantrip upon becoming Prestidigitators. The Character With Two Classes: Barbarians cannot ever be anything else. One cannot start as some other profession and become a barbarian at a later stage. Likewise, once a character is a barbarian, he or she can never opt to change to some other profession and have dual classes. While it is not possible to renounce further progress as a paladin or a monk in order to pursue another profession, the opposite is not necessarily true. From a nonconflicting profession, a human PC can move to that of paladin or monk. For example, a lawful good cleric with sufficiently high ability scores might decide to become a paladin. Similarly, a thief of lawful alignment might determine that the monk profession is now a desired

Mystics do not have the same martial training as standard clerics, so they are much more limited (and closer to the magic-user class) in that regard: mystics fight as a magicuser of equal level, do not wear armor or employ shields, and may only employ clubs, daggers, hammers, knives, slings, or staffs as weapons. They begin play with a single weapon of proficiency and gain one additional proficiency

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slot for every 5 levels thereafter. Mystics have a -4 penalty to hit with non-proficient weapons. Mystics may freely employ flaming oil but only neutral-aligned mystics will even consider employing poison.

Roll 1 2 3 4 5 6

Mystics do, however, make their saving throws as a Cleric, and have a bonus on +2 vs. all attacks or effects originating from any non-corporeal spirits or other-planar creatures.

Offensive Enthrall Fascinate Friends Hypnotism Spook Taunt

Defensive Change Self Protection/Evil Remove Fear Sanctuary Ventriloquism (choose)

Miscellaneous Comprehend Lang. Find Familiar Identify Portent Predict Weather (choose)

Crystals and gemstones of all types are important to mystics, who use them to focus and channel the magical energy of many of their spells in the same manner as a standard cleric would use a holy or unholy symbol (see the various spell descriptions, and in particular the attune crystals spell). Therefore over time the mystic is likely to acquire a sizable array of crystal talismans in the form of rings, pins, necklaces, wands, and even occasional loose stones. Mystics are able to identify the type, quality, value, and reputed magical properties of all common gemstones, as indicated on DMG pp. 25-27.

Mystics may employ wands, and miscellaneous magic items usable by either the cleric or magic-user classes, and employ the same rods as magic-users, but they may not employ the magic staffs of either class. Mystics may employ (and, at 7th level and higher, create) all manner of protection scrolls, but they may not use any spell scrolls. Mystics have special affinity for two particular sorts of magic items: crystal balls employed by a mystic function at +20% to their usual effectiveness, and if a mystic encounters a Deck of Many Things he or she receives two substantial benefits – firstly, a mystic of any level is allowed one free re-draw (i.e. the drawn card drawn is reshuffled into the Deck without taking effect), and secondly, mystics have a cumulative 5% chance per level (up to a maximum of 75%) to correctly identify the next card in the Deck before it is drawn. A failed roll will generally mean that the mystic cannot identify the card, but a roll of 96-00 means that the mystic has misidentified the card (in practice the next card is drawn and the mystic believes that is what the next draw will be, but when/if the actual draw occurs that card is discarded and the next card after it in the deck is the true draw). If the mystic is not personally drawing the cards but is advising another characterʼs draws, the free redraw ability is lost and the chance of predicting the next card in the deck is reduced by half (and the chance of misidentifying is doubled).

In addition to their spell casting, mystics have several other unique abilities that aid them in their profession. Firstly, all mystic characters are automatically psionically endowed, even if their ability scores would not normally qualify them. When the character is created the player should determine the characterʼs psionic ability, attack modes, defense modes, and psionic disciplines the same as for any other psionically-endowed character. In addition, mystics receive two further benefits with respect to psionics: 1) new disciplines are gained by the mystic with each new level (rather than every other level); and 2) mystics who have only minor disciplines (or whose major disciplines have not yet become active) do not have the normal +10% XP cost, and those who do have major disciplines have only a +10% XP cost (rather than the normal +25%) starting at the level when their first major discipline becomes active.

Mystic charactersʼ starting age is the same as for a standard cleric. Their starting funds, however, are as per a magic-user.

Additionally, mystics have a unique gift of Second Sight that allows them to see and read auras. As the mystic increases in level, this ability allows him or her to detect various conditions, as follows:

Although mystics are a subclass of cleric and receive bonus spells for high wisdom scores as clerics, they learn their spells from books in the same manner as magic-users. Mystics must roll their chance to know each new spell they encounter and must abide by the minimum and maximum spells known per level as dictated by their intelligence score, and they must keep and study from books of spells. However, mysticsʼ spell books do not function in quite the same manner as magic-usersʼ books – they are more of a shorthand memory-aid than a fully detailed set of magical formulae – which leads to there being several key differences from magic-usersʼ books: 1) they are generally much smaller in size (they have the physical characteristics of a traveling spell book (see UNEARTHED ARCANA p. 79) but with the capacity of a standard spell book), 2) mystics do not require a read magic spell to read other mysticsʼ spell books, and 3) mystics are never able to cast spells directly from their books.

1st level: detect life (as the second level cleric spell), penetrate disguise (as the first level cleric spell) 2nd level: detect curse (ascertain whether an individual or object is under the influence of a curse), detect evil (as the first level cleric spell) 3rd level: detect spirits (ascertain whether any disembodied or non-material spirits are present in the area), detect magic (as the first level cleric spell) 4th level: detect illusion (as the first level illusionist spell) 5th level: detect possession (ascertain whether an individual or object has been possessed by an outside spirit) 6th level: know alignment (as the second level cleric spell) 7th level: detect charm (as the second level cleric spell) 8th level: detect invisibility (as the second level magic-user spell) 9th level: detect lie (as the fourth level cleric spell) 10th level: ethereal sight (the character can see into the Ethereal Plane, including any out-of-phase characters or creatures)

A first level mysticʼs spell book will generally contain three spells, one from each of the following lists:

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11th level: true seeing (as the fifth level cleric spell)

14th level: brew Oil of Etherealness

Use of any of these abilities requires at least 1 round of concentration and has a range of 3”. The mystic can only attempt one type of Second Sight per round. The first round of concentration gives a base 50% chance of success, which increases by a cumulative additional 5% for each additional round of concentration, up to a maximum of 80%. High wisdom scores increase the mysticʼs Second Sight ability as follows: +1% for 16 wisdom, +2% for 17 wisdom, +5% for 18 or greater wisdom. Mystics require at least a quartz crystal talisman to serve as a focus for their Second Sight. If this talisman includes a carbuncle stone the mysticʼs chance of success is increased by +3%; and a sapphire stone increases the chance of success by +5%.

Brewing these potions requires the same amount of time and gold, and the same special ingredients, as for a magicuser (q.v. DMG p. 116), but a mystic does not require (and gains no benefit from) a laboratory or the assistance of an alchemist. There is an 80% base chance that any potion will be brewed successfully. Failed attempts become a cursed potion of the appropriate type (i.e. philter, potion, or oil). Mystics are typically independent and solitary by nature, which is one of the characteristics separating them from other sorts of clerics and magic-users, but a mystic of 9th level (Spiritist) or higher may choose to establish a coven. Doing so will attract a body of 3-12 apprentice mystics of 1st-4th levels who will loyally serve the Supreme Mystic of the coven, but may also draw unwelcome attention from the local clerical establishment or from rival covens (particularly those made up of evil witches).

Mystics have extensive knowledge of astrology and the celestial bodies and their influence upon charactersʼ fortune and personality. On a clear night when the sky is visible, the mystic is able to determine direction, time of year, and approximate latitude by studying the position of the stars and planets in the sky. Conversely, if the mystic has been transported to some location with a different star-field (such as another plane or planet) he or she will know so immediately from the sky. Furthermore, if the mystic is aware of the date of an individualʼs birth and is able to spend 1-4 days consulting a set of astrological charts (assumed to be included within every mysticʼs spell books), then all divination spells applied to or for that character henceforth will have +20% increased accuracy or effectiveness, but the character will also suffer a -4 penalty on their saving throw against any and all enchantment/charm spells cast upon them by the mystic.

MYSTICS (CLERICS) TABLE I 4-Sided Dice for Experience Exp. Accumulated Points Level Hit Points 0-1,750 1 1 1,751-3,500 2 2 3,501-7,000 3 3 7,001-15,000 4 4 15,001-30,000 5 5 30,001-60,000 6 6 60,001-125,000 7 7 125,001-250,000 8 8 250,001-500,000 9 9 500,001-750,000 10 10 750,001-1,000,000 11 11 1,000,001-1,250,000 12 11 + 2

Mystics also have extensive knowledge of herbalism and folk-medicine. They can identify most common herbs (those listed on DMG pp. 220-221) by sight, and as long as they have access to a supply of fresh herbs, they are able to perform the following curative feats as they increase in level:

Level Title Palmist Soothsayer Wiseman/woman Fortune-teller Medium Astrologer Augur Seer Spiritist Sibyl Oracle Oracle (12th)

250,000 experience points per level for each additional level beyond the 12th. Mystics gain 1 h.p. per level after the 11th.

1st level: heal injuries (1-3 points of damage per level immediately, plus double normal natural healing rate) 2nd level: slow poison (as the second level cleric spell) 3rd level: remove paralysis (as the third level cleric spell) 4th level: cure disease (as the third level cleric spell) 5th level: neutralize poison (as the fourth level cleric spell) 6th level: cure blindness (as the third level cleric spell) Each of these remedies requires one turn per attempt, and may only be attempted once per subject per day, with a base 80% chance of success. Beginning at 7th level (Augur), mystics may also employ their knowledge of herbalism to brew certain types of potions: 7th level: brew Philter of Love and Potion of Ventriloquism 8th level: brew Potions of Clairaudience and Clairvoyance 9th level: brew Potion of Polymorph (Self) 10th level: brew Potion of ESP 11th level: brew Philter of Beauty 12th level: brew Philter of Persuasiveness 13th level: brew Philter of Glibness

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SPELLS USABLE BY CLASS AND LEVEL – MYSTICS (CLERICS) Mystic Mystic Spell Level Level 1 2 3 4 5 6 1 1 2 2 3 2 1 4 3 2 5 3 3 1 6 3 3 2 7 3 3 2 1 8 3 3 3 2 9 4 4 3 2 1 10 4 4 3 3 2 11 5 4 4 3 2 1* 12 6 5 5 3 2 2 13 6 6 6 4 2 2 14 6 6 6 5 3 2 15 7 7 7 5 4 2 16 7 7 7 6 5 3 17 8 8 8 6 5 3 18 8 8 8 7 6 4 19 9 9 9 7 6 4 20 9 9 9 8 7 5 21 9 9 9 9 8 6 22 9 9 9 9 9 6 23 9 9 9 9 9 7 24 9 9 9 9 9 8 25 9 9 9 9 9 8 26 9 9 9 9 9 9 27 9 9 9 9 9 9 28 9 9 9 9 9 9 29 9 9 9 9 9 9 *Usable only by mystics of 17 or greater wisdom **Usable only by mystics of 18 or greater wisdom

In order to qualify as a hunter a character must have minimum strength and dexterity scores of 15, a constitution score of no less than 14, and intelligence and wisdom scores of at least 12. There is no minimum charisma score. If the hunter has a score of at least 16 in each of strength, dexterity and constitution, and at least one of those scores is 17 or higher, then he or she earns a 10% bonus in awarded experience.

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

As a sub-class of fighter, the hunter receives the fighterʼs bonuses for high strength and constitution scores. However, they receive an additional bonus for high dexterity: the bonuses begin at 14 with +1 and go up in steps of +1, so 18 dexterity gives +5 for defense, reaction and missile attacks. However, like the barbarian, this bonus only applies if the character is unarmored or wearing at most non-bulky armor. Any fairly bulky or heavier armor negates this bonus in favor of the standard bonuses for the characterʼs dexterity score. As noted above, hunter characters are treated as barbarians in regards to the wearing of armor. They are also treated as barbarians regarding use of weapons (including oil and poison). Hunters have the same number of initial weapon proficiencies as a barbarian, and gain new proficiencies at the same rate. Like a barbarian, they are also required to include the hand axe, knife, and spear among their initial choice of proficiencies. However, unlike the barbarian, the hunter may have two weapon specializations (q.v.), the first of which must be the spear. The player is allowed to select his or her second specialization, including a bow if so desired. As with any specialized weapon, both must be taken at first level. The hunter may not double-specialize in either weapon. A hunter uses the attack table for fighters, including the Attacks Per Melee Round table, but does not gain additional attacks against non-exceptional humans and semi-humans. When combating opponents of human or near-human sort, who fight with hands or weapons like those of humans, the hunter is at a –2 penalty to hit. When combating opponents of other nature (animal, reptile, fish, beast, monster) the hunter is at +2 to hit. In the latter case any modified score of 20 or greater on the ʻto hitʼ die roll indicates maximum damage for the weapon employed.

The Hunter [Adapted from the article by Gary Gygax in Realms of Adventure #2 (Fall 1988)] This sub-class of the fighter is as much a profession of circumstance as purpose. The hunter is one who was born in a wilderness area and grew up in primitive conditions requiring knowledge of woodcraft, fishing, trapping, tracking, knowing the flora and fauna for many reasons, and hunting to sustain life. There might be rare exceptions to this, but generally the hunter is one of savage, barbaric background. There are, of course, hunters from open plains areas, frozen tundra, and barrens. Such individuals are of more nomadic sort than the class considers, and in general these backgrounds are more akin to the barbarian class (q.v.). The hunter class considers a wooded homeland as the principal training ground, and this should suit most campaign milieus.

Hunters use the same table as fighters for saving throws but gain a +2 bonus against any attack requiring a saving throw that comes from an animal-like opponent (a basilisk, a dragon, etc). As barbarians never require training to advance in ability level, so too hunters are never in need of any sort of formal schooling. They always advance by ʻon-the-job experienceʼ, as it were. If the circumstances of any adventure indicate a lack of related experience for hunter character advancement, the DM will always reduce his or her reward to match circumstances.

Humans, wild elves, half-elves and half-orcs can be hunter characters, with the same upper limit to advancement they have as fighters. No demi-human hunter can be a multiclassed character, nor can a human hunter be a character with two classes.

Hunter characters determine their starting age as a fighter of the same race, and their starting funds as a barbarian. Hunters can use any sort of magic item usable by fighters. Hunters are solitary by nature so they do not construct

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strongholds or attract a body of followers at high level, though they can hire henchman and hirelings normally.

constant attention to form the special bond after an animal has been befriended, and the animal must spend at least one half of the time thereafter with the hunter. If desired, the hunter may free one animal and befriend another, but at no time can there be more than one special animal attached to the hunter. The chance of striking friendship is shown on Hunter Table II, though a hunter of high level is not restricted by the 75% maximum. The DM may adjust the chance of success as necessary due to circumstances. The animal will hunt for and with its master/mistress, perform simple acts upon direction, and generally behave as very loyal and most intelligently for its species. Typical acts such an animal can perform are: Track Hunt down and chase Come back on command Sit/stay Go/fetch/retrieve Guard/watch Attack/subdue Attack/kill

HUNTERS (FIGHTERS) TABLE I 12-Sided Dice for Experience Exp. Accumulated Points Level Hit Points* 0-3,000 1 1 3,001-6,000 2 2 6,001-12,500 3 3 12,501-25,000 4 4 25,001-50,000 5 5 50,001-100,000 6 6 100,001-175,000 7 7 175,001-300,000 8 8 300,001-500,000 9 9 500,001-1,000,000 10 9+3

Level Title Forester Frontiersman Woodsman Backwoodsman Trapper Tracker Stalker Huntsman Hunter Huntmaster

500,000 experience points per level for each additional level beyond the 10th. Above 9th level, characters are simply referred to as ʻHuntmasterʼ without reference to degree of excellence (i.e. 10th, 11th, etc. is omitted). Hunters gain 3 h.p. per level after the 9th.

Highly intelligent animals might carry things to some known place if the command is understood. Build Snares & Traps: These constructions will catch game or enemies. The hunter can construct any of the following in the times shown below and with the noted effects on any victim: Snare: 3 turns; save vs. death or victim killed. Deadfall: 1 hour; 4-24 damage. Heavy Deadfall: 2 hours; save vs. death or victim killed; 6-36 damage if save made. Pit Trap: 4 hours; save vs. death to avoid unconsciousness for 1 hour, 1-6 damage + 1-6/stake placed by hunter up to 10, with d10 roll by victim to determine how many stakes are effective; no escape, or at least 1 round required to get out of pit (DM determination). Spring Trap: 15 minutes; 4-16 damage; successful ʻto hitʼ roll must be made by trap against victimʼs armor class to inflict damage.

*The die is ʻaveragedʼ in that a roll of 1 is treated as 4, a roll of 2 is treated as 5, and a roll of 12 is treated as 6. The initial hit point determination roll for a 1st level hunter character must always be 6 or better, but thereafter any result (with averaging) is possible. HUNTERS TABLE II Hunter Level Chance of success* 1st 21% 2nd 23% 3rd 26% 4th 30% 5th 35% 6th 41% 7th 48% 8th 54% 9th 59% 10th 63% 11th and up +2% per level to 75% max.

The chance of any snare or trap functioning is determined by the hunterʼs experience level, as shown on Table II. Construct Simple Weapons: The hunter is able to fashion weapons as indicated below. The chance of a weapon breaking on use is the inverse of the skill of the hunter, as shown on Table II (so a weapon fashioned by a 1st level hunter has a 79% chance of breaking when used, unless this chance is modified).

*The DM may allow some added chance for success if additional preparation time is taken and there are such considerations as distractions, camouflage and the like. Deduction is likewise to be made for care, having an experienced guide (such as another hunter), magic, etc. Naturally a spell will surely discover snares and traps if the dweomer has the power to do so. A hunter is able to detect othersʼ snares and traps at a likelihood of 10% below that with which he or she is able to build them personally.

Club: Spear: Knife: Stone Axe: Short Bow:

Additional Hunter Skills: Animal Friendship: The hunter character may create a special bond with a hunting animal – dog, wolf, large cat or even a bear. The animal cannot have more hit dice than the hunter has experience levels. It will require a month of

1 turn; +20% on skill for fashioning. 3 turns; +10%. 1 hour; +5%. 3 hours. 6 hours with 3 arrows, each additional arrow 1 hour.

Track: This includes identification of any footprints, signs, and spoor of any sort. The hunter is able to track the quarry detected at a base chance as shown on Table II, with modifications as below:

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Sign under 1 hour old Sign under 3 hours old Sign under 1 day old Sign over 1 day old Sign over 2 days old Simple concealing of sign used Rain or other similar disturbance

+20% +10% 0 -5% -10% -10% -20%/hour

2. In addition to the allowed weapons on Character Classes Table II thief-acrobats may also use the following weapons: hand/throwing axe, blow gun, whip. 3. Thief-acrobats gain additional (six-sided) hit dice at 11th and 12th levels, and 2 hit points per level after 12th (note: this is already true per Character Classes Table I, but easily overlooked since it is not included on Thief-Acrobat Table I)

Thus, if the quarry took a well-traveled road for example, and there was a fair amount of traffic passing along it afterwards, the sign would be obliterated at the rate of 20% per hour, and after 5 hours it would be untrackable. A hunter is able to conceal sign as well as he or she is able to detect it, but for each non-hunter (or skilled woodsman) in the group with the character the ability is reduced by 5%.

4. Thief-acrobats do gain the ability to read magic scrolls at 10th level in the same manner as standard thieves. 5. The thief-acrobatʼs skill in picking pockets, opening locks, and finding and removing traps is frozen at 6th level of ability, not 5th. Furthermore, thief-acrobats with exceptional dexterity may continue to improve those skills further, as follows: thief acrobats with 17 dexterity are able to gain 7th level ability, those with 18 dexterity are able to gain 8th level ability, and those who attain a dexterity score of 19 or higher are able to gain 9th level ability in those skills.

Treat Injury: Damage from wounds of any sort can be treated by a hunter. The hunter can stop bleeding and set sprains or broken bones. The immediate effect on the patient is a gain of 1-4 hit points, and healing will then proceed at +1 point/day above normal rate for as many days as the hunter has levels of experience.

6. At 6th-11th levels a thief-acrobat's movement rate while moving silently or climbing walls is double the speed of a standard thief, at 12th-17th levels this increases to triple the movement rate of a standard thief, and at level 18 and higher a thief-acrobat's movement rate while climbing or sneaking is quadruple that of a standard thief performing those tasks.

Treat Illness: Illness includes poisoning of any sort. Toxins can be slowed in effect by any hunter, and illness or parasitic infection delayed for as many days as the hunter has levels of experience. Simple poisons, illnesses, and infestations can be cured totally by a hunter of 6th or higher level with a base chance of 5% per level of the hunter; the DM may adjust this for severity of the problem and special knowledge of the hunter.

7. The thief-acrobatʼs chance of tightrope walking is also the characterʼs chance of balancing a pole or stack of furniture up to a height in feet equal to the thiefacrobatʼs level. The thief-acrobat may either hold the balancing object(s) above them or may place the object(s) on a level surface and balance atop them with equal facility. Wind and encumbrance affect balancing the same way they affect tightrope walking.

Woodcraft: Ability to employ woodcraft as shown on Table II. Included in this skill category are: Climb cliffs and trees (+20%) Determine best route through wilderness Identify fauna Identify flora Identify habitat Know direction and avoid becoming lost (+10%) Mimic animal and bird calls Scout ahead for danger Shelter finding or construction Making fire Making clothing (+10%) Supply game, fish and other food (+20%) Locate pure water (+20%) Weather prediction

8. So long as the thief-acrobat finds (or is able to place) a hanging object such as a rope, vine, or chandelier to use an assist for at least half the distance to be covered, he or she may use it to swing up to a distance of twice the characterʼs maximum pole-vaulting height and land on his or her feet. 9. The thief-acrobatʼs tumbling skill also serves as the characterʼs ability to catch thrown missiles, including darts, daggers, axes, spears, etc. The tumbling attack percentage is the thief-acrobatʼs chance of catching a thrown missile at short range, the tumbling evasion percentage is the chance of catching a thrown missile at medium or long range. The thief-acrobat may attempt to catch multiple thrown missiles, though every attempt beyond the first within the same combat round is at a cumulative -5% chance. Caught missiles may be held, dropped, or immediately thrown back at the attacker with the thief-acrobatʼs normal chance to hit. Not that a thief-acrobat may not apply their evasion defensive bonus in the same round in which he or she is attempting to catch thrown missiles.

The DM may wish to adjust probabilities according to circumstances. The Thief-Acrobat (Changes And Additions) The following modifications apply to the thief-acrobat class as detailed in UNEARTHED ARCANA: 1. Minimum requirements for acrobat training are strength of no less than 13 and dexterity of 14 or higher. Both scores must still be 16 or higher for a 10% bonus to earned experience.

10. The Thief-Acrobat Function Table for Pole Vaulting, High Jumping, and Broad Jumping is superseded and replaced with the following:

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Level

Pole Vaulting

High Jumping

6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

9' 10' 11' 12' 13' 14' 15 15 1/2' 16' 16 1/2' 17' 17 1/2' 18' 19' 19 1/2'' 20' 21' 22'

4' 4 1/2' 5' 5 1/2' 6' 6 1/2' 7' 7 1/4' 7 1/2' 7 3/4' 8' 8 1/2' 8 3/4' 9' 9 1/2' 10' 10 1/2' 11'

Standing Broad Jumping 5' 6' 7' 8' 8 1/2' 9' 9 1/2' 10' 10 1/2' 11' 11 1/2' 12' 12 1/2' 13' 14' 15' 16' 17'

Running Broad Jumping 12' 13' 14' 15' 16' 17' 18' 19' 20' 21' 22' 23' 24' 25' 26' 27' 28' 29'

thief, though the mountebank has a special facility for picking up additional money (as described below). Mountebanks also share some special abilities and functions with the thief class. Mountebanks are able to pick pockets as a thief of the same level (including adjustments based on race and dexterity score, if any) and are able to read languages as a thief three levels higher (i.e. a 1st level mountebank reads languages as a 4th level thief). The latter includes the ability for mountebanks at 7th level (Hedge Magician) or higher to read and utilize magic scrolls with the same restrictions and chance for failure or reversed effect as a normal thief. All mountebanks also speak the “Thievesʼ Cant,” regardless of their alignment and in addition to the normal languages allowed by race and/or intelligence score. However, what makes mountebanks a desirable and potent character class is their wide array of unique and peculiar special abilities and talents, as follows: 1.

Mountebanks are masters of sleight-of-hand, which they can use to perform card tricks and other similar bits of “stage” magic, as well as to pocket or switch small items (of the size that can fit in the palm of one hand). The mountebank has the same chance to successfully perform such a trick as a thief of the same level does to pick pockets, including adjustments for dexterity and race, if any. However, someone observing the trick has a chance of spotting it, based on their level and intelligence, using their chance to detect invisibility (per the DMG) shifted up 6 levels (so that a 1st level character has the same chance to detect a sleight-of-hand trick as a 7th level character has to detect invisibility). Thus, a 7th level character with an intelligence score of 14 has a 45% chance of spotting a mountebankʼs sleight-of-hand maneuver. Unlike with pocket-picking, this percentage is not subtracted from the mountebankʼs chance of success but is made as a separate roll, i.e. the mountebank may successfully pull off the trick, but the observant would-be mark will have seen it occur and will not be fooled. Mountebanks may reduce their chance of being spotted through successful flimflammery (q.v.).

2.

Mountebanks are skilled at impersonation, taking on the role and mannerisms of a false identity, typically pretending at a higher social level or taking on the guise of a more learned class. The likelihood of this sham being detected is the same as for the assassinʼs disguise ability, but note that the mountebankʼs ability relies more on performance than on altering physical appearance. In addition to being able to impersonate different social levels, professions, and character classes generally, mountebanks may also attempt to impersonate a specific individual (presumably a figure of some importance, authority, or renown), though this is a much more perilous feat to pull off successfully. The baseline chance of such a specific impersonation being spotted is ten times the normal chance (i.e. base

The Mountebank The mountebank is a sub-class of thief who relies more on quick wit and charm to deceive would-be marks than stealth or agility. Thus, the major abilities for mountebanks are intelligence and charisma, and they must have a minimum score of no less than 9 in the former and no less than 11 in the latter, as well as a dexterity score of 9 or higher. Mountebanks with a score of 16 or higher in both intelligence and charisma are able to add a bonus of 10% to all experience points earned. Humans, gnomes, half-elves, and halflings may become mountebanks. Advancement by the former three races is unlimited, though the latter may advance no higher than 8th level (Charlatan). Gnomes, half-elves, and halflings may all becomes multi-classed fighter/mountebanks. Furthermore, gnomes may become illusionist/mountebanks and halfelves may become magic-user/mountebanks, all with the usual restrictions on such multi-classed combinations with regard to allowable armor and splitting of experience points even after one of the classes is no longer able to advance. Mountebanks may be of any non-lawful alignment, though as with thieves of all sorts, being a profession that depends on lies and deception to fleece others of their money, goodaligned mountebanks are unusual. As a sub-class of thieves, mountebanks function as that class in many regards. Mountebanks fight, make saving throws, and gain weapon proficiencies all as per normal thieves. They are allowed the same types of armor as thieves, but are also allowed to employ bucklers and small shields (except during a round in which they are attempting to pick pockets, escape, or employ a sleight-of-hand maneuver (q.v.)). Their permitted use of oil and poison is as per the thief class. Mountebanks may employ any weapon allowed to a thief, but may also employ any sort of crossbow, staff, and whip. Mountebanksʼ starting age is as a magic-user of the same race. Their starting funds are as a

14

20% per day), though this chance may be reduced when the impersonation is enhanced by flimflammery (q.v.). Naturally, this ploy only has any chance of success with those who have not met or have at best passing, short-term acquaintance with the individual being impersonated. 3.

4.

of flimflam, and that repeated uses of the same technique upon the same target are cumulative within the limitations of the effect durations and the time required for each attempt. The bread and butter of the mountebankʼs livelihood is employing all these functions, individually or in combination, to perform any number of scams, swindles, gaffles, and rackets designed to bamboozle gullible marks out of their money. While many enjoyable adventures can arise out of planning and executing such bunco schemes in detail, involving other characters as shills and accomplices, so much granularity will not always be desired and in those cases the process can be abstracted into a single die roll as follows:

Through contortion and use of hidden lock-picks, mountebanks are able to escape when bound physically – by rope, chains, manacles, etc. The chance shown on the Mountebank Function Table may be rolled each round that the mountebank is left unobserved by his or her captors. If the mountebank is being observed, this ability may only be employed if the escape attempt is covered by simultaneous application of flimflam (q.v.).

A short con typically relies on sleight-of-hand and visual distraction in order to hustle one or several marks out of a small amount of cash before the deception is spotted. Example short cons include shell games, card-sharping, pigs in a poke, and other similar bait-and-switch tricks. An abstracted short con takes 1-6 turns to pull off and requires a successful sleight-of-hand roll in order to bring in the amount indicated on the Mountebank Function Table.

As can be seen by examination of the foregoing, the mountebankʼs key to success will most often depend on being able to cozen, beguile, and hoodwink his or her prospective marks via fast-talk, hot air, and general verbal flimflam. In order to employ this function the mountebank must be able to speak and be heard in a language that the target(s) of the flimflam understand. There are few hard limits to what a sufficiently silvertongued mountebank can pull off via this function, but several of the most common effects are described below:

A long con, on the contrary, is a much more complex and elaborate caper, usually requiring significant planning and preparation, and possibly the participation of several accomplices, but with much greater likely returns. Example long cons include badger games, pigeon drops, clip joints, false injuries, romance scams, rainmaking, salting, forgery, pyramid schemes – indeed, the possibilities for grift and fraud are nearly limitless for a sufficiently devious criminal! An abstracted long con requires 1-6 weeks to execute and requires a successful flimflam roll in order to bring in the amount indicated on the Mountebank Function Table.

a. Amuse: success gives the mountebank a +15% on Reaction rolls for 1-6 rounds b. Confuse: target(s) of a successful attempt will stand uncertain and take no other action for 1-3 rounds c. Convince: target(s) who have been successfully convinced will comply with reasonable-seeming requests and instructions from the mountebank for 14 rounds d. Distract: target(s) of a successful distraction are 20% less likely to notice some other action occurring simultaneously (within the same or following round) e. Enrage: this effect gives a -15% on Reaction rolls, with the added side-effect that targets who have been enraged below 0 are goaded into rash action – they will immediately Charge if possible and even if they canʼt move will suffer the defensive penalty (i.e. loss of Dexterity AC bonus or +1 AC) for 1-4 rounds f. Humiliate: targets of a successful humiliation have a -15% penalty to their Morale rating for 1-6 rounds

In both cases a successful roll indicates that the mountebank has pulled off the trick with the mark(s) being none the wiser, but any attempt to execute another con of the same type (i.e. a short con or a long con) in the same location (neighborhood for a short con, entire settlement for a long con) within the length of the scam multiplied by ten (i.e. 10-60 turns for a short con, 10-60 weeks for a long con) will raise suspicion, causing the chance of success for the second con to be reduced by half, and the chance for a catastrophic failure (as below) to be doubled. A failed roll indicates the would-be mark became suspicious and avoided being taken. The mountebank suffers no other negative consequences, but may not attempt another con of the same type in the same location for the time interval indicated above. However, a roll that fails by 20% or more, or on a roll of 96-00 in any case, results in a catastrophic failure, with the following consequences (rolled on 1d20):

Each flimflam attempt requires 1-3 rounds of talking to create its effect. A mountebank who is not engaged in any other action may attempt to simultaneously flimflam as many listeners within hearing range as he or she has levels. Flimflam attempts may be combined with other actions (including sleight-of-hand, escape, and even melee) but in such case the attempt is made at -10% if directed at a single target with an additional cumulative -5% for each target beyond the first. Note that a single target may be subjected to multiple types

01-05 06-10

11-13

15

Authorities alerted – character must flee the location immediately As above, but character is being pursued by [14: would-be marks, 5-7: local authorities, 8-9: local Thieves Guild; 0: local Assassins Guild] Tables turned – character loses 50-90% of his or her own money

14-16

17-18 19

20

Character is roughed up and rolled – loses all carried money and suffers 10-40% hit points damage Character is tarred and feathered – loses all carried money and possessions As above, but characterʼs home (along with any money or possessions stored therein) is also destroyed Attempted lynching – as above, but character also suffers 10-60% hit points damage

costs 5 g.p. in supplies and ingredients to prepare, an may be sold as part of a short or long con (q.v.). However, if the mountebank has a model of a real potion to work from, he or she can attempt to copy it. Doing so costs 50 g.p. in supplies and takes a full day to prepare, with results as follows (rolled on d%): 01-10 11-40

In addition to their primary functions described above, the secondary function of mountebanks is as magical dabblers and hedge magicians. To that end, they pick up several additional abilities as they increase in level:

41-90 91-00

total failure – potion will induce vomiting (character helpless for 1-3 rounds) if consumed non-magical patent medicine that looks and smells like the model potion but has no effect potion of delusion of the original potion type real, half-strength version of the original potion type

For each subsequent attempt by the mountebank to create the same type of potion the chance of success increases by +1%, up to a maximum bonus of +10%. Note that the success roll is always made secretly by the DM and even the mountebank who brewed the potion will not know or immediately be able to tell what has resulted.

Mountebanks can normally use any magic item allowable to all classes or to the thief class. However, they are also able to attempt to use items normally only allowed to magicusers and illusionists. Starting from 1st level (Shill), mountebanks may attempt to use wands normally usable only by magic-users or illusionists. There is a base 25% chance (roll 71-95 on d%) that the wand will fail to discharge, and a 5% chance (roll 96-00) that it will backfire with the opposite of its intended effect, checked each time the wand is used. The failure chance is reduced by 2% for each point of intelligence the mountebank has above 16, i.e. a mountebank with an 18 intelligence score will only fail on a roll of 75-96 (though the 5% backfire chance remains unchanged).

Last but not least, beginning at 7th level (Hedge Magician), mountebanks gain some actual spellcasting ability, from their classʼs own list of usable spells detailed hereafter. The number of spells knowable, and the chance of knowing each spell, is determined via the mountebankʼs intelligence score, as for a magic-user. Likewise, all spells, including those that mimic the function of clerical spells, must be written in and studied from spell books (most likely travelling spell books).

Mountebanks of 5th level (Con Artist) or higher, may also attempt to use miscellaneous magic items normally only allowable to magic-uses or illusionists, with the same chance of failure or opposite effect described above, checked every time the item is used, or daily for those items with persistent effect (e.g. magical robes). Furthermore, their failure chance with magic wands is reduced to base 15% chance (81-96), with the reduction noted above for high intelligence scores.

Furthermore, if a mountebank comes upon a book of magicuser or illusionist cantrips, they may cast those beginning at 4th level (Swindler) as follows: one cantrip per day at 4th level, two cantrips per day at 5th level, three cantrips per day at 6th level. At 7th level and higher the mountebank may choose to use a 1st level spell slot to memorize up to four cantrips. Other than cantrips, mountebanks may not learn or cast any spells beyond those on the mountebank spell list, though they may use other spells from scrolls (q.v.), and if they come across a scroll containing a mountebank-usable spell they may use it without the thiefʼs normal chance for spell failure or copy it into their spell books following the usual procedure.

At 9th level (Mountebank) or higher, the base failure chance with wands is reduced to 10% (roll 90-99), the backfire chance is reduced to 1% (00), the base failure chance with miscellaneous magic items is reduced to 15%, and the mountebank may attempt to use rods and staves that are normally restricted to magic-users or illusionists with a 25% chance of failure (modified by high intelligence, as above), and a 5% chance of opposite effect, checked every time the rod or staff is used.

At 8th level (Charlatan) or higher, a mountebank may choose to become impresario of his or her own traveling show. The mountebank must put forth an initial investment of funds to outfit a number of wagons or boats, but once having done so will attract a body of special followers:

Beginning at 6th level (Quacksalver), mountebanks gain the ability to concoct patent medicines and other snake-oil potions. They do not require the assistance of an alchemist to do so (and in fact no alchemist will ever willingly work with a mountebank, unless he or she has been fooled by an impersonation), but they do need to acquire laboratory equipment, with an initial cost outlay of 100-600 g.p. and an additional 10% upkeep and maintenance fee for each month that the laboratory is in use thereafter. Such medicines will generally be non-magical snake oil with no actual tangible effect. Each such “potion” takes 2 hours and

1-3 gamblers (thieves of level 2-7) 1-3 trick riders (fighters of level 1-3) 1 knife-thrower (1-2 = jester of level 1-4; or 3-6 = fighter of level 2-5) 1 strongman wrestler (fighter of level 2-5) 1-3 musicians (1-2 = bards of level 1-4; or 3-6 = thieves of level 2-7) 1 fortune-teller (1-2 = mystic of level 1-6; or 3-6 = mountebank of level 2-5)

16

1-3 hucksters (mountebanks of level 2-5) 10-100 miscellaneous teamsters, guards, dancers, beggars, and other camp followers (0-level)

75,001-120,000 8 120,001-220,000 9 220,001-440,000 10 440,001-660,000 11

When encamped in or near (within 5 miles of) a settlement with a population of at least 1,500 persons, the troupe may put on up to two performances per day, each of which will bring in 100-600 g.p. in audience receipts. Only 1-8 performances may be executed in the same location within a single year before audience interest wanes and the troupe must travel to another similarly sized settlement at least 50 miles distant to set up their show again.

Charlatan Mountebank Mountebank (10th) Mountebank (11th)

220,000 experience points per level for each additional level beyond the 11th. Mountebanks gain 2 h.p. per level after the 9th. SPELLS USABLE BY CLASS AND LEVEL – MOUNTEBANKS (THIEVES) Mountebank Mountebank Spell Level Level 1 2 3 4 7* 1 8 2 9 2 1 10 2 2 11 2 2 1 12 2 2 2 13 3 3 2 14 3 3 2 1 15 3 3 3 1 16 3 3 3 2 17 4 4 3 2 18 4 4 3 3 19 4 4 4 3 20** 4 4 4 4 *Mountebanks begin casting cantrips at 4th level **maximum spell ability

Alternatively, a mountebank of 9th level (Mountebank) or higher who wishes to remain in a single location may establish a headquarters in town and attract a body of junior thieves in the same manner as a member of the thief class (including drawing the enmity of the existing local Thieves Guild) except that one-third of such followers will themselves be mountebanks. MOUNTEBANKS (THIEVES) TABLE I

Experience Points 0-1,500 1,501-3,000 3,001-6,000 6,001-12,000 12,001-25,000 25,001-45,000 45,001-75,000

8 9 9+2 9+4

6-Sided Dice for Exp. Accumulated Level Hit Points Level Title 1 1 Shill 2 2 Barker 3 3 Huckster 4 4 Swindler 5 5 Con Artist 6 6 Quacksalver 7 7 Hedge Magician

MOUNTEBANK (THIEF) FUNCTION TABLE (PLUS RACIAL ADJUSTMENTS) Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Pick Pockets or Sleight 30% 35% 40% 45% 50% 55% 60% 65% 70% 80% 90% 100% 105% 110% 115% 125% 125%

Read Languages 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 80% 80% 80% 80%

Escape 10% 13% 15% 17% 20% 23% 25% 27% 30% 33% 35% 37% 40% 43% 45% 47% 50%

Flimflam 20% 25% 30% 35% 40% 44% 48% 52% 56% 60% 63% 66% 69% 72% 75% 77% 80%

-5%

+5% +5% -5%

-

Racial adjustments: Gnome Half-elf Halfling

+10% +5%

17

Earnings From Successful Short Con Long Con 1-4 g.p. 2-20 g.p. 1-6 g.p. 4-40 g.p. 1-8 g.p. 6-60 g.p. 1-10 g.p. 8-80 g.p. 1-12 g.p. 10-100 g.p. 1-20 g.p. 20-200 g.p. 2-24 g.p. 30-300 g.p. 3-36 g.p. 40-400 g.p. 4-40 g.p. 50-500 g.p. 5-50 g.p. 60-600 g.p. 6-60 g.p. 70-700 g.p. 7-70 g.p. 80-800 g.p. 8-80 g.p. 90-900 g.p. 9-90 g.p. 100-1,000 g.p. 10-100 g.p. 200-2.000 g.p. 20-200 g.p. 300-3,000 g.p. 30-300 g.p. 400-4,000 g.p.

MOUNTEBANK TABLE II: Adjustments for Ability Scores

Score 9 10 11 12-15 16 17 18

Sleight (Dexterity) -15% -10% -05% 0 0 +05% +10%

Escape (Dexterity) -05% -02% -01% 0 +01% +02% +05%

The Bard (Revision) The bard is an unusual class that starts out similar to the thief class, representing something like a medieval wandering troubadour, but at higher level is accepted into the secret society of bardic colleges and becomes a master of law, lore, and hidden knowledge, allied with the ancient druidic hierarchy. To become a bard a character must have a minimum score of 9 in each of strength, intelligence, and wisdom, a dexterity score of no less than 11, and a charisma score of 15 or higher. However, those scores will only allow progression to a maximum of 8th level (Minstrel), and to gain acceptance into the bardic colleges and progress further in their pursuit of secret knowledge the character must have a minimum intelligence score of at least 12, and a wisdom score of no less than 15. Bards do not gain any bonus to earned experience for having high ability scores.

Flimflam (Charisma) ---05% 0 0 +05% +10%

Note: All modifiers given above are used to adjust the Mountebank (Thief) Function Table detailed herein. The modifiers based on the indicated ability scores, plus racial adjustments, are added to the base chance for success of function maximums found there.

Humans, half-elves, and halflings may become bards, though the latter are limited in advancement to no higher than 8th level (Minstrel). Halfling bards may not be multiclassed characters, but half-elves with sufficient ability scores may become multi-classed druid/bards, fighter/bards, ranger/bards, or magic-user/bards, following the usual procedure and with the usual restrictions for multiclassed characters, including splitting of earned experience points even after one of the classes is no longer able to advance further.

MOUNTEBANK TABLE III: Effects of Armor on Mountebank Functions Armor Worn Sleight Escape 1 None +05% +10% Leather 0 0 2 Elfin Chain -20% -10% 2 Studded or Padded -30% -25% 2 Ring or Chain -40% -35% 2 Scale or Banded -50% -45% 2 Plate Mail -75% -70% 2 Plate Armor -100% -90% 1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices. 2: No dexterity bonuses apply to mountebank functions (though penalties do) when wearing armor other than simple leather.

Due to their connection to the druid class, bards must always be neutral in alignment, but they may be chaotic, evil, lawful, or good in their neutrality if they wish. Bards may wear the same types of armor as thieves, and if they wear armor heavier than simple leather their thieving abilities will be adversely affected in the same manner as members of that class. Bards may not use shields. Bards may freely make use of flaming oil, but only neutral evil bards will ever employ poison. Bards may use any weapon allowed to members of either the druid or thief classes.

The Monk (Revisions) The following modifications apply to the monk class as detailed in the PLAYERS HANDBOOK: 1. 2. 3. 4. 5. 6.

7.

8.

Bards make their attack and saving throw rolls as members of the cleric class, and bards of 11th level (Bard) or higher using thrusting or striking weapons receive three attacks every two rounds (cf. Fighters). At first level bards have 5 weapon proficiencies, and they gain an additional proficiency for every 4 levels thereafter. Bards suffer a -3 penalty to hit when using any weapon with which they are not proficient.

The minimum required strength score for monks is reduced from 15 to 12. Monksʼ hit dice are 6-sided instead of 4-sided. Monks are allowed any normal "to hit" and damage bonuses from high strength scores. Monks are allowed their normal defensive/AC bonus from high dexterity scores. Damage from open-hand attacks is 1-4 at 1st level and 2-5 at 2nd level. Number of open hand attacks is 1/1 at levels 1-3, 3/2 at levels 4-6, 2/1 at levels 7-9, 5/2 at levels 10-12, 3/1 at levels 13-15, 4/1 at levels 16-17. The Maximum Height table on DMG p. 70 is revised to 7' at 1st level, +1' per level thereafter (so 8' at 2nd level, 9' at 3rd level, etc., up to 23' at 17th level), and Maximum Weight is disregarded (assume the monk can affect any weight that corresponds to an allowable height), Monks do not have the thiefʼs abilities to open locks or to remove traps.

Starting age and starting gold for bard characters are both the same as for thief characters of the same race. Beginning from 1st level (Rhymer), bards have abilities as a thief of the same level, including adjustments by race, dexterity score, and armor worn. These abilities continue to improve until the bard reaches 8th level (Minstrel) but not beyond that point. Optionally, a bard may choose to advance in skill as a mountebank rather than a standard thief, in which case the character does not gain thief skills but rather gains mountebank skills in their place, with one exception: bard-mountebanks do not gain any spell casting ability from the mountebank class.

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Additionally, bards have several unique special abilities:

Legend Lore and Item Knowledge: Due to training, a bard has knowledge of many legendary and magical items after achieving 9th level of experience and being accepted into bardic college, and this knowledge increases as the bard progresses upwards in level as shown on the Bard Table. If some legendary knowledge is appropriate and the dice score indicates that the bard has knowledge in the area, then his or her ability will deliver information similar to the magic-user spell, legend lore (q.v.). Without actually touching an item, the bard also has a like chance of determining its magical properties and alignment. This latter ability is limited to: armor misc. weapons misc. magic items – if usable by a druid, fighter or thief* potions rings rods et al. – if usable by a druid, fighter or thief* scrolls swords *unless inscribed with magical writing, in which case the bard can read what is written at the very least, for all bards of 9th level and above have wide knowledge of runes, glyphs, characters, symbols, etc.

The bard's poetic ability raises the morale of associated creatures by 10%. It likewise can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1. Both of these characteristics require 2 rounds of poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise morale and cause ferocity, but 1 round will do neither. The effects last for 1 complete turn. Note that while engaged in this activity, the bard can engage in melee combat but not in any singing or spell casting. A bard's singing and playing negates the song effects of harpies and prevents similar attacks that rely upon song. It will likewise still the noise of shriekers, for these creatures are soothed by the vibrations of the bard's instrument. The singing and playing of the bard likewise has a chance of charming most creatures, as shown on the Bard table, below. Creatures within 4" of the bard must be diced for if they are not already associated with the bard and those possibly affected (for the bardʼs charm ability does not negate any immunities to charm-type magic) must save versus magic or be charmed and sit entranced while the bard sings. Note that even those creatures not charmed will listen to the bard's singing and playing for 1 full round. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save versus magic at -2 on their dice rolls or be subject to the full impact of the suggestion. Those who save are totally free of the bard's musical charming, however. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not suggestion.

Bards are able to use those magic items that are permitted to druids, fighters, and thieves including, at 9th level and above, scrolls that contain druid spells. Magical books, librams, or tomes that pertain to druids or thieves are also beneficial (or baneful) to bards, and these items can raise thieving ability of a bard beyond the norm. (If a writing is baneful, treat the bard as the least favorable of the two classes.) Miscellaneous magic items of a musical nature are superior when employed by a bard: Drums of Panic- Saving throw is made at a -1 on the die Horn of Blasting - 50% greater damage Lyre of Building - Double effects Pipes of the Sewer- Double number of rats in one-half the usual time

Furthermore, bards have access to a unique array of magical “spell songs,” triggered via their singing and playing. The number of spells a bard may learn of each level, and their chance of learning each particular spell, are both governed by their intelligence score in the same manner as magic-users. However, once a bard has learned a spell-song they do not require a spell book in order to refresh their memory of the spell after use – the knowledge is retained within the bardʼs memory and they require only rest and sufficient practice time in order to regain their daily spell casting allowance.

Bards will never serve another as a henchman for longer than 1 to 4 months. They are unable to employ henchmen other than druids, fighters, or thieves of human, half-elven, or elven race. It is possible for a bard to have 1 henchman upon attaining 9th level, 2 henchmen can be maintained upon reaching 11th level, 3 at 13th, 4 at 15th, 5 at 17th, 6 at 20th, and any number at 23rd. This is subject to the bard's charisma rating, of course. Only bards of 23rd level will settle down and construct a stronghold of any sort.

As mentioned above, upon attaining 9th level (Muse), bards with sufficient ability scores are accepted into bardic college and gain several additional abilities:

Instruments of the Bards: In addition to those powers described in the DUNGEON MASTERS GUIDE, Instruments of the Bards also enhance bardic spell casting capability and effectiveness as follows:

College, as noted on the Bard Table, is the important distinction to a bard, and he or she will not associate with a bard of a lesser college. The exception to this rule is the Magna Alumnae, who will happily aid (by advice and suggestion) any other bard of any level.

Fochlucan Bandore: +5% Chance to Know spells, +1 Min/Max Spells Known per level* Mac-Fuirmidh Cittern: +10% Chance to Know Spells, +1 Min/Max Spells Known per level* Doss Lute: +10% Chance to Know Spells, +1 Min/Max Spells Known per level*, +10% Range on all spells cast with accompaniment from this instrument

Additional Languages: Beginning at 10th level (Lorist) the character gains knowledge of a new language upon achieving each level through the 23rd. Unlike other characters, the bard need not study to learn these new tongues – this is subsumed as previous work.

19

Cannaith Mandolin: +15% Chance to Know Spells, +2 Min/Max Spells Known per level*, +10% Range and Duration on all spells cast with accompaniment from this instrument Cli Lyre: +15% Chance to Know Spells, +2 Min/Max Spells Known per level*, +10% Range, Duration, and Area of Effect and -1 on opponent Saving Throws for all spells cast with accompaniment from this instrument Anstruth Harp: +20% Chance to Know Spells, +3 Min/Max Spells Known per level*, +20% Range, Duration, and

Area of Effect and -1 on opponent Saving Throws for all spells cast with accompaniment from this instrument Ollamh Harp: +25% Chance to Know spells, +4 Min/Max Spells Known per level*, +25% Range, Duration, and Area of Effect and -2 on opponent Saving Throws for all spells cast with accompaniment from this instrument *Knowledge of additional spells gained while in possession of the instrument is retained even if the instrument itself is later lost

BARDS TABLE 8-sided Dice for Experience Accumulated Experience Points Level Hit Points Level Title 0-2,000 1 1 Rhymer 2,001-4,000 2 2 Lyrist 4,001-8,000 3 3 Sonneteer 8,001-15,000 4 4 Skald 15,001-25,000 5 5 Racaraide 25,001-45,000 6 6 Jongleur 45.001-75,000 7 7 Troubadour 75,001-125,000 8 8 Minstrel 125,001-250,000 9 9 Muse 250,001-500,000 10 10 Lorist 500,001-750,000 11 11 Bard 750,001-1,000,000 12 12 Master Bard 1,000,001-1,250,001 13 12 + 2 M. Bard 13th 1,250,001-1,500,000 14 12 + 4 M. Bard 14th 1,500,001-1,750,000 15 12 + 6 M. Bard 15th 1,750,001-2,000,000 16 12 + 8 M. Bard 16th 2,000,001-2,250,000 17 12 + 10 M. Bard 17th 2,250.001-2,500,000 18 12 + 12 M. Bard 18th 2,500,001-2,750,000 19 12 + 14 M. Bard 19th 2,750,001-3,000,000 20 12 + 16 M. Bard 20th 3,000,001-3,250,000 21 12 + 18 M. Bard 21st 3,250,001-4,000,000 22 12 + 20 M. Bard 22nd 4,000,001 and up 23 12 + 22 M. Bard 23rd

Legend Lore Spells Usable by and Bard Spell Level Charm Item Knowledge 1 2 3 4 5 College Percentage Percentage 1 - - - None 15% -2 - - - None 20% -3 - - - None 23% -3 1 - - None 26% -3 2 - - None 30% -3 3 - - None 33% -3 3 1 - None 36% -3 3 2 - None 40% -3 3 3 - Fochlucan 43% 20% 3 3 3 1 Foclhlucan 46% 25% 3 3 3 2 Mac-Fuirmidh 50% 30% 3 3 3 3 Mac-Fuirmidh 53% 35% 3 3 3 3 1 Doss 56% 40% 3 3 3 3 2 Doss 60% 45% 3 3 3 3 3 Canaith 63% 50% 4 3 3 3 3 Canaith 66% 55% 4 4 3 3 3 Cli 70% 60% 4 4 4 3 3 Cli 73% 65% 5 4 4 4 3 Anstruth 76% 70% 5 4 4 4 4 Anstruth 80% 75% 5 5 4 4 4 Ollamh 84% 80% 5 5 5 4 4 Ollamn 88% 85% 5 5 5 5 5 Magna Alumnae 95% 95%

20

The Jester

In addition to these abilities, jesters also have several other skills that are uniquely suited to nature of their class:

Jesters are a subclass of bards who, similarly to their parent class, combine the functions of several other classes (acrobats, mountebanks, and illusionists in this case) along with several unique abilities suited to their role as performing tricksters. Due to their large and versatile skill set jesters require a strength score of no less than 11, a minimum intelligence of 9, and scores of 13 or higher in both dexterity and charisma. Jesters do not receive any bonus to earned experience for having high ability scores. Humans, gnomes, half-elves, and halflings may become jesters. The former two races are unlimited in advancement, but the latter two may advance no higher than 10th level (Joker). Due to the singularly dedicated nature of their profession, no jester may be a multiclassed character.

1.

Jesters are adept at juggling, which manifests itself in two ways: in addition to the ability to catch and juggle thrown missiles mentioned above (shared with the acrobat class), a jester who has proficiency with any of the following weapons – hand axe, club, dagger, dart, knife – gains the same benefit with thrown missile attacks as if the character were Specialized with the weapon, i.e. +1 bonus “to hit,” +2 bonus to damage, and increased rate of fire based on the weapon type and the characterʼs level.

2.

If the jester has access to a suitable flammable liquid (such as alcohol, kerosene, etc.) and a source of open flame (candle, torch, etc.), the jester may breathe fire, spitting out a gout of flame up to 5ʼ in length and 2ʼ width at the widest point which inflicts 1-6 points of damage on anyone within range (save vs. breath weapon for ½ damage) and ignites any regularly flammable substances, without inflicting any damage upon the jester. The jester may hold the liquid in his or her mouth for up to 3 rounds before spitting, but is of course not able to speak or cast spells while doing so. If a jester uses a potion of fire breath the range of the potion is increased by 1” and opponent saving throws are made at -2.

3.

Jesters have a wide repertoire of pranks they are able to play with the use of physical props which must be procured and prepared in advance: a. Jesters may use a prop such as a spring-loaded box or a tube inserted through a flower to blow irritating or toxic dust or powder upon an opponent within 1” which, upon a successful hit, will stun the opponent for 1-3 rounds due to sneezing, choking, and being blinded by tears. b. By similar means the jester may spray an opponent within 1” with liquid, which may harmlessly mark the opponent with dye or may be more dangerous – including foul-smelling or skin-irritating liquids (which function as the powder above), flammable liquids, or even (if the jester is able to get ahold of such, and their alignment permits) acid or poison. c. Jesters may use props such as marbles, grease, canes, or banana peels to trip an opponent within 2” on a successful hit, causing the target to be knocked prone with a 50% chance of being stunned for 1-2 rounds. d. Jesters may also employ eggshell-grenades filled with explosive powder that when thrown up to 3” into an open flame creates a bright flash (everyone within 3” must save vs. petrification or be blinded for 1-3 rounds), a loud noise (will be heard up to 6” away, anyone within 1” has a 50% chance of being stunned for 1-2 rounds), or both. e. With sufficient time for preparation jesters may set even more elaborate traps to catch or humiliate (and potentially even injure or kill) unwary foes, including snares, trip-wires, collapsing furniture or floors, and the like. The procedure for doing so and

Jesters are irreverent and impudent and they thrive upon violating social niceties in order to sow discomfort among the staid and humorless. Therefore, all jesters are necessarily chaotic in alignment. However, they may bend towards any of good, neutrality, or evil in outlook, which will affect the nature and targets of their humor – whether it attempts to arouse empathy and counter hypocrisy or finds its basis in cruel mockery and heaping of scorn upon the powerless. Jesters fight, make saving throws, and gain weapon proficiencies as members of the thief class. Their starting age and funds are both as per a thief of the same race. Jesters may employ any weapon allowed to an acrobat (including oil and poison) but may not wear armor or employ shields of any type. While jesters are typically of low personal social standing, they are commonly employed in aristocratic courts so there is no social stigma attached to the class that would prevent cavaliers or paladins from associating with them or hiring them as henchmen or retainers (limited to chaotic good jesters only in the case of paladins, naturally). As previously mentioned, jesters share several functions with the acrobat and mountebank classes, in all cases being subject to the same adjustments based on ability scores, race, and armor worn as members of those classes, as follows: 1.

Jesters have the escape and sleight abilities as a mountebank of the same level.

2.

Jesters have ability in buffoonery, which functions identically to the flimflam ability of a mountebank of the same level but with +10% chance of success to achieve the Amuse and Humiliate effects and -10% chance with the Convince and Distract effects.

3.

Jesters can move silently and climb walls as an acrobat of the same level – jesters of 1st through 5th level functioning as thieves.

4.

Jesters are as skilled at tumbling (including the ability to catch missiles) and balancing as an acrobat of 5 levels higher (i.e., a 1st level jester functions as a 6th level acrobat).

21

the likelihood of setting each trap successfully are both as for a thief of the same level. 4.

5.

6.

JESTERS (BARDS) TABLE I 6-Sided Dice for Experience Exp. Accumulated Points Level Hit Points 0-2,250 1 1 2,251-4,500 2 2 4,501-9,000 3 3 9,001-18,000 4 4 18,001-35,000 5 5 35,001-75,000 6 6 75,001-125,000 7 7 125,001-250,000 8 8 250,001-500,000 9 9 500,001-750,000 10 10 750,001-1,000,000 11 11 1,000,001-1,250,000 12 11 + 2 1.250.001-1,500,000 13 11 + 4

Beginning at 11th level (Jester), jesters gain the ability to use a limited number of Illusionist spells, as shown on the table below. These spells are learned normally (based on intelligence) and the jester must acquire a spell book or books in order to hold his or her known spells. If a book containing them is acquired, jesters are able to begin casting illusionist cantrips at an earlier level – one cantrip per day at 8th level, two per day at 9th level, three per day at 10th level, and four cantrips in place of a 1st level spell slot at 11th level and above. Jesters with sufficiently high intelligence scores gain bonus cantrips in the same manner as magic-users. Jesters are normally able to employ any magic items usable by members of the thief class, however they also have special facility with magic wands: a jester may employ any magic wand, but if the wand is not of a type normally usable by a thief, there is a 50% chance, checked each time the item is employed, that it will function as a wand of wonder instead of its normal function.

Level Title Wag Punster Masquer Harlequin Clown Madcap Prankster Buffoon Fool Joker Jester Jester (12th Level) Jester (13th Level)

250,000 experience points per level for each additional level beyond the 13th. Jesters gain 2 h.p. per level after the 11th. SPELLS USABLE BY CLASS AND LEVEL – JESTERS (BARDS)

Lastly, jesters have an inexplicable reservoir of “foolʼs luck,” which is manifest tangibly in the form of increased Joss Factors. A jester character begins play with 1-3 extra Joss Factors, and they gain additional JF at the rate of one per level, up to the absolute maximum of 14.

Jester Illusionist Spell Level Level 1 2 3 11* 1 12 2 13 2 1 14 2 2 15 2 2 1 16 2 2 2 17 3 3 2 18 3 3 3 19 4 4 3 20** 4 4 4 *Jesters begin casting cantrips at 8th level **maximum spell ability

Jesters are a vagabond race by nature and tend to travel alone, remaining in the employ of an aristocratic patron until such time as their antics have made them too many powerful enemies, at which time they move on to the next location and new adventure. Therefore, jesters do not build strongholds or attract any followers at high level.

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depending on the particulars of the DMʼs milieu, SEC levels for characters may be assigned rather then rolled. Also, should the characterʼs SEC level preclude the playerʼs preferred race or class, the DM and player may, at the DMʼs option, work together to create a backstory for the character that explains the discrepancy (e.g. that the character has fallen from a higher class, or is pretending at a higher class, or something similar).

SECONDARY CHARACTERISTICS Socio-Economic Class (Addition): The social class of characters, determined per the table on UA p. 82, will have several tangible effects upon the character, including which races and classes are open to the character, as detailed on the SOCIO-ECONOMIC CLASS TABLE below, and thus should be rolled immediately after the characterʼs ability scores, before class and race are chosen. Alternatively, SOCIO-ECONOMIC CLASS TABLE SEC Level LLC

1

Monetary Adjustment

Reaction 2 Adjustment -15%

Notes

-10%

Minimum SEC for a wood elf, gnome (any), or halfling (any) character Minimum SEC for a druid or ranger character

LMC

-50% to starting funds & monthly upkeep fees -20% to starting funds & monthly upkeep fees -10% to starting funds & monthly upkeep fees --

MMC

--

--

UMC

+10% to starting funds & monthly upkeep fees

+5%

MLC ULC

-5% --

--

Minimum SEC for a magic-user, illusionist, hill dwarf, high elf, or valley elf character Minimum SEC for a cleric or mountain dwarf character Maximum SEC for a mystic, thief, acrobat, assassin, wild elf, half-ogre or half-orc character 3 3 Minimum SEC for a cavalier , paladin , or gray elf character --

LUC

+25% to starting funds & monthly +10% upkeep fees MUC +50% to starting funds & monthly +15% upkeep fees UUC +100% to starting funds & monthly +20% -upkeep fees 1 Does not apply to monk characters (who always have same starting funds and monthly upkeep fee regardless of Social Class) or to cavaliers and paladins with respect to starting funds (see Starting Money and Equipment for Cavaliers, UA p. 25) 2 Applies to encounters with intelligent NPCs "in town" (i.e. with shopkeepers, city watch, etc.); in encounters with underworld or demimonde figures these adjustments are reversed (negatives become positives and vice versa), however this reversal applies only with respect to characters raised within that social class and not to characters of higher SEC level who have dropped into the lower classes 3 cavalier and paladin characters of LMC through UMC begin play as 0-level horsemen Changes to SEC Level: It is likely that a character's socioeconomic class will fluctuate up and down during play. Examples of situations that will cause a temporary or permanent change in SEC level are enumerated below, but individual DMs will likely come up with more as suits the flavor of their particular campaigns:

intervening levels (e.g. a LMC character who is knighted by the king immediately becomes LUC). Note that if the ennobling is controversial in nature the increased SEC level will only apply with respect to those who recognize the authority of the sovereign who bestowed it. Monthly Upkeep: Any character who is unwilling or unable to pay the monthly upkeep costs associated with their SEC level for three consecutive months will have their effective SEC level drop to the level corresponding to the upkeep costs they have spent (i.e. a MMC character who only spends 90 g.p./level for three months will drop to ULC). The former (true) standing can be regained, but only after the upkeep costs corresponding to the higher SEC level have been maintained for at least six consecutive months.

Circumstances of Birth: Any character of illegitimate birth suffers a -1 to their initial SEC level. Accomplishment: Every character receives a 1 level increase to their SEC for every 6 levels (i.e. +1 at 6th level, +2 at 12th level, etc.) up to the normal maximum by class and an absolute maximum of LUC. NPCs who do not have classes will achieve a similar increase based on their professional status, e.g. a craftsman who rises from apprentice to journeyman to master will also rise in SEC.

Cultural Difference: A character's SEC level is only recognized within that character's own cultural area (generally the area which shares the same language and religious pantheon as the character's homeland). In foreign cultural areas the character suffers a penalty of from one to

Ennobling: Characters may be knighted or ennobled as a reward for service, which moves the character immediately to the corresponding SEC level, skipping over any

23

three SEC levels depending on the level of cultural difference: a character considered "exotic" will be treated as one SEC lower (i.e. an UMC character will be treated as MMC), a character considered "primitive" will be treated as two SEC levels lower, and one considered "barbaric" will be considered as if they were three SEC levels lower. Note that wild elves and members of the barbarian class will always be considered at least primitive in any civilized area.

Half-orc: 2d6 Human: 2d10

Note regarding mountebanks and impersonation: When attempting to impersonate a different Social Class, a difference of one Class (Lower to Middle, Middle to Upper, or the reverse) doubles the normal chance of the impersonation being detected, and a difference of two Classes (i.e. Lower to Upper, or vice versa) triples the chance of detection.

Birth Rank

Benefits

01-60 61-75

7th Child 7th Child of a 7th Child 7th Son/Daughter of 7th Son/Daughter 7th Child of 7th Child Parents 7th Son/Daughter of 7th Child Parents 7th Son/Daughter of 7th Son/Daughter Parents

+1 Joss +2 Joss, +7 Psionic strength +3 Joss, +1 Wisdom, +7 Psionic strength

76-85

86-95 96-99

00

Description Hideous

3-5

Ugly

6-9 10-14 15-17 18-19 20

Plain Average Attractive Beautiful Stunning

Effect -20% on initial reactions; +20% to frighten/intimidate -10% on initial reactions; +5% to frighten/intimidate -5% on initial reactions -+5% on initial reactions +10% on initial reactions +20% on initial reactions

The initial reaction adjustment only applies to encounters with humans (and other races sharing human beauty standards) on the first round of contact or otherwise before verbal communication is engaged; thereafter the character's Charisma-based adjustment (if any) supersedes this adjustment (i.e. a plain character with a high Charisma will overcome the negative initial impression in the second and subsequent rounds of contact, or vice versa for an attractive character with low Charisma).

Birth Order (Addition): Any characters whose Birth Order roll (per UA p. 83) reveals the character to be a Seventh Child makes an additional roll on the following table to determine whether either or both of their parents might also have been seventh children, and what special benefits apply to the character: Die Roll

Value 2

In addition to determining the numerical value, each player should also describe the characterʼs appearance. To that end the following lists may provide inspiration for more active personification of characters: Complexion: black, dark brown, bronze, brown, coppery brown, golden brown, tan, ivory, dark yellow, yellow, ale yellow, copper, brown-red, olive, ruddy, pink, fair, pale, white, grayish-white, gray.

+4 Joss, +14 Psionic strength +5 Joss, +1 Wisdom, +21 Psionic strength

Skin texture: flawless, fine, smooth, normal, coarse, very coarse, pocked, leathery, seamed. Hair color: black, blue-black, brown-black, dark gray, gray, pale gray, white, silver, golden blonde, blonde, yellow, pale blonde, honey blonde, blonde streaked (brown or red), redblonde, copper red, orange-red, red, dark red, auburn, redbrown, light brown, brown, dark brown, salt & pepper (brown/black & gray), grizzled, gray streaked, white streaked.

+6 Joss, +1 Intelligence, +1 Wisdom, +28 Psionic strength

Eye color: black, dark brown, brown, red-brown, yellowbrown, amber, golden, pale yellow, hazel, green, bright green, blue-green, gray-green, pale gray, gray, dark gray, blue-gray, pale blue, blue, bright blue, dark blue, pale violet, violet, deep violet.

Appearance (replaces Comeliness from UA pp. 6-7): Appearance reflects physical attractiveness and personal beauty and governs initial, non-verbal reactions to the character. Charisma deals with leadership and the magnetism of a characterʼs personality, while Appearance deals only with attractiveness and first impressions.

Joss: “Joss” is a Chinese Pidgin English word (derived from deus), meaning good luck or fortune. In AD&D terms joss is a resource by which all PCs (and some important NPCs) are able to bend fate or luck (as expressed via die rolls) to some degree in their favor. It is quantified in terms of Joss Factors (JF), which can be utilized in the following ways:

Therefore, at the same time as the character's height, weight, age, and other secondary characteristics are determined, an Appearance value is also rolled, as follows: Dwarf (any): 2d8 Dark, Gray, High, or Valley Elf: 2d6+8 Wild or Wood Elf: 2d8+3 Gnome (any): 2d8+1 Half-elf: 2d8+4 Halfling (any): 2d8+2 Half-ogre: 2d4



24

1 JF can affect any skill check, saving throw, attack roll, surprise roll, initiative roll, etc. as follows: +/15% (for a d% roll), +/- 3 (for a d20 roll), +/- 1 (for a 1d6 roll). Other rolls can be extrapolated from these as necessary. JF can only be spent to improve the









characterʼs (or the characterʼs sideʼs) own chances, not to make an opponent's chances worse. Multiple JF can be spent to give a greater adjustment. Note, however, that all JF must be declared and spent before the dice are rolled. 1 JF can be spent to make an attack which has already succeeded do double damage (rolled twice; not rolled once and doubled) or minimum possible damage. Multiple JF cannot be spent to increase or decrease damage further. JF can be spent to gain hints/clues from the DM to solve a puzzle or mystery (exact cost determined by the DM, but always expensive) JF can be spent to allow the character to suddenly come into extra cash, at an exchange rate of 1 JF = 500 g.p. JF can be used to counter or cancel JF spent by another character on a 1:1 basis

(1d6+8) JF (noting that the same absolute maximum of 14 applies to NPCs as well as PCs). At the DMʼs discretion, certain powerful intelligent monsters such as coautl, daemons, demodands, demons, devas, devils, dragons, genies, hags, hollyphants, ki-rin, lammasu, liches, planetar, shedu, solar, titans, and vampires may also have JF as per the above guidelines. Knacks and Quirks: Knacks are minor inborn talents, while quirks are minor inborn flaws or disabilities. Both serve to add a bit of color and individuality to characters without being either so powerful or so debilitating as to overshadow the characterʼs other abilities. At the time of generation, one knack and one quirk should be rolled from the tables below for each character. Additional knacks and/or quirks may also be picked up during play, at the DMʼs discretion. Note that the actual game-mechanical effects of many of the knacks and quirks have been left undefined, and should be adjudicated as the DM feels appropriate.

Other uses of Joss are also possible, depending on the creativity of the player and the discretion of the DM, using the above as a guideline. For example, if a character is captured, spending JF may allow a “miraculous” escape – the number of JF required depending on how closely the character is being guarded, in how much isolation, etc. or spending JF may allow a character to pick up a temporary “special contact”: a friendly NPC who can provide the character with help or information. As a general guideline, spending 1-2 JF will create a minor shift in the “game reality,” 3-4 will allow a moderate shift, and 5-6 JF can create a major shift. Note, however, that while Joss bends luck in the characterʼs favor, it is not able to change results after the fact: spending JF cannot undo a bad occurrence, but may be used to mitigate the effects of that occurrence. For example, using a JF will not cause a successful bite by a poison spider to have missed, but may affect the saving throw against that poison. Likewise, a character that has fallen off a cliff cannot use JF to levitate back onto the cliff, but may use them to mitigate damage from the fall. Joss for Player Characters: Each new player character begins at first level with 3-8 (1d6+2) JF. Thereafter, JF are gained in two ways: 1) one JF is gained every other level (i.e. at 2nd level, 4th level, etc.); and 2) JF are awarded to characters by the DM for exceptional acts – one that is remarkably heroic or clever, or that is particularly exemplary of the characterʼs class and alignment. However, no character may ever have more than 14 JF at any one time. Note that JF that are spent do not automatically refresh, and once used the character must earn new JF to replace them. Joss for NPCs: NPCs generally will have fewer JF than PCs, but the DM may wish to assign some Joss to particularly powerful or important NPCs. As a general rule, 0-level NPCs will have 0 JF (though the DM may wish to assign some, or even many, JF to a character whose luck is out of proportion to their skill; for example a preternaturallyplucky urchin youth), low-level NPCs (including henchmen) will have 1-2 JF, important and/or high-level NPC will have 3-8 JF, and the most important rulers, demi-gods, and figures of similar stature may have as many as 9-14

25

KNACKS (d%) 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51

52 53 54

+1 to open doors +5% to bend bars/lift gates +1 to hit in unarmed combat attacks +50% encumbrance allowance +1 language Learn new languages in half normal time +1 to hit with thrown missiles +1 reaction (surprise) adjustment +5% on system shock & resurrection survival rolls +1 max. henchmen +5% reaction from humans +5% reaction from dwarfs and gnomes +5% reaction from elves and half-elves +5% reaction from halflings +5% reaction from giants +5% reaction from bugbears, goblins, and hobgoblins +5% reaction from gnolls +5% reaction from kobolds +5% reaction from lizard men +5% reaction from ogres and half-ogres +5% reaction from orcs and half-orcs +5% reaction from trolls +5% reaction from brownies, pixies and sprites +5% reaction from centaurs and satyrs +5% reaction from dryads, nymphs and sylphs +5% reaction from mermen and nixies +5% reaction from dragons +10% reaction from normal animals +5% reaction from opposite sex +10% loyalty from henchmen & hirelings +1d3 Joss factors Able to pass as up to 2 SEC levels higher or lower +2 Appearance Social connection: upper class (nobility) Social connection: lower class (underworld) +5% chance to be psionic & +10 psionic strength points +1 (or 1 extra) psionic discipline +1 saving throw vs. poison +1 saving throw vs. paralyzation or death magic +2 saving throw vs. disease +1 saving throw vs. petrifaction or polymorph +1 saving throw vs. rods, staffs, or wands +1 saving throw vs. breath weapons +1 saving throw vs. spells +10% move silently (or 10% chance if non-thief) +10% hide in shadows (or 10% chance for non-thief) +5% pick pockets (or 5% chance for non-thief) +5% open locks (or 5% chance for non-thief) +5% find & remove traps (or 5% chance for nonthief) +5% read languages (or 5% chance for non-thief) +5% to hear noise

55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00

26

+1 to spot secret or concealed doors +1 to turn undead (1 in 20 chance for non-cleric) Ability to cast 1 (or 1 extra) magic-user cantrip once/day +25% to starting funds +1 weapon proficiency 30ʼ infravision or ultravision (or +30ʼ range if already have infra-/ultravision) Ambidextrous (No penalty for off-hand use) Can wield 2 weapons with no penalty for primary hand Half penalty (-2) for darkness/blindness No AC penalty when attacked from behind Excellent swimmer Excellent horseman Excellent knot-tier Excellent climber Excellent jumper Excellent balance Excellent singing voice Excellent night vision (effective 60ʼ ultravision) Light sleeper (no auto-hit when sleeping; saving throw vs Sleep spell) Never tired – no mandatory rest periods required Can survive on half normal food & water ration Resistant to extreme heat Resistant to extreme cold Never gets lost outdoors Tracking as level 1 ranger (or +5% to tracking) Predict weather 1-3 days in advance Can identify helpful plants & herbs Can speak with birds Can speak with rodents Can speak with dogs and other canines Can speak with cats and other felines Can speak with horses and mules Can imitate animal sounds Can determine direction underground (as gnome, or +10% for gnomes) Can detect slopes underground (as dwarf, or +10% for dwarfs) Natural healing at double normal rate +3” move rate Able to find fresh water Able to determine exact value of gems & jewelry Able to escape in 1-3 rounds when tied up Detect lies (25%) Detect illusions (20%, or +10% for barbarians) Detect magic (10%, or +5% for barbarians) Detect invisibility (10%, or +10%) Animal companion (1=bird, 2-3=cat, 4-5=dog, 6=rodent) -1 damage per die on falls of up to 30ʼ Once per session re-roll any rolled 1 Choose one knack Roll two knacks (ignoring further rolls of 00)

QUIRKS (d%) 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00

Lightweight - double effects of alcohol Glass jaw (double KO chance when pummeled) Can't sing/carry a tune Compulsive neat-freak Spendthrift Butterfingered (likely to drop things) Allergic to bees Allergic to nuts Allergic to pollen Allergic to dust Sensitive to sunlight Hated by dogs Hated by cats Hated by horses Hated by all animals Hated by dwarfs Hated by elves Hard of hearing Deaf in one ear Poor peripheral vision Poor depth perception Poor night vision Color blind Short-sighted Poor sense of smell Poor sense of taste Poor sense of balance Poor sense of direction Stutters Speaks with lisp Speaks with odd accent Afraid of fire Afraid of open water Afraid of heights Afraid of bugs/insects Afraid of snakes Afraid of undead Afraid of crowds Susceptible to illness/disease Prone to sea-sickness Requires extra food Requires extra water Tires easily - requires extra rest Slow runner Heals slowly Enemy: upper class Enemy: underworld Outstanding debt Outstanding arrest warrant Roll 2 Quirks (ignoring rolls of 99-00)

27

SECONDARY SKILLS TABLE Dice Score (by race) Dwarf (All) 01 02 03-07 08-09 10 11-13 -14-16 17-18 19 20 21-22 -23 24-27 -----28-29 ---30-34 35 36-37 38-40 41-43 44-48 49-50 51-60 61 --62-63 -64-65 66-67 68-70 71-74 75-77 -78-79 80-82 83-90 91-00

Elf (High/Gray) 01-02 03-04 05 06-07 -08 09-12 13 14-15 16-17 18-19 20-21 22-24 -25 26-27 28-31 32-33 34-39 40-41 42 -43-45 46-48 49-50 -51-52 53 -54 55 -56-58 59 60-61 62-63 64 65-70 71-72 -73 74-75 76-79 80-81 81-83 84-93 94-00

Elf (Wood) 01 02-04 -05-06 --07-15 -16-17 18 19 20-21 22-25 --26-28 29-31 32 33-45 46-47 --48-57 58-60 --61-62 --63 64 -65-67 ----68-69 70-71 --72-73 74-82 -83-84 85-93 94-00

Elf (Wild) -01-02 ----03-13 -14-15 ---16-17 --18-21 -22-23 24-36 37-38 --39-51 52-57 --58-60 -----61-62 ----63-66 ----67-80 --81-90 91-00

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Gnome 01-02 03 04-06 07-09 10-12 13-14 15 16-17 18 19-20 21 22-25 -26 27-29 -30-31 -32-33 34 35-37 --38-39 40-42 43 44 45 46-47 48-49 50 51-54 55-56 --57-59 -60-62 63 64 65-68 69-71 72-73 74-75 76-78 79-90 91-00

Half-elf 01-02 03-04 05 06-07 08 09 10-11 12 13 14 15-16 17-18 19-20 21 22 23-24 25-27 28-29 30-31 32-33 34 35 36-38 39-41 42 43 44-45 46 47 48-49 50-51 52 53-54 55 56 57-58 59 60-62 63-64 65 66-67 68-69 70-72 73-74 75-76 77-90 91-00

SECONDARY SKILLS TABLE Dice Score (by race) Halfling (All) 01-02 03-04 -05-08 09 -10-12 13-14 15-17 18 19 -20-21 22 -23 24-32 33 34-35 -36-37 -38 39-42 43 44 45-46 47-48 49 50-51 52-54 -55-56 --57 -58-61 62-63 64-65 66-67 68-70 71-72 73-74 75-77 78-89 90-00

Half-ogre --01-02 03 -04-08 09 10 11-14 --15-16 -17-18 --19-20 21-22 23 24 25 -26-27 28-30 --31-33 34-35 -36-38 39 40-42 --43 --44 45-47 48-51 52 53 54 55-57 58-60 61-94 95-00

Half-orc 01 02 03-04 05 -06-10 11 12 13-15 -16 17 -18-20 --21 22 23-24 25 26-28 29 30-31 32-33 --34-35 36 37 38-39 40 41-43 -44 45 -46 47-48 49-50 51-54 55-56 57 58-60 61-62 63-64 65-92 93-00

Human 01 02 03 04-05 06 07-09 10 11 12-13 14 15 16-17 18 19 20 21 22-25 26-28 29-31 32 33 34 35-37 38-40 41 42 43-44 45-46 47 48-49 50-51 52 53 54 55-57 58 59 60-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-90 91-00

29

Result Acrobat/juggler Apothecary/herbalist Armorer Baker Banker/moneychanger Blacksmith Bowyer/fletcher Brewer Butcher Cartographer Chirurgeon/physician Cobbler Dancer Embalmer Engineer/architect Falconer Farmer/gardener Fisher (netting) Forester Fortuneteller/astrologer Gambler Horse-trainer Hunter/fisher (hook and line) Husbandman (animal husbandry) Jeweler/lapidary Lawyer (barrister or solicitor) Leather worker/tanner Limner/painter Locksmith Mason/carpenter Miller Miner Musician Navigator (fresh or salt water) Sailor (fresh or salt) Scrivener/clerk Shipwright (boats or ships) Tailor/weaver Thatcher/roofer Teamster/freighter Tinker Trader/barterer Trapper/furrier Wainwright/wheelwright Woodworker/cabinetmaker NO SKILL OF MEASURABLE WORTH ROLL TWICE IGNORING THIS RESULT HEREAFTER

Block and tackle Bottle/jar, glass (1 pt.) Bucket, wooden (1 gal.) Canvas (per sq. yard) Chalk Charcoal, 1 stick Crowbar/pry bar Fishhook Fishnet (10 sq. ft.) Gloves Grappling hook Grease (1 qt. pot) Ink pot/vial (4 oz.) Papyrus (per sheet) Parchment (per sheet) Pen, quill Pot/kettle, iron (1 gal.) Ring, signet Sandals Soap (1 lb.) Twine/cord (100 ft.) Vellum (per sheet) Wax (1 lb.) Whetstone Wire (100 ft.)

MONEY Starting Money: Barbarian characters and wild elf characters (regardless of class) begin with 5-30 (5d6) gold pieces with which to purchases weapons, armor, and other equipment. The Monetary System: While the five denominations of coinage described in the PLAYERS HANDBOOK are those most commonly found in treasure hoards and used by adventurers when buying and selling goods, the following additional types of coins of both lesser and greater value may be encountered upon occasion. On the lower end: 4 bronze pieces (bz.p.) are equal to 1 copper piece 5 brass pieces (bs.p.) are equal to 1 bronze piece 5 iron pieces (i.p.) are equal to 1 brass piece Thus, 100 iron = 20 brass = 4 bronze = 1 copper These low-value coins are typically used in day-to-day purchases and transactions by the lower classes in urban areas, especially in areas that do not have the sort of inflationary spiral of prices on good as described in the PH (and reflected in the costs of equipment therein). In addition to being lower in value, these coins are also smaller and less bulky than the standard coin types, so there are 25 bronze or brass pieces, and 50 iron pieces, to a pound.

CARRYING CAPACITIES Small pouch or purse 25 g.p. Large pouch 50 g.p. Small sack or tied shirt 100 g.p. Backpack 300 g.p. Large sack 400 g.p. Saddle bag, large 400 g.p. Saddle bag, small 300 g.p. Vial/potion bottle 4 oz. Flask/bottle 1 pt. (16 oz.) Waterskin ½ gal. Box, large 100-250 g.p. Box, small 50-100 g.p. Chest, large 1,200-3,000 g.p. Chest, small 500-1,500 g.p. Coffer 500-1,000 g.p. Cart (1 horse or 2 mules) 4,000 g.p. Cart (2 horses or 4 mules) 8,000 g.p. Wagon (2 horses or 4 mules) 15,000 g.p. Wagon (4 horses or 8 mules) 25,000 g.p. Raft 50 g.p./sq. ft. Barge 30,000 g.p. Small Boat (Canoe) 5,000 g.p. Long Boat 15,000 g.p. Small Galley 20,000 g.p.* Large Galley 40,000 g.p.* Small Merchant Ship 20,000 g.p.* Large Merchant Ship 100,000 g.p.* Warship 60,000 g.p. *cargo capacity does not include shipʼs crew

Note that in non-inflationary areas one copper piece is assumed to have equivalent purchasing power to one dollar, which is also called a Basic Unit of Currency or “BUC.” Thinking in terms of BUCs makes it simple to assign prices and values to good and services on the fly by thinking of them in terms of equivalent contemporary prices. It also gives some sense of the inflationary level of the prices assigned to equipment in the PH, where wax candles or iron spikes are being sold for a BUC apiece, a 50ʼ rope costs 40 BUCs, a long sword is priced at 3,000 BUCs and a heavy war horse will set its buyer back 60,000 BUCs (i.e., about equivalent to the cost of a high-end sports car). At the other end of the monetary system, the following types of coins are not in common circulation in most human realms, but may occasionally be encountered among the extremely wealthy, and in unusually rich and fantastic environments, such as those ancient and strange civilizations that are rumored to flourish deep in the underworld: 1 mithral piece (m.p.) is equal to 25 gold pieces 1 adamantine piece (a.p.) is equal to 40 gold pieces 1 oracalcum piece (o.p.) is equal to 100 gold pieces

EQUIPPING THE CHARACTER BASIC EQUIPMENT AND SUPPLIES COSTS (ADDITIONS) Balls/marbles (bag of 100) Basket, large Basket, small Blanket, winter

5 g.p. 1 g.p. 5 s.p. 4 s.p. 1 c.p. 5 c.p. 10 s.p. 1 s.p. 4 g.p. 1 g.p. 8 s.p. 3 s.p. 8 g.p. 2 g.p. 4 g.p. 2 c.p. 5 s.p. 5 g.p. 5 c.p. 5 s.p. 3 s.p. 8 g.p. 1 g.p. 2 c.p. 4 g.p.

10 s.p. 3 s.p. 5 c.p. 5 s.p.

30

WEAPONS Space Speed Damage vs. Weapon Type Cost Enc. Length Required Factor S-M L Bagh Nakh (Tigerʼs claw) 2 g.p. 5 g.p. 2ʼ + 2 1-4 1-3 a Bolas 2 g.p. 5 g.p. 1-3 1-2 b Boomerang 4 g.p. 10 g.p. 1-3 1-3 Bow, pellet 12 g.p. 50 g.p. 2-5 2-7 c Brass knuckles 10 s.p. 5 g.p. 2ʼ + 1 1-3 1-3 a Chain 5 s.p. 30 g.p. 5-10ʼ 5ʼ 5 1-4 1-3 Crossbow, repeating (cho-ko-nu) 75 g.p. 100 g.p. 1-4 1-4 Fang 1 g.p. 30 g.p. c. 3ʼ 1ʼ 4 1-6 1-4 Machete 1 g.p. 50 g.p. c. 2ʼ 3ʼ 4 1-6 1-8 Maul 4 g.p. 100 g.p. c. 4ʼ 5ʼ 8 1-8 1-8 d Naginata 5 g.p. 100 g.p. 8ʼ + 1ʼ 7 1-8 1-10 Net (10ʼ diameter) 4 g.p. 75 g.p. 10ʼ See note on p. 32 Pole Axe 8 g.p. 125 g.p. 5ʼ + 5ʼ 8 2-8 1-10 Rock, thrown 5 g.p. 1-2 1-2 Sword, epee 9 g.p. 30 g.p. c. 3ʼ 1ʼ 2 1-6 1-8 Sword, katana 50 g.p. 60 g.p. c. 3ʼ 3ʼ 4 2-9 1-12 Sword, rapier 20 g.p. 60 g.p. c. 3.5ʼ 3ʼ 4 1-8 1-12 Throwing star, large 5 s.p. 2 g.p. 1-3 1-2 Throwing star, small 3 s.p. 1 g.p. 1-2 1 a entangles opponents like a whip (see UA p. 78) b will return to a proficient characterʼs hand after a missed attack c successful hits may stun the opponent (see Pummeling, UA p. 107) d does twice the indicated damage to size L opponents when set (firmly grounded) to receive a charging opponent Adjustment vs AC: Bagh Nakh Bolas Boomerang Bow, pellet Brass knuckles Chain Crossbow, repeating Fang Machete Maul Naginata Net Pole Axe Rock, thrown Sword, epee Sword, katana Sword, rapier Throwing star, large Throwing star, small

Hurled Weapon or Missile Bolas Boomerang Bow, pellet Crossbow, repeating Net Rock, thrown Throwing star, large Throwing star, small

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

1 -8 -6 -6 -2 -7 -8 -3 -4 -5 +1 -2 +8 0 -7 -6 -4 -5 -6 -6 Fire Rate 1 1 1 2 ½ 2 3 4

2 -7 -5 -5 -2 -6 -7 -3 -3 -4 +1 -1 +7 0 -6 -5 -3 -4 -5 -5

S 1½ 2 6 4 1 1½ ½ ½

3 -5 -4 -4 -1 -4 -7 -2 -2 -4 +2 -1 +6 0 -5 -4 -2 -3 -4 -4

4 -3 -3 -3 0 -2 -5 -1 -1 -3 +1 0 +5 +1 -4 -3 -1 -2 -3 -3

Range M 3 4 12 8 2 3 1 1

5 -1 -2 -2 0 -1 -5 0 0 -1 +2 0 +4 +1 -3 -2 0 -1 -2 -2

L 4½ 6 18 12 3 4½ 2 2

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6 0 -1 -1 +1 0 -2 0 0 0 +1 0 +3 +2 -2 -1 0 0 -1 -1

7 0 0 0 +2 0 0 +1 0 0 0 0 +2 +2 -1 0 0 0 0 0

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

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

10 +4 +1 +2 +3 +4 0 +3 0 +2 -1 0 -1 0 +1 +3 +3 +3 +1 +1

MISCELLANEOUS WEAPON AND COMBAT NOTES

normal non-proficiency penalty. Any character who is proficient with a crossbow (light, hand, heavy, or repeating) receives the "aimed shot" advantage as described for specialists: if the crossbow is cocked and aimed and the target is in range, the crossbowman gets a free shot before initiative is rolled. Additionally, crossbow specialists have an increased rate of fire, superseding the values shown on UA p. 18: light and hand crossbow specialists have the same rate of fire as for "other missiles and hurled weapons" (i.e. 3/2 attacks at levels 1-6, 2/1 at levels 7-12, and 5/2 at levels 13+), heavy crossbow specialists have the same rate of fire as for "lasso and staff sling" (i.e. 1/1 at levels 1-6, 3/2 at levels 7-12, and 2/1 at levels 13+), and repeating crossbow specialists have the same rate of fire as for “bows” (i.e. 2/1 at levels 1-6, 3/1 at levels 7-12, and 4/1 at levels 13+).

Minimum Strength Requirements: A strength score of 13 or higher is required for effective use of a long bow or twohanded sword, and for one-handed use of a bastard sword, battle axe, and footmanʼs mace, as noted below. Two-handed weapons: The following weapons all require two hands for man-sized characters to wield and thus may not be used in conjunction with a shield: battle axe*, blowgun, bo stick, footmanʼs flail, footmanʼs mace*, maul, morning star, footmanʼs military pick, awl pike, spear (if longer than 8ʼ), quarter staff, bastard sword**, two-handed sword, all pole arms (bardiche, bec de corbin, bill-guisarme, fauchard, fauchard-fork, military fork, glaive, glaiveguisarme, guisarme, guisarme-voulge, halberd, lucern hammer, hook fauchard, man catcher, naginata, partisan, ranseur, spetum, voulge), all bows, all crossbows*** (except hand crossbows), sling***, staff sling. *characters with a strength score of 13 or higher may use these weapons one-handed; should such a character choose to wield the weapon two-handed they receive a +1 bonus to damage. **bastard swords may be wielded one-handed by characters with a strength score of 13 or higher and are treated as long swords ***crossbowmen and slingers may use bucklers, but not any larger shields

Repeating Crossbows (cho-ko-nu): The built-in magazine of a repeating crossbow holds up to ten bolts. The increased rate of fire may be sustained until the magazine is depleted, but once empty, reloading it requires two full rounds (or one round to load up to four bolts). Nets: A successful hit by a thrown weighted net entangles the opponent for 1-4 rounds. If the victim fails a saving throw vs. rods, staffs, or wands then he or she is held fast and cannot move, attack, or cast spells for that duration. On a successful saving throw the targetʼs movement rate is reduced by 50% and attacks against that individual are made at +2 and ignore any dexterity bonus. A character with a knife or dagger is able to escape entanglement in half the normal time. Likewise, the duration of entanglement is reduced by a number of rounds equal to the entangled characterʼs strength-based “to hit” bonus (or increased by such amount, for low-strength characters).

Mounted Combat: Composite long bows, composite short bows, light crossbows, and all one-handed weapons may be used in combat while mounted. Non-composite long bows and short bows, heavy and repeating crossbows, and all other two-handed weapons may not. When a mounted character engages in melee with a non-mounted opponent, the mounted characterʼs attacks are made at +1 “to hit” and the non-mounted characterʼs attacks suffer a -1 “to hit” penalty.

Use of Shields Against Missiles: A character with a shield who performs no other action in a round beyond moving at one-half normal speed may use the shield as cover from missile fire. A small or normal shield used thus provides 25% cover (-2 AC), while a large shield used thus provides 50% cover (-4 AC), effectively doubling the normal AC bonus provided by the shield against missile attacks.

Attacks Against Prone Opponents: Daggers and spears are particularly effective against heavily armored opponents who have been rendered prone. Against any prone opponent, the following alternate Weapon vs AC adjustment chart is used for melee (but not missile) attacks, in addition to the normal bonus for attacking a prone opponent: Adjustment vs AC Dagger or Spear

0 +4

1 +3

2 +3

3 +2

4 +2

Indirect Missile Fire: Firing most missiles requires a direct, unobstructed line-of-sight from the attacker to the target. However, bows, grenade-like missiles (including thrown rocks), atl-atls, javelins, and staff-slings may be fired indirectly at targets behind cover or intervening obstacles (including other characters). All attacks with staff-slings are assumed to be indirect fire. For other missiles fired indirectly, the following modifiers apply: range is reduced by one-third, attack rolls are made with an additional -4 "to hit," and if more than one potential target is within the same 1" diameter space the subject of the attack is always determined randomly (i.e. indirect fire cannot be combined with individual targeting, below). Bows may only fire indirectly at targets at least 3" distant, and require overhead space equal to at least one-half the range to the intended indirect target (i.e. indirect bow fire at a target 100' away requires at least 50' of overhead space, so it cannot be done in a cave or cavern unless the ceiling is at least that high).

5 +1

Long Bows: Effective use of the long bow in combat requires a minimum strength score of 13, as noted above. Furthermore, long bows require two slots for proficient use (and, by extension, specialization with a long bow requires four total slots: two for proficiency plus two more for specialization). Thus, a ranger who becomes a long bow specialist does not gain an additional weapon proficiency slot until attaining 7th level). Crossbows: Light, heavy, and repeating crossbows used without proficiency incur only one-half the normal nonproficiency penalty. So, for example, a non-proficient fighter may use a light, heavy, or repeating crossbow with only a -1 penalty (instead of the usual -2). Hand crossbows incur the

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Individual Missile Targeting: Missile specialists (only) may target a specific individual in a group of potential targets at short or medium range. Such firing requires a direct, unobstructed line-of-sight from the attacker to the target, and is rolled at -2 "to hit." If the attack misses the intended target then a second attack is made against a randomly-determined target within 5' radius of the intended target as if fired by a fighter of one level per point by which the attack missed, up to the level of the attacker. E.g., a 4th level fighter fires at a specific target in a group and misses by 3 (rolled an 8 when an 11 was required to hit); therefore a randomly-determined target within 5' of the intended target is attacked as if by a 3rd level fighter). Note that bonuses to hit and damage from specialization, dexterity, magic, etc. apply equally to attacks on unintended targets as to those on intended targets.

to accompany adventuring expeditions). Up to 10 men-atarms may be commanded by a single player character. Note that the total number of men-at-arms available for hiring in any given locale is limited by the roll above, and should a player character wish to hire more men-at-arms than are available – whether to increase the size of his or her retinue, or to replace losses – then they must be sought in a different locale (or wait at least 3 months, after which another roll is made). Furthermore, if the men-at-arms become aware that a prospective employer has previously employed men-at-arms who failed to return from an expedition then they will be 10-60% less likely to accept employment and even if they do will demand at least double the normal salary (or other similar consideration). Mercenaries available for hire as men-at-arms typically have the following alignments (on 1d20):

HIRELINGS

1 2 3-4 5-8 9-12 13-14 15-17 18-19 20

Hiring Men-at-Arms: Unless otherwise specified by the DM, mercenary soldiers who are available to be hired on a daily basis as men-at-arms to accompany adventuring expeditions may be found in human settlements as follows: Thorp: Hamlet: Village: Town: City:

10% chance of 1-2 men-at-arms 20% chance of 1-4 men-at-arms 40% chance of 1-8 men-at-arms 80% chance of 2-12 men-at-arms 100% chance of 3-30 men-at-arms

lawful good neutral good chaotic good lawful neutral neutral chaotic neutral lawful evil neutral evil chaotic evil

At the DMʼs discretion, up to 10% of neutral and evil-aligned men-at-arms may actually be half-orcs.

Spending 1-10 gold pieces at an inn or tavern will ascertain whether any such men-at-arms are available for hire in a particular locale. Thereafter, in order to make contact with these individuals, a prospective employer must spend 50300 g.p. posting notices, hiring agents, buying rounds of drinks, and so forth, and allow one week for responses. Once found, these men-at-arms may be employed at a cost of 2 g.p. per person per day plus the cost of equipment, which always must be provided by the employer. Men-atarms do not typically demand or expect a share of any treasure recovered by an expedition, though offering such may improve their loyalty and morale.

In areas of the campaign world where they are common, some portion of the available men-at-arms may be dwarfs, elves, or orcs. Dwarfs will only serve as heavy footmen or crossbowmen and demand double the normal daily wage (i.e. 4 g.p. per person per day). They will be (on 1d6) lawful good (1-4) or lawful neutral (5-6) in alignment. Elves will serve as either heavy footmen or archers, demand triple the normal daily wage, and will only serve under employers who are known to be friendly to elf-kind or if they are promised combat against enemies or elf-kind. They are (on 1d6) neutral good (1), chaotic good (2-5), or chaotic neutral (6) in alignment. Orcs will serve as any troop type (light or heavy footman, archer, or crossbowman) and require only half the normal daily wage. However, they are notoriously ill disciplined (q.v. DMG pp. 105-6) and will be aligned towards (on 1d6) lawful evil (1-4), neutral evil (5), or chaotic evil (6).

Men-at-arms are capable of serving as troops of any of the following types, depending on the equipment provided by their employer: Archer: short bow + 24 arrows, short sword or hand axe, leather armor Crossbowman: light or heavy crossbow + 20 bolts, short sword or hand axe, ring mail armor Light footman: spear, club, leather or padded armor, shield Heavy footman: battle axe or broad sword or pole arm [any type] and hand axe, scale mail or chain mail armor, shield (unless armed with pole arm) Men-at-arms may be provided horses for riding, but they do not fight from horseback (lacking that level of training). Men-at-arms must always be under the command of player characters (since NPC commanders – captains, lieutenants, and sergeants – are never available for hire on a daily basis

33

SPELL TABLES MYSTICS (CLERICS) Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

1st Level Change Self Comprehend Languages Enthrall Fascinate Find Familiar Friends Hypnotism Identify Portent Predict Weather Protection From Evil Remove Fear Sanctuary Spook Taunt Ventriloquism

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

5th Level Assume Ethereal Form Contact Other Plane Dispel Evil Dolor Feeblemind Geas Magic Jar Manifest Ectoplasm Plane Shift Polymorph Other Polymorph Self Sending

2nd Level Augury Balance Energy Flow Blindness Charm Person Dream Sight ESP Find Traps Forget Irritation Know Motivation Locate Object Remove Curse Scare Sleep Speak With Animals Warning

3rd Level Clairaudience Clairvoyance Dispel Magic Dream Vision Force Shapechange Fumble Magic Mirror Negative Plane Protection Pacify Possess Animal Protection from Evil, 10ʼ rad. Protection from Possession Slow Speak With Dead Summon Spirits Survive Without Sustenance

6th Level Anti-Magic Shell Astral Spell Conjure Elemental Cross-planar Connection Dimensional Lock Extra-planar Vision Find the Path Forbiddance Stone Tell Word of Recall

4th Level Abjure Attune Crystals Dimensional Anchor Divination Exorcise Eyebite Fear Protection from Scrying Séance Spell Immunity Suggestion Tongues

7th Level Antipathy/Sympathy Banishment Demand Exaction Gate Paradigm Shift Summon Devas Truename Vision Weird

MOUNTEBANKS (THIEVES) Number 1 2 3 4 5 6 7 8 9 10 11 12

1st Level Audible Glamer Change Self Charm Person Comprehend Languages Dancing Lights Darkness Friends Hypnotism Nystulʼs Magic Aura Penetrate Disguise Portent Spook

2nd Level Alter Self Augury Detect Life Enthrall Fools Gold Hypnotic Pattern Invisibility Know Alignment Magic Mouth Mirror Image Misdirection Ventriloquism

3rd Level Continual Darkness Delude Fear Feign Death Identify Potion Invisibiliity 10ʼ Radius Locate Object Non-detection Suggestion Tongues

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4th Level Charm Monster Confusion Divination Emotion Improved Invisibility Rainbow Pattern Transmute Water to Acid Vacancy

BARDS 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

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

1st Level Acclumsed Ode Amplification Aria Avies Warble Bar Couplet Bramblepath Refrain Bravery Measure Calm Aire Camaraderie Chorus Cliffclimb Bravura Darting Dags Adagio Discover Ditty Drowsiness Lullaby Fairwind Chanty Farvoice Yodel Faunacare Warble Faunalter Dissonance Florachange Pastoral Gooddrink Measure Longwalk Strain Notable Aire Sharp Ballad Sleepheal Nocturne Sorrow Lament Warming Peal

3rd Level Alleymazes Ode Arrowstorm Aire Bonfire Ballad Creepingcord Serenade Doublequick March Faeth Fiada Canticle Fogveil Barcarole Headwrench Chorus Inspire Bravura Merriment Limerick Monsterfear Pibroch Piperʼs Prance Adagio Poisongone Tocsin Rallyround Bravura Shadowdance Couplet Shielding Song Sirensong Lay Spirithedge Refrain Staff Verse Sympathy Lament

2nd Level Alto Aire Animalfear Pibroch Battlesong Bravura Conceal Ditty Falseview Ditty Forestfriend Couplet Freebreath Cnant Freemind Aire Freebody Strain Full Stop Refrain Goodfeast Carol Ironsteed Ballad Javelin Volley Ditty Lightlygo Aire Puissance Canticle Revitalize Paen Safeplace Aria Thornhedge Refrain Walklong March Warningcall Peal

4th Level Aerial Refrain Beastcharm Serenade Bridging Measure Bringhunters Yodel Cacophony Chorus Chasmleap Madrigal Deepditch Rondo Deepseas Chanty Distantdoor Yodel Firebrand Ballad Flyingblade Canon Formguise Tune Freebonds Strain Icespears Canon Pikehedge Refrain Rondo Susicato Smoothway Lyric Unbarring Jingle Vocal Cords Strain Winddarts Canon

35

5th Level Boulderbring Barcarole Cloudwalker Aire Coolflames Ditty Cry of the Valkyrie Aria Faraway Song Firebeing Rhapsody Noplace to Hide Chant Portalopen Aria Quicktree March Safesleep Aria Shadowling Motif Weathermage Tune

MISCELLANEOUS SPELL NOTES Casting Spells in Armor: Clerics (not including druids or mystics) who forgo wearing armor subtract one segment from the casting time of spells with somatic components. Conversely, multi-classed magic-users and illusionists who wear any armor besides elfin chain mail must add two segments to the casting time of such spells (one segment for magical or non-metal armor). Chromatic Orb: Note that the orb must be thrown in same round the spell is cast. Continual Light: This spell has a duration of one day per level of the caster, and the spellʼs effect dims as the duration wanes (i.e. a continual light cast by a 10th level cleric lasts for 10 days; on the fifth day the light is at 50% and on the tenth day the light is only 10% of its full brightness). Color Spray: The second sentence of the spell description ("The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience.") is deleted. Note that the number of targets affected by the spell (as well as which specific individuals are targeted, if more the maximum number affected are within the area of effect) is always determined randomly. Death Spell: The conversion table for mixed groups of targets is incorrect in the PH. The following should be used in its place: Equals Creatures with Hit Dice of: Creatureʼs Hit Dice: Less Than 2 2 to 4 4+1 to 6+3 6+4 to 8+3 6+4 to 8+3 20 8 2 -4+1 to 6+3 10 4 -0.5 2 to 4 3 -0.25 0.125 Less Than 2 -0.33 0.1 0.05

Slow Poison: Note that new poisoning from the same source while this spell is in effect is covered by the spell (so the character suffers no further damage or effect from the second poisoning) but poisoning from a different source is not, and the character suffers its full effects. Stoneskin: This spell has a maximum duration of one hour per level of the caster. Volley: This spell has a maximum duration of one hour per level of the caster.

MYSTIC SPELLS First Level Spells: Change Self: As the first level Illusionist spell Comprehend Languages: As the first level Magic-User spell Enthrall: As the second level Cleric spell Fascinate: As the second level Illusionist spell Find Familiar: As the first level Magic-User spell Friends: As the first level Magic-User spell Hypnotism: As the first level Illusionist spell Identify: As the first level Magic-User spell Portent: As the first level Cleric spell, except that there is no material component, and the caster must only spend the casting time studying the subjectʼs palm print. Predict Weather: As the first level Druid spell

Death's Door: This spell removes the normal one-week rest requirement for characters revived after having been brought below 0 hit points.

Protection from Evil: As the first level Cleric spell except that the spell is non-reversible and the material component is fresh rosemary, leaves of which must either be scattered on the ground or a sprig burned and the smoke traced in a circle in the air.

Endure Cold / Endure Heat: See revised description on p. 63 of this volume.

Remove Fear: As the first level Cleric spell

Know Alignment: In its reversed form, the caster is able to choose which alignment the subjects will read as if a know alignment spell is cast upon them, rather than reading as “no alignment” or “unreadable.”

Sanctuary: As the first level Cleric spell except that the material component is a charm or talisman containing a bit of malachite stone which is not consumed in the casting but must be held by the spellʼs subject for the entire duration of the spell.

Moonbeam: This spellʼs range is 20" per level of the caster when cast outdoors. Any lycanthrope caught within the area of effect will involuntarily change form (as if subjected to the light of a full moon). Negative Plane Protection: A failed saving throw by someone protected by this spell does not result in suffering double damage.

Spook: As the first level Illusionist spell Taunt: As the first level Magic-User spell Ventriloquism: As the first level Magic-User spell Second Level Spells: Augury: As the second level Cleric spell

Phantom Armor: This spell has a maximum duration of one hour per level of the caster. Remove Paralysis: The effect of this spell is automatic - no second saving throw is required by the subjects.

36

Balance Energy Flow (Alteration)

her body. The mystic can also voluntarily return to his or her body before the end of the spell. If the mysticʼs body is disturbed before the dream spirit returns, the character must make a saving throw vs. death. If the save is successful, the dream spirit returns safely to the body with no ill effect. If the saving throw is unsuccessful, the body falls into a deep catatonic state and the dream spirit is unable to return of its own accord. Another mystic can use dream sleep to guide the characterʼs dream spirit back to its body, if they are able to locate it.

Level: 2 Components: V, S Range: Touch Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One person Explanation/Description: By application of this spell, the mystic is able to balance the personal energy flow so as to bring a sense of spiritual well-being to a willing subject of the same alignment as the mystic, with several beneficial effects, depending on the level of the caster:

Furthermore, while in dream sleep the spirit of the mystic is considered a spirit for the purposes of all spells and thus can be seen, summoned, banned, and bound in various ways. The material component is the smoke from a burning bowl of incense containing goosefoot, monkshood, and wild woodbine. [spell adapted from Oriental Adventures, by Gary Gygax with David Cook and François Marcela-Froideval (TSR, 1985)]

When the spell is cast by a mystic of 3rd level or higher the spell causes the subjectʼs natural healing rate to be doubled for a period of one day per level of the caster. When cast by a mystic of 7th level or higher the spell causes the subject receives a bonus of +1 to all saving throws for a period of one turn per level of the caster. When cast by a mystic of 11th level or higher the subjectʼs mind is so cleared and refreshed that only half the normal rest and preparation time are required to prepare spells for the next 24 hours.

ESP: As the second level Magic-User spell

When cast by a mystic of 15th level or higher the subject is instantly cleared of any poisons, diseases, insanities, and/or mind-affecting spells in addition to the above effects.

Irritation: As the second level Magic-User spell

In order to receive benefit from the spell, the subject must sit facing the caster and meditate for the entire casting time of the spell, without interruption. Note that repeated castings of the spell while its effects persist do not grant cumulative benefits.

Level: 2 Components: V, S Range: 0 Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: 1” x 3” path

Find Traps: As the second level Cleric spell Forget: As the second level Magic-User spell

Know Motivation (Divination) Reversible

Explanation/Description: This spell allows the caster to sense the basis needs, drives, and emotions of any unshielded mind, detecting such things as hunger, fear, greed, love, anger, hatred, etc. The spell gives no information of minds protection from detection by means of spells, magic items, or psionic powers, nor is it effective against mindless creatures such as slimes, oozes, jellies, unthinking undead, and most plants. The reverse of this spell, conceal motivation, masks the emotions and drives of any creature the spell is cast upon. [spell adapted from Oriental Adventures]

Blindness: As the second level Illusionist spell Charm Person: As the first level Magic-User spell Dream Sight (Alteration) Level: 2 Components: S, M Range: Special Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: Caster Explanation/Description: When using this spell, the mystic falls into a deep sleep during which he or she dreams of surrounding places and events. The mysticʼs spirit is projected to the location desired and what he or she sees in the dreams are places and events that are happening at the time of the dreaming, not past of future events. In the dream, the mystic can both see and hear and can will his or her spirit to move about normally. The spirit can pass through solid objects with no difficulty, but cannot enter any area guarded by a protection spell (whether good, neutral, or evil), nor can sounds coming from such an area be heard.

Locate Object: As the third level Cleric spell Remove Curse: As the third level Cleric spell Scare: As the second level Magic-User spell Sleep: As the first level Magic-User spell Speak With Animals: As the second level Cleric spell Warning (Divination) Level: 2 Components: V, S Range: Touch Casting Time: 2 segments Duration: 1 turn/level Saving Throw: None Area of Effect: 3” radius

The mysticʼs spirit can move up to 36” away per round and then observe the scene around it in the next round. Thus, a 3rd level mystic could send his or her dream spirit up to 72” in the first two rounds and then spend the third 9and last) round observing the desired scene. At the end of the spell the dream spirit of the mystic automatically returns to his or

Explanation/Description: This spell heightens the awareness and senses of the recipient to danger. The

37

recipient is one less on his or her chance of being surprises (1-2 chance in 6 becomes 1 chance in 6, etc.) from events originating within the area of effect. The character could still be surprised by a missile or spell launched from outside the area of effect, however. Likewise, the character cannot be struck from behind within the same limitations, since the character is automatically aware of any creature moving behind him or her. There is a 30% chance the character notices any trap or hidden danger (including invisible opponents) within the area of effect without needing to specify that he or she is searching for such, and the chance of success for hiding in shadows or moving silently is halved for any opponent within the area of effect.

information or ask questions of the mystic. Neither can the mystic gain any information by observing the dreams of the recipient. Once the message is delivered the mysticʼs spirit returns instantly to its body. If the body is disturbed in any way while using this spell the spirit becomes lost. The body remains in a comatose state until some means is found to rejoin the spirit with the body (or some other spirit comes along and possesses the body).

Note that the various warnings given by this spell are only noticeable to the recipient of the spell. However, he or she may choose to notify allies and companions. [spell adapted from Oriental Adventues]

The reverse of this spell, nightmare, allows the mystic to send a hideous and unsettling vision to his or her victim. The identity of the victim must be known as stated above and the victim must be asleep. The nightmare prevents restful sleep and causes the victim to lose 1-10 hit points. Since the victim is not rested, he or she is fatigued as if no sleep was had and is unable to regain spells. The victim is allowed a saving throw vs. spells to avoid the effects of the nightmare.

The duration of this spell is the amount of time required for the mystic to enter the dreams of the other and deliver the message. Thus the duration could be as short as one round or as long as several hours.

Third Level Spells: Clairaudience: As the third level Magic-User spell except that the material component is a poultice made of angelica. Clairvoyance: As the third level Magic-User spell except that the material component is a poultice made of eyebright.

The material component for both versions of the spell are a bowl of incense containing goosefoot, monkshood, and wild woodbine and a robe or red (or white for the reverse) silk cloth. [spell adapted from Oriental Adventures]

Dispel Magic: As the third level Cleric spell Dream Vision (Invocation) Reversible

Force Shapechange (Abjuration)

Level: 3 Components: V, S, M Range: Touch Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One creature

Level: 3 Components: V, S, M Range: 12” Casting Time: 1 segment Duration: Instantaneous Saving Throw: Special Area of Effect: One creature/level

Explanation/Description: By means of this spell the mystic is able to send messages to others in the form of dreams. At the beginning of the casting the mystic names whom the message is for. The mystic must know the identity of the recipient or identify him or her by some title that leaves no question as to the recipient. For example, the mystic could send a dream to the duke of the adjacent realm even if he or she has never met the duke, since there is only one duke of that realm, but could not send a dream to the cobbler in a village in that realm since there might be several cobblers in that village.

Explanation/Description: This spell allows the mystic to force any lycanthrope or other shape-changer (including, for instance, a high level druid or vampire in animal form, or someone under the effects of a polymorph or shapechange spell), to reveal its true form. When cast, the mystic simply points at those he or she knows or believes to be shapechangers and these creatures (if they are shape-changers) must make a saving throw vs. spells or immediately transform. In addition, the sudden transformation is accompanied by wracking pain, causing 2-12 points of damage to the shape-changer. The shape-change takes an entire round, during which the creature can take no other action. If the saving throw is successful the target does not change form, however the strain of resisting the spell still causes pain and inflicts 1-6 points of damage. The material component for this spell is a live butterfly, released when the spell is uttered. [spell adapted from Oriental Adventures]

Upon completing the physical casting of the spell, which requires one turn, the mystic falls into a deep, trance-like sleep. At this point the mysticʼs spirit leaves his or her body and travels instantaneously to the recipient. Thereupon, the mystic is able to enter the dreams of the recipient and deliver the message unless the recipient is magically protected from spirits. If the recipient is awake when the spell is cast the mystic can choose to remain in the trancelike sleep until the recipient also goes to sleep or can choose to cancel the spell. The mystic does not learn anything about the current activities or whereabouts of the recipient except whether he or she is asleep or awake.

Fumble: As the fourth level Magic-User spell Magic Mirror: As the fourth level Magic-User spell Negative Plane Protection: As the third level Cleric spell. The material component is a talisman containing a chalcedony stone that is not consumed in the casting but must be held by the subject for the entire duration of the spell. If a diamond talisman is used instead the spell duration is doubled and the saving throw is made at +4.

Once the mystic enters the dreams of the recipient he or she can deliver a message of any length desired which the recipient remembers perfectly upon awakening. The communication is one-way – the recipient cannot offer

38

Pacify (Alteration)

ghosts, demons, devils, hags, etc.) via magic jar or other means, giving a +4 on saving throws against such attacks. It also gives the subject +2 on saving throws versus any other sort of mind-affecting spells (beguiling, charming, domination, etc.) and if cast upon a psionically-active individual it doubles that characterʼs defensive strength point total while its effect persists. The material component of this spell is a talisman containing a chrysoberyl stone which is not consumed by the casting but must be held by the subject for the entire duration of the spell.

Level: 3 Components: V, S Range: 0 Casting Time: 4 segments Duration: 1 round/level Saving Throw: None Area of Effect: 6” radius, one creature per level Explanation/Description: When this spell is cast the mystic produces a still calm over the area of effect. Al within this area are pacified, unable to attack or harm others. Spells and weapons that would directly or potentially harm others cannot be used. Those affected cannot physically impede the movement of other creatures, though they can barricade exits or position their bodies to obstruct movement. If the area of effect contains more creatures than the mystic is able to effect then those with the fewest hit dice or levels are affected first. If any affected creature is attacked by someone unaffected by the spell, the effect is instantly cancelled on that creature with no loss of initiative, since the affected creature can clearly see the hostile intent of the other(s). [spell adapted from Oriental Adventures]

Slow: As the third level Magic-User spell Speak With Dead: As the third level Cleric spell, except that in place of a holy symbol the mystic requires a talisman containing a catʼs eye agate, which is not consumed in the casting of the spell. Summon Spirits (Necromantic – Conjuration/Summoning) Level: 3 Components: V, S, M Range: 24” Casting Time: 1 round Duration: 2 rounds/level Saving Throw: None Area of Effect: Special

Possess Animal (Possession) Level: 3 Components: V, S, M Range: 1” Casting Time: 1 round Duration: 1 round/level Saving Throw: Neg. Area of Effect: One creature

Explanation/Description: This spell causes any disembodied spirit within range, including spirits of the dead or undead, extra-planar entities, or creatures or characters in ethereal state to come to the vicinity (within 3”) of the caster, manifest in visible form (which, depending on the nature of the spirit, may make it vulnerable to physical, magical or psionic attacks), and remain so for the duration of the spell. Note that the spell does not give the caster any means of communicating with such spirits, nor will the spirits necessarily be friendly towards the caster or his or her allies. The material component for this spell is burning incense, from which the spirits will appear to form out of the smoke.

Explanation/Description: By use of this spell the mystic is able to project his or her spirit into that of an animal, forcing the creature to behave according to the mysticʼs will. The creature must be a normal animal, not a monster type, and must have fewer hit points than the mystic. The animal is allowed a saving throw vs. spell and if successful the spell has no effect. Once the animal is possessed the mystic can cause it to do anything within its ability, regardless of the consequences to the animal. However, for every point of damage suffered by the animal, the mystic suffers ½ a point of damage. In addition, should the animal die while under the control of the mystic, a system shock roll must be made or the mystic also dies.

Survive Without Sustenance (Alteration) Level: 3 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One creature

While controlling the animal, the body of the mystic falls into a catatonic state. If the body is disturbed or moved the mysticʼs spirit is lost until it can be reunited with its body. The material components for this spell are a bowl of incense containing catnip and clover, and a morsel of food appealing to the animal. [spell adapted from Oriental Adventures]

Explanation/Description: Under the effect of this spell, the subject has no need for food, water, or even air, and is furthermore protected from the effects of extreme temperatures as if under the effect of both an endure cold and an endure heat spell (q.v.). The spell renders the caster effectively immune to the effects of gases or vapors of all sorts unless he or she intentionally chooses to inhale them. The material component for this spell is a small glass vial containing at least a puff of fresh air, a drop of fresh water, and a morsel of food, which must be carried on the subjectʼs person for the entire duration of the spell.

Protection from Evil, 10ʼ Radius: As per the fourth level Cleric spell except that the spell is non-reversible and the material component is a powdered carnelian stone with which the circle of protection must be traced. Protection from Possession (Abjuration) Level: 3 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: One creature

Fourth Level Spells: Abjure: As per the fourth level Cleric spell, except that instead of a holy symbol the mystic requires a talisman containing a malachite stone.

Explanation/Description: This spell protects the affected individual from being possessed by hostile spirits (including

39

Attune Crystals (Alteration)

-1; if a single creature is targeted, it saves at -3. Forms of movement barred by a dimensional anchor include the usage of astral spell, blink, dimension door, displacement, etherealness, gate, maze, plane shift, phase door, rope trick, shadow walk, teleport, and similar spell-like abilities or magic items (including the usage of free-standing gates and teleporters, bags of holding, cubic gates, portable holes, etc.). A dimensional anchor does not interfere with the physical movement of affected creatures, or affect creatures already in ethereal, astral, or shadow forms when the spell is cast. The spell does not block extra-dimensional perception or attacks including the ability for undead to energy drain, nor does it prevent summoned creatures from disappearing at the end of a summoning spellʼs duration. The material components are one 3” long pin formed from adventurine (green quartz) per targeted creature, as well as a swatch of fine, earthen-hued silk, into which the pins are stuck. The fine silk costs 25gp, and is consumed in the casting; each pin costs 250gp, and may be reused. [spell converted from the d20 SRD by Allan T. Grohe, Jr.]

Level: 4 Components: V, S, M Range: 0 Casting Time: 6 turns Duration: Special Saving Throw: Special Area of Effect: One crystal Explanation/Description: By use of this spell the mystic can attune his or her psyche to a crystal talisman, which grants beneficial powers depending on the type of stone in the talisman, as follows: Amber: grants +1 bonus to armor class Amethyst: grants +1 to intelligence score Bloodstone: grants one additional hit die Garnet: causes opponents to make saving throws against mysticʼs spells at -1 Hematite: increases psionic strength points total by +15 Jade: doubles natural healing rate Jasper: grants one additional Joss Factor Lapis Lazuli: allows memorization of one additional 1st or 2nd level spell per day Obsidian: grants +2 on saving throws vs. poison Opal: grants +2 on saving throws vs. spells Rose Quartz: grants +10% on reaction rolls Turquoise: grants +1 to wisdom score Other stones and effects may be allowed by the DM or researched by the player, using the above as guidelines. In order for a crystal to be aligned it must not have any flaws. At the conclusion of the casting time the caster must make a saving throw vs. spells to attune the crystal – failure means that particular stone may never be attuned. A mystic may normally only be attuned to a maximum of three crystals at any given time, however a mystic with a wisdom score of 18 may attune up to four crystals, and one who manages to attain a wisdom score of 19 or higher may attune up to five crystals. No additional benefit is gained from being attuned to more than one crystal of the same type. The crystal(s) must be carried on the mysticʼs person at all times or the beneficial effects are lost. The normal duration of the effect is one week, after which the mystic may attempt to re-attune the crystal (requiring another casting of the spell and another saving throw). The mystic may choose to give an attuned crystal away, in which case the new owner gains the benefit of the crystal, but only for one day, and the crystal can never be re-attuned. Attuned crystals that are stolen or taken against the mysticʼs will provide no benefit to their new owner, though if recovered the mystic may attempt to re-attune them.

Divination: As the fourth level Cleric spell, except the material component is a specially prepared deck of oracular playing cards, costing at least 500 g.p., or a crystal ball costing a like amount, neither of which are consumed during the casting. Exorcise: As the fourth level Cleric spell, except that the material components are a talisman containing a chrysoberyl stone which must be held by the caster for the entire casting time of the spell and incense of burning rosemary. Eyebite: As the sixth level Magic-User spell Fear: As the fourth level Magic-User spell except that the material component is a talisman containing an onyx stone that is not consumed in the casting but must be held by the subject for the entire duration of the spell. Protection from Scrying (Abjuration) Level: 4 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: 6” radius Explanation/Description: Use of this spell creates a barrier that prevents scrying by means of spell, item, or psionic disciplines including crystal balls, ESP, clairvoyance, magic mirror, wizard eye, extra-planar vision, and other similar means. If any scrying attempts are made they will be blocked and the caster will know that a scrying attempt was made (but will not know the source of the attempt). In addition, when the spell is cast the caster will be able to detect if any scrying has occurred within the area of effect within the prior 1 turn per level of the caster. The material component of this spell is a talisman containing a peridot ot chrysolite stone which is not consumed in the casting but must be held by the caster for the entire duration of the spell.

Dimensional Anchor (Alteration – Conjuration/Summoning, Abjuration) Level: 4 Components: V, S, M Range: 2” plus ½”/level Casting Time: 5 segments Duration: 1 turn/level Saving Throw: Neg. Area of Effect: One to four creatures Explanation/Description: This spell prevents target creatures from employing extra-dimensional travel. The caster may select up to four creatures as targets, and those that fail their saving throw are limned with a deep emerald aura. If three or four creatures are targeted, each saving throw is standard; targeting two creatures reduces saves by

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Séance (Necromantic – Divination) Level: 4 Range: 6” Duration: Special Area of Effect: Special

Explanation/Description: Through use of this spell the caster and all of his or her carried gear and equipment, as well as up to one companion at levels 13-16 and one additional companion per four levels thereafter who are all holding hands in a circle, vanish into the Ethereal Plane. While in this state such characters are invisible to and cannot be attacked or interacted with by non-ethereal creatures (though note that the senses and special attacks of certain monsters – such as basilisks and medusae – extend into the Ethereal Plane, and other creatures – such as ghosts and phase spiders – can assume ethereal form themselves). Ethereal characters may freely pass through solid objects on the Prime Material Plane, including walls and floors, but may not pass through or occupy the same space occupied by a living being. Perception of the Prime Material Plane by ethereal characters is dim and hazy and extends at a maximum range of 6”. Ethereal characters may also venture out across the depths of the Ethereal Plane to reach the other Inner Planes, as described in LEGENDS & LORE, pp. 115-117 and Appendix II of this volume. The caster can choose to return to material form prior to the end of the spellʼs duration, but doing so terminates the spell (i.e. the caster cannot freely shift back and forth from material to ethereal form while the spell is in effect).

Components: V, S, M Casting Time: 1-6 turns Saving Throw: Special

Explanation/Description: This spell is in some sense an improved variation of Speak With Dead (q.v.) that does not require the presence of a physical body to be effective. By means of this spell the caster can converse with any manner of incorporeal or non-material spirit, including noncorporeal undead creatures (such as wraiths, spectres, ghosts, etc.), the souls and spirits of deceased characters, extra-planar entities, ethereal beings, and so forth. The spell applies to any and all spirits within range of the spell but may also attempt to contact any other spirit, regardless of its location, provided the caster or someone who is holding hands in a circle with the caster during the entire casting time and duration of the spell is able to provide the true name and other identifying characteristics of the spirit to be contacted. In the latter case the chance of successfully contacting such spirit is a base 10% + 5% per level of the caster, increased or decreased depending on the amount and specificity of identifying information provided. However, a spirit that does not wish to communicate is allowed a saving throw vs. magic to resist the summons.

Note that this spell differs in several key ways from the plane shift spell (q.v.), most significantly that using the latter spell to reach the Ethereal Plane does not put the characters in an ethereal state adjacent to their former location on the Prime Material Plane in the manner described above (qq.v. oil of etherealness, plate mail of etherealness, and the psionic discipline etherealness) and instead transports them into the “deep” ethereal space that lies in-between the various Inner Planes.

The time since death is not limited as in Speak With Dead (and, indeed, the spirits contacted need never have been alive to begin with) but the duration of the spell and number of questions that can be asked of each spirit are both as per that spell. Unless the spirit has manifested physically its responses will usually be spoken through the voice of the caster or, alternatively, may appear in writing on a slate or movement of a marker across a specially prepared board if such items have been included in the casting. Note that in the former case a hostile spirit may attempt to possess, dominate, or psionically attack the caster (qq.v.). In the former cases the casterʼs saving throw is made at -2, and in the latter the first attack is made as an Attack Upon a Defenseless Psionic.

Contact Other Plane: As the fifth level Magic-User spell Dispel Evil: As the fifth level Cleric spell except that the material component is a talisman containing a topaz stone that is not consumed in the casting. Dolor: As the fifth level Magic-User spell Feeblemind: As the fifth level Magic-User spell

The material components for this spell are a white rose and at least three lit candles. If there is more than one participant in the séance all participants must hold hands in a circle, with the material components placed in the center, for the entire casting time and duration of the spell.

Geas: As the sixth level Magic-User spell Magic Jar: As the fifth level Magic-User spell Manifest Ectoplasm (Evocation) Level: 5 Range: 3” Duration: Special Area of Effect: Special

Spell Immunity: As the fourth level Cleric spell Suggestion: As the third level Magic-User spell Tongues: As the fourth level Cleric spell

Explanation/Description: By means of this spell the mystic is able to bring forth ectoplasmic substance from the Ethereal Plane and manifest it into a physical, material form. This manifestation can take on either of two forms. The first is a set of misty ectoplasmic tendrils that function in the same manner as the fourth level magic-user spell Evardʼs Black Tentacles, including duration and area of effect. Alternatively, the mystic can form the ectoplasm into a humanoid eidolon which will serve the mystic for 1 turn per

Fifth Level Spells: Assume Ethereal Form (Alteration) Level: 5 Range: 0 Duration: 1 turn/level Area of Effect: Special

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

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

41

level of the caster. This eidolon has a number of hit dice equal to the level of the caster, armor class 0, and can only be struck by +1 or better magic weapons. It has a strength score of 18/00 and is immune to fire, cold, lightning, poison, and all mind-affecting spells. The eidolon will follow the casterʼs orders and, by concentrating for a full round, the mystic can see through its eyes and hear through its ears, however, should the eidolon suffer any damage while the mystic is doing so the mystic suffers one-half of that damage, and should the eidolon be destroyed while the mystic is using its senses the character must make s system shock roll or also be killed. It is also possible that a hostile spirit may possess the eidolon and turn it against its creator.

level spell dimensional anchor are warded against by a dimensional lock. In addition, a dimensional lock prevents the physical crossing into the area of effect while in an extra-planar form (ethereal ghosts must materialized in the Prime in order to cross into a dimensionally locked room, for example). It also blocks extra-dimensional perception into the prescribed area of effect, so that ethereal creatures, for example, cannot see into the area of effect, nor could crossplanar scrying originating from outside the plane of the warded area. Once the dimensional lock is in place, it may be concealed or be built-over – such cosmetic changes do not impair its protection. Dimensional Lock may be made permanent. Some variations on dimensional lock allow the caster to designate creatures present during the casting of the spell to be immune to the dimensional lock, and therefore they are permitted to travel into and/or out of the circumscribed area while others cannot.

Plane Shift: As the fifth level Cleric spell Polymorph Other: As the fourth level Magic-User spell Polymorph Self: As the fourth level Magic-User spell

The material component may take a variety of forms, depending upon the exact application of the spell in the target environment; in general, the material component consists of a four gallons of a magical paint, wash, or mortar, which outlines the protected area to be warded. The formula for the planar sealant requires three months to distill per 40ʼ volume affected, and costs 640 gp – but ten times that if the spell is to be made permanent! It is consumed in the casting of the spell. [spell converted from the d20 SRD by Allan T. Grohe, Jr.]

Sending: As the fifth level Magic-User spell Sixth Level Spells: Anti-Magic Shell: As the sixth level Magic-User spell Astral Spell: As the seventh level Cleric spell Conjure Elemental: As the fifth level Magic-User spell Cross-planar Connection (Alteration – Invocation)

Extra-planar Vision (Divination)

Level: 6 Components: V, S, M Range: Special Casting Time: 1 turn Duration: 1 hour/level Saving Throw: None Area of Effect: Two sapphire stones

Level: 6 Components: V, S, M Range: Unlimited Casting Time: 1 round Duration: 1 round/level Saving Throw: Special Area of Effect: Special

Explanation/Description: This spell is cast upon a pair of identical, flawless sapphires worth at least 1,000 g.p. each. Thereafter, the character in possession of the second stone has a psychic connection to the first stone and is able to travel anywhere in the multiverse and those spells and magic items that require contact across planes (such as Divination, assorted conjuration and summoning spells, etc.) will function for that character as if he or she were on the plane where the first stone was left. Of course some spells and magic items do not function, or function differently, on other planes due to the physics and environment of that plane (e.g. fire-based spells on the Elemental Plane of Water), and this spell does nothing to change that.

Explanation/Description: This spell is a variation of clairvoyance (q.v.) with effectively infinite range, specifically allowing the caster to see into other planes of existence. The usual restrictions of that spell apply, and furthermore any greater or lesser god in the locale being scried upon is allowed their normal chance to detect the scrying (q.v. DMG, crystal ball), and if successful, is allowed a saving throw vs. magic to block the scrying should he or she wish to do so. The material component of this spell is a ruby worth at least 1,000 g.p., which is consumed in the casting. Find the Path: As the sixth level Cleric spell Forbiddance: As per the sixth level Cleric spell except that the casting of this spell creates the consecrated area (i.e. it does not need to be cast on a pre-consecrated area) and the material component is a powdered topaz stone that must be used to trace the protected area.

Dimensional Lock (Alteration – Conjuration/Summoning, Abjuration) Level: 6 Range: ½”/level Duration: 1 day/level Area of Effect: Special

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

Stone Tell: As the sixth level Cleric spell Word of Recall: As the sixth level Cleric spell

Explanation/Description: This spell creates a shimmering emerald ward that prevents extra-dimensional travel into or out of the area of effect. The caster may effect up to a single 40ʼ cube in volume, plus another 40ʼ cube per level above 13th. All forms of movement barred by the fourth

Seventh Level Spells: Antipathy/Sympathy: As the eighth level Magic-User spell

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Banishment: As the seventh level Magic-User spell

and para-elemental planes) the call will be answered by monadic devas. If cast on the Astral Plane or anywhere in the Outer Planes the call will be answered by astral devas. The material component of the spell is a flawless jacinth worth at least 5,000 g.p. which must be gifted to the deva(s) answering the summons.

Demand: As the eighth level Magic-User spell Exaction: As the seventh level Cleric spell except that instead of the holy/unholy symbol, a talisman containing a star sapphire is needed as a material component (along with the other usual material components).

Truename: As the seventh level Magic-User spell

Gate: As the seventh level Cleric spell

Vision: As the seventh level Illusionist spell

Paradigm Shift (Alteration – Enchantment/Charm)

Weird: As the seventh level Illusionist spell

Level: 7 Components: V, S Range: 6” Casting Time: Special Duration: Permanent Saving Throw: Neg. Area of Effect: One creature

MOUNTEBANK SPELLS First Level Spells: Audible Glamer: As the first level Illusionist spell

Explanation/Description: By means of this spell the mystic attempts to correct the behavior of another by causing a change in his or her alignment. The casting time is one turn per level of the target, after which the target is allowed a saving throw vs. death. Those with fewer hit dice or levels than the mystic have a -4 applied to this roll. Those of equal through 150% more hit dice or levels have a normal saving throw. Those with greater than 150% have a +4 applied to the saving throw.

Change Self: As the first level Illusionist spell Charm Person: As the first level Magic-User spell Comprehend Languages: As the first level Magic-User spell Dancing Lights: As the first level Illusionist spell Darkness: As the first level Illusionist spell

If the save is successful the spell has no effect. If the save is failed, the alignment of the target immediately shifts one step closer to that of the mystic (i.e. if a lawful good mystic casts this spell upon a neutral evil individual their alignment would become lawful evil or true neutral, at the mysticʼs option). Accompanying this change of alignment is a change in the targetʼs behavior to match his or her new world-view – so a character changed from evil to neutral alignment will immediately give up his or her evil ways.

Friends: As the first level Magic-User spell Hypnotism: As the first level Illusionist spell Nystulʼs Magic Aura: As the first level Magic-User spell Penetrate Disguise: As the first level Cleric spell Portent: As the first level Cleric spell

The target of the spell suffers the full normal penalties for changing alignment per the DMG, and may suffer additional penalties if the new alignment is outside of those allowed to the characterʼs current class. [spell suggested by Rob Ragas and adapted in part from Oriental Adventures]

Spook: As the first level Illusionist spell Second Level Spells: Alter Self: As the second level Illusionist spell Augury: As the second level Cleric spell

Summon Devas (Conjuration/Summoning)

Detect Life: As the second level Cleric spell

Level: 7 Components: V, S, M Range: Unlimited Casting Time: 5 segments Duration: 1 round/level Saving Throw: None Area of Effect: One to three devas

Enthrall: As the second level Cleric spell Fools Gold: As the second level Magic-User spell Hypnotic Pattern: As the second level Illusionist spell

Explanation/Description: This spell will instantly bring one or more devas (see the MONSTER MANUAL II) to the aid of the mystic. If the mystic knows the truename of one or more devas those specific beings can be summoned, otherwise 1-3 random devas will answer the call. The devas will not be under the command of the mystic, but will generally be friendly and attempt to aid the mystic to the best of their ability. This spell can be cast anywhere in the multiverse, even where spells that summon extra-planar aid are normally ineffective. If the spell is cast on the Prime Material Plane (including alternate prime planes and demi-planes) or on the Positive or Negative Material Planes the call will be answered by movanic devas. If cast on the Ethereal Plane or anywhere in the elemental planes (including the quasi-

Invisibility: As the second level Illusionist spell Know Alignment: As the second level Magic-User spell Magic Mouth: As the second level Illusionist spell Mirror Image: As the second level Illusionist spell Misdirection: As the second level Illusionist spell Ventriloquism: As the second level Illusionist spell

43

Third Level Spells:

otherwise the acid will eat through a leather or wooden container in a single round, a metal container in two rounds, and even a stone container in one turn. A pint's worth of this acid that comes into contact with flesh inflicts 2-16 hit points of damage for a direct hit or 1-2 points of damage for a splash, destroys leather armor, or reduces the protective value of metal armor by 50%. The material component of this spell is the juice of a lemon, squeezed as part of the casting.

Continual Darkness: As the third level Illusionist spell Delude: As the third level Illusionist spell Fear: As the third level Illusionist spell Feign Death: As the third level Magic-User spell Identify Potion (Divination)

The reverse of this spell, transmute acid to water, affects the same volume of acid (of any strength), turning it into regular water. The material component for the reversed spell is a handful of soda ash.

Level: 3 Components: V, S Range: Touch Casting Time: 1 round Duration: 1 turn Saving Throw: Special Area of Effect: One potion

Vacancy: As the fourth level Illusionist spell

Explanation/Description: By means of this spell, the caster causes a special rune or glyph to appear upon the bottle, flask, vial, or other receptacle containing a magical potion which identifies the properties and function of the potion contained therein for one turn before fading away. At the time the spell is cast the DM secretly rolls a saving throw vs. spells for the caster: success means the potion has been identified fully and correctly; failure means the runes or glyphs provide only general information as to the type of magic embodied in the potion but not its specific characteristics; while a roll of 1 will cause the runes or glyphs to read as close to the opposite of the potion's actual effect as possible.

BARD SPELLS [Adapted from “Spellsongs” in Dangerous Journeys: Mythus Magick by Gary Gygax & Dave Newton (GDW, 1992)] Notes Regarding Bard Spells: All bard spells are cast by singing (verbal component) for the length of the indicated casting time and for some spells, as noted in the individual spell description, through the duration of the spell. Initially this singing must be accompanied by music played by the bard on a stringed instrument of the bard's choice - guitar, lute, lyre, harp, mandolin, or similar - for the magic to take effect (somatic and material component). The bard's instrument is not consumed in the casting as a standard material spell component. As bards increase in level they gain sufficient vocal strength and control to be able to cast spells via singing alone, as follows: bards of 6th level (Jongleur) or higher may cast 1st level spells via their voice alone; bards of 12th level (Master Bard) or higher may cast 1st or 2nd level spells without an instrument; Master Bards of 18th level or higher may do so for 1st-3rd level spells, and upon reaching 23rd level a Master Bard is allowed to cast any bard spell with or without instrumental accompaniment. Note that, particularly if in possession of an Instrument of the Bards (q.v.), a bard may still wish to cast his or her spells with instrumental accompaniment even when doing so is no longer a requirement.

Invisibility 10ʼ Radius: As the third level Illusionist spell Locate Object: As the third level Cleric spell Non-detection: As the third level Illusionist spell Suggestion: As the third level Illusionist spell Tongues: As the third level Magic-User spell Fourth Level Spells: Charm Monster: As the fourth level Magic-User spell Confusion: As the fourth level Illusionist spell Divination: As the fourth level Cleric spell, except the material component is a specially prepared deck of oracular playing cards, costing at least 500 g.p., which are not consumed during the casting.

First Level Spells: Acclumsed Ode (Enchantment/Charm)

Emotion: As the fourth level Illusionist spell

Level: 1 Components: V, S, M Range: 6" Casting Time: 4 segments Duration: While sung Saving Throw: Neg. Area of Effect: One subject

Improved Invisibility: As the fourth level Illusionist spell Rainbow Pattern: As the fourth level Illusionist spell Transmute Water to Acid (Alteration) Reversible

Explanation/Description: This song causes a single subject to become clumsy, for as long as the song is vocalized, with the following effects: -25% movement rate, -1 on initiative dice, -1 on “to hit” rolls with missiles or melee weapons (though the latter effect can be negated if a single-handed weapon is wielded with both hands) and a 10% chance (checked each round) of dropping any item held in hand and/or of stumbling and tripping.

Level: 4 Components: V, S, M Range: 1" Casting Time: 4 segments Duration: Permanent Saving Throw: None Area of Effect: One pint of liquid per level of the caster Explanation/Description: By means of this spell, a volume of water is transformed into an equal volume of potent acid. The liquid must be stored in ceramic or glass containers;

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Amplification Aria (Alteration)

Bravery Measure (Enchantment/Charm) Reversible

Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 round/level Saving Throw: Neg. Area of Effect: 1” radius per level of the caster

Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” radius per level of the caster

Explanation/Description: The sound of this song causes temporary deafness in all within range. The deafness persists while the song is vocalized and for one round per level of the caster after the singing has ceased. This deafness affects friends and foes of the singer alike.

Explanation/Description: This song affects all within its area of effect like the first level clerical spell Remove Fear (q.v.). Its reversed form is known as the Cowardice Refrain, and functions upon all listeners within the area of effect who fail their saving throw vs. spells.

Avies Warble (Conjuration/Summoning)

Calm Aire (Enchantment/Charm)

Level: 1 Components: V, S, M Range: 6" radius Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: 10 birds per level of the caster

Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” radius per level of the caster

Explanation/Description: This song causes birds within range to leave their perches and flock to the vicinity of the singer, who can then issue them commands: messages can be tied to their legs and will be delivered to a destination within 10 miles per level of the singer, birds will perch and give warning to the singer of any danger or intruders for a duration of 1 turn for every round in which the song was sung, and if there are any raptors in the flock answering the song they may be ordered to hunt and bring back prey or even to attack the singerʼs enemies.

Explanation/Description: This melodious tune creates a feeling of peaceful tranquility that soothes angry or agitated creatures within its area of effect. This song will counter the effect of magic aimed at causing anger or discord and even one stricken with a violent insanity will remain quiet while this song pervades the area. Camaraderie Chorus (Enchantment/Charm) Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: Special Area of Effect: 1” radius per level of the caster

Bar Couplet (Alteration) Level: 1 Components: V, S, M Range: 1"/level Casting Time: 4 segments Duration: 1 hour/level Saving Throw: None Area of Effect: One closure

Explanation/Description: The singing of this song affects the emotions of those within the area of effect to view the singer as a bosom comrade, with identical effect to the first-level magic-user spell Friends (q.v.).

Explanation/Description: This song causes any one closure, be it a gate, door, window, drawer, lid, cork, etc. to be shut and magically held fast in identical manner to the first level magic-user spell Hold Portal (q.v.).

Cliffclimb Bravura (Enchantment/Charm) Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: 1” radius

Bramblepath Refrain (Alteration) Level: 1 Components: V, S, M Range: 3"/level Casting Time: 4 segments Duration: 1 hour/level Saving Throw: None Area of Effect: One cubic yard per round of singing

Explanation/Description: This song allows listeners within the area of effect to tirelessly climb cliffs and walls as a 1st level thief (or, if the character already has such skill, at +20% chance) for as many turns of duration as the song was sung in rounds.

Explanation/Description: This song creates an area of thick and thorny vines, barbed growth and brambles that begins in a spot specified by the singer within the indicated range and grows larger in size for each additional round in which the song continues. The brambles reduce movement within their area to 1” per round, and every creature in the area suffers 1 point of damage per round. Swords and axes can cut through the brambles at 1 yard per round. Fire is effective, but the brambles give off a 10ʼx10ʼ cloud of coarse white smoke per cubic yard burned which obscures vision to no more than 5ʼ and causes 1 point of damage per round to anyone within the cloud.

Darting Dags Adagio (Alteration) Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: One target per round Explanation/Description: By performance of this song a knife or dagger carried upon the singerʼs person will animate and fly to attack any target within range designated by the singer. The weapon has the same chance of hitting as if thrown by the caster, including any magical bonuses, and inflicts its normal damage +1 point per level of the singer. If multiple knives or daggers are available, the

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singer can animate one per round up to the duration of the song-spell.

Faunacare Warble (Necromantic) Level: 1 Components: V, S, M Range: 1" Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: One subject animal

Discover Ditty (Enchantment/Charm) Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” radius per level of the caster Explanation/Description: This song heightens the perceptive capabilities of its listeners, providing a +1-in-6 chance to spot secret or concealed doors, +15% chance to find traps, and similar bonus to any other perception-based roll, to all within its area of effect so long as the song persists.

Explanation/Description: This song enables the caster to heal animals by crooning to them in a comforting voice while envisioning their injuries and wounds blurring until they no longer exist. For each round the song is sung, 1-6 points of damage are cured in the subject animal, subject to the maximum duration above. The same animal can never be placed under this spell for the same injury or wound more than once.

Drowsiness Lullaby (Enchantment/Charm)

Faunalter Dissonance (Alteration)

Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: Neg. Area of Effect: 1” radius per level of the caster

Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One subject animal

Explanation/Description: This soothing lullaby causes those listeners within its area of effect to feel sleepy, with the same effect as the first level magic-user spell Sleep (noting, however, that listeners of this song are allowed a saving throw vs. its effects).

Explanation/Description: This song temporarily alters the coloration, features, size, or even the basic physical form of an animal. Thus a jet black horse could be made snow white, a fish could be given fur, a sparrow given fangs, or a squirrel made to have tusks or antlers. Any subject animal can be enlarged or reduced in size by up to 10% per level of the caster. Each simple change requires 1 round of singing to accomplish, so changing multiple characteristics will take several rounds. Note that the animal subject to the alteration is not necessarily friendly to the caster or any associates.

Fairwind Chanty (Alteration) Level: 1 Range: Special Duration: Special Area of Effect: Special

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

Florachange Pastoral (Alteration)

Explanation/Description: This song summons a strong, steady breeze which is easily capable of dispersing fog, mists, and gases with its velocity of 10 mph + 1mph per level of the caster. Such wind is also capable of moving small and medium-sized sailing vessels, perhaps even large ships (if above 15 mph velocity). The direction of the breeze is from the casterʼs back – i.e. if the caster is facing south it will be a north wind blowing southwards. Itʼs width is a 1” radius per level of the caster, centered on the caster, and it will sweep ahead for 10” per level of the caster. The effect continues for as long as the song is sung, plus one turn for each turn it was sung, or it can be canceled whenever the caster desires by a simple backwards recitation of the first verse of the Chanty.

Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One subject plant Explanation/Description: This song temporarily alters the color, texture, or size of a living plant. Thus grass can be given spines, apples a minor irritating poison, tree leaves made thorny, and so forth. Any subject plant can be enlarged or reduced in size by up to 10% per level of the caster. Each simple change requires 1 round of singing to accomplish, so changing multiple characteristics will take several rounds. Note that the plant subject to the alteration is not necessarily friendly to the caster or any associates.

Farvoice Yodel (Illusion/Phantasm) Gooddrink Measure (Alteration)

Level: 1 Components: V, S, M Range: 1 mile/level Casting Time: 4 segments Duration: While sung Saving Throw: None Area of Effect: 10 degree arc per level of the caster

Level: 1 Range: 1" Duration: Permanent Area of Effect: Special

Explanation/Description: Performance of this song allows its castes to throw their voices as per the first level magic-user spell Ventriliquism (q.v.). Normal barriers will reduce the range by half. Very thick, solid barriers such as brick walls and stone will block the effect, but if the caster is vocalizing nearby and the subjects are immediately on the other side of such a barrier, they will hear the casterʼs voice as if he or she were far away.

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

Explanation/Description: This rousing Measure enhances a liquidʼs taste and effect, freeing it of undesirable additives (including poison) in the same manner as the first level druid spell Purify Water (q.v.) and doubling the potency of any infused substance (such as tea, wine, or even a magical potion). In the latter case the effect persists for one turn per level of the caster; otherwise it is permanent. The

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song can affect up to one gallon of water per level of the caster, up to one quart per level of tea, wine, spirits, etc., or but a single potion per casting.

Sorrow Lament (Enchantment/Charm) Level: 1 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: 1 round/level Saving Throw: Neg. Area of Effect: One subject

Longwalk Strain (Alteration) Level: 1 Components: V, S, M Range: 1" radius/level Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: The haunting melody of the Sorrow Lament evokes strong feelings of sadness in a single subject listener of human, demi-human, or humanoid kind within range. The melancholy emotions brought forth in this manner may enable the caster to convince the subject that he or she has done wrong in some way, and unless the subject succeeds in a saving throw vs. spells, will be genuinely sorry for having taken, or considered taking, that action which the caster vocalized as lamentable and will not perform that action or any similar action again for the duration of the songʼs effect.

Explanation/Description: This song enables the caster and his or her associates to move at a rapid pace for longer periods of time than is normally possible. For each level of the caster, the movement rate of the subject individuals is increased by 10%, and as long as the song is being sung the pace can be maintained tirelessly. The effect persists after cessation of the song for one hour per level of the caster, after which time the subject or subjects of the spell must rest normally for the length of time they were actively moving.

Warming Peal (Alteration) Level: 1 Components: V, S, M Range: 0 Casting Time: 4 segments Duration: 1 hour/level Saving Throw: None Area of Effect: 1” radius per level of the caster

Notable Aire (Enchantment/Charm) Level: 1 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: This song creates a comfortable increase in temperature in a fixed location, causing the surrounding area to become up to as warm as 80 degrees F, increasing up to 10 degrees per level of the caster.

Explanation/Description: By means of this song the caster confers upon him or herself and as many named individuals as his or her ability allows a certain je ne sais quoi, the effect of which is to temporarily increase the subjectsʼ Appearance by 1 point per level of the caster. Additionally, to all of lower or equal SEC, the subjects will appear to be one SEC level higher than their actual status. Guards, clerks, bureaucrats and, other such functionaries will tend to regard the subjects as being two SEC levels above their actual status.

Second Level Spells: Alto Aire (Alteration) Level: 2 Components: V, S, M Range: 1" high/level Casting Time: 1 round Duration: While sung Saving Throw: Neg. Area of Effect: One subject per level of the caster

Sharp Ballad (Alteration) Reversible

Explanation/Description: By means of this song, the caster and those named associates the caster chooses rise into the air, with the same effect as the second level magic-user spell Levitate (q.v.).

Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” radius per level of the caster

Animalfear Pibroch (Enchantment/Charm)

Explanation/Description: This song affects the casterʼs friends in the same manner as the first level cleric spell Bless (q.v.). Its reversed form is called the Flat Ode, and functions in the same manner as a reversed Bless spell.

Level: 2 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: One animal species

Sleepheal Nocturne (Necromantic)

Explanation/Description: When the caster throatily and nasally hums and vocalizes this Pibroch, the effect frightens away any selected type of normal animal within range. The frightened creatures will leave the locale, predatory animals slinking off reluctantly, non-aggressive ones bolting in a panicked stampede. Note that while mere activation of the song is sufficient to send herbivores of non-aggressive sort flying off, large and hostile animals, and all man-eating kinds will be kept away only for as many turns as the song is sung in rounds. Thus this Pibroch is frequently heard for long periods of time as a party moves along through dangerous wilderness terrain.

Level: 1 Components: V, S, M Range: 1" Casting Time: 1 turn Duration: 2 turns + 1/lvl Saving Throw: None Area of Effect: One subject Explanation/Description: This restful Nocturne confers a peaceful state of rest upon a subject who has been injured in some manner. For each turn of sleep under this spell the subject heals one point of damage, and any effects of disease, poison, or other such maladies are suspended while the spell persists.

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Battlesong Bravura (Enchantment/Charm)

Freebreath Chant (Alteration)

Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 turn Duration: While sung Saving Throw: None Area of Effect: One subject per level of the caster

Level: 2 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” diameter per level of the caster

Explanation/Description: By singing this Bravura, the caster dispels within range any magical fear, terror, panic, cowardice, or hesitation in as many known and associated subjects as their level allows. Subjects protected by this song need never check morale, or for such things as insanity or fear caused by seeing a creature or scene. In addition, the song bestows upon each allied subject a +1 on “to hit” rolls in combat for as long as the song persists.

Explanation/Description: This Chant negates the harmful effects, including poison, of vapors, mists, and gases, allowing the caster and any associates within the area of effect to stand within or pass through such without damage or difficulty. This song is also most useful because its effect extends to liquids in which the subject or subjects are submersed, willing or not, and thus prevents drowning. The effect persists as long as the song is sung, plus a period of time thereafter of one turn for each round of singing.

Conceal Ditty (Enchantment/Charm) Level: 2 Range: 1"/level Duration: Special Area of Effect: Special

Freemind Aire (Enchantment/Charm)

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

Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 turn Duration: Instantaneous Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: Singing this Ditty enables the caster to cause the attention of others to be drawn away from an area, creature, or object, effectively hiding something in plain view. The caster can conceal inanimate objects of up to 10 cubic feet per level, or living creatures of up to 3 cubic feet per level, by means of this song. The effect lasts as long as the caster sings, plus as long thereafter as the song was sung.

Explanation/Description: This songʼs power enables the subjects to shake off the controlling effects of any and all magical spells or powers that remove personal volition, including hypnotism, charming, domination, etc. Freebody Strain (Abjuration) Level: 2 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” radius per level of the caster

Falseview Ditty (Illusion/Phantasm) Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: While sung Saving Throw: Special Area of Effect: 1” radius per level of the caster

Explanation/Description: This lively refrain brings new energy, instantly upon activation removing any magicallyinduced forms of paralysis or slowness. If continually sung, subjects allied to the caster will gain a temporary +1 to their strength and dexterity scores for as long as the singing persists.

Explanation/Description: This song creates a threedimensional visual illusion according to the desires of the caster, in the same manner as the third level magic-user spell Phantasmal Force (q.v.). It can be used to hide reality or to create false images.

Full Stop Refrain (Enchantment/Charm) Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: One subject

Forestfriend Couplet (Conjuration/Summoning) Level: 2 Components: V, S, M Range: 15"ʼlevel Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One animal subject

Explanation/Description: The singing of this Refrain enables the caster to cause cessation of all movement of limbs and mouth in the chosen subject, in the manner of the second level cleric spell Hold Person (q.v.). The effect lasts as long as the song is sung and a like period thereafter.

Explanation/Description: This song calls forth a woodland creature to come to the caster and assist him or her according to its ability, if any such creatures are within range. Though explicit communication is not granted, the animal will sense the feelings and emotions of the caster, thus gaining an idea of his or her needs or desires. The animal will readily help in a manner consistent with its size, form, and capacity. The song must be sung until an animal appears. The animal will remain for as long as the song was sung, plus one additional hour per level of the caster.

Goodfeast Carol (Alteration) Level: 2 Range: 1" Duration: Permanent Area of Effect: Special

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

Explanation/Description: This song creates sufficient food for one human for one day per level of the caster. The food is bland, but the spell enhances it, or the quality of even the most obnoxious gruel otherwise on hand, to provide a better

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taste and make it nutritious as well. Those sustaining themselves on food provided or altered by this spell will heal an additional 1-3 points of damage per day.

Puissance Canticle (Alteration) Level: 2 Components: V, S, M Range: 1" Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One subject per level of the caster

Ironsteed Ballad (Alteration) Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: This song temporarily increases the strength score of human, demi-human, or humanoid subjects in the same manner as the second level magicuser spell Strength (q.v.).

Explanation/Description: Through use of this song, the caster increases the endurance of one or more mounts or beasts of burden, enabling them to carry more and travel farther without tiring. For each level of the caster, a mount can both carry 10% more load, and remain active for one hour longer per day, up to twice the normal amount for the applicable creature. However, if the steed or steeds are used beyond the magic-enhanced period, the strain will absolutely kill them, so care must be taken with the use of this song.

Revitalize Paen (Necromantic) Level: 2 Components: V, S, M Range: 1" Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: This song restores physical vitality, enery, and alertness to as many subjects as the caster is able to affect. It negates magically-induced sleepiness, drowsiness, fatigue, and/or weakness and otherwise refreshes its listeners to an extent equal to a full nightʼs sleep after eight rounds of singing (though no damage is healed by this song, nor is the rest sufficient to allow spell casters to refresh their spells).

Javelin Volley Ditty (Alteration) Level: 2 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: 1” radius

Safeplace Aria (Abjuration)

Explanation/Description: Activating this song allows the caster to magically hurl javelins or like missiles by mere thought. At least one missile of the correct type must be within 1” of the caster, who then merely looks at a target and wills the missile to fly to strike it. The weapon has the same chance of hitting as if thrown by the caster (including any magical bonuses if the animated weapon is magical in nature), including any magical bonuses, and inflicts its normal damage +1 point per level of the caster. If multiple darts, javelins, or short spears are within range, the singer can animate up to two per round, launched at one or multiple targets, up to the duration of the song-spell.

Level: 2 Components: V, S, M Range: 6" radius Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: 1” square per round of singing Explanation/Description: For every round of singing after the spellʼs activation a 1” square area is camouflaged so as to be indistinguishable from the surrounding area from any distance beyond 10” less 1” per level of the caster. Within this area the ground is dry, the wind doesnʼt blow, dangerous gases (including clouds, mists, magical gases, etc.) canʼt enter, and no precipitation falls. Creatures with fewer levels or hit dice than the caster has levels are excluded without specific invitation from the caster. The effect also extends upwards to a height of 1”, so although the area has no roof or walls it is as if it were a snug cottage with regards to weather, even if a fierce storm is raging and a pack of hungry wolves howls without! However, if any hostile creature manages to enter the area due to its level or hit dice, the spell is instantly negated by that act.

Lightlygo Aire (Alteration) Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: This song confers upon those affected the ability to tread as if they were virtually weightless. Thus, the caster and those subjects selected are able to walk upon water, quicksand, rotten boards, or dry leaves without danger as they pass over, not into, the material and do not disturb the surface material. In theory this song also allows the subject to walk upon such surfaces as a cloud of sand, dust, thick vapors, or anything else which is suspended in air. However, if the material being used to “walk” upon is suddenly precipitated, those relying upon it will likewise fall.

Thornhedge Refrain (Evocation) Level: 2 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: 3” length per level of the caster Explanation/Description: This song creates a dense barrier of shrub-like growth 1” deep and high which blocks physical bodies and attacks, and also serves to conceal the caster and any associates able to hide behind it. The caster can shape the growth at the time of casting in any form desired, from a straight line to a circular enclosure. Any creatures attempting to pass through the enchanted wall of thorny bush suffers 2-4 points of damage per round

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of contact with the wall. Those armed with swords or similar weapon or capacity can cut or break through the hedge at a rate of one yard per round – thus it takes 4 rounds and suffering 8-16 points of damage to breach the hedge.

Arrowstorm Aire (Alteration) Level: 3 Components: V, S, M Range: 6"/level Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: 1” radius of caster

Walklong March (Illusion/Phantasm)

Explanation/Description: Activating this song allows the caster to magically fire arrows or like missiles by mere thought. At least one missile of the correct type must be within 1” of the caster, who then merely looks at a target and wills the missile to fly to strike it, up to the range indicated. The missiles have the same chance of hitting as if fired by the caster (including any magical bonuses if any of the animated weapons are magical in nature), are always considered to be at short range,, and inflict their normal damage +1 point per level of the caster. Up to six missiles may be animated and fired per round of the spellʼs duration, and may be launched at multiple targets or all fired at a single target, as long as the song is continuously sung and sufficient arrows, bolts, or quarrels are within 1” of the caster.

Level: 2 Components: V, S, M Range: 3"/level Casting Time: 1 turn Duration: While sung Saving Throw: Neg. Area of Effect: Ten subjects per level of the caster Explanation/Description: This song has the effect of distance distortion on its target subjects, making them have to travel twice as along a time to cover distances; that is, in effect, they move at one-half normal movement rate (although it seems otherwise to the subjects), whatever that mode of movement happens to be. The effect is directed at the targets as the March is sung, and it then persists (after cessation of the song) for as many rounds as the casterʼs level. The song may be dispelled, but unless the subjects have a point of comparison, such as another not under the effect moving at normal rate, they will be unable to perceive its operation except by magical means.

Bonfire Ballad (Evocation) Reversible Level: 3 Components: V, S, M Range: 3"/level Casting Time: 5 segments Duration: Special Saving Throw: None Area of Effect: One cubic yard

Warningcall Peal (Divination) Level: 2 Components: V, S, M Range: 20”/level Casting Time: 4 segments Duration: Instantaneous Saving Throw: None Area of Effect: 1” radius per level of the caster

Explanation/Description: This energy-amplifying song affects combustible material in the area of effect, causing it to ignite even if damp or otherwise difficult to set afire. Once kindled, the fire will remain burning as would a normal blaze and the caster need not continue singing unless conditions exist which would otherwise extinguish the fire. This spell will also affect an existing source of flame, causing it to increase to a blazing source of heat and light. Any creature within 1” range of such affected fire will suffer 1-6 points of damage per round they remain within such range. The light from such bonfire will illuminate a 6” radius, and there is a 20% chance that nearby combustibles will ignite and catch fire. For every round of continued vocalization this chance increases by 10%. The blaze will continue for only one round after the caster ceases vocalization unless the conflgration is able to spread to consume fresh fuel. The reversed version of this song is called the Quenchfire Limerick and causes all flames within its area of effect to be instantly extinguished. Each round of additional vocalization allows the song to affect an additional area of the same size. Magical fires will cease burning only so long as the Limerick is vocalized and will return as soon as the singing ceases.

Explanation/Description: This song enables the caster to convey a short (one word per level) message to another within range. Such a message is non-verbal, and must be directed to a predetermined subject or subject group – although the subject(s) need not be seen for the song to work, and may even be separated from the caster by barriers or other solid substances. No others will hear the words of the message. The spell can be blocked magically, of course. Third Level Spells: Alleymazes Ode (Illusion/Phantasm) Level: 3 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: 1 turn/level Saving Throw: Special Area of Effect: 1” radius Explanation/Description: The echoing stanzas of this song cause one subject per level of the caster within the area of effect to become disoriented and temporarily unable to determine their exact location, orientation, and directions. The “walls” of the alleymaze can be real, existing structures or purely illusory, and in the latter case can be made by the caster to appear to be of any material and have appropriate texture and consistency, but cannot be affected by any physical contact or spell, other than those which dispel illusions. Subjects caught within the illusory maze are allowed a saving throw vs. spells each round: on a failed roll the subject wanders in a random direction; on a successful save the subject escapes from the maze and will be able to reestablish orientation at the end of the round.

Creepingcord Serenade (Alteration) Level: 3 Components: V, S, M Range: 3"/level Casting Time: 5 segments Duration: While sung Saving Throw: None Area of Effect: 1” length per level of the caster Explanation/Description: This song enables the caster to move and manipulate mentally a length of cable, rope, cord, vine, string, twine, yarn, braided cloth, wire, or other similar

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material. The casterʼs concentration must be unbroken and absolute as the Serenade is vocalized. While performing the song the caster can cause the material to move, knot, unknot, twist, turn, rise up to one-third of its total length as if it were a snake, and tighten – whatever the caster mentally pictures (cf. the second level magic-user spell Bind).

Explanation/Description: The effect of this song disrupts the concentration and mental ability of one or more opponents. The cacophony is so jarring to the brain that concentration and spellcasting are impossible while the song persists and for one round after cessation for each round it was sung. Inspire Bravura (Enchantment/Charm)

Doublequick March (Alteration)

Level: 3 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: One subject

Level: 3 Components: V, S, M Range: 1"/level Casting Time: 5 segments Duration: Special Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: When this bravura is sung it confers a temporary 2-8 point increase to the intelligence score of the subject, up to a maximum of 21.

Explanation/Description: This song affects its subjects in the same manner as the third level magic-user spell Haste for as many rounds as the spell is sung and a like number of rounds thereafter.

Merriment Limerick (Enchantment/Charm) Level: 3 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: While sung Saving Throw: Neg. Area of Effect: Ten subjects per level of the caster

Faeth Fiada Canticle (Divination – Illusion/Phantasm) Level: 3 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One foot radius per level of the caster

Explanation/Description: This limerick engenders a spirit of happiness and celebration within those foes within range who are able to hear its performance. The song generates an atmosphere of relaxation and carefree enjoyment, dissipates anger, and ends the willingness to fight within all those subject to its power. Combatant foes who fail their saving throw will lay down their arms and begin reveling when the song is activated, continuing for so long as the caster vocalizes.

Explanation/Description: There are two stages to this song. With the rendition of the initial verse the singer is able to see things invisible as per the second level magic-user spell Detect Invisible, and a repetition of that stanza enables a chosen audience within the area of effect to do the same. If the canticle continues, with the next verse the audience is made invisible, and by repetition the caster also becomes invisible.

Monstersfear Pibroch (Enchantment/Charm) Fogveil Barcarolle (Alteration)

Level: 3 Components: V, S, M Range: 10"/level Casting Time: 5 segments Duration: Instantaneous Saving Throw: Neg. Area of Effect: 6” radius

Level: 3 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: 1 hour/level Saving Throw: None Area of Effect: 6” radius per level of the caster

Explanation/Description: This song is used to frighten away one or more animals or monsters. The caster can select a single subject or a group of subjects totaling up to 10 hit dice per level of the caster. The effect causes a brief, uncontrollable wave of fear to course through the subject creature(s), which must make a successful saving throw vs. spells or bolt immediately and run at their fastest rate of movement directly away from the caster. Note that affected subjects in a herd will likely cause their fellows to also flee even if they are not directly affected by the song.

Explanation/Description: This songʼs vocalization creates a dense, stationary cloud of concealing fog which hides the caster and any associates. The obscuring fog is fixed to that point where the caster stood while the song was sung. The caster and all allies can see normally in this fog, but the masking cloud will obscure the vision of all others so that no form of light sensing will function beyond 1-6 feet in any given round. Affected individuals will not know their directions when within the could, so all movement will be in a random direction and there is a 60% chance that any attack will accidentally target an ally. Those outside the boundary of the cloud can only see one foot within it. The fog will remain for its full duration unless magically dispelled or negated, for normal winds do not affect its persistence or stationary nature.

Piper's Prance Adgaio (Enchantment/Charm) Level: 3 Range: 1"/level Duration: While sung Area of Effect: One yard

Headwrench Chorus (Enchantment/Charm)

Components: V, S, M Casting Time: 5 segments Saving Throw: Neg. radius per level of the caster

Explanation/Description: Upon beginning to vocalize this Adagio, the caster determines which individuals within range and the area of effect are to be affected, the spell influencing no more than one subject per level of the caster. The jaunty rhythm of the Piperʼs Prance causes those subjects who do not succeed in their saving throw to skip and dance uncontrollably, suffering -1 penalty per level of

Level: 3 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: One subject per level of the caster

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the caster to all other physical activities (including attacks), except those which require steadiness or precision of body and limb to exercise (such as aiming missiles or spellcasting), which are totally unusable while the song effect persists.

long as the Couplet is vocalized. Full sunlight, or light equal to it, reduces the effect by 50% and complete darkness negates the spell. Shielding Song (Abjuration) Level: 3 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One foot radius per level of the caster

Poisongone Tocsin (Alteration) Level: 3 Components: V, S, M Range: 1" Casting Time: 5 segments Duration: Instantaneous Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: This song creates an invisible magical barrier around the caster and those nearby that absorbs physical damage from attacks and spells, excluding those with an area effect. The shield can absorb up to 50 points of damage +1 point per level of the caster before it is negated. No more than one such shield may protect the same individual at the same time – a second shield will negate and itself be negated by the first.

Explanation/Description: This song removes poison and its effects from its subjects in the same manner as the fourth level cleric spell Neutralize Poison. Rallyround Bravura (Enchantment/Charm) Level: 3 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 1” radius per level of the caster

Sirensong Lay (Enchantment/Charm) Level: 3 Components: V, S, M Range: 0 Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: 6” radius per level of the caster

Explanation/Description: The patriotic harmony of this tune inspires its listeners in three ways: disinterested, suspicious, and even downright hostile listeners will have the reactions improved by +1% per level of the caster, and this effect persists for one turn per level of the caster after conclusion of the vocalization of the Chorus. The song also evokes feelings of support for the singer and a willingness to participate, so that those (up to a maximum of 10 subjects per level of the caster) who fail their saving throw vs. spells will render aid and assistance to the caster for a number of hours equal to the number of rounds the song is sung. Note that the requested acts and services must be reasonable and neither a sort leading to penury or certain death, and any calls for inordinate sums, loss of freedom, or life and limb, will allow an additional saving throw with a +5 bonus, and likely negate the spell completely. The final effect is to raise the morale of the casterʼs allies and servants by +1% per level of the caster and remove magical fear effects in the same manner as the Bravery Bravura (q.v.).

Explanation/Description: This entrancing Lay virtually hypnotizes all able to hear its singing, inexorably drawing those who fail their saving throw to the source of the music. The subjects will not engage in combat or other activity besides simple movement while making their way to the source of the Sirensongʼs vocalization, unless molested in the process. When they are within 3” distance of the caster they will stop and devote their rapt attention to the music for as long as they are unmolested and the caster continues performing the Lay. Once the caster ceases vocalization the subjects will remain transfixed for as many additional rounds thereafter as the number of rounds of the Sirensongʼs performance. Spirithedge Refrain (Evocation) Level: 3 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 3” length per level of the caster

Shadowdance Couplet (Illusion/Phantasm) Level: 3 Components: V, S, M Range: 6" radius Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One shadow per level of the caster

Explanation/Description: Similar in nature to the Thornhedge Refrain (q.v.), this song creates a dense barrier of shrub-like growth 1” deep and high, which blocks physical movement and attacks, conceals the caster and any compatriots, and also prevents passage (over, under, or through) of non-physical creatures and beings as well. The caster can shape the barrier at the moment of casting into any form desired, from a straight line to a circular enclosure. Any creature, physical or non-physical, encountering the barrier receives a jolt of 2-7 points of damage and must spend the next round doing nothing but recovering from the recoil. Acid, electricity, and fire do no damage to the barrier. However, other physical attacks reduce its power on a 1-for1 basis as such damage accrues, and once 25 points + 1 point per level of the caster have been accumulated the barrier vanishes. Until the barrier vanishes it will fend off

Explanation/Description: Performance of this Couplet creates stationary, shifting, and/or rapidly moving shadow forms within the area of effect. The animated forms take whatever form the caster mentally envisages, from humanoid mercenaries and horrible beasts to screening shade and concealing umbrate pools of darkness. One sort of shadow, rapidly moving or not, can be created and managed for each level of the caster. Each swiftly moving shadow causes one selected foe of the caster to be distracted and suffer a -1 point per level of the caster penalty to missile attacks. Still or slowly moving shadows enable the casterʼs allies to increase their likelihood of obtaining surprise by +2 in 6. The shadows persist for as

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penetration and absorb or repel all attacks and spells directed at those on the other side.

Beastcharm Serenade (Enchantment/Charm) Level: 4 Components: V, S, M Range: 3"/level Casting Time: 5 segments Duration: While sung Saving Throw: Neg. Area of Effect: Ten subjects per level of the caster

Staff Verse (Alteration) Level: 3 Components: V, S, M Range: 1"/level Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: One staff per level of the caster

Explanation/Description: The soothing sounds of this Serenade affect all manner of non-intelligent, semiintelligent, and low intelligence beasts, monsters, and nether-oriented creatures and beings up to the maximum number indicated. It has an immediate effect on all such creatures and/or beings who fail their saving throw vs. spells, making them dormant and passive as long as the vocalization continues and they are unmolested (regardless of any other activity that may be occurring, even nearby).

Explanation/Description: This song allows the caster to change any normal walking staff of stout sort, or a quarterstaff, bo stick, or the like, into a magical staff with the following properties: up to five spells of 1st or 2nd level, in any combination so long as the total does not exceed five levels, may be held within it. All of the spells must be known by the caster, and all must be used before the staff can be recharged through re-application of this spell. The caster then needs but hold the staff and command forth the desired spell stored within it, and that spell will activate as if being cast by the caster, with the usual casting time but no other verbal, somatic, or material components.

Bridging Measure (Evocation) Level: 4 Components: V, S, M Range: 20" Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 3” length per level of the caster

Alternatively, the staff can be made to function as a magical quarterstaff +1. Each spell level not stored within it allows five successful hits before the enchantment is drained. All such power must be used before the staff can be recharged, even if all spells stored within it are gone, or vice versa.

Explanation/Description: The precise tones delivered by vocalizing this Measure call into existence a material span of 1” width and of length indicated above. The span must have each end resting on solid ground or rock or like structure. Its incline in either direction cannot exceed 10% of its length – i.e. it must join two places of relatively equal elevation. The briding material will remain solid and able to bear a weight of up to 1,000 pounds per level of the caster, only so long as the caster continues to perform the Measure. Upon cessation, the material weakens so that each round thereafter it is able to carry 500 pounds less in burden, eventually crumbling into bits and turning ito a fine dust as it falls away to nothingness.

Sympathy Lament (Enchantment/Charm) Level: 3 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 round/level Saving Throw: Neg. Area of Effect: 1” radius per level of the caster Explanation/Description: This song affects all listeners within the area of effect who are able to understand the language used in the vocalization to encourage their sympathetic natures. The heartfelt strains of the Lament draw out or actually engender intense emotions in all who do not make their saving throw vs. spells, and convinces them that a designated creature or individual has been wronged, unjustly treated, scorned, or otherwise harmed in some manner. No subject of this song will be able to attack or do anything against the individual designated in the casting, and they will take all reasonable and appropriate measures to reverse or otherwise correct the injustices so called to their attention.

Bringhunters Yodel (Conjuration/Summoning) Level: 4 Components: V, S, M Range: 1 mile r./level Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: By vocalization of this far-ranging Yodel, casters call as many large, predatory animals as they have levels to come to their vicinity and serve them. They must continue the Yodel until the maximum number of subjects have answered the calling. This will typically require one round minimum per subject. In locales where there are no such animals, humans or humanoids of hunterpredator type such as forest outlaws, bandits, street gangs, etc. will answer this summons. The subjects will not be hostile to the caster and his or her associates and will assist by guarding and attacking any intruders who are hostile and aggressive. Human or humanoid subjects will also give food and water, assist by guiding, and so forth, to the limit of their ability.

Fourth Level Spells: Aerial Refrain (Alteration) Level: 4 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: One subject Explanation/Description: The subject of this song is able to flay as per the third level magic-user spell Fly.

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Cacophony Chorus (Enchantment/Charm)

manner as the fourth level magic-user spell Dimension Door.

Level: 4 Components: V, S, M Range: 0 Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: 3” radius per level of the caster

Firebrand Ballad (Evocation) Level: 4 Components: V, S, M Range: 1" Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One object/weapon/creature

Explanation/Description: This Chorus enables the caster to deliver 1-3 points of damage to each and every creature, spirit, and being of other-planar origin in the area of effect for each round it is performed. Subjects have no saving throw except to leave the area of effect. The Chorus is so attuned that even inability to hear does not prevent damage, and only magic resistance prevents damage from occurring.

Explanation/Description: The vocalization of this Ballad evokes a magical flame that envelops and object or a weapon or even a creature. The enveloped subject will be undamaged and not even a creatureʼs clothing, fur, hair, etc. will be singed, for there is no heat from the magical flame on the “inside” of the effect. The fire will also not harm the one holding the subject object or weapon when the song is activated, but anyone contacting the burning brand thereafter will suffer 3-18 points of damage per round 9and the weapon strikes as at least a +1 weapon, unless already enchanted beyond that level). If the subject is a creature, its physical attacks will inflict this damage. The bright fire of this spell illuminates a 1” radius per level of the caster. The effect lasts as long as the song is vocalized and a like duration thereafter.

Chasmleap Madrigal (Alteration) Level: 4 Components: V, S, M Range: 1"/level Casting Time: 5 segments Duration: While sung Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: While this Madrigal is sung, it so energizes the caster and any associates up the maximum indicated above that they are able to leap incredible distances as per the first level magic-user spell Jump. Casters are able to jump while singing, but must roll their Dexterity score or lower on 1d20 at the end of each jump to avoid the song being interrupted.

Flyingblade Canon (Alteration) Level: 4 Components: V, S, M Range: 1"/level Casting Time: 5 segments Duration: 1 round/level Saving Throw: None Area of Effect: One bladed weapon

Deepditch Rondo (Evocation) Level: 4 Components: V, S, M Range: 10"/level Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: 1” cube per level of the caster

Explanation/Description: This songʼs activation lays a dweomer upon an edged or bladed sword belonging to the caster. No further vocalization is needed thereafter and the sword is enchanted to move and fight on its own without being held or touched by the caster. It will fly through the air to engage the opponent within range identified mentally by the caster at the time of activation and will fight that individual for the duration indicated. Note that once engaged the opponent of the weapon cannot be altered and if that individual is slain the spell effect ends. The sword attacks as if being wielded by the caster and functions as a +1 magical weapon unless it is already enchanted above that level.

Explanation/Description: When this song is sung it allows the caster to either create a pit or ditch or to increase the depth of an existing one in the same manner as the fourth level magic-user spell Dig. Deepseas Chanty (Alteration) Level: 4 Components: V, S, M Range: 6" diameter/level Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: Self + one subject per level of the caster Explanation/Description: For each turn of vocalization of this Chanty the caster and additional associates up to the maximum indicated above are able to breathe and move freely in any depth of fresh or salt water for one full day as long as they remain within the range indicated above.

Formguise Tune (Illusion/Phantasm)

Distantdoor Yodel (Alteration)

Explanation/Description: The singing of this Tune changes the appearance of the caster and any associates into whatever guise they desire, as long as the new form is basically that of a bipedal creature between three and nine feet height and 25 to 750 pounds weight. Extra appendages such as tails, arms, or wings can be made to appear via this spell. Actual abilities are not typically conferred by the alteration, since the basic form and size, along with abilities possessed, remain unchanged in the subjects. Only close scrutiny with illusion-detecting magic will reveal the Formguise spell at work. The caster must vocalize the song

Level: 4 Components: V, S, M Range: 1" radius Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One subject per level of the caster

Level: 4 Components: V, S, M Range: 30 leagues/level Casting Time: 1 round Duration: 1 round/level Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: Through this Yodelʼs effect, the caster is able to change a normal doorway into a magic portal which will transport the caster and those associates able to pass through the door during the duration indicated, to another location within the indicated range in the same

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for one round for each turn duration thereafter they desire the spell to be active.

Rondo Susicato (Conjuration/Summoning) Level: 4 Components: V, S, M Range: 1" Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: 1” radius

Freebonds Strain (Alteration) Level: 4 Components: V, S, M Range: 6" Casting Time: 1 round Duration: 1 turn/level Saving Throw: None Area of Effect: One subject per level of the caster

Explanation/Description: Performance of this Rondo creates a receptive circle to which, by continued vocalization, the caster can call various mundane items. There are many items which can be called forth and the caster must stipulate exactly what is desired each round while singing to gain another object. Only items which fit within the area may be called, and the amount of material than may be called in a single round varies by the itemʼs type: up to 100 pounds per level of the caster in unworked raw material (such as stones, sand, hay, potatoes, etc.), up to one simple worked object or living animal per level of the caster (such as a suit of clothing, a roast pig, a granite mortar and pestle, or a camel), and only one complex, multi-substance worked object (such as a suit of plate armor or a heavy crossbow). Attempting to bring any worked item requires the caster to make a saving throw vs. spells: if it succeeds the item appears and the caster can try for something else up to the maximum duration of the spell, but on a failure the spell ends.

Explanation/Description: The magic of this Strain undoes the bonds of one of or more subjects as indicated above. The length of performance time required after activation to free each subject depends on the sort of binding device employed: normal tied or wrapped bindings can be undone in one segment per subject, locked bindings require one round per subject, and riveted or welded metal bonds require one turn per subject. Magical bonds require one additional turn per level of spell employed. Note that a 23rd level Master Bard may, if able to vocalize, free him or herself by use of this song. Icespears Canon (Evocation) Level: 4 Components: V, S, M Range: 10"/level Casting Time: 5 segments Duration: Instantaneous Saving Throw: ½ Area of Effect: One target

Smoothway Lyric (Alteration)

Explanation/Description: This song creates a channel through which a tightly packed cluster of ice shards comes shooting forth. These missiles appear before the caster, flying faster than arrows in the direction the caster points, to unerringly strike the target, up to the range noted. The missiles cause 6-36 points of damage, and any subject susceptible to cold-based effects will suffer additional damage as appropriate.

Level: 4 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: The magical effect of this Lyric smoothes rough terrain in a moving area of effect surrounding the caster, so that very rugged terrain becomes rugged, rugged terrain becomes normal, and if the spell is sung while the caster and associates are moving on a road or otherwise smooth terrain, their movement rate is doubled. The effect persists for one turn for each round it was sung.

Pikehedge Refrain (Evocation) Level: 4 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: 3” length per level of the caster

Unbarring Jingle (Alteration)

Explanation/Description: When the singing of this Refrain is complete, a serried rank of pikes appears before the caster, the long weapons directed towards the foe as if held by invisible soldiers. The area of effect can be in any linear form the caster desires, from a straight line to a curving one, square, rectangle, oval, or circle. Each square 1” of the outer face of the area presents 12 pike points from three to nine feet above the ground, and these weapons actively thrust at opponents coming within 1”.

Level: 4 Components: V, S, M Range: 1"/level Casting Time: 5 segments Duration: Special Saving Throw: None Area of Effect: One foot radius per level of the caster Explanation/Description: When this Jingle is sung, for one round after activation all ordinarily closed normal objects within the area of effect are opened, including portcullises, portals, gates, doors, drawers, boxes, trunks, bins, jars, etc. whether held by bars, locks, hooks, bolts, chains, fasteners, nails, screws, etc. Mechanical traps set to trigger upon opening will be released. Magically-held locks are not affected by this song and will remain unopened unless the caster selects one such object and concentrates additional singing on it for one round per level of the caster who placed the holding spell.

The pikes attack as if wielded by the caster, always strike first in the round, and receive a bonus against charging opponents. The only way to clear the pikes is to physically attack the weapons, which have AC 5 and take 12 points of damage each to destroy. Only a character not struck by any pikes in a round may pass through the line. Even a single hit, regardless of damage, forces the character to remain before the hedge and battle on against the weapons. The effect remains active for a number of turns equal to the number of rounds post-activation which the caster sings.

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Vocal Cords Strain (Evocation)

the caster. For each level of the caster, one large boulder appears and plummets down into the area. There is a base 1% chance that a given boulder will directly strike a target subject. This chance is increased by +1% per 10 subjects in the area. A direct hit inflicts 10-100 points of damage, with no saving throw allowed. There is also a base 5% chance that a given boulder will strike a subject on a bounce or roll, increased by +1% per five subjects in the area. An indirect hit inflicts 10-60 damage, with a saving throw vs. breath weapons for ½ damage. In siege situations where structures are within the area, structural damage is inflicted each round as if the boulders had been hurled by a stone giant.

Level: 4 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: Special Saving Throw: Neg. Area of Effect: One subject Explanation/Description: Through activation of this song the caster creates and directs invisible magical bonds to enwrap and hold fast the subject of his or her choosing. These cords have an initial strength score equal to the casterʼs level, but each round of additional singing after the initial activation increases their strength by one point. These bonds can hold physical creatures but may also bind nonphysical spirits. The bonds will hold a creature for a number of rounds equal to itʼs strength minus the victimʼs strength score (or hit dice, in the case of non-physical bonds).

Cloudwalker Aire (Alteration) Level: 5 Components: V, S, M Range: 6" Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One subject per level of the caster

Winddarts Canon (Evocation) Level: 4 Components: V, S, M Range: 10"/level Casting Time: 5 segments Duration: 1 round/level Saving Throw: None Area of Effect: 1” cube or one subject

Explanation/Description: The continued vocalization of this Aire empowers the caster and steed, if applicable, and as many associates as the caster has levels, and their mounts too, if applicable, to ride or walk on air. They travel at 10 times normal movement rate, going through sky and clouds as quickly as the wind. The effect persists for one turn for each round it was vocalized.

Explanation/Description: Each round this Canon is vocalized the caster directs a blast of air at a selected subject area or individual without impacting intervening space or area. Within the subject area the wind blasts with a velocity equal to 10 miles/hour x the casterʼs level, so that shacks are easily flattened or blown into flying boards, shipsʼ sails are shredded and sent into flying tatters, and so forth. A targeted individual suffers 2-12 points of damage and any subject weighing less than 800 pounds will be blown 3-18 feet. Flying subjects suffer double damage, unless they are immune to air-based damage.

Coolflames Ditty (Abjuration) Level: 5 Components: V, S, M Range: 1" radius Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One subject per level of the caster Explanation/Description: The vocalization of this Ditty creates in the caster and any named associates a total invulnerability to normal or magical fire and heat. The dweomer extends so far as to enable the subjects to actually walk through ElementalFire as if it were no more than the air of a cool spring day. For each round of singing the caster confers an additional turn of invulnerability upon him or herself and those he or she desires to lay the effect upon.

Fifth Level Spells: Boulderbring Barcarolle (Alteration/Evocation) Level: 5 Range: 60"/level Duration: Permanent Area of Effect: Special

Components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: When the caster completes the activation and continues singing, one of several possible effects will result:

Cry of the Valkyrie Aria (Conjuration/Summoning) Level: 5 Components: V, S, M Range: 1"/level Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One Valkyrie per level of the caster

In a locale which is mountainous or where there are cliffs or precipices, there will be, in one roundʼs time, an avalanche in an area up to the range indicated. The area of the avalanche will be 10” per level of the caster and the rocks will precipitate downwards to whatever point gravity and the terrain dictate.

Explanation/Description: The wailing of this Aria summons a number of Valkyries from the plane of Valhalla (see LEGENDS & LORE) to protect the caster and hir or her allies from harm. For each level of the caster, up to one Valkyrie spirit will come flashing from the sky, shrieking a valiant song of battle as it appears. If a guarded character dies while in the care of a Valkyrie, the soul of the character will be escorted immediately to Valhalla (and thus cannot be Raised), unless the caster can convince the Valkyrie that the character still has an important task to perform in this world.

In a subterranean setting, this spell will initiate a collapse of the ceiling in an area 1” square for each round of time the Barcarolle is sung. In any other outdoor locale, the spellʼs effect causes stone boulders to materialize overhead and rain down in an 1” area per level of the caster. The Barcarolle must be sung prior to the effect for one round per round of effect to occur thereafter, subject to a maximum of one round per level of

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Faraway Song (Alteration)

The characteristics of these animated trees are as described in the MONSTER MANUAL under Treant.

Level: 5 Components: V, S, M Range: 10 leagues/level Casting Time: 1 round Duration: Instantaneous Saving Throw: Neg. Area of Effect: One subject

Safesleep Aria (Alteration) Level: 5 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One foot radius per level of the caster

Explanation/Description: This songʼs activation sends the subject to a location mentally pictured by the caster, as far as the range indicated, by a teleportation effect. If the subject is a creature of another plane, the effect is similar to a Dismissal, sending the individual back to its own plane. The subject is allowed a saving throw vs. spells, but each pertinent detail about the subject (including name, truename, nickname, title, office, outstanding deeds of fame or infamy, superior or master, home or place of origin, spouse or mate, offspring, and so forth) sung into the Song during its casting creates a -1 penalty on the saving throw (though a roll of 20 will always save, even if the number of details would dictate otherwise).

Explanation/Description: By spending a turn vocalizing this Aria after activation, the caster creates a cozy nondimensional space in which the caster and any associates, and even various retainers, mounts, etc. can spend a time of comfortable rest. The magical space resembles an idyllic glen or oasis at dusk. It has grazing for animals, soft vegetation to recline upon, flowers with lovely perfume to enjoy, fruits and berries to eat, fresh water to drink, a pool to bathe in, and a climate that is both comfortable and conductive to sleep. Stars seem to twinkle overhead, and soothing sounds of insect-song and gentle breeze fill the air. Those inside gain triple normal benefit from rest and/or sleep in regards to healing and spell recovery. Only a special magically-aided search of the locale might locate the entrance to the Safesleep area, and should anyone other than those permitted by the caster enter the area, it will immediately light as if a blazing noonday sun were overhead.

Firebeing Rhapsody (Conjuration/Summoning) Level: 5 Components: V, S, M Range: 6" Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: One fire elemental Explanation/Description: In order for this song to be sung into activation there must be a nearby source of flame at least as large and hot as a normal campfire or the blaze in a fireplace. Performance of this song summons a fire elemental in the same manner as the sixth level druid spell Conjure Fire Elemental.

Shadowing Motif (Alteration) Level: 5 Components: V, S, M Range: 20" Casting Time: 1 round Duration: 1 hour/level Saving Throw: None Area of Effect: One subject per level of the caster

Noplace to Hide Chant (Divination)

Explanation/Description: Immediately upon vocalizing this Chant, all aspects of things, persons, spirits, and everything else within the area of effect become visible in the same manner as the fifth level cleric spell True Seeing.

Explanation/Description: When this Motif is vocalized the caster and any named associates are able to take the form of a Shade from the Plane of Shadow. In this guise the subjects are absolutely invisible in, and inseparable from, shadows which are present and the only way to cause them to become otherwise is to negate or dispel the penumbrate and umbrate areas. While in this form the characters have the physical characteristics of a Shade as described in the MONSTER MANUAL II.

Portalopen Aria (Alteration)

Weathermage Tune (Alteration)

Level: 5 Components: V, S, M Range: 1" Casting Time: 6 segments Duration: 1 rd + 1rd/lvl Saving Throw: None Area of Effect: One Gate

Level: 5 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One league radius per level of the caster

Explanation/Description: This song creates a Door to another plane or sphere in the same manner as the seventh level cleric spell Gate.

Explanation/Description: This song functions in the same manner as the seventh level druid spell Control Weather.

Level: 5 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One foot radius per level of the caster

Quicktree March (Alteration) Level: 5 Components: V, S, M Range: 3"/level Casting Time: 1 round Duration: While sung Saving Throw: None Area of Effect: One tree per level of the caster Explanation/Description: This song animates and motivates as many trees of medium to large size as indicated above.

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character who receives psionic training at eighth level starts with 7d10 psionic strength points + bonuses) and all psionic disciplines normal by level at 1st level of mastery (i.e. if our 6th level character was determined to possess four disciplines, upon training he or she would receive the first three disciplines at 1st level mastery, but would not develop use of the fourth discipline until obtaining 7th level).

PSIONICS: CLARIFICATIONS AND REVISIONS All Mystic characters (q.v.) automatically possess psionic ability. Other characters might have psionic ability if they have an intelligence, wisdom, or charisma score of 16 or greater. Human characters have a base 10% chance of possessing psionic ability with the following modifiers to the roll: +5% for each point of intelligence above 16, +3% for each point of wisdom above 16, and +1% for each point of charisma above 16. Thus, a human character with a 17 intelligence, 12 wisdom, and 17 charisma has a 16% chance of possessing psionic ability. Halfling characters have a base 5% chance of possessing psionic ability, with the same modifiers as humans. For dwarf and gnome characters the base chance is 4% and 3% respectively. Half-elf characters have a base 2% chance of possessing psionic ability and the modifiers from high ability scores are halved (i.e. +2½% per point of intelligence above 16, +1½% per point of wisdom above 16, and +½% per point of charisma above 16, dropping all fractions). Elves of all types have a base 1% chance of possessing psionic ability, with the same modifiers for high ability scores as half-elves. Half-orcs and half-ogres are not generally capable of possessing psionic ability.

Experience for Psionic Characters: All (non-mystic) characters with psionic abllity require at least 10% more experience points per level, starting with the level at which their psionic ability is developed (i.e. a fighter who develops psionic ability at first level requires 2,201 experience points for second level, and 275,001 for ninth level). Characters who possess major disciplines require 25% more experience points per level, starting with the level at which the first major discipline is gained. Miscellaneous Notes and Clarifications: Mastery level in psionic disciplines is always based on the level at which the character gains the discipline. Therefore, a 9th level mystic with three psionic disciplines will be at ninth level of mastery in the discipline gained at 1st level, seventh level of mastery in the discipline gained at 3rd level, and fifth level of mastery in the discipline gained at 5th level. Psionic defense does not automatically default to best available mode (contra note b on DMG p. 79). Instead, the defender must choose which defense mode to employ in each segment of combat.

Whether psionic ability is possessed is normally only determined once per character. However, at he DMʼs discretion, some extraordinary circumstances, such as surviving a psionic attack, recovering from insanity, being resurrected, or traveling for the first time to another plane of existence may allow another check to see if the circumstances have caused the character to develop psionic ability.

In psionic vs. psionic combat, attacks are calculated based on attack strength points, not total psionic strength (as indicated on Table IV.A, DMG p. 76). Psionic defense modes can be employed alongside other activities, but psionic attacks cannot be combined in the same round as spell casting, use of spell-like abilities or psionic disciplines, melee or missile attacks, movement of more than 1", use of magic items, turning undead, or other such actions. A character who is conducting psionic attacks who is attacked by melee, spell, or other means and wishes to defend normally (including making a saving throw) must cease psionic attacks for the remainder of the round (but may continue to employ psionic defense modes normally). For this reason, contra the advice on DMG p. 79, psionic combat should be conducted alongside normal combat (beginning with the first segment of each round) rather than resolved separately up front.

Whether or not a character possesses psionic ability need not be determined at first level (except for mystics) and probably shouldn't be, except in rare cases (such as a character who is the seventh son or daughter of seventh son and daughter parents), since characters with low psionic strength scores will be very vulnerable to psionic attack. Psionic Ability: Psionically-endowed characters do not receive their entire psionic strength score at first level, as indicated in the PH. Rather, each psionic character starts with 2d10 psionic strength points at first level and gains +1d10 points per level through ninth, with the following adjustments:

Use of the Energy Control discipline costs one point per point (not per die) of damage absorbed, or 5 points per spell level, as appropriate.

+1 point/die for Int, Wis, or Cha score 16-17 +2 points/die for 18+ +1 additional point/die if two scores 16+ +2 additional points/die if all three scores 16+ Mystics receive +20 psionic strength points at first level, but do not receive a die at ninth level Psionic Training: Characters who wish to develop psionics during play must locate appropriate tutor and be tested. If they are determined to have psionic ability, upon training (requiring one game week per attack or defense mode + one game week per discipline) the character receives all psionic strength points appropriate to their level (i.e. a

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THE ADVENTURE WILDERNESS ADVENTURING



Pages 47-58 of the DUNGEON MASTERS GUIDE provide some basic information about Outdoor Adventures, including movement rates, frequency of random encounter checks, and how to determine whether parties become lost, but those bare procedures donʼt provide much flavor or color, and thus outdoor adventuring is often treated as an afterthought – either by presenting outdoor adventures as little more than “outdoor dungeons” (using the same procedures and scale as for indoor adventures) or as a preliminary chore that must be endured while the party strives to reach the destination where the “real” (i.e. indoor) adventure begins. However, it need not be that way, and exploratory expeditions into the unknown wilderness can be just as entertaining and rewarding as dungeon adventures, just on a different scale (where movement is in miles instead of feet, and turns are days instead of minutes).





Sticking to established routes and patrolled areas near large settlements will minimize the chance of getting lost or encountering the worst monsters, and is the only sort of travel advised for low-level parties, but the lure of the trackless wilds – of monstrous dens and lost ruins filled with yet-unplundered treasure hoards, of mysterious oracles and hermits who will only impart their wisdom and training on those who come to them – is ever-present, and sooner or later their temptation will certainly draw every party of adventurers forth from the relative safety of civilized lands.

Note that while outdoor adventures can occur on land, on water, and even in the air and the general procedures remain the same, travel by land is the most common mode and is presented as the default below. Special rules for how airborne and waterborne travel and adventuring differ from this baseline are covered on pages 50-53 and 53-55 of the DMG, respectively. First Steps – Planning the Expedition Because an expedition into the wilderness is likely to last at least several days, and possibly several weeks, it requires a different sort of advance planning than a typical one-day dungeon expedition, and resource management becomes much more important. Among the points players should consider before setting out into the wilderness: •









from wandering monsters, but they also move more slowly and make evasion harder, or even impossible. Likewise, bringing along carts of wagons allows the party to carry more supplies (and perhaps haul back more treasure) but at the cost of slower movement and inability to enter some types of terrain at all. Hiring a guide or buying a map can reduce the party's chance of getting lost in the wilderness, but they are also expensive and may not be trustworthy - can the party be sure the guide isn't a brigand leading the party into an ambush? Will the party camp outdoors (risking exposure, and perhaps attracting monstrous attention in the middle of the night) or seek shelter in the settlements, ruins, and castles that dot the wilderness? The owner of a castle may provide hospitality but may rob or geas the party instead; and those deserted ruins may not be as empty as they appear...

Order of Events in a Game Day For each game day spent in the wilderness, several decisions and random checks must be made and records kept. Novice DMs will find it easiest to stay organized and not skip any important steps by following this step-by-step flowchart. Experienced DMs may choose to deviate from this order, to gloss over some events or allow several days to run together in order to prevent boredom and monotony, but this is only advised after you have become familiar and comfortable with the entire procedure and how it all works in actual play.

The party must either bring along sufficient food and water for themselves and their mounts or plan to lose travel-time spending days hunting or foraging (or suffer the effect of starvation). Forced marching makes better time, but if not followed up by rest leads to fatigue and possibly kills mounts. Because the characters cannot return home at the end of each game-day magic-users must bring along their spell books if they wish to re-memorize the spells they use, not to mention other consumables such as arrows, oil, and rope. Wandering monsters in the wilderness are not segregated by level, so a small or low-level party must be prepared to hide or flee from monsters beyond their ability to deal with, and be wary of getting caught in an ambush – tricks like spiking doors, dropping food, and leaving pools of burning oil that work in dungeons aren't enough to deter pursuit in the wilderness. Large parties (either by hiring guards or joining up with an existing caravan) provide more protection

1.

2. 3. 4. 5. 6.

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Party declares day's activity (rest or hunting/foraging, direction of travel (and whether forced march is planned), marching order, watch rotation, etc.) DM checks to see if party gets lost (and, optionally, weather) Movement and mapping Random encounter/event check(s) Fixed encounters/events (if the party enters an area with an established location or encounter) End of day activities: a. consumed supplies (food, etc.) recorded b. effects of starvation, fatigue and/or exposure calculated c. camp arrangement and nighttime watch rotation established d. nighttime random encounter check(s)

Movement in the Wilderness

found in swamps or jungles without taking special precautions (such as boiling or a purify food and drink spell) increase their chances of contracting a parasitic infection (see DMG pp. 13-14) by at least 5%.

Base movement rates for overland travel are shown on DMG p. 58 (and/or the WORLD OF GREYHAWK Glossography, p. 3). However, various other factors may also affect the amount of distance covered per day of travel:

Hunting and Foraging: Characters who do not bring along rations, or who run out, may be able to gather sufficient food by hunting or foraging. Hunting and/or foraging takes a full day with no movement allowed, which cannot be combined with rest days described above. Each full day spent hunting or foraging will produce 0-3 (1d4-1) person/days of food per group of hunters/foragers. Any group containing an experienced outdoorsman (such as a druid, barbarian, or ranger character) will produce triple that amount (0-9 (3d43) person/days worth of food per day of hunting/foraging). Wandering monster checks on hunting/foraging days are made per group of hunters/foragers, so while breaking the party up into multiple groups allows the party to gather more food, it is also risky.

Party Size: The standard move rates assume a party of less than 100 members (including pack and draft animals, guards, scouts, etc.). Any party numbering more than 100 has its move rate reduced by one-third (so a party of 150 dervishes on medium horses crossing open grasslands or desert will only cover 30 miles per day instead of the usual 45). Any party of over 1,000 individuals reduces movement by half (so 1,200 mounted dervishes would cover 22 miles per day across open terrain). Forced March: A party can force-march to increase their move rate for a single day by 50%, or even by 100%, but they must immediately rest at the end of such a march (one fully day for a 150% forced march, two full days for a 200% forced march) or suffer fatigue effects, as described below.

Effects of Starvation: Characters who do not have sufficient food or water for any day are considered to be starving. A starving character loses 1 hit point and 1 point of effective strength and dexterity for every full day of starvation (note that the latter loses are cumulative with characteristic losses for fatigue described above). A normal meal and a nightʼs rest restore the effects of one day of starvation. A full day of rest and food restores the effects of three daysʼ worth of starvation.

Rest and Fatigue: A party must normally spend one full day resting (i.e. not moving) for every six days of travel, and either one or two days resting at the end of a forced march, as described above. A full day of rest is also required for each day spent in evasion or pursuit (see DMG p. 69), immediately after the pursuit (or post-pursuit combat, if applicable) ends. On each day spent resting, the number of wandering monster checks is double normal (i.e. if there would normally be one check per day, there will be two). Any character that chooses to go without the necessary rest is considered to be fatigued. For each day of activity after a missed rest, for each day of missing rest, each character suffers a cumulative -1 on all die rolls (including “to hit” rolls and saving throws) and effective -1 on all ability scores (so a character who does not rest at all after a day of 200% forced marching will be at -2 on all die rolls and all ability scores the first day after the march, -4 the second day, and so on). If any ability scores are reduced below 3 from fatigue, the character involuntarily passes out and will not reawaken for 1d6 days. Each full day of rest beyond the rest that was skipped restores 1 point (so if the above character does not rest until after the third day, he will need to rest the two days he skipped plus an additional 6 days to recover from the fatigue). Animals (including mounts, draft animals and pack animals) that are denied rest have a cumulative 10% chance per day, per day of missing rest, of dropping dead on the spot.

Animal Grazing: Horses and other animals that are required to feed by grazing alone must spend one day in three grazing, otherwise they lose 1 hit point per day per day of grazing missed. After two or more days of missed grazing (i.e. six days total without a day of grazing), move rate of the animals is reduced by half. After three or more missed grazing days each animal has a cumulative 10% chance per day of dropping dead. Mounts, Beasts of Burden, and Vehicles Characters traveling in the wilderness will typically want to go mounted when possible since doing so generally allows them to travel at higher speeds (and also gives a better chance of evading monsters). In addition, some parties will choose to bring along extra mules, draft horses, or camels as beasts of burden to carry supplies (and haul back whatever treasure the party may plan to recover). Move rates and maximum loads (including the weight of the rider, if any) for common types of mounts and beasts of burden are summarized in the following table:

Food and Water

Base Max. Move Unencumbered Rate (Full Move) Load

Each character needs one dayʼs worth of rations (standard or iron) and about ½ gallon (one skinʼs worth) of water for each day spent in the wilderness. Horses and other animals also require water and grain, though ample grazing opportunities may obviate the need for the latter. In most terrain types water is assumed to be plentiful enough (via ponds and small streams too insignificant to be marked on the map) that characters are able to fill their waterskins and do not need to carry extra water with them. Desert terrain is an obvious exception, as is open saltwater and any other terrain at the DMʼs discretion. Characters who drink water

Mule Pony Light Horse Medium Horse Heavy Horse Draft Horse Camel (drom.) Camel (bactrian)

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12” 12” 24” 18” 15” 12” 21” 18”

2,000 g.p. 2,000 g.p. 3,000 g.p. 4,000 g.p. 5,000 g.p. 4,000 g.p. 4,000 g.p. 4,000 g.p.

Max. Encumbered (1/2 Move) Load

6,000 g.p. 3,000 g.p. 5,000 g.p. 6,500 g.p. 7,500 g.p. 8,000 g.p. 6,000 g.p. (9”)* 6,000 g.p. (6”)*

Elephant, Asiatic 12” Elephant, African 15”

8,000 g.p. 10,000 g.p.

16,000 g.p. 20,000 g.p.

event the players do decide to drawn their own map, as with dungeon maps it represents an in-game artifact – they will need to have the appropriate equipment (parchment, quills, and ink, or acceptable substitutes) and if something happens to the map in-game (such as being lost in a raging rapids, or dropped off a cliffside) the DM will confiscate the playersʼ map until such time as they are able to recover it.

*Camels loaded between 4,000-5,000 g.p. move at base rate minus 6” (i.e. 15” for dromedary, 12” for bactrian). Furthermore, camels of both types can go for up to two weeks without food or water.

See the various entries in the MONSTER MANUAL for other pertinent information and statistics regarding these animal types. Note that of the above animals, only mules are agile enough to be taken into dungeons.

Whether the party is following a map, making their own map, or not mapping at all the DM should describe both the type of terrain the party is passing through and the visible surroundings. In most types of terrain, the party will be able to see in all directions for a distance of about 5 miles (or 1 6-mile hex), with exceptions at the DMʼs discretion. Typically the edge of a mountainous terrain (or an individual mountain peak) can be seen from lower terrain from as much as 30 miles (5 hexes) away, and parties on such a peak can see lower terrain to the same distance, but distances from such vantages are hard to estimate, so while the characters will be able to see the mountain (or into the valley) they will not be able to accurately tell how far away it is. On the other hand, dense forest or jungle foliage will limit visibility to a mile or less. Weather quality will also affect visibility. Castles and settlements can generally be seen from the same distance as other terrain (5 miles or 1 hex), while ruins and lairs will only be spotted if the party passes within one mile (entering the same hex).

If an expedition includes more than one draft animal then pack handlers are required at a ratio of one handler for every four beasts of burden. Furthermore, each cart or wagon requires a teamster to drive it, unless one or more of the characters has such training as a Secondary Skill. Hiring procedures and standard wages for both types are found on DMG p. 28. Note that characters may have a hard time finding willing hirelings, and may have to pay premium wages, for unusually long expeditions or routes through dangerous or unknown country. Mapping the Wilderness As with dungeon adventures, it is assumed that the DM will have prepared a map in advance, indicating terrain types, settlements, monster lairs, ruins, castles, and other points of interest. Wilderness maps can be drawn either freehand or on a grid, which makes measuring movement easier. Traditionally, wilderness maps are drawn on hex-grids, rather than the square grids, because there are no diagonal moves on a hex-grid – the distance from the center of one hex is the same to the centers of all six surrounding hexes.

Getting Lost and Hiring Guides When following a road, track, river, or coastline, keeping a fixed visible landmark (such as a mountain peak) in sight, following a detailed and correct map, or passing over familiar territory (including having a guide for whom the territory is familiar) there is no chance of the party becoming lost in the wilderness. Otherwise a check is made daily to the determine whether the party has become lost, following the procedure described on DMG p. 49

Scale of the map can be whatever the DM desires, and depends on the intended use of the map. For a map intended to show a small area (such as the area surrounding the campaignʼs base town and dungeon, or a high level characterʼs stronghold) 1 mile per hex (or about 4-5 miles per inch for an ungridded map) is the most appropriate scale. A scale of 5 or 6 miles per hex is an appropriate scale for a map of a kingdom, covering an area approximately 200 x 300 miles on a single sheet. 6 miles per hex also makes measuring daily movement convenient since most character and mount movement rates are measured in multiples of 6 (12 miles (2 hexes) per day for a move rate of 6”, 24 miles (4 hexes) per day for a move rate of 12”, 48 miles (8 hexes) per day for a move rate of 24”, and so on). A map intended to cover a very large area without much detail (such as an entire continent) could have a scale of 24 to 30 miles per hex.

Hiring a guide familiar with the area is one of the best ways for a party traveling in the wilderness to avoid becoming lost. There are some drawbacks, however. Firstly, depending on where the party is intending to go, no guides may be available, and even when they are hiring them is expensive. As a minimum baseline, hiring a guide for a oneweek expedition through relatively safe country costs at least 5 g.p., with longer expeditions and/or more dangerous areas being costing even more. And, of course, there is always a possibility that the guide is a fake, intending to get the party deliberately lost and lead them into an ambush by brigands or pirates. Thus, it is incumbent upon the DM to work out the details of guides in advance, determining how many are available, how much they cost, and which are actually honest.

Often, especially in journeys that are intended solely to reach a destination and not to explore an area, there is no need for players to make a wilderness map at all. Depending on the level of familiarity the characters are assumed to have with the area (if itʼs an area theyʼve traveled through before or spent considerable time in) the DM may even provide a map for them (though such playersʼ maps will generally be less detailed than the DMʼs own map, and may even contain deliberate inaccuracies). The characters may also have bought or otherwise acquired predrawn maps, which also may or may not be accurate. In the

Encounters in the Wilderness The basic procedures for determining whether Random Encounters occur in the wilderness are found on DMG pp. 47-49 (and the tables on pp. 218ff), while Fixed Encounters occur whenever the party enters a hex indicated as containing one on the DMʼs map. Either way, such encounters will generally be of one of the following types:

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Settlements: The dwellings of non-adventuring humans (or possibly demi-humans, depending on the locale), ranging in size from a single dwelling to a large city. While it is expected that generally the DM will have already placed most such locations (or at least those of significant size) on his or her map, the table on DMG p. 173 may also be used to determine the likelihood of such settlements at random, checking once per hex the party enters (1 mile, 5-6 mile, or 24-30 mile hex – depending on the level of detail the DM is seeking). The nature of such settlements will generally be governed by what the DM has already decided about the larger area – their race, religion, common alignments, attitudes towards strangers, the nature and friendliness of their rulers, the size of their militia, and so on.

otherwise this check should be made every time the random encounter check indicates a monster (rather than a patrol or castle). Monsters encountered in their lairs are likely to have taken more precautions for dealing with intruders than those encountered in the open, and the lair will also contain the monsterʼs treasure (if any). Note that, per the above, some monster lairs may in fact be previously unknown Ruins. Wandering Monsters: Any random monster encounter that is not in the monsterʼs lair is with a wandering monster. Such monsters will typically not be carrying any treasure. The circumstances of the encounter will depend on the encounter distance (as determined per DMG p. 49) and whether or not either side is Surprised. Note that if an encounter is with 3 or more creatures and the party is Surprised, the monsters will likely have encircled the party so as to ambush them.

Patrols: In inhabited and settled areas, many (25%, or 5 in 20) random encounters will actually be with patrols. Such patrols are described on DMG p. 182, and in more detail in the WORLD OF GREYHAWK Glossography pp. 4-7. The attitude of such patrols towards a party of adventurers will depend upon both the location – the nature of the noble or state sponsoring the patrol – as well as the nature and business of the party (whether they are of high or low social status, whether they are in compliance with local laws and ordinances, and so forth). Friendly patrols will often be willing to share information with parties.

Events: At the DMʼs discretion, any rolled encounter may not be an actual encounter, but rather an Event, such as a freak weather occurrence. If the DM chooses to include such events as random encounters, he or she will have to customize their likelihood of occurring and the nature of any such possible events. Encounter Distance: Encounter distance is typically much greater outdoors than indoors, and is determined as per DMG p. 49. Frequently the encounter distance will be sufficient that the party may be able to avoid the encounter altogether – they have seen the creature(s) or building(s) in the distance and chosen not to engage.

Castles: In inhabited/settled areas castles may already be marked on the DMʼs map (as with settlements, above) or may be determined in the same manner as settlements using the Inhabitation table on DMG p. 173. In uninhabited (wilderness) areas some castles may have been placed on the map but others can be encountered randomly: every time the Random Encounter check (DMG pp. 47-49) indicates an encounter, there is a 1 in 20 chance a heretofore-unknown castle has been discovered. The details of such castles, their size and the nature of their inhabitants, are described on DMG pp. 182-83. Friendly castle inhabitants will usually offer hospitality to parties (particularly if the party includes a cavalier or paladin) and may trade information or even offer employment. Neutral castle inhabitants may demand tolls, challenge party cavaliers or fighters to jousting duels, force the party to perform some service (via geas or quest if the castle inhabitant is a high-level cleric or magic-user), or might ignore the party altogether. Hostile castle inhabitants may attack or may attempt to lure the party inside via a false offer of hospitality in order to rob or capture them.

Evasion and Pursuit: If, however, an encounter cannot be avoided, the party may still wish to flee, in which case they may be pursued. Such a situation is resolved following the procedure on DMG p. 69, noting that in the outdoors pursuit is harder to shake off than it is in a dungeon and is likely to continue for many hours, even multiple days. Special Considerations Arms and Armor: The movement rates and fatigue rules for outdoor movement assume that characters traveling through wild or hostile territory will be doing so fully armed and armored. In inhabited regions, however, patrols may not take kindly to such groups, and if a party wishes to avoid such attention they may find it advisable to stow their armor and heavy weapons away in wagons or on packhorses. When camped for the night it is assumed that all characters not on active guard duty will have removed their armor, and characters who insist on sleeping in armor gain no benefit from that sleep or rest (see Rest and Fatigue above). Should an encounter occur and a character wishes to don his or her armor in a hurry, non-bulky armor may be donned in 1-2 rounds, fairly bulky armor requires 14 rounds, bulky armor requires 2-8 rounds, and field or full plate armor requires 4-16 rounds (reduced by half if a squire is assisting the character). Magical armor requires the same amount of time to don as non-magical armor of the same type.

Ruins: Former settlements or castles, which are now either deserted or inhabited by monsters. As with inhabited settlements and castles, these locations may have already been placed on the DMʼs map, or they may be encountered randomly, via the roll on DMG p. 173. In addition, if a random encounter is rolled in a wilderness area, there is a straight 2% chance that any such encounter occurs not in the open but in a heretofore-undiscovered set of ruins. Lairs: Each monster description in the MONSTER MANUAL (and FIEND FOLIO, MONSTER MANUAL II, etc.) indicates the percentage that any outdoor encounter with that monster-type will occur in or near the monsterʼs lair. The DMʼs map will likely have some monster lairs indicated;

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Swimming: All characters are assumed to have basic ability to swim as long as they are wearing no non-magical armor more heavy than leather or carrying more than 200 g.p. worth of gear of any type (+/- 10 g.p. per 100 g.p. encumbrance bonus or penalty based on the characterʼs strength score). Characters in leather or padded armor have a base 5% chance per hour of drowning, which increases by 2% per 50 g.p. in additional gear the character is carrying (other than a single unsheathed dagger carried between the characterʼs teeth). Heavy wind or choppy currents will increase the characterʼs chance of drowning to as much as 75%. Note that unless otherwise specified charactersʼ swimming speed is 1/3 of their normal walking speed.

exposed to such temperature the character must roll their constitution score (-1 cumulatively per 10 degrees below 0 or above 120) or less on 1d20 or suffer 1-3 hit points of damage. Characters and races who are naturally accustomed to extreme heat or cold will suffer reduced effects, but on the contrary characters who are not appropriately dressed or otherwise prepared for the environment may suffer as much as double these effects. Note that these rules supersede the procedure outlined in the Endure Cold/ Endure Heat spell description on UA p. 33, and the function of that spell is modified as follows: The recipient of the spell can stand unclothed in temperatures as low as -20 degrees F or as high as 150 degrees F (depending on application) with no ill effect. For temperatures above or below that threshold the character must make the same roll described above to avoid damage, with the same modifications, but must only roll once per hour (rather than once per turn for a character without the benefit of the spell).

Characters can hold their breath underwater for 1-3 rounds +/- their Constitution hit point adjustment (except dwarfs, who are ill-adapted to water and do not receive this bonus). Any character still underwater after that time will drown in a further three rounds – they may take no other action than flailing helplessly during this time, and will lose 50% of their remaining hit points in the first round, the other 50% (i.e. reduced to 0) in the second round, and are reduced to -10 hit points (i.e. death) in the third round. A drowned character who is pulled from the water within 3 rounds of death and whose lungs are cleared of fluid may be revived with a cure light wounds or similar spell. Such a character will be revived with 1 hit point.

FALLING DAMAGE The formula for calculating Falling Damage on p. 105 of the PLAYERS HANDBOOK is replaced and superseded with the following: The amount of damage a character suffers from a fall depends on both the distance of the fall and the type of surface upon which impact occurs: Distance Fallen 10ʼ 20ʼ 30ʼ 40ʼ 50ʼ 60ʼ 70ʼ 80ʼ +

Mountain Climbing: The difficulty of climbing across mountainous terrain is generally subsumed into the reduced movement rates. However, in extreme environments – scaling cliffs or negotiating narrow, snow-packed ledges – the DM may impose a chance of falling for characters who are not trained climbers. Checks may be made daily (or even hourly) with a 1 in 6 chance per character to fall. If so, a second roll allows a 3 in 6 chance for the character to recover; otherwise they will drop off the mountainside (generally resulting in instant death for that character). If characters are roped together and one falls, the next character in line must also roll, and has a 2 in 6 chance to also fall (otherwise the rope holds and the first character who fell is stopped). If the second character falls the next character in line is checked. If more than half of a ropedtogether party falls, then the entire party falls

Regular Surface 1d6 3d6 6d6 10d6 15d6 21d6 28d6 32d6

Spongy Surface -1d4 3d4 6d4 10d4 15d4 21d4 28d4

Water ---1d6 3d6 6d6 10d6 15d6

Furthermore, any die that results in the maximum roll (6 or 4, respectively) is removed, and the character has miraculously avoided any damage from that die. Thus, effectively, each die of falling damage inflicts from 0-5 (or 03) points of damage.

Effects of Extreme Heat or Cold: The WORLD OF GREYHAWK Glossography pp. 24-25 provides detailed rules covering the effects of extreme heat or cold upon characters. However, n situation where that level of detail is not desired, the following simple rules of thumb can be applied: for every 10 degrees below 30 degrees F or above 100 degrees F, characters suffer a cumulative -10% to movement rate, -1 on “to hit” rolls, -1 to effective dexterity score, and spells with a somatic component have a cumulative 5% chance of being miscast. Furthermore, at temperatures below -20 degrees or above 150 degrees characters may begin to suffer actual damage: for each turn

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Butcher

THE CAMPAIGN

Carpenter/Cabinetmaker – hire carpenters (DMG p. 28-29)

COMMON ESTABLISHMENTS AND OTHER LOCATIONS

Cartwright – buy and sell carts and wagons (PH p. 36)

In order to assist the DM in detailing and bringing color to settlements the following list of common establishmenttypes and other locations is offered along with (where applicable) a brief notation of any defined game-activity that is likely to occur in such a location or establishment (i.e. which goods and services are offered for sale, etc.) – though this is not to suggest that other locations or establishment-types are necessarily of no interest to adventurers. In general, any city-sized settlement can be assumed to include most or all of these locations (and likely multiple instances of many of them – taverns, blacksmiths, tailors, etc.). Smaller-sized settlements will have proportionately fewer locations.

Cheese Maker

Chandler – buy candles and torches (PH p. 36) Chimneysweep Cobbler – buy boots (PH p. 35) Confectioner Cooper Coppersmith Curio Shop – possibly buy or sell magic items Docks – hire ship crews and ship masters (DMG pp. 33-34) Dyer Embalmer Farmer

Abbey/Monastery – possibly find training for monks (DMG p. 86)

Fisherman

Alchemist/Apothecary – hire an alchemist (DMG p. 29), possibly buy or sell potions

Fishmonger

Animal Trainer

Fowler/Falconer – buy hawks (DMG p. 36)

Apartment – rent or buy lodging

Furrier – buy and sell furs (DMG p. 27)

Architect/Engineer – hire engineers (DMG p. 30)

Gambling Hall – gamble (DMG pp. 215-216)

Arena/Coliseum

Garden/Park

Armorer – hire an armorer (DMG pp. 29-30), buy and sell metal armor and shields (PH p. 35), repair damaged field & full plate armor (UA pp. 75-76), possibly buy or sell magic armor and shields

Gem Merchant – sell gems usually at 80% of value, buy gems (PH p. 35)

Flophouse – rent (cheap, possibly unsafe) lodgings

General Trader – buy and sell miscellaneous equipment items (PH p. 36)

Artist/Sculptor

Glassblower

Assassinʼs Guildhall – hire an assassin (PH p. 29) or spy (DMG p. 34), buy poison (DMG pp. 20-21), find training for assassins (DMG p. 86)

Goldsmith Granary – buy grain (PH p. 36)

Astrologer/Fortune-teller – hire a mystic (pp. 8-10)

Graveyard

Baker

Grocer – buy food and rations (PH p. 36)

Bank – get a loan; high interest (10% per month or 5% per week w/ security for amount borrowed) to poor or unknown characters; low interest (1% per week) to well-known or propertied characters (PH p. 35)

Guardhouse/Constable

Barber/Chirurgeon

Herdsman

Barracks – hire mercenary soldiers (DMG pp. 30-31)

Hiring Hall – hire bearers, linkboys, pack handlers, teamsters, valets (DMG pp. 28-29)

Hatter – buy hats and caps (PH p. 35) Herbalist – buy and sell herbs (PH p. 35, DMG pp. 220-221)

Barrister/Solicitor

Horse Trader – buy and sell horses and tack (PH p. 36)

Basketmaker

Hospital

Bazaar/Marketplace

Hostel – rent lodgings, buy food & drink (PH p. 36)

Blacksmith – hire blacksmiths (DMG p. 30)

Inn – rent lodgings, buy food & drink (PH p. 36), hire henchmen (DMG p. 35) or men-at-arms (p. 33), gather information

Bowyer /Arrowsmith/Fletcher – hire a bowyer (DMG p. 34), buy and sell bows, crossbows, arrows, quarrels, and silver arrows (PH p. 35), possibly buy strength-adapted bows (DMG p. 64) and/or magic bows and arrows

Ironmonger

Brewer – buy beer, ale, and mead (PH p. 36)

Ivory Merchant – buy and sell ivory (DMG p. 27)

Brickmaker

Jail

Brothel

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Smokehouse

Jeweler – hire jeweler/gemcutter (DMG p. 30), sell jewelry usually at 80% of value, buy jewelry (PH p. 35) Kennel – buy guard and hunting dogs (PH p. 36)

Spice Merchant – buy and sell spices, incense, and pepper (DMG p. 27)

Laundry

Stable – rent lodgings for horses; buy horse feed (PH p. 36)

Law Court – hire scribes (DMG p.33)

Stocks/Pillory/Gallows

Leather Worker – hire leather workers (DMG pp. 28-29), buy leather goods including leather armor (PH p. 35)

Stockyard

Limner/Painter – hire limners (DMG pp. 28-29)

Swordsmith – hire a swordsmith (DMG p. 34), buy and sell swords and daggers (PH p. 35), possibly buy or sell magic swords and daggers

Livestock Dealer – buy and sell livestock other than horses, dogs, or hawks (PH p. 36)

Tailor/Clothier – hire tailors (DMG pp. 28-29), buy clothing, including padded armor (PH p. 35)

Locksmith

Tannery

Madhouse/Asylum

Tapestry Maker/Rug Maker – buy and sell tapestries and brocades (DMG p. 27)

Library – hire a sage (DMG pp. 31-33), gather information

Mason/Stone Carver – hire masons (DMG pp. 28-29)

Tavern – buy food & drink (PH p. 36), hire henchmen (DMG p. 35) or men-at-arms (p. 33), gather information

Mercenaryʼs Guildhall – hire mercenary soldiers (DMG pp. 30-31), find training for fighters (DMG p. 86)

Taxidermist

Midwife

Temple – buy religious items (PH p. 36), characters of similar alignment and religion buy spells (DMG pp. 1034), possibly buy or sell potions of healing and other clerical magic items, find training for clerics (DMG p. 86)

Mill Moneychanger – change coins to greater or smaller denominations typically for 3% transaction fee, deposit cash and receive marker to vouch for amount (PH p. 35)

Tenement

Museum – hire a sage (DMG pp. 31-33), gather information

Thatcher

Music Hall/Dance Hall

Theatre

Net Maker

Thievesʼ Guildhall – find training for thieves (DMG p. 86)

Opium [Black Lotus] Den

Tinker

Palace

Tobacconist

Perfumer – buy and sell perfumes or unguents (DMG p. 27)

Town Hall

Pitch Maker Potter

University (College, School) – hire a sage (DMG pp. 31-33), find training for magic-users (DMG p. 86)

Private Club

Wainwright/Wheelwright

Public Bath

Warehouse

Public Monument Rat Catcher

Weapon Maker – hire a weapon maker (DMG p. 34), buy and sell weapons other than swords, daggers, bows, crossbows (PH p. 35), possibly buy or sell magic weapons

Roofer

Weaver

Rope Maker – buy rope (PH p. 36)

Wharf

Saddle Maker – buy saddles and tack (PH p. 36)

Wine Merchant – buy wine (PH p. 36)

Sail Maker

Workhouse

Sawyer

Zoo

Public Square – hire criers and post notices (DMG p. 35)

Scribe/Cartographer – hire scribes (DMG p. 33), buy maps Seamstress Shantytown Shipwright/Boatwright – buy and sell boats and ships (PH p. 36) Silk Merchant – buy and sell silks (DMG p. 27) Silversmith Slaughterhouse/Abattoir

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Half-orc: 01-04 Wild Coast 05-07 Bandit Kingdoms 08-09 Pomarj 10-11 Greyhawk 12 Horned Society

WORLD OF GREYHAWK CHARACTER HOMELANDS Dwarf, hill: 01-03 Cairn Hills 04-06 Lortmil Mountains 07-08 Principality of Ulek 09 Onnwal 10 Iron Hills

Human: Cavalier: Furyondy (O), Nyrond (O), Shield Lands (O), Great Kingdom (O) (Player's Choice)

Dwarf, mountain: 01-04 Lortmil Mountains 05-07 Principality of Ulek 08 Crystalmist Mountains 09 The Rakers 10 Glorioles

Druid: Gnarley Forest, Celadon Forest (Player's Choice) Barbarian: Abbor-Alz, Bright Desert (S), Welkwood, Wolf or Tiger Nomads (B), Burneal Forest (F), Rovers of the Barrens (F), Frost, Ice or Snow Barbarians (S) (Player's Choice)

Elf, gray: 01-04 Celene 05-06 Welkwood 07 Highfolk 08 Sunndi

Ranger: Gnarley Forest, Welkwood, Highfolk (O), Vesve Forest (Player's Choice) Monk: Ekbir (B), Zeif (B), Scarlet Brotherhood (S), off the map to the west (Player's Choice)

Elf, high: 01-04 Welkwood 05-06 Duchy of Ulek 07 Veluna 08-09 Highfolk 10 Vesve Forest

Others: 01-04 05-07 08-09 10 11 12-13 14-15 16-17 18 19 20

Elf, wild: 01-02 Gnarley Forest 03 Celadon Forest 04-05 Vesve Forest 06-07 Fellreev Forest 08-10 Burneal Forest

Wild Coast Greyhawk Furyondy (O) Veluna (O) or Verbobonc Dyvers County or Duchy (S) of Urnst Bandit Kingdoms Nyrond (O) Great Kingdom (O) Keoland (language: Keolandish) Nyr Dyv (R)

Human Ethnic Groups (unspecified = mixed; languages indicated must be chosen as one of the characterʼs additional languages by Int score): Baklunish – golden skin, dark hair, green or gray eyes; language: Baklunish Flannae – bronze to brown skin, dark hair and eyes; language: Flan Oeridian – tan to olive skin, variable hair and eyes; languages: Oeridian (Great Kingdom), Nyrondese (Nyrond), Velondi (Furyondy and Veluna) Rhennee – like Oeridian but with dark brown to black hair, shorter than average (5ʼ6” average for males); language: Rhennee Suloise – fair skin, blond or red hair, blue eyes; language: Fruz (Frost, Ice, and Snow Barbarians)

Elf, wood: 01-04 Gnarley Forest 05-07 Celadon Forest 08-09 Vesve Forest 10 Silverwood 11 Dreadwood 12 Gamboge Forest Gnome: 01-04 Cairn Hills 05-08 Kron Hills 09 County of Ulek 10 Verbobonc Half-elf: As elf or human Halfling: 01-04 County of Ulek 05-06 County or Duchy of Urnst 07 Furyondy 08 Keoland Half-ogre: As half-orc

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COMMON DEITIES

states; thriving churches in Ulek, Almor, and Great Kingdom, shrines in all Suloise cultural areas.

These thirty-two deities, originally created by Gary Gygax and Len Lakofka (the Suloise deities) are those most commonly worshipped by adventurers and their adversaries. A large number of other gods and goddesses (listed in the WORLD OF GREYHAWK Guide, pp. 63-64) are also common in the Flanaess but are typically only worshipped by non-adventuring NPCs. The following capsule descriptions are provided in order to assist players in choosing patron deities for their characters, organized by alignment. Thereafter information pertaining to clerics of each deity (their required holy symbol and vestments, and any special duties or benefits that accrue to them) are enumerated.

Phaulkon: Suloise god of air, winds, and clouds; worshipped on Lendore Isle as well as in Keoland, Ulek, and Celene. Phyton: Suloise god of beauty and nature; commonly worshipped in rural settings and farming communities. Tritherion (The Summoner): God of individuality, selfprotection, liberty, and retribution; patron of those who strive for liberty and seek to bring an end to those who are intent on abridging life or freedom. Followers are common in cities and large towns, and in the states of Yeomanry and the Shield Lands. LAWFUL NEUTRAL

LAWFUL GOOD

Osprem: Suloise goddess of water voyages; worshipped in many seaports touching the Azure Sea.

Heironeous (The Invincible): God of chivalry, honor, justice, valor, and daring; worshipped everywhere by those who follow military professions and do heroic deeds.

Pholtus – see above St. Cuthbert – see above

Pholtus (of the Blinding Light): God of light, resolution, law, order, inflexibility, the sun, and the moon. A strict path that allows no deviation but gives absolute assurance of rightness; most active in urban districts.

Wee Jas: Suloise goddess of magic and death; worshipped in highly lawful and civilized societies including The Pale and the Scarlet Brotherhood (who tend towards evil).

St. Cuthbert (of the Cudgel): God of wisdom, common sense, truth, forthrightness, dedication, and zeal; servant of Rao; worshipped in the central Flanaess around Greyhawk, the Wild Coast, Urnst, and Verbobonc. Great rivalry exists between his followers and those of Pholtus.

Xan Yae (The Perfect Mistress): Goddess of mental and physical mastery of mind over matter, twilight, shadows, and stealth; of Baklunish origin, served by those who pursue mastery of their mind and body through martial arts as well as those who favor twilight, including monks, thieves, young lovers, and those of curious nature.

Ulaa: Goddess of hills, mountains, and gemstones; served by many demi-humans (dwarfs, gnomes, and halflings) and a fair number of humans (hillmen, mountaineers, miners, quarrymen). Shrines, temples, and chapels are exclusively found in hills and mountains.

TRUE NEUTRAL Boccob (The Uncaring): God of magic, arcane knowledge, foreknowledge, and foresight; worshipped by sages, seers, and diviners across the Flanaess.

NEUTRAL GOOD

Celestian – see above

Celestian (The Far Wanderer): God of stars, space, and wanderers; worshipped by scholars, astrologers, astronomers, navigators, and dreamers.

Fharlanghn – see above Istus (Lady Of Our Fate): Goddess of fate, destiny, predestination, and the future; worshipped by mostly female clerics in major cities – Greyhawk, Dyvers, Rauxes, Rel Mord, and Stoink. While she has relatively few faithful devotees, many will call upon Istus in times of want or need.

Ehlonna (of the Forests): Goddess of forests, meadows, animals, flowers, and meadows; patroness of all good folk (elven, human, and otherwise) who dwell in woodlands; worship is centered in the area from the Wild Coast to Ulek, from the Kron Hills to the sea. Rivalry and antipathy with followers of Obad-hai.; majority of her followers are female.

Obad-hai (The Shalm): God of nature, wilderness, freedom, hunting, and wild beasts; patron of druids and friend to those who dwell in harmony with natural surroundings. Rivalry and antipathy exists with followers of Ehlonna. Majority of his followers are male.

Fharlanghn (Dweller on the Horizon): God of horizons, distance, roads, and travel; worshipped by adventurers, merchants, itinerants, and the like. Worship most common in the central and southwestern Flanaess. Lydia: Suloise goddess of music, knowledge, and daylight: worshipped in Keoland, Ulek, Duchy of Urnst, and Sunndi; clerics are usually (80%) female.

Olidammara: God of music, revelry, roguery, tricks/jokes, and wine/spirits; favorite deity of thieves, bards, jesters, vagabonds, beggars, and common folk. Chapels are always located in large towns or cities, or two rustic hostels – one in Wild Coast, the other in Kron Hills.

CHAOTIC GOOD

Xan Yae – see above

Kord (The Brawler): Suloise god of athletics, sports, and brawling; most widely worshipped deity in the Barbarian

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CHAOTIC NEUTRAL

thieves often regard him as a patron. In wicked lands, temples and cathedrals of Nerull are openly operated. In other places the rites of Nerull are conducted in subterranean shrines and sacred vaults.

Llerg: Suloise god of beasts and strength; widely worshipped in the Barbarian states and in isolated forests where primitive tribesmen dwell.

Pyremius: Suloise god of fire, poison, and murder. Secret temples of Pyremius can be found in many large cities, and he is also worshipped among the jermlaine, firenewts, and grimlocks. Pyremius and Syrul are especially favored by the monks and assassins of the Scarlet Brotherhood/

Norebo: Suloise god of luck, gambling, and risk; widely worshipped in the Barbarian states, shrines also located in Greyhawk, Wild Coast, and cities of the Iron League. Olidammara – see above

Syrul – see above

Ralishaz (The Unlooked For): God of chance, randomness, bad luck, misfortune, and madness; patron of gamblers and those who take unusual risks (though his intercession is unlooked for); formally worshipped by few, though there are a few small shrines in large cities and outof-the-way places.

CHAOTIC EVIL Beltar: Suloise goddess of deep caves, pits, and malice. Beltar is worshipped by chaotic evil humanoids in the Corusk Mountains, Vast Swamp, and the Rakers. Humans worship her in the Barbarian States, Pomarj, and even in the Great Kingdom.

Zagyg: Demigod of humor, occult studies, unpredictability, and eccentricity. The Mad Arch-Mage and punster is the sole known servant of Boccob. He is mad only in that none but his master seem to be able to fathom his reasoning and sense of humor. It is said that anyone mad enough to serve Zagyg must confront the demigod personally, and periodically thereafter, and be subject to his judgment.

Erythnul (The Many): God of ugliness, hate, envy, capricious malice, panic, and slaughter. Most towns and cities have a small cult of his followers amongst the denizens of the local thieves quarter. Many gnolls, bugbears, ogres and trolls worship him as well, for he is said to greatly reward his faithful servants for their fickleness and wicked deeds.

LAWFUL EVIL Hextor: God of war, discord, conflict, and fitness. Champion of Evil, Herald of Hell, Scourge of Battle, Hextor is the deity of many soldiers and fighters who deem lawful evil most fit to rule. Half-brother and chief enemy of Heironeous. Hextor is much honored in the Great Kingdom.

Iuz (The Old): Demigod of oppression, deceit, wickedness, and pain. Iuz rules a portion of the Flanaess, a horrid territory which bears its masterʼs name, and few creatures beyond the boundaries of this domain will speak his name, let alone adore him. There is great enmity between the servants of Iuz and the followers of St. Cuthbert.

Syrul: Suloise goddess of false promises and deceit. Syrul is worshipped in the Barbarian States, Lendore Isle, and by the Scarlet Brotherhood. Also, worshippers may be found in the thievesʼ quarter of several large cities around the continent.

Ralishaz – see above

CLERIC CHARACTERISTICS BELTAR Symbol: Great fangs about to bite Cleric Vestments: Black or dark gray vestments Cleric Special Abilities: Clerics who reach 20th level are transformed into liches Additional XP Cost: None

Wastri (The Hopping Prophet): Demigod of bigotry, selfdeception, and amphibians. Wastri dwells in the Vast Swamp (though his worshippers have reportedly spread the Hool Marshes and possibly elsewhere) and preaches the ultimate superiority of humankind. While humanoids can serve, demi-humans – especially dwarfs, gnomes, and halflings – are fit only to be slain, and his gray-clad servants and toad packs hunt and exterminate them wherever possible.

BOCCOB Symbol: Eye in a pentagram Cleric Vestments: Purple robes with gold trim Cleric Special Abilities: Level 9+ able to use wands and miscellaneous magic items normally only usable by magic-users Additional XP Cost: None

Wee Jas – see above NEUTRAL EVIL Incabulos: God of evil sendings – plague, sickess, famine, drought, disasters, nightmares, and the like. His chief delights are woe and wickedness. Those who worship and serve Incabulos are most secretive, fearing the wrath of those (even others of evil ilk) who detest what Incabulos stands for. Yet many do call upon this deity, and hidden temples exist in subterranean places and forsaken lands.

CELESTIAN Symbol: Black circle with seven stars Cleric Vestments: See below Cleric Special Abilities: There are seven orders of the priesthood of Celestian. These orders are differentiated in four ways, as given below. The experience level range applicable to a certain order is given first, followed by the color of robe worn by members of that order, the main gem in the symbol for that order (the one in the center of the symbol, surrounded by the six others), and the

Nerull (The Reaper): God of death, darkness, the underworld, and covert activity. Dreaded Nerull is the Foe of all Good, Hater of Life, Bringer of Darkness, King of all Gloom, Reaper of Flesh. Many humans of evil nature and some humanoids pay homage to Nerull. Assassins and

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special spell which is gained by a cleric upon attaining membership in that order.

single target – no damage to inhabitants of Positive Material or Upper Outer Planes, 5-20 damage to inhabitants of Elemental and Lateral Outer Planes, 5-30 damage to inhabitants of the Prime Material Plane, 10-60 damage to undead and inhabitants of the Lower Outer Planes, 15-90 damage to inhabitants of the Negative Material Plane. No saving throw; no blocked by magic resistance or anti-magic. Additional XP Cost: +10% per level

1st Order: Cleric of levels 1-2 who wear light blue robes, have a ruby as the main gem in the symbol, and have Feather Fall as a special spell. 2nd Order: Levels 3-4, light gray robes, jacinth, Jump. 3rd Order: Levels 5-6, violet robes, topaz, Levitate. 4th Order: Levels 7-8, blue-gray robes, emerald, Spider Climb.

HEXTOR Symbol: Six red arrows fanned to point outwards Cleric Vestments: Black robes adorned with white skulls or embroidered gray visages. Only level 8+ clerics have arrows of hate and discord in red; lower level clerics are permitted gray ones Cleric Special Abilities: Priests of Hextor are trained in assassination, so that at the gaining of sixth level of clerical ability, one level of assassin ability is also gained. Thereafter, every two levels of advancement in clerical skill means one level of gain in assassin ability. The maximum. level attainable in assassin ability is sixth, which is reached by a cleric upon attaining 16th level in that class. Additional XP Cost: +15% per level

5th Order: Levels 9-10, dark blue robes, sapphire, Fly. 6th Order: Levels 11-15, deep purple robes, amethyst, Dimension Door. 7th Order: Levels 16 +, black robes, diamond, Teleport. Each special spell is gained immediately upon entering a different order, is in addition to all other normal cleric spells, and cannot be used more than once per day. Thus, a priest of the 1st Order has one special spell, one of the 7th Order has seven different special spells Additional XP Cost: +10% per level EHLONNA Symbol: Unicorn horn Cleric Vestments: Pale green robes Cleric Special Abilities: Tracking as a ranger of equal level; level 5+ may cast Animal Friendship once/day Additional XP Cost: +5% per level

INCABULOS Symbol: Eye of possession Cleric Vestments: Black, with the eye of possession symbol in verdigrised bronze repeated in dull orange of the robes of higher-level clerics Cleric Special Abilities: Level 5+ able to cast Hypnotism as a 3rd level Illusionist; level 8+ can cast Sleep-like spell by touching single intended victim Additional XP Cost: +5% per level

ERYTHNUL Symbol: Red blood drop Cleric Vestments: Rust-colored garments. Ceremonial robes are most often white spattered with blood. Masks include stylized visages for each of Erythnulʼs five aspects. Cleric Special Abilities: Level 3+ able to cast Scare once/day as a magic-user in addition to normal cleric spells. Additional XP Cost: +5% per level

ISTUS Symbol: Golden spindle with three strands Cleric Vestments: Gray or black robes; hair worn at least 6 inches long Cleric Special Abilities: Level 3+ may cast Augury once/day (in addition to normal spell allowance); level 7+ cast Strand of Binding once/day: range 1”; duration 1 round/level of cleric; one target save vs. spells or be confined as if wrapped in chains, broken by successful Bend Bars roll Additional XP Cost: None

FHARLANGHN Symbol: Disc with curved line across it Cleric Vestments: See below Cleric Special Abilities: The priesthood of Fharlanghn is of two sorts, urban and pastoral. The former wear brown robes and generally are found in small chapels in communities. At level 7+ urban clerics of Fharlanghn gain the ability to cast Passwall once/day. Those of the pastoral order wear green robes and minister by traveling the highways and byways, occasionally stopping at wayside shrines to Fharlanghn. At level 5+ pastoral clerics of Fharlanghn gain the ability to cast Pass Plant once/day. Additional XP Cost: None

IUZ Symbol: Grinning human skull Cleric Vestments: Rusty black or white streaked with rustred blood stains Cleric Special Abilities: Level 3+ may cast Change Self once/day Additional XP Cost: None

HEIRONEOUS Symbol: Silver lightning bolt Cleric Vestments: Dark blue robe with silver trim; chain mail Cleric Special Abilities: Level 11+ may use Bolt of Energy once/week: range 7”; instantaneous; infallibly strikes a

KORD Symbol: White gauntlets, blue boots, and a red girdle Cleric Vestments: See below Cleric Special Abilities: At levels 1-3, clerics of Kord can only wear white. They get a +1 bonus on saves vs. fear attacks.

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At level 4, they can wear white and blue robes, the save bonus is +2, and they receive access to the Protection from Lawful spell.

take to acquire spells. Cleric of level 1-3 receives Detect Magic as a bonus spell usable once/day over and above the spells they are normally allowed; at 4th level, Augury is added; at 6th level, Divination; at 8th level, Locate Object; and at 12th level, Commune. These bonus spells are cumulative so that a cleric of 12th level can gain all five spells in addition to his or her usual ones. Additional XP Cost: None

At level 7, clerics can wear red, white, and blue garments. They get a +3 save bonus vs. fear and the new spell Detect Lawful. At level 10, Kord’s clerics wear a red girdle with blue and white trim, they get a +4 bonus to saves vs. fear, and the ability to cast Enlarge (on self).

NERULL Symbol: Skull and scythe Cleric Vestments: Rust-red or blackish-rust garments, staff Cleric Special Abilities: Level 1-4 trained to use sickles as weapons (treat as dagger); level 5+ employ scythe-like pole arms (treat as hook-fauchard); al clerics are only surprised 2 in 12 Additional XP Cost: None

At level 16 and above, clerics wear white boots, a red girdle, and blue trim. Their save bonus is +5, and they can cast Strength (on self). Saving throws vs. fear apply to all forms of fear, including the auras of demons and devils, fright caused by undead, the effectsof very high or very low charisma, and so forth. Bonus spells are granted cumulatively, so that a 7th level cleric of Kord would have access to both Protection from Lawful and Detect Lawful. These bonus spells are simply other choices, in addition to normal cleric spells, and do not increase the spell-carrying or spell-casting capacity of the cleric. They are prayed for the same way that regular cleric spells are received, counting Protection from Lawful and Detect Lawful as 1st level spells and Enlarge and Strength as 2nd level spells. All the bonus spells are cast at the level of experience of the cleric.

NOREBO Symbol: A pair of 8-sided dice Cleric Vestments: Brown and green robes Cleric Special Abilities: Must have Dex 9+; ability to Hide in Shadows, Mole Silently, Climb Walls, and Remove Traps as thief of same level. Additional XP Cost: +10% per level OBAD-HAI Symbol: Oak leaf and acorn Cleric Vestments: Russet garments; staff Cleric Special Abilities: Level 3+ may substitute one 1st level druid spell for a cleric spell; level 6+ may also substitute one 2nd level spell; level 9+ may substitute one 3rd level spell; level 12+ gain ability to take form of any small woodland animal or bird once/day. May use druid as well as clerical weapons. Additional XP Cost: +5% per level

Protection from Lawful works like Protection from Evil, except that it serves as proof against those of lawful alignment. The material component is holy water (sprinkled in a circle) or holy incense (burned in the air). Detect Lawful works like Detect Evil, except that it discovers emanations from those of lawful alignment. Enlarge and Strength work the same as the 1st level magic-user spells of the same names. Additional XP Cost: +5% per level

OLIDAMMARA Symbol: A laughing mask Cleric Vestments: brown, green, green and brown, or green and black garments Cleric Special Abilities: Hide in Shadows as thief one level lower; music skills equal to level 1 bard at 3rd level, level 2 bard at 4th level, level 3 bard at 6th + level; at 8th+ level gain ability to cast Change Self once/day as Illusionist of same level Additional XP Cost: +10% per level

LLERG Symbol: Head of a bear, alligator, or giant snake Cleric Vestments: Bear skins, alligator hides, or snake skins Cleric Special Abilities: Every cleric of Llerg, upon amassing enough experience points to qualify for 5th level, must seek out and defeat a bear in combat to the death (using a weapon of his or her choice). No animal, even a conjured or summoned one, will attack a cleric of Llerg. This protection is personal, and does not extend to other members of the clericʼs party. If the cleric moves to initiate combat with such an animal, or purposely hunts the creature, then the protection is instantly cancelled with respect to that creature. Additional XP Cost: None

OSPREM Symbol: Sperm whale or three barracuda Cleric Vestments: finely-decorated gold or brass-colored armor; blue robes decorated with pictures or embroidery of ships, dolphins, whales, or barracuda Cleric Special Abilities: Clerics of level 7+ can bless a seagoing vessel so that its chance of suffering a calamity (capsizing, man overboard, broken rigging, torn sails, etc.) is half as likely as usual. Or they can curse a vessel so that the chance of such an occurrence is twice as great as usual. A bless or curse of this type affects one voyage of a vessel (from port to port) and must be put into effect before the vessel sets out from its point of embarkation. This power is a 4th level spell which clerics

LYDIA Symbol: A spray of vivid colors Cleric Vestments: White robes trimmed in gold and silver Cleric Special Abilities: When her clerics pray to her (or her minions) for replenishment of spells, they are required to give information as well as receive it; to serve this purpose, they must spend an extra 30 minutes in prayer each day, over and above the time they would normally

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can pray for as part of their normal allotment of spells. At level 9+ they can cast Water Breathing once/day. At level 11+ they can Water Walk (as per the spell) at will. And at level 16+ they may Summon or Dismiss a water elemental once/week The summoned elemental will always have 8 HD, but an elemental of any size can be dismissed. An elemental summoned in this way will never be hostile to the summoning cleric. Additional XP Cost: +5% per level

Upon a clericʼs attaining a certain rank, the ability to use the special spell once/day is gained and special spells of lower ranks are retained, i.e. a Shining cleric can use each of the special spells once/day. Additional XP Cost: +5% per level PHYTON Symbol: Scimitar crossing an oak tree Cleric Vestments: Simple robes of brown and green, and see below Cleric Special Abilities: Level 7-9 clerics wear yellow robes in autumn. During that season, they may cast Warp Wood up to three times per day, over and above any spells they are already entitled to.

PHAULKON Symbol: Outline of a man with large eagle wings Cleric Vestments: various shades of blue during travel and everyday labors, white robes in ceremonies; always at least one feather at all times, headdresses of feathers during ceremonies Cleric Special Abilities: At level 5+ can Speak With Birds on an unlimited basis (this does not include giant birds of any type); level 8+ can Fly once per day as an 8th level magic-user; level 11+ can Control Winds once per day as an 11th level druid; level 16+ they can Summon an 8 HD air elemental (that will be totally friendly) once per week. Additional XP Cost: +5% per level

Level 10-11 clerics wear orange robes in autumn. During that season, they may cast Tree three times per day. Level 12+ clerics wear red robes in autumn. During that season, they may cast Plant Door three times per day. These spell benefits are cumulative. If a cleric of level 9+ directly saves a major woodland from destruction, Phyton will bless the farmlands of that figure’s home countryside (in a circle of 1 mile radius) with abundance and immunity from normal fires and normal cold during the next growing season. Such a blessing will help to produce a bumper crop that will be worth from 2-5 times the value of a normal crop. In addition, Phyton will make known to the residents of the countryside who the recipient of this benefit is, enabling that figure to gain from the proceeds collected from the bumper crop. Additional XP Cost: +5% per level

PHOLTUS Symbol: Silvery sun Cleric Vestments: See below Cleric Special Abilities: Following the inflexible example of their deity, clerics of Pholtus continually seek to reveal the Light to unbelievers. They will brook no argument, of course, and resisters will be shown the way of the Blinding Light. There are three ranks of this priesthood: Glimmering: Clerics of levels 1-4; white vestments; Dispel Darkness (by touching any area of magical darkness while holding Pholtusʼ holy symbol and speaking his name, the cleric causes it to dissipate instantly and be unable to return for 4 rounds + 1 round per level of the cleric)

PYREMIUS Symbol: The face of a yagnodaemon Cleric Vestments: Red robes decorated with flame-shaped swatches of orange and yellow Cleric Special Abilities: Levels 1-4 — +1 on saving throws vs. fire spells; -1 on saving throws vs. cold spells.

Gleaming: Clerics of level 5-8; white and silver vestments; Glow (by pointing Pholtusʼ holy symbol and reciting a 2 segment-long prayer to the Blinding Light, any creature within 8” distance from the caster will be caused to glow brightly, shedding radiance equal to a Light spell in a10” radius, no saving throw. If the caster chooses, the glow can spring forth from his or her own body, with effects as follows: if the glow comes from the face the caster has +2 to charisma for the duration of the glow; if it radiates from the eyes the glow produces Light beams 40” long with 4” base diameter. Duration of all effects is 1 round/level of the caster)

Levels 5-8 — +2 on saving throws vs. fire spells; -2 on saving throws vs. cold spells. Levels 9- 10 — Ability to cast Pyrotechnics once/day (no material component needed, does not count against normal spell allotment). Levels 11-15 — -3 on saving throws vs. cold spells; must take 1 extra point of damage per die from cold spells (up to a maximum possible for type of die); ability to cast Fire Shield (hot-flame variety) once/day, as if wearing a ring of fire resistance.

Shining: clerics of levels 9+; white and gold vestments; Reflect (By use of a holy symbol of Pholtus, crystal prayer beads, and a 3 segment-long prayer, the cleric causes his body to reflect all forms of radiation, thus becoming mirror-bright for a duration of 1 round. Gaze weapons are reflected back upon their users, heat has no effect, and even creatures using infravision or ultravision will be struck sightless for 1-8 segments after looking upon the cleric unless they save vs. magic. If light conditions are very bright, such as in full sunlight, sightlessness will last 2-16 segments)

Levels 16+ — -4 on saving throws vs. cold spells; one hit point of damage lost from any cold spell is permanent until regained by a restoration spell or wish; ability to cast Fireball once/day, with damage equal to 1d6 per level of cleric. Additional XP Cost: +5% per level

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RALISHAZ Symbol: Three bone sticks Cleric Vestments: Varicolored robes of differing materials Cleric Special Abilities: Level 3-6 (roll 1d4) gain ability to cast Sleep by gaze once/day, saving throw applicable. Additional XP Cost: None

WASTRI Symbol: Gray toad Cleric Vestments: Hopefuls (those attempting to become clerics) are dun clad; Servans (clerics) are robed in gray Cleric Special Abilities: Level 5+ able to cast Jump once/day as magic-user of same level and speak with amphibians Additional XP Cost: +5% per level

ST. CUTHBERT Symbol: Wooden billet, starburst, crumpled hat Cleric Vestments: See below Cleric Special Abilities: There are three orders of the priesthood of St. Cuthbert:

WEE JAS Symbol: Skull lit from behind by a fire ball Cleric Vestments: black robes if good-aligned, gray robes if neutral, white robes if evil Cleric Special Abilities: reduced casting time spells: Clerics of levels 1-5 can cast 1st and 2nd level spells in one less segment than normal; levels 6-10, can cast their 1st and 2nd level spells in two less segments; levels 1115 can also cast 3rd and 4th level spells one segment faster than normal; level 16+ can cast 3rd and 4th level spells in two segments less time, and 5th level spells in one segment less. Any spell reduced to a casting time of zero or less by these bonuses is considered to have a casting time of ½ segment. In any case, the cleric can only cast one spell per round. Additional XP Cost: +10% per level

Members of the order of the Chapeaux dress in varying garb, but all wear crumpled hats. They seek to convert people to the faith. At level 3+, clerics of the Chapeaux order gain the ability to cast Friends once/day. Members of the order of the Stars wear dark green robes with a starburst holy symbol of copper, gold, or platinum (depending on their status). They seek to retain doctrinal purity amongst the faithful. At level 4+ clerics of the order of the Stars gain the ability to cast ESP once/day. Members of the order of the Billets are the most numerous, serving as ministers and protectors of the faithful. At level 2+ clerics of this order gain the ability to cast Shillelagh once/day. They dress in simple brown and russet garments, and wear a holy symbol of an oaken or bronzewood billet. Additional XP Cost: None

XAN YAE Symbol: Black lotus bloom Cleric Vestments: Cloaks of gray over subset-hued robes Cleric Special Abilities: Clerics gain limited monk abilities, as follows:

SYRUL Symbol: A forked tongue Cleric Vestments: Golden yellow robes adorned with a red forked tongue Cleric Special Abilities: Level 3+ able to cast Obscure Alignment once/day ay will in addition to other permitted spells; level 7+ may cast Undetectable Lie once/day. Additional XP Cost: None

Cleric Effective Move Open-Hand Special Level AC* Rate** Damage*** Abilities 1-3 10 13” 1-2 -4-6 9 14” 1-3 A 7-9 8 15” 1-4 B 10-12 7 16” 1-6 C 13-16 6 17” 2-7 D 17+ 5 18” 2-8 G *assumes the cleric is otherwise unarmored and has no dexterity bonus, for the latter does not apply to clerics of Xan Yae **assumes only normal garments and no considerable load carried ***damage only, no stunning or other special effects Additional XP Cost: +10% per level

TRITHERION Symbol: Rune of pursuit Cleric Vestments: Dark blue or purple robes, silver or gold trimmed Cleric Special Abilities: Track as ranger one level lower (max. 8th level ability); level 4+ may use spears; level 8+ may use broad swords Additional XP Cost: +5% per level

ZAGYG Symbol: Rune of madness (insanity) Cleric Vestments: Dark blue and silver Cleric Special Abilities: None Additional XP Cost: None

ULAA Symbol: Mountain with ruby heart Cleric Vestments: See below Cleric Special Abilities: Level 1-3 may cast Infravision once/day; level 4-6 may cast Dig once/day; level 7-9 may cast Passwall once/day; level 10+ may cast Stone To Flesh once/day; all spells cast at the level of the cleric, no material components required beyond clericʼs holy symbol Additional XP Cost: +5% per level

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MONSTER MANUAL

Dragon

REVISIONS AND CORRECTIONS

Dragons pass through twelve ages in their lives. These growth stages are:

Explanatory Notes:

Hatchling - 0-1 years - 1 hit point per die Very Young - 2-5 years - 2 hit points per die Young - 6-15 years - 3 hit points per die Sub-Adult - 16-25 years - 4 hit points per die Young Adult - 26-50 years - 5 hit points per die Adult - 51-75 years - 6 hit points per die Mature Adult - 76-100 years - 7 hit points per die Old - 101-200 years - 8 hit points per die Very Old - 201-400 years - 9 hit points per die Ancient - 401-600 years - 10 hit points per die Venerable - 601-800 years - 11 hit points per die Great Wyrm - 801+ years - 12 hit points per die

ARMOR CLASS: Unless otherwise noted, Armor Class = armor type for purposes of Weapon vs AC adjustments. All creatures with AC 0 or below count as AC Type 0 PSIONIC ABILITY: The score indicated is the creatureʼs psionic strength. Those creatures capable of being attacked psionically have the same number of points for psionic defense, so their total psionic ability is double the value indicated. Ape, Carnivorous

AC 7

Ape, Gorilla

AC 7

Axe Beak

AC 7

Baboon

AC 8

Badger

AC Type 8

Barracuda

AC 7

Bear, Black

AC 8

Bear, Brown

AC 8

Bear, Cave

AC 7

Beaver, Giant

AC 7

Beholder

HD 10-16

Blink Dog

AC Type 8

Boar, Wild

AC 8

Boar, Giant

AC 7

Boar, Warthog

AC 8

Brain Mole

AC 10

Brownie

AC 4, AC Type 8

Buffalo

AC 8

Bull

AC 8

Camel, Wild

AC 8

Carrion Crawler

Bite Damage 1-2; Paralysis duration 3-12 (1d10+2) turns

Cattle, Wild

AC 8

Centaur

Alignment CN to CG

Centipede, Giant

AC 10

Couatl

Alignment LN to LG; Psionic Ability 100-150

Demon, Type VI

HD 8d10+8; Damage 1d12+8

Devil, Pit Fiend

Treasure Type I, R

Dog, War

AC 7

Dog, Wild

AC 8

To determine the age (and thus the number of hit points per die a dragon has) simply roll a 12-sided die, the number rolled indicating the age as shown above. Treasure: Hatchling dragons never have treasure. Mature adult dragons have normal treasure. Venerable dragons have 250% and great wyrm dragons have 300% the listed treasure. Claw and Bite Damage: The amount of damage inflicted by a dragonʼs claw and bite attacks depends on both the size and the age of the dragon, broken into seven categories as follows: A: small juvenile dragons (of hatchling through sub-adult age); B: average juvenile dragons; C: huge juvenile dragons; D: small mature dragons (of young adult through very old age); E average mature dragons and small ancient (or older) dragons; F: huge mature and average ancient dragons; and G: huge ancient dragons.

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Dragon, Black

Alignment NE; Damage: A: 1-3/1-3/1-10 B: 1-4/1-4/1-12 C: 2-5/2-5/2-16 D: 1-4/1-4/2-16 E: 1-6/1-6/3-18 F: 1-8/1-8/5-20 G: 2-12/2-12/6-24

Dragon, Blue

Damage: A: 1-4/1-4/2-12 B: 2-5/2-5/2-16 C: 2-7/2-7/2-20 D: 1-6/1-6/2-20 E: 1-8/1-8/3-24 F: 1-10/1-10/5-30 G: 4-14/4-14/6-36

Dragon, Brass

Alignment CN to CG; Damage: A: 1-3/1-3/1-10 B: 1-4/1-4/1-12 C: 2-5/2-5/3-14 D: 1-4/1-4/3-14 E: 1-6/1-6/4-16 F: 1-8/1-8/5-20 G: 2-12/2-12/6-24

Dragon, Bronze

Alignment LN to LG; Damage: A: 1-4/1-4/2-12

Dragon, Chromatic Dragon, Copper

Dragon, Gold

B: 2-5/2-5/2-16 C: 2-7/2-7/2-20 D: 1-6/1-6/2-20 E: 1-8/1-8/4-24 F: 1-10/1-10/5-30 G: 4-14/4-14/6-36

Eagle, Giant

AC 8; Alignment N to NG

Ear Seeker

AC 10

Eel, Electric

AC 10

Eel, Giant

AC 7

192 hit points; damage: 3-24/624/5-30/6-35/7-42/1-6

Eel, Weed

AC 9

Elemental, all

Creatures without magical ability of some sort cannot harm elementals unless the creatures have 6+2 or more hit dice

Elephant, Asiatic

AC 7

Elephant, African

AC 7

Ettin

Damage 2d6+7/2d6+8

Eye, Floating

AC 10

Flightless Bird

AC 8

Frog, Giant

AC 8

Frog, Killer

AC 9

Frog, Poisonous

AC 9

Alignment CN to CG; Damage: A: 1-3/1-3/1-10 B: 1-4/1-4/2-12 C: 2-5/2-5/2-16 D: 1-4/1-4/4-16 E: 1-6/1-6/5-20 F: 1-8/1-8/6-24 G: 2-12/2-12/9-30 Damage: A: 2-5/2-5/3-18 B: 2-7/2-7/4-24 C: 3-9/3-9/5-30 D: 1-8/1-8/5-30 E: 1-10/1-10/6-36 F: 1-12/1-12/7-42 G: 2-16/2-16/8-48

Dragon, Green

Damage: A: 1-4/1-4/1-10 B: 2-5/2-5/2-12 C: 2-7/2-7/2-16 D: 1-6/1-6/2-16 E: 1-8/1-8/2-20 F: 1-10/1-10/4-24 G: 2-12/2-12/5-30

Dragon, Platinum

252 hit points; damage: 2-24/224/6-60

Dragon, Red

Damage: A: 2-5/2-5/2-16 B: 2-7/2-7/2-20 C: 3-9/3-9/2-24 D: 1-8/1-8/2-24 E: 1-10/1-10/3-30 F: 1-12/1-12/3-36 G: 2-16/2-16/7-42

Dragon, Silver

Damage: A: 1-4/1-4/2-16 B: 2-5/2-5/2-20 C: 2-7/2-7/2-24 D: 1-6/1-6/2-24 E: 1-8/1-8/5-30 F: 1-10/1-10/6-36 G: 2-12/2-12/7-42

Dragon, White

Damage: A: 1-3/1-3/1-8 B: 1-4/1-4/1-10 C: 2-5/2-5/2-12 D: 1-4/1-4/2-12 E: 1-6/1-6/2-16 F: 1-8/1-8/2-20 G: 2-12/2-12/3-24

Dragonne

Alignment CN

Dryad

AC 10

Dwarf

Alignment LN to LG

Gargoyle: Being reptilian, of a sort, gargoyles lay eggs. Once every two to five years, depending on feeding conditions, the female lays a clutch of two to five eggs in some high and inaccessible place, such as a grotto, cave, or the like. These eggs are small at first, being about the size of ostrich eggs. They absorb the minerals from the stone on which they rest, growing about one inch in radius every month during their twelve-month incubation period. Alone and unattended, the young gargoyles hatch, forcing horn and claws through the thick sides of the hard shells in order to take their places among the rest of their kind. After a few minutes drying out and resting, the fledgling gargoyle monsters are ready for first flight and feeding. If any of their number are small and weak, the others will fall upon it and devour it before taking off. Feeding on whatever is available, the immature gargoyles grow with amazing rapidity, and within a week or two are large enough to associate with mature individuals without fear of cannibalization. Early diet includes insects, rodents, fungi, and just about anything else which is discovered – animal or vegetable. Usually, three or four fledglings will survive from each clutch to join the adult “horde.” Left unmolested, a gargoyle will live at least 200 years, reaching maturity in one year, and attaining full size in about 10-45 years, depending on feeding conditions. Size, measured in hit points, is as follows: 1 ½ʼ = 8 hp, newly hatched 2ʼ = 12 hp, 1-4 weeks old 2 ½ʼ = 16 hp, 1-4 months old 3 ½ʼ = 18 hp, 5-11 months old 5ʼ = 20 hp, 1-4 years old 5 ½ʼ = 24 hp, 5-10 years old 6ʼ = 28 hp, 11-40 years old 6 ½ʼ = 32 to 36 hp, 41 years or older Gas Spore

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AC 10

Gelatinous Cube

AC 9

Lion, Spotted

AC 6/7

Ghast

Paralysis duration 6-24 (2d10+4) turns

Lizard Man

AC 6 (5)

Locathah

AC 7

Ghost

AC 0 (or 9)

Lycanthrope, Wereboar

Alignment CN

Ghoul

Paralysis duration 3-12 (1d10+2) turns

Lycanthrope, Wererat

AC 7

Giant, Cloud

Damage 2d10+11

Lynx, Giant

AC 7

Giant, Fire

Damage 2d8+10

Mammoth

AC 6

Giant, Frost

Damage 2d6+9

Masher

AC 8

Giant, Hill

Damage 2d6+7

Mastodon

AC 7

Giant, Stone

Damage 2d6+8

Men, Berserker

Alignment CN

Giant, Storm

Damage 3d8+12

Men, Caveman

AC 9 (8)

Gnome

AC 6; Alignment N to NG

Merman

AC 8

Goat, Giant

AC 8

Mind Flayer

Psionic Ability 121-170; Attack/Defense Modes: A/FGH

Golem, Clay

Damage inflicted upon a clay golem is only repairable by means of a heal spell from a cleric of 17th level or greater

Minotaur

AC 7

Mold, Brown or Yellow

AC 10

Mule

AC 8

Mummy

Mummies are undead humans with existence on both the prime and the negative material planes

Naga, Guardian

Cleric spell use 3 1st level, 3 2nd level, 2 3rd level

Naga, Spirit

Cleric spell use 3 1st level, 2 2nd level

Naga, Water

Magic-user spell use 4 1st level, 2 2nd level, 1 3rd level

Night Hag

AC 10; Alignment NE

Nightmare

Alignment NE

Nixie

AC 8; Alignment CN

Nymph

AC 10; Alignment NG

Ochre Jelly

AC 9

Octopus, Giant

AC 8

Ogre

Alignment CN to CE

Otter, Giant

AC 6

Owl, Giant

AC 7

Pegasus

AC 7

Peryton

AC 8

Pixie

AC 6, AC Type 10; Alignment CN

Porcupine, Giant

AC 6

Portuguese Man-O-War

AC 10

Pseudo-dragon

Alignment NG

Purple Worm

AC 7

Goblin

AC 7

Gray Ooze

AC 9

Green Slime

AC 10

Halfling

AC 8; Alignment LG to NG

Hippopotamus

AC 7

Homonculous

AC Type 10

Horse, all

AC 8

Hyena

AC 8

Hyena, Giant

AC 8

Intellect Devourer

Psionic Ability 100

Irish Deer

AC 8

Jackal

AC 8

Jaguar

AC 7

Ki-rin

Psionic Ability 180- 250

Kobold

AC 8

Lamprey

AC 8

Lamprey, Giant

AC 7

Larva

AC 8

Leech, Giant

AC 10

Leopard

AC 7

Leprechaun

AC Type 10; Alignment CN

Lich

AC Type 2; Alignment NE

Lion

AC 6/7

Lion, Mountain

AC 7

75

Ram, Giant

AC 7

Wolf, Dire

AC 7; Alignment N to NE

Rat, Giant

AC 8; Alignment N to NE

Wolf, Winter

AC 6; Alignment NE

Ray, Manta

AC 7

Wolverine

AC 6; Alignment N to NE

Ray, Pungi

AC 8

Wyvern

Alignment N to NE

Ray, Sting

AC 8

Yeti

AC 7

Rhinoceros

AC 7

Zombie

AC 9

Rhinoceros, Woolly

AC 6

FIEND FOLIO

Roc

AC 5

Dragon, Li Lung

Rot Grub

AC 10

Satyr

AC 6; Alignment CN

Sea Hag

AC 8

Sea Horse, Giant

AC 8

Damage: A: 1-6/1-6/1-10 B: 1-8/1-8/1-12 C: 1-10/1-10/2-16 D: 2-8/2-8/2-16 E: 3-10/3-10/2-20 F: 3-12/3-12/2-24 G: 4-16/4-16/3-30

Shark

AC 7

Dragon, Lung Wang

Shark, Giant

AC 6

Shedu

Psionic Ability 120-150

Shrieker

AC 8

Skunk, Giant

AC 8

Damage: A: 1-8/1-8/3-18 B: 1-10/1-10/4-24 C: 1-12/1-12/5-30 D: 1-10/1-10/5-30 E: 2-12/2-12/6-36 F: 3-14/3-13/7-42 G: 3-18/3-18/8-48

Slug, Giant

AC 9; Damage from acid spit is 4d8, save against breath weapon for half damage

Dragon, Pan Lung

Sphinx, Crio-

Alignment CN

Sphinx, Gyno-

Alignment CN

Damage: A: 1-3/1-3/1-8 B: 1-3/1-3/1-10 C: 1-4/1-4/2-12 D: 1-3/1-3/2-12 E: 1-4/1-4/2-16 F: 1-6/1-6/2-20 G: 1-8/1-8/2-24

Sprite

AC 7, AC Type 10; Alignment NG

Dragon, Shen Lung

Squid, Giant

AC 8/3

Stag

AC 8

Stag, Giant

AC 8

Stirge

AC 9 (AC Type 10)

Damage: A: 1-3/1-3/2-12/1-6 B: 1-4/1-4/2-16/1-6 C: 1-6/1-6/2-20/1-8 D: 1-4/1-4/2-20/2-7 E: 1-6/1-6/2-24/1-8 F: 1-8/1-8/3-30/1-10 G: 1-12/1-12/3-36/2-12

Su-monster

Alignment CN

Dragon, Tʼien Lung

Sylph

AC 10; Alignment NG

Thought Eater

AC 10

Tiger

AC 7

Damage: A: 1-4/1-4/2-24 B: 1-6/1-6/3-30 C: 1-8/1-8/3-36 D: 1-6/1-6/3-36 E: 1-8/1-8/4-40 F: 1-10/1-10/4-48 G: 2-12/2-12/7-56

Tiger, Sabre-tooth

AC 7

Dragon, Yu Lung

Titan

Damage 3d8+12 or 3d10+14; Psionic Ability 151-250

Titanothere

AC 7

Toad, Giant

AC 7

Toad, Poisonous

AC 8

Damage: A: 1-3/1-3/1-8 B: 1-4/1-4/1-10 C: 1-6/1-6/2-12 D: 1-4/1-4/2-12 E: 1-6/1-6/2-16 F: 1-8/1-8/2-20 G: 1-10/1-10/2-24

Triton

Alignment NG

Giant, Fog

Damage 2d6+9

Troglodyte

AC 6

Giant, Mountain

Damage 3d8+11

Weasel, Giant

AC 7

Githyanki

Psionic Ability 75-125

Wolf

AC 8

Githzerai

Psionic Ability 61-125

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Huecuva

XP Value 81 + 2/hit point

Troll, Giant

Damage 2d6+7

Troll, Giant Two-Headed

Damage 7-12/7-12/2-16/2-16

operate as a pack to bring down large prey. Growth and hit points are closelty related to the same in gargoyles:

MONSTER MANUAL 2

Size

Hit Points

Age

2ʼ 2 ½ʼ 3ʼ 3 ½ʼ 4 ½ʼ 5 ½ʼ 6ʼ 6 ½ʼ

10-12 13-16 17-20 21-24 25-30 31-35 36-42 43-48

newly hatched 1-6 weeks 7-12 months 1-6 years 7-12 years 13-30 years 31-50 years 51 years or older

Aboleth

Psionic Ability 125

Behir

Lightning bolt will cause 4d6 + 24 points of damage unless a saving throw vs. breath weapon is made.

Boalisk

Damage: 1-3 (bite)/2-7 (constricton)

Marlgoyles live up to about 300 years of age, unless brought low by disease or some enemy prior to this.

Cat, Domestic

Move 15”

Pyrolisk

Hit Dice 4+3

Deva, Movanic

Description: Movanic devas have skin of pale rose color. Their hair is of coppery red and their eyes of metallic coppery hue. Their wings are rosy white. They otherwise resemble humans of the most superior sort.

Shedu, Greater

Psionic Ability 170-200

Solar

AC -9

Tarrasque

Damage: 1-12/1-12/2-24/5-50/110/1-10

Ustilagor

Psionic Ability 75 + 5 to 30

Yuan-Ti

Psionic Ability 75

Dragon, Cloud

Damage: A: 1-8/1-8/2-20/2-8 B: 1-10/1-10/2-24/3-10 C: 1-12/1-12/3-20/3-12 D: 1-10/1-10/3-30/3-10 E: 1-12/1-12/3-36/3-12 F: 3-14/3-14/4-40/4-16 G: 3-18/3-18/4-48/5-20

Dragon, Mist

Damage: A: 1-3/1-3/2-12/1-6 B: 1-4/1-4/2-16/2-7 C: 1-6/1-6/2-20/2-8 D: 1-4/1-4/2-20/2-7 E: 1-6/1-6/2-24/2-8 F: 1-8/1-8/3-30/3-10 G: 2-12/2-12/3-36/4-14

Dragon, Shadow

Damage: A: 1-4/1-4/2-8 B: 2-5/2-5/2-9 C: 2-7/2-7/3-10 D: 2-5/2-5/3-10 E: 2-7/2-7/3-12 F: 2-9/2-9/4-16 G: 3-12/3-12/5-20

Grippli

Psionic Ability 75 to 125

Hangman Tree

Hit Dice 6 + 1 hit point/year

Marid

XP Value 3,650 + 18/hit point

Marlgoyle (Note added l in creature name): Breeding and egg laying are quite the same for marlgoyles as gargoyles, although the eggs are somewhat larger and absorb more minerals during their lonely and chill incubation. Before hatching, marlgoyle eggs are nearly two feet long and over eighteen inches in diameter. From these stony cases erupt fledgling marlgoyles ready to devour anything moving. Assuming that none of their nestlings are runts to be cannibalized, the typical batch of hatchlings will fly out and

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seen at times, and sometimes star-like objects are seen in the distance. Other strange phenomena have been reported as well. Objects in astral space are weightless but still have mass and can cause damage. It is conceivable that there may be dwellings on the Astral Plane built by great wizards, clerics, or godlings; in a weightless environment these buildings could be of any shape, and might wander randomly from Outer Plane to Outer Plane, or across the various Prime Material universes.

APPENDIX I. THE ASTRAL PLANE By Roger Moore, from Dragon #67 (November 1982) The Astral Plane is a superdimensional space that permeates every point of the three-dimensional Prime Material Plane, which inhabitants of AD&D worlds know as the physical universe (containing planets, worlds, stars, galaxies, etc.) From the Prime Material, the Astral Plane extends out to each of the first (or upper) layers of the various Outer Planes, but does not touch any other layers besides these. The Astral Plane also touches (or contains) certain Partial Planes, Demi- Planes, and Semiplanes. Astral space is filled with great currents of energy and matter that flow between the various Prime Material and Outer Planes; aside from these currents, or vortices, the Astral Plane is literally filled with nothing. The contents of a vortex may travel to and from an Outer Planeʼs first layer and one or more Prime Material universes; nothing may enter the “nothingness” outside the vortex.

Astral Encounters Very few creatures are known to be native to the Astral Plane; as stated before, nearly everyone there is just “passing through.” Because of the great number of creatures that could be encountered there, and because some DMʼs might like to create and use their own monsters from the Outer Planes, an alternative to the Astral Encounter Table in the DUNGEON MASTERS GUIDE is suggested below. Each encounter type should have its own subtable of specific creatures, set up by each DM.

At various times for unknown reasons, the energy flow within a vortex may change its direction or its rate of flow; such an event is called the Psychic Wind, and is much feared by travelers in the Astral Plane unless they are of godlike level and talent. The Psychic Wind may cause a vortex to disconnect from one plane and reconnect with another, stirring up the contents of the vortex so that they are randomly distributed or lost. Severe manifestations of the Psychic Wind may even cause silver cords (see below) to break, unless the traveler to whom the cord is attached can resist the magical stresses.

Table One: Astral Encounters d% roll Encounter type 01-60 Outer Planes creature (in transit) 61-75 Miscellaneous creature (in transit) 76-90 Prime Material creature (on Prime Material Plane) 91-95 Character encounter 96-99 Deity encounter 00 Non-living relic Explanation of results: Outer Planes creature — This category includes all beings originating on an Outer Plane, who happen to be in astral space going to or from the Prime Material Plane. Common examples of such beings include demons, devils, daemons, devas, planetar, solar, ki-rin, lammasu, titans, and shedu. Any beings from an Outer Plane are likely to be on a mission for their deity, or on personal missions as determined by the DM, related to the alignment(s) of the being(s). Deities (including the two singular dragon types, demon princes, archdevils, and so forth) should not be on this subtable.

It becomes obvious that beings may use the Astral Plane for moving about within their own universe or to parallel Prime Material Planes, as well as visiting the homes of the gods on the Outer Planes. The most commonly used methods of traveling the Astral Plane include the use of spells (Astral Spell, Plane Shift, or a spell like Gate or Wish), psionic disciplines (astral projection or probability travel), and magical devices or artifacts. Some beings and monsters are innately capable of astral travel, such as certain demons, shedu, etc. The method of travel being used by an encountered being or beings may well determine the groupʼs size, composition, possessions, and so on as detailed in the section on encounters below.

Miscellaneous creature — This category is for assorted astral wanderers like intellect devourers, rakshasa, aerial servants, invisible stalkers, liches using psionics or spells to go astral, and all those other creatures not easily characterized. Berbalangs and astral searchers (from the FIEND FOLIO Tome), for example, could be listed in this subtable. Other races besides those used as player characters in the AD&D game could be included, if some individuals of those races had magical or psionic abilities permitting astral journeying — mind flayers, for instance. Reasons that miscellaneous beings have for astral travel would vary widely from race to race or individual to individual.

The Astral Plane has no alignment as such. Creatures of any alignment may be met traveling along the plane going to or from the Prime Material. If there could be said to be a particular philosophy or ethic associated with the Astral Plane, it might be the spirit of travel, the seeking of knowledge, and the use of gateways to new worlds. Several deities concerned with travel, knowledge, and gates are known to live on the Astral Plane. There is no solid material in the Astral Plane aside from the wayfarers within it, some random bits of debris, and a few small “islands,” some with built structures. To those passing through it, the Astral Plane appears to be a blurred silvery color all around, as if the travelers were suspended weightless within a great silver atmosphere. Mists may be

Prime Material creature — Some Prime Material Plane creatures have a sensory awareness of beings passing “close by” in the Astral Plane, and have the power to harm

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such beings as well. Common examples of such creatures include the basilisk, catoblepas, cockatrice, gorgon, and medusa; enterprising DMʼs could undoubtedly create more monsters of this sort. Creatures like these that can project their influence into the Astral Plane can likewise be attacked by beings on the Astral Plane, though no other Prime Material creatures or objects could be affected by anything in astral space. Only astral travelers who are “adjacent” to another plane (a term to be explained more fully later in this article) will have a chance of meeting these creatures. All other times, the encounter must be rerolled for astral travelers if this particular category is indicated.

cleric would have allies of levels 13-16). All other particulars of the spell casters, henchmen, and allies should be determined from the Character Subtable, Appendix C (Random Monster Encounters) of the DMG. All spell casters using Astral Spell will be 90% likely to have 2-5 companions, 2 of which will be henchmen of the spell caster; all particulars of the group are determined as above. Device — Any class, race, or level of character could be encountered while using a magical device that permits travel to or through the Astral Plane; it is very unlikely, though, that lower-level characters will be met because of the dangers of astral travel. Some typical devices that could be used to reach the Astral Plane are the Amulet of the Planes, the Cubic Gate, the Well of Many Worlds, or some like device invented by the game referee. DMʼs should develop subtables listing the different sorts of devices being employed, since there is such a wide variety of them available. Device-using characters encountered will be between 7th and 18th level (d12 + 6) with classes determined as per the Character Subtable in the DMG. Note that some devices permit use by one person only; these brave souls would be of a generally higher level than usual (15th-18th) and could, at the DMʼs option, have more magical items or special characteristics than normal.

Character encounter — The vast majority of characters met on the Astral Plane are likely to be human, but some demihumans or part-humans may be encountered as well. A special encounter subtable (Table Two) is needed to determine the method of astral traveling employed by a character group, which may determine the groupʼs size and some other characteristics. Table Two: Method of astral travel d% roll Character group traveled via: 01-70 Spell (cleric, mystic, magic-user, or illusionist) 71-95 Device (miscellaneous magic item or artifact) 96-99 Psionics 00 Special Spell — Encounters with beings traveling by magical spells are 85% likely to be with persons who directly cast such a spell and 15% likely to be with those who used a scroll to cast the spell. The distinction is important because scroll-users will probably be less powerful than casters. If a spell-user is indicated, determine the class and level of the caster according to these guidelines:

The category of devices also includes the use of artifacts; DMʼs may set a 1% chance of any device-using group actually possessing and using a plane-shifting artifact. An item of this sort could be the Codex of The Infinite Planes, or a wandering ship or tower as described in the Elric sagas by Michael Moorcock. Party size in an artifactusing group could vary widely, and these groups should be made up prior to play as special encounters.

Half (50%) of all encounters with astral spell-users will be with clerics or mystics, of a level determined randomly: 11-20 for actual spell casters or 9-12 for scroll-users. Of the actual spell casters, clerics of levels 11-15 will have used a Plane Shift spell and those of higher level will be using an Astral Spell. Of the clerical scroll users, 75% will have used a scroll of Plane Shift, and the other 25% will have employed an Astral Spell scroll.

Once in 20 times (5%), the encountered spell-user will be an illusionist or savant. The illusionist will be of level 1419 if directly casting an Astral Spell, and of level 10-15 if using an Astral Spell scroll.

Psionics — Of all psionics-users encountered astrally, 90% will be human, with elves having a 5% chance of being met, dwarves and halflings each having a 2% chance of being encountered, and the remaining 1% being random other races. Class and level should be determined as per the guidelines for device-using travelers. Some 50% of all psionics-users in the Astral Plane will be using astral projection and be traveling alone. The rest will have probability travel; the level of the psionics-user will determine how many persons can be brought into the Astral Plane with this power. One or two persons with the psionics-user will be henchmen, the rest will be allies; details are worked out as per the section on spell casters. The psionics-user should have at least 40 psionic strength points in order to permit astral travel as well as psionic attack and defense, and will also have other major and minor disciplines.

Spellcasters are not likely to go into any plane without assistance. Clerics using Plane Shift to reach the Astral Plane are 95% likely to have 2-7 companions with them, two of which will be henchmen and the rest being allied characters. Henchmen will be of a level determined as per the DMG; allied characters will be of a level equal to the clericʼs level minus three, plus 1d4 (thus, a 15th-level

Special — This is a catch-all category for those living persons who have become lost or trapped in the Astral Plane by any one of a number of means. They may have been caught in a Portable Hole-Bag of Holding explosion, cursed by a deity or magic-user, hit with an enemyʼs Plane Shift, attacked while under a Duo-Dimension spell, caught in a Sphere of Annihilation-Gate cataclysm, cast

Slightly less than half (45%) of all encounters with astral spell-users will be with magic-users. Those directly casting an Astral Spell will be of levels 18-23; those using an Astral Spell scroll will be of levels 11-18.

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out of the Ethereal Plane by an Ether Cyclone, stoned while astral by a medusa or similar beast, flung there by a malfunctioning artifact, inside a Portable Hole that failed a saving throw and was destroyed, and so forth. Each case is special and may be created and arbitrated by the referee as desired. Because people do not age or starve in astral space, such lost souls could have been lost for a very long time before they are rescued. They might express their gratitude for being helped by rewarding the player characters, working for them, or putting knives in their backs (depending on alignment and other considerations). Insanity could come into play. All “special” encounters will not be able to leave the Astral Plane without help from outsiders.

miles in extent. Constructed dwellings, whether on “islands” or alone, should be extremely rare at best! The reactions of any living creatures on the Astral Plane will always be tainted with caution and watchfulness. Referees may want to compile notes on each encounter, describing the reasons for such beings to be in the Astral Plane in the first place (traveling on a quest, going to visit associates or friends, planning to rob or kill other astral travelers, searching for something or someone, etc.) and use this material when role-playing the NPC encounters. Obviously, much of this material has been very general; however, it is the intention of this article to give referees a chance to work out their own ideas of what Astral Plane encounters should be like. Every campaign will have different deities, monsters, and other particulars.

It becomes obvious that all character-type encounters should be carefully worked out ahead of time by the DM because of their complexity. Character roles (as always) should be played forcefully by the DM, as if the NPCʼs were the DMʼs own characters.

Astral Traveling: Astral space is strange and dreamlike. Adventurers from other planes find that they do not get tired, sleepy, or hungry, and everyone is generally alert. There are no day/night cycles astrally, so timeʼs passage is difficult to measure. A character or creature can feel a sense of movement whenever he/she/it concentrates on moving (travel through astral space is a function of thought), but one usually has little idea of how far one is going. No one ages (except at the 1:365,000 rate, as noted) in astral space for any reason, even by magical means. The various means of astral travel are:

Deity encounter — A deity of any sort is probably the worst (as in most dangerous) thing one could hope to meet anywhere. Referees should make up their own lists of possible encounters of this sort, including the various archdevils, demon princes, and unique dragon-types from the MONSTER MANUAL. On the Astral Plane it may be possible to meet almost any deity, though lesser deities may be more common than greater ones and demigods more common than either of the others. Referees should use common sense and caution in having the group meet a deity; some deities would have no possible business being on the Astral Plane, and should be excluded from encounter lists.

Astral projection (psionic) or Astral Spell: Characters using either of these means to go astral should find secure places on the Prime Material Plane to house their bodies and their possessions that will be left behind when their spirits make the voyage. The physical bodies on their home plane will go into suspended animation and require little care while the spirits are gone. Travelers using Astral Spell should hold hands in a circle with their spellcaster, who then goes through all the rituals and causes the groupʼs members to enter astral space in spirit form together. The bodies are all linked through a single silvery cord to their material bodies; the cord is capable of stretching infinitely from the Prime Material to an Outer Plane. Once in the Astral Plane, the group members may pull apart, move around, engage in combat, and so forth as they please. However, no one may enter another plane from the Astral Plane unless he/she is touching the spellcaster or touching someone else touching the spell caster (the group should join hands before entering another plane). Anyone not so linked to the spellcaster when he or she enters a new plane will be stranded astrally; the stranded character can return to the home plane only if slain, in which case the material body reawakens (see the section on Movement and Combat). Astral projection is similar to Astral Spell in all respects, except that only one person at a time may travel by means of this power.

As with character encounters, the reactions of deities should not be checked randomly, and should be role-played fully. Gods will not often go out of their way to do anything when encountering a group of adventurers, unless provoked, bored, or of a similar or opposite alignment. Demogorgon might try to kill everyone he meets; Asmodeus might try enslaving everyone; Bahamut might assist (if good-aligned characters are present), and so forth. Deities should, whenever possible, have a retinue of lesser creatures with them who will follow their rulerʼs every whim; these followers may be sent ahead to check out any groups they meet, to do the fighting or talking. The nature of such associates is left up to the imagination and discretion of the referee. Relic — Finally, various items may be found while traveling the Astral Plane. This category of random relics could include lost treasures, bodies of monsters or characters slain astrally (The timelessness/all-time nature of the Astral Plane allows revivification at a ratio of 1,000 years to 1 day, assuming no extenuating circumstances), constructed dwellings for wizards, priests, or godlings, and so forth. Referees may make up lists of things like these to confuse, amuse, or abuse player characters finding them. Any treasures found should be of generally low worth, with occasional high-value or cursed/trapped items appearing. Matter “islands” range from a few cubic rods to several

When using either of these forms of astral projection, characters will find that all non-magical items on their persons will be left behind on the home plane; only magical

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items may be brought along, and many of these will have altered capabilities as described in the last section of this article. Because this may mean that spell components, armor, and weapons, not to mention mundane things like decent clothing, will not be had, spellcasters may use or develop a simple spell like Nystulʼs Magic Aura, which makes an item magical without giving it any special powers. Such a dweomer will allow items to pass through astral space to an Outer Plane so long as the spellʼs duration is not exceeded prior to going to the plane. Things that become non-magical in astral space or on an Outer Plane, should this spell wear off, will not be carried into another plane until the spell is renewed.

about as desired. Leaving the plane is done in the same manner used to arrive at the plane. It is obviously possible for someone to strand characters on other planes using any of these travel modes. Stranded characters will not be able to leave the plane they are left on unless given assistance, or unless they possess spells, powers, or devices to help them leave. No silver cords are formed using any of these travel modes; instead, the charactersʼ bodies have been brought along. Encounter Checks and the Psychic Wind: When using either form of astral projection (astral projection or Astral Spell), three encounter checks are rolled during the journey. One is made immediately at the start of the voyage, to see if any beings are “adjacent” to the Prime Material Plane at this locale; it may be possible to encounter certain Prime Material monsters (like catoblepas) which can project magical attacks into the Astral Plane, if any are nearby. Another encounter check is made near the midpoint of the voyage, deep into the Astral Plane (no Prime Material monsters like the medusa or catoblepas will be encountered around here), and the last check is made when the group comes “adjacent” to another plane. If this plane happens to be another Prime Material Plane, then obviously medusae and the like may be met, if any exist on that plane.

The spellcaster will receive an instinctual warning when he or she has arrived at the point where astral space connects with the Outer Plane or Prime Material Plane desired. At this point, when all travelers are joined together again, the spellcaster can will the group to move “adjacent” to the new plane; at this point the group will still be in astral space, but will now be able to view clearly the environment of the new plane. If it is another Prime Material Plane, this point is as far as the group can go; they can look about, but not enter the plane. If an Outer Plane has been reached, the group may then (while still linked together) cause their spirits to form material bodies on the new plane, and will bring all magical items with them. Note that those items which (for some reason, as detailed in a later section) became fully non-magical when entering the Astral Plane will not go into an Outer Plane, but may be taken back to the Prime Material. When a group is “adjacent” to another plane, their presence may only be detected by highly intelligent or powerful creatures (as per the DMG), or by the use of such things as a Detect Invisibility spell or Dust of Appearance. Few spells may be cast across plane boundaries, either to or from the Astral Plane or any other, and only certain rare magical devices can affect creatures on other planes. It is conceivable that a deity may cause certain sections of an Outer Plane to be “opaque” so that no one may spy on that area from the Astral Plane, and no one (except the deity and minions) may enter that area from astral space. Astrally projecting characters will travel for some 7-12 hours before reaching another plane, either an Outer or a Prime Material one. The spellcaster or psionic character may purposely try to lengthen the voyage before reaching the other plane; each such attempt lengthens the trip by 3-6 hours, and may result in another encounter check being made (see below). The return trip from another plane will take another 7-12 hours.

Characters using any other form of planar travel will undergo one encounter check upon arriving at the Astral Plane, and another check every four hours or so thereafter until they leave the plane. An encounter check is made using a 20-sided die. A roll of 1 on the die indicates that an encounter will occur, and the specific type of encounter should then be rolled. If a spellcaster or psionic using astral projection wills the voyage to be slowed down, an additional encounter check is made for every four hours the journey is lengthened (see the section on astral projection/Astral Spell, above, for normal and modified travel times). The Psychic Wind may lengthen an astral voyage and produce more encounters. There is a 5% chance (noncumulative) of encountering the Psychic Wind per plane crossed, including alternate Prime Material Planes, or solar system traveled to. To determine the effect of a Psychic Wind, roll a 20-sided die and apply the appropriate result from the following list:

Probability travel (psionic), Plane Shift (spell), or device: These methods of travel are similar in several ways. If a group of persons is able to travel together using one of these modes, they must join hands before the power, spell, or device goes into effect. Group members will be transferred at once, along with all of their equipment (magical or non-magical), to another plane; if going to an Outer Plane, the group will not pass through astral space. However, these travel modes may simply take a group to astral space if this is desired. Once the desired plane has been reached, the power, spell, or device transporting the group ceases to work, and the group may split up and move

1-12: Travel slowed by 3-6 hours; one additional encounter check rolled. 13-16: Blown off course; party lost for 2-20 days (one encounter check every 4 hours, but no Prime Material creatures can be met) and then must return to their physical bodies and try again. 17-19: Blown off course, but with no extension of travel time; a random plane bordering the Astral Plane is arrived at. 20: Psychic Wind storm; travelers who are using astral projection or Astral Spell must make a saving throw vs. magic (for the spell caster or psionicist), or the silver cord

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snaps and all are slain irrevocably. If the save is made, the group or person will be lost for 4-40 days (make one encounter check every 4 hours during this time) and must return to the starting point where their physical bodies are. Those who are not astrally projecting will be lost for 4-40 days and will only thereafter be able to use a spell, power, or device to leave the plane; before then, the turbulence in the plane prevents such travel.

Paper counters could be used to show how far above or below the playing surface someone or something is located, to simulate a third dimension. Counters could also be used for each character involved in the melee. This system is similar to the one used in many outer-space combat games; the difficulty comes in having to calculate trigonometric distances between two points in three-dimensional space. The scale that might work best for such games might be to have hexes or squares 30 feet across (in game scale) with each move taking one minute. If this proves too complex, then a simpler two-dimensional system may be used, ignoring the height/depth factor on the playing surface.

The Psychic Wind is not a “wind” as such; when it occurs, the silvery atmosphere of astral space darkens considerably. During a Psychic Wind storm, the characters will be in virtual darkness all around, but will feel no actual wind blowing. Light spells will function normally during this time, however.

Though the Astral Plane has no sources of gravity, combatants are not thrown off balance by swinging swords, casting spells, and so forth, because all movement and orientation are governed by mental effort; characters fight, move, and act as if each were moving along a stable surface. Obviously, no two characters need appear to be moving along the same “surface,” and one could move along just as well upside-down relative to everyone else in the party.

Movement and Combat Movement through the Astral Plane is accomplished by concentrated thought. For every point of intelligence a being has, a maximum of 10” (yards) per minute (melee round) may be moved; thus, a character with a 12 intelligence can move as fast as 360 feet per minute, or 6 feet per second. It does not make sense to try to measure the distance from one place to another, as the plane itself is moving (the way wind blows around a flying bird) and such distances cannot be expressed in conventional terms. Movement rates are useful in working out melees or explorations in astral space. Sighting distances are much greater than normal in this plane. Surprise rolls are made as usual; unsurprised characters may see larger-than-man-sized beings at a range of 50-500 yards, and man-sized or smaller beings at 30-300 yards. A surprised party has only one-tenth the normal sighting range to their opponents. Evasion may be attempted after sighting an opponent, and is automatically successful if the least intelligent member of the evading party is smarter (more intelligent) than the most intelligent member of the pursuing party. It is possible, of course, for a party to split up so that only its slower members will be caught by pursuers; however, if some beings are joined together by holding hands or other means, their speed will not exceed that of the least intelligent being. Sudden stops and turns are possible astrally, and travelers will not be subject to any form of motion sickness no matter what they do.

The only problem that will occur in combat is in using missile weapons or thrown items. Because everyone is used to adjusting missiles or thrown weapons to take into account the effects of gravity, persons who fire or throw missiles will find their aim poorer at first. Missile fire will initially be made at a -6 penalty “to hit”; each subsequent missile fired by the same character will gain a +1 modifier “to hit,” cumulatively, until this penalty is removed. However, once a person leaves the Astral Plane, this adjustment is forgotten and must be “re-learned” upon re-entering the plane at any future date. Long ranges are extended on the Astral Plane for missiles of any sort, because of the lack of gravity; short and medium ranges remain the same. The maximum range of any missile weapon is doubled, so a longbow (for instance) would have a long range of 14”-42”. Smart players may find it interesting and helpful to develop special tactics for astral combat, such as surrounding slower opponents and setting up defensive shields against the faster ones. Grappling and pummeling are possible astrally, but not overbearing. Astral characters take damage as usual in AD&D melee combat. Those who entered the plane by Gate, Plane Shift, device, or any other method in which the physical bodies of the characters are brought along can be wounded and slain in combat; their bodies and equipment can be recovered afterward, and attempts may be made to raise them from the dead as usual (see previous note on the 1,000- year-to1-day ratio). Any character who enters the Astral Plane by a form of astral projection, psionic or magical, and takes sufficient damage in combat to be slain, will be immediately returned in spirit form to his or her home plane. The earthly bodies of these “slain” characters will not be immediately awakened, however; the psychic trauma of being slain sends the body into a coma lasting 2-5 days, from which the character cannot be reawakened without use of a wish. A system shock roll must be made during this time, and if the roll fails, the character dies when the coma ends, the character cannot then be revived by any means short of a

Encumbrance affects a characterʼs movement rate: for every 100 g.p. (10 lbs.) weight a character is carrying, the movement rate for that character is slowed by 10 feet per round. Strength (or lack thereof) does not affect astral encumbrance at all; intelligence is the limiting factor. An unconscious person or one who is not concentrating on movement may be carried by another person if so desired, at the carrying personʼs movement rate (with a deduction for the encumbrance of the burden being carried). Magical items have no effective weight for astral encumbrance purposes, but only if they are still magical in astral space. Combat in the Astral Plane is peculiar, since it takes place in a weightless, three-dimensional space. A detailed simulation of this would probably best use a hexagonal or square-gridded playing surface (without terrain features).

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wish. If the system shock roll succeeds, the character will regain consciousness, possessing but 1 hit point upon awakening, and healing progresses normally. Until such time as the character regains more than half of his or her lost hit points (by normal healing, potions, ointments, etc.), no spell casting is possible, movement is reduced by half, and attacks are made at, a -4 penalty “to hit” because of weakness.

perhaps travels to a different plane) when they will take normal effect. Spells cannot be cast in any case from the Astral Plane to any other plane, and vice versa; they cannot be cast through Gates and similar devices or spells (as noted in TSR module Q1), since the true distance between the planes exceeds the spellʼs range. Unless a spell caster has taken special precautions, any traveling done by Astral Spell will result in leaving behind all material components for spells, reducing the spell caster to using only those spells with verbal and/or somatic components alone.

The magical items possessed by an astrally projecting character who is slain on the Astral Plane will be returned to the Prime Material with the characterʼs spirit if they: 1) still retain some magical properties on the Astral Plane; 2) were physically worn or carried by the character at the time of “death”; and 3) make a saving throw vs. magic. All other items of a non-magical nature will be left behind on the Astral Plane, but may be recovered by other characters. If the earthly body of an astrally projecting character is slain while the character is in astral space, the silver cord is sundered and the characterʼs spirit vanishes at once, leaving all material possessions behind. The character is irrevocably dead. If the material body is slain after the character has formed a new body on an Outer Plane, the character (with whatever possessions he or she has at that time with the new body) will live on in the new form but will, of course, be unable to leave the plane without help. It is impossible, by the way, for a character to assume a physical shape different from his or her normal, earthly body when entering an Outer Plane. There are very few creatures able to cut a silver cord. As mentioned in LEGENDS & LORE and the DUNGEON MASTERS GUIDE, the Psychic Wind may tear the cord loose, but this is a rare happening. The most dangerous opponents astrally are deities; a demigod or god may elect to cut the silver cord of a group, and can do so by moving adjacent to the cord trailing behind the group, making a “to hit” roll against AC 0, and successfully rolling the deityʼs magic-resistance rating. This will automatically sever the cord and permanently slay the group members, unless the spell caster or psionic initiating the travel can make a saving throw vs. magic. If the deityʼs magic-resistance roll fails on the first severing attempt, subsequent rolls may be made without requiring another successful “to hit” roll against the silver cord. Any character wounded while on the Astral Plane will not normally recover any lost hit points, no matter how long a time is spent there. Obviously, however, after 365,000 days of relative rest a normal character would regain 1 hit point. Only the use of magical devices or spells, or the psionic discipline of cell adjustment, will allow the recovery of lost hit points astrally. Once a wounded character leaves the Astral Plane, wounds may be naturally recovered from at the normal day-to-day rates.

Once a character enters the Astral Plane, spell recovery (regardless of the amount of time spent astrally) becomes more difficult. Clerics and druids may not recover any spells except first and second level ones — unless the deity they worship normally resides on the Astral Plane, in which case they may recover any spell levels. Any spell casters will find they have but one opportunity to pray or study for new spells after casting spells on the Astral Plane, and that subsequent attempts to recover spells will fail because of the magical properties of the plane. Clerics will find that certain spells — Commune, Divination and Spiritual Hammer — will not work on the Astral Plane unless the clericʼs deity lives on that plane. Unless otherwise stated, a spell caster must remain stationary on the Astral Plane when casting a spell; he or she cannot think about moving around and perform magic at the same time. Spell casting, as in all other cases, cannot be hurried up in any manner, and if a spell is interrupted, it is lost. Spells may be cast from devices and scrolls in a normal manner, as detailed later in this article. Those spells that normally affect a flat, planar area (such as Bless and Haste) will, when cast astrally, affect a spherical area with a diameter equal to the normal spellʼs smallest dimension in area of effect. Thus, Bless affects all within a 5” diameter sphere, Haste and Slow affect all within a 4” diameter sphere, Tongues affects all within a 6” diameter sphere, and so forth. This does not apply to spells such as Hold Portal, Knock, and Wizard Lock, which were designed to affect flat surfaces. The Astral Plane is a poor conductor of heat or cold, making some spells like Infravision, which relies upon detection of heat sources, useless. A Fireball could go off next to a character, and if the character was just outside the area of effect he or she would not feel the heat from the attack. Fire-based spells that are cast at bodies of water on the Astral Plane will have no effect; they will be smothered immediately. Any fire spell that strikes a body of ice will usually have no other effect than to melt the ice down into water, immediately extinguishing the spell. Because all objects on the plane are effectively weightless, flame sources will appear circular; even though one would expect an open flame to be extinguished by its own waste gases if held immobile, this does not occur in astral space.

Magical Alterations: As has already been mentioned, many spells will not have their normal effects when cast upon the Astral Plane. Some of these spells for various reasons will have no effect at all, while others will work only partially or in an unexpected manner. A few spells will not work astrally but will not be forgotten when cast; these spells may be re-cast at a later time (after the caster returns to the Prime Material Plane, or

Astral travelers, though they will soon discover that they apparently do not need to breathe in astral space, are still susceptible to attacks of poisonous gas, drowning, and so

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forth; the poisonous or foreign material will find its way into the respiratory tract and do physical damage. These attacks will affect even astrally projecting characters, though as noted before this will not actually kill the affected characters, but will cause their spirits to return to their home plane.

cumulative chance after each unsuccessful casting of this spell. Dispel Evil/Good: This spell will affect any creatures encountered on the Astral Plane of the appropriate alignments, including those from other planes. However, when used against aerial servants and invisible stalkers (and neutrally aligned creatures summoned from other planes) there is a chance (1 or 2 on d6) that this spell will not work, because the neutral creatures were not in the act of performing a good or evil deed. Though all good or evil creatures and characters from other planes will be affected by this spell (no matter the method used to bring them to the Astral Plane), no neutrally aligned (lawful neutral, true neutral, or chaotic neutral) characters will be affected unless they are on a mission that would directly benefit the forces of good or evil. (Assume that this spell will affect neutral characters only if the majority of their associated party is good or evil in alignment.) Dispel Magic: This spell will not affect the inherent magical nature of the Astral Plane, but will affect spells cast by characters. If this spell is cast at a spell caster or associated person traveling via an Astral Spell, it will (if successful) hurl the affected persons to their own plane. It will not do this to persons who arrived on the Astral Plane by any other means, psionic or magical. Casting Dispel Magic on a silver cord (of an astrally projecting traveler) has no effect. Divination: see Commune. Earthquake: No effect unless cast upon a solid, non-living object of earth, clay, or stone. Find The Path: If cast immediately after an entrance into the Astral Plane, this spell will enable astrally projecting characters to go quickly to their desired plane. There is a 50% chance that only one encounter check (the usual initial one) will be required before reaching the other plane; in any event, only one “extra” check will be required at the worst, and the entire voyage is shortened by four hours as well. This spell, of course, would have to be cast upon the leading spell caster of an Astral Spell- using group to be effective for them. Flame Strike: This spell will create a 1” diameter sphere of flames, much like a Fireball, centered on the desired location within the spell range; it will do normal damage. Gate: No deities will appear through the Gate unless the Astral Plane is their home. Any other creatures gated in will know immediately where they are, and will leave if required to fight a creature or party whose experience-point total is two or more times greater than the gated creatureʼs own value. No gated creature will hang around to fight a deity of any sort. Theoretically, one or more persons could pass hurriedly through a gate created by a spell and go directly to any other plane of existence, but the person(s) would also be directly in the presence of a deity-class being, and this could prove not to be advantageous. Holy/Unholy Word: This spell will affect all creatures within its area of effect, including the spell casterʼs party. Since nearly all beings except some deities are not normally from the Astral Plane, this should work against virtually any being encountered, and will cast its victims back to their home plane without further injury (regardless of how the creature got to the plane). Insect Plague: see Conjure Animals.

Following are listed those spells that yield unusual results when cast on the Astral Plane. When possible, reasons are given for why a spell malfunctions. If new spells are encountered or created by characters, the DM should arbitrate the effects on the Astral Plane, noting whenever possible the effects of any similar spells listed here. Cleric Spells: Aerial Servant: No effect; normally opens gate to elemental plane (Air), Animate Object: Any object animated will have no ability to travel on its own unless it is thrown or pushed, since all animated objects have an effective intelligence of 0; it could, however, wrap around or strike beings it was next to. Astral Spell: No effect; must be cast on Prime Material Plane. Commune: No effect; requires contact with deity. Conjure Animals: No effect; no natural environment exists astrally. Control Weather: see Conjure Animals. Create Water: Unless the spell is cast into a container, a large sphere of water will be formed (hovering in the virtual weightlessness of the plane). To calculate the size of such a sphere, note that the volume of a sphere is 4/3 πr³, that 3 one gallon of water is about .1337 ft , and have a calculator handy. Pi (π) is about 3.1416. A sphere of water will do nothing else in astral space except float. If struck by a sharp-edged weapon, it will be undamaged (the blade passes through it) for the most part; strikes, with broad, blunt weapons will split the sphere into 2-5 smaller spheres of roughly equal size. Though water spheres are interesting to look at, they are hazardous as well; anything touching a water sphere for longer than one second will find the water adhering to it and flowing over its surface until the water completely covers the touching object. Living beings must make a saving throw vs. breath weapon or choke on water in their respiratory systems; failure to save means unconsciousness one round later and death in 2-5 more rounds thereafter unless the water is removed somehow (such as by Destroy Water). Those who make their saving throws may leave the water sphere on the following round by moving out of it at full (mental) speed. The possibilities of using water spheres as weapons are obvious (with Telekinesis, especially; the Telekinesis-user would have to roll “to hit” with the water sphere as if using a missile weapon, with medium and long ranges determined by dividing the maximum range of the Telekinesis spell into thirds), as are the disadvantages. Detect Evil/Good: Functions normally, though the plane itself radiates no alignment. Detect Magic: The entire plane radiates magic, making this spell useless to all except those who know the proper changes to exclude the “background radiation” from detection. Such changes may be discovered on a 5%

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Locate/Obscure Object: This spell will not help or hinder characters in hurrying or delaying their journey to other planes through astral space, since the distance to other planes is beyond the spellʼs range. Lose The Path: This spell will work to slow an astrally projecting partyʼs progress through the Astral Plane by four hours, resulting in one extra encounter check while in astral space, but not necessarily during the spellʼs duration. Lower Water: This spell will cause all free-floating water within its area of effect to move away from the spell caster at a rate of speed equal to the casterʼs normal astral movement allowance. The reverse of this spell, Raise Water, has the opposite effect in drawing water directly toward the caster at the above speed. These spells could be used to save a drowning character (see Create Water). Part Water: This spell will cause a water sphere (see Create Water) to separate into two equal-sized spheres (smaller than the original) separated by 1”/level of the caster. This spell may be used to save a drowning character (see Create Water). Raise Dead: If used astrally, there is a 15% chance that an astral searcher (see the FIEND FOLIO™ Tome) will possess the raised body. Alignment and personality of the character are randomly changed; the referee may elect to have the player use the character as effectively a “new” character, or may run the character as an NPC. If the creature is exorcised, then another attempt may be made to raise the body and true spirit. Resurrection: There is a 5% chance that an astral searcher will possess the body of the raised character. See Raise Dead for further details. Speak With Animals: This spell will work only with normal, non-fantastic animals brought with a person or party into astral space. No animals naturally occur on the Astral Plane. Spiritual Hammer: see Commune. True Seeing: There is a base 100% chance, less 10% per level of the viewer, that the awesome reality of astral space as seen via this spell will overwhelm the viewer and cause him or her to remain inactive for the duration of the spell. Otherwise it will function normally. Wind Walk: Aside from causing the spell caster and associated persons to become misty and transparent, this spell will not affect a characterʼs normal movement rate in astral space as determined by intelligence. However, persons carried with the spell caster will move at the casterʼs astral movement rate, not at their normal speed. This spell makes it difficult to see the affected persons against the background of astral space, and sighting distances to such characters are reduced to 10% of normal. Word of Recall: No effect; cannot teleport across planes.

in astral space has a dog along, for whatever reason, a druid could cast Invisibility To Animals, Speak With Animals, etc., successfully. For the most part, however, such spells will be wasted. Spells summoning animals will not work, since no creatures able to be affected by the spell occur naturally on the Astral Plane. Spells which fall into one of these categories, and are useless for that reason, are the following: Animal Friendship, Animal Growth*, Animal Summoning (I,II,III), Anti-Animal Shell*, Anti-Plant Shell*, Call Lightning, Call Woodland Beings, Commune With Nature, Control Temperature, Control Weather, Control Winds, Creeping Doom†, Entangle, Hold Animal*, Hold Plant*, Insect Plague†, Invisibility To Animals*, Locate Animals*, Locate Plants*, Pass Plant, Plant Door, Plant Growth*, Predict Weather, Repel lnsects†, Speak With Animals*, Speak With Plants*, Summon lnsects†, Transport Via Plants, Wall of Thorns, Weather Summoning. * — These spells will work only on plants or animals that have somehow been transported into astral space. Otherwise they are useless. † — It might be supposed that a druid who was determined (or crazy) enough could make effective use of these spells if he/she brought several beehives into astral space, but this is extremely unlikely. Animal Friendship will not work, even on animals in astral space, because the success of the spell depends in part upon the affected animal having an appetite — which does not occur on the Astral Plane. Call Woodland Beings would conceivably work if there were such beings in the spellʼs area of effect, but this is so remote a possibility as to make the spell useless. Other alterations to the effects of druid spells are as follows: Animate Rock: No effect; the rock has no intelligence and thus cannot move in astral space (see Animate Object above). Animate Rock does not make rocks wrap around creatures, change shapes, etc. Chariot of Sustarre: The chariot will appear, and will carry the druid and up to eight others, but will move only as fast astrally as the druid normally could (according to his or her intelligence). Conjure Earth Elemental and Conjure Fire Elemental: No effect; normally opens gate to elemental plane (Earth/Fire). Create Water: See cleric spell Create Water for relevant comments. Detect Magic: See cleric spell Detect Magic for relevant comments. Dispel Magic: See cleric spell Dispel Magic for relevant comments. Feeblemind: A feebleminded victim has an effective intelligence of 1, and that characterʼs movement through the Astral Plane will be likewise reduced seriously (30ʼ/round). Fire Storm: In astral space, this spell creates a sphere of flame similar to a Fireball of the appropriate volume. All other details are as per normal. Fire Seeds: See commentary on throwing missiles in astral space, in the section on Movement and Combat. Hallucinatory Terrain: This spell will work as far as creating the illusion of a large forest, but who will believe it?

Druid Spells: A great many druid spells will not work in astral space because the items that they function with and affect (plants and animals) do not naturally exist on the Astral Plane. There is no such thing as weather (as we know it) either, making spells related to that realm also unusable. If a plant or animal is brought with a creature or character into astral, space, then spells may be cast upon the plant(s) or animal(s) and will function normally. For example, if a group

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Only those creatures of low intelligence or less (7 or below) will even, consider this as possibly real; all others will know better. Obscurement: This spell will form a sphere, not a cube, with a diameter equal to the length of a side of the cube normally formed. Other effects are as normal, except that (as with Wind Walk), the sighting distance to the druid using this spell is cut to 10% of normal when viewed against the astral background. Pass Without Trace: There is nothing to pass over, no tracks to cover, so this spell is useless in astral space. Produce Fire: This spell works only if cast upon a solid, non-living object in astral space; the resulting flames will affect anything within 5 feet outside the area of effect, even if the surface of the solid object used is curved or irregular. For example, Produce Fire couId be cast upon a large rock accidentally discovered in astral space; if the rock had a surface area of 144 sq. ft. (equal to the spellʼs usual area of effect), then everything within a 5-foot radius of that rock would be affected by the flames it would give off. The 2 formula for calculating the surface area of a sphere is 4 πr . Produce Flame: See Fire Seeds, if the druid attempts to cast a produced flame at an opponent. Transmute Rock To Mud: No effect unless cast upon a solid mass of rock; when it turns to mud, the rocky object will assume an almost perfect spherical shape in one turn if entirely transmuted by this spell. Anything coming in contact with such a “mudball” for one turn or longer will find themselves facing a problem similar to that caused when one touches a water sphere (see the cleric spell Create Water). Obviously, conscious persons will be able to easily avoid drowning or suffocating in a mudball, unless they are unconscious or otherwise incapacitated. Mudballs will not dry out in astral space. This brings to mind some interesting uses of a mudball as a weapon or a form of execution; perhaps some adventurers, encountering a wandering mudball on the Astral Plane, may find something at its center. . . Tree: This spell will successfully turn the druid into a tree, but anyone who sees it will undoubtedly think it odd that a tree should be floating around in astral space, and will automatically be very suspicious of it — unless the creature seeing it has an intelligence of 7 or lower, in which case the viewing creature might possibly be fooled. Trip: Since there is no gravity to make this spell work, and since movement doesnʼt depend upon feet, this spell will not work on the Astral Plane. Wall of Fire: In astral space, this spell creates a hollow sphere of flames around the druid with a radius equal to ½” per level of the spell-caster. The hollow sphere moves with the druid. Damage is as per the normal use of the spell, as are all other aspects. Water Breathing: One might believe this spell useless, but imagine a druid who creates a huge globe of water, casts Water Breathing on himself/herself, and then enters the water sphere when confronted by astral opponents. The druid is now virtually immune to all fire-related spells, and any creatures who grapple the druid (or try to) will find themselves covered in water (see Create Water in the cleric spell section) and possibly drowning. . . Interesting, no?

Magic-user Spells: Astral Spell: See the comments for the cleric spell of the same name. Airy Water: A magic-user with this spell will be immune to having water spheres adhere to him or her, and will be able to pass in and out of one with ease. See the druid spell Water Breathing for further comments. Animal Growth: Not generally usable; see the commentary at the start of the section on druid spells. Anti-Magic Shell: No effect, since the spell caster himself or herself is not from astral space — technically making the magic-user a “summoned monster.” Audible Glamer: Magic-users should carefully consider their environment in order to make the best use of this spell astrally; illusions should be as believable as possible to be effective (see the comments regarding visual illusions under the druid spell Hallucinatory Terrain). Bigbyʼs Hand spells: The Interposing Hand will stop all opponents who have an intelligence equal to or less than the spell caster, and slow the forward movement of all others by 50%. The Forceful Hand will either push away, stall, or slow opponents, depending on the difference between the casterʼs intelligence and that of the opponent. If the opponent is less intelligent than the magic-user, the Forceful Hand pushes the opponent away at a rate of speed equal to the difference in their intelligence scores. Opponents equally as intelligent as the magic-user cannot get closer but wonʼt be pushed away. Those smarter than the magic-user may advance at a rate equal to the difference between the opponentʼs and the M-Uʼs intelligence. For example, a magic-user with 16 intelligence casts a Forceful Hand at a berserk aerial servant (intelligence 4); the servant is repelled at a rate of 12” (120 yards, or 360 feet) per round. The Grasping Hand can hold motionless any creature with intelligence equal to or lower than the magic-userʼs. It will repel creatures (if desired) at twice the rate of speed of a Forceful Hand, and slows the more intelligent opponents by 50% of the rate allowed by the forceful Hand; thus, the aerial servant mentioned above could be held motionless, or pushed away at 24” per round. Opponents stunned by a Clenched Fist cannot move astrally during that time; this spell will not necessarily slow or stop opponents otherwise. A Clenched Fist will hold, repel, or slow opponents at the same time as it crushes them, as the magic-user desires. The Crushing Hand acts just as a Grasping Hand, except that it is designed to grasp any opponent, regardless of intelligence, and will crush an opponent for the stated amounts of damage. No Hand spell will leave its maximum range, but it will hover at the boundary of that range if being employed to repel an opponent. As mentioned in the spell descriptions in the AD&D books, any Hand spell is dispelled once it takes damage equal to the hit points of the magicuser who conjured it; a Hand has the same armor class as the magic-user casting it had on the round the spell was begun. Cacodemon: Because of the problems involved in casting this spell on an effectively weightless plane, it is useless in summoning a captive demon. Rather, it will attract the

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attention of one or more powerful demons in the Abyss, who will doubtless find it amusing to seek out the summoner and eat him or her as soon as possible. Referees should send 1-4 demons of either Type IV, V, or VI, each with 8 hp/die, arriving within 1-4 rounds after the spell is cast. Charm Plants: This spell will work only if a plant or plantrelated creature is encountered in astral space; this is unlikely in the extreme. Clone: Clones will not grow in astral space; this spell is useless. Cloudkill: This spell will form a 2” diameter sphere of poisonous gases that will move in a straight line away from the spell caster at a rate of speed equal to the casterʼs intelligence times ten, in feet per round. Since there are no natural winds in astral space, the cloud will remain unbroken unless it strikes a very large object (Wall of Force, for example) that has a diameter of 1” or more, in which case it will break up on the following round. In threedimensional space, the cloud is not too difficult to evade. Cone of Cold: If this spell strikes a water sphere (see cleric spell Create Water), it will freeze the outer surface into solid ice, to a depth of one inch per level of the magicuser casting the spell. A water sphere frozen solid will not melt on the Astral Plane; if any unfrozen water remains at the center of the sphere, the ice sphere will melt from the inside out at a rate of one inch of thickness per turn. A Cone of Cold striking a mudball (see druid spell Transmute Rock To Mud) will cause the outer surface to harden to rock-like consistency; as with an ice sphere, a frozen mudball could either stay frozen or return to a muddy state, depending on whether any unfrozen mud remains at the center. A crust of only one-quarter inch thickness per level of the magic-user casting the Cone of Cold will form on a mudball, making it very likely that large mudballs will always defrost themselves eventually. Conjure Elemental: No effect; normally opens gate to elemental planes. Contact Other Plane: No powers on the Astral Plane, the Ethereal Plane, the Positive and Negative Material Planes, or any Elemental Plane can be reached. Powers on the Prime Material count as one plane removed. Control Weather: See comments under the druid spell of the same name. Death Spell: This spell is ineffective against undead and beings from the Astral or Outer Planes. Travelers from Prime Material Planes may be affected. Detect Evil/Good: See the comments for the cleric spell of the same name. Detect Invisibility: No ethereal or out-of-phase things will be seen, but the spell functions otherwise as written. Once a new plane has been reached, before astrally projecting characters have formed new bodies and are just “looking around,” this spell may be used to see any nearby invisible, hidden, ethereal, or out-of-phase beings or objects. Detect Magic: See the comments for the cleric spell of the same name. Dig: This spell will be effective only against solid, large objects of earth, clay, or mud; the only such objects likely to be astrally encountered are rare “islands” and mudballs (see druidic spell Transmute Rock to Mud). If Dig is cast on an object, the object will slowly disintegrate into a huge cloud of dust particles that spread out in a hemispherical

shape from the digging point. Every cubic foot of dug material will expand to fill a volume of 1,000 cubic feet around the digging point. Within this area, all living creatures must make a saving throw vs. wands every round or be blinded for the entire round; victims must also save vs. breath weapon or choke on the small particles for the full round, and be unable to move, attack, defend, or take any other action. Both saving throws are rolled at the start of each round following the round in which the Dig spell was cast, continuing through the round after the spell duration expires. Visibility within the dust cloud is reduced to 30ʼ. Beyond the cloud radius, the dust is thin enough so as not to affect anyone. The cloud dissipates on the round following expiration of the spell duration. Needless to say, anyone within the radius of the cloud is going to be in dire need of a bath. Note that the spellʼs range (3”, or 90 feet) puts most magic-users who might cast the spell well within its area of effect; this would probably lead to abrupt termination of the spell unless the magic-user is otherwise 3 protected. The volume of a hemisphere is 2/3 πr the cloudʼs radius can be calculated from this formula, since the volume of the hemisphere is already known. Dispel Magic: See the comments for the cleric spell of the same name. Distance Distortion: No effect; not only is there no terrain to be affected, one cannot get an earth elemental, either. Drawmijʼs Instant Summons: Note the changes that must be made with regard to the distances between other planes and the Astral Plane. Items can be summoned from the Elemental, Positive Material, and Negative Material Planes, but would have to go through the Ethereal and Prime Material Planes to reach the Astral Plane. Duo-Dimension: No effect; must be cast on an Outer or Prime Material Plane. Enchant An Item and Enchanted Weapon: No effect; the magical properties of the Astral Plane effectively “rub out” all spell effects. Feather Fall: If cast upon a missile in astral space, the missile will not slow down but will do no damage if it strikes, and will bounce off targets as if made of paper. If cast upon other non-living objects, it will reduce their total mass (as per the spell description) and make them easier to push or carry astrally (see the previous section on encumbrance). If cast upon a living being in the astral realm, that person will be able to carry (without penalty) an additional mass of material equal to the personʼs normal body weight, for the duration of the spell. Feeblemind: See the comments for the druid spell of the same name. Find Familiar: The creature summoned by this spell will be a minor Outer Planes creature similar in power to an imp or a quasit. The creature will be of the same alignment as the spell caster. Because of the variety of creatures that could be encountered, the specific effects of this spell will vary from case to case and plane to plane. Fly: No effect; the movement system of the Astral Plane makes it useless. If cast, the spell will not be forgotten and may be re-cast later. Fumble: If the victim of this spell makes a saving throw, he or she is slowed in all respects except movement (which depends upon intelligence, which is not slowed). Those who fail to save will be unable to make any attacks (because

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they are dropping weapons, missing grappling attempts, etc.) but can defend themselves. Further, any actions undertaken that involve manual coordination will be completely muffed for the spellʼs duration. Gate: See comments for the cleric spell of the same name. Gust Of Wind: This spell will not affect the movement of any intelligent, living creatures on the Astral Plane, but may push relatively small, non-living objects such as spheres of fire, ice, mud, dust, or water. Since objects are weightless in astral space, things pushed away by this spell will continue to move away from the caster even after the spellʼs duration ends. They will move at a speed of 1” (10 yards) per round per level of the caster who used the spell. Hallucinatory Terrain: No effect; no terrain in astral space exists that could be so affected. This spell is not like the druid version. Haste: This spell will not increase a characterʼs movement through the Astral Plane, since movement depends on intelligence, which the spell cannot “hasten.” It will affect other abilities and actions as usual, most notably the number of attacks per round in a combat situation. (See the comments below for the Slow spell.) Interestingly, when Haste is cast upon the Astral Plane, the recipient of the spell will not age one year as a result due to the planeʼs “neutralizing” effect on metabolism. Hold Portal: Generally a useless spell; there are few “portals” in astral space. Ice Storm: If cast in the first form (hailstorm), this spell will cause a large number of hailstones (some 60-600) to appear within a 4” diameter sphere. The hailstones will average about one pound apiece in weight (mass), and will not be moving when they appear. Any character or creature caught within the area of effect will be unharmed by the appearance of the hailstones, but will not be able to move faster than 2” (60 feet) per round within the area of effect because of the effort involved in trying to avoid colliding with the hailstones as they appear throughout the spell duration in various places. Spell casting within the area of effect is possible, since no hailstones will strike a stationary person. The hailstones will not disappear after the spell duration expires, and may be used as missiles hurled by physical force or by a spell (see the section on astral combat with regard to hurled or launched missiles). A physically hurled hailstone will do 1-4 points damage to anyone it strikes, plus the casterʼs strength bonus to damage (“to hit” bonuses for strength and dexterity are also factored in). Note that very weak persons might possibly do no damage when hurling a hailstone, even if it strikes a target. If a spell like Telekinesis is used to move the hailstones about as missiles, the hailstones will do 1 point of damage for every 1”/second (10 yards/second) of velocity they have; thus, a hailstone moving at the maximum velocity of 1024”/round (30720 ft./round, or about 170 yards/second) will do 17 points of damage to an opponent it strikes. As mentioned elsewhere, ice does not melt in astral space (unless exposed to a heat source, of course). If cast in its second form (sleet), an Ice Storm spell will cause an 8” diameter sphere of slushy droplets to form. This could conceivably be compacted into a slush/waterglobe. Any creatures caught inside the area of effect will be effectively blinded for the entire round, and all

attacks by them will be made at -4 “to hit.” Movement through or out of the “sleet sphere” is possible as usual. Any firetype spell cast within the area of effect of a “sleet sphere” will do only one point of damage per for each die of damage the spell normally causes, and will create a heavy mist (zero sighting distance) of a diameter equal to 10 feet for each die of damage the spell normally causes. This misty cloud will dissipate in 2-5 rounds. Imprisonment: Any creature struck with this spell is immediately teleported to a random location within the endless reaches of the Astral Plane, and rendered unable to move of its own volition. Thus, the creature is effectively lost forever upon the plane, but a Freedom spell will return the creature to the spot where that spell is cast (when performed upon the Astral Plane). Any being struck by Imprisonment will not die during the time spent lost upon the plane, and will not have aged no matter how long he, she, or it is lost. Incendiary Cloud: This spell will form a spherical cloud of 100 times the volume of the available flame source, with a minimum size of 20 feet in diameter. All other spell effects are as per normal. Infravision: Because the Astral Plane does not transmit heat or cold, this spell will be useless. The Astral Plane is well lit by a diffuse light anyway, so the spell would not be needed at any rate. Invisible Stalker: No effect; normally opens gate to elemental plane (Air). Jump: This spell will not work astrally, for the same reason the Fly spell wonʼt work, but it will not be lost and may be re-cast at a later time. Knock: See the notes on the magic-user spell Hold Portal for relevant comment. This spell could prove useful for opening locks, untying knots, and similar tasks, however. Leomundʼs Secret Chest: No effect; must be used on Prime Material Plane, and contact with Ethereal Plane required. Leomundʼs Tiny Hut: Useless; there is no need to regulate temperature or gain protection from weather astrally, and the opaque field is highly visible against the astral background (possibly attracting wandering monsters). Levitate: Though this spell will not affect movement through astral space, it will allow the user to carry an additional amount of mass without being encumbered, up to 1,000 g.p. (100 pounds) per level of the spell caster. Locate Object: See the comments for the cleric spell of the same name. Lower Water: See the comments for the cleric spell of the same name. Magic Jar: There is a 10% chance per turn that an astral searcher will possess the spell casterʼs body while it is vacant. The magic-user cannot force the creature from the body alone, and exorcism is required. Magic Missile: Ignore the penalties applied to hurling or launching missiles astrally; magic missiles do not miss. Massmorph: This spell will work, but see the druid spells Hallucinatory Terrain and Tree for relevant comments, Maze: This spell will entrap the victim inside a 5-footdiameter cube of force walls, appearing around the character where he or she is on the Astral Plane when the spell is uttered. The spellʼs duration depends on the characterʼs intelligence, as per the spell description. The

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character cannot move about astrally until he or she is free of the miniature maze; the character is also incidentally protected for the duration of the spell from all attack forms that a Wall of Force will resist. A Disintegrate spell will immediately remove the maze without harming the victim inside. Monster Summoning: Unless the DM has created or discovered a monster that fits within the parameters of each Monster Summoning spell (I-VII), only those summoning spells that have a chance of bringing a creature from an Outer Plane will work. Examples of this include Monster Summoning I (which will bring only manes), Monster Summoning II (bringing lemures), and Monster Summoning VI (bringing erinyes). Regardless of who casts the spell, only creatures from the lower (evil) Outer Planes will be summoned by this spell on the Astral Plane. Mordenkainenʼs Faithful Hound: The hound will circle within a 3” radius about the magic-user who cast the spell, looking for anyone who enters the area of effect (anyone larger than a house cat). The hound will attack anyone who comes in range (except the caster) from behind or from one side; it will warn away intruders beforehand with loud barking when they get within 30 feet of the boundary of the area of effect. All other characteristics of the hound are as per the normal spell. Mordenkainenʼs Sword: This weapon can be used to attack opponents on other planes when wielded upon the Astral Plane; it can reach into either a Prime Material Plane or to the first layer of any Outer Plane only. The sword-user is not made subject to attacks in return, unless the opponent is capable of bringing this about. Move Earth: This spell will affect masses of soil, dirt, clay, or mud (see the druid spell Transmute Rock To Mud) in the same manner that the cleric spells Lower Water and Raise Water affect masses of water astrally; all soil, dirt, and mud within a 4” diameter sphere will either be drawn toward or pushed away from the magic-user at the same rate of speed as the magic-user normally moves in astral space. Small rocks (under 1 lb. in mass) can be moved with this spell, but larger ones will resist it. The magic-user can move the material in other directions (left, right, up, down) as desired. Otilukeʼs Freezing Sphere: In a manner similar to that described under Cone of Cold, this spell can freeze water spheres or mudballs in astral space. Any form of the spell striking water will freeze a total mass of 50 cubic feet per level of the spell caster; this ice will not necessarily melt unless in contact with a heat source or unfrozen water. Part Water: See the comments for the cleric spell of the same name. Passwall: Useful only on a large solid object, generally useless astrally. Phantasmal Force: See relevant commentary under Audible Glamer. Phase Door: See commentary for Passwall. Both spells might be helpful in getting someone or something out of a mudball (see the druid spell Transmute Rock To Mud). Plant Growth: Generally useless; see the text at the start of the section on druid spells. Power Word Blind: Affects a 3” diameter sphere. Power Word Kill: Affects a 2” diameter sphere.

Power Word Stun: Any creature so stunned will be unable to move until recovered, and cannot attack or defend. Repulsion: This spell will function much like Bigbyʼs Forceful Hand, in that it will repel opponents depending on the difference between the opponentʼs and magic-userʼs intelligence scores. The area of effect is a 1” wide cylinder as long as the spell range; obviously, opponents could concentrate on moving sideways out of the spellʼs area of effect, making it of limited use in a three-dimensional fight. Creatures of low intelligence (7 or less) will not immediately think of using such a tactic to counter this spell, and so may be pushed away easily on the first try; they will learn to go sideways after the next 1-7 tries, based on intelligence, i.e., 7=1, 6=2, etc. Rope Trick: No effect; the extradimensional space is outside the Astral Plane. Sleep: Sleeping beings will cease movement for the duration of the spell. Slow: This spell will not slow down a victimʼs movement, since that depends on intelligence (which isnʼt affected by this spell). Other manual activities will be affected, including attacks. Spider Climb: Useless, since objects on the plane are weightless to begin with. Spiritwrack: While this spell would be effective against a named demon encountered at random astrally (though the chance of meeting any particular demon named in such a spell by accident is extremely low), there is a good chance the demon might be on an outing with some friends — they will not be affected by the spell, and might express their displeasure with the spell caster in various ways. Stinking Cloud: This forms a 2” diameter cloud, which cannot be moved by the spell caster. Creatures may move out of the cloud, but if they fail the saving throw cannot do anything else but move while in the cloud or on the round after leaving the cloud. Symbol: Unlike the cleric spell of the same name, this spell must be cast upon a solid surface. Clerical symbols can be inscribed in the “air” of astral space. Telekinesis: See the comments for the cleric spell Create Water and the magic-user spell Ice Storm for some interesting possible uses of this spell. One gallon of water weighs 3.45 lbs. This spell works in all ways as described; if employed against a living, conscious opponent, the opponent will be slowed until the movement rate of the spell exceeds the opponentʼs movement rate, at which time the opponent is at the casterʼs mercy. As the opponent can continue to resist (mentally) the spellʼs effects, subtract the foeʼs normal movement rate from the spellʼs movement rate to get the effective speed. Teleport: No effect; a solid surface to land on is required. This spell will not be forgotten, and may be re-cast later. Tenserʼs Floating Disk: The disk will follow the caster about, regardless of the casterʼs rate of movement, within a 2” radius sphere. When the spell duration ends, anything the disk was carrying will be left behind, suspended and motionless. Inanimate or non-intelligent “cargo” cannot move independently. Transmute Rock To Mud: See the druid spell of the same name. Trap The Soul: Note some of the conditions applicable to persons captured by this spell when not on the Prime

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Material Plane. If used against an astrally projecting person, the material body will die on the Prime Material Plane, but the characterʼs soul will still live within its prison. Imprisoned characters cannot cause their gem-prison to move, or otherwise affect their environment. If released upon any plane other than the Astral Plane, the soul will form a new body (having no possessions) with all of the former bodyʼs characteristics; if released upon the Astral Plane, the soul will perish at once. Vanish: No effect; contact with the Ethereal Plane is required. Ventriloquism: See the comments for the magic-user spell Audible Glamer. Wall of Fire: This works very much like the druid spell Wall of Fire, except that the hollow sphere of flames has a radius of 1” + ¼” per level of the spell caster. Wall of Force: The surface area of a sphere (the best 2 defensive shape in three-dimensional space) is 4πr . Wall of Ice / Wall of Iron / Wall of Stone: Any such walls created will appear in astral space and be immobile, doing no harm to anyone. A Wall of Ice will not melt in astral space unless put in contact with a fire spell or other heat source, at which time it will form a water sphere (see the cleric spell Create Water). A Wall of Stone may be struck with Transmute Rock To Mud, at which time it will form a large mudball (see the druid spell Transmute Rock to Mud), though it may be that part of the wall will not be affected and will drift to the center of the mud ball. Web: This spell requires anchoring points in order to form a true web-like structure; at best in astral space, it may be directed at a single opponent, who will become entangled in the mess of webbing and be unable to attack or pull free. If a saving throw is made, the opponent has escaped all contact with the webs. Suffocation is possible, as per the regular spell. Wish: No Wish spell will ever affect the ruler of the plane that the caster is on; wishes directed against any deity in general are sure tickets to disaster if the intent of the wish is hostile. Referees should arbitrate this spell very carefully in any event. Wizard Lock: This spell is more useful than Hold Portal, as it may be cast upon chests or containers. Write: No effect; ink will not flow through a pen in a weightless environment. If a special, forced-ink pen is devised by the experienced planar traveler, the spell can be used.

(magic-user); Rope Terrain (druid).

Trick

(magic-user);

Hallucinatory

Other illusionist spells with altered effects on the Astral Plane are: Alter Reality: See comments for the magic-user spell Wish. Color Spray: Stunned or unconscious characters cannot move until recovered. Paralyzation: Because the intelligence of the victim of the spell is unaffected, the character can still physically move through astral space. However, the arms, hands, feet, mouth, etc., cannot be moved, and attacking or defending by physical means is not possible. Summon Shadow: No effect; normally opens a gateway to Negative Material Plane. True Sight: See comments for the cleric spell True Seeing. Vision: No contact may be made with deities or powers on the Elemental Planes, Positive or Negative Material Planes, or the Ethereal Plane. Magical Item Alterations: Potions: Those potions that duplicate spell effects (such as Climbing, Flying, or Speed) will have the same result when used in astral space as the spell itself. Some potions will obviously become useless until taken to another plane where their powers may take effect (e.g., Oil of Etherealness). Gaseous Form will make the imbiber hard to see, as per the cleric spell Wind Walk. Potions of Longevity and Speed will not affect the age of the imbiber, due to the “neutralizing” effect the Astral Plane has on living metabolisms. Scrolls: Scroll spells work the same as normally cast spells on the Astral Plane. If someone using an Astral Spell contacts or is caught within the area of effect of a Protection from Magic scroll, the person (including the scroll reader, if he or she is also using Astral Spell) is immediately cast back to the home plane and the protection spell is cancelled. Rings: As for potions, those rings that duplicate spell effects will have the same effect astrally as the spell does. Djinni Summoning rings do not work, being unable to open the gate to the Elemental Plane of Air. Shooting Stars rings do not work at all, being dependent upon a dark environment (night) on the Prime Material Plane. If a resonating field is created between two Rings of Spell Turning, read all rolls of 98-00 for subsequent effects as rolls of 81-97. Protection rings are modified in effect as described in the following section on Weapons, Armor, and Protective Devices.

Illusionist Spells: Any illusions and phantasms cast upon the Astral Plane should be carefully considered in order to be effective. If an illusion depicts something that a viewer or opponent would not normally expect to see upon the plane, then the saving throws for opponents will be considered automatically made, and a bonus of up to +4 may be given to any other (non-hostile) viewers.

Rods, Staves, and Wands: Any such devices duplicating spell effects have the same effect astrally as the spell does. A Rod of Rulership has no effect on any deities or minions who normally reside on the Astral Plane, just as it cannot affect any deities or their minions when used on their home Outer Plane. A Rod of Absorption could easily absorb (and

Some illusionist spells are essentially the same in intent and effect as other spells previously described. These spells (and the section in which each is elaborated on) are: Astral Spell (cleric); Conjure Animals (cleric); Detect Magic (cleric); First-level magic-user spells (magic-user); Maze

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cancel out) an Astral Spell; if it is used against the magicuser who cast the spell, all persons in the astral party are hurled back to their home plane. Rods of Lordly Might lose their third (direction-finding) mundane ability on the Astral Plane; this rod, along with the Rod of Smiting, has altered abilities when used as a weapon, as further detailed in the following subsection on Weapons, Armor, and Protective Devices. A Staff of Withering will not age astral beings who are struck with it.

enchantments lose one “plus” from each type of enchantment; a flame tongue sword would be non-magical for most purposes, with a +1 vs. regenerating creatures, a +2 vs. cold-using creatures, etc. Obviously, any items that normally allow the user to go ethereal or use any other similar powers will still have their protective enchantments (reduced one step), but those powers will not be usable. Cursed items with negative enchantments (-1 shield, missile attractor) also have their enchantments moved one step toward zero (making the -1 shield non-magical in all respects); if a cursed item is made non-magical, the curse is lifted so long as the item is not brought back into the Prime Material Plane. Protective rings, cloaks, and so forth have their powers reduced by one “plus,” but Bracers of Defense and similar items will remain unaffected. All other spell-like powers of such items will be affected as described in the section of this article on alterations of magical spells. Savants have ways and means to overcome or alter such magical losses, but that will have to await publication of a further AD&D game expansion. . .

Miscellaneous Magic Items: Some general statements may be made on the effects of using miscellaneous magic items on the Astral Plane. First (and most obviously), if such a device duplicates the effect of a spell mentioned in this article, then refer to the text for appropriate comments. Any device that summons creatures from the Elemental, Positive or Negative Material, or Ethereal Planes will not work at all. Artifacts and relics are completely unaffected in any operation by being in astral space. Certain devices will obviously be useless (e.g., Apparatus of Kwalish). An Amulet of the Planes will transport the user to any of the first layers of the Outer Planes or back to the Prime Material Plane, but not to the Ethereal, Positive or Negative Material, or Elemental Planes from the Astral Plane. A Book of Infinite Spells wonʼt work if the user left it on another plane.

APPENDIX II. THE INNER PLANES By Gary Gygax, from Dragon #73 (May 1983)

Cubic Gates may open gates to any plane from astral space, even those not normally (by other means) reachable. Devices requiring contact with or assistance from deities (Candle of Invocation, Incense of Meditation, Necklace of Prayer Beads) will not work unless the userʼs deity normally resides on the Astral Plane. Iron Flasks will capture player characters or other creatures not originally from the Astral Plane, but will not affect beings native to the Astral Plane. When in astral space, certain devices that use extra-dimensional spaces to store items in will either expand abruptly so that the exterior of the container conforms to match its interior capacity (Bag of Holding, Portable Hole), or will cease functioning (Mirror of Life Trapping). A Phylactery of Long Years cannot slow aging, since normal aging doesnʼt take place. A Well of Many Worlds will open a passageway to any plane, just as a Cubic Gate does.

Picture the Inner Planes to be represented by a cube where the four major faces represent the elements of Air, Earth, Fire, and Water. The direct intermingling of Air and Earth, or of Fire and Water, is impossible, since they are opposed elements. The vertices between the pairs of Elemental Planes are the Para-Elemental Planes of: Smoke between Fire and Air, Ice between Air and Water, Ooze between Water and Earth, and Magma between Earth and Fire. These four Para-Elemental Planes are augmented by the intermingling of the Positive and Negative Material Planes with them, and in addition with the four Elemental Planes. By the addition of the two new factors, the Positive and Negative Material Planes, we gain eight new QuasiElemental Planes. Consider the Positive Material Plane and Negative Material Plane as occupying the two unaccounted-for faces of the cube, each abutting all four of the Elemental Planes. These planes extend into the Prime Material Plane (the interior of the cube), just as do all of the other sorts of Elemental Planes. The border between the Positive and Negative Planes exists in the Prime Material. It is the Plane of Shadow, which waxes and wanes from place to place but always permeates the whole.

A Talisman of Pure Good (or Talisman of Ultimate Evil) will cause its victims to be lost permanently (Wishes notwithstanding) in astral space. A Chime of Hunger will stun all nearby for 1 round only, with no other effects. Weapons, Armor, and Protective Devices: When such items are brought into the Astral Plane, the enchantments upon them are lessened, since their enchantments are so closely connected to the Prime Material Plane. One “plus” is subtracted from such itemsʼ bonuses, on “to hit,” damage, or protection scores. Thus, for example, a +2 sword becomes a +1 sword, a +3 ring of protection becomes +2, etc.

At the intersections where the Positive Material Plane directly connects to the four Elemental Planes are found the following four Quasi-Elemental Planes: The Lightning plane (at the junction with Air), ranging from static electricity near the Plane of Water to sheet lightning near the Plane of Fire. The Steam plane (at the junction with Water), ranging from vapor near the Plane of Air, through mists, to superheated steam near the Plane of Earth.

If an item has only a +1 bonus, it becomes non-magical and loses all its special powers on the Astral Plane (so luck blades have no usable wishes). Items with multiple

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The Radiance plane (at the junction with Fire), going from dull hues near the Plane of Earth, through rainbow colors, to a radiance of force near the Plane of Air. The Mineral plane (at the junction with Earth), ranging from metals and gems near the Plane of Fire, through stone, to calcium near the Plane of Water.

Others: 18 Positive Material White 19 Negative Material Black 20 ¹ Shadow Silver 20 ¹ (Time) (Colorless) -Ethereal Purple ¹ Optional: Either assign 50% chance for each of the listed results, or ignore this result and roll again on d6, treating 6 as a 1, to yield a result of 1 through 5.

Where the Negative Material plane touches the four Elemental Planes are found the other four Quasi-Elemental Planes: The Vacuum plane, at the junction with Air. The Salts plane, at the junction with Water. The Ash plane, at the junction with Fire. The Dust plane, at the junction with Earth

Having proposed a cubic form for the Inner Planes, and given them color identifiers in addition, it is high time to get at the next point. After all, when one is in the ethereal state and traveling about, how is it that one locates anything? By color, of course. Assuming that the whole of the Ethereal Plane need not be identified, since the adventurer is already upon it, then spots of color in the ether indicate that the substance impinges upon some other plane at that place. In this manner, the wanderer encounters wavering bands of colored mists when trekking through the Ethereal Plane.

Remember that the vertices and border areas representing the Para-Elemental and Quasi-Elemental Planes are shown as small areas on our cube, but actually they just like the Elemental Planes themselves are multi-formed and fluid and might manifest themselves, in small part or large, virtually anywhere. Similarly, the various elemental areas are themselves virtually as infinite as the Prime Material Plane, which is itself composed of their substances, plus the ether, plus more (time, for example). Thus, while the diagram shows surfaces and areas bounded by lines, the Discerning Reader must always bear in mind that depictions such as these are merely tools for display of concepts, not exhaustive atlases of boundless spaces!

Such curtains of vaporous color should occur at time intervals of every 12 hours, PMP (Prime Material Plane) time. The colors should occur at random, as the ether is everywhere and nowhere at once. By identifying the hue, the adventurer is able to determine the proximity of another plane and which one it is. By peering into the misty curtain, the viewer is allowed to see the other plane, while he or she remains ethereal and hence invisible. Movement in both planes at once is accomplished simply by being in the ethereal state and willing oneself to enter the, other plane at the same time. When the traveler so desires, he or she can abandon one or the other of the planes, either deciding in favor of completely entering the particular non-ethereal plane, or turning elsewhere on the Ethereal Plane to see what else can be discovered. Note that this is somewhat different from travel of the astral sort.

In order to sum up the cubic theory of the Inner Planes, and to assign each plane a designating color, the following list of planes and their colors is presented. This list is useful as a source of information, and can also be employed to randomly choose one particular Inner Plane when such a determination is needed. THE INNER PLANES -Concordant Opposition 1 Prime Material

Ochre Turquoise

Elemental Planes: 2 Air 3 Earth 4 Fire 5 Water

Blue Brown Red Green

Para-Elemental Planes: 6 Smoke 7 Ice 8 Ooze 9 Magma

Pearl Aquamarine Chocolate Maroon

With Roger Mooreʼs excellent article on the Astral Plane handy (above), the DM can also have fun with astral travel. The following list, giving color indicators for the planes that border on the Astral Plane, is useful in this regard.

Quasi-Elemental Planes: 10 Lightning 11 Steam 12 Radiance 13 Mineral 14 Vacuum 15 Salts 16 Ash 17 Dust

Violet Ivory Rainbow spectrum Pink Ebony Tan Grey (dark) Dun

TABLE OF THE OUTER PLANES (and Concordant Opposition) 1 Concordant Opposition 2 Happy Hunting Ground 3 Olympus 4 Gladsheim 5 Limbo 6 Pandemonium 7 Abyss 8 Tarterus

To determine which plane is encountered, simply roll a twenty-sided die and read across the table. Both the Concordant Opposition and Ethereal Plane are reached from either the Astral Plane, or by magical means, from any of the other Inner Planes except Time. The latter plane abuts only the Ethereal Plane and Prime Material Plane directly, so the plane of Concordant Opposition cannot be reached from the Plane of Time.

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Brown Emerald Sapphire Indigo Jet Magenta Amethyst Olive

9 10 11 12 13 14 15 16 17 18 19 20

Hades Gehenna Nine Hells Acheron Nirvana Arcadia Seven Heavens Twin Paradises Elysium Extra-dimensional Space Non-dimensional Space Ethereal

Rust Russet Ruby Flame Diamond Saffron Gold Amber Opal Terra Cotta Soot Purple

APPENDIX III. DEITIES AND THEIR FAITHFUL By Gary Gygax, from Dragon #97 (May 1985) The ADVANCED DUNGEONS & DRAGONS game is a role-playing game. This must be stressed, for too often the play of the game tends toward combat and questing. To allow this sort of activity to predominate is to lose sight of the greatest pleasures of the ongoing game — character interaction, meetings with intelligent monsters, and dealing with deities. When one considers it, this role-playing purpose is why deities are included in the game system to begin with. Of course, deities are part and parcel of the heroic epics written by Homer and those who followed him, well as the myth and legends and fairy tales which have come down to us — although in some of the latter works, other sorts of ultra-powerful beings take the place of Zeus et al. A major element of any campaign is the deities and their demands, machinations, rivalries, and confrontations. Let us, then, consider their power base before we deal with those who serve them in the campaign play. Understanding what motivates these greater beings will certainly assist in development of proper role-playing of any type of character. Various and sundry statistics are given for deities, but let us make a basic assumption. Their power comes from those who believe in them; without followers, any deity is consigned to operations on some other plane of existence, without the means to touch upon the Prime Material. Such deities have no immediate interest to us, since they do not fall within the current scope of the game. Thus, we are interested only in deities with followers dwelling on the Prime Material Plane of the campaign. These faithful give the various deities power. Of course, this idea is not new. It has been put forth often by others, whether seriously or as a device of literature. It serves as an excellent game device as well.

The cubic expression of the structure of the Inner Planes allows for more variety and a broader range of magic. Identification and travel to these places from the Ethereal Plane is now within easy grasp of the ambitious Dungeon Master. Likewise, the use of travel in the Astral Plane is facilitated by color identification. Pools of color encountered astrally indicate that there the Astral Plane interlocks with one of the Outer Planes. Unlike the “peering” method of ethereal exploration, where a traveler can be in two planes at once, a color pool encountered on the Astral Plane can be examined (but not actually entered) through the use of concentration. The observer thinks of the place indicated by the color pool while gazing at the surface of the pool. This causes a view of the place to appear, with the viewer “positioned” as if observing it from a great altitude. The more the viewer concentrates, the closer becomes the prospect. A direction can be determined, and a point of view can be made to turn to that facing, as well as change perspective from distant to near and back again, all by continued concentration. Of course, all sorts of factors – magical, monstrous, and otherwise – might impede such viewing; a sheathing of impenetrable metal, for instance, precludes viewing another plane from the Astral Plane.

So. . . each deity draws strength and power from those mortals who believe. The power gained is determined thus: 1,000 believers = 1 hit point 1,000 of same alignment = 1 power point

The concentration of a viewer upon a pool of color allows rapid scanning from the broad perspective to nearly any close-range one, and when it is desired, the viewer can even materialize, going from astral to material form, upon the viewed plane.

Hit points apply only on the plane on which the believers dwell. All faithful on all planes then combine to determine the strength of the deity on the “home” plane inhabited. For example, a neutral good deity will be weak on planes where evil rules, for there will be few, if any, followers of that deity in such a place. Power points are the stuff from which all deities of the same alignment draw to use their spell-like powers, issue and enforce commands, and perform other abilities they may have. If a normal believer is worth 1 /1000 hit point or power point, then those faithful with 2 levels or hit dice are worth twice as much, those with 3 levels or hit dice three times as much, and so on. All clerical types are similarly worth twice what non-clerical types are worth, for they are stronger in faith. Paladins must fall within the general class of clerics, as do shamans and witch doctors. So, for instance, a bugbear follower is worth 3 /1000 point, a fire giant 11/1000, a 10th-

With both more Inner Planes to visit and an easyidentification system offered for them and the Outer Planes as well, the range of AD&D adventuring is poised on the brink of new frontiers. More is needed, no doubt, regarding ethereal travel, creatures of other planes, and so on. Certainly the more venturesome DMs can begin here and now to include broad-scale adventures in the Inner and Outer Planes as part of their campaign repertoire.

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level fighter 10/1000, and a 15th-level druid 30/1000 point. With further respect to clerical types, not only are they worth more in hit point and power point value, but they also actively extend the faith, so they are also nearer and dearer to their deities than other believers of other callings. (Special orders might be exceptions, such as the Thugs, the Knights of Malta, etc.)

a successful one (one miss becomes a hit), avoiding a surprise situation, escaping an encounter, avoiding a trap, gaining minimal additional treasure. Major rewards: 1 extra hit point on each hit die possessed at the time of gaining favor, escaping a certain death situation, raising a characteristic by 1 point (going above 18 is highly discouraged), granting 5% magic resistance, granting a + 1 on saving throws, directing the individual to some special magic item which can be won as treasure in return for overcoming some monster of opposing alignment.

After the total of available power points is thus determined, the deities of a given alignment must gather in convocation to decide amongst themselves how power will be divided — some faithful might be weak, some might serve more than one deity, and so on. Although the affairs of such lofty beings are not the business of this article, it can be safely stated that division is fair and along the lines of total follower strength. (After all, until all other alignments are done away with, so that only those with a “proper” mind-set remain, the deities of that alignment have common cause against all those of different alignments.)

Minor penalties: 1 hit point deducted from a hit die, minimum damage on one particular attack, a successful attack turned into a miss, being surprised when the character would not otherwise have been, having minor monsters continually harassing the character, getting minimal treasure instead of a reasonable amount, losing some minor magic item.

Considering the foregoing, it must now be clear to all why maintenance of alignment is important. To change alignment is to take away from not only the characterʼs deity but all deities of that ilk! That is grim indeed. Much of roleplaying is tied up in understanding the character and the role to be played. This information regarding alignment with respect to power points provides DM and player alike with more material upon which to base their roleplaying. In like vein, faithful service to a chosen deity can be better understood and role-played. A wavering in alignment disturbs all deities of that alignment and alerts the particular deity that something is amiss. To break alignment values might well incur the wrath of not only the characterʼs deity, but all allied ones too. In all cases the penalties indicated in the DUNGEON MASTERS GUIDE will be applied-for actual breaking of alignment. For wavering, more subtle sanctions can be invoked, although if a cleric-type is involved, the sanctions should not be subtle at all! Refusal to grant spells, visitations, and so forth are clearly in order in such cases.

Major penalties: losing 1 hit point from each hit die, losing 1 point from a characteristic, making saving throws at -1, losing a major magic item, having a great monster dogging the characterʼs footsteps, losing the ability to gain any substantial treasure of any sort. [Ed. note: in general most/all of these rewards and penalties are subsumed within the granting (or taking away) additional Joss Factors to the character – a minor reward or penalty typically representing a single JF, while a major reward or penalty could be from 3 to as many as 6.] Rewards should be given sparingly for particularly fine roleplaying of alignment and “faith.” Penalties are invoked for failure to properly role-play, for swerving in alignment, and for not adhering to the imagined “faith.” Of course, for actual change in alignment, these penalties plus those stated in the DMG can be meted out as the DM sees fit, rather than merely following the DMG. It is fairly easy to keep clerical types on the correct role path, for they must deal with deityrelated matters daily. It becomes more difficult when nonclerical characters are concerned, but by explaining the importance of alignment to the players, and by stating that the deities are watching for losses in their power, then mentions of “foreboding,” “ill luck,” and “disfavor” should suffice to keep roleplaying in mind.

If there are penalties for breaking faith and alignment, then there must also be rewards for the opposite sort of behavior — strict adherence to, and strong advocacy of, oneʼs alignment. Granting a bit more “luck” to such a character is possible — perhaps an extra pip on a hit die roll which is low, or the ability to deliver extra damage when fighting a creature inimical to oneʼs alignment and deity. Characters who are true to alignment, who follow the aims of their deity, and who work for and tithe to “the faith” should certainly fall into the general category of “favored.” It should be stressed that “favor” in this case does NOT mean “divine intervention” a la the Greek gods of Homerʼs Iliad — unless the entire campaign has deities popping up here and there on a continual basis to meddle with and muddle up the affairs of humankind.

As a final note, those monsters with less than 1 whole hit die should be treated as half-value with respect to the points they accrue to deities. Thus, kobolds and goblins, for instance, are worth 1/2000 point. No wonder they are considered as catapult fodder by everyone. . .

To give you additional food for thought, here are a few rewards and penalties for adherence to or deviation from alignment. Use them as foundations. Minor rewards: 1 extra hit point, maximum weapon damage on one particular attack, making an unsuccessful blow into

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APPENDIX IV. “PERSON”-TYPE MONSTERS

APPENDIX V. SUPPLEMENTAL ATTACK MATRIX FOR MONSTERS By Gary Gygax, from Isle of the Ape (TSR, 1985)

By Gary Gygax, from Dragon #90 (October 1984) Opponentʼs Armor Class

With the vast array of new monsters found in the FIEND FOLIO Tome and the MONSTER MANUAL II, most players and DMs are left wondering which “humanoid” types are affected by the charm person and hold person spells. No need for further concern — the expanded list is printed below.

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

The creature types are keyed to the book in which they are found: (M) for the original MONSTER MANUAL, (II) for MONSTER MANUAL II, and (F) for the FIEND FOLIO book. Note that the half-elf and half-orc are also included, even though they donʼt have “monster” descriptions, because they are character races. Aarakocra (F) Atomie (II) Azer (II) Booka (F) Brownie (M) Buckawn (II) Bullywug (F) Dark Creeper (F) Dark Stalker (F) Derro (II) Dryad (M) Duergar (II) Dwarf(M) Elf(M) Firenewt (F) Flind (F) Forlarren (F) Frost Man (F) Gibberling (F) Githyanki (F) Githzerai (F) Gnoll (M) Grig (II) Gnome (M) Goblin (M) Grimlock (F) Halfling (M) Half-elf Half-orc Hobgoblin (M) Jermlaine (F)

Kenku (F) Kilmoulis (F) Kobold (M) Korred (II) Lizard King (F) Lizard Man (F) Meazel (F) Men (M) Mite (F) Mongrelman (II) Nereid (II) Nixie (M) Norker (F) Ogrillon (F) Orc (M) Pech (II) Pixie (M) Quaggoth (F) Quickling (II) Qullan (F) Shade (II) Sirine (II) Snyad (F) Spriggan, size S (II) Sprite (M) Svirfneblin (F) Swanmay (II) Taer (II) Tasloi (II) Troglodyte (M) Xvart (F)

20-sided Die Score to Hit by Monsterʼs Hit Dice 18-19+ 20-21+ 22-23+ 24-25+ 26 & Up 15 14 13 12 11 14 13 12 11 10 13 12 11 10 9 12 11 10 9 8 11 10 9 8 7 10 9 8 7 6 9 8 7 6 5 8 7 6 5 4 7 6 5 4 3 6 5 4 3 2 5 4 3 2 1 4 3 2 1 0 3 2 1 0 -1 2 1 0 -1 -2 1 0 -1 -2 -3 0 -1 -2 -3 -4 -1 -2 -3 -4 -5 -2 -3 -4 -5 -6 -3 -4 -5 -6 -7 -4 -5 -6 -7 -8 -5 -6 -7 -8 -9 -6 -7 -8 -9 -10 -7 -8 -9 -10 -11

Negative numbers indicate Additional Damage Inflicted to Automatic Hit

APPENDIX VI. NEW MAGIC ITEMS BAG OF WIND Bag of Aeolus Bag of Boreas Bag of Euros Bag of Notus Bag of Zephyrus

GP Sale Value 20,000 7,000 8,000 6,500 6,000

XP Value 4,000 1,400 1,600 1,300 1,200

A magical bag of wind appears to be a normal large sack, but very careful examination of its drawstring will reveal that the cord is woven of special fibers and radiates a dim magic if this is checked for. When the bag of wind is drawn shut, a bow tied, and a magical word spoken, the bag fills with air — appearing then as a normal sack filled with some form of goods such as clothing or the like, as it will seem lumpy and weigh only about 14 pounds or so. The possessor of the item may at any time loose the bow knot and release the wind which the bag contains. The effect of the wind depends upon the type of bag of wind, as detailed below. The Bag of Aeolus: This sack contains one gust of each of the four separate winds (Boreas, Euros, Notus, Zephyrus) described hereafter. These can be loosed one at a time, on command, and the bag retied after each such release. If the possessor wishes, however, he or she can release all four

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winds at once. Such a release will equal the whirlwind effect of an air elemental, the whirlwind lasting four rounds; the four winds will increase the strength of any one air elemental in range to a full eight hit points per hit die, regardless of the number of hit dice of the elemental. The range of the released winds is 6”. Direction of their effect is determined by the mouth of the bag when opened.

3 4 5 6

BAG OF NOTUS BAG OF ZEPHYRUS BAG OF AEOLUS roll again using d4 instead of d6

DUST OF DULLNESS GP Sale Value: 5,000

The Bag of Boreas: When this sack is loosed and the command word spoken, a blast of freezing wind shoots forth. Creatures within 3” take 2-12 hit points of frost damage, those within 3” to 6” take 1-6 hit points of damage, and all small flames and fires of non-magical nature along the 2” wide course of the wind gust will be extinguished.

This appears to be normal, silty dust. One large pinch will affect one man-sized creature; a handful can affect 2-5 man-sized creatures. It may be thrown up to 10 ft., cascading down upon intended targets. When this dust is cast upon any living creature with senses (sight, taste, hearing, touch, smell, and/or a “sixth sense” such as psionics or magic that provides unusual sensory capabilities): Roll ld6, and consult the table below. The number rolled affects all senses with a a number equal to or lower than the result. (Example: A roll of 3 would affect Sight, Taste, and Hearing.) Consult the descriptions that follow for the full effect. 1 Sight 2 Taste 3 Hearing 4 Touch 5 Smell 6 “Sixth Sense” Sight: Vision is blurred for 1-6 hours. Roll 1d10 to determine the severity: 1-3 -3 penalty to hit 4-8 -5 penalty to hit and -3“ penalty to movement rate; attempts at faster movement result in a stumble and fall, for no damage. 9-0 Blinded Taste: The victim loses all ability to taste things for 1-6 hours. Hearing: The victim is deaf for 1-6 turns; a -1 penalty applies to all initiative rolls, and the victim suffers a 50% chance of being surprised in situations where sound (footsteps, howling, etc.) is the primary factor. Unless some non-aural signaling method is used, the victim will not react to unseen situations until after a 1-4 segment delay (or until physically warned by other characters). Touch: The victim cannot feel anything for 1-6 turns, including being touched, burned, frozen, etc. A penalty of 3“ applies to the movement rate, and any attempt at running results in a stumble and fall (for no damage) within one round. Dexterity is temporarily penalized by -2 points. When holding objects in hand, there is a 3% chance per object held of dropping it, checked each turn and whenever an item is used. Smell: The victim loses all olfactory faculties for 1-6 turns, and cannot smell anything (a boon when investigating garbage heaps!). Sixth Senses: The victim may not receive, transmit, use, or interpret psychic, magical, or psionic powers for 1-6 turns. All those functions related to dreams, intuitions, “hunches,” extra sensory perceptions, and/or magical spells or items that would produce, heighten, or elaborate upon these areas are “wiped clean” from the victimʼs mind. No telepathic or empathic communication is possible. Spells affected are listed below. Magical items that resemble these

The Bag of Euros: The release of this puff of air effects an area 3” broad by 3” deep. All creatures within this area are effected by a langor which causes them to deduct one pip from their initiative dice. They will also be 10% less likely to react unfavorably and attack due to this langor, unless they are already angry, hostile, or engaging in combat. Fires are only fanned by this release. The Bag of Notus: By opening this sack, the possessor releases a gust of hot, dry air which causes 2-8 hit points of damage to all within 3”, 1-4 hit points of damage to those from 3” to 6” distant and within its 2” broad path. Water dwelling creatures will take double damage from dehydration. All fires and flames are affected as described for Boreas. The Bag of Zephyrus: A gentle breeze issues forth when this sack is untied, and all those within its 3” broad by 4” deep area of effect are so refreshed that they gain from 1-4 previously lost hit points. In addition, all creatures within this area add one pip to their initiative rolls for the next four turns. Flame and fire are simply fanned by the release of this zephyr. The command word necessary to release the wind or winds contained by one of these bags will typically be magically written upon the container. Of course the possessor will possibly know the word in the case involving non-player characters initially owning the item. Each bag of wind can be used a maximum of four times before its magical powers are lost. Naturally, any such bag found might have been previously used, so the number of magical wind releases contained within can vary from 1-4. The Bag of Aeolus is entirely drained if all four winds are released at once, and if any one of the separate winds has been previously released, the whirlwind function of the sack will not work. Anytime a magic bag is found you may assume there is a 1 in 4 chance that it is a bag of wind rather than the type indicated on the miscellaneous magic table. If a 1 is rolled, it is a bag of wind. Roll d6, and use the table below: Roll 1 2

XP Value: 1,500

Result BAG OF BOREAS BAG OF EUROS

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spells are treated in the same way, and their use is not possible. Spells affected/negated: Cleric: All detect spells, find traps, know alignment, locate object, divination, commune, true seeing, find the path, and stone tell. Druid: All detect spells, locate animals, locate plants, and commune with nature. Magic-user: All detect spells, identify, locate object, clairaudience, clairvoyance, ESP, suggestion, wizard eye, contact other plane, telekinesis, legend lore, and mind blank. Illusionist: All detect spells, non-detection, suggestion, mass suggestion, true sight, and vision.

more is then consumed, the user becomes comatose from the excess. A half-vial produces mild intoxication, but lesser doses have little or no effect. One vial of ichor can be used to treat one apple-sized foodstuff (about 10 square inches of area) or any beverage. Effects of intoxication are as shown on pp. 82-83 of the DMG. Recovery from intoxication simply requires time, and (if a Comatose condition results) sleep. The times needed are 2-4 hours for Mild, 4-6 hours for Great, and 7-10 hours for Comatose. LEOMUND'S LABILE LOCKER GP Sale Value: 25,000

XP Value: 5,000

GARGOYLE CLOAK GP Sale Value: 6,000

This copper-bound box is two feet wide and tall, and three feet long. Invisible runes are scribed upon its front; these reveal four command words. The first shrinks the box to a twelfth of normal size, with all contents likewise becoming minute. The weight of the shrunken chest, empty or filled, is 30 pounds. The second word causes the chest (if of normal size) to function as one upon which a Leomund's secret chest spell has been placed (but with no smaller replica necessary!). The third word causes the box to return to full size or normal place, as applicable. The fourth word causes growth to quadruple dimensions, with sides, top, and bottom of one foot thickness, huge copper bands, and a weight of 1,200 pounds.

XP Value: 1,000

When donned, this garment polymorphs the user into a gargoyle, with effect as the polymorph self spell. No command word is used. Items carried are absorbed within the gargoyle form, unusable. Immunities, flying ability, and all other gargoyle characteristics are bestowed. Armor Class is likewise altered, but is modified by the user's true Dexterity, magical effects, and protective devices worn or carried (but excluding modifications from armor and shield). The cloak's effects may be produced up to a maximum of three times per day. The polymorph occurs within 1 segment after the cloak is donned, without the sparkling lights usually accompanying a polymorph. After the first full turn of use, there is a 10% chance per turn (cumulative) of the wearer being mentally changed into a gargoyle as well. If this occurs, the user either attacks or flies off (just as would a real gargoyle). Only a wish or death can then return the victim to normal form.

POTION OF CONTROLLING DAMAGE GP Sale Value: 500

This potion is usable by all classes. When it is imbibed, the effects are realized immediately. Damage to the user is lessened by 2 points per hit die of any damage dealt after drinking the potion, including damage from spells, weapons, falling, etc. When damage caused by combat is given only as “points,” and not “hit dice of damage,” the potion negates one third of the total. The duration is 3-24 rounds.

The cloak is easily damaged by any edged weapon, fire, and other hazards. If the wearer takes 20 or more points of damage from such attacks, consider the cloak destroyed. The cloak may be repaired magically (via limited wish or similar enchantment) but not by normal means.

POUCH OF HOLDING

As a final note, other cloaks of polymorphing may be found. Each is designed to change the user into one specific creature. Each confers benefits and hazards in the manner given above—a full polymorph self (lacking only the spell's curative effects), with the given chance of permanent mental change as well.

GP Sale Value: 4,000

XP Value: 800 (per pouch)

These apparently normal leather or cloth pouches are found in groups of 3-6 (Id4 + 2) attached to a belt. Each pouch can hold 100 gp (or ten pounds weight) as if it were but 1 gp (or a tenth of a pound). However, nothing larger than 1 x 2 x 3 inches can fit into a pocket, and the maximum cubic volume capacity for a pocket is 3 x 6 x 12 inches. (Thus, vials of holy water would easily fit, but a dagger or wand would not, in most cases.)

ICHOR OF INTOXICATION GP Sale Value: 900

XP Value: 250

XP Value: 500

This substance is a colorless syrup found in half- ounce vials. It can be mixed with a liquid, applied to food, or simply ingested straight. The ichor dries when exposed to air, hardening in 1 turn.

MAGIC ITEM SOURCES: Bag of Wind by Gary Gygax, from The Dragon #27 (July 1979) Dust of Dullness and Potion of Controlling Damage by Rob Kuntz with Gary Gygax, from Mordenkainenʼs Fantastic Adventure (TSR, 1984)

When a vial of the fluid is consumed, the user becomes greatly intoxicated within 1 round (see effects below). If

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Gargoyle Cloak, Ichor of Intoxication, Leomundʼs Labile Locker, and Pouch of Holding by Gary Gygax with Frank Mentzer, from Temple of Elemental Evil (TSR, 1985)

DEMON Goristro (Major Demon) FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: -2 MOVE: 15” HIT DICE: 20 (+6/die) % IN LAIR: 20% TREASURE TYPE: B, C NO. OF ATTACKS: 2 & 1 DAMAGE/ATTACK: 12-30/12-30 & 5-40 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 60% INTELLIGENCE: Low ALIGNMENT: Chaotic evil SIZE: L (21 ’-24’ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil LEVEL/X.P. VALUE: X / 16,200 + 35/hp

APPENDIX VII. NEW MONSTERS COLCHILN FREQUENCY: Rare (on the Prime Material Plane) NO. APPEARING: 2-16 ARMOR CLASS: 4 MOVE: 10” HIT DICE: 4-7 % IN LAIR: 60% TREASURE TYPE: F NO. OF ATTACKS: 2 DAMAGE/ATTACK: 4-9/4-9 (plus strength bonus) SPECIAL ATTACKS: Nil SPECIAL DEFENSE: See below MAGIC RESISTANCE: 20% INTELLIGENCE: Low ALIGNMENT: Neutral evil SIZE: S (4ʼ tall) PSIONIC ABILITY Nil AttacklDefense Modes: Nil/nil LEVEL/X.P. VALUE: (4 HD) III/130 + 5/hp; (7 HD) V/500 + 10/hp

These huge demons are collectively known as goristroi. One can be found on nearly any plane of the Abyss, for they are adaptable and much desired by the rulers of the place to serve as engines of destruction. Demon lords and princes are able to command the goristroi and have them serving as guardians, enforcers, and so on. The hulking goristroi are too stupid and bestial to do more than carry out their orders.

The Colchiln are a most uncommon demonspawn, set upon this world to assist high-level evil beings (demons or similar creatures). They may be found wherever major concentrations of evil are located, but are most often found underground in mountainous caves that extend into the inky depths of the earth, lower level dungeons where abominable rites are practiced and homed non-human deities are worshipped. The colchiln are possibly created from larvae, but the complete process is unknown. Their mission is to serve and follow. They do this very well, for even if they are incapable of imaginative thought, they usually have a good memory and can follow orders explicitly. They are thus often incorporated into legions to fight subterranean wars to which those “evil ones of the pits and cavems” are accustomed.

The attack mode of these monsters consists of two clubbing smashes with their long and very powerful arms. Each is equal to a crushing blow, so material struck must be saved for. In addition, a stamping attack can be made against any opponent of 6’ or less height which is within 10’ of these brutes. They hurl boulders as do cloud giants (1”-24” range for 2-24 points of damage). Goristroi also have the following spell-like powers which they can employ one at a time, one per round, at will: detect illusion, detect invisibility, fear (as a wand, by gaze), gloom 60’ r. (equals one-half darkness condition), levitation, spider climb, and teleport without error (once per day only). Even the lowliest of goristroi can be harmed only by +1 or better magic weapons. All of them are immune to cold, fire, poison, and poison gas. They regenerate at the rate of 1 hit point per turn. They have both infravision and ultravision.

The colchiln attack with their iron-hard claws, but have no teeth. They usually (55%) move silently, and when set for ambush, surprise their victims two-thirds of the time. Their strengths range from 18/01 to 18/00, but the creatures gain only the +3, +4, +5, or +6 damage bonus (add to the base ld6+3 points of damage) and not the corresponding “to hit” bonus, as they are rather uncoordinated. However, their appearance provides no indication of their great strength. They never check morale, and will impassively fight to the death in all situations.

As noted in the list of statistics given above, goristroi receive 6 hit points per hit die in addition to whatever is rolled, giving each hit die a range of from 7-14 instead of the usual 1-8. Goristroi with 140-160 hit points are 21’ tall and can only be hit by magic weapons of +1 or better. Those with 161-200 hit points are 22’ tall, and also are hit only by +1 weapons. If hit points fall in the range of 201-240, the beast is 23’ tall and is hit only by +2 weapons or better. The largest goristroi have 241-280 hit points, are 24’ tall, and are hit only by +3 weapons or better.

Description: A colchiln is black in color, bipedal, with scalelike skin and lidless, bulbous white eyes. Its mouth sports no teeth, but its red forked serpentʼs tongue is used to sense things. Its four-fingered hands have iron-hard claws, adamantite-hard in larger varieties of colchiln.

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Goristroi can do siege damage to constructions and large objects in the same way that giants and golems can. Damage figures given below are per round of attack, with no other activity allowed to the goristro in that round. Points of Damage Against Soft Hard Wood E a r t h Stone R o c k B r o n z e 4 1 3 2 1 As can be seen from the foregoing, the goristroi are major amongst their ilk because of their ability to absorb damage and to mete it out. They are stupid and otherwise limited in power, being unable even to gate in other demons. The vast majority (90%) of goristroi encountered will be in the service of some Abyssal ruler, blindly carrying out the duties assigned to them with complete fanaticism. There is never a question of retreat or morale when dealing with these brutes. They will always continue to follow their given commands until completion or death occurs.

illusion, know alignment, mirror image, produce fire, read languages, read magic, suggestion, teleportation, wall of smoke (same as wall of fog), and fulfill anotherʼs limited wish. Once per day Bitru can employ a symbol of pain. He causes fear by pointing at any creature within a 60ʼ distance, saving throw vs. spell applicable. He can summon 1-3 erinyes with a 60% chance of success. Bitru regenerates 2 hit points per round. Description: Bitru is very muscular. His skin is shining crimson, and his horns, hooves, and wings are lustrous black. Bitruʼs visage is typically diabolical. FERAL SLASHER FREQUENCY: Very Rare NO. APPEARING: 1-2 ARMORCLASS: 2 MOVE: 24” HIT DICE: 2+3 % IN LAIR: 20% TREASURE TYPE: Nil NO. OF ATTACKS: 4 DAMAGE ATTACK: 1-6 / 1-6 / 1-4 / 1-4 SPECIAL ATTACKS: Ferocity may stun or cause fear SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Animal ALIGNMENT: Chaotic neutral SIZE: S (3ʼ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: II/65 + 3/hp

Some symbol of servitude will be worn by goristroi ruled by a lord or prince, whether it be a collar, arm or wrist band, implanted symbol, or whatever. Such devices typically have the power to convey telepathic commands to the wearer as well as serve as tracking devices should the masters wish to know the whereabouts of their servants. Without direct command or supervision, goristroi tend to wander off on destructive rampages of their own direction and desire. Goristroi are vaguely reminiscent of giant bears, although their shoulders are broader, their visages appearing to be a nightmarish cross between bison and human, and their hands and feet disproportionately large, splayed, and humanlike. DEVIL Bitru (Duke of Hell)

This three-foot-tall mammalian carnivore relies on blinding speed and ferocity to stun and panic its prey. It is dullwitted, attacking regardless of the size of its victim, and slow to respond to the unexpected. It resembles a hyena but with oversized hind legs. The multiple attacks represent two jaw and two claw attacks per round. A victim must roll his charisma or less on Id20 to avoid being stunned or panicked. If the roll fails, roll ld6. 1-4 indicates that the victim is stunned for one melee round; 5-6 indicates panic, and the victim runs from the attack for two rounds.

FREQUENCY: Unique (Very rare) NO. APPEARING: 1 ARMOR CLASS: -1 MOVE: 12”/18” HIT DICE: 99 hit points % IN LAIR: 50% TREASURE TYPE: G, P NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type +6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 65% INTELLIGENCE: Exceptional ALIGNMENT: Lawful evil SIZE: L (9ʼ tall) PSIONIC ABILITY: 199 Attack/Defense Modes: All/all LEVEL/XP VALUE: X/30,000 (material form only) Bitru serves Dispater and leads 70 companies of erinyes in warfare. These devils are raised from the vast estates held in fief. Bitru employs a huge +3 two-handed sword in combat. These spell-like powers can be used by Bitru, one per round, at will, as a 20th-level magic-user: animate dead, charm person, detect invisibility, detect magic, dispel magic,

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FREMLIN

or ram their intended targets, inflicting 1 point of heat damage per touch per fish. Hetfish have been known to continue these swarming attacks indefinitely. A victim may be “boiled alive” due to the proximity of great numbers of these fish heating the water nearby. Hetfish have been known to ram small ships and other waterborne vessels. Wooden ships sustain 1 point of structural damage per 30 small (1 ft.), 20 medium (2 ft.) or 10 large (3 ft.) hetfish attacking.

FREQUENCY: Very Rare NO. APPEARING: 1-4 ARMOR CLASS: 6 MOVE: 12” HIT DICE: 3+6 % INLAIR: 20% TREASURE TYPE: X NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: None SPECIAL DEFENSES: +1 weapon to hit MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT Chaotic neutral SIZE: S (1ʼ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: III/85 + 4/hp

These fish have been known to bring a good price (10-100 gp each, depending on their size and condition) when captured alive and sold to men of wisdom (sages, alchemists, certain priests and mages, et a].), as these scholars have yet to learn about this fishʼs strange properties, which resemble the fire-breathing dragon or the remorhaz.

A tiny, slate-colored, winged goblinoid of the gremlin family, the fremlin is annoying but harmless. They alternate between whining laziness and mischievous curiosity. Their original introduction to the Prime Material Plane was presumably the result of careless conjuring. They are extremely long-lived, durable, and quick to disappear if danger arises. Occasionally they become tolerable companions if they take a liking to someone and are wellfed and entertained. HETFISH FREQUENCY: Uncommon NO. APPEARING: 20-70 ARMOR CLASS: 5 HIT DICE: 1-3 % IN LAIR: 70% TREASURE TYPE: Q (x3) NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1 per fish SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: S (1-3ʼ long) PSIONIC ABILITY Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: (1 HD) I/14 + 1/hp; (3 HD) II/50 + 3/hp Hetfish are found in both fresh and salt water, and in any clime from arctic to boiling hot springs. These fish have super-heated bodies (350 degrees Fahrenheit), which can actually bum objects touched. Their sizes range from 1-3 ft. long, and each attacks as a 1-3 hit die monster. Length determines attack probability. Their great maneuverability and speed in the water account for their armor class rating and attack capability. These fish are attracted by motion in the water. When their “den” is disturbed, they swarm en masse to meet the intruder. Their mode of attack is to bump

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Description: General coloring of the hetfish is silver and orange. Many small bumps and unnatural-looking skin boils can be seen covering their bodies. They otherwise resemble piranha, though they have no teeth of note. HUNTSMAN FREQUENCY: Very rare NO. APPEARING: 3-12 ARMOR CLASS: 7 MOVE: 15” HIT DICE: 1-4 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon only SPECIAL ATTACKS: Nil SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Average ALIGNMENT: Neutral evil SIZE: M PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: (1 HD) III/53 + 1/hp; (4 HD) IV/175 + 4/hp Huntsmen are enchanted monsters of human size and shape which can be created by an evil Magic-User by the process described below. They are a sickly grey-green in color, with pointed ears and four-fingered hands. From a distance they look like humans and can be mistaken for elves in poor visibility. Huntsmen move quietly under normal conditions and consequently have a one-sixth greater than normal chance of surprising a party. They track as Rangers and are themselves surprised only one-sixth of the time. They occasionally wear armor but in so doing lose their ability to move silently and track. Individually, these creatures are very weak monsters, but in a group they have an ability which increases the strength of survivors when one or more of their comrades is killed. When a Huntsman is killed, its original number of hit points is transferred to others in the group within a maximum

range of 10”. For example, if one of a group of three Huntsmen is killed, and the dead creature had 12 hit points to begin with, the survivors each gain 6 hit points. The hit points gained by survivors are always divided evenly, or as evenly as possible, between the survivors. No Huntsman can maintain more than 32 hit points for more than 24 hours, and will always drop back to that level after that much time. No Huntsman can have more than 64 hit points at any time. A Dispel magic spell will delay the transfer of hit points for two rounds, and the hit points of any creature killed during that time are lost. A scroll of Protection from Magic will prevent transfer of hit points within its area of effect (5 feet), either to or from a creature. Because of the link between Huntsmen, they cannot be charmed, held or attacked psionically unless they are encountered as single creatures. Charm monster must be used, not Charm person. They can be magically slept only if the Sleep spell is sufficiently powerful to put all Huntsmen present to sleep at the same time. However, each creature is treated as a monster with one more hit die than it actually has when considering the effects of Sleep. For example, only 2-8 one-hit-die Huntsmen could be slept, not 4-16. Huntsmen usually work for some evil master, commonly a Magic-User, as guards or members of a patrol. They communicate with their master by pantomime, though they understand orders given in the alignment language of the wizard who created them. Huntsmen will not obey any master who attempts to harm them for any reason. Wizards can create Huntsmen in large, noisome, liquid-filled vats. Aside from an Enchant an item spell to give the vat its dweomer, the wizard must gather the following materials for each huntsman: two pints trollʼs blood, entrails of two bugbears, ichor of invisible stalker, 50 pounds of clay, and five gallons of water. The manufacturing process takes two weeks, but needs only three days of attention from the wizard. As many as four Huntsmen may be created at the same time in the same vat if a sufficient amount of materials and a sufficiently large vat are used. The procedure is as follows, with each step in the creation requiring one full day of attention from the creator. At the start, the wizard must cast Mending and Animal growth on the materials. After exactly one week he must cast Shatter on the materials, and at the start of the last day of the twoweek period he must cast Charm monster to finish the creation. The number of hit dice for each creature is determined randomly after ifs creation. IRON MAN

SPECIAL DEFENSES: +3 weapon to hit, magical fire repairs damage MAGIC RESISTANCE: Only affected by electrical magic attacks INTELLIGENCE: Non-intelligent ALIGNMENT: Neutral SIZE: S (3ʼ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: IV/165 + 4/hp This is a miniature iron golem; it costs one-third as much and requires only one month to construct. Like a full-sized iron golem, it is under the control of the magic-user who created it. The poisonous cloud of the iron man is 1” x 1” x 1” every 7 rounds, but causes only 1-6 points of damage, no save. It is smaller and less formidable than an iron golem but twice as fast. It is damaged only by +3 or better weapons. Only electrical magical attacks affect it, slowing it 50% for 3 rounds. Magical fire attacks repair damage on a one-hit-point for one-hit-point basis. An iron man is vulnerable to rust monster attacks. JUGGERNAUT FREQUENCY: Rare NO. APPEARING: 1 ARMOR CLASS: 2 MOVE: 1" to 12" (see below) HIT DICE: 10 to 13 % IN LAIR: 0% TREASURE TYPE: See below NO. OF ATTACKS: Up to 6 DAMAGE PER ATTACK: 2-12 each SPECIAL ATTACKS: Crush (D 10-100) SPECIAL DEFENSES: Immune to all fire MAGIC RESISTANCE: Standard INTELLIGENCE: Animal to Average ALIGNMENT: Neutral (evil) SIZE: L (8-20' long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: X/3,000 + 14/hp A juggernaut is a creature related to the mimic, appearing as a large stone object of some sort. The creature's form always has wheels, runners, or some other source of mobility. Just as the mimic can project a pseudopod, so can its cousin produce several growths—including slim toothy heads, pincers, rams, and so forth. It can make up to six attacks per round in this way, depending on the limits of its shape.

FREQUENCY: Very Rare NO. APPEARING: 1 ARMOR CLASS: 3 MOVE: 12” HITDICE: 4 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-10 SPECIAL ATTACKS: See below

The juggernaut can also change form to some extent, but more slowly than the mimic. Once pseudopods are cut off or reabsorbed into the body mass, up to a month may be needed to re-grow them, again depending on their forms. Heads on pseudopods may permit the juggernaut to make noises of many sorts, and some few can even speak (though poorly).

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A juggernaut with wheels or rollers cannot turn sharply or reverse directions unless it first comes to a complete halt. For every ten feet it travels it can turn about three feet; it must travel 30 feet to make a 90 degree turn. It is also slow to start. In the first round of animation it can move but ten feet per round, gaining 1" additional movement each round thereafter until its maximum 12 " rate is achieved. (For example, in the ninth round of animation it moves at 9" rate.) This ungainly movement is, of course, balanced by an additional attack form. Such a juggernaut may attack by simply rolling over a victim, crushing everything in its path. A normal "to hit" roll is made (situation permitting). If the juggernaut hits, all the victim's items must be checked vs. crushing blow. The victim takes considerable damage, a maximum of 10-100 (10d10) points if the juggernaut is large and heavy. The victim may make a saving throw vs. death ray to take half damage, but success does not negate the crushing effect on items.

(and hit dice). There will also be a magic-user witch doctor of 4th level. There will be twice the number of (normal) males, half of whom will be equal to men-at-arms. Men are typically armed and armored as are their amazon mistresses. The others will have care of 2-12 children. The Queen will have 4 male guards of 2nd or 3rd level fighter ability, and 2 female guards of 5th-6th level barbarian class. Whenever 30 or more total amazons are encountered, there is a likelihood of 30% that they are one of 2-5 raiding parties in the area. If this is the case, the "lair" will be a ship or pack/wagon train, as applicable. Other groups will always be within 5 miles of the party initially encountered. The territory from which the amazons come indicates what sort of weapons they will use, horsemanship, skill with small watercraft, and so forth. Amazons have no regular clerics or magic-users, save witch doctors, but males of the race have been known to become clerics. Amazons are tall human women. They tend to be goodlooking, but are hard-eyed (and hard-hearted too).

MEN, Amazon RAPPER (UNDEAD DWARF) FREQUENCY: Very rare NO. APPEARING: 5-30 ARMOR CLASS: By armor type plus dexterity bonus MOVE: 15" HIT DICE: 4d10 plus constitution bonuses % IN LAIR: 10% TREASURE TYPE: Individuals M, Q; in lair R, S, X NO. OF ATTACKS: 2 DAMAGE//ATTACK: By weapon type or 1d8 (plus strength bonus) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Low to genius ALIGNMENT: Neutral SIZE: M (6'-7' tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/X.P. VALUE: Variable/variable

FREQUENCY: Very rare NO. APPEARING: 1-4 ARMOR CLASS: 2 MOVE: 9” HIT DICE: 4 % IN LAIR: 95% TREASURE TYPE: See below NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-9 or by weapon SPECIAL ATTACKS: Insanity, loss of direction SPECIAL DEFENSES: +1 or better weapon to hit, invisibility MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Neutral evil SIZE: S (4ʼ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil LEVEL/X.P. VALUE: V/240 + 4/HP

These barbaric warrior women are, in effect, heroines. They have strength ranging between 15 and 18 (00 possible) and dexterity and constitution ranging between 13 and 18. Their leaders are barbarian fighters. All favor light chainmail, but armor varies. Weapons are typical of those used by barbarians. If unarmed, an amazon will use blows, kicks, nails, teeth, etc. to inflict damage of 1-6 points of damage per round. An amazon can never be surprised except by invisible attackers. An amazon party of 10 or more will have 1 additional leader-type of 5th or 6th level barbarian ability, and a 2nd level witch doctor. 20 or more will also have 1 "captain" of 7th or 8th level barbarian ability. When "in lair", amazons will have a full 30 warrior women, 4 leaders of 5th or 6th level barbarian ability, 1 leader of 7th or 8th level barbarian ability, and a Queen — a barbarian of 9th-12th level ability

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A rapper is the undead form of an evil dwarven thief or assassin who died in an attempt to steal something. These beings typically inhabit old mines and caverns, where they attempt to lure victims in to their doom. Rappers appear to be pale-skinned dwarves with semi-translucent skin, dressed in rags and carrying weapons or mining tools. They can go invisible twice a day for 6 turns, but will become visible when physically attacking. Rappers will hide in small corners of underground tunnels and make a constant, rhythmic tapping sound with their tools or weapons against the tunnel wall. This sound carries in a 120ʼ radius through the underground corridors and rooms; it is never very loud, but is annoying to listen to. Within the 120ʼ radius this tapping noise will reduce the chance of successfully listening at doors by 20% (making it impossible for non-thieves to listen at doors at all).

After listening to this tapping sound for longer than an hour, a human or demi-human or humanoid creature must make a saving throw vs. magic at +2, or else develop a form of insanity (monomania; see DMG, p. 83, for effects). Those who saved the first time against this power must save again after listening to it for a second consecutive hour, again after a third hour, and so forth. There is a 20% chance that an affected character or creature will also develop kleptomania (DMG, p. 83). Rappers can keep up their tapping for an infinitely long duration. If they are located and attacked, rappers will attack in a crazed manner and will howl and shriek loudly, possibly (40% chance) attracting additional monsters. Anyone struck by a rapperʼs weapon or by the rapper itself must save vs. magic or be affected as if by the 6th-level cleric spell Lose The Path for a full day. During this time the character will be unable to tell directions and must be led by hand or by force. Rappers guard their victimsʼ remains. For treasure, generate the number and types of magical items owned by 1-4 random non-player characters of 1st through 6th level, according to the tables in the DMG on pp. 175-176. Hide bodies and magic items under rubble or elsewhere in the rappersʼ lair. Assume each of the dead victims possessed treasure types J, K, L, M, N, and Q as well. A victim will not automatically possess any magical treasure or gems. Clerics turn rappers the same as wights. Holy water does 28 points damage per hit. Raise Dead and Resurrection destroy them, but they are immune to all poisons, paralysis, enchant/charm spells, and cold attacks. SHOOSUVA FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 3 MOVE: 15” HIT DICE: 6 % IN LAIR: Nil TREASURE TYPE: See below NO. OF ATTACKS: 1 DAMAGE/ATTACK: 6-15 (+2) SPECIAL ATTACKS: Creeping paralysis SPECIAL DEFENSES: See below MAGIC RESISTANCE: 30% (see below) INTELLIGENCE: Very ALIGNMENT: Chaotic evil SIZE: L (6ʼ high at shoulder) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: VI/500 + 6/hp

their name means “returners” in the gnoll tongue, a reference to the belief that shoosuvas are the incarnations of the spirits of the greatest of Yeenoghuʼs shamans. Shoosuvas are feared greatly (for good reason) by gnolls, who will obey their every command, even over the orders of other gnoll leaders or shamans. A shoosuva is only encountered singly, and usually in only one of two ways on the Prime Material plane (they are less rare in frequency on Yeenoghuʼs home plane in the Abyss). Exceptionally powerful gnoll shamans or witch doctors, those attaining the 5th level of clerical ability and having more than 20 hit points, are often given instructions for creating a special talisman that will summon a shoosuva when the talisman is cast to the ground and Yeenoghuʼs name is pronounced. Such a talisman is a miniature carving of a hyenaʼs skull, made from the bones of a gnoll shaman or witch doctor. The shoosuva will be gated in by Yeenoghu after a one-round delay, and will immediately attack all enemies of the summoning gnoll priest. The shoosuva will remain until it is slain (whereupon its spirit is sent back to the Abyss) or after one hour, at which time it will fade away (to the Abyss). During the time it is present on the Prime Material plane, the shoosuva is able to call upon any gnoll within hearing distance (120 feet), and such “summoned” gnolls will obey the shoosuvaʼs every command to the death. A shoosuva appears as a huge, emaciated hyenodon, glowing with a phosphorescent yellow light, similar in intensity to the clerical Light spell. It attacks by biting, and those bitten must save vs. paralyzation or else be inflicted with creeping paralysis. Victims so affected will suffer a -1 penalty “to hit” and a 1” reduction in movement rate per round — cumulative — as the result of a slow-acting paralysis. Only living creatures are affected by the paralysis, and not other undead, demons, and the like; however, these latter creatures can be damaged by the bite itself. A victimʼs base movement rate (from which the reduction is taken) is always considered to be that which applied when the character was bitten; in other words, a character cannot increase mobility by divesting oneself of encumbrance and/or armor after the paralysis has set in. When the movement rate of a paralyzed victim falls to 0”, the character cannot hit anything, speak, cast spells, or perform any other physical activity. Only the most basic life functions (respiration and heartbeat, primarily) will continue. If the victim survives that long, the paralysis will wear off 3-6 turns after the victim is immobilized. Shoosuvas usually try to paralyze as many persons as they can in melee, and then kill their victims after they are unable to move.

The only deity that gnolls worship (save for a few renegades who follow other demon princes) is Yeenoghu, the demon prince of gnolls. Yeenoghu long ago developed a specialized form of demonic undead for use as an intermediary between him and his shaman and witch doctors, and as a guardian for himself and those followers of exceptional merit. The creatures are called shoosuvas;

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Since a shoosuva must be fed carrion as a reward for its services (or else one will never return to help the summoning shaman again), Yeenoghuʼs priests who are able to summon a shoosuva will nearly always have the first-level cleric spell Putrefy Food and Drink on hand and will cast it on one of the shoosuvaʼs dead victims, with predictable results.

Aside from encountering such specially summoned shoosuvas, any gnoll shaman or witch doctor may call upon Yeenoghu for assistance or advice, and thereby summon a shoosuva intermediary, at a base chance for success of 2% per level of clerical ability. The shoosuva will only remain for a short time (1 round per level of clerical ability of the shaman) and will require a “free lunch” the same as one summoned by a talisman. It will provide the caller with whatever advice Yeenoghu is able and willing to provide. If the summoning shaman is attacked while speaking with the shoosuva intermediary, the creature will immediately seek to attack and slay all of the summonerʼs opponents. A shoosuva is immune to all psionic attacks or psionic-like effects, and Iikewise immune to all will-force magics (including enchantment and charm spells). The creatures have a specialized magic resistance, being 30% resistant to all cold, heat, electrical, and poison-gas spells. If they fail their resistance throws against such magical attacks, they will take only half damage if they fail the subsequent saving throw, and one-fourth damage if the saving throw against the particular attack mode is made. Death spells, of course, will not affect them at all, and they cannot be hit by any weapons except silvered or magical ones. Clerics may turn them (or command them into service) at the same chance for success as for special creatures like minor demons. Holy water damages these monsters for 2-8 points per vial used. SLOW SHADOW FREQUENCY: Rare NO. APPEARING: 4-16 ARMOR CLASS: 8 MOVE: 12” HIT DICE: 4 TREASURE TYPE: P, Y NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: Slow SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: See below INTELLIGENCE: Low ALIGNMENT Chaotic evil SIZE: M (4-6ʻ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/X.P. VALUE: IV/150 + 4/hp

cold damage is inflicted. Those killed by these creatures are transformed into slow shadows, but these usually remain within 40 ft. of where they were killed. This, of course, suggests that wandering slow shadows are created, or summoned, and those that stay within one area are past victims. In any case, these creatures are dangerous. They are not affected by cold, lightning, hold, or charm attacks. A haste spell directed at them will drive them away, but has no effect upon them once they have become attached to their victims. These shadows are detectable only 10% of the time. During these periods they are seen as undulating, inky blobs, with amorphous twistings to their outline which make them appear to grow or shrink (between 4 ft. and 6 ft.) as they move. TYRG (SPOTTED HOUND) FREQUENCY: Rare NO. APPEARING: 1-10 ARMOR CLASS: 5 MOVE: 18” HIT DICE: 5-8 % IN LAIR: 30% TREASURE TYPE: C NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: L (6-9ʻ long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: (5 HD) IV/130 + 5/hp; (8 HD) VI/550 + 10/hp The Tyrg is a cross between a dog (in watchfulness) and a tiger (in stalking ability). These creatures are often found in the mountains, but not too far from woods (wherein they prefer to hunt). When they engage prey in melee they emit fierce howls which will serve to mildly stun the victims engaged (-1 penalty to initiative, -2 penalty to hit) for the following three rounds. The effects of this stunning are not cumulative, and only after the first three rounds of stunning have worn off can those affected be stunned once again. After howling, a tyrg attacks. Tyrgs can move silently 75% of the time, and are surprised only on a roll of 1 on ld6.

Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. Slow shadows typically attack by surprise, maneuvering from behind their intended prey. They attach themselves to the unsuspecting victims, causing an immediate 1-4 points of cold damage. The victim becomes slowed (as the spell) automatically, with no saving throw. For every round that the slow shadow remains attached, 1-4 points of additional

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If encountered in their lair, there will be 1-4 young present (20-70% grown). These will fight with the adults to preserve the lair. All others in the lair will be adults, the majority male, though the sexes cannot be told apart because of a lack of general knowledge regarding these hounds. Description: A tyrg stands 3 ft. tall at the shoulder and varies in length, as noted above. Its overall coloring is white with grey, black, and tan splotches. Its sleek stance while hunting is reminiscent of a cat, but its powerful jaws, containing many fangs, demonstrate its relation to the world of dogs.

VAMPIRE MIST

substance; it slows to 6" rate, its Armor Class drops to 8, and it can then be damaged by normal weapons.

FREQUENCY: Rare NO. APPEARING: 1-3 ARMOR CLASS: 4 (8) MOVE: 12 "(6" after feeding) HIT DICE: 3 % IN LAIR: 60% TREASURE TYPE: E NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Average ALIGNMENT: Neutral evil SIZE: M PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/Nil LEVEL/XP VALUE: IV/280 + 3 per hp

VIPER VINE

The vampire mist is related to the crimson death, and is suspected to be the immature form of that horror. It appears as a pale cloud, normally 5-8 feet in diameter but variable in size and density. It is encountered only in bogs, swamps, and similar chill and damp places, including dank subterranean areas. Healthy vampire mists have maximum hit points (8 per die), but are almost never encountered in this state. A 'mist loses 1 hp for each 12 hours without feeding, and is thus always hungry when encountered wandering. It regains hit points by enveloping its victim with its gaseous tendrils, and draining the victim's fluids, turning a pink hue after feeding. The 'mist regains 1 hit point for each 2 points of blood drained, but this is not regeneration. Though this is the 'mist's primary reason for attacking, it is quite capable of defending itself even when fully sated. The slightest touch of its airy tendril inflicts 1-8 points of damage, draining blood that the monster simply discards. Non-magical protections are usually of no value against the 'mist's attacks. Character types are thus treated as base AC 10, modified only by Dexterity and magical protections (shields having no effect). If the 'mist's hit roll is 4 or greater than the minimum needed, its enveloping attempt is successful. No further hit rolls are needed; the 'mist automatically inflicts 1d8 points of damage each round thereafter until it flees or is slain. If the 'mist is struck while its victim is enveloped, the damage from the blow is divided evenly between the victim and the 'mist. An enveloped victim may attack the mist physically, without risk of sharing the damage. However, the enveloping damage is constant, disrupting concentration, and thus preventing the victim's use of spells and most magical devices. A 'mist can normally be damaged only by magical weapons and spells that affect air, including lightning and magic missile spells. After feeding, however, the monster takes on

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FREQUENCY: Rare NO. APPEARING: 1-10 ARMOR CLASS: 8 MOVE: 3" HIT DICE: 4 % IN LAIR: 0% TREASURE TYPE: Incidental only NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: Immune to blunt weapons MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: L(20' to 50' long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/X.P. VALUE: III/110 + 4/hit point Viper vines are a type of carnivorous, poisonous plant indigenous to tropical forests, and 90% indistinguishable from normal vines. They hang from trees, trailing their ends on the ground to snare unwary animals. They have two forms of attack, the first being constriction as they wrap around their victim much like a snake, doing 1-4 points of damage each melee round. The second is a paralyzing poison exuded from the skin onto the ensnared creature (save vs. poison applicable). Viper vines can control this poison, generally not using it until having constricted their victim for 1-4 melee rounds. Description: Viper vines are thick (3 " diameter), ropy vines, brownish green in color. VITRIOLUS FREQUENCY: Very rare NO. APPEARING: 10-100 or 100-1,000 ARMOR CLASS: 8 MOVE: 6" HIT DICE: 1/2 % IN LAIR: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: See below SPECIAL ATTACKS: Exploding SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: NonALIGNMENT: Neutral (chaotic) SIZE: S (3' tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil LEVEL/XP VALUE: II/32 + 1 per hp Vitrioli are enchanted monsters native to the Para-elemental Plane of Ooze. They do not respond to conjurations by any known spell, but can be summoned by use of a special

liquid. Though anyone can use the liquid, only its creator can command the vitrioli only when they first appear.

MONSTER SOURCES:

Vitrioli appear on the Prime Plane as tiny faceless humanoids that appear to be made of sand. They glow with a dim green light. Excitable even on their home plane, they become enraged when drawn from it, attacking any living thing they see, except each other. All details here apply only to their Prime Plane forms, as they have thus far eluded close observation in their native environment. A Vitriolus explodes when hit or when it hits an opponent. The explosion has a 5-foot radius, and produces both fire and acid damage. Each victim in the area must make two Saving Throws vs. Breath Weapon. The fire damage is 1d8 points plus the original hit points of the Vitriolus. The acid damage is 2d4 points. A successful saving throw reduces damage to one-half in each case. Failure of either saving throw requires further saving throws for items carried. The explosion can also cause structural damage: 1 point to wood, ½ point to metal, but no damage to earth or stone. The Vitriolus is immune to fire and acid-based attacks. It loses 1 hit point per 6 hours spent away from its home plane, disintegrating when reaching 0 hit points. Vitrioliquid: A cleric may create a vial of this rare fluid by combining three types of acid, swamp water, and graveyard soil in the proper proportions. The following spells must be cast on the mixture, in this order: light, flame strike, animate object, command, implore, and quest. Some knowledge of the Para-elemental Plane of Ooze is also required. There is a 30% chance that the finished liquid suddenly and permanently drains 1 point of Constitution from the caster, probably because of some force emanating from the monsters' home plane. Such damage cannot be avoided except by chance, though it can be repaired in the usual ways. Vitrioliquid is always kept in a glass vial, for glass is the only known substance through which the liquid cannot eat. If the entire potion is poured out or the vial broken on earth or stone, 10-100 vitrioli appear from the spot at the rate of one each two segments (5 per round). If only part of the liquid is used, the number of creatures appearing is proportionately fewer. If the liquid is poured into a swamp or other mixture of water and abundant plant life, the number of creatures summoned is greater by tenfold (100-1,000), as the rich muck beneath the water somehow enhances the effect. If the liquid is poured out onto any other substance except glass, it eats its way through and continues downward until it reaches stone or earth. A sip of vitrioliquid causes 1-6 points of damage; drinking more than a sip is extremely dangerous. The foolish imbiber must roll 1d20; a result of 1-19 indicates death (immediate reduction to -20 hit points), and a result of 20 means that the victim survives the experience but with only 1-4 hit points remaining. This effect supersedes and negates the usual effects of the liquid; no creatures are summoned, and the liquid does not eat its way out of the victim.

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Colchiln, Hetfish, Slow Shadow, and Tyrg by Rob Kuntz with Gary Gygax, from Mordenkainenʼs Fantastic Adventure (TSR, 1984) Demon, Goristro by Gary Gygax, from Dragon #91 (November 1984) Devil, Bitru by Gary Gygax from Dragon #75 (July 1983) Feral Slasher, Fremlin, and Iron Man by Ken Rolston, from The Lost Island of Castanamir (TSR, 1984) Huntsman by Lewis Pulsipher, from Dragon #40 (August 1980) Juggernaut by Gary Gygax with Frank Mentzer, from Temple of Elemental Evil (TSR, 1985) Men, Amazon by Gary Gygax from Polyhedron #22 (TSR, 1984) Rapper by Roger Moore, from Dragon #58 (February 1982) Shoosuva by Roger Moore, from Dragon #63 (July 1982) Viper Vine by Bob Blake, from Bane of Llewelyn (TSR, 1984) Vampire Mist and Vitriolus by Philip Myers, from Baltronʼs Beacon (TSR, 1985)

APPENDIX VIII. HUMANOID MINOR DEITIES By Roger Moore, from Dragon #63 (July 1982) DAKARNOK Kobold Demigod ARMOR CLASS: 4 MOVE: 9” HIT POINTS: 65 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-9 (+2) SPECIAL ATTACKS: Nil SPECIAL DEFENSES: +1 or better weapon to hit; 95% hide in shadows MAGIC RESISTANCE: 15% SIZE: S (3½ʼ tall) ALIGNMENT: Lawful evil WORSHIPERʼS ALIGN: Lawful evil ( kobolds), in particular raiders and bandits SYMBOL: Black spiked club over broken skull PLANE: Acheron CLERIC/DRUID: 5th level cleric FIGHTER: As 10 HD monster MAGIC-USER/ILLUSIONIST: Nil THIEF/ASSASSIN: 6th level assassin MONK/BARD: Nil PSIONIC ABILITY: Nil S: 18 (+1, +2) I: 16 W: 10 D: 17 C: 18 CH: 8 (18 to kobolds) The chief kobold deity is Kurtulmak (see LEGENDS & LORE), who lives in the twisted spectral forests and caves of his home in Acheron. His chief servants are the deified heroes of the kobold folk, who best demonstrated the most

revered qualities of their people when they were alive. The heroes that become demigod helpers of Kurtulmak upon their deaths are those who also caused the greatest destruction and havoc among demi-humans and humans (especially gnomes), and increased the wealth and might of their home gens. There are a number of these minor deities, none of them of exceptional power compared to most deities, and it would appear that they are continually engaged in power conflicts with one another in their drive to become Kurtulmakʼs most favored aide. Typical of these lesser demi-godlings is the hero Dakarnok. In life, Dakarnok was a shaman/chieftain who conquered all the other kobold gens near his own tribe, and then moved against human and gnome settlements scattered along his frontier. He enjoyed considerable military success against the poorly organized opposition, and specialized in fast, light raids against the smaller villages, driving the populace toward the distant major cities. It is said that Dakarnok gained godhood through the use of certain magical devices; whatever the means, upon his death his people continued to revere him, and shamans found they were able to cast spells after prayer and ceremony dedicated to his memory. His worship has spread, though not evenly, to a number of other gens, since his people scattered when his home gen-empire was conquered after his death by more powerful human, dwarven, and gnome armies. Shamans of Dakarnok may be found in kobold gens also having shamans or witch doctors devoted to Kurtulmak; the clerical level of Dakarnokʼs priests will never equal or exceed that of Kurtulmakʼs shamans, and the former are generally subservient to the latter. Dakarnokʼs shamans frequently lead raiding parties, and gain respect and more followers after especially successful (or lucky) acts of thievery, looting, and destruction. These shamans are typically armed with a black, spiked club (2-7 points damage, treat otherwise as a normal club) that doubles as their holy symbol. These shamans are quite aggressive in the spread of their form of religion, and though they accept Kurtulmakʼs clerics as their superiors, they have been known to attack the shamans and witch doctors of other kobold demigodlings on sight. Dakarnok is usually depicted as an unusually muscular kobold with silver-black scales and tiny red eyes. He uses (two-handed) a +1 spiked club made of dark oak. His shamans cannot attain higher than 3rd level in clerical ability. The particulars of his worship are the same as for Kurtulmak, save that there is no holy animal and the holy color in his worship is black. KURGORBAEYAG Goblin Lesser God ARMOR CLASS: 2 MOVE: 12” HIT POINTS: 255 NO. OF ATTACKS: 2 or 1

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DAMAGE/ATTACK: 2-16 (+6) or special SPECIAL ATTACKS: Entanglement and hopelessness SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: 45% SIZE: L (9ʼ tall) ALIGNMENT: Lawful evil WORSHIPERʼS ALIGN: Lawful evil (goblins) SYMBOL: Red and yellow striped whip PLANE: Gehenna CLERIC/DRUID: 8th level cleric FIGHTER: As 13 HD monster MAGIC-USER/ILLUSIONIST: 8th level magic-user/7th level illusionist THIEF/ASSASSIN: 9th level assassin MONK/BARD: Nil PSIONIC ABILITY: VI S: 18/00 (+3, +6) I: 16 W: 9 D: 19 C: 19 CH: 2 Khurgorbaeyag is one of the chief lieutenants of the deity Maglubiyet (see LEGENDS & LORE) on the home plane of the goblinoid deities in Gehenna, and is the patron god of the goblins in particular. His chief rival for power is said to be Nomog-Geaya, the hobgoblin patron deity (see below), and there are stories told by goblin shamans of how Khurgorbaeyag deals with his rivalʼs subtle treachery. The goblin spirits that Kurgorbaeyag commands are forced to fight all the harder against their enemies, the orc spirits, because they must take up the slack from the laziness of their clumsy hobgoblin-spirit allies. The goblinsʼ love for slave-taking and aggressive lawfulness is well represented in their deityʼs powers and personality. Khurgorbaeyag has flame-red skin, speckled with orange and yellow scales. His only weapon is a great whip, with which he drives his followers on to their duties and into war. He may either attack twice with the lash, injuring foes with its supersonic snap, or may make a single attack against more dangerous foes. This single attack is designed to render enemies immobile; the whip unerringly wraps around the opponentʼs feet or wings (out to the 30-foot range of the weapon) and acts as a Rope of Entanglement with three times normal hit points. In addition, anyone touched by the whip in either attack mode must save vs. magic at -4 or be affected as if by a Symbol of Hopelessness, immediately surrendering to the wielder. Victims of this effect of the whip will remain in despair for a number of weeks equal to 20 minus the victimʼs wisdom score. Khurgorbaeyagʼs shamans appear to work in fair harmony with bugbear shamans, though no one has conclusively figured out why. Joint ceremonies involving the two races are not uncommon, and temples to the goblin deity frequently have bugbear guards. The clerics of Khurgorbaeyag participate in warfare with the rest of their tribe, though only in advisory positions and not as troop leaders. They tend to encourage the taking of live (not necessarily uninjured) captives to be brought back to the tribal lair for use as slave labor or for “instruction” (ritual public torture). The shamans have their assistants carry supplies of ropes and chains on military ventures to bind prisoners. Their favorite captives for slaves are humans; dwarves and gnomes are usually marked for death after capture. Goblin priests usually use maces or clubs to

subdue prisoners and in actual combat. They carry a whip as a holy symbol, but it is only used against captives and not in combat. Shamans of Khurgorbaeyag wear red scale mail and war helms, with vestments of gray wolf fur. Their holy animal is the wolf, and such pets are often found with the shamans or leaders of a goblin tribe. (These are not for use as mounts, like dire wolves and worgs are.) In all other respects their worship is like that of the shamans of Maglubiyet. NOMOG-GEAYA Hobgoblin Lesser God ARMOR CLASS: 1 MOVE: 12” HIT POINTS: 283 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-20 (+7) and 3-12 (+7) SPECIAL ATTACKS: Wounding, pain SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: 35% SIZE: L (10ʼ tall) ALIGNMENT: Lawful evil WORSHIPERʼS ALIGN: Lawful evil (hobgoblins) SYMBOL: Crossed broadsword and hand axe PLANE: Gehenna CLERIC/DRUID: 9th level cleric (destructive spells only) FIGHTER: As 15 HD monster MAGIC-USER/ILLUSIONIST: Nil THIEF/ASSASSIN: 6th level assassin MONK/BARD: Nil PSIONIC ABILITY: VI S: 19(+3,+7) I: 17 W: 12 D: 16 C: 20 CH: -1

human and demi-humans, to emphasize the worthlessness of these obviously inferior humanoid creatures. Humans and those demi-humans with souls make the best candidates for ritual torture; elves are usually killed without ceremony or waste of time, since they are considered at best to be useless in the scheme of things (and, at worst, dangerous if allowed to run loose). Nomog-Geayaʼs shamans are expected to display the personal qualities of their deity. (Some of them have been executed for laughing in public, even during the torture of captives.) This rigid discipline gives the shamans and deities of this god a +2 save vs. all enchantment or charm spells, and they may be considered immune to and unaffected by normal attempts at humor or displays of emotion. Nomog-Geayaʼs shamans wear armor of iron or steel, and use great helmets that cover their faces completely except for the eyes; banded mail is most commonly used. The carnivorous ape is their favored animal, since its personal habits appear to mirror their own to some extent; it is a compliment to be told that one fought like an ape, meaning with great savagery. The holy color in Nomog-Geayaʼs worship is a bright, glossy red, obviously representing blood. Worship ceremonies involving torture of nonhobgoblin creatures (humans, demi-humans, or other humanoids) en masse take place once per year, at midwinter, in underground temples.

Feared and respected as a great military commander and a merciless warrior, Nomog-Geaya is one of the toughest of the goblinoid deities, probably second only to Maglubiyet himself in terms of personal power. He is the major patron deity of the hobgoblins, and exemplifies their traits of brutality, courage, stoicism, and cold-bloodedness. NomogGeaya is said to have no other expression than a look of grim, tightlipped, tyrannical authority. He has ash-gray rough skin, cold orange eyes, and sharklike teeth. In battle he uses two weapons, one per hand: a broadsword which acts as a +3 Sword of Wounding, and a +2 axe which, upon a successful hit, immediately affects the victim as a Symbol of Pain. Shamans of Nomog-Geaya tend to make thinly veiled references to the barely controlled disgust their deity has for his rival Khurgorbaeyag, the patron deity of goblins. Hobgoblin spirits in Gehenna must learn to exert themselves in their eternal war with orcish spirits, to cover for the weakness of their untrustworthy goblin-spirit allies. Shamans and witch doctors who worship Nomog-Geaya also practice their deityʼs habit of eating the cooked flesh of their enemies after battle. They encourage slavery and torture, much as goblin shamans do, but are prone to use orcs, goblins, and kobolds victims as slaves, as well as

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