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COMPANION

A Collection of House Rules and Expansions

By

Trent Foster

Version 1.2

1
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 Gygaxs
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 Trents accumulated creations, adaptations, embellishments, and interpretations of
the second major development phase for the AD&D rules set, drawn from his deep familiarity with Gygaxs
writings (from before, during, and after TSRs AD&D heyday), and guided by his decades of DMing experience.

The AD&D COMPANION is itself an exercise in critical imaginationinformed 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 Gygaxs game of imagination than to re-create and re-integrate
fantasy rules built upon how Gygaxs own projects may have turned out differently in another world or another
timeline where he had not lost control of TSR in 1985?

Ive had the pleasure to game with Trent a few times during those yearsat the North Texas RPG Con #2 in
June 2010, when I DMd 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 DMd a large group of us through
Rob Kuntzs 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 Trents delight in the play of the
game shines through in this AD&D COMPANIONa 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 readingand playingbrand-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.

2
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

3
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 Gygaxs 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 reverse-
engineered 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 Gygaxs
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 Garys 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 Gygaxs 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.

4
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. 67-
68)

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)

5
CHARACTER RACES

CHARACTER RACE TABLE II.: CLASS LEVEL LIMITATIONS (Revision)

Racial Stock of Character


Character Elf
Class Dwarf Gray High Wild Wood Gnome Half-elf Halfling Half-ogre Half-orc Human
2 2 9
CAVALIER No 7 7 No No No 8 No No No U
9
Paladin No No No No No No 8 No No No U
10
CLERIC (8) (7) (7) No (7) (7) 8 (4) 4 4 U
Druid No No No 10 U No U (6) No No U
Mystic No No No No No No No No No No U
1 2 2 5 6 7 9 12
FIGHTER 9 7 7 8 8 6 8 7 U 10 U
Barbarian No No No No No No No No No No U
6 9
Hunter No No No 8 No No 8 No No 10 U
3 3 3 9
Ranger No 6 6 No 6 No 8 No No No U
4 11
MAGIC-USER No 11 10 No 9 No 8 No No No U
8
Illusionist No No No No No 7 No No No No U
13
THIEF U No U U U U U U No 11 U
13
Acrobat U No U U U U U U No 11 U
Assassin 9 No 10 10 10 8 11 No No U U
Mountebank No No No No No U U 8 No No U
MONK No No No No No No No No No No U
BARD No No No No No No U 8 No No U
Jester No No No No No 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.
7
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.
12
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.

6
MISCELLANEOUS CHARACTER RACE NOTES and still get the full benefit of the weapons damage and
other modifiers, and may use a large shield with equal
Small-sized races (dwarfs, gnomes, and halflings) have a facility as a normal shield. However, there are also
base unencumbered movement rate of 9. Heavy gear and downsides to their great size: clothing and armor for half-
very heavy gear reduce this rate to 6, and characters of ogres costs double or triple that for humans (and magic
these races that are Encumbered have a movement rate of armor sized to fit half-ogres is extraordinarily rare); half-
3 to 4 (cf. ENCUMBRANCE on PLAYERS HANDBOOK, p. ogres may not ride any mount smaller than an exceptionally
101). large heavy war horse; half-ogres are treated as size L
when determining weapon damage; half-ogres have a
Halflings have a +3 bonus to hit with bows and slings (see
penalty of -2 to hit dwarfs and -4 to hit gnomes in melee
MONSTER MANUAL, p. 50). Furthermore, they receive the
combat. Half-ogres are never psionic, and neither are they
same defensive bonus in melee combat against Large-
able to be affected by the raise dead or resurrection spells.
sized humanoids as applies to gnomes.

Elves and half-elves are both limited in advancement in the Half-ogre characters have a bonus of +2 to their initial rolled
cavalier class to the same level they can achieve in the strength score and a +1 to their initial rolled constitution
fighter class per CHARACTER RACE TABLE II. score. In neither case may the bonus bring the score above
18, but if the strength bonus would lift the score above 18
Half-ogres: and the character is a fighter or cleric/fighter, then a +25%
bonus is added to the exceptional strength rating (up to a
[Adapted from the articles by Gary Gygax in The Dragon maximum of 18(00). Half-ogres also have a -1 penalty to
#29 (Sept. 1979) and by Roger Moore in Dragon #73 (May their initially rolled intelligence and wisdom scores and a -2
1983)] penalty to their rolled charisma score when dealing with any
character who is not an ogre or half-ogre (cf. dwarfs),
The offspring of a human and an ogre (see ADVANCED
DUNGEONS & DRAGONS, MONSTER MANUAL) parent, ABILITY SCORES
half-ogres are a rare crossbreed, both the largest physically Strength: Minimum 14 / Maximum 18(00)
and the most limited in abilities and advancement prospects Intelligence: Minimum 3 / Maximum 12
of all playable character races. Half-ogres tend to have low Wisdom: Minimum 3 / Maximum 12
standing in human society and are most commonly Dexterity: Minimum 3 / Maximum 12
employed as bodyguards, mercenary soldiers, manual Constitution: Minimum 14 / Maximum 18
laborers, or occasionally as gamekeepers at magical Charisma*: Minimum 3 / Maximum 9
academies. Their complexions tend to be swarthy and dull, *Effective score is doubled with respect to ogres and other
and their hair to be lank and dark. half-ogres

Half-ogre characters may only become fighters, clerics RACIAL PREFERENCES


(maximum of 4th level), or they may choose to pursue both Half-orcs rate a T,
classes simultaneously and become multi-classed humans an N,
cleric/fighters. In the latter case the character is not and half-ogres a P.
restricted to the clerics normal allowed weapons. However, All others are H both ways
earned experience is always divided evenly between the
two classes, even when the half-ogre is quickly no longer CHARACTER AGE
able to progress upward in the cleric class. (See Young Adult: 12-18 years
CHARACTER CLASSES for more information regarding Mature: 19-40 years
this subject.) Middle Age: 41-80 years
Old: 81-110 years
Half-ogres are able to speak the common tongue of Venerable: 111-140 years
humanity and their alignment language. If raised in the
presence of their ogre parent they will also speak ogrish, Starting Age:
orcish, and troll, but not otherwise. Half-ogres with sufficient Cleric: 20 + 1d4 years
intelligence scores may learn a maximum of one additional Fighter: 15 + 1d4 years
language.
HEIGHT: 80 + 4d4 inches (7 to 8)
Half-ogres have infravision, so that they can detect varying WEIGHT: 305 + 10d12 pounds (315 425)
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

7
CHARACTER CLASSES occupation. In both examples, no change in alignment
occurs, and the activities of the new class do not conflict
MISCELLANEOUS CHARACTER CLASS NOTES with those of the previous class. It is not possible to take the
opposite route, since the mental determination required for
Character Classes Table II: All references to staff are initial membership in the paladin or monk class disallows
inclusive of bo stick and jo stick, all references to flail and any lessening or redirection of those disciplines. If a
mace are inclusive of both horsemans and footmans character begins his or her adventuring career as a paladin,
varieties, and all references to hammer are inclusive of then a paladin he or she will remain (unless paladin status
maul. is removed for some reason related to magic, behavior, or
alignment change); and so it is also for a monk.
Druids: Druids may be Neutral Good or Neutral Evil in
alignment, but such druids may advance no higher than 6th The Mystic
level (Initiate of the 4th Circle). Neutral Good elves and half-
elves with sufficient ability scores may become multi- Mystics are a subclass of Clerics who are oriented towards
classed druid/rangers and druid/ranger/magic-users. Note individual, personal exploration of the supernatural and
that druids do not receive bonus spells for high Wisdom divine realms rather than formalized, faith-based service to
scores (WISDOM TABLE II) as other clerics do. one or more personified deities. They are always human
and must have a minimum wisdom score of no less than 15
Barbarians: Barbarians do not require training to go up as well as a score of at least 11 for intelligence and a
levels, because they gain no sophistication they get charisma score of 13 or greater. Mystics receive no bonus
tougher and wilier. It is hard-earned, school of hard knocks to earned experience points for exceptional ability scores.
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
Weapon specialization: Fighters and rangers who choose deviates from that path loses his or her Second Sight ability
to specialize in a weapon suffer a -1 penalty to hit with all (q.v.) and must become either a standard cleric or, if it
other weapons, both proficient and non-proficient. At name better suits the former-mystics disposition, a magic-user. A
level or higher (i.e. 9th level (Lord) for fighters and 10th character who starts play as a mystic may later choose to
level (Ranger Lord) for rangers) the character may spend take up another vocation and become a character with two
an additional weapon proficiency slot to proof their classes, but the reverse is not possible a character of
proficiencies and remove the -1 penalty for proficient another class may not switch classes to become a mystic
weapons (though they will still have the additional -1 to hit during play.
will all non-proficient weapons).
Due to their eccentric nature, mystics generally have low
Cantrips: Magic-users and illusionists of above-average SEC levels (no minimum, maximum Upper Middle Class),
intelligence who have retained their book of cantrips are and tend to dwell as hermits, in rural settings, among poor
able to memorize bonus cantrips in addition to their usual and peasant folk, or traveling as a member of girovaghi
allotment of spells, as follows: intelligence of 13-15 allows caravans (and, in the latter instance, typically employed as
one bonus cantrip per day, intelligence 16 allows two bonus an astrologer or fortune-teller and not easily distinguished
cantrips, intelligence 17 allows three bonus cantrips, and from the mountebanks who otherwise take on those roles).
intelligence 18 allows four bonus cantrips per day. There is a mutual distrust between mystics and other clerics
Characters with 18 intelligence gain their first bonus cantrip because of their opposed viewpoint and approach to the
as 0-level neophytes, gain one additional bonus cantrip per divine realm, and mystics are often condemned as heretics
level of apprenticeship, and the fourth bonus cantrip upon and witches (a term that more properly applies to evil-
attaining Prestidigitator status. The same pattern follows for aligned magic-users, though as can be seen from perusing
lower-intelligence characters, i.e. intelligence 17 characters the mystic spell lists there is considerable overlap in
gain their first bonus cantrip as initiates, intelligence 16 magical repertoire between them). However, mystics also
characters gain their first bonus cantrip as apprentices, and tend to have strained relations with the magic-user classes,
characters with intelligence 13-15 gain their bonus cantrip for similar reasons mages generally hold mystics in
upon becoming Prestidigitators. contempt for their instinctive, superstition-based approach
to magic (as opposed to their own logical, academically-
The Character With Two Classes: Barbarians cannot ever
oriented study), while mystics resent that many of their own
be anything else. One cannot start as some other
folk-magic traditions and spells have been copied and
profession and become a barbarian at a later stage.
perverted by the wizarding academies and stripped of what
Likewise, once a character is a barbarian, he or she can
the mystics see as their crucial spiritual aspect.
never opt to change to some other profession and have
dual classes. While it is not possible to renounce further Mystics do not have the same martial training as standard
progress as a paladin or a monk in order to pursue another clerics, so they are much more limited (and closer to the
profession, the opposite is not necessarily true. From a non- magic-user class) in that regard: mystics fight as a magic-
conflicting profession, a human PC can move to that of user of equal level, do not wear armor or employ shields,
paladin or monk. For example, a lawful good cleric with and may only employ clubs, daggers, hammers, knives,
sufficiently high ability scores might decide to become a slings, or staffs as weapons. They begin play with a single
paladin. Similarly, a thief of lawful alignment might weapon of proficiency and gain one additional proficiency
determine that the monk profession is now a desired

8
slot for every 5 levels thereafter. Mystics have a -4 penalty Roll Offensive Defensive Miscellaneous
to hit with non-proficient weapons. Mystics may freely 1 Enthrall Change Self Comprehend Lang.
employ flaming oil but only neutral-aligned mystics will even 2 Fascinate Protection/Evil Find Familiar
consider employing poison. 3 Friends Remove Fear Identify
4 Hypnotism Sanctuary Portent
Mystics do, however, make their saving throws as a Cleric, 5 Spook Ventriloquism Predict Weather
and have a bonus on +2 vs. all attacks or effects originating 6 Taunt (choose) (choose)
from any non-corporeal spirits or other-planar creatures.
Crystals and gemstones of all types are important to
Mystics may employ wands, and miscellaneous magic mystics, who use them to focus and channel the magical
items usable by either the cleric or magic-user classes, and energy of many of their spells in the same manner as a
employ the same rods as magic-users, but they may not standard cleric would use a holy or unholy symbol (see the
employ the magic staffs of either class. Mystics may employ various spell descriptions, and in particular the attune
(and, at 7th level and higher, create) all manner of crystals spell). Therefore over time the mystic is likely to
protection scrolls, but they may not use any spell scrolls. acquire a sizable array of crystal talismans in the form of
Mystics have special affinity for two particular sorts of magic rings, pins, necklaces, wands, and even occasional loose
items: crystal balls employed by a mystic function at +20% stones. Mystics are able to identify the type, quality, value,
to their usual effectiveness, and if a mystic encounters a and reputed magical properties of all common gemstones,
Deck of Many Things he or she receives two substantial as indicated on DMG pp. 25-27.
benefits firstly, a mystic of any level is allowed one free
re-draw (i.e. the drawn card drawn is reshuffled into the In addition to their spell casting, mystics have several other
Deck without taking effect), and secondly, mystics have a unique abilities that aid them in their profession.
cumulative 5% chance per level (up to a maximum of 75%)
to correctly identify the next card in the Deck before it is Firstly, all mystic characters are automatically psionically
drawn. A failed roll will generally mean that the mystic endowed, even if their ability scores would not normally
cannot identify the card, but a roll of 96-00 means that the qualify them. When the character is created the player
mystic has misidentified the card (in practice the next card should determine the characters psionic ability, attack
is drawn and the mystic believes that is what the next draw modes, defense modes, and psionic disciplines the same
will be, but when/if the actual draw occurs that card is as for any other psionically-endowed character. In addition,
discarded and the next card after it in the deck is the true mystics receive two further benefits with respect to psionics:
draw). If the mystic is not personally drawing the cards but 1) new disciplines are gained by the mystic with each new
is advising another characters draws, the free redraw ability level (rather than every other level); and 2) mystics who
is lost and the chance of predicting the next card in the deck have only minor disciplines (or whose major disciplines
is reduced by half (and the chance of misidentifying is have not yet become active) do not have the normal +10%
doubled). XP cost, and those who do have major disciplines have only
a +10% XP cost (rather than the normal +25%) starting at
Mystic characters starting age is the same as for a the level when their first major discipline becomes active.
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
Although mystics are a subclass of cleric and receive bonus in level, this ability allows him or her to detect various
spells for high wisdom scores as clerics, they learn their conditions, as follows:
spells from books in the same manner as magic-users.
Mystics must roll their chance to know each new spell they 1st level: detect life (as the second level cleric spell),
encounter and must abide by the minimum and maximum penetrate disguise (as the first level cleric spell)
spells known per level as dictated by their intelligence 2nd level: detect curse (ascertain whether an individual or
score, and they must keep and study from books of spells. object is under the influence of a curse), detect evil (as
However, mystics spell books do not function in quite the the first level cleric spell)
same manner as magic-users books they are more of a 3rd level: detect spirits (ascertain whether any disembodied
shorthand memory-aid than a fully detailed set of magical or non-material spirits are present in the area), detect
formulae which leads to there being several key magic (as the first level cleric spell)
differences from magic-users books: 1) they are generally 4th level: detect illusion (as the first level illusionist spell)
much smaller in size (they have the physical characteristics 5th level: detect possession (ascertain whether an
of a traveling spell book (see UNEARTHED ARCANA p. individual or object has been possessed by an outside
79) but with the capacity of a standard spell book), 2) spirit)
mystics do not require a read magic spell to read other 6th level: know alignment (as the second level cleric spell)
mystics spell books, and 3) mystics are never able to cast 7th level: detect charm (as the second level cleric spell)
spells directly from their books. 8th level: detect invisibility (as the second level magic-user
spell)
A first level mystics spell book will generally contain three 9th level: detect lie (as the fourth level cleric spell)
spells, one from each of the following lists: 10th level: ethereal sight (the character can see into the
Ethereal Plane, including any out-of-phase characters or
creatures)

9
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 Brewing these potions requires the same amount of time
concentration and has a range of 3. The mystic can only and gold, and the same special ingredients, as for a magic-
attempt one type of Second Sight per round. The first round user (q.v. DMG p. 116), but a mystic does not require (and
of concentration gives a base 50% chance of success, gains no benefit from) a laboratory or the assistance of an
which increases by a cumulative additional 5% for each alchemist. There is an 80% base chance that any potion will
additional round of concentration, up to a maximum of 80%. be brewed successfully. Failed attempts become a cursed
High wisdom scores increase the mystics Second Sight potion of the appropriate type (i.e. philter, potion, or oil).
ability as follows: +1% for 16 wisdom, +2% for 17 wisdom,
+5% for 18 or greater wisdom. Mystics require at least a Mystics are typically independent and solitary by nature,
quartz crystal talisman to serve as a focus for their Second which is one of the characteristics separating them from
Sight. If this talisman includes a carbuncle stone the other sorts of clerics and magic-users, but a mystic of 9th
mystics chance of success is increased by +3%; and a level (Spiritist) or higher may choose to establish a coven.
sapphire stone increases the chance of success by +5%. Doing so will attract a body of 3-12 apprentice mystics of
1st-4th levels who will loyally serve the Supreme Mystic of
Mystics have extensive knowledge of astrology and the the coven, but may also draw unwelcome attention from the
celestial bodies and their influence upon characters fortune local clerical establishment or from rival covens (particularly
and personality. On a clear night when the sky is visible, the those made up of evil witches).
mystic is able to determine direction, time of year, and
approximate latitude by studying the position of the stars MYSTICS (CLERICS) TABLE I
and planets in the sky. Conversely, if the mystic has been
transported to some location with a different star-field (such 4-Sided
as another plane or planet) he or she will know so Dice for
immediately from the sky. Furthermore, if the mystic is Experience Exp. Accumulated
aware of the date of an individuals birth and is able to Points Level Hit Points Level Title
spend 1-4 days consulting a set of astrological charts 0-1,750 1 1 Palmist
(assumed to be included within every mystics spell books), 1,751-3,500 2 2 Soothsayer
then all divination spells applied to or for that character 3,501-7,000 3 3 Wiseman/woman
henceforth will have +20% increased accuracy or 7,001-15,000 4 4 Fortune-teller
effectiveness, but the character will also suffer a -4 penalty 15,001-30,000 5 5 Medium
on their saving throw against any and all 30,001-60,000 6 6 Astrologer
enchantment/charm spells cast upon them by the mystic. 60,001-125,000 7 7 Augur
125,001-250,000 8 8 Seer
Mystics also have extensive knowledge of herbalism and 250,001-500,000 9 9 Spiritist
folk-medicine. They can identify most common herbs (those 500,001-750,000 10 10 Sibyl
listed on DMG pp. 220-221) by sight, and as long as they 750,001-1,000,000 11 11 Oracle
have access to a supply of fresh herbs, they are able to 1,000,001-1,250,000 12 11 + 2 Oracle (12th)
perform the following curative feats as they increase in
level: 250,000 experience points per level for each additional level
beyond the 12th.
1st level: heal injuries (1-3 points of damage per level Mystics gain 1 h.p. per level after the 11th.
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

10
SPELLS USABLE BY CLASS AND LEVEL MYSTICS In order to qualify as a hunter a character must have
(CLERICS) minimum strength and dexterity scores of 15, a constitution
score of no less than 14, and intelligence and wisdom
Mystic Mystic Spell Level scores of at least 12. There is no minimum charisma score.
Level 1 2 3 4 5 6 7 If the hunter has a score of at least 16 in each of strength,
1 1 - - - - - - dexterity and constitution, and at least one of those scores
2 2 - - - - - - is 17 or higher, then he or she earns a 10% bonus in
3 2 1 - - - - - awarded experience.
4 3 2 - - - - -
5 3 3 1 - - - - As a sub-class of fighter, the hunter receives the fighters
6 3 3 2 - - - - bonuses for high strength and constitution scores. However,
7 3 3 2 1 - - - they receive an additional bonus for high dexterity: the
8 3 3 3 2 - - - bonuses begin at 14 with +1 and go up in steps of +1, so 18
9 4 4 3 2 1 - - dexterity gives +5 for defense, reaction and missile attacks.
10 4 4 3 3 2 - - However, like the barbarian, this bonus only applies if the
11 5 4 4 3 2 1* - character is unarmored or wearing at most non-bulky armor.
12 6 5 5 3 2 2 - Any fairly bulky or heavier armor negates this bonus in favor
13 6 6 6 4 2 2 - of the standard bonuses for the characters dexterity score.
14 6 6 6 5 3 2 -
As noted above, hunter characters are treated as
15 7 7 7 5 4 2 -
barbarians in regards to the wearing of armor. They are
16 7 7 7 6 5 3 1**
also treated as barbarians regarding use of weapons
17 8 8 8 6 5 3 1
(including oil and poison). Hunters have the same number
18 8 8 8 7 6 4 1
of initial weapon proficiencies as a barbarian, and gain new
19 9 9 9 7 6 4 2
proficiencies at the same rate. Like a barbarian, they are
20 9 9 9 8 7 5 2
also required to include the hand axe, knife, and spear
21 9 9 9 9 8 6 2
among their initial choice of proficiencies.
22 9 9 9 9 9 6 3
23 9 9 9 9 9 7 3 However, unlike the barbarian, the hunter may have two
24 9 9 9 9 9 8 3 weapon specializations (q.v.), the first of which must be the
25 9 9 9 9 9 8 4 spear. The player is allowed to select his or her second
26 9 9 9 9 9 9 4 specialization, including a bow if so desired. As with any
27 9 9 9 9 9 9 5 specialized weapon, both must be taken at first level. The
28 9 9 9 9 9 9 6 hunter may not double-specialize in either weapon.
29 9 9 9 9 9 9 7
*Usable only by mystics of 17 or greater wisdom A hunter uses the attack table for fighters, including the
**Usable only by mystics of 18 or greater wisdom Attacks Per Melee Round table, but does not gain additional
attacks against non-exceptional humans and semi-humans.
The Hunter When combating opponents of human or near-human sort,
who fight with hands or weapons like those of humans, the
[Adapted from the article by Gary Gygax in Realms of hunter is at a 2 penalty to hit. When combating opponents
Adventure #2 (Fall 1988)] of other nature (animal, reptile, fish, beast, monster) the
hunter is at +2 to hit. In the latter case any modified score of
This sub-class of the fighter is as much a profession of
20 or greater on the to hit die roll indicates maximum
circumstance as purpose. The hunter is one who was born
damage for the weapon employed.
in a wilderness area and grew up in primitive conditions
requiring knowledge of woodcraft, fishing, trapping, tracking, Hunters use the same table as fighters for saving throws
knowing the flora and fauna for many reasons, and hunting but gain a +2 bonus against any attack requiring a saving
to sustain life. There might be rare exceptions to this, but throw that comes from an animal-like opponent (a basilisk,
generally the hunter is one of savage, barbaric background. a dragon, etc).
There are, of course, hunters from open plains areas,
frozen tundra, and barrens. Such individuals are of more As barbarians never require training to advance in ability
nomadic sort than the class considers, and in general these level, so too hunters are never in need of any sort of formal
backgrounds are more akin to the barbarian class (q.v.). schooling. They always advance by on-the-job experience,
The hunter class considers a wooded homeland as the as it were. If the circumstances of any adventure indicate a
principal training ground, and this should suit most lack of related experience for hunter character
campaign milieus. 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 Hunter characters determine their starting age as a fighter
have as fighters. No demi-human hunter can be a multi- of the same race, and their starting funds as a barbarian.
classed character, nor can a human hunter be a character Hunters can use any sort of magic item usable by fighters.
with two classes. Hunters are solitary by nature so they do not construct

11
strongholds or attract a body of followers at high level, constant attention to form the special bond after an animal
though they can hire henchman and hirelings normally. has been befriended, and the animal must spend at least
one half of the time thereafter with the hunter. If desired, the
HUNTERS (FIGHTERS) TABLE I hunter may free one animal and befriend another, but at no
time can there be more than one special animal attached to
12-Sided the hunter. The chance of striking friendship is shown on
Dice for Hunter Table II, though a hunter of high level is not
Experience Exp. Accumulated restricted by the 75% maximum. The DM may adjust the
Points Level Hit Points* Level Title chance of success as necessary due to circumstances. The
0-3,000 1 1 Forester animal will hunt for and with its master/mistress, perform
3,001-6,000 2 2 Frontiersman simple acts upon direction, and generally behave as very
6,001-12,500 3 3 Woodsman loyal and most intelligently for its species. Typical acts such
12,501-25,000 4 4 Backwoodsman an animal can perform are:
25,001-50,000 5 5 Trapper Track
50,001-100,000 6 6 Tracker Hunt down and chase
100,001-175,000 7 7 Stalker Come back on command
175,001-300,000 8 8 Huntsman Sit/stay
300,001-500,000 9 9 Hunter Go/fetch/retrieve
500,001-1,000,000 10 9+3 Huntmaster Guard/watch
Attack/subdue
500,000 experience points per level for each additional level Attack/kill
beyond the 10th. Above 9th level, characters are simply
referred to as Huntmaster without reference to degree of Highly intelligent animals might carry things to some known
excellence (i.e. 10th, 11th, etc. is omitted). place if the command is understood.
Hunters gain 3 h.p. per level after the 9th.
Build Snares & Traps: These constructions will catch
*The die is averaged in that a roll of 1 is treated as 4, a roll game or enemies. The hunter can construct any of the
of 2 is treated as 5, and a roll of 12 is treated as 6. The following in the times shown below and with the noted
initial hit point determination roll for a 1st level hunter effects on any victim:
character must always be 6 or better, but thereafter any Snare: 3 turns; save vs. death or victim killed.
result (with averaging) is possible. Deadfall: 1 hour; 4-24 damage.
Heavy Deadfall: 2 hours; save vs. death or victim killed;
HUNTERS TABLE II 6-36 damage if save made.
Pit Trap: 4 hours; save vs. death to avoid
Hunter Level Chance of success* unconsciousness for 1 hour, 1-6 damage + 1-6/stake
1st 21% placed by hunter up to 10, with d10 roll by victim to
2nd 23% determine how many stakes are effective; no escape, or
3rd 26% at least 1 round required to get out of pit (DM
4th 30% determination).
5th 35% Spring Trap: 15 minutes; 4-16 damage; successful to hit
6th 41% roll must be made by trap against victims armor class to
7th 48% inflict damage.
8th 54%
The chance of any snare or trap functioning is determined
9th 59%
by the hunters experience level, as shown on Table II.
10th 63%
11th and up +2% per level to 75% max. Construct Simple Weapons: The hunter is able to fashion
weapons as indicated below. The chance of a weapon
*The DM may allow some added chance for success if
breaking on use is the inverse of the skill of the hunter, as
additional preparation time is taken and there are such
shown on Table II (so a weapon fashioned by a 1st level
considerations as distractions, camouflage and the like.
hunter has a 79% chance of breaking when used, unless
Deduction is likewise to be made for care, having an
this chance is modified).
experienced guide (such as another hunter), magic, etc.
Naturally a spell will surely discover snares and traps if the Club: 1 turn; +20% on skill for fashioning.
dweomer has the power to do so. A hunter is able to detect Spear: 3 turns; +10%.
others snares and traps at a likelihood of 10% below that Knife: 1 hour; +5%.
with which he or she is able to build them personally. Stone Axe: 3 hours.
Short Bow: 6 hours with 3 arrows, each additional arrow 1
Additional Hunter Skills:
hour.
Animal Friendship: The hunter character may create a
Track: This includes identification of any footprints, signs,
special bond with a hunting animal dog, wolf, large cat or
and spoor of any sort. The hunter is able to track the quarry
even a bear. The animal cannot have more hit dice than the
detected at a base chance as shown on Table II, with
hunter has experience levels. It will require a month of
modifications as below:

12
Sign under 1 hour old +20% 2. In addition to the allowed weapons on Character
Sign under 3 hours old +10% Classes Table II thief-acrobats may also use the
Sign under 1 day old 0 following weapons: hand/throwing axe, blow gun, whip.
Sign over 1 day old -5%
3. Thief-acrobats gain additional (six-sided) hit dice at
Sign over 2 days old -10%
11th and 12th levels, and 2 hit points per level after
Simple concealing of sign used -10%
12th (note: this is already true per Character Classes
Rain or other similar disturbance -20%/hour
Table I, but easily overlooked since it is not included on
Thus, if the quarry took a well-traveled road for example, Thief-Acrobat Table I)
and there was a fair amount of traffic passing along it 4. Thief-acrobats do gain the ability to read magic scrolls
afterwards, the sign would be obliterated at the rate of 20% at 10th level in the same manner as standard thieves.
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 5. The thief-acrobats skill in picking pockets, opening
detect it, but for each non-hunter (or skilled woodsman) in locks, and finding and removing traps is frozen at 6th
the group with the character the ability is reduced by 5%. level of ability, not 5th. Furthermore, thief-acrobats with
exceptional dexterity may continue to improve those
Treat Injury: Damage from wounds of any sort can be skills further, as follows: thief acrobats with 17 dexterity
treated by a hunter. The hunter can stop bleeding and set are able to gain 7th level ability, those with 18 dexterity
sprains or broken bones. The immediate effect on the are able to gain 8th level ability, and those who attain a
patient is a gain of 1-4 hit points, and healing will then dexterity score of 19 or higher are able to gain 9th level
proceed at +1 point/day above normal rate for as many ability in those skills.
days as the hunter has levels of experience.
6. At 6th-11th levels a thief-acrobat's movement rate while
Treat Illness: Illness includes poisoning of any sort. Toxins moving silently or climbing walls is double the speed of
can be slowed in effect by any hunter, and illness or a standard thief, at 12th-17th levels this increases to
parasitic infection delayed for as many days as the hunter triple the movement rate of a standard thief, and at
has levels of experience. Simple poisons, illnesses, and level 18 and higher a thief-acrobat's movement rate
infestations can be cured totally by a hunter of 6th or higher while climbing or sneaking is quadruple that of a
level with a base chance of 5% per level of the hunter; the standard thief performing those tasks.
DM may adjust this for severity of the problem and special
7. The thief-acrobats chance of tightrope walking is also
knowledge of the hunter.
the characters chance of balancing a pole or stack of
Woodcraft: Ability to employ woodcraft as shown on Table furniture up to a height in feet equal to the thief-
II. Included in this skill category are: acrobats level. The thief-acrobat may either hold the
balancing object(s) above them or may place the
Climb cliffs and trees (+20%) object(s) on a level surface and balance atop them with
Determine best route through wilderness equal facility. Wind and encumbrance affect balancing
Identify fauna the same way they affect tightrope walking.
Identify flora
Identify habitat 8. So long as the thief-acrobat finds (or is able to place) a
Know direction and avoid becoming lost (+10%) hanging object such as a rope, vine, or chandelier to
Mimic animal and bird calls use an assist for at least half the distance to be
Scout ahead for danger covered, he or she may use it to swing up to a distance
Shelter finding or construction of twice the characters maximum pole-vaulting height
Making fire and land on his or her feet.
Making clothing (+10%) 9. The thief-acrobats tumbling skill also serves as the
Supply game, fish and other food (+20%) characters ability to catch thrown missiles, including
Locate pure water (+20%) darts, daggers, axes, spears, etc. The tumbling attack
Weather prediction percentage is the thief-acrobats chance of catching a
thrown missile at short range, the tumbling evasion
The DM may wish to adjust probabilities according to
percentage is the chance of catching a thrown missile
circumstances.
at medium or long range. The thief-acrobat may
attempt to catch multiple thrown missiles, though every
The Thief-Acrobat (Changes And Additions) attempt beyond the first within the same combat round
is at a cumulative -5% chance. Caught missiles may be
The following modifications apply to the thief-acrobat class held, dropped, or immediately thrown back at the
as detailed in UNEARTHED ARCANA: attacker with the thief-acrobats normal chance to hit.
Not that a thief-acrobat may not apply their evasion
1. Minimum requirements for acrobat training are strength defensive bonus in the same round in which he or she
of no less than 13 and dexterity of 14 or higher. Both is attempting to catch thrown missiles.
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:

13
Standing Running thief, though the mountebank has a special facility for
Pole High
Level Broad Broad picking up additional money (as described below).
Vaulting Jumping
Jumping Jumping
6 9' 4' 5' 12' Mountebanks also share some special abilities and
7 10' 4 1/2' 6' 13' functions with the thief class. Mountebanks are able to pick
8 11' 5' 7' 14' pockets as a thief of the same level (including adjustments
9 12' 5 1/2' 8' 15' based on race and dexterity score, if any) and are able to
10 13' 6' 8 1/2' 16' read languages as a thief three levels higher (i.e. a 1st level
11 14' 6 1/2' 9' 17' mountebank reads languages as a 4th level thief). The latter
12 15 7' 9 1/2' 18' includes the ability for mountebanks at 7th level (Hedge
13 15 1/2' 7 1/4' 10' 19' Magician) or higher to read and utilize magic scrolls with the
14 16' 7 1/2' 10 1/2' 20' same restrictions and chance for failure or reversed effect
15 16 1/2' 7 3/4' 11' 21' as a normal thief. All mountebanks also speak the
16 17' 8' 11 1/2' 22' Thieves Cant, regardless of their alignment and in
17 17 1/2' 8 1/2' 12' 23' addition to the normal languages allowed by race and/or
18 18' 8 3/4' 12 1/2' 24' intelligence score.
19 19' 9' 13' 25' However, what makes mountebanks a desirable and potent
20 19 1/2'' 9 1/2' 14' 26' character class is their wide array of unique and peculiar
21 20' 10' 15' 27' special abilities and talents, as follows:
22 21' 10 1/2' 16' 28'
23 22' 11' 17' 29' 1. Mountebanks are masters of sleight-of-hand, which
they can use to perform card tricks and other similar
The Mountebank bits of stage magic, as well as to pocket or switch
small items (of the size that can fit in the palm of one
The mountebank is a sub-class of thief who relies more on hand). The mountebank has the same chance to
quick wit and charm to deceive would-be marks than stealth successfully perform such a trick as a thief of the same
or agility. Thus, the major abilities for mountebanks are
level does to pick pockets, including adjustments for
intelligence and charisma, and they must have a minimum
dexterity and race, if any. However, someone
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. observing the trick has a chance of spotting it, based
Mountebanks with a score of 16 or higher in both on their level and intelligence, using their chance to
intelligence and charisma are able to add a bonus of 10% to detect invisibility (per the DMG) shifted up 6 levels (so
all experience points earned. that a 1st level character has the same chance to
detect a sleight-of-hand trick as a 7th level character
Humans, gnomes, half-elves, and halflings may become has to detect invisibility). Thus, a 7th level character
mountebanks. Advancement by the former three races is with an intelligence score of 14 has a 45% chance of
unlimited, though the latter may advance no higher than 8th
spotting a mountebanks sleight-of-hand maneuver.
level (Charlatan). Gnomes, half-elves, and halflings may all
Unlike with pocket-picking, this percentage is not
becomes multi-classed fighter/mountebanks. Furthermore,
gnomes may become illusionist/mountebanks and half- subtracted from the mountebanks chance of success
elves may become magic-user/mountebanks, all with the but is made as a separate roll, i.e. the mountebank
usual restrictions on such multi-classed combinations with may successfully pull off the trick, but the observant
regard to allowable armor and splitting of experience points would-be mark will have seen it occur and will not be
even after one of the classes is no longer able to advance. fooled. Mountebanks may reduce their chance of being
spotted through successful flimflammery (q.v.).
Mountebanks may be of any non-lawful alignment, though
as with thieves of all sorts, being a profession that depends 2. Mountebanks are skilled at impersonation, taking on
on lies and deception to fleece others of their money, good- the role and mannerisms of a false identity, typically
aligned mountebanks are unusual. pretending at a higher social level or taking on the
guise of a more learned class. The likelihood of this
As a sub-class of thieves, mountebanks function as that
class in many regards. Mountebanks fight, make saving sham being detected is the same as for the assassins
throws, and gain weapon proficiencies all as per normal disguise ability, but note that the mountebanks ability
thieves. They are allowed the same types of armor as relies more on performance than on altering physical
thieves, but are also allowed to employ bucklers and small appearance. In addition to being able to impersonate
shields (except during a round in which they are attempting different social levels, professions, and character
to pick pockets, escape, or employ a sleight-of-hand classes generally, mountebanks may also attempt to
maneuver (q.v.)). Their permitted use of oil and poison is as impersonate a specific individual (presumably a figure
per the thief class. Mountebanks may employ any weapon of some importance, authority, or renown), though this
allowed to a thief, but may also employ any sort of is a much more perilous feat to pull off successfully.
crossbow, staff, and whip. Mountebanks starting age is as The baseline chance of such a specific impersonation
a magic-user of the same race. Their starting funds are as a
being spotted is ten times the normal chance (i.e. base

14
20% per day), though this chance may be reduced of flimflam, and that repeated uses of the same
when the impersonation is enhanced by flimflammery technique upon the same target are cumulative within
(q.v.). Naturally, this ploy only has any chance of the limitations of the effect durations and the time
success with those who have not met or have at best required for each attempt.
passing, short-term acquaintance with the individual
being impersonated. The bread and butter of the mountebanks livelihood is
employing all these functions, individually or in combination,
3. Through contortion and use of hidden lock-picks, to perform any number of scams, swindles, gaffles, and
mountebanks are able to escape when bound rackets designed to bamboozle gullible marks out of their
physically by rope, chains, manacles, etc. The money. While many enjoyable adventures can arise out of
chance shown on the Mountebank Function Table may planning and executing such bunco schemes in detail,
involving other characters as shills and accomplices, so
be rolled each round that the mountebank is left
much granularity will not always be desired and in those
unobserved by his or her captors. If the mountebank is
cases the process can be abstracted into a single die roll as
being observed, this ability may only be employed if the follows:
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
4. As can be seen by examination of the foregoing, the small amount of cash before the deception is spotted.
mountebanks key to success will most often depend Example short cons include shell games, card-sharping,
on being able to cozen, beguile, and hoodwink his or pigs in a poke, and other similar bait-and-switch tricks. An
her prospective marks via fast-talk, hot air, and general abstracted short con takes 1-6 turns to pull off and requires
verbal flimflam. In order to employ this function the a successful sleight-of-hand roll in order to bring in the
mountebank must be able to speak and be heard in a amount indicated on the Mountebank Function Table.
language that the target(s) of the flimflam understand.
A long con, on the contrary, is a much more complex and
There are few hard limits to what a sufficiently silver- elaborate caper, usually requiring significant planning and
tongued mountebank can pull off via this function, but preparation, and possibly the participation of several
several of the most common effects are described accomplices, but with much greater likely returns. Example
below: long cons include badger games, pigeon drops, clip joints,
false injuries, romance scams, rainmaking, salting, forgery,
a. Amuse: success gives the mountebank a +15% on pyramid schemes indeed, the possibilities for grift and
Reaction rolls for 1-6 rounds fraud are nearly limitless for a sufficiently devious criminal!
b. Confuse: target(s) of a successful attempt will stand An abstracted long con requires 1-6 weeks to execute and
uncertain and take no other action for 1-3 rounds requires a successful flimflam roll in order to bring in the
c. Convince: target(s) who have been successfully amount indicated on the Mountebank Function Table.
convinced will comply with reasonable-seeming
In both cases a successful roll indicates that the
requests and instructions from the mountebank for 1-
mountebank has pulled off the trick with the mark(s) being
4 rounds
none the wiser, but any attempt to execute another con of
d. Distract: target(s) of a successful distraction are 20% the same type (i.e. a short con or a long con) in the same
less likely to notice some other action occurring location (neighborhood for a short con, entire settlement for
simultaneously (within the same or following round) a long con) within the length of the scam multiplied by ten
e. Enrage: this effect gives a -15% on Reaction rolls, (i.e. 10-60 turns for a short con, 10-60 weeks for a long con)
with the added side-effect that targets who have will raise suspicion, causing the chance of success for the
been enraged below 0 are goaded into rash action second con to be reduced by half, and the chance for a
they will immediately Charge if possible and even if catastrophic failure (as below) to be doubled.
they cant move will suffer the defensive penalty (i.e.
A failed roll indicates the would-be mark became suspicious
loss of Dexterity AC bonus or +1 AC) for 1-4 rounds
and avoided being taken. The mountebank suffers no other
f. Humiliate: targets of a successful humiliation have a
negative consequences, but may not attempt another con of
-15% penalty to their Morale rating for 1-6 rounds the same type in the same location for the time interval
indicated above. However, a roll that fails by 20% or more,
Each flimflam attempt requires 1-3 rounds of talking to or on a roll of 96-00 in any case, results in a catastrophic
create its effect. A mountebank who is not engaged in failure, with the following consequences (rolled on 1d20):
any other action may attempt to simultaneously flimflam
as many listeners within hearing range as he or she 01-05 Authorities alerted character must flee the
has levels. Flimflam attempts may be combined with location immediately
other actions (including sleight-of-hand, escape, and 06-10 As above, but character is being pursued by [1-
4: would-be marks, 5-7: local authorities, 8-9:
even melee) but in such case the attempt is made at
local Thieves Guild; 0: local Assassins Guild]
-10% if directed at a single target with an additional
11-13 Tables turned character loses 50-90% of his or
cumulative -5% for each target beyond the first. Note
her own money
that a single target may be subjected to multiple types

15
14-16 Character is roughed up and rolled loses all costs 5 g.p. in supplies and ingredients to prepare, an may
carried money and suffers 10-40% hit points be sold as part of a short or long con (q.v.).
damage
17-18 Character is tarred and feathered loses all However, if the mountebank has a model of a real potion to
carried money and possessions work from, he or she can attempt to copy it. Doing so costs
19 As above, but characters home (along with any 50 g.p. in supplies and takes a full day to prepare, with
money or possessions stored therein) is also results as follows (rolled on d%):
destroyed
01-10 total failure potion will induce vomiting
20 Attempted lynching as above, but character
(character helpless for 1-3 rounds) if consumed
also suffers 10-60% hit points damage
11-40 non-magical patent medicine that looks and
In addition to their primary functions described above, the smells like the model potion but has no effect
secondary function of mountebanks is as magical dabblers 41-90 potion of delusion of the original potion type
and hedge magicians. To that end, they pick up several 91-00 real, half-strength version of the original potion
additional abilities as they increase in level: type

Mountebanks can normally use any magic item allowable to For each subsequent attempt by the mountebank to create
all classes or to the thief class. However, they are also able the same type of potion the chance of success increases by
to attempt to use items normally only allowed to magic- +1%, up to a maximum bonus of +10%. Note that the
users and illusionists. Starting from 1st level (Shill), success roll is always made secretly by the DM and even
mountebanks may attempt to use wands normally usable the mountebank who brewed the potion will not know or
only by magic-users or illusionists. There is a base 25% immediately be able to tell what has resulted.
chance (roll 71-95 on d%) that the wand will fail to
Last but not least, beginning at 7th level (Hedge Magician),
discharge, and a 5% chance (roll 96-00) that it will backfire
mountebanks gain some actual spellcasting ability, from
with the opposite of its intended effect, checked each time
their classs own list of usable spells detailed hereafter. The
the wand is used. The failure chance is reduced by 2% for
number of spells knowable, and the chance of knowing
each point of intelligence the mountebank has above 16, i.e.
each spell, is determined via the mountebanks intelligence
a mountebank with an 18 intelligence score will only fail on
score, as for a magic-user. Likewise, all spells, including
a roll of 75-96 (though the 5% backfire chance remains
those that mimic the function of clerical spells, must be
unchanged).
written in and studied from spell books (most likely travelling
Mountebanks of 5th level (Con Artist) or higher, may also spell books).
attempt to use miscellaneous magic items normally only
Furthermore, if a mountebank comes upon a book of magic-
allowable to magic-uses or illusionists, with the same
user or illusionist cantrips, they may cast those beginning at
chance of failure or opposite effect described above,
4th level (Swindler) as follows: one cantrip per day at 4th
checked every time the item is used, or daily for those items
level, two cantrips per day at 5th level, three cantrips per
with persistent effect (e.g. magical robes). Furthermore,
day at 6th level. At 7th level and higher the mountebank
their failure chance with magic wands is reduced to base
may choose to use a 1st level spell slot to memorize up to
15% chance (81-96), with the reduction noted above for
four cantrips.
high intelligence scores.
Other than cantrips, mountebanks may not learn or cast any
At 9th level (Mountebank) or higher, the base failure chance
spells beyond those on the mountebank spell list, though
with wands is reduced to 10% (roll 90-99), the backfire
they may use other spells from scrolls (q.v.), and if they
chance is reduced to 1% (00), the base failure chance with
come across a scroll containing a mountebank-usable spell
miscellaneous magic items is reduced to 15%, and the
they may use it without the thiefs normal chance for spell
mountebank may attempt to use rods and staves that are
failure or copy it into their spell books following the usual
normally restricted to magic-users or illusionists with a 25%
procedure.
chance of failure (modified by high intelligence, as above),
and a 5% chance of opposite effect, checked every time the At 8th level (Charlatan) or higher, a mountebank may
rod or staff is used. choose to become impresario of his or her own traveling
show. The mountebank must put forth an initial investment
Beginning at 6th level (Quacksalver), mountebanks gain the
of funds to outfit a number of wagons or boats, but once
ability to concoct patent medicines and other snake-oil
having done so will attract a body of special followers:
potions. They do not require the assistance of an alchemist
to do so (and in fact no alchemist will ever willingly work 1-3 gamblers (thieves of level 2-7)
with a mountebank, unless he or she has been fooled by an 1-3 trick riders (fighters of level 1-3)
impersonation), but they do need to acquire laboratory 1 knife-thrower (1-2 = jester of level 1-4; or 3-6 = fighter of
equipment, with an initial cost outlay of 100-600 g.p. and an level 2-5)
additional 10% upkeep and maintenance fee for each 1 strongman wrestler (fighter of level 2-5)
month that the laboratory is in use thereafter. Such 1-3 musicians (1-2 = bards of level 1-4; or 3-6 = thieves
medicines will generally be non-magical snake oil with no of level 2-7)
actual tangible effect. Each such potion takes 2 hours and 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) 75,001-120,000 8 8 Charlatan
10-100 miscellaneous teamsters, guards, dancers, 120,001-220,000 9 9 Mountebank
beggars, and other camp followers (0-level) 220,001-440,000 10 9+2 Mountebank (10th)
440,001-660,000 11 9+4 Mountebank (11th)
When encamped in or near (within 5 miles of) a settlement
with a population of at least 1,500 persons, the troupe may 220,000 experience points per level for each additional level
put on up to two performances per day, each of which will beyond the 11th.
bring in 100-600 g.p. in audience receipts. Only 1-8 Mountebanks gain 2 h.p. per level after the 9th.
performances may be executed in the same location within
a single year before audience interest wanes and the troupe SPELLS USABLE BY CLASS AND LEVEL
must travel to another similarly sized settlement at least 50 MOUNTEBANKS (THIEVES)
miles distant to set up their show again.
Mountebank Mountebank Spell Level
Alternatively, a mountebank of 9th level (Mountebank) or
Level 1 2 3 4
higher who wishes to remain in a single location may
7* 1 - - -
establish a headquarters in town and attract a body of junior
8 2 - - -
thieves in the same manner as a member of the thief class
9 2 1 - -
(including drawing the enmity of the existing local Thieves
10 2 2 - -
Guild) except that one-third of such followers will
11 2 2 1 -
themselves be mountebanks.
12 2 2 2 -
MOUNTEBANKS (THIEVES) TABLE I 13 3 3 2 -
14 3 3 2 1
6-Sided 15 3 3 3 1
Dice for 16 3 3 3 2
Experience Exp. Accumulated 17 4 4 3 2
Points Level Hit Points Level Title 18 4 4 3 3
0-1,500 1 1 Shill 19 4 4 4 3
1,501-3,000 2 2 Barker 20** 4 4 4 4
3,001-6,000 3 3 Huckster *Mountebanks begin casting cantrips at 4th level
6,001-12,000 4 4 Swindler **maximum spell ability
12,001-25,000 5 5 Con Artist
25,001-45,000 6 6 Quacksalver
45,001-75,000 7 7 Hedge Magician

MOUNTEBANK (THIEF) FUNCTION TABLE (PLUS RACIAL ADJUSTMENTS)

Character Pick Pockets Read Earnings From Successful


Level or Sleight Languages Escape Flimflam Short Con Long Con
1 30% 20% 10% 20% 1-4 g.p. 2-20 g.p.
2 35% 25% 13% 25% 1-6 g.p. 4-40 g.p.
3 40% 30% 15% 30% 1-8 g.p. 6-60 g.p.
4 45% 35% 17% 35% 1-10 g.p. 8-80 g.p.
5 50% 40% 20% 40% 1-12 g.p. 10-100 g.p.
6 55% 45% 23% 44% 1-20 g.p. 20-200 g.p.
7 60% 50% 25% 48% 2-24 g.p. 30-300 g.p.
8 65% 55% 27% 52% 3-36 g.p. 40-400 g.p.
9 70% 60% 30% 56% 4-40 g.p. 50-500 g.p.
10 80% 65% 33% 60% 5-50 g.p. 60-600 g.p.
11 90% 70% 35% 63% 6-60 g.p. 70-700 g.p.
12 100% 75% 37% 66% 7-70 g.p. 80-800 g.p.
13 105% 80% 40% 69% 8-80 g.p. 90-900 g.p.
14 110% 80% 43% 72% 9-90 g.p. 100-1,000 g.p.
15 115% 80% 45% 75% 10-100 g.p. 200-2.000 g.p.
16 125% 80% 47% 77% 20-200 g.p. 300-3,000 g.p.
17 125% 80% 50% 80% 30-300 g.p. 400-4,000 g.p.

Racial adjustments:

Gnome - - +5% -
Half-elf +10% - +5% -
Halfling +5% -5% -5% -

17
MOUNTEBANK TABLE II: Adjustments for Ability The Bard (Revision)
Scores
The bard is an unusual class that starts out similar to the
Sleight Escape Flimflam thief class, representing something like a medieval
Score (Dexterity) (Dexterity) (Charisma) wandering troubadour, but at higher level is accepted into
9 -15% -05% -- the secret society of bardic colleges and becomes a master
10 -10% -02% -- of law, lore, and hidden knowledge, allied with the ancient
11 -05% -01% -05% druidic hierarchy. To become a bard a character must have
12-15 0 0 0 a minimum score of 9 in each of strength, intelligence, and
16 0 +01% 0 wisdom, a dexterity score of no less than 11, and a
17 +05% +02% +05% charisma score of 15 or higher. However, those scores will
18 +10% +05% +10% only allow progression to a maximum of 8th level (Minstrel),
and to gain acceptance into the bardic colleges and
Note: All modifiers given above are used to adjust the progress further in their pursuit of secret knowledge the
Mountebank (Thief) Function Table detailed herein. The character must have a minimum intelligence score of at
modifiers based on the indicated ability scores, plus racial least 12, and a wisdom score of no less than 15. Bards do
adjustments, are added to the base chance for success of not gain any bonus to earned experience for having high
function maximums found there. ability scores.

Humans, half-elves, and halflings may become bards,


MOUNTEBANK TABLE III: Effects of Armor on
though the latter are limited in advancement to no higher
Mountebank Functions
than 8th level (Minstrel). Halfling bards may not be multi-
classed characters, but half-elves with sufficient ability
Armor Worn Sleight Escape
1 scores may become multi-classed druid/bards,
None +05% +10%
fighter/bards, ranger/bards, or magic-user/bards, following
Leather 0 0
2 the usual procedure and with the usual restrictions for multi-
Elfin Chain -20% -10%
2 classed characters, including splitting of earned experience
Studded or Padded -30% -25%
2 points even after one of the classes is no longer able to
Ring or Chain -40% -35%
2 advance further.
Scale or Banded -50% -45%
2
Plate Mail -75% -70% Due to their connection to the druid class, bards must
2
Plate Armor -100% -90% always be neutral in alignment, but they may be chaotic,
1: This category applies when wearing bracers of defense evil, lawful, or good in their neutrality if they wish.
and/or a cloak, but no large protective devices.
2: No dexterity bonuses apply to mountebank functions Bards may wear the same types of armor as thieves, and if
(though penalties do) when wearing armor other than they wear armor heavier than simple leather their thieving
simple leather. abilities will be adversely affected in the same manner as
members of that class. Bards may not use shields. Bards
The Monk (Revisions) may freely make use of flaming oil, but only neutral evil
bards will ever employ poison. Bards may use any weapon
The following modifications apply to the monk class as allowed to members of either the druid or thief classes.
detailed in the PLAYERS HANDBOOK:
Bards make their attack and saving throw rolls as members
1. The minimum required strength score for monks is of the cleric class, and bards of 11th level (Bard) or higher
reduced from 15 to 12. using thrusting or striking weapons receive three attacks
2. Monks hit dice are 6-sided instead of 4-sided. every two rounds (cf. Fighters). At first level bards have 5
3. Monks are allowed any normal "to hit" and damage weapon proficiencies, and they gain an additional
bonuses from high strength scores. proficiency for every 4 levels thereafter. Bards suffer a -3
4. Monks are allowed their normal defensive/AC bonus penalty to hit when using any weapon with which they are
from high dexterity scores. not proficient.
5. Damage from open-hand attacks is 1-4 at 1st level
and 2-5 at 2nd level. Starting age and starting gold for bard characters are both
6. Number of open hand attacks is 1/1 at levels 1-3, 3/2 the same as for thief characters of the same race.
at levels 4-6, 2/1 at levels 7-9, 5/2 at levels 10-12,
Beginning from 1st level (Rhymer), bards have abilities as a
3/1 at levels 13-15, 4/1 at levels 16-17.
thief of the same level, including adjustments by race,
7. The Maximum Height table on DMG p. 70 is revised
dexterity score, and armor worn. These abilities continue to
to 7' at 1st level, +1' per level thereafter (so 8' at 2nd
improve until the bard reaches 8th level (Minstrel) but not
level, 9' at 3rd level, etc., up to 23' at 17th level), and
beyond that point. Optionally, a bard may choose to
Maximum Weight is disregarded (assume the monk
advance in skill as a mountebank rather than a standard
can affect any weight that corresponds to an
thief, in which case the character does not gain thief skills
allowable height),
but rather gains mountebank skills in their place, with one
8. Monks do not have the thiefs abilities to open locks
exception: bard-mountebanks do not gain any spell casting
or to remove traps.
ability from the mountebank class.

18
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
The bard's poetic ability raises the morale of associated achieving 9th level of experience and being accepted into
creatures by 10%. It likewise can inspire ferocity in attack, bardic college, and this knowledge increases as the bard
so hit probability die rolls are given a bonus of +1. Both of progresses upwards in level as shown on the Bard Table. If
these characteristics require 2 rounds of poetics to inspire some legendary knowledge is appropriate and the dice
the desired effect, i.e. 2 rounds of poetics will raise morale score indicates that the bard has knowledge in the area,
and cause ferocity, but 1 round will do neither. The effects then his or her ability will deliver information similar to the
last for 1 complete turn. Note that while engaged in this magic-user spell, legend lore (q.v.). Without actually
activity, the bard can engage in melee combat but not in touching an item, the bard also has a like chance of
any singing or spell casting. determining its magical properties and alignment. This latter
ability is limited to:
A bard's singing and playing negates the song effects of
armor
harpies and prevents similar attacks that rely upon song. It
misc. weapons
will likewise still the noise of shriekers, for these creatures
misc. magic items if usable by a druid, fighter or thief*
are soothed by the vibrations of the bard's instrument.
potions
The singing and playing of the bard likewise has a chance rings
of charming most creatures, as shown on the Bard table, rods et al. if usable by a druid, fighter or thief*
below. Creatures within 4" of the bard must be diced for if scrolls
they are not already associated with the bard and those swords
possibly affected (for the bards charm ability does not *unless inscribed with magical writing, in which case the
negate any immunities to charm-type magic) must save bard can read what is written at the very least, for all bards
versus magic or be charmed and sit entranced while the of 9th level and above have wide knowledge of runes,
bard sings. Note that even those creatures not charmed will glyphs, characters, symbols, etc.
listen to the bard's singing and playing for 1 full round.
Bards are able to use those magic items that are permitted
Charmed creatures are subject to suggestion (as if it were
to druids, fighters, and thieves including, at 9th level and
the spell of that name) from the bard, and if the bard
above, scrolls that contain druid spells. Magical books,
implants a suggestion in his singing, the charmed creatures
librams, or tomes that pertain to druids or thieves are also
must save versus magic at -2 on their dice rolls or be
beneficial (or baneful) to bards, and these items can raise
subject to the full impact of the suggestion. Those who save
thieving ability of a bard beyond the norm. (If a writing is
are totally free of the bard's musical charming, however.
baneful, treat the bard as the least favorable of the two
The charming can be attempted on the same creature but
classes.) Miscellaneous magic items of a musical nature
once per day. Loud noise or physical attack will immediately
are superior when employed by a bard:
negate charming, but not suggestion.
Drums of Panic- Saving throw is made at a -1 on the
Furthermore, bards have access to a unique array of die
magical spell songs, triggered via their singing and Horn of Blasting - 50% greater damage
playing. The number of spells a bard may learn of each Lyre of Building - Double effects
level, and their chance of learning each particular spell, are Pipes of the Sewer- Double number of rats in one-half
both governed by their intelligence score in the same the usual time
manner as magic-users. However, once a bard has learned
Bards will never serve another as a henchman for longer
a spell-song they do not require a spell book in order to
than 1 to 4 months. They are unable to employ henchmen
refresh their memory of the spell after use the knowledge
other than druids, fighters, or thieves of human, half-elven,
is retained within the bards memory and they require only
or elven race. It is possible for a bard to have 1 henchman
rest and sufficient practice time in order to regain their daily
upon attaining 9th level, 2 henchmen can be maintained
spell casting allowance.
upon reaching 11th level, 3 at 13th, 4 at 15th, 5 at 17th, 6 at
As mentioned above, upon attaining 9th level (Muse), bards 20th, and any number at 23rd. This is subject to the bard's
with sufficient ability scores are accepted into bardic college charisma rating, of course. Only bards of 23rd level will
and gain several additional abilities: settle down and construct a stronghold of any sort.

College, as noted on the Bard Table, is the important Instruments of the Bards: In addition to those powers
distinction to a bard, and he or she will not associate with a described in the DUNGEON MASTERS GUIDE,
bard of a lesser college. The exception to this rule is the Instruments of the Bards also enhance bardic spell casting
Magna Alumnae, who will happily aid (by advice and capability and effectiveness as follows:
suggestion) any other bard of any level.
Fochlucan Bandore: +5% Chance to Know spells, +1
Additional Languages: Beginning at 10th level (Lorist) the Min/Max Spells Known per level*
character gains knowledge of a new language upon Mac-Fuirmidh Cittern: +10% Chance to Know Spells, +1
achieving each level through the 23rd. Unlike other Min/Max Spells Known per level*
characters, the bard need not study to learn these new Doss Lute: +10% Chance to Know Spells, +1 Min/Max
tongues this is subsumed as previous work. Spells Known per level*, +10% Range on all spells cast
with accompaniment from this instrument

19
Cannaith Mandolin: +15% Chance to Know Spells, +2 Area of Effect and -1 on opponent Saving Throws for all
Min/Max Spells Known per level*, +10% Range and spells cast with accompaniment from this instrument
Duration on all spells cast with accompaniment from this Ollamh Harp: +25% Chance to Know spells, +4 Min/Max
instrument Spells Known per level*, +25% Range, Duration, and
Cli Lyre: +15% Chance to Know Spells, +2 Min/Max Spells Area of Effect and -2 on opponent Saving Throws for all
Known per level*, +10% Range, Duration, and Area of spells cast with accompaniment from this instrument
Effect and -1 on opponent Saving Throws for all spells
cast with accompaniment from this instrument *Knowledge of additional spells gained while in possession
Anstruth Harp: +20% Chance to Know Spells, +3 Min/Max of the instrument is retained even if the instrument itself is
Spells Known per level*, +20% Range, Duration, and later lost

BARDS TABLE

8-sided Legend Lore


Dice for Spells Usable by and
Experience Accumulated Bard Spell Level Charm Item Knowledge
Experience Points Level Hit Points Level Title 1 2 3 4 5 College Percentage Percentage
0-2,000 1 1 Rhymer 1 - - - - None 15% --
2,001-4,000 2 2 Lyrist 2 - - - - None 20% --
4,001-8,000 3 3 Sonneteer 3 - - - - None 23% --
8,001-15,000 4 4 Skald 3 1 - - - None 26% --
15,001-25,000 5 5 Racaraide 3 2 - - - None 30% --
25,001-45,000 6 6 Jongleur 3 3 - - - None 33% --
45.001-75,000 7 7 Troubadour 3 3 1 - - None 36% --
75,001-125,000 8 8 Minstrel 3 3 2 - - None 40% --
125,001-250,000 9 9 Muse 3 3 3 - - Fochlucan 43% 20%
250,001-500,000 10 10 Lorist 3 3 3 1 - Foclhlucan 46% 25%
500,001-750,000 11 11 Bard 3 3 3 2 - Mac-Fuirmidh 50% 30%
750,001-1,000,000 12 12 Master Bard 3 3 3 3 - Mac-Fuirmidh 53% 35%
1,000,001-1,250,001 13 12 + 2 M. Bard 13th 3 3 3 3 1 Doss 56% 40%
1,250,001-1,500,000 14 12 + 4 M. Bard 14th 3 3 3 3 2 Doss 60% 45%
1,500,001-1,750,000 15 12 + 6 M. Bard 15th 3 3 3 3 3 Canaith 63% 50%
1,750,001-2,000,000 16 12 + 8 M. Bard 16th 4 3 3 3 3 Canaith 66% 55%
2,000,001-2,250,000 17 12 + 10 M. Bard 17th 4 4 3 3 3 Cli 70% 60%
2,250.001-2,500,000 18 12 + 12 M. Bard 18th 4 4 4 3 3 Cli 73% 65%
2,500,001-2,750,000 19 12 + 14 M. Bard 19th 5 4 4 4 3 Anstruth 76% 70%
2,750,001-3,000,000 20 12 + 16 M. Bard 20th 5 4 4 4 4 Anstruth 80% 75%
3,000,001-3,250,000 21 12 + 18 M. Bard 21st 5 5 4 4 4 Ollamh 84% 80%
3,250,001-4,000,000 22 12 + 20 M. Bard 22nd 5 5 5 4 4 Ollamn 88% 85%
4,000,001 and up 23 12 + 22 M. Bard 23rd 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 1. Jesters are adept at juggling, which manifests itself in
(acrobats, mountebanks, and illusionists in this case) along two ways: in addition to the ability to catch and juggle
with several unique abilities suited to their role as performing thrown missiles mentioned above (shared with the
tricksters. Due to their large and versatile skill set jesters acrobat class), a jester who has proficiency with any of
require a strength score of no less than 11, a minimum the following weapons hand axe, club, dagger, dart,
intelligence of 9, and scores of 13 or higher in both dexterity knife gains the same benefit with thrown missile
and charisma. Jesters do not receive any bonus to earned attacks as if the character were Specialized with the
experience for having high ability scores. weapon, i.e. +1 bonus to hit, +2 bonus to damage,
and increased rate of fire based on the weapon type
Humans, gnomes, half-elves, and halflings may become and the characters level.
jesters. The former two races are unlimited in advancement,
but the latter two may advance no higher than 10th level 2. If the jester has access to a suitable flammable liquid
(Joker). Due to the singularly dedicated nature of their (such as alcohol, kerosene, etc.) and a source of open
profession, no jester may be a multiclassed character. flame (candle, torch, etc.), the jester may breathe fire,
spitting out a gout of flame up to 5 in length and 2
Jesters are irreverent and impudent and they thrive upon width at the widest point which inflicts 1-6 points of
violating social niceties in order to sow discomfort among damage on anyone within range (save vs. breath
the staid and humorless. Therefore, all jesters are weapon for damage) and ignites any regularly
necessarily chaotic in alignment. However, they may bend flammable substances, without inflicting any damage
towards any of good, neutrality, or evil in outlook, which will upon the jester. The jester may hold the liquid in his or
affect the nature and targets of their humor whether it her mouth for up to 3 rounds before spitting, but is of
attempts to arouse empathy and counter hypocrisy or finds course not able to speak or cast spells while doing so. If
its basis in cruel mockery and heaping of scorn upon the a jester uses a potion of fire breath the range of the
powerless. potion is increased by 1 and opponent saving throws
are made at -2.
Jesters fight, make saving throws, and gain weapon
proficiencies as members of the thief class. Their starting 3. Jesters have a wide repertoire of pranks they are able
age and funds are both as per a thief of the same race. to play with the use of physical props which must be
Jesters may employ any weapon allowed to an acrobat procured and prepared in advance:
(including oil and poison) but may not wear armor or employ a. Jesters may use a prop such as a spring-loaded
shields of any type. box or a tube inserted through a flower to blow
irritating or toxic dust or powder upon an opponent
While jesters are typically of low personal social standing,
within 1 which, upon a successful hit, will stun the
they are commonly employed in aristocratic courts so there
opponent for 1-3 rounds due to sneezing, choking,
is no social stigma attached to the class that would prevent
and being blinded by tears.
cavaliers or paladins from associating with them or hiring
b. By similar means the jester may spray an opponent
them as henchmen or retainers (limited to chaotic good
within 1 with liquid, which may harmlessly mark
jesters only in the case of paladins, naturally).
the opponent with dye or may be more dangerous
As previously mentioned, jesters share several functions including foul-smelling or skin-irritating liquids
with the acrobat and mountebank classes, in all cases being (which function as the powder above), flammable
subject to the same adjustments based on ability scores, liquids, or even (if the jester is able to get ahold of
race, and armor worn as members of those classes, as such, and their alignment permits) acid or poison.
follows: c. Jesters may use props such as marbles, grease,
canes, or banana peels to trip an opponent within
1. Jesters have the escape and sleight abilities as a 2 on a successful hit, causing the target to be
mountebank of the same level. knocked prone with a 50% chance of being
stunned for 1-2 rounds.
2. Jesters have ability in buffoonery, which functions d. Jesters may also employ eggshell-grenades filled
identically to the flimflam ability of a mountebank of the with explosive powder that when thrown up to 3
same level but with +10% chance of success to achieve into an open flame creates a bright flash (everyone
the Amuse and Humiliate effects and -10% chance with within 3 must save vs. petrification or be blinded
the Convince and Distract effects. for 1-3 rounds), a loud noise (will be heard up to 6
away, anyone within 1 has a 50% chance of being
3. Jesters can move silently and climb walls as an acrobat
stunned for 1-2 rounds), or both.
of the same level jesters of 1st through 5th level
e. With sufficient time for preparation jesters may set
functioning as thieves.
even more elaborate traps to catch or humiliate
4. Jesters are as skilled at tumbling (including the ability to (and potentially even injure or kill) unwary foes,
catch missiles) and balancing as an acrobat of 5 levels including snares, trip-wires, collapsing furniture or
higher (i.e., a 1st level jester functions as a 6th level floors, and the like. The procedure for doing so and
acrobat).

21
the likelihood of setting each trap successfully are JESTERS (BARDS) TABLE I
both as for a thief of the same level.
6-Sided
4. Beginning at 11th level (Jester), jesters gain the ability Dice for
to use a limited number of Illusionist spells, as shown Experience Exp. Accumulated
on the table below. These spells are learned normally Points Level Hit Points Level Title
(based on intelligence) and the jester must acquire a 0-2,250 1 1 Wag
spell book or books in order to hold his or her known 2,251-4,500 2 2 Punster
spells. If a book containing them is acquired, jesters are 4,501-9,000 3 3 Masquer
able to begin casting illusionist cantrips at an earlier 9,001-18,000 4 4 Harlequin
level one cantrip per day at 8th level, two per day at 18,001-35,000 5 5 Clown
9th level, three per day at 10th level, and four cantrips 35,001-75,000 6 6 Madcap
in place of a 1st level spell slot at 11th level and above. 75,001-125,000 7 7 Prankster
Jesters with sufficiently high intelligence scores gain 125,001-250,000 8 8 Buffoon
bonus cantrips in the same manner as magic-users. 250,001-500,000 9 9 Fool
500,001-750,000 10 10 Joker
5. Jesters are normally able to employ any magic items
750,001-1,000,000 11 11 Jester
usable by members of the thief class, however they
1,000,001-1,250,000 12 11 + 2 Jester (12th Level)
also have special facility with magic wands: a jester
1.250.001-1,500,000 13 11 + 4 Jester (13th Level)
may employ any magic wand, but if the wand is not of a
type normally usable by a thief, there is a 50% chance,
250,000 experience points per level for each additional level
checked each time the item is employed, that it will
beyond the 13th.
function as a wand of wonder instead of its normal
Jesters gain 2 h.p. per level after the 11th.
function.

6. Lastly, jesters have an inexplicable reservoir of fools SPELLS USABLE BY CLASS AND LEVEL JESTERS
luck, which is manifest tangibly in the form of increased (BARDS)
Joss Factors. A jester character begins play with 1-3
extra Joss Factors, and they gain additional JF at the Jester Illusionist Spell Level
rate of one per level, up to the absolute maximum of 14. Level 1 2 3
11* 1 - -
Jesters are a vagabond race by nature and tend to travel 12 2 - -
alone, remaining in the employ of an aristocratic patron until 13 2 1 -
such time as their antics have made them too many 14 2 2 -
powerful enemies, at which time they move on to the next 15 2 2 1
location and new adventure. Therefore, jesters do not build 16 2 2 2
strongholds or attract any followers at high level. 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

22
SECONDARY CHARACTERISTICS depending on the particulars of the DMs milieu, SEC levels
for characters may be assigned rather then rolled. Also,
Socio-Economic Class (Addition): The social class of should the characters SEC level preclude the players
characters, determined per the table on UA p. 82, will have preferred race or class, the DM and player may, at the DMs
several tangible effects upon the character, including which option, work together to create a backstory for the character
races and classes are open to the character, as detailed on that explains the discrepancy (e.g. that the character has
the SOCIO-ECONOMIC CLASS TABLE below, and thus fallen from a higher class, or is pretending at a higher class,
should be rolled immediately after the characters ability or something similar).
scores, before class and race are chosen. Alternatively,

SOCIO-ECONOMIC CLASS TABLE


1
SEC Monetary Adjustment Reaction Notes
2
Level Adjustment
LLC -50% to starting funds & monthly -15% --
upkeep fees
MLC -20% to starting funds & monthly -10% Minimum SEC for a wood elf, gnome (any), or
upkeep fees halfling (any) character
ULC -10% to starting funds & monthly -5% Minimum SEC for a druid or ranger character
upkeep fees
LMC -- -- Minimum SEC for a magic-user, illusionist, hill
dwarf, high elf, or valley elf character
MMC -- -- Minimum SEC for a cleric or mountain dwarf
character
UMC +10% to starting funds & monthly +5% Maximum SEC for a mystic, thief, acrobat,
upkeep fees assassin, wild elf, half-ogre or half-orc
character
3 3
LUC +25% to starting funds & monthly +10% Minimum SEC for a cavalier , paladin , or gray
upkeep fees elf character
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 socio- intervening levels (e.g. a LMC character who is knighted by
economic class will fluctuate up and down during play. the king immediately becomes LUC). Note that if the
Examples of situations that will cause a temporary or ennobling is controversial in nature the increased SEC level
permanent change in SEC level are enumerated below, but will only apply with respect to those who recognize the
individual DMs will likely come up with more as suits the authority of the sovereign who bestowed it.
flavor of their particular campaigns:
Monthly Upkeep: Any character who is unwilling or
Circumstances of Birth: Any character of illegitimate birth unable to pay the monthly upkeep costs associated with
suffers a -1 to their initial SEC level. their SEC level for three consecutive months will have their
effective SEC level drop to the level corresponding to the
Accomplishment: Every character receives a 1 level upkeep costs they have spent (i.e. a MMC character who
increase to their SEC for every 6 levels (i.e. +1 at 6th level, only spends 90 g.p./level for three months will drop to ULC).
+2 at 12th level, etc.) up to the normal maximum by class The former (true) standing can be regained, but only after
and an absolute maximum of LUC. NPCs who do not have the upkeep costs corresponding to the higher SEC level
classes will achieve a similar increase based on their have been maintained for at least six consecutive months.
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
Ennobling: Characters may be knighted or ennobled as a (generally the area which shares the same language and
reward for service, which moves the character immediately religious pantheon as the character's homeland). In foreign
to the corresponding SEC level, skipping over any cultural areas the character suffers a penalty of from one to

23
three SEC levels depending on the level of cultural Half-orc: 2d6
difference: a character considered "exotic" will be treated as Human: 2d10
one SEC lower (i.e. an UMC character will be treated as
MMC), a character considered "primitive" will be treated as Value Description Effect
two SEC levels lower, and one considered "barbaric" will be 2 Hideous -20% on initial reactions; +20%
considered as if they were three SEC levels lower. Note that to frighten/intimidate
wild elves and members of the barbarian class will always 3-5 Ugly -10% on initial reactions; +5% to
be considered at least primitive in any civilized area. frighten/intimidate
6-9 Plain -5% on initial reactions
Note regarding mountebanks and impersonation: When 10-14 Average --
attempting to impersonate a different Social Class, a 15-17 Attractive +5% on initial reactions
difference of one Class (Lower to Middle, Middle to Upper, 18-19 Beautiful +10% on initial reactions
or the reverse) doubles the normal chance of the 20 Stunning +20% on initial reactions
impersonation being detected, and a difference of two
Classes (i.e. Lower to Upper, or vice versa) triples the The initial reaction adjustment only applies to encounters
chance of detection. with humans (and other races sharing human beauty
standards) on the first round of contact or otherwise before
Birth Order (Addition): Any characters whose Birth Order verbal communication is engaged; thereafter the character's
roll (per UA p. 83) reveals the character to be a Seventh Charisma-based adjustment (if any) supersedes this
Child makes an additional roll on the following table to adjustment (i.e. a plain character with a high Charisma will
determine whether either or both of their parents might also overcome the negative initial impression in the second and
have been seventh children, and what special benefits subsequent rounds of contact, or vice versa for an attractive
apply to the character: character with low Charisma).
Die Roll Birth Rank Benefits In addition to determining the numerical value, each player
01-60 7th Child +1 Joss should also describe the characters appearance. To that
61-75 7th Child of a +2 Joss, +7 Psionic end the following lists may provide inspiration for more
7th Child strength active personification of characters:
76-85 7th +3 Joss, +1 Wisdom, +7
Complexion: black, dark brown, bronze, brown, coppery
Son/Daughter Psionic strength
brown, golden brown, tan, ivory, dark yellow, yellow, ale
of 7th
yellow, copper, brown-red, olive, ruddy, pink, fair, pale,
Son/Daughter
white, grayish-white, gray.
86-95 7th Child of 7th +4 Joss, +14 Psionic
Child Parents strength Skin texture: flawless, fine, smooth, normal, coarse, very
96-99 7th +5 Joss, +1 Wisdom, +21 coarse, pocked, leathery, seamed.
Son/Daughter Psionic strength
of 7th Child Hair color: black, blue-black, brown-black, dark gray, gray,
Parents pale gray, white, silver, golden blonde, blonde, yellow, pale
00 7th +6 Joss, +1 Intelligence, blonde, honey blonde, blonde streaked (brown or red), red-
Son/Daughter +1 Wisdom, +28 Psionic blonde, copper red, orange-red, red, dark red, auburn, red-
of 7th strength brown, light brown, brown, dark brown, salt & pepper
Son/Daughter (brown/black & gray), grizzled, gray streaked, white
Parents streaked.

Appearance (replaces Comeliness from UA pp. 6-7): Eye color: black, dark brown, brown, red-brown, yellow-
Appearance reflects physical attractiveness and personal brown, amber, golden, pale yellow, hazel, green, bright
beauty and governs initial, non-verbal reactions to the green, blue-green, gray-green, pale gray, gray, dark gray,
character. Charisma deals with leadership and the blue-gray, pale blue, blue, bright blue, dark blue, pale violet,
magnetism of a characters personality, while Appearance violet, deep violet.
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
Therefore, at the same time as the character's height,
joss is a resource by which all PCs (and some important
weight, age, and other secondary characteristics are
NPCs) are able to bend fate or luck (as expressed via die
determined, an Appearance value is also rolled, as follows:
rolls) to some degree in their favor. It is quantified in terms
of Joss Factors (JF), which can be utilized in the following
Dwarf (any): 2d8
ways:
Dark, Gray, High, or Valley Elf: 2d6+8
Wild or Wood Elf: 2d8+3 1 JF can affect any skill check, saving throw, attack
Gnome (any): 2d8+1 roll, surprise roll, initiative roll, etc. as follows: +/-
Half-elf: 2d8+4 15% (for a d% roll), +/- 3 (for a d20 roll), +/- 1 (for a
Halfling (any): 2d8+2 1d6 roll). Other rolls can be extrapolated from these
Half-ogre: 2d4 as necessary. JF can only be spent to improve the

24
characters (or the characters sides) own chances, (1d6+8) JF (noting that the same absolute maximum of 14
not to make an opponent's chances worse. Multiple applies to NPCs as well as PCs). At the DMs discretion,
JF can be spent to give a greater adjustment. Note, certain powerful intelligent monsters such as coautl,
however, that all JF must be declared and spent daemons, demodands, demons, devas, devils, dragons,
before the dice are rolled. genies, hags, hollyphants, ki-rin, lammasu, liches, planetar,
1 JF can be spent to make an attack which has shedu, solar, titans, and vampires may also have JF as per
already succeeded do double damage (rolled twice; the above guidelines.
not rolled once and doubled) or minimum possible
damage. Multiple JF cannot be spent to increase or Knacks and Quirks: Knacks are minor inborn talents, while
decrease damage further. quirks are minor inborn flaws or disabilities. Both serve to
JF can be spent to gain hints/clues from the DM to add a bit of color and individuality to characters without
solve a puzzle or mystery (exact cost determined by being either so powerful or so debilitating as to overshadow
the DM, but always expensive) the characters other abilities.
JF can be spent to allow the character to suddenly
At the time of generation, one knack and one quirk should
come into extra cash, at an exchange rate of 1 JF =
be rolled from the tables below for each character.
500 g.p.
Additional knacks and/or quirks may also be picked up
JF can be used to counter or cancel JF spent by
during play, at the DMs discretion. Note that the actual
another character on a 1:1 basis
game-mechanical effects of many of the knacks and quirks
Other uses of Joss are also possible, depending on the have been left undefined, and should be adjudicated as the
creativity of the player and the discretion of the DM, using DM feels appropriate.
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 characters


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 characters 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 preternaturally-
plucky 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%) 52 +1 to spot secret or concealed doors
53 +1 to turn undead (1 in 20 chance for non-cleric)
01 +1 to open doors 54 Ability to cast 1 (or 1 extra) magic-user cantrip
02 +5% to bend bars/lift gates once/day
03 +1 to hit in unarmed combat attacks 55 +25% to starting funds
04 +50% encumbrance allowance 56 +1 weapon proficiency
05 +1 language 57 30 infravision or ultravision (or +30 range if already
06 Learn new languages in half normal time have infra-/ultravision)
07 +1 to hit with thrown missiles 58 Ambidextrous (No penalty for off-hand use)
08 +1 reaction (surprise) adjustment 59 Can wield 2 weapons with no penalty for primary
09 +5% on system shock & resurrection survival rolls hand
10 +1 max. henchmen 60 Half penalty (-2) for darkness/blindness
11 +5% reaction from humans 61 No AC penalty when attacked from behind
12 +5% reaction from dwarfs and gnomes 62 Excellent swimmer
13 +5% reaction from elves and half-elves 63 Excellent horseman
14 +5% reaction from halflings 64 Excellent knot-tier
15 +5% reaction from giants 65 Excellent climber
16 +5% reaction from bugbears, goblins, and 66 Excellent jumper
hobgoblins 67 Excellent balance
17 +5% reaction from gnolls 68 Excellent singing voice
18 +5% reaction from kobolds 69 Excellent night vision (effective 60 ultravision)
19 +5% reaction from lizard men 70 Light sleeper (no auto-hit when sleeping; saving
20 +5% reaction from ogres and half-ogres throw vs Sleep spell)
21 +5% reaction from orcs and half-orcs 71 Never tired no mandatory rest periods required
22 +5% reaction from trolls 72 Can survive on half normal food & water ration
23 +5% reaction from brownies, pixies and sprites 73 Resistant to extreme heat
24 +5% reaction from centaurs and satyrs 74 Resistant to extreme cold
25 +5% reaction from dryads, nymphs and sylphs 75 Never gets lost outdoors
26 +5% reaction from mermen and nixies 76 Tracking as level 1 ranger (or +5% to tracking)
27 +5% reaction from dragons 77 Predict weather 1-3 days in advance
28 +10% reaction from normal animals 78 Can identify helpful plants & herbs
29 +5% reaction from opposite sex 79 Can speak with birds
30 +10% loyalty from henchmen & hirelings 80 Can speak with rodents
31 +1d3 Joss factors 81 Can speak with dogs and other canines
32 Able to pass as up to 2 SEC levels higher or lower 82 Can speak with cats and other felines
33 +2 Appearance 83 Can speak with horses and mules
34 Social connection: upper class (nobility) 84 Can imitate animal sounds
35 Social connection: lower class (underworld) 85 Can determine direction underground (as gnome, or
36 +5% chance to be psionic & +10 psionic strength +10% for gnomes)
points 86 Can detect slopes underground (as dwarf, or +10%
37 +1 (or 1 extra) psionic discipline for dwarfs)
38 +1 saving throw vs. poison 87 Natural healing at double normal rate
39 +1 saving throw vs. paralyzation or death magic 88 +3 move rate
40 +2 saving throw vs. disease 89 Able to find fresh water
41 +1 saving throw vs. petrifaction or polymorph 90 Able to determine exact value of gems & jewelry
42 +1 saving throw vs. rods, staffs, or wands 91 Able to escape in 1-3 rounds when tied up
43 +1 saving throw vs. breath weapons 92 Detect lies (25%)
44 +1 saving throw vs. spells 93 Detect illusions (20%, or +10% for barbarians)
45 +10% move silently (or 10% chance if non-thief) 94 Detect magic (10%, or +5% for barbarians)
46 +10% hide in shadows (or 10% chance for non-thief) 95 Detect invisibility (10%, or +10%)
47 +5% pick pockets (or 5% chance for non-thief) 96 Animal companion (1=bird, 2-3=cat, 4-5=dog,
48 +5% open locks (or 5% chance for non-thief) 6=rodent)
49 +5% find & remove traps (or 5% chance for non- 97 -1 damage per die on falls of up to 30
thief) 98 Once per session re-roll any rolled 1
50 +5% read languages (or 5% chance for non-thief) 99 Choose one knack
51 +5% to hear noise 00 Roll two knacks (ignoring further rolls of 00)

26
QUIRKS (d%)

01-02 Lightweight - double effects of alcohol


03-04 Glass jaw (double KO chance when pummeled)
05-06 Can't sing/carry a tune
07-08 Compulsive neat-freak
09-10 Spendthrift
11-12 Butterfingered (likely to drop things)
13-14 Allergic to bees
15-16 Allergic to nuts
17-18 Allergic to pollen
19-20 Allergic to dust
21-22 Sensitive to sunlight
23-24 Hated by dogs
25-26 Hated by cats
27-28 Hated by horses
29-30 Hated by all animals
31-32 Hated by dwarfs
33-34 Hated by elves
35-36 Hard of hearing
37-38 Deaf in one ear
39-40 Poor peripheral vision
41-42 Poor depth perception
43-44 Poor night vision
45-46 Color blind
47-48 Short-sighted
49-50 Poor sense of smell
51-52 Poor sense of taste
53-54 Poor sense of balance
55-56 Poor sense of direction
57-58 Stutters
59-60 Speaks with lisp
61-62 Speaks with odd accent
63-64 Afraid of fire
65-66 Afraid of open water
67-68 Afraid of heights
69-70 Afraid of bugs/insects
71-72 Afraid of snakes
73-74 Afraid of undead
75-76 Afraid of crowds
77-78 Susceptible to illness/disease
79-80 Prone to sea-sickness
81-82 Requires extra food
83-84 Requires extra water
85-86 Tires easily - requires extra rest
87-88 Slow runner
89-90 Heals slowly
91-92 Enemy: upper class
93-94 Enemy: underworld
95-96 Outstanding debt
97-98 Outstanding arrest warrant
99-00 Roll 2 Quirks (ignoring rolls of 99-00)

27
SECONDARY SKILLS TABLE
Dice Score (by race)

Dwarf (All) Elf (High/Gray) Elf (Wood) Elf (Wild) Gnome Half-elf
01 01-02 01 -- 01-02 01-02
02 03-04 02-04 01-02 03 03-04
03-07 05 -- -- 04-06 05
08-09 06-07 05-06 -- 07-09 06-07
10 -- -- -- 10-12 08
11-13 08 -- -- 13-14 09
-- 09-12 07-15 03-13 15 10-11
14-16 13 -- -- 16-17 12
17-18 14-15 16-17 14-15 18 13
19 16-17 18 -- 19-20 14
20 18-19 19 -- 21 15-16
21-22 20-21 20-21 -- 22-25 17-18
-- 22-24 22-25 16-17 -- 19-20
23 -- -- -- 26 21
24-27 25 -- -- 27-29 22
-- 26-27 26-28 18-21 -- 23-24
-- 28-31 29-31 -- 30-31 25-27
-- 32-33 32 22-23 -- 28-29
-- 34-39 33-45 24-36 32-33 30-31
-- 40-41 46-47 37-38 34 32-33
28-29 42 -- -- 35-37 34
-- -- -- -- -- 35
-- 43-45 48-57 39-51 -- 36-38
-- 46-48 58-60 52-57 38-39 39-41
30-34 49-50 -- -- 40-42 42
35 -- -- -- 43 43
36-37 51-52 61-62 58-60 44 44-45
38-40 53 -- -- 45 46
41-43 -- -- -- 46-47 47
44-48 54 63 -- 48-49 48-49
49-50 55 64 -- 50 50-51
51-60 -- -- -- 51-54 52
61 56-58 65-67 61-62 55-56 53-54
-- 59 -- -- -- 55
-- 60-61 -- -- -- 56
62-63 62-63 -- -- 57-59 57-58
-- 64 -- -- -- 59
64-65 65-70 68-69 63-66 60-62 60-62
66-67 71-72 70-71 -- 63 63-64
68-70 -- -- -- 64 65
71-74 73 -- -- 65-68 66-67
75-77 74-75 72-73 -- 69-71 68-69
-- 76-79 74-82 67-80 72-73 70-72
78-79 80-81 -- -- 74-75 73-74
80-82 81-83 83-84 -- 76-78 75-76
83-90 84-93 85-93 81-90 79-90 77-90
91-00 94-00 94-00 91-00 91-00 91-00

28
SECONDARY SKILLS TABLE
Dice Score (by race)

Halfling (All) Half-ogre Half-orc Human Result


01-02 -- 01 01 Acrobat/juggler
03-04 -- 02 02 Apothecary/herbalist
-- 01-02 03-04 03 Armorer
05-08 03 05 04-05 Baker
09 -- -- 06 Banker/moneychanger
-- 04-08 06-10 07-09 Blacksmith
10-12 09 11 10 Bowyer/fletcher
13-14 10 12 11 Brewer
15-17 11-14 13-15 12-13 Butcher
18 -- -- 14 Cartographer
19 -- 16 15 Chirurgeon/physician
-- 15-16 17 16-17 Cobbler
20-21 -- -- 18 Dancer
22 17-18 18-20 19 Embalmer
-- -- -- 20 Engineer/architect
23 -- -- 21 Falconer
24-32 19-20 21 22-25 Farmer/gardener
33 21-22 22 26-28 Fisher (netting)
34-35 23 23-24 29-31 Forester
-- 24 25 32 Fortuneteller/astrologer
36-37 25 26-28 33 Gambler
-- -- 29 34 Horse-trainer
38 26-27 30-31 35-37 Hunter/fisher (hook and line)
39-42 28-30 32-33 38-40 Husbandman (animal husbandry)
43 -- -- 41 Jeweler/lapidary
44 -- -- 42 Lawyer (barrister or solicitor)
45-46 31-33 34-35 43-44 Leather worker/tanner
47-48 34-35 36 45-46 Limner/painter
49 -- 37 47 Locksmith
50-51 36-38 38-39 48-49 Mason/carpenter
52-54 39 40 50-51 Miller
-- 40-42 41-43 52 Miner
55-56 -- -- 53 Musician
-- -- 44 54 Navigator (fresh or salt water)
-- 43 45 55-57 Sailor (fresh or salt)
57 -- -- 58 Scrivener/clerk
-- -- 46 59 Shipwright (boats or ships)
58-61 44 47-48 60-62 Tailor/weaver
62-63 45-47 49-50 63-64 Thatcher/roofer
64-65 48-51 51-54 65-66 Teamster/freighter
66-67 52 55-56 67-68 Tinker
68-70 53 57 69-70 Trader/barterer
71-72 54 58-60 71-72 Trapper/furrier
73-74 55-57 61-62 73-74 Wainwright/wheelwright
75-77 58-60 63-64 75-76 Woodworker/cabinetmaker
78-89 61-94 65-92 77-90 NO SKILL OF MEASURABLE WORTH
90-00 95-00 93-00 91-00 ROLL TWICE IGNORING THIS RESULT
HEREAFTER

29
MONEY Block and tackle 5 g.p.
Bottle/jar, glass (1 pt.) 1 g.p.
Starting Money: Barbarian characters and wild elf Bucket, wooden (1 gal.) 5 s.p.
characters (regardless of class) begin with 5-30 (5d6) gold Canvas (per sq. yard) 4 s.p.
pieces with which to purchases weapons, armor, and other Chalk 1 c.p.
equipment. Charcoal, 1 stick 5 c.p.
Crowbar/pry bar 10 s.p.
The Monetary System: While the five denominations of Fishhook 1 s.p.
coinage described in the PLAYERS HANDBOOK are those Fishnet (10 sq. ft.) 4 g.p.
most commonly found in treasure hoards and used by Gloves 1 g.p.
adventurers when buying and selling goods, the following Grappling hook 8 s.p.
additional types of coins of both lesser and greater value Grease (1 qt. pot) 3 s.p.
may be encountered upon occasion. On the lower end: Ink pot/vial (4 oz.) 8 g.p.
Papyrus (per sheet) 2 g.p.
4 bronze pieces (bz.p.) are equal to 1 copper piece
Parchment (per sheet) 4 g.p.
5 brass pieces (bs.p.) are equal to 1 bronze piece
Pen, quill 2 c.p.
5 iron pieces (i.p.) are equal to 1 brass piece
Pot/kettle, iron (1 gal.) 5 s.p.
Ring, signet 5 g.p.
Thus, 100 iron = 20 brass = 4 bronze = 1 copper
Sandals 5 c.p.
These low-value coins are typically used in day-to-day Soap (1 lb.) 5 s.p.
purchases and transactions by the lower classes in urban Twine/cord (100 ft.) 3 s.p.
areas, especially in areas that do not have the sort of Vellum (per sheet) 8 g.p.
inflationary spiral of prices on good as described in the PH Wax (1 lb.) 1 g.p.
(and reflected in the costs of equipment therein). In addition Whetstone 2 c.p.
to being lower in value, these coins are also smaller and Wire (100 ft.) 4 g.p.
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.
Note that in non-inflationary areas one copper piece is Large pouch 50 g.p.
assumed to have equivalent purchasing power to one Small sack or tied shirt 100 g.p.
dollar, which is also called a Basic Unit of Currency or Backpack 300 g.p.
BUC. Thinking in terms of BUCs makes it simple to assign Large sack 400 g.p.
prices and values to good and services on the fly by Saddle bag, large 400 g.p.
thinking of them in terms of equivalent contemporary prices. Saddle bag, small 300 g.p.
It also gives some sense of the inflationary level of the Vial/potion bottle 4 oz.
prices assigned to equipment in the PH, where wax candles Flask/bottle 1 pt. (16 oz.)
or iron spikes are being sold for a BUC apiece, a 50 rope Waterskin gal.
costs 40 BUCs, a long sword is priced at 3,000 BUCs and a Box, large 100-250 g.p.
heavy war horse will set its buyer back 60,000 BUCs (i.e., Box, small 50-100 g.p.
about equivalent to the cost of a high-end sports car). Chest, large 1,200-3,000 g.p.
At the other end of the monetary system, the following types Chest, small 500-1,500 g.p.
of coins are not in common circulation in most human Coffer 500-1,000 g.p.
realms, but may occasionally be encountered among the Cart (1 horse or 2 mules) 4,000 g.p.
extremely wealthy, and in unusually rich and fantastic Cart (2 horses or 4 mules) 8,000 g.p.
environments, such as those ancient and strange Wagon (2 horses or 4 mules) 15,000 g.p.
civilizations that are rumored to flourish deep in the Wagon (4 horses or 8 mules) 25,000 g.p.
underworld: Raft 50 g.p./sq. ft.
Barge 30,000 g.p.
1 mithral piece (m.p.) is equal to 25 gold pieces Small Boat (Canoe) 5,000 g.p.
1 adamantine piece (a.p.) is equal to 40 gold pieces Long Boat 15,000 g.p.
1 oracalcum piece (o.p.) is equal to 100 gold pieces Small Galley 20,000 g.p.*
Large Galley 40,000 g.p.*
EQUIPPING THE CHARACTER Small Merchant Ship 20,000 g.p.*
Large Merchant Ship 100,000 g.p.*
BASIC EQUIPMENT AND SUPPLIES COSTS Warship 60,000 g.p.
(ADDITIONS) *cargo capacity does not include ships crew

Balls/marbles (bag of 100) 10 s.p.


Basket, large 3 s.p.
Basket, small 5 c.p.
Blanket, winter 5 s.p.

30
WEAPONS
Space Speed Damage vs.
Weapon Type Cost Enc. Length Required Factor S-M L
Bagh Nakh
(Tigers claw) 2 g.p. 5 g.p. 2 + - 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. 2 + - 1 1-3 1-3
a
Chain 5 s.p. 30 g.p. 5-10 5 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. 3 1 4 1-6 1-4
Machete 1 g.p. 50 g.p. c. 2 3 4 1-6 1-8
Maul 4 g.p. 100 g.p. c. 4 5 8 1-8 1-8
d
Naginata 5 g.p. 100 g.p. 8 + 1 7 1-8 1-10
Net (10 diameter) 4 g.p. 75 g.p. - 10 - See note on p. 32
Pole Axe 8 g.p. 125 g.p. 5 + 5 8 2-8 1-10
Rock, thrown - 5 g.p. - - - 1-2 1-2
Sword, epee 9 g.p. 30 g.p. c. 3 1 2 1-6 1-8
Sword, katana 50 g.p. 60 g.p. c. 3 3 4 2-9 1-12
Sword, rapier 20 g.p. 60 g.p. c. 3.5 3 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 characters 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: 0 1 2 3 4 5 6 7 8 9 10
Bagh Nakh -9 -8 -7 -5 -3 -1 0 0 +2 0 +4
Bolas -7 -6 -5 -4 -3 -2 -1 0 +1 0 +1
Boomerang -7 -6 -5 -4 -3 -2 -1 0 +1 0 +2
Bow, pellet -3 -2 -2 -1 0 0 +1 +2 +3 +3 +3
Brass knuckles -8 -7 -6 -4 -2 -1 0 0 +2 0 +4
Chain -8 -8 -7 -7 -5 -5 -2 0 0 +1 0
Crossbow, repeating -4 -3 -3 -2 -1 0 0 +1 +2 +3 +3
Fang -5 -4 -3 -2 -1 0 0 0 0 0 0
Machete -5 -5 -4 -4 -3 -1 0 0 0 +1 +2
Maul +1 +1 +1 +2 +1 +2 +1 0 0 0 -1
Naginata -2 -2 -1 -1 0 0 0 0 0 0 0
Net +9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1
Pole Axe -1 0 0 0 +1 +1 +2 +2 +1 +1 0
Rock, thrown -8 -7 -6 -5 -4 -3 -2 -1 0 0 +1
Sword, epee -7 -6 -5 -4 -3 -2 -1 0 +1 +1 +3
Sword, katana -5 -4 -3 -2 -1 0 0 0 +1 +2 +3
Sword, rapier -6 -5 -4 -3 -2 -1 0 0 +1 +2 +3
Throwing star, large -7 -6 -5 -4 -3 -2 -1 0 +1 0 +1
Throwing star, small -7 -6 -5 -4 -3 -2 -1 0 +1 0 +1

Fire Range
Hurled Weapon or Missile Rate S M L
Bolas 1 1 3 4
Boomerang 1 2 4 6
Bow, pellet 1 6 12 18
Crossbow, repeating 2 4 8 12
Net 1 2 3
Rock, thrown 2 1 3 4
Throwing star, large 3 1 2
Throwing star, small 4 1 2

31
MISCELLANEOUS WEAPON AND COMBAT NOTES normal non-proficiency penalty. Any character who is
proficient with a crossbow (light, hand, heavy, or repeating)
Minimum Strength Requirements: A strength score of 13 receives the "aimed shot" advantage as described for
or higher is required for effective use of a long bow or two- specialists: if the crossbow is cocked and aimed and the
handed sword, and for one-handed use of a bastard sword, target is in range, the crossbowman gets a free shot before
battle axe, and footmans mace, as noted below. initiative is rolled. Additionally, crossbow specialists have an
increased rate of fire, superseding the values shown on UA
Two-handed weapons: The following weapons all require
p. 18: light and hand crossbow specialists have the same
two hands for man-sized characters to wield and thus may
rate of fire as for "other missiles and hurled weapons" (i.e.
not be used in conjunction with a shield: battle axe*,
3/2 attacks at levels 1-6, 2/1 at levels 7-12, and 5/2 at levels
blowgun, bo stick, footmans flail, footmans mace*, maul,
13+), heavy crossbow specialists have the same rate of fire
morning star, footmans military pick, awl pike, spear (if
as for "lasso and staff sling" (i.e. 1/1 at levels 1-6, 3/2 at
longer than 8), quarter staff, bastard sword**, two-handed
levels 7-12, and 2/1 at levels 13+), and repeating crossbow
sword, all pole arms (bardiche, bec de corbin, bill-guisarme,
specialists have the same rate of fire as for bows (i.e. 2/1
fauchard, fauchard-fork, military fork, glaive, glaive-
at levels 1-6, 3/1 at levels 7-12, and 4/1 at levels 13+).
guisarme, guisarme, guisarme-voulge, halberd, lucern
hammer, hook fauchard, man catcher, naginata, partisan, Repeating Crossbows (cho-ko-nu): The built-in magazine
ranseur, spetum, voulge), all bows, all crossbows*** (except of a repeating crossbow holds up to ten bolts. The
hand crossbows), sling***, staff sling. increased rate of fire may be sustained until the magazine
*characters with a strength score of 13 or higher may use is depleted, but once empty, reloading it requires two full
these weapons one-handed; should such a character rounds (or one round to load up to four bolts).
choose to wield the weapon two-handed they receive a
+1 bonus to damage. Nets: A successful hit by a thrown weighted net entangles
**bastard swords may be wielded one-handed by the opponent for 1-4 rounds. If the victim fails a saving
characters with a strength score of 13 or higher and are throw vs. rods, staffs, or wands then he or she is held fast
treated as long swords and cannot move, attack, or cast spells for that duration. On
***crossbowmen and slingers may use bucklers, but not a successful saving throw the targets movement rate is
any larger shields reduced by 50% and attacks against that individual are
made at +2 and ignore any dexterity bonus. A character
Mounted Combat: Composite long bows, composite short with a knife or dagger is able to escape entanglement in half
bows, light crossbows, and all one-handed weapons may the normal time. Likewise, the duration of entanglement is
be used in combat while mounted. Non-composite long reduced by a number of rounds equal to the entangled
bows and short bows, heavy and repeating crossbows, and characters strength-based to hit bonus (or increased by
all other two-handed weapons may not. When a mounted such amount, for low-strength characters).
character engages in melee with a non-mounted opponent,
the mounted characters attacks are made at +1 to hit and Use of Shields Against Missiles: A character with a shield
the non-mounted characters attacks suffer a -1 to hit who performs no other action in a round beyond moving at
penalty. one-half normal speed may use the shield as cover from
missile fire. A small or normal shield used thus provides
Attacks Against Prone Opponents: Daggers and spears 25% cover (-2 AC), while a large shield used thus provides
are particularly effective against heavily armored opponents 50% cover (-4 AC), effectively doubling the normal AC
who have been rendered prone. Against any prone bonus provided by the shield against missile attacks.
opponent, the following alternate Weapon vs AC adjustment
chart is used for melee (but not missile) attacks, in addition Indirect Missile Fire: Firing most missiles requires a direct,
to the normal bonus for attacking a prone opponent: unobstructed line-of-sight from the attacker to the target.
However, bows, grenade-like missiles (including thrown
Adjustment vs AC 0 1 2 3 4 5 rocks), atl-atls, javelins, and staff-slings may be fired
Dagger or Spear +4 +3 +3 +2 +2 +1 indirectly at targets behind cover or intervening obstacles
(including other characters). All attacks with staff-slings are
Long Bows: Effective use of the long bow in combat
assumed to be indirect fire. For other missiles fired
requires a minimum strength score of 13, as noted above.
indirectly, the following modifiers apply: range is reduced by
Furthermore, long bows require two slots for proficient use
one-third, attack rolls are made with an additional -4 "to hit,"
(and, by extension, specialization with a long bow requires
and if more than one potential target is within the same 1"
four total slots: two for proficiency plus two more for
diameter space the subject of the attack is always
specialization). Thus, a ranger who becomes a long bow
determined randomly (i.e. indirect fire cannot be combined
specialist does not gain an additional weapon proficiency
with individual targeting, below). Bows may only fire
slot until attaining 7th level).
indirectly at targets at least 3" distant, and require overhead
Crossbows: Light, heavy, and repeating crossbows used space equal to at least one-half the range to the intended
without proficiency incur only one-half the normal non- indirect target (i.e. indirect bow fire at a target 100' away
proficiency penalty. So, for example, a non-proficient fighter requires at least 50' of overhead space, so it cannot be
may use a light, heavy, or repeating crossbow with only a -1 done in a cave or cavern unless the ceiling is at least that
penalty (instead of the usual -2). Hand crossbows incur the high).

32
Individual Missile Targeting: Missile specialists (only) to accompany adventuring expeditions). Up to 10 men-at-
may target a specific individual in a group of potential arms may be commanded by a single player character.
targets at short or medium range. Such firing requires a
direct, unobstructed line-of-sight from the attacker to the Note that the total number of men-at-arms available for
target, and is rolled at -2 "to hit." If the attack misses the hiring in any given locale is limited by the roll above, and
intended target then a second attack is made against a should a player character wish to hire more men-at-arms
randomly-determined target within 5' radius of the intended than are available whether to increase the size of his or
target as if fired by a fighter of one level per point by which her retinue, or to replace losses then they must be sought
the attack missed, up to the level of the attacker. E.g., a 4th in a different locale (or wait at least 3 months, after which
level fighter fires at a specific target in a group and misses another roll is made). Furthermore, if the men-at-arms
by 3 (rolled an 8 when an 11 was required to hit); therefore become aware that a prospective employer has previously
a randomly-determined target within 5' of the intended employed men-at-arms who failed to return from an
target is attacked as if by a 3rd level fighter). Note that expedition then they will be 10-60% less likely to accept
bonuses to hit and damage from specialization, dexterity, employment and even if they do will demand at least double
magic, etc. apply equally to attacks on unintended targets the normal salary (or other similar consideration).
as to those on intended targets.
Mercenaries available for hire as men-at-arms typically
have the following alignments (on 1d20):
HIRELINGS
1 lawful good
Hiring Men-at-Arms: Unless otherwise specified by the 2 neutral good
DM, mercenary soldiers who are available to be hired on a 3-4 chaotic good
daily basis as men-at-arms to accompany adventuring 5-8 lawful neutral
expeditions may be found in human settlements as follows:
9-12 neutral
Thorp: 10% chance of 1-2 men-at-arms 13-14 chaotic neutral
Hamlet: 20% chance of 1-4 men-at-arms 15-17 lawful evil
Village: 40% chance of 1-8 men-at-arms 18-19 neutral evil
Town: 80% chance of 2-12 men-at-arms 20 chaotic evil
City: 100% chance of 3-30 men-at-arms At the DMs discretion, up to 10% of neutral and evil-aligned
Spending 1-10 gold pieces at an inn or tavern will ascertain men-at-arms may actually be half-orcs.
whether any such men-at-arms are available for hire in a In areas of the campaign world where they are common,
particular locale. Thereafter, in order to make contact with some portion of the available men-at-arms may be dwarfs,
these individuals, a prospective employer must spend 50- elves, or orcs. Dwarfs will only serve as heavy footmen or
300 g.p. posting notices, hiring agents, buying rounds of crossbowmen and demand double the normal daily wage
drinks, and so forth, and allow one week for responses. (i.e. 4 g.p. per person per day). They will be (on 1d6) lawful
Once found, these men-at-arms may be employed at a cost good (1-4) or lawful neutral (5-6) in alignment. Elves will
of 2 g.p. per person per day plus the cost of equipment,
serve as either heavy footmen or archers, demand triple the
which always must be provided by the employer. Men-at-
normal daily wage, and will only serve under employers who
arms do not typically demand or expect a share of any
are known to be friendly to elf-kind or if they are promised
treasure recovered by an expedition, though offering such
combat against enemies or elf-kind. They are (on 1d6)
may improve their loyalty and morale.
neutral good (1), chaotic good (2-5), or chaotic neutral (6) in
Men-at-arms are capable of serving as troops of any of the alignment. Orcs will serve as any troop type (light or heavy
following types, depending on the equipment provided by footman, archer, or crossbowman) and require only half the
their employer: normal daily wage. However, they are notoriously ill
disciplined (q.v. DMG pp. 105-6) and will be aligned towards
Archer: short bow + 24 arrows, short sword or hand axe, (on 1d6) lawful evil (1-4), neutral evil (5), or chaotic evil (6).
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 1st Level 2nd Level 3rd Level 4th Level
1 Change Self Augury Clairaudience Abjure
2 Comprehend Languages Balance Energy Flow Clairvoyance Attune Crystals
3 Enthrall Blindness Dispel Magic Dimensional Anchor
4 Fascinate Charm Person Dream Vision Divination
5 Find Familiar Dream Sight Force Shapechange Exorcise
6 Friends ESP Fumble Eyebite
7 Hypnotism Find Traps Magic Mirror Fear
8 Identify Forget Negative Plane Protection Protection from Scrying
9 Portent Irritation Pacify Sance
10 Predict Weather Know Motivation Possess Animal Spell Immunity
11 Protection From Evil Locate Object Protection from Evil, 10 rad. Suggestion
12 Remove Fear Remove Curse Protection from Possession Tongues
13 Sanctuary Scare Slow
14 Spook Sleep Speak With Dead
15 Taunt Speak With Animals Summon Spirits
16 Ventriloquism Warning Survive Without Sustenance

Number 5th Level 6th Level 7th Level


1 Assume Ethereal Form Anti-Magic Shell Antipathy/Sympathy
2 Contact Other Plane Astral Spell Banishment
3 Dispel Evil Conjure Elemental Demand
4 Dolor Cross-planar Connection Exaction
5 Feeblemind Dimensional Lock Gate
6 Geas Extra-planar Vision Paradigm Shift
7 Magic Jar Find the Path Summon Devas
8 Manifest Ectoplasm Forbiddance Truename
9 Plane Shift Stone Tell Vision
10 Polymorph Other Word of Recall Weird
11 Polymorph Self
12 Sending

MOUNTEBANKS (THIEVES)
Number 1st Level 2nd Level 3rd Level 4th Level
1 Audible Glamer Alter Self Continual Darkness Charm Monster
2 Change Self Augury Delude Confusion
3 Charm Person Detect Life Fear Divination
4 Comprehend Languages Enthrall Feign Death Emotion
5 Dancing Lights Fools Gold Identify Potion Improved Invisibility
6 Darkness Hypnotic Pattern Invisibiliity 10 Radius Rainbow Pattern
7 Friends Invisibility Locate Object Transmute Water to Acid
8 Hypnotism Know Alignment Non-detection Vacancy
9 Nystuls Magic Aura Magic Mouth Suggestion
10 Penetrate Disguise Mirror Image Tongues
11 Portent Misdirection
12 Spook Ventriloquism

34
BARDS
Number 1st Level 2nd Level
1 Acclumsed Ode Alto Aire
2 Amplification Aria Animalfear Pibroch
3 Avies Warble Battlesong Bravura
4 Bar Couplet Conceal Ditty
5 Bramblepath Refrain Falseview Ditty
6 Bravery Measure Forestfriend Couplet
7 Calm Aire Freebreath Cnant
8 Camaraderie Chorus Freemind Aire
9 Cliffclimb Bravura Freebody Strain
10 Darting Dags Adagio Full Stop Refrain
11 Discover Ditty Goodfeast Carol
12 Drowsiness Lullaby Ironsteed Ballad
13 Fairwind Chanty Javelin Volley Ditty
14 Farvoice Yodel Lightlygo Aire
15 Faunacare Warble Puissance Canticle
16 Faunalter Dissonance Revitalize Paen
17 Florachange Pastoral Safeplace Aria
18 Gooddrink Measure Thornhedge Refrain
19 Longwalk Strain Walklong March
20 Notable Aire Warningcall Peal
21 Sharp Ballad
22 Sleepheal Nocturne
23 Sorrow Lament
24 Warming Peal

Number 3rd Level 4th Level 5th Level


1 Alleymazes Ode Aerial Refrain Boulderbring Barcarole
2 Arrowstorm Aire Beastcharm Serenade Cloudwalker Aire
3 Bonfire Ballad Bridging Measure Coolflames Ditty
4 Creepingcord Serenade Bringhunters Yodel Cry of the Valkyrie Aria
5 Doublequick March Cacophony Chorus Faraway Song
6 Faeth Fiada Canticle Chasmleap Madrigal Firebeing Rhapsody
7 Fogveil Barcarole Deepditch Rondo Noplace to Hide Chant
8 Headwrench Chorus Deepseas Chanty Portalopen Aria
9 Inspire Bravura Distantdoor Yodel Quicktree March
10 Merriment Limerick Firebrand Ballad Safesleep Aria
11 Monsterfear Pibroch Flyingblade Canon Shadowling Motif
12 Pipers Prance Adagio Formguise Tune Weathermage Tune
13 Poisongone Tocsin Freebonds Strain
14 Rallyround Bravura Icespears Canon
15 Shadowdance Couplet Pikehedge Refrain
16 Shielding Song Rondo Susicato
17 Sirensong Lay Smoothway Lyric
18 Spirithedge Refrain Unbarring Jingle
19 Staff Verse Vocal Cords Strain
20 Sympathy Lament Winddarts Canon

35
MISCELLANEOUS SPELL NOTES Slow Poison: Note that new poisoning from the same
source while this spell is in effect is covered by the spell (so
Casting Spells in Armor: Clerics (not including druids or the character suffers no further damage or effect from the
mystics) who forgo wearing armor subtract one segment second poisoning) but poisoning from a different source is
from the casting time of spells with somatic components. not, and the character suffers its full effects.
Conversely, multi-classed magic-users and illusionists who
wear any armor besides elfin chain mail must add two Stoneskin: This spell has a maximum duration of one hour
segments to the casting time of such spells (one segment per level of the caster.
for magical or non-metal armor). Volley: This spell has a maximum duration of one hour per
Chromatic Orb: Note that the orb must be thrown in same level of the caster.
round the spell is cast.
MYSTIC SPELLS
Continual Light: This spell has a duration of one day per
level of the caster, and the spells effect dims as the First Level Spells:
duration wanes (i.e. a continual light cast by a 10th level
Change Self: As the first level Illusionist spell
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 Comprehend Languages: As the first level Magic-User
brightness). spell
Color Spray: The second sentence of the spell description Enthrall: As the second level Cleric spell
("The spell caster is able to affect 1 level or hit die of
creatures for each of his or her levels of experience.") is Fascinate: As the second level Illusionist spell
deleted. Note that the number of targets affected by the
spell (as well as which specific individuals are targeted, if Find Familiar: As the first level Magic-User spell
more the maximum number affected are within the area of
Friends: As the first level Magic-User spell
effect) is always determined randomly.
Hypnotism: As the first level Illusionist spell
Death Spell: The conversion table for mixed groups of
targets is incorrect in the PH. The following should be used Identify: As the first level Magic-User spell
in its place:
Portent: As the first level Cleric spell, except that there is
Equals Creatures with Hit Dice of: no material component, and the caster must only spend the
Creatures Hit Dice: Less Than 2 2 to 4 4+1 to 6+3 6+4 to 8+3
casting time studying the subjects palm print.
6+4 to 8+3 20 8 2 --
4+1 to 6+3 10 4 -- 0.5 Predict Weather: As the first level Druid spell
2 to 4 3 -- 0.25 0.125
Less Than 2 -- 0.33 0.1 0.05 Protection from Evil: As the first level Cleric spell except
Death's Door: This spell removes the normal one-week that the spell is non-reversible and the material component
rest requirement for characters revived after having been is fresh rosemary, leaves of which must either be scattered
brought below 0 hit points. 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.
Remove Fear: As the first level Cleric spell
63 of this volume.
Sanctuary: As the first level Cleric spell except that the
Know Alignment: In its reversed form, the caster is able to
material component is a charm or talisman containing a bit
choose which alignment the subjects will read as if a know
of malachite stone which is not consumed in the casting but
alignment spell is cast upon them, rather than reading as
no alignment or unreadable. must be held by the spells subject for the entire duration of
the spell.
Moonbeam: This spells range is 20" per level of the caster
when cast outdoors. Any lycanthrope caught within the area Spook: As the first level Illusionist spell
of effect will involuntarily change form (as if subjected to the Taunt: As the first level Magic-User spell
light of a full moon).
Ventriloquism: As the first level Magic-User spell
Negative Plane Protection: A failed saving throw by
someone protected by this spell does not result in suffering Second Level Spells:
double damage.
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 mystics body is
Level: 2 Components: V, S disturbed before the dream spirit returns, the character must
Range: Touch Casting Time: 1 turn make a saving throw vs. death. If the save is successful, the
Duration: Special Saving Throw: None dream spirit returns safely to the body with no ill effect. If the
Area of Effect: One person saving throw is unsuccessful, the body falls into a deep
catatonic state and the dream spirit is unable to return of its
Explanation/Description: By application of this spell, the
own accord. Another mystic can use dream sleep to guide
mystic is able to balance the personal energy flow so as to
the characters dream spirit back to its body, if they are able
bring a sense of spiritual well-being to a willing subject of
to locate it.
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
When the spell is cast by a mystic of 3rd level or higher the
can be seen, summoned, banned, and bound in various
spell causes the subjects natural healing rate to be doubled
ways. The material component is the smoke from a burning
for a period of one day per level of the caster.
bowl of incense containing goosefoot, monkshood, and wild
When cast by a mystic of 7th level or higher the spell woodbine. [spell adapted from Oriental Adventures, by Gary
causes the subject receives a bonus of +1 to all saving Gygax with David Cook and Franois Marcela-Froideval
throws for a period of one turn per level of the caster. (TSR, 1985)]

When cast by a mystic of 11th level or higher the subjects ESP: As the second level Magic-User spell
mind is so cleared and refreshed that only half the normal
Find Traps: As the second level Cleric spell
rest and preparation time are required to prepare spells for
the next 24 hours. Forget: As the second level Magic-User spell
When cast by a mystic of 15th level or higher the subject is Irritation: As the second level Magic-User spell
instantly cleared of any poisons, diseases, insanities, and/or
mind-affecting spells in addition to the above effects. Know Motivation (Divination) Reversible

In order to receive benefit from the spell, the subject must Level: 2 Components: V, S
sit facing the caster and meditate for the entire casting time Range: 0 Casting Time: 1 round
of the spell, without interruption. Note that repeated castings Duration: 1 round/level Saving Throw: None
of the spell while its effects persist do not grant cumulative Area of Effect: 1 x 3 path
benefits.
Explanation/Description: This spell allows the caster to
Blindness: As the second level Illusionist spell sense the basis needs, drives, and emotions of any
unshielded mind, detecting such things as hunger, fear,
Charm Person: As the first level Magic-User spell greed, love, anger, hatred, etc. The spell gives no
information of minds protection from detection by means of
Dream Sight (Alteration)
spells, magic items, or psionic powers, nor is it effective
Level: 2 Components: S, M against mindless creatures such as slimes, oozes, jellies,
Range: Special Casting Time: 1 round unthinking undead, and most plants. The reverse of this
Duration: 1 round/level Saving Throw: None spell, conceal motivation, masks the emotions and drives of
Area of Effect: Caster any creature the spell is cast upon. [spell adapted from
Oriental Adventures]
Explanation/Description: When using this spell, the mystic
falls into a deep sleep during which he or she dreams of Locate Object: As the third level Cleric spell
surrounding places and events. The mystics spirit is
Remove Curse: As the third level Cleric spell
projected to the location desired and what he or she sees in
the dreams are places and events that are happening at the Scare: As the second level Magic-User spell
time of the dreaming, not past of future events. In the
dream, the mystic can both see and hear and can will his or Sleep: As the first level Magic-User spell
her spirit to move about normally. The spirit can pass
through solid objects with no difficulty, but cannot enter any Speak With Animals: As the second level Cleric spell
area guarded by a protection spell (whether good, neutral,
Warning (Divination)
or evil), nor can sounds coming from such an area be
heard. Level: 2 Components: V, S
Range: Touch Casting Time: 2 segments
The mystics spirit can move up to 36 away per round and
Duration: 1 turn/level Saving Throw: None
then observe the scene around it in the next round. Thus, a
Area of Effect: 3 radius
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) Explanation/Description: This spell heightens the
round observing the desired scene. At the end of the spell awareness and senses of the recipient to danger. The
the dream spirit of the mystic automatically returns to his or

37
recipient is one less on his or her chance of being surprises information or ask questions of the mystic. Neither can the
(1-2 chance in 6 becomes 1 chance in 6, etc.) from events mystic gain any information by observing the dreams of the
originating within the area of effect. The character could still recipient. Once the message is delivered the mystics spirit
be surprised by a missile or spell launched from outside the returns instantly to its body. If the body is disturbed in any
area of effect, however. Likewise, the character cannot be way while using this spell the spirit becomes lost. The body
struck from behind within the same limitations, since the remains in a comatose state until some means is found to
character is automatically aware of any creature moving rejoin the spirit with the body (or some other spirit comes
behind him or her. There is a 30% chance the character along and possesses the body).
notices any trap or hidden danger (including invisible
opponents) within the area of effect without needing to The duration of this spell is the amount of time required for
specify that he or she is searching for such, and the chance the mystic to enter the dreams of the other and deliver the
of success for hiding in shadows or moving silently is message. Thus the duration could be as short as one round
halved for any opponent within the area of effect. or as long as several hours.

Note that the various warnings given by this spell are only The reverse of this spell, nightmare, allows the mystic to
noticeable to the recipient of the spell. However, he or she send a hideous and unsettling vision to his or her victim.
may choose to notify allies and companions. [spell adapted The identity of the victim must be known as stated above
from Oriental Adventues] and the victim must be asleep. The nightmare prevents
restful sleep and causes the victim to lose 1-10 hit points.
Third Level Spells: 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
Clairaudience: As the third level Magic-User spell except allowed a saving throw vs. spells to avoid the effects of the
that the material component is a poultice made of angelica. nightmare.
Clairvoyance: As the third level Magic-User spell except The material component for both versions of the spell are a
that the material component is a poultice made of eyebright. bowl of incense containing goosefoot, monkshood, and wild
woodbine and a robe or red (or white for the reverse) silk
Dispel Magic: As the third level Cleric spell
cloth. [spell adapted from Oriental Adventures]
Dream Vision (Invocation) Reversible
Force Shapechange (Abjuration)
Level: 3 Components: V, S, M
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 turn
Range: 12 Casting Time: 1 segment
Duration: Special Saving Throw: None
Duration: Instantaneous Saving Throw: Special
Area of Effect: One creature
Area of Effect: One creature/level
Explanation/Description: By means of this spell the mystic is
Explanation/Description: This spell allows the mystic to
able to send messages to others in the form of dreams. At
force any lycanthrope or other shape-changer (including, for
the beginning of the casting the mystic names whom the
instance, a high level druid or vampire in animal form, or
message is for. The mystic must know the identity of the
someone under the effects of a polymorph or shapechange
recipient or identify him or her by some title that leaves no
spell), to reveal its true form. When cast, the mystic simply
question as to the recipient. For example, the mystic could
points at those he or she knows or believes to be shape-
send a dream to the duke of the adjacent realm even if he
changers and these creatures (if they are shape-changers)
or she has never met the duke, since there is only one duke
must make a saving throw vs. spells or immediately
of that realm, but could not send a dream to the cobbler in a
transform. In addition, the sudden transformation is
village in that realm since there might be several cobblers in
accompanied by wracking pain, causing 2-12 points of
that village.
damage to the shape-changer. The shape-change takes an
Upon completing the physical casting of the spell, which entire round, during which the creature can take no other
requires one turn, the mystic falls into a deep, trance-like action. If the saving throw is successful the target does not
sleep. At this point the mystics spirit leaves his or her body change form, however the strain of resisting the spell still
and travels instantaneously to the recipient. Thereupon, the causes pain and inflicts 1-6 points of damage. The material
mystic is able to enter the dreams of the recipient and component for this spell is a live butterfly, released when
deliver the message unless the recipient is magically the spell is uttered. [spell adapted from Oriental Adventures]
protected from spirits. If the recipient is awake when the
Fumble: As the fourth level Magic-User spell
spell is cast the mystic can choose to remain in the trance-
like sleep until the recipient also goes to sleep or can Magic Mirror: As the fourth level Magic-User spell
choose to cancel the spell. The mystic does not learn
anything about the current activities or whereabouts of the Negative Plane Protection: As the third level Cleric spell.
recipient except whether he or she is asleep or awake. The material component is a talisman containing a
chalcedony stone that is not consumed in the casting but
Once the mystic enters the dreams of the recipient he or must be held by the subject for the entire duration of the
she can deliver a message of any length desired which the spell. If a diamond talisman is used instead the spell
recipient remembers perfectly upon awakening. The duration is doubled and the saving throw is made at +4.
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.
Level: 3 Components: V, S It also gives the subject +2 on saving throws versus any
Range: 0 Casting Time: 4 segments other sort of mind-affecting spells (beguiling, charming,
Duration: 1 round/level Saving Throw: None domination, etc.) and if cast upon a psionically-active
Area of Effect: 6 radius, one creature per level individual it doubles that characters defensive strength
point total while its effect persists. The material component
Explanation/Description: When this spell is cast the mystic
of this spell is a talisman containing a chrysoberyl stone
produces a still calm over the area of effect. Al within this
which is not consumed by the casting but must be held by
area are pacified, unable to attack or harm others. Spells
the subject for the entire duration of the spell.
and weapons that would directly or potentially harm others
cannot be used. Those affected cannot physically impede Slow: As the third level Magic-User spell
the movement of other creatures, though they can barricade
exits or position their bodies to obstruct movement. If the Speak With Dead: As the third level Cleric spell, except
area of effect contains more creatures than the mystic is that in place of a holy symbol the mystic requires a talisman
able to effect then those with the fewest hit dice or levels containing a cats eye agate, which is not consumed in the
are affected first. If any affected creature is attacked by casting of the spell.
someone unaffected by the spell, the effect is instantly
cancelled on that creature with no loss of initiative, since the Summon Spirits (Necromantic Conjuration/Summoning)
affected creature can clearly see the hostile intent of the
Level: 3 Components: V, S, M
other(s). [spell adapted from Oriental Adventures]
Range: 24 Casting Time: 1 round
Possess Animal (Possession) Duration: 2 rounds/level Saving Throw: None
Area of Effect: Special
Level: 3 Components: V, S, M
Range: 1 Casting Time: 1 round Explanation/Description: This spell causes any disembodied
Duration: 1 round/level Saving Throw: Neg. spirit within range, including spirits of the dead or undead,
Area of Effect: One creature extra-planar entities, or creatures or characters in ethereal
state to come to the vicinity (within 3) of the caster,
Explanation/Description: By use of this spell the mystic is manifest in visible form (which, depending on the nature of
able to project his or her spirit into that of an animal, forcing the spirit, may make it vulnerable to physical, magical or
the creature to behave according to the mystics will. The psionic attacks), and remain so for the duration of the spell.
creature must be a normal animal, not a monster type, and Note that the spell does not give the caster any means of
must have fewer hit points than the mystic. The animal is communicating with such spirits, nor will the spirits
allowed a saving throw vs. spell and if successful the spell necessarily be friendly towards the caster or his or her
has no effect. Once the animal is possessed the mystic can allies. The material component for this spell is burning
cause it to do anything within its ability, regardless of the incense, from which the spirits will appear to form out of the
consequences to the animal. However, for every point of smoke.
damage suffered by the animal, the mystic suffers a point
of damage. In addition, should the animal die while under Survive Without Sustenance (Alteration)
the control of the mystic, a system shock roll must be made
Level: 3 Components: V, S, M
or the mystic also dies.
Range: Touch Casting Time: 1 round
While controlling the animal, the body of the mystic falls into Duration: 1 hour/level Saving Throw: None
a catatonic state. If the body is disturbed or moved the Area of Effect: One creature
mystics spirit is lost until it can be reunited with its body.
Explanation/Description: Under the effect of this spell, the
The material components for this spell are a bowl of
subject has no need for food, water, or even air, and is
incense containing catnip and clover, and a morsel of food
furthermore protected from the effects of extreme
appealing to the animal. [spell adapted from Oriental
temperatures as if under the effect of both an endure cold
Adventures]
and an endure heat spell (q.v.). The spell renders the
Protection from Evil, 10 Radius: As per the fourth level caster effectively immune to the effects of gases or vapors
Cleric spell except that the spell is non-reversible and the of all sorts unless he or she intentionally chooses to inhale
material component is a powdered carnelian stone with them. The material component for this spell is a small glass
which the circle of protection must be traced. 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
Protection from Possession (Abjuration) subjects person for the entire duration of the spell.

Level: 3 Components: V, S, M Fourth Level Spells:


Range: Touch Casting Time: 1 round
Duration: 1 turn/level Saving Throw: None Abjure: As per the fourth level Cleric spell, except that
Area of Effect: One creature 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
Level: 4 Components: V, S, M usage of astral spell, blink, dimension door, displacement,
Range: 0 Casting Time: 6 turns etherealness, gate, maze, plane shift, phase door, rope
Duration: Special Saving Throw: Special trick, shadow walk, teleport, and similar spell-like abilities or
Area of Effect: One crystal magic items (including the usage of free-standing gates and
teleporters, bags of holding, cubic gates, portable holes,
Explanation/Description: By use of this spell the mystic can
etc.). A dimensional anchor does not interfere with the
attune his or her psyche to a crystal talisman, which grants
physical movement of affected creatures, or affect creatures
beneficial powers depending on the type of stone in the
already in ethereal, astral, or shadow forms when the spell
talisman, as follows:
is cast. The spell does not block extra-dimensional
Amber: grants +1 bonus to armor class
perception or attacks including the ability for undead to
Amethyst: grants +1 to intelligence score
energy drain, nor does it prevent summoned creatures from
Bloodstone: grants one additional hit die
disappearing at the end of a summoning spells duration.
Garnet: causes opponents to make saving throws against
The material components are one 3 long pin formed from
mystics spells at -1
adventurine (green quartz) per targeted creature, as well as
Hematite: increases psionic strength points total by +15
a swatch of fine, earthen-hued silk, into which the pins are
Jade: doubles natural healing rate
stuck. The fine silk costs 25gp, and is consumed in the
Jasper: grants one additional Joss Factor
casting; each pin costs 250gp, and may be reused. [spell
Lapis Lazuli: allows memorization of one additional 1st or
converted from the d20 SRD by Allan T. Grohe, Jr.]
2nd level spell per day
Obsidian: grants +2 on saving throws vs. poison Divination: As the fourth level Cleric spell, except the
Opal: grants +2 on saving throws vs. spells material component is a specially prepared deck of oracular
Rose Quartz: grants +10% on reaction rolls playing cards, costing at least 500 g.p., or a crystal ball
Turquoise: grants +1 to wisdom score costing a like amount, neither of which are consumed during
Other stones and effects may be allowed by the DM or the casting.
researched by the player, using the above as guidelines. In
order for a crystal to be aligned it must not have any flaws. Exorcise: As the fourth level Cleric spell, except that the
At the conclusion of the casting time the caster must make material components are a talisman containing a
a saving throw vs. spells to attune the crystal failure chrysoberyl stone which must be held by the caster for the
means that particular stone may never be attuned. A mystic entire casting time of the spell and incense of burning
may normally only be attuned to a maximum of three rosemary.
crystals at any given time, however a mystic with a wisdom
score of 18 may attune up to four crystals, and one who Eyebite: As the sixth level Magic-User spell
manages to attain a wisdom score of 19 or higher may
Fear: As the fourth level Magic-User spell except that the
attune up to five crystals. No additional benefit is gained
material component is a talisman containing an onyx stone
from being attuned to more than one crystal of the same
that is not consumed in the casting but must be held by the
type. The crystal(s) must be carried on the mystics person
subject for the entire duration of the spell.
at all times or the beneficial effects are lost. The normal
duration of the effect is one week, after which the mystic Protection from Scrying (Abjuration)
may attempt to re-attune the crystal (requiring another
casting of the spell and another saving throw). The mystic Level: 4 Components: V, S, M
may choose to give an attuned crystal away, in which case Range: 0 Casting Time: 1 round
the new owner gains the benefit of the crystal, but only for Duration: 1 turn/level Saving Throw: None
one day, and the crystal can never be re-attuned. Attuned Area of Effect: 6 radius
crystals that are stolen or taken against the mystics will
provide no benefit to their new owner, though if recovered Explanation/Description: Use of this spell creates a barrier
the mystic may attempt to re-attune them. that prevents scrying by means of spell, item, or psionic
disciplines including crystal balls, ESP, clairvoyance, magic
Dimensional Anchor (Alteration mirror, wizard eye, extra-planar vision, and other similar
Conjuration/Summoning, Abjuration) means. If any scrying attempts are made they will be
blocked and the caster will know that a scrying attempt was
Level: 4 Components: V, S, M made (but will not know the source of the attempt). In
Range: 2 plus /level Casting Time: 5 segments addition, when the spell is cast the caster will be able to
Duration: 1 turn/level Saving Throw: Neg. detect if any scrying has occurred within the area of effect
Area of Effect: One to four creatures within the prior 1 turn per level of the caster. The material
component of this spell is a talisman containing a peridot ot
Explanation/Description: This spell prevents target
chrysolite stone which is not consumed in the casting but
creatures from employing extra-dimensional travel. The
must be held by the caster for the entire duration of the
caster may select up to four creatures as targets, and those
spell.
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

40
Sance (Necromantic Divination) Explanation/Description: Through use of this spell the caster
and all of his or her carried gear and equipment, as well as
Level: 4 Components: V, S, M up to one companion at levels 13-16 and one additional
Range: 6 Casting Time: 1-6 turns companion per four levels thereafter who are all holding
Duration: Special Saving Throw: Special hands in a circle, vanish into the Ethereal Plane. While in
Area of Effect: Special this state such characters are invisible to and cannot be
attacked or interacted with by non-ethereal creatures
Explanation/Description: This spell is in some sense an
(though note that the senses and special attacks of certain
improved variation of Speak With Dead (q.v.) that does not
monsters such as basilisks and medusae extend into
require the presence of a physical body to be effective. By
the Ethereal Plane, and other creatures such as ghosts
means of this spell the caster can converse with any
and phase spiders can assume ethereal form
manner of incorporeal or non-material spirit, including non-
themselves). Ethereal characters may freely pass through
corporeal undead creatures (such as wraiths, spectres,
solid objects on the Prime Material Plane, including walls
ghosts, etc.), the souls and spirits of deceased characters,
and floors, but may not pass through or occupy the same
extra-planar entities, ethereal beings, and so forth. The
space occupied by a living being. Perception of the Prime
spell applies to any and all spirits within range of the spell
Material Plane by ethereal characters is dim and hazy and
but may also attempt to contact any other spirit, regardless
extends at a maximum range of 6. Ethereal characters may
of its location, provided the caster or someone who is
also venture out across the depths of the Ethereal Plane to
holding hands in a circle with the caster during the entire
reach the other Inner Planes, as described in LEGENDS &
casting time and duration of the spell is able to provide the
LORE, pp. 115-117 and Appendix II of this volume. The
true name and other identifying characteristics of the spirit
caster can choose to return to material form prior to the end
to be contacted. In the latter case the chance of
of the spells duration, but doing so terminates the spell (i.e.
successfully contacting such spirit is a base 10% + 5% per
the caster cannot freely shift back and forth from material to
level of the caster, increased or decreased depending on
ethereal form while the spell is in effect).
the amount and specificity of identifying information
provided. However, a spirit that does not wish to Note that this spell differs in several key ways from the
communicate is allowed a saving throw vs. magic to resist plane shift spell (q.v.), most significantly that using the latter
the summons. spell to reach the Ethereal Plane does not put the
characters in an ethereal state adjacent to their former
The time since death is not limited as in Speak With Dead
location on the Prime Material Plane in the manner
(and, indeed, the spirits contacted need never have been
described above (qq.v. oil of etherealness, plate mail of
alive to begin with) but the duration of the spell and number
etherealness, and the psionic discipline etherealness) and
of questions that can be asked of each spirit are both as per
instead transports them into the deep ethereal space that
that spell. Unless the spirit has manifested physically its
lies in-between the various Inner Planes.
responses will usually be spoken through the voice of the
caster or, alternatively, may appear in writing on a slate or Contact Other Plane: As the fifth level Magic-User spell
movement of a marker across a specially prepared board if
such items have been included in the casting. Note that in Dispel Evil: As the fifth level Cleric spell except that the
the former case a hostile spirit may attempt to possess, material component is a talisman containing a topaz stone
dominate, or psionically attack the caster (qq.v.). In the that is not consumed in the casting.
former cases the casters saving throw is made at -2, and in
the latter the first attack is made as an Attack Upon a Dolor: As the fifth level Magic-User spell
Defenseless Psionic.
Feeblemind: As the fifth level Magic-User spell
The material components for this spell are a white rose and
Geas: As the sixth level Magic-User spell
at least three lit candles. If there is more than one
participant in the sance all participants must hold hands in Magic Jar: As the fifth level Magic-User spell
a circle, with the material components placed in the center,
for the entire casting time and duration of the spell. Manifest Ectoplasm (Evocation)

Spell Immunity: As the fourth level Cleric spell Level: 5 Components: V, S


Range: 3 Casting Time: 1 round
Suggestion: As the third level Magic-User spell Duration: Special Saving Throw: None
Area of Effect: Special
Tongues: As the fourth level Cleric spell
Explanation/Description: By means of this spell the mystic is
Fifth Level Spells:
able to bring forth ectoplasmic substance from the Ethereal
Assume Ethereal Form (Alteration) Plane and manifest it into a physical, material form. This
manifestation can take on either of two forms. The first is a
Level: 5 Components: V, S set of misty ectoplasmic tendrils that function in the same
Range: 0 Casting Time: 1 round manner as the fourth level magic-user spell Evards Black
Duration: 1 turn/level Saving Throw: None Tentacles, including duration and area of effect.
Area of Effect: Special Alternatively, the mystic can form the ectoplasm into a
humanoid eidolon which will serve the mystic for 1 turn per

41
level of the caster. This eidolon has a number of hit dice level spell dimensional anchor are warded against by a
equal to the level of the caster, armor class 0, and can only dimensional lock. In addition, a dimensional lock prevents
be struck by +1 or better magic weapons. It has a strength the physical crossing into the area of effect while in an
score of 18/00 and is immune to fire, cold, lightning, poison, extra-planar form (ethereal ghosts must materialized in the
and all mind-affecting spells. The eidolon will follow the Prime in order to cross into a dimensionally locked room, for
casters orders and, by concentrating for a full round, the example). It also blocks extra-dimensional perception into
mystic can see through its eyes and hear through its ears, the prescribed area of effect, so that ethereal creatures, for
however, should the eidolon suffer any damage while the example, cannot see into the area of effect, nor could cross-
mystic is doing so the mystic suffers one-half of that planar scrying originating from outside the plane of the
damage, and should the eidolon be destroyed while the warded area. Once the dimensional lock is in place, it may
mystic is using its senses the character must make s be concealed or be built-over such cosmetic changes do
system shock roll or also be killed. It is also possible that a not impair its protection. Dimensional Lock may be made
hostile spirit may possess the eidolon and turn it against its permanent.
creator.
Some variations on dimensional lock allow the caster to
Plane Shift: As the fifth level Cleric spell designate creatures present during the casting of the spell
to be immune to the dimensional lock, and therefore they
Polymorph Other: As the fourth level Magic-User spell are permitted to travel into and/or out of the circumscribed
area while others cannot.
Polymorph Self: As the fourth level Magic-User spell
The material component may take a variety of forms,
Sending: As the fifth level Magic-User spell
depending upon the exact application of the spell in the
Sixth Level Spells: target environment; in general, the material component
consists of a four gallons of a magical paint, wash, or
Anti-Magic Shell: As the sixth level Magic-User spell mortar, which outlines the protected area to be warded. The
formula for the planar sealant requires three months to distill
Astral Spell: As the seventh level Cleric spell per 40 volume affected, and costs 640 gp but ten times
that if the spell is to be made permanent! It is consumed in
Conjure Elemental: As the fifth level Magic-User spell
the casting of the spell. [spell converted from the d20 SRD
Cross-planar Connection (Alteration Invocation) by Allan T. Grohe, Jr.]

Level: 6 Components: V, S, M Extra-planar Vision (Divination)


Range: Special Casting Time: 1 turn
Level: 6 Components: V, S, M
Duration: 1 hour/level Saving Throw: None
Range: Unlimited Casting Time: 1 round
Area of Effect: Two sapphire stones
Duration: 1 round/level Saving Throw: Special
Explanation/Description: This spell is cast upon a pair of Area of Effect: Special
identical, flawless sapphires worth at least 1,000 g.p. each.
Explanation/Description: This spell is a variation of
Thereafter, the character in possession of the second stone
clairvoyance (q.v.) with effectively infinite range, specifically
has a psychic connection to the first stone and is able to
allowing the caster to see into other planes of existence.
travel anywhere in the multiverse and those spells and
The usual restrictions of that spell apply, and furthermore
magic items that require contact across planes (such as
any greater or lesser god in the locale being scried upon is
Divination, assorted conjuration and summoning spells,
allowed their normal chance to detect the scrying (q.v.
etc.) will function for that character as if he or she were on
DMG, crystal ball), and if successful, is allowed a saving
the plane where the first stone was left. Of course some
throw vs. magic to block the scrying should he or she wish
spells and magic items do not function, or function
to do so. The material component of this spell is a ruby
differently, on other planes due to the physics and
worth at least 1,000 g.p., which is consumed in the casting.
environment of that plane (e.g. fire-based spells on the
Elemental Plane of Water), and this spell does nothing to Find the Path: As the sixth level Cleric spell
change that.
Forbiddance: As per the sixth level Cleric spell except that
Dimensional Lock (Alteration Conjuration/Summoning, the casting of this spell creates the consecrated area (i.e. it
Abjuration) does not need to be cast on a pre-consecrated area) and
the material component is a powdered topaz stone that
Level: 6 Components: V, S, M
must be used to trace the protected area.
Range: /level Casting Time: 1 hour
Duration: 1 day/level Saving Throw: None Stone Tell: As the sixth level Cleric spell
Area of Effect: Special
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 Seventh Level Spells:
out of the area of effect. The caster may effect up to a
single 40 cube in volume, plus another 40 cube per level Antipathy/Sympathy: As the eighth level Magic-User spell
above 13th. All forms of movement barred by the fourth

42
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
Demand: As the eighth level Magic-User spell the Outer Planes the call will be answered by astral devas.
The material component of the spell is a flawless jacinth
Exaction: As the seventh level Cleric spell except that
worth at least 5,000 g.p. which must be gifted to the deva(s)
instead of the holy/unholy symbol, a talisman containing a
answering the summons.
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
MOUNTEBANK SPELLS
Duration: Permanent Saving Throw: Neg. First Level Spells:
Area of Effect: One creature
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 Self: As the first level Illusionist spell
change in his or her alignment. The casting time is one turn
per level of the target, after which the target is allowed a Charm Person: As the first level Magic-User spell
saving throw vs. death. Those with fewer hit dice or levels
Comprehend Languages: As the first level Magic-User
than the mystic have a -4 applied to this roll. Those of equal
spell
through 150% more hit dice or levels have a normal saving
throw. Those with greater than 150% have a +4 applied to Dancing Lights: As the first level Illusionist spell
the saving throw.
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 Friends: As the first level Magic-User spell
step closer to that of the mystic (i.e. if a lawful good mystic
casts this spell upon a neutral evil individual their alignment Hypnotism: As the first level Illusionist spell
would become lawful evil or true neutral, at the mystics
Nystuls Magic Aura: As the first level Magic-User spell
option). Accompanying this change of alignment is a
change in the targets behavior to match his or her new Penetrate Disguise: As the first level Cleric spell
world-view so a character changed from evil to neutral
alignment will immediately give up his or her evil ways. Portent: As the first level Cleric spell

The target of the spell suffers the full normal penalties for Spook: As the first level Illusionist spell
changing alignment per the DMG, and may suffer additional
penalties if the new alignment is outside of those allowed to Second Level Spells:
the characters current class. [spell suggested by Rob
Alter Self: As the second level Illusionist spell
Ragas and adapted in part from Oriental Adventures]
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 Enthrall: As the second level Cleric spell
Duration: 1 round/level Saving Throw: None
Area of Effect: One to three devas Fools Gold: As the second level Magic-User spell

Explanation/Description: This spell will instantly bring one or Hypnotic Pattern: As the second level Illusionist spell
more devas (see the MONSTER MANUAL II) to the aid of
the mystic. If the mystic knows the truename of one or more Invisibility: As the second level Illusionist spell
devas those specific beings can be summoned, otherwise
Know Alignment: As the second level Magic-User spell
1-3 random devas will answer the call. The devas will not
be under the command of the mystic, but will generally be Magic Mouth: As the second level Illusionist spell
friendly and attempt to aid the mystic to the best of their
ability. This spell can be cast anywhere in the multiverse, Mirror Image: As the second level Illusionist spell
even where spells that summon extra-planar aid are
normally ineffective. If the spell is cast on the Prime Material Misdirection: As the second level Illusionist spell
Plane (including alternate prime planes and demi-planes) or Ventriloquism: As the second level Illusionist spell
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-

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,
Continual Darkness: As the third level Illusionist spell 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
Delude: As the third level Illusionist spell
of damage for a direct hit or 1-2 points of damage for a
Fear: As the third level Illusionist spell splash, destroys leather armor, or reduces the protective
value of metal armor by 50%. The material component of
Feign Death: As the third level Magic-User spell this spell is the juice of a lemon, squeezed as part of the
casting.
Identify Potion (Divination)
The reverse of this spell, transmute acid to water, affects
Level: 3 Components: V, S the same volume of acid (of any strength), turning it into
Range: Touch Casting Time: 1 round regular water. The material component for the reversed
Duration: 1 turn Saving Throw: Special spell is a handful of soda ash.
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, BARD SPELLS
flask, vial, or other receptacle containing a magical potion
which identifies the properties and function of the potion [Adapted from Spellsongs in Dangerous Journeys: Mythus
contained therein for one turn before fading away. At the Magick by Gary Gygax & Dave Newton (GDW, 1992)]
time the spell is cast the DM secretly rolls a saving throw
vs. spells for the caster: success means the potion has Notes Regarding Bard Spells:
been identified fully and correctly; failure means the runes
All bard spells are cast by singing (verbal component) for
or glyphs provide only general information as to the type of
the length of the indicated casting time and for some spells,
magic embodied in the potion but not its specific
characteristics; while a roll of 1 will cause the runes or as noted in the individual spell description, through the
glyphs to read as close to the opposite of the potion's actual duration of the spell. Initially this singing must be
effect as possible. accompanied by music played by the bard on a stringed
instrument of the bard's choice - guitar, lute, lyre, harp,
Invisibility 10 Radius: As the third level Illusionist spell mandolin, or similar - for the magic to take effect (somatic
and material component). The bard's instrument is not
Locate Object: As the third level Cleric spell consumed in the casting as a standard material spell
component. As bards increase in level they gain sufficient
Non-detection: As the third level Illusionist spell vocal strength and control to be able to cast spells via
Suggestion: As the third level Illusionist spell singing alone, as follows: bards of 6th level (Jongleur) or
higher may cast 1st level spells via their voice alone; bards
Tongues: As the third level Magic-User spell of 12th level (Master Bard) or higher may cast 1st or 2nd
level spells without an instrument; Master Bards of 18th
Fourth Level Spells: level or higher may do so for 1st-3rd level spells, and upon
reaching 23rd level a Master Bard is allowed to cast any
Charm Monster: As the fourth level Magic-User spell
bard spell with or without instrumental accompaniment.
Confusion: As the fourth level Illusionist spell Note that, particularly if in possession of an Instrument of
the Bards (q.v.), a bard may still wish to cast his or her
Divination: As the fourth level Cleric spell, except the spells with instrumental accompaniment even when doing
material component is a specially prepared deck of oracular so is no longer a requirement.
playing cards, costing at least 500 g.p., which are not
consumed during the casting. First Level Spells:

Emotion: As the fourth level Illusionist spell Acclumsed Ode (Enchantment/Charm)


Level: 1 Components: V, S, M
Improved Invisibility: As the fourth level Illusionist spell
Range: 6" Casting Time: 4 segments
Rainbow Pattern: As the fourth level Illusionist spell Duration: While sung Saving Throw: Neg.
Area of Effect: One subject
Transmute Water to Acid (Alteration) Reversible
Explanation/Description: This song causes a single subject
Level: 4 Components: V, S, M to become clumsy, for as long as the song is vocalized, with
Range: 1" Casting Time: 4 segments the following effects: -25% movement rate, -1 on initiative
Duration: Permanent Saving Throw: None dice, -1 on to hit rolls with missiles or melee weapons
Area of Effect: One pint of liquid per level of the caster (though the latter effect can be negated if a single-handed
weapon is wielded with both hands) and a 10% chance
Explanation/Description: By means of this spell, a volume of (checked each round) of dropping any item held in hand
water is transformed into an equal volume of potent acid. and/or of stumbling and tripping.
The liquid must be stored in ceramic or glass containers;

44
Amplification Aria (Alteration) Bravery Measure (Enchantment/Charm) Reversible
Level: 1 Components: V, S, M Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 round Range: 0 Casting Time: 1 round
Duration: 1 round/level Saving Throw: Neg. Duration: While sung Saving Throw: None
Area of Effect: 1 radius per level of the caster Area of Effect: 1 radius per level of the caster
Explanation/Description: The sound of this song causes Explanation/Description: This song affects all within its area
temporary deafness in all within range. The deafness of effect like the first level clerical spell Remove Fear (q.v.).
persists while the song is vocalized and for one round per Its reversed form is known as the Cowardice Refrain, and
level of the caster after the singing has ceased. This functions upon all listeners within the area of effect who fail
deafness affects friends and foes of the singer alike. their saving throw vs. spells.

Avies Warble (Conjuration/Summoning) Calm Aire (Enchantment/Charm)


Level: 1 Components: V, S, M Level: 1 Components: V, S, M
Range: 6" radius Casting Time: 1 round Range: 0 Casting Time: 1 round
Duration: Special Saving Throw: None Duration: While sung Saving Throw: None
Area of Effect: 10 birds per level of the caster Area of Effect: 1 radius per level of the caster
Explanation/Description: This song causes birds within Explanation/Description: This melodious tune creates a
range to leave their perches and flock to the vicinity of the feeling of peaceful tranquility that soothes angry or agitated
singer, who can then issue them commands: messages can creatures within its area of effect. This song will counter the
be tied to their legs and will be delivered to a destination effect of magic aimed at causing anger or discord and even
within 10 miles per level of the singer, birds will perch and one stricken with a violent insanity will remain quiet while
give warning to the singer of any danger or intruders for a this song pervades the area.
duration of 1 turn for every round in which the song was
sung, and if there are any raptors in the flock answering the Camaraderie Chorus (Enchantment/Charm)
song they may be ordered to hunt and bring back prey or
Level: 1 Components: V, S, M
even to attack the singers enemies.
Range: 0 Casting Time: 1 round
Bar Couplet (Alteration) Duration: While sung Saving Throw: Special
Area of Effect: 1 radius per level of the caster
Level: 1 Components: V, S, M
Range: 1"/level Casting Time: 4 segments Explanation/Description: The singing of this song affects the
Duration: 1 hour/level Saving Throw: None emotions of those within the area of effect to view the singer
Area of Effect: One closure 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 Cliffclimb Bravura (Enchantment/Charm)
and magically held fast in identical manner to the first level
magic-user spell Hold Portal (q.v.). Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 round
Bramblepath Refrain (Alteration) Duration: Special Saving Throw: None
Area of Effect: 1 radius
Level: 1 Components: V, S, M
Range: 3"/level Casting Time: 4 segments Explanation/Description: This song allows listeners within
Duration: 1 hour/level Saving Throw: None the area of effect to tirelessly climb cliffs and walls as a 1st
Area of Effect: One cubic yard per round of singing level thief (or, if the character already has such skill, at
+20% chance) for as many turns of duration as the song
Explanation/Description: This song creates an area of thick
was sung in rounds.
and thorny vines, barbed growth and brambles that begins
in a spot specified by the singer within the indicated range
Darting Dags Adagio (Alteration)
and grows larger in size for each additional round in which
the song continues. The brambles reduce movement within Level: 1 Components: V, S, M
their area to 1 per round, and every creature in the area Range: 1"/level Casting Time: 1 round
suffers 1 point of damage per round. Swords and axes can Duration: 1 round/level Saving Throw: None
cut through the brambles at 1 yard per round. Fire is Area of Effect: One target per round
effective, but the brambles give off a 10x10 cloud of coarse
white smoke per cubic yard burned which obscures vision to Explanation/Description: By performance of this song a
no more than 5 and causes 1 point of damage per round to knife or dagger carried upon the singers person will
anyone within the cloud. 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

45
singer can animate one per round up to the duration of the Faunacare Warble (Necromantic)
song-spell.
Level: 1 Components: V, S, M
Range: 1" Casting Time: 1 round
Discover Ditty (Enchantment/Charm)
Duration: 1 round/level Saving Throw: None
Level: 1 Components: V, S, M Area of Effect: One subject animal
Range: 0 Casting Time: 1 round
Explanation/Description: This song enables the caster to
Duration: While sung Saving Throw: None
heal animals by crooning to them in a comforting voice
Area of Effect: 1 radius per level of the caster
while envisioning their injuries and wounds blurring until
Explanation/Description: This song heightens the perceptive they no longer exist. For each round the song is sung, 1-6
capabilities of its listeners, providing a +1-in-6 chance to points of damage are cured in the subject animal, subject to
spot secret or concealed doors, +15% chance to find traps, the maximum duration above. The same animal can never
and similar bonus to any other perception-based roll, to all be placed under this spell for the same injury or wound
within its area of effect so long as the song persists. more than once.

Drowsiness Lullaby (Enchantment/Charm) Faunalter Dissonance (Alteration)


Level: 1 Components: V, S, M Level: 1 Components: V, S, M
Range: 0 Casting Time: 1 round Range: 1"/level Casting Time: 1 round
Duration: While sung Saving Throw: Neg. Duration: 1 hour/level Saving Throw: None
Area of Effect: 1 radius per level of the caster Area of Effect: One subject animal
Explanation/Description: This soothing lullaby causes those Explanation/Description: This song temporarily alters the
listeners within its area of effect to feel sleepy, with the coloration, features, size, or even the basic physical form of
same effect as the first level magic-user spell Sleep (noting, an animal. Thus a jet black horse could be made snow
however, that listeners of this song are allowed a saving white, a fish could be given fur, a sparrow given fangs, or a
throw vs. its effects). squirrel made to have tusks or antlers. Any subject animal
can be enlarged or reduced in size by up to 10% per level of
Fairwind Chanty (Alteration) the caster. Each simple change requires 1 round of singing
to accomplish, so changing multiple characteristics will take
Level: 1 Components: V, S, M
several rounds. Note that the animal subject to the
Range: Special Casting Time: 1 turn
alteration is not necessarily friendly to the caster or any
Duration: Special Saving Throw: None
associates.
Area of Effect: Special
Explanation/Description: This song summons a strong, Florachange Pastoral (Alteration)
steady breeze which is easily capable of dispersing fog,
Level: 1 Components: V, S, M
mists, and gases with its velocity of 10 mph + 1mph per
Range: 1"/level Casting Time: 1 round
level of the caster. Such wind is also capable of moving
Duration: 1 hour/level Saving Throw: None
small and medium-sized sailing vessels, perhaps even
Area of Effect: One subject plant
large ships (if above 15 mph velocity). The direction of the
breeze is from the casters back i.e. if the caster is facing Explanation/Description: This song temporarily alters the
south it will be a north wind blowing southwards. Its width is color, texture, or size of a living plant. Thus grass can be
a 1 radius per level of the caster, centered on the caster, given spines, apples a minor irritating poison, tree leaves
and it will sweep ahead for 10 per level of the caster. The made thorny, and so forth. Any subject plant can be
effect continues for as long as the song is sung, plus one enlarged or reduced in size by up to 10% per level of the
turn for each turn it was sung, or it can be canceled caster. Each simple change requires 1 round of singing to
whenever the caster desires by a simple backwards accomplish, so changing multiple characteristics will take
recitation of the first verse of the Chanty. 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 Level: 1 Components: V, S, M
Duration: While sung Saving Throw: None Range: 1" Casting Time: 4 segments
Area of Effect: 10 degree arc per level of the caster Duration: Permanent Saving Throw: None
Area of Effect: Special
Explanation/Description: Performance of this song allows its
castes to throw their voices as per the first level magic-user Explanation/Description: This rousing Measure enhances a
spell Ventriliquism (q.v.). Normal barriers will reduce the liquids taste and effect, freeing it of undesirable additives
range by half. Very thick, solid barriers such as brick walls (including poison) in the same manner as the first level
and stone will block the effect, but if the caster is vocalizing druid spell Purify Water (q.v.) and doubling the potency of
nearby and the subjects are immediately on the other side any infused substance (such as tea, wine, or even a
of such a barrier, they will hear the casters voice as if he or magical potion). In the latter case the effect persists for one
she were far away. turn per level of the caster; otherwise it is permanent. The

46
song can affect up to one gallon of water per level of the Sorrow Lament (Enchantment/Charm)
caster, up to one quart per level of tea, wine, spirits, etc., or
Level: 1 Components: V, S, M
but a single potion per casting.
Range: 1"/level Casting Time: 1 round
Duration: 1 round/level Saving Throw: Neg.
Longwalk Strain (Alteration)
Area of Effect: One subject
Level: 1 Components: V, S, M
Explanation/Description: The haunting melody of the Sorrow
Range: 1" radius/level Casting Time: 1 round
Lament evokes strong feelings of sadness in a single
Duration: 1 hour/level Saving Throw: None
subject listener of human, demi-human, or humanoid kind
Area of Effect: One subject per level of the caster
within range. The melancholy emotions brought forth in this
Explanation/Description: This song enables the caster and manner may enable the caster to convince the subject that
his or her associates to move at a rapid pace for longer he or she has done wrong in some way, and unless the
periods of time than is normally possible. For each level of subject succeeds in a saving throw vs. spells, will be
the caster, the movement rate of the subject individuals is genuinely sorry for having taken, or considered taking, that
increased by 10%, and as long as the song is being sung action which the caster vocalized as lamentable and will not
the pace can be maintained tirelessly. The effect persists perform that action or any similar action again for the
after cessation of the song for one hour per level of the duration of the songs effect.
caster, after which time the subject or subjects of the spell
must rest normally for the length of time they were actively Warming Peal (Alteration)
moving.
Level: 1 Components: V, S, M
Range: 0 Casting Time: 4 segments
Notable Aire (Enchantment/Charm)
Duration: 1 hour/level Saving Throw: None
Level: 1 Components: V, S, M Area of Effect: 1 radius per level of the caster
Range: 3"/level Casting Time: 1 round
Explanation/Description: This song creates a comfortable
Duration: 1 turn/level Saving Throw: None
increase in temperature in a fixed location, causing the
Area of Effect: One subject per level of the caster
surrounding area to become up to as warm as 80
Explanation/Description: By means of this song the caster degrees F, increasing up to 10 degrees per level of the
confers upon him or herself and as many named individuals caster.
as his or her ability allows a certain je ne sais quoi, the
effect of which is to temporarily increase the subjects Second Level Spells:
Appearance by 1 point per level of the caster. Additionally,
to all of lower or equal SEC, the subjects will appear to be Alto Aire (Alteration)
one SEC level higher than their actual status. Guards,
Level: 2 Components: V, S, M
clerks, bureaucrats and, other such functionaries will tend to
Range: 1" high/level Casting Time: 1 round
regard the subjects as being two SEC levels above their
Duration: While sung Saving Throw: Neg.
actual status.
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
Level: 1 Components: V, S, M
the air, with the same effect as the second level magic-user
Range: 0 Casting Time: 1 round
spell Levitate (q.v.).
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 casters
Level: 2 Components: V, S, M
friends in the same manner as the first level cleric spell
Range: 3"/level Casting Time: 1 round
Bless (q.v.). Its reversed form is called the Flat Ode, and
Duration: Special Saving Throw: Neg.
functions in the same manner as a reversed Bless spell.
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
Level: 1 Components: V, S, M
away any selected type of normal animal within range. The
Range: 1" Casting Time: 1 turn
frightened creatures will leave the locale, predatory animals
Duration: 2 turns + 1/lvl Saving Throw: None
slinking off reluctantly, non-aggressive ones bolting in a
Area of Effect: One subject
panicked stampede. Note that while mere activation of the
Explanation/Description: This restful Nocturne confers a song is sufficient to send herbivores of non-aggressive sort
peaceful state of rest upon a subject who has been injured flying off, large and hostile animals, and all man-eating
in some manner. For each turn of sleep under this spell the kinds will be kept away only for as many turns as the song
subject heals one point of damage, and any effects of is sung in rounds. Thus this Pibroch is frequently heard for
disease, poison, or other such maladies are suspended long periods of time as a party moves along through
while the spell persists. dangerous wilderness terrain.

47
Battlesong Bravura (Enchantment/Charm) Freebreath Chant (Alteration)
Level: 2 Components: V, S, M Level: 2 Components: V, S, M
Range: 1"/level Casting Time: 1 turn Range: 0 Casting Time: 1 round
Duration: While sung Saving Throw: None Duration: While sung Saving Throw: None
Area of Effect: One subject per level of the caster Area of Effect: 1 diameter per level of the caster
Explanation/Description: By singing this Bravura, the caster Explanation/Description: This Chant negates the harmful
dispels within range any magical fear, terror, panic, effects, including poison, of vapors, mists, and gases,
cowardice, or hesitation in as many known and associated allowing the caster and any associates within the area of
subjects as their level allows. Subjects protected by this effect to stand within or pass through such without damage
song need never check morale, or for such things as or difficulty. This song is also most useful because its effect
insanity or fear caused by seeing a creature or scene. In extends to liquids in which the subject or subjects are
addition, the song bestows upon each allied subject a +1 on submersed, willing or not, and thus prevents drowning. The
to hit rolls in combat for as long as the song persists. 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)
Freemind Aire (Enchantment/Charm)
Level: 2 Components: V, S, M
Range: 1"/level Casting Time: 1 round Level: 2 Components: V, S, M
Duration: Special Saving Throw: None Range: 1"/level Casting Time: 1 turn
Area of Effect: Special 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 Explanation/Description: This songs power enables the
from an area, creature, or object, effectively hiding subjects to shake off the controlling effects of any and all
something in plain view. The caster can conceal inanimate magical spells or powers that remove personal volition,
objects of up to 10 cubic feet per level, or living creatures of including hypnotism, charming, domination, etc.
up to 3 cubic feet per level, by means of this song. The
effect lasts as long as the caster sings, plus as long Freebody Strain (Abjuration)
thereafter as the song was sung.
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 round
Falseview Ditty (Illusion/Phantasm)
Duration: While sung Saving Throw: None
Level: 2 Components: V, S, M Area of Effect: 1 radius per level of the caster
Range: 1"/level Casting Time: 1 round
Explanation/Description: This lively refrain brings new
Duration: While sung Saving Throw: Special
energy, instantly upon activation removing any magically-
Area of Effect: 1 radius per level of the caster
induced forms of paralysis or slowness. If continually sung,
Explanation/Description: This song creates a three- subjects allied to the caster will gain a temporary +1 to their
dimensional visual illusion according to the desires of the strength and dexterity scores for as long as the singing
caster, in the same manner as the third level magic-user persists.
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
Forestfriend Couplet (Conjuration/Summoning)
Range: 1"/level Casting Time: 1 round
Level: 2 Components: V, S, M Duration: Special Saving Throw: Neg.
Range: 15"level Casting Time: 1 round Area of Effect: One subject
Duration: Special Saving Throw: None
Explanation/Description: The singing of this Refrain enables
Area of Effect: One animal subject
the caster to cause cessation of all movement of limbs and
Explanation/Description: This song calls forth a woodland mouth in the chosen subject, in the manner of the second
creature to come to the caster and assist him or her level cleric spell Hold Person (q.v.). The effect lasts as long
according to its ability, if any such creatures are within as the song is sung and a like period thereafter.
range. Though explicit communication is not granted, the
animal will sense the feelings and emotions of the caster, Goodfeast Carol (Alteration)
thus gaining an idea of his or her needs or desires. The
Level: 2 Components: V, S, M
animal will readily help in a manner consistent with its size,
Range: 1" Casting Time: 1 turn
form, and capacity. The song must be sung until an animal
Duration: Permanent Saving Throw: None
appears. The animal will remain for as long as the song was
Area of Effect: Special
sung, plus one additional hour per level of the caster.
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

48
taste and make it nutritious as well. Those sustaining Puissance Canticle (Alteration)
themselves on food provided or altered by this spell will heal
Level: 2 Components: V, S, M
an additional 1-3 points of damage per day.
Range: 1" Casting Time: 1 round
Duration: While sung Saving Throw: None
Ironsteed Ballad (Alteration)
Area of Effect: One subject per level of the caster
Level: 2 Components: V, S, M
Explanation/Description: This song temporarily increases
Range: 1"/level Casting Time: 1 round
the strength score of human, demi-human, or humanoid
Duration: 1 hour/level Saving Throw: None
subjects in the same manner as the second level magic-
Area of Effect: One subject per level of the caster
user spell Strength (q.v.).
Explanation/Description: Through use of this song, the
caster increases the endurance of one or more mounts or Revitalize Paen (Necromantic)
beasts of burden, enabling them to carry more and travel
Level: 2 Components: V, S, M
farther without tiring. For each level of the caster, a mount
Range: 1" Casting Time: 1 round
can both carry 10% more load, and remain active for one
Duration: Special Saving Throw: None
hour longer per day, up to twice the normal amount for the
Area of Effect: One subject per level of the caster
applicable creature. However, if the steed or steeds are
used beyond the magic-enhanced period, the strain will Explanation/Description: This song restores physical vitality,
absolutely kill them, so care must be taken with the use of enery, and alertness to as many subjects as the caster is
this song. able to affect. It negates magically-induced sleepiness,
drowsiness, fatigue, and/or weakness and otherwise
Javelin Volley Ditty (Alteration) refreshes its listeners to an extent equal to a full nights
sleep after eight rounds of singing (though no damage is
Level: 2 Components: V, S, M
healed by this song, nor is the rest sufficient to allow spell
Range: 3"/level Casting Time: 1 round
casters to refresh their spells).
Duration: 1 round/level Saving Throw: None
Area of Effect: 1 radius
Safeplace Aria (Abjuration)
Explanation/Description: Activating this song allows the
Level: 2 Components: V, S, M
caster to magically hurl javelins or like missiles by mere
Range: 6" radius Casting Time: 1 round
thought. At least one missile of the correct type must be
Duration: 1 turn/level Saving Throw: None
within 1 of the caster, who then merely looks at a target
Area of Effect: 1 square per round of singing
and wills the missile to fly to strike it. The weapon has the
same chance of hitting as if thrown by the caster (including Explanation/Description: For every round of singing after the
any magical bonuses if the animated weapon is magical in spells activation a 1 square area is camouflaged so as to
nature), including any magical bonuses, and inflicts its be indistinguishable from the surrounding area from any
normal damage +1 point per level of the caster. If multiple distance beyond 10 less 1 per level of the caster. Within
darts, javelins, or short spears are within range, the singer this area the ground is dry, the wind doesnt blow,
can animate up to two per round, launched at one or dangerous gases (including clouds, mists, magical gases,
multiple targets, up to the duration of the song-spell. etc.) cant enter, and no precipitation falls. Creatures with
fewer levels or hit dice than the caster has levels are
Lightlygo Aire (Alteration) excluded without specific invitation from the caster. The
effect also extends upwards to a height of 1, so although
Level: 2 Components: V, S, M
the area has no roof or walls it is as if it were a snug cottage
Range: 1"/level Casting Time: 1 round
with regards to weather, even if a fierce storm is raging and
Duration: While sung Saving Throw: None
a pack of hungry wolves howls without! However, if any
Area of Effect: One subject per level of the caster
hostile creature manages to enter the area due to its level
Explanation/Description: This song confers upon those or hit dice, the spell is instantly negated by that act.
affected the ability to tread as if they were virtually
weightless. Thus, the caster and those subjects selected Thornhedge Refrain (Evocation)
are able to walk upon water, quicksand, rotten boards, or
Level: 2 Components: V, S, M
dry leaves without danger as they pass over, not into, the
Range: 1"/level Casting Time: 1 round
material and do not disturb the surface material. In theory
Duration: Special Saving Throw: None
this song also allows the subject to walk upon such
Area of Effect: 3 length per level of the caster
surfaces as a cloud of sand, dust, thick vapors, or anything
else which is suspended in air. However, if the material Explanation/Description: This song creates a dense barrier
being used to walk upon is suddenly precipitated, those of shrub-like growth 1 deep and high which blocks physical
relying upon it will likewise fall. 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

49
of contact with the wall. Those armed with swords or similar Arrowstorm Aire (Alteration)
weapon or capacity can cut or break through the hedge at a
Level: 3 Components: V, S, M
rate of one yard per round thus it takes 4 rounds and
Range: 6"/level Casting Time: 1 round
suffering 8-16 points of damage to breach the hedge.
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
Level: 2 Components: V, S, M
caster to magically fire arrows or like missiles by mere
Range: 3"/level Casting Time: 1 turn
thought. At least one missile of the correct type must be
Duration: While sung Saving Throw: Neg.
within 1 of the caster, who then merely looks at a target
Area of Effect: Ten subjects per level of the caster
and wills the missile to fly to strike it, up to the range
Explanation/Description: This song has the effect of indicated. The missiles have the same chance of hitting as
distance distortion on its target subjects, making them have if fired by the caster (including any magical bonuses if any
to travel twice as along a time to cover distances; that is, in of the animated weapons are magical in nature), are always
effect, they move at one-half normal movement rate considered to be at short range,, and inflict their normal
(although it seems otherwise to the subjects), whatever that damage +1 point per level of the caster. Up to six missiles
mode of movement happens to be. The effect is directed at may be animated and fired per round of the spells duration,
the targets as the March is sung, and it then persists (after and may be launched at multiple targets or all fired at a
cessation of the song) for as many rounds as the casters single target, as long as the song is continuously sung and
level. The song may be dispelled, but unless the subjects sufficient arrows, bolts, or quarrels are within 1 of the
have a point of comparison, such as another not under the caster.
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
Warningcall Peal (Divination)
Range: 3"/level Casting Time: 5 segments
Level: 2 Components: V, S, M Duration: Special Saving Throw: None
Range: 20/level Casting Time: 4 segments Area of Effect: One cubic yard
Duration: Instantaneous Saving Throw: None
Explanation/Description: This energy-amplifying song
Area of Effect: 1 radius per level of the caster
affects combustible material in the area of effect, causing it
Explanation/Description: This song enables the caster to to ignite even if damp or otherwise difficult to set afire. Once
convey a short (one word per level) message to another kindled, the fire will remain burning as would a normal blaze
within range. Such a message is non-verbal, and must be and the caster need not continue singing unless conditions
directed to a predetermined subject or subject group exist which would otherwise extinguish the fire.
although the subject(s) need not be seen for the song to This spell will also affect an existing source of flame,
work, and may even be separated from the caster by causing it to increase to a blazing source of heat and light.
barriers or other solid substances. No others will hear the Any creature within 1 range of such affected fire will suffer
words of the message. The spell can be blocked magically, 1-6 points of damage per round they remain within such
of course. range. The light from such bonfire will illuminate a 6 radius,
and there is a 20% chance that nearby combustibles will
Third Level Spells: ignite and catch fire. For every round of continued
vocalization this chance increases by 10%. The blaze will
Alleymazes Ode (Illusion/Phantasm) continue for only one round after the caster ceases
vocalization unless the conflgration is able to spread to
Level: 3 Components: V, S, M
consume fresh fuel.
Range: 3"/level Casting Time: 1 round
The reversed version of this song is called the Quenchfire
Duration: 1 turn/level Saving Throw: Special
Limerick and causes all flames within its area of effect to be
Area of Effect: 1 radius
instantly extinguished. Each round of additional vocalization
Explanation/Description: The echoing stanzas of this song allows the song to affect an additional area of the same
cause one subject per level of the caster within the area of size. Magical fires will cease burning only so long as the
effect to become disoriented and temporarily unable to Limerick is vocalized and will return as soon as the singing
determine their exact location, orientation, and directions. ceases.
The walls of the alleymaze can be real, existing structures
or purely illusory, and in the latter case can be made by the Creepingcord Serenade (Alteration)
caster to appear to be of any material and have appropriate
Level: 3 Components: V, S, M
texture and consistency, but cannot be affected by any
Range: 3"/level Casting Time: 5 segments
physical contact or spell, other than those which dispel
Duration: While sung Saving Throw: None
illusions. Subjects caught within the illusory maze are
Area of Effect: 1 length per level of the caster
allowed a saving throw vs. spells each round: on a failed roll
the subject wanders in a random direction; on a successful Explanation/Description: This song enables the caster to
save the subject escapes from the maze and will be able to move and manipulate mentally a length of cable, rope, cord,
reestablish orientation at the end of the round. vine, string, twine, yarn, braided cloth, wire, or other similar

50
material. The casters concentration must be unbroken and Explanation/Description: The effect of this song disrupts the
absolute as the Serenade is vocalized. While performing the concentration and mental ability of one or more opponents.
song the caster can cause the material to move, knot, The cacophony is so jarring to the brain that concentration
unknot, twist, turn, rise up to one-third of its total length as if and spellcasting are impossible while the song persists and
it were a snake, and tighten whatever the caster mentally for one round after cessation for each round it was sung.
pictures (cf. the second level magic-user spell Bind).
Inspire Bravura (Enchantment/Charm)
Doublequick March (Alteration)
Level: 3 Components: V, S, M
Level: 3 Components: V, S, M Range: 1"/level Casting Time: 1 round
Range: 1"/level Casting Time: 5 segments Duration: 1 turn/level Saving Throw: None
Duration: Special Saving Throw: None Area of Effect: One subject
Area of Effect: One subject per level of the caster
Explanation/Description: When this bravura is sung it
Explanation/Description: This song affects its subjects in the confers a temporary 2-8 point increase to the intelligence
same manner as the third level magic-user spell Haste for score of the subject, up to a maximum of 21.
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
Faeth Fiada Canticle (Divination Illusion/Phantasm)
Range: 1"/level Casting Time: 1 round
Level: 3 Components: V, S, M Duration: While sung Saving Throw: Neg.
Range: 0 Casting Time: 1 round Area of Effect: Ten subjects per level of the caster
Duration: While sung Saving Throw: None
Explanation/Description: This limerick engenders a spirit of
Area of Effect: One foot radius per level of the caster
happiness and celebration within those foes within range
Explanation/Description: There are two stages to this song. who are able to hear its performance. The song generates
With the rendition of the initial verse the singer is able to an atmosphere of relaxation and carefree enjoyment,
see things invisible as per the second level magic-user spell dissipates anger, and ends the willingness to fight within all
Detect Invisible, and a repetition of that stanza enables a those subject to its power. Combatant foes who fail their
chosen audience within the area of effect to do the same. If saving throw will lay down their arms and begin reveling
the canticle continues, with the next verse the audience is when the song is activated, continuing for so long as the
made invisible, and by repetition the caster also becomes caster vocalizes.
invisible.
Monstersfear Pibroch (Enchantment/Charm)
Fogveil Barcarolle (Alteration)
Level: 3 Components: V, S, M
Level: 3 Components: V, S, M Range: 10"/level Casting Time: 5 segments
Range: 0 Casting Time: 1 turn Duration: Instantaneous Saving Throw: Neg.
Duration: 1 hour/level Saving Throw: None Area of Effect: 6 radius
Area of Effect: 6 radius per level of the caster
Explanation/Description: This song is used to frighten away
Explanation/Description: This songs vocalization creates a one or more animals or monsters. The caster can select a
dense, stationary cloud of concealing fog which hides the single subject or a group of subjects totaling up to 10 hit
caster and any associates. The obscuring fog is fixed to that dice per level of the caster. The effect causes a brief,
point where the caster stood while the song was sung. The uncontrollable wave of fear to course through the subject
caster and all allies can see normally in this fog, but the creature(s), which must make a successful saving throw vs.
masking cloud will obscure the vision of all others so that no spells or bolt immediately and run at their fastest rate of
form of light sensing will function beyond 1-6 feet in any movement directly away from the caster. Note that affected
given round. Affected individuals will not know their subjects in a herd will likely cause their fellows to also flee
directions when within the could, so all movement will be in even if they are not directly affected by the song.
a random direction and there is a 60% chance that any
attack will accidentally target an ally. Those outside the Piper's Prance Adgaio (Enchantment/Charm)
boundary of the cloud can only see one foot within it. The
Level: 3 Components: V, S, M
fog will remain for its full duration unless magically dispelled
Range: 1"/level Casting Time: 5 segments
or negated, for normal winds do not affect its persistence or
Duration: While sung Saving Throw: Neg.
stationary nature.
Area of Effect: One yard radius per level of the caster
Headwrench Chorus (Enchantment/Charm) Explanation/Description: Upon beginning to vocalize this
Adagio, the caster determines which individuals within
Level: 3 Components: V, S, M
range and the area of effect are to be affected, the spell
Range: 1"/level Casting Time: 1 round
influencing no more than one subject per level of the caster.
Duration: Special Saving Throw: Neg.
The jaunty rhythm of the Pipers Prance causes those
Area of Effect: One subject per level of the caster
subjects who do not succeed in their saving throw to skip
and dance uncontrollably, suffering -1 penalty per level of

51
the caster to all other physical activities (including attacks), long as the Couplet is vocalized. Full sunlight, or light equal
except those which require steadiness or precision of body to it, reduces the effect by 50% and complete darkness
and limb to exercise (such as aiming missiles or negates the spell.
spellcasting), which are totally unusable while the song
effect persists. Shielding Song (Abjuration)
Level: 3 Components: V, S, M
Poisongone Tocsin (Alteration)
Range: 0 Casting Time: 1 round
Level: 3 Components: V, S, M Duration: While sung Saving Throw: None
Range: 1" Casting Time: 5 segments Area of Effect: One foot radius per level of the caster
Duration: Instantaneous Saving Throw: None
Explanation/Description: This song creates an invisible
Area of Effect: One subject per level of the caster
magical barrier around the caster and those nearby that
Explanation/Description: This song removes poison and its absorbs physical damage from attacks and spells,
effects from its subjects in the same manner as the fourth excluding those with an area effect. The shield can absorb
level cleric spell Neutralize Poison. up to 50 points of damage +1 point per level of the caster
before it is negated. No more than one such shield may
Rallyround Bravura (Enchantment/Charm) protect the same individual at the same time a second
shield will negate and itself be negated by the first.
Level: 3 Components: V, S, M
Range: 0 Casting Time: 1 round
Sirensong Lay (Enchantment/Charm)
Duration: While sung Saving Throw: None
Area of Effect: 1 radius per level of the caster Level: 3 Components: V, S, M
Range: 0 Casting Time: 1 round
Explanation/Description: The patriotic harmony of this tune
Duration: Special Saving Throw: Neg.
inspires its listeners in three ways: disinterested,
Area of Effect: 6 radius per level of the caster
suspicious, and even downright hostile listeners will have
the reactions improved by +1% per level of the caster, and Explanation/Description: This entrancing Lay virtually
this effect persists for one turn per level of the caster after hypnotizes all able to hear its singing, inexorably drawing
conclusion of the vocalization of the Chorus. The song also those who fail their saving throw to the source of the music.
evokes feelings of support for the singer and a willingness The subjects will not engage in combat or other activity
to participate, so that those (up to a maximum of 10 besides simple movement while making their way to the
subjects per level of the caster) who fail their saving throw source of the Sirensongs vocalization, unless molested in
vs. spells will render aid and assistance to the caster for a the process. When they are within 3 distance of the caster
number of hours equal to the number of rounds the song is they will stop and devote their rapt attention to the music for
sung. Note that the requested acts and services must be as long as they are unmolested and the caster continues
reasonable and neither a sort leading to penury or certain performing the Lay. Once the caster ceases vocalization the
death, and any calls for inordinate sums, loss of freedom, or subjects will remain transfixed for as many additional
life and limb, will allow an additional saving throw with a +5 rounds thereafter as the number of rounds of the
bonus, and likely negate the spell completely. The final Sirensongs performance.
effect is to raise the morale of the casters allies and
servants by +1% per level of the caster and remove magical Spirithedge Refrain (Evocation)
fear effects in the same manner as the Bravery Bravura
Level: 3 Components: V, S, M
(q.v.).
Range: 1"/level Casting Time: 1 round
Duration: While sung Saving Throw: None
Shadowdance Couplet (Illusion/Phantasm)
Area of Effect: 3 length per level of the caster
Level: 3 Components: V, S, M
Explanation/Description: Similar in nature to the
Range: 6" radius Casting Time: 1 round
Thornhedge Refrain (q.v.), this song creates a dense barrier
Duration: While sung Saving Throw: None
of shrub-like growth 1 deep and high, which blocks
Area of Effect: One shadow per level of the caster
physical movement and attacks, conceals the caster and
Explanation/Description: Performance of this Couplet any compatriots, and also prevents passage (over, under,
creates stationary, shifting, and/or rapidly moving shadow or through) of non-physical creatures and beings as well.
forms within the area of effect. The animated forms take The caster can shape the barrier at the moment of casting
whatever form the caster mentally envisages, from into any form desired, from a straight line to a circular
humanoid mercenaries and horrible beasts to screening enclosure.
shade and concealing umbrate pools of darkness. One sort Any creature, physical or non-physical, encountering the
of shadow, rapidly moving or not, can be created and barrier receives a jolt of 2-7 points of damage and must
managed for each level of the caster. Each swiftly moving spend the next round doing nothing but recovering from the
shadow causes one selected foe of the caster to be recoil. Acid, electricity, and fire do no damage to the barrier.
distracted and suffer a -1 point per level of the caster However, other physical attacks reduce its power on a 1-for-
penalty to missile attacks. Still or slowly moving shadows 1 basis as such damage accrues, and once 25 points + 1
enable the casters allies to increase their likelihood of point per level of the caster have been accumulated the
obtaining surprise by +2 in 6. The shadows persist for as barrier vanishes. Until the barrier vanishes it will fend off

52
penetration and absorb or repel all attacks and spells Beastcharm Serenade (Enchantment/Charm)
directed at those on the other side.
Level: 4 Components: V, S, M
Range: 3"/level Casting Time: 5 segments
Staff Verse (Alteration)
Duration: While sung Saving Throw: Neg.
Level: 3 Components: V, S, M Area of Effect: Ten subjects per level of the caster
Range: 1"/level Casting Time: 1 turn
Explanation/Description: The soothing sounds of this
Duration: Permanent Saving Throw: None
Serenade affect all manner of non-intelligent, semi-
Area of Effect: One staff per level of the caster
intelligent, and low intelligence beasts, monsters, and
Explanation/Description: This song allows the caster to nether-oriented creatures and beings up to the maximum
change any normal walking staff of stout sort, or a number indicated. It has an immediate effect on all such
quarterstaff, bo stick, or the like, into a magical staff with the creatures and/or beings who fail their saving throw vs.
following properties: up to five spells of 1st or 2nd level, in spells, making them dormant and passive as long as the
any combination so long as the total does not exceed five vocalization continues and they are unmolested (regardless
levels, may be held within it. All of the spells must be known of any other activity that may be occurring, even nearby).
by the caster, and all must be used before the staff can be
recharged through re-application of this spell. The caster Bridging Measure (Evocation)
then needs but hold the staff and command forth the
Level: 4 Components: V, S, M
desired spell stored within it, and that spell will activate as if
Range: 20" Casting Time: 1 round
being cast by the caster, with the usual casting time but no
Duration: While sung Saving Throw: None
other verbal, somatic, or material components.
Area of Effect: 3 length per level of the caster
Alternatively, the staff can be made to function as a magical Explanation/Description: The precise tones delivered by
quarterstaff +1. Each spell level not stored within it allows vocalizing this Measure call into existence a material span
five successful hits before the enchantment is drained. All of 1 width and of length indicated above. The span must
such power must be used before the staff can be have each end resting on solid ground or rock or like
recharged, even if all spells stored within it are gone, or vice structure. Its incline in either direction cannot exceed 10%
versa. of its length i.e. it must join two places of relatively equal
elevation. The briding material will remain solid and able to
Sympathy Lament (Enchantment/Charm) bear a weight of up to 1,000 pounds per level of the caster,
only so long as the caster continues to perform the
Level: 3 Components: V, S, M
Measure. Upon cessation, the material weakens so that
Range: 0 Casting Time: 1 round
each round thereafter it is able to carry 500 pounds less in
Duration: 1 round/level Saving Throw: Neg.
burden, eventually crumbling into bits and turning ito a fine
Area of Effect: 1 radius per level of the caster
dust as it falls away to nothingness.
Explanation/Description: This song affects all listeners
within the area of effect who are able to understand the Bringhunters Yodel (Conjuration/Summoning)
language used in the vocalization to encourage their
Level: 4 Components: V, S, M
sympathetic natures. The heartfelt strains of the Lament
Range: 1 mile r./level Casting Time: 1 round
draw out or actually engender intense emotions in all who
Duration: 1 hour/level Saving Throw: None
do not make their saving throw vs. spells, and convinces
Area of Effect: One subject per level of the caster
them that a designated creature or individual has been
wronged, unjustly treated, scorned, or otherwise harmed in Explanation/Description: By vocalization of this far-ranging
some manner. No subject of this song will be able to attack Yodel, casters call as many large, predatory animals as
or do anything against the individual designated in the they have levels to come to their vicinity and serve them.
casting, and they will take all reasonable and appropriate They must continue the Yodel until the maximum number of
measures to reverse or otherwise correct the injustices so subjects have answered the calling. This will typically
called to their attention. require one round minimum per subject. In locales where
there are no such animals, humans or humanoids of hunter-
Fourth Level Spells: predator type such as forest outlaws, bandits, street gangs,
etc. will answer this summons. The subjects will not be
Aerial Refrain (Alteration) hostile to the caster and his or her associates and will assist
by guarding and attacking any intruders who are hostile and
Level: 4 Components: V, S, M
aggressive. Human or humanoid subjects will also give food
Range: Touch Casting Time: 1 round
and water, assist by guiding, and so forth, to the limit of
Duration: 1 turn/level Saving Throw: None
their ability.
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.

53
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
Firebrand Ballad (Evocation)
Duration: While sung Saving Throw: None
Area of Effect: 3 radius per level of the caster Level: 4 Components: V, S, M
Range: 1" Casting Time: 1 round
Explanation/Description: This Chorus enables the caster to
Duration: Special Saving Throw: None
deliver 1-3 points of damage to each and every creature,
Area of Effect: One object/weapon/creature
spirit, and being of other-planar origin in the area of effect
for each round it is performed. Subjects have no saving Explanation/Description: The vocalization of this Ballad
throw except to leave the area of effect. The Chorus is so evokes a magical flame that envelops and object or a
attuned that even inability to hear does not prevent damage, weapon or even a creature. The enveloped subject will be
and only magic resistance prevents damage from occurring. undamaged and not even a creatures clothing, fur, hair,
etc. will be singed, for there is no heat from the magical
Chasmleap Madrigal (Alteration) flame on the inside of the effect. The fire will also not harm
the one holding the subject object or weapon when the song
Level: 4 Components: V, S, M
is activated, but anyone contacting the burning brand
Range: 1"/level Casting Time: 5 segments
thereafter will suffer 3-18 points of damage per round 9and
Duration: While sung Saving Throw: None
the weapon strikes as at least a +1 weapon, unless already
Area of Effect: One subject per level of the caster
enchanted beyond that level). If the subject is a creature, its
Explanation/Description: While this Madrigal is sung, it so physical attacks will inflict this damage. The bright fire of
energizes the caster and any associates up the maximum this spell illuminates a 1 radius per level of the caster. The
indicated above that they are able to leap incredible effect lasts as long as the song is vocalized and a like
distances as per the first level magic-user spell Jump. duration thereafter.
Casters are able to jump while singing, but must roll their
Dexterity score or lower on 1d20 at the end of each jump to Flyingblade Canon (Alteration)
avoid the song being interrupted.
Level: 4 Components: V, S, M
Range: 1"/level Casting Time: 5 segments
Deepditch Rondo (Evocation)
Duration: 1 round/level Saving Throw: None
Level: 4 Components: V, S, M Area of Effect: One bladed weapon
Range: 10"/level Casting Time: 1 round
Explanation/Description: This songs activation lays a
Duration: Permanent Saving Throw: None
dweomer upon an edged or bladed sword belonging to the
Area of Effect: 1 cube per level of the caster
caster. No further vocalization is needed thereafter and the
Explanation/Description: When this song is sung it allows sword is enchanted to move and fight on its own without
the caster to either create a pit or ditch or to increase the being held or touched by the caster. It will fly through the air
depth of an existing one in the same manner as the fourth to engage the opponent within range identified mentally by
level magic-user spell Dig. the caster at the time of activation and will fight that
individual for the duration indicated. Note that once
Deepseas Chanty (Alteration) engaged the opponent of the weapon cannot be altered and
if that individual is slain the spell effect ends. The sword
Level: 4 Components: V, S, M attacks as if being wielded by the caster and functions as a
Range: 6" diameter/level Casting Time: 1 turn +1 magical weapon unless it is already enchanted above
Duration: Special Saving Throw: None that level.
Area of Effect: Self + one subject per level of the caster
Explanation/Description: For each turn of vocalization of this Formguise Tune (Illusion/Phantasm)
Chanty the caster and additional associates up to the Level: 4 Components: V, S, M
maximum indicated above are able to breathe and move Range: 1" radius Casting Time: 1 round
freely in any depth of fresh or salt water for one full day as Duration: Special Saving Throw: None
long as they remain within the range indicated above. Area of Effect: One subject per level of the caster

Distantdoor Yodel (Alteration) Explanation/Description: The singing of this Tune changes


the appearance of the caster and any associates into
Level: 4 Components: V, S, M whatever guise they desire, as long as the new form is
Range: 30 leagues/level Casting Time: 1 round basically that of a bipedal creature between three and nine
Duration: 1 round/level Saving Throw: None feet height and 25 to 750 pounds weight. Extra appendages
Area of Effect: One subject per level of the caster such as tails, arms, or wings can be made to appear via this
Explanation/Description: Through this Yodels effect, the spell. Actual abilities are not typically conferred by the
caster is able to change a normal doorway into a magic alteration, since the basic form and size, along with abilities
portal which will transport the caster and those associates possessed, remain unchanged in the subjects. Only close
able to pass through the door during the duration indicated, scrutiny with illusion-detecting magic will reveal the
to another location within the indicated range in the same Formguise spell at work. The caster must vocalize the song

54
for one round for each turn duration thereafter they desire Rondo Susicato (Conjuration/Summoning)
the spell to be active.
Level: 4 Components: V, S, M
Range: 1" Casting Time: 1 turn
Freebonds Strain (Alteration)
Duration: 1 turn/level Saving Throw: None
Level: 4 Components: V, S, M Area of Effect: 1 radius
Range: 6" Casting Time: 1 round
Explanation/Description: Performance of this Rondo creates
Duration: 1 turn/level Saving Throw: None
a receptive circle to which, by continued vocalization, the
Area of Effect: One subject per level of the caster
caster can call various mundane items. There are many
Explanation/Description: The magic of this Strain undoes items which can be called forth and the caster must
the bonds of one of or more subjects as indicated above. stipulate exactly what is desired each round while singing to
The length of performance time required after activation to gain another object. Only items which fit within the area
free each subject depends on the sort of binding device may be called, and the amount of material than may be
employed: normal tied or wrapped bindings can be undone called in a single round varies by the items type: up to 100
in one segment per subject, locked bindings require one pounds per level of the caster in unworked raw material
round per subject, and riveted or welded metal bonds (such as stones, sand, hay, potatoes, etc.), up to one
require one turn per subject. Magical bonds require one simple worked object or living animal per level of the caster
additional turn per level of spell employed. Note that a 23rd (such as a suit of clothing, a roast pig, a granite mortar and
level Master Bard may, if able to vocalize, free him or pestle, or a camel), and only one complex, multi-substance
herself by use of this song. worked object (such as a suit of plate armor or a heavy
crossbow). Attempting to bring any worked item requires the
Icespears Canon (Evocation) caster to make a saving throw vs. spells: if it succeeds the
item appears and the caster can try for something else up
Level: 4 Components: V, S, M
to the maximum duration of the spell, but on a failure the
Range: 10"/level Casting Time: 5 segments
spell ends.
Duration: Instantaneous Saving Throw:
Area of Effect: One target
Smoothway Lyric (Alteration)
Explanation/Description: This song creates a channel
Level: 4 Components: V, S, M
through which a tightly packed cluster of ice shards comes
Range: 1"/level Casting Time: 1 round
shooting forth. These missiles appear before the caster,
Duration: Special Saving Throw: None
flying faster than arrows in the direction the caster points, to
Area of Effect: One subject per level of the caster
unerringly strike the target, up to the range noted. The
missiles cause 6-36 points of damage, and any subject Explanation/Description: The magical effect of this Lyric
susceptible to cold-based effects will suffer additional smoothes rough terrain in a moving area of effect
damage as appropriate. surrounding the caster, so that very rugged terrain becomes
rugged, rugged terrain becomes normal, and if the spell is
Pikehedge Refrain (Evocation) sung while the caster and associates are moving on a road
or otherwise smooth terrain, their movement rate is
Level: 4 Components: V, S, M
doubled. The effect persists for one turn for each round it
Range: 3"/level Casting Time: 1 round
was sung.
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 Level: 4 Components: V, S, M
complete, a serried rank of pikes appears before the caster, Range: 1"/level Casting Time: 5 segments
the long weapons directed towards the foe as if held by Duration: Special Saving Throw: None
invisible soldiers. The area of effect can be in any linear Area of Effect: One foot radius per level of the caster
form the caster desires, from a straight line to a curving one,
square, rectangle, oval, or circle. Each square 1 of the Explanation/Description: When this Jingle is sung, for one
outer face of the area presents 12 pike points from three to round after activation all ordinarily closed normal objects
nine feet above the ground, and these weapons actively within the area of effect are opened, including portcullises,
thrust at opponents coming within 1. portals, gates, doors, drawers, boxes, trunks, bins, jars, etc.
whether held by bars, locks, hooks, bolts, chains, fasteners,
The pikes attack as if wielded by the caster, always strike nails, screws, etc. Mechanical traps set to trigger upon
first in the round, and receive a bonus against charging opening will be released. Magically-held locks are not
opponents. The only way to clear the pikes is to physically affected by this song and will remain unopened unless the
attack the weapons, which have AC 5 and take 12 points of caster selects one such object and concentrates additional
damage each to destroy. Only a character not struck by any singing on it for one round per level of the caster who
pikes in a round may pass through the line. Even a single placed the holding spell.
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.

55
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
Level: 4 Components: V, S, M
1% chance that a given boulder will directly strike a target
Range: 3"/level Casting Time: 1 round
subject. This chance is increased by +1% per 10 subjects in
Duration: Special Saving Throw: Neg.
the area. A direct hit inflicts 10-100 points of damage, with
Area of Effect: One subject
no saving throw allowed. There is also a base 5% chance
Explanation/Description: Through activation of this song the that a given boulder will strike a subject on a bounce or roll,
caster creates and directs invisible magical bonds to increased by +1% per five subjects in the area. An indirect
enwrap and hold fast the subject of his or her choosing. hit inflicts 10-60 damage, with a saving throw vs. breath
These cords have an initial strength score equal to the weapons for damage. In siege situations where
casters level, but each round of additional singing after the structures are within the area, structural damage is inflicted
initial activation increases their strength by one point. These each round as if the boulders had been hurled by a stone
bonds can hold physical creatures but may also bind non- giant.
physical spirits. The bonds will hold a creature for a number
of rounds equal to its strength minus the victims strength Cloudwalker Aire (Alteration)
score (or hit dice, in the case of non-physical bonds).
Level: 5 Components: V, S, M
Range: 6" Casting Time: 1 round
Winddarts Canon (Evocation)
Duration: Special Saving Throw: None
Level: 4 Components: V, S, M Area of Effect: One subject per level of the caster
Range: 10"/level Casting Time: 5 segments
Explanation/Description: The continued vocalization of this
Duration: 1 round/level Saving Throw: None
Aire empowers the caster and steed, if applicable, and as
Area of Effect: 1 cube or one subject
many associates as the caster has levels, and their mounts
Explanation/Description: Each round this Canon is too, if applicable, to ride or walk on air. They travel at 10
vocalized the caster directs a blast of air at a selected times normal movement rate, going through sky and clouds
subject area or individual without impacting intervening as quickly as the wind. The effect persists for one turn for
space or area. Within the subject area the wind blasts with each round it was vocalized.
a velocity equal to 10 miles/hour x the casters level, so that
shacks are easily flattened or blown into flying boards, Coolflames Ditty (Abjuration)
ships sails are shredded and sent into flying tatters, and so
Level: 5 Components: V, S, M
forth. A targeted individual suffers 2-12 points of damage
Range: 1" radius Casting Time: 1 round
and any subject weighing less than 800 pounds will be
Duration: Special Saving Throw: None
blown 3-18 feet. Flying subjects suffer double damage,
Area of Effect: One subject per level of the caster
unless they are immune to air-based damage.
Explanation/Description: The vocalization of this Ditty
Fifth Level Spells: creates in the caster and any named associates a total
invulnerability to normal or magical fire and heat. The
Boulderbring Barcarolle (Alteration/Evocation) dweomer extends so far as to enable the subjects to
actually walk through ElementalFire as if it were no more
Level: 5 Components: V, S, M
than the air of a cool spring day. For each round of singing
Range: 60"/level Casting Time: 6 segments
the caster confers an additional turn of invulnerability upon
Duration: Permanent Saving Throw: None
him or herself and those he or she desires to lay the effect
Area of Effect: Special
upon.
Explanation/Description: When the caster completes the
activation and continues singing, one of several possible Cry of the Valkyrie Aria (Conjuration/Summoning)
effects will result:
Level: 5 Components: V, S, M
In a locale which is mountainous or where there are cliffs or Range: 1"/level Casting Time: 1 round
precipices, there will be, in one rounds time, an avalanche Duration: While sung Saving Throw: None
in an area up to the range indicated. The area of the Area of Effect: One Valkyrie per level of the caster
avalanche will be 10 per level of the caster and the rocks Explanation/Description: The wailing of this Aria summons a
will precipitate downwards to whatever point gravity and the number of Valkyries from the plane of Valhalla (see
terrain dictate. LEGENDS & LORE) to protect the caster and hir or her
allies from harm. For each level of the caster, up to one
In a subterranean setting, this spell will initiate a collapse of
Valkyrie spirit will come flashing from the sky, shrieking a
the ceiling in an area 1 square for each round of time the
valiant song of battle as it appears. If a guarded character
Barcarolle is sung.
dies while in the care of a Valkyrie, the soul of the character
In any other outdoor locale, the spells effect causes stone will be escorted immediately to Valhalla (and thus cannot be
boulders to materialize overhead and rain down in an 1 Raised), unless the caster can convince the Valkyrie that
area per level of the caster. The Barcarolle must be sung the character still has an important task to perform in this
prior to the effect for one round per round of effect to occur world.
thereafter, subject to a maximum of one round per level of

56
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
Safesleep Aria (Alteration)
Duration: Instantaneous Saving Throw: Neg.
Area of Effect: One subject Level: 5 Components: V, S, M
Range: 0 Casting Time: 1 round
Explanation/Description: This songs activation sends the
Duration: 1 hour/level Saving Throw: None
subject to a location mentally pictured by the caster, as far
Area of Effect: One foot radius per level of the caster
as the range indicated, by a teleportation effect. If the
subject is a creature of another plane, the effect is similar to Explanation/Description: By spending a turn vocalizing this
a Dismissal, sending the individual back to its own plane. Aria after activation, the caster creates a cozy non-
The subject is allowed a saving throw vs. spells, but each dimensional space in which the caster and any associates,
pertinent detail about the subject (including name, and even various retainers, mounts, etc. can spend a time
truename, nickname, title, office, outstanding deeds of fame of comfortable rest. The magical space resembles an idyllic
or infamy, superior or master, home or place of origin, glen or oasis at dusk. It has grazing for animals, soft
spouse or mate, offspring, and so forth) sung into the Song vegetation to recline upon, flowers with lovely perfume to
during its casting creates a -1 penalty on the saving throw enjoy, fruits and berries to eat, fresh water to drink, a pool to
(though a roll of 20 will always save, even if the number of bathe in, and a climate that is both comfortable and
details would dictate otherwise). conductive to sleep. Stars seem to twinkle overhead, and
soothing sounds of insect-song and gentle breeze fill the air.
Firebeing Rhapsody (Conjuration/Summoning) Those inside gain triple normal benefit from rest and/or
sleep in regards to healing and spell recovery. Only a
Level: 5 Components: V, S, M
special magically-aided search of the locale might locate the
Range: 6" Casting Time: 1 round
entrance to the Safesleep area, and should anyone other
Duration: Special Saving Throw: None
than those permitted by the caster enter the area, it will
Area of Effect: One fire elemental
immediately light as if a blazing noonday sun were
Explanation/Description: In order for this song to be sung overhead.
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 Shadowing Motif (Alteration)
fireplace. Performance of this song summons a fire
Level: 5 Components: V, S, M
elemental in the same manner as the sixth level druid spell
Range: 20" Casting Time: 1 round
Conjure Fire Elemental.
Duration: 1 hour/level Saving Throw: None
Area of Effect: One subject per level of the caster
Noplace to Hide Chant (Divination)
Explanation/Description: When this Motif is vocalized the
Level: 5 Components: V, S, M
caster and any named associates are able to take the form
Range: 0 Casting Time: 1 turn
of a Shade from the Plane of Shadow. In this guise the
Duration: Special Saving Throw: None
subjects are absolutely invisible in, and inseparable from,
Area of Effect: One foot radius per level of the caster
shadows which are present and the only way to cause them
Explanation/Description: Immediately upon vocalizing this to become otherwise is to negate or dispel the penumbrate
Chant, all aspects of things, persons, spirits, and everything and umbrate areas. While in this form the characters have
else within the area of effect become visible in the same the physical characteristics of a Shade as described in the
manner as the fifth level cleric spell True Seeing. MONSTER MANUAL II.

Portalopen Aria (Alteration) Weathermage Tune (Alteration)

Level: 5 Components: V, S, M Level: 5 Components: V, S, M


Range: 1" Casting Time: 6 segments Range: 0 Casting Time: 1 turn
Duration: 1 rd + 1rd/lvl Saving Throw: None Duration: Special Saving Throw: None
Area of Effect: One Gate Area of Effect: One league radius per level of the caster

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

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.

57
PSIONICS: CLARIFICATIONS AND character who receives psionic training at eighth level starts
with 7d10 psionic strength points + bonuses) and all psionic
REVISIONS disciplines normal by level at 1st level of mastery (i.e. if our
6th level character was determined to possess four
All Mystic characters (q.v.) automatically possess psionic disciplines, upon training he or she would receive the first
ability. Other characters might have psionic ability if they three disciplines at 1st level mastery, but would not develop
have an intelligence, wisdom, or charisma score of 16 or use of the fourth discipline until obtaining 7th level).
greater. Human characters have a base 10% chance of
possessing psionic ability with the following modifiers to the Experience for Psionic Characters: All (non-mystic)
roll: +5% for each point of intelligence above 16, +3% for characters with psionic abllity require at least 10% more
each point of wisdom above 16, and +1% for each point of experience points per level, starting with the level at which
charisma above 16. Thus, a human character with a 17 their psionic ability is developed (i.e. a fighter who develops
intelligence, 12 wisdom, and 17 charisma has a 16% psionic ability at first level requires 2,201 experience points
chance of possessing psionic ability. Halfling characters for second level, and 275,001 for ninth level). Characters
have a base 5% chance of possessing psionic ability, with who possess major disciplines require 25% more
the same modifiers as humans. For dwarf and gnome experience points per level, starting with the level at which
characters the base chance is 4% and 3% respectively. the first major discipline is gained.
Half-elf characters have a base 2% chance of possessing
psionic ability and the modifiers from high ability scores are Miscellaneous Notes and Clarifications: Mastery level in
halved (i.e. +2% per point of intelligence above 16, +1% psionic disciplines is always based on the level at which the
per point of wisdom above 16, and +% per point of character gains the discipline. Therefore, a 9th level mystic
charisma above 16, dropping all fractions). Elves of all with three psionic disciplines will be at ninth level of mastery
types have a base 1% chance of possessing psionic ability, in the discipline gained at 1st level, seventh level of mastery
with the same modifiers for high ability scores as half-elves. in the discipline gained at 3rd level, and fifth level of
Half-orcs and half-ogres are not generally capable of mastery in the discipline gained at 5th level.
possessing psionic ability.
Psionic defense does not automatically default to best
Whether psionic ability is possessed is normally only available mode (contra note b on DMG p. 79). Instead, the
determined once per character. However, at he DMs defender must choose which defense mode to employ in
discretion, some extraordinary circumstances, such as each segment of combat.
surviving a psionic attack, recovering from insanity, being
In psionic vs. psionic combat, attacks are calculated based
resurrected, or traveling for the first time to another plane of
on attack strength points, not total psionic strength (as
existence may allow another check to see if the
indicated on Table IV.A, DMG p. 76).
circumstances have caused the character to develop
psionic ability. Psionic defense modes can be employed alongside other
activities, but psionic attacks cannot be combined in the
Whether or not a character possesses psionic ability need
same round as spell casting, use of spell-like abilities or
not be determined at first level (except for mystics) and
psionic disciplines, melee or missile attacks, movement of
probably shouldn't be, except in rare cases (such as a
more than 1", use of magic items, turning undead, or other
character who is the seventh son or daughter of seventh
such actions. A character who is conducting psionic attacks
son and daughter parents), since characters with low
who is attacked by melee, spell, or other means and wishes
psionic strength scores will be very vulnerable to psionic
to defend normally (including making a saving throw) must
attack.
cease psionic attacks for the remainder of the round (but
Psionic Ability: Psionically-endowed characters do not may continue to employ psionic defense modes normally).
receive their entire psionic strength score at first level, as For this reason, contra the advice on DMG p. 79, psionic
indicated in the PH. Rather, each psionic character starts combat should be conducted alongside normal combat
with 2d10 psionic strength points at first level and gains (beginning with the first segment of each round) rather than
+1d10 points per level through ninth, with the following resolved separately up front.
adjustments:
Use of the Energy Control discipline costs one point per
+1 point/die for Int, Wis, or Cha score 16-17 point (not per die) of damage absorbed, or 5 points per spell
+2 points/die for 18+ level, as appropriate.
+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

58
THE ADVENTURE from wandering monsters, but they also move more
slowly and make evasion harder, or even impossible.
WILDERNESS ADVENTURING Likewise, bringing along carts of wagons allows the
party to carry more supplies (and perhaps haul back
Pages 47-58 of the DUNGEON MASTERS GUIDE provide more treasure) but at the cost of slower movement
some basic information about Outdoor Adventures, and inability to enter some types of terrain at all.
including movement rates, frequency of random encounter
Hiring a guide or buying a map can reduce the
checks, and how to determine whether parties become lost,
party's chance of getting lost in the wilderness, but
but those bare procedures dont provide much flavor or
they are also expensive and may not be trustworthy -
color, and thus outdoor adventuring is often treated as an
afterthought either by presenting outdoor adventures as - can the party be sure the guide isn't a brigand
little more than outdoor dungeons (using the same leading the party into an ambush?
procedures and scale as for indoor adventures) or as a Will the party camp outdoors (risking exposure, and
preliminary chore that must be endured while the party perhaps attracting monstrous attention in the middle
strives to reach the destination where the real (i.e. indoor) of the night) or seek shelter in the settlements, ruins,
adventure begins. However, it need not be that way, and and castles that dot the wilderness? The owner of a
exploratory expeditions into the unknown wilderness can be castle may provide hospitality but may rob or geas
just as entertaining and rewarding as dungeon adventures, the party instead; and those deserted ruins may not
just on a different scale (where movement is in miles be as empty as they appear...
instead of feet, and turns are days instead of minutes).
Sticking to established routes and patrolled areas near large
Note that while outdoor adventures can occur on land, on settlements will minimize the chance of getting lost or
water, and even in the air and the general procedures encountering the worst monsters, and is the only sort of
remain the same, travel by land is the most common mode travel advised for low-level parties, but the lure of the
and is presented as the default below. Special rules for how trackless wilds of monstrous dens and lost ruins filled with
airborne and waterborne travel and adventuring differ from yet-unplundered treasure hoards, of mysterious oracles and
this baseline are covered on pages 50-53 and 53-55 of the hermits who will only impart their wisdom and training on
DMG, respectively. those who come to them is ever-present, and sooner or
First Steps Planning the Expedition later their temptation will certainly draw every party of
adventurers forth from the relative safety of civilized lands.
Because an expedition into the wilderness is likely to last at
least several days, and possibly several weeks, it requires a Order of Events in a Game Day
different sort of advance planning than a typical one-day For each game day spent in the wilderness, several
dungeon expedition, and resource management becomes decisions and random checks must be made and records
much more important. Among the points players should kept. Novice DMs will find it easiest to stay organized and
consider before setting out into the wilderness: not skip any important steps by following this step-by-step
The party must either bring along sufficient food and flowchart. Experienced DMs may choose to deviate from
water for themselves and their mounts or plan to lose this order, to gloss over some events or allow several days
to run together in order to prevent boredom and monotony,
travel-time spending days hunting or foraging (or
but this is only advised after you have become familiar and
suffer the effect of starvation).
comfortable with the entire procedure and how it all works in
Forced marching makes better time, but if not actual play.
followed up by rest leads to fatigue and possibly kills
mounts. 1. Party declares day's activity (rest or hunting/foraging,
Because the characters cannot return home at the direction of travel (and whether forced march is
end of each game-day magic-users must bring along planned), marching order, watch rotation, etc.)
their spell books if they wish to re-memorize the 2. DM checks to see if party gets lost (and, optionally,
spells they use, not to mention other consumables weather)
such as arrows, oil, and rope. 3. Movement and mapping
Wandering monsters in the wilderness are not 4. Random encounter/event check(s)
segregated by level, so a small or low-level party 5. Fixed encounters/events (if the party enters an area
must be prepared to hide or flee from monsters with an established location or encounter)
beyond their ability to deal with, and be wary of 6. End of day activities:
getting caught in an ambush tricks like spiking a. consumed supplies (food, etc.) recorded
doors, dropping food, and leaving pools of burning oil b. effects of starvation, fatigue and/or exposure
that work in dungeons aren't enough to deter pursuit calculated
in the wilderness. c. camp arrangement and nighttime watch rotation
Large parties (either by hiring guards or joining up established
with an existing caravan) provide more protection d. nighttime random encounter check(s)

59
Movement in the Wilderness found in swamps or jungles without taking special
precautions (such as boiling or a purify food and drink spell)
Base movement rates for overland travel are shown on increase their chances of contracting a parasitic infection
DMG p. 58 (and/or the WORLD OF GREYHAWK (see DMG pp. 13-14) by at least 5%.
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
Party Size: The standard move rates assume a party of by hunting or foraging. Hunting and/or foraging takes a full
less than 100 members (including pack and draft animals, day with no movement allowed, which cannot be combined
guards, scouts, etc.). Any party numbering more than 100 with rest days described above. Each full day spent hunting
has its move rate reduced by one-third (so a party of 150 or foraging will produce 0-3 (1d4-1) person/days of food per
dervishes on medium horses crossing open grasslands or group of hunters/foragers. Any group containing an
desert will only cover 30 miles per day instead of the usual experienced outdoorsman (such as a druid, barbarian, or
45). Any party of over 1,000 individuals reduces movement ranger character) will produce triple that amount (0-9 (3d4-
by half (so 1,200 mounted dervishes would cover 22 miles 3) person/days worth of food per day of hunting/foraging).
per day across open terrain). Wandering monster checks on hunting/foraging days are
made per group of hunters/foragers, so while breaking the
Forced March: A party can force-march to increase their
party up into multiple groups allows the party to gather more
move rate for a single day by 50%, or even by 100%, but
food, it is also risky.
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% Effects of Starvation: Characters who do not have
forced march) or suffer fatigue effects, as described below. sufficient food or water for any day are considered to be
starving. A starving character loses 1 hit point and 1 point
Rest and Fatigue: A party must normally spend one full
of effective strength and dexterity for every full day of
day resting (i.e. not moving) for every six days of travel, and
starvation (note that the latter loses are cumulative with
either one or two days resting at the end of a forced march,
characteristic losses for fatigue described above). A normal
as described above. A full day of rest is also required for
meal and a nights rest restore the effects of one day of
each day spent in evasion or pursuit (see DMG p. 69),
starvation. A full day of rest and food restores the effects of
immediately after the pursuit (or post-pursuit combat, if
three days worth of starvation.
applicable) ends. On each day spent resting, the number of
wandering monster checks is double normal (i.e. if there Animal Grazing: Horses and other animals that are
would normally be one check per day, there will be two). required to feed by grazing alone must spend one day in
Any character that chooses to go without the necessary rest three grazing, otherwise they lose 1 hit point per day per
is considered to be fatigued. For each day of activity after a day of grazing missed. After two or more days of missed
missed rest, for each day of missing rest, each character grazing (i.e. six days total without a day of grazing), move
suffers a cumulative -1 on all die rolls (including to hit rolls rate of the animals is reduced by half. After three or more
and saving throws) and effective -1 on all ability scores (so missed grazing days each animal has a cumulative 10%
a character who does not rest at all after a day of 200% chance per day of dropping dead.
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 Mounts, Beasts of Burden, and Vehicles
so on). If any ability scores are reduced below 3 from
fatigue, the character involuntarily passes out and will not Characters traveling in the wilderness will typically want to
reawaken for 1d6 days. Each full day of rest beyond the rest go mounted when possible since doing so generally allows
that was skipped restores 1 point (so if the above character them to travel at higher speeds (and also gives a better
does not rest until after the third day, he will need to rest the chance of evading monsters). In addition, some parties will
two days he skipped plus an additional 6 days to recover choose to bring along extra mules, draft horses, or camels
from the fatigue). Animals (including mounts, draft animals as beasts of burden to carry supplies (and haul back
and pack animals) that are denied rest have a cumulative whatever treasure the party may plan to recover). Move
10% chance per day, per day of missing rest, of dropping rates and maximum loads (including the weight of the rider,
dead on the spot. if any) for common types of mounts and beasts of burden
are summarized in the following table:
Food and Water
Base Max. Max.
Each character needs one days worth of rations (standard Move Unencumbered Encumbered
or iron) and about gallon (one skins worth) of water for Rate (Full Move) Load (1/2 Move) Load
each day spent in the wilderness. Horses and other animals Mule 12 2,000 g.p. 6,000 g.p.
also require water and grain, though ample grazing Pony 12 2,000 g.p. 3,000 g.p.
opportunities may obviate the need for the latter. In most Light Horse 24 3,000 g.p. 5,000 g.p.
terrain types water is assumed to be plentiful enough (via Medium Horse 18 4,000 g.p. 6,500 g.p.
ponds and small streams too insignificant to be marked on Heavy Horse 15 5,000 g.p. 7,500 g.p.
the map) that characters are able to fill their waterskins and Draft Horse 12 4,000 g.p. 8,000 g.p.
do not need to carry extra water with them. Desert terrain is Camel (drom.) 21 4,000 g.p. 6,000 g.p. (9)*
an obvious exception, as is open saltwater and any other Camel (bactrian) 18 4,000 g.p. 6,000 g.p. (6)*
terrain at the DMs discretion. Characters who drink water

60
Elephant, Asiatic 12 8,000 g.p. 16,000 g.p. event the players do decide to drawn their own map, as with
Elephant, African 15 10,000 g.p. 20,000 g.p. dungeon maps it represents an in-game artifact they will
*Camels loaded between 4,000-5,000 g.p. move at base rate need to have the appropriate equipment (parchment, quills,
minus 6 (i.e. 15 for dromedary, 12 for bactrian). Furthermore, and ink, or acceptable substitutes) and if something
camels of both types can go for up to two weeks without food or happens to the map in-game (such as being lost in a raging
water. rapids, or dropped off a cliffside) the DM will confiscate the
players map until such time as they are able to recover it.
See the various entries in the MONSTER MANUAL for
other pertinent information and statistics regarding these Whether the party is following a map, making their own
animal types. Note that of the above animals, only mules map, or not mapping at all the DM should describe both the
are agile enough to be taken into dungeons. type of terrain the party is passing through and the visible
surroundings. In most types of terrain, the party will be able
If an expedition includes more than one draft animal then
to see in all directions for a distance of about 5 miles (or 1
pack handlers are required at a ratio of one handler for
6-mile hex), with exceptions at the DMs discretion.
every four beasts of burden. Furthermore, each cart or
Typically the edge of a mountainous terrain (or an individual
wagon requires a teamster to drive it, unless one or more
mountain peak) can be seen from lower terrain from as
of the characters has such training as a Secondary Skill.
much as 30 miles (5 hexes) away, and parties on such a
Hiring procedures and standard wages for both types are
peak can see lower terrain to the same distance, but
found on DMG p. 28. Note that characters may have a hard
distances from such vantages are hard to estimate, so while
time finding willing hirelings, and may have to pay premium
the characters will be able to see the mountain (or into the
wages, for unusually long expeditions or routes through
valley) they will not be able to accurately tell how far away it
dangerous or unknown country.
is. On the other hand, dense forest or jungle foliage will limit
Mapping the Wilderness visibility to a mile or less. Weather quality will also affect
visibility. Castles and settlements can generally be seen
As with dungeon adventures, it is assumed that the DM will from the same distance as other terrain (5 miles or 1 hex),
have prepared a map in advance, indicating terrain types, while ruins and lairs will only be spotted if the party passes
settlements, monster lairs, ruins, castles, and other points within one mile (entering the same hex).
of interest. Wilderness maps can be drawn either freehand
or on a grid, which makes measuring movement easier. Getting Lost and Hiring Guides
Traditionally, wilderness maps are drawn on hex-grids,
When following a road, track, river, or coastline, keeping a
rather than the square grids, because there are no diagonal
fixed visible landmark (such as a mountain peak) in sight,
moves on a hex-grid the distance from the center of one
following a detailed and correct map, or passing over
hex is the same to the centers of all six surrounding hexes.
familiar territory (including having a guide for whom the
Scale of the map can be whatever the DM desires, and territory is familiar) there is no chance of the party becoming
depends on the intended use of the map. For a map lost in the wilderness. Otherwise a check is made daily to
intended to show a small area (such as the area the determine whether the party has become lost, following
surrounding the campaigns base town and dungeon, or a the procedure described on DMG p. 49
high level characters stronghold) 1 mile per hex (or about
Hiring a guide familiar with the area is one of the best ways
4-5 miles per inch for an ungridded map) is the most
for a party traveling in the wilderness to avoid becoming
appropriate scale. A scale of 5 or 6 miles per hex is an
lost. There are some drawbacks, however. Firstly,
appropriate scale for a map of a kingdom, covering an area
depending on where the party is intending to go, no guides
approximately 200 x 300 miles on a single sheet. 6 miles
may be available, and even when they are hiring them is
per hex also makes measuring daily movement convenient
expensive. As a minimum baseline, hiring a guide for a one-
since most character and mount movement rates are
week expedition through relatively safe country costs at
measured in multiples of 6 (12 miles (2 hexes) per day for a
least 5 g.p., with longer expeditions and/or more dangerous
move rate of 6, 24 miles (4 hexes) per day for a move rate
areas being costing even more. And, of course, there is
of 12, 48 miles (8 hexes) per day for a move rate of 24,
always a possibility that the guide is a fake, intending to get
and so on). A map intended to cover a very large area
the party deliberately lost and lead them into an ambush by
without much detail (such as an entire continent) could have
brigands or pirates. Thus, it is incumbent upon the DM to
a scale of 24 to 30 miles per hex.
work out the details of guides in advance, determining how
Often, especially in journeys that are intended solely to many are available, how much they cost, and which are
reach a destination and not to explore an area, there is no actually honest.
need for players to make a wilderness map at all.
Encounters in the Wilderness
Depending on the level of familiarity the characters are
assumed to have with the area (if its an area theyve The basic procedures for determining whether Random
traveled through before or spent considerable time in) the Encounters occur in the wilderness are found on DMG pp.
DM may even provide a map for them (though such players 47-49 (and the tables on pp. 218ff), while Fixed Encounters
maps will generally be less detailed than the DMs own occur whenever the party enters a hex indicated as
map, and may even contain deliberate inaccuracies). The containing one on the DMs map. Either way, such
characters may also have bought or otherwise acquired pre- encounters will generally be of one of the following types:
drawn maps, which also may or may not be accurate. In the

61
Settlements: The dwellings of non-adventuring humans (or otherwise this check should be made every time the random
possibly demi-humans, depending on the locale), ranging in encounter check indicates a monster (rather than a patrol or
size from a single dwelling to a large city. While it is castle). Monsters encountered in their lairs are likely to have
expected that generally the DM will have already placed taken more precautions for dealing with intruders than those
most such locations (or at least those of significant size) on encountered in the open, and the lair will also contain the
his or her map, the table on DMG p. 173 may also be used monsters treasure (if any). Note that, per the above, some
to determine the likelihood of such settlements at random, monster lairs may in fact be previously unknown Ruins.
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 Wandering Monsters: Any random monster encounter that
seeking). The nature of such settlements will generally be is not in the monsters lair is with a wandering monster.
governed by what the DM has already decided about the Such monsters will typically not be carrying any treasure.
larger area their race, religion, common alignments, The circumstances of the encounter will depend on the
attitudes towards strangers, the nature and friendliness of encounter distance (as determined per DMG p. 49) and
their rulers, the size of their militia, and so on. whether or not either side is Surprised. Note that if an
encounter is with 3 or more creatures and the party is
Patrols: In inhabited and settled areas, many (25%, or 5 in Surprised, the monsters will likely have encircled the party
20) random encounters will actually be with patrols. Such so as to ambush them.
patrols are described on DMG p. 182, and in more detail in
the WORLD OF GREYHAWK Glossography pp. 4-7. The Events: At the DMs discretion, any rolled encounter may
attitude of such patrols towards a party of adventurers will not be an actual encounter, but rather an Event, such as a
depend upon both the location the nature of the noble or freak weather occurrence. If the DM chooses to include
state sponsoring the patrol as well as the nature and such events as random encounters, he or she will have to
business of the party (whether they are of high or low social customize their likelihood of occurring and the nature of any
status, whether they are in compliance with local laws and such possible events.
ordinances, and so forth). Friendly patrols will often be
Encounter Distance: Encounter distance is typically much
willing to share information with parties.
greater outdoors than indoors, and is determined as per
Castles: In inhabited/settled areas castles may already be DMG p. 49. Frequently the encounter distance will be
marked on the DMs map (as with settlements, above) or sufficient that the party may be able to avoid the encounter
may be determined in the same manner as settlements altogether they have seen the creature(s) or building(s) in
using the Inhabitation table on DMG p. 173. In uninhabited the distance and chosen not to engage.
(wilderness) areas some castles may have been placed on
Evasion and Pursuit: If, however, an encounter cannot be
the map but others can be encountered randomly: every
avoided, the party may still wish to flee, in which case they
time the Random Encounter check (DMG pp. 47-49)
indicates an encounter, there is a 1 in 20 chance a may be pursued. Such a situation is resolved following the
heretofore-unknown castle has been discovered. The procedure on DMG p. 69, noting that in the outdoors pursuit
details of such castles, their size and the nature of their is harder to shake off than it is in a dungeon and is likely to
inhabitants, are described on DMG pp. 182-83. Friendly continue for many hours, even multiple days.
castle inhabitants will usually offer hospitality to parties
(particularly if the party includes a cavalier or paladin) and Special Considerations
may trade information or even offer employment. Neutral
castle inhabitants may demand tolls, challenge party Arms and Armor: The movement rates and fatigue rules
cavaliers or fighters to jousting duels, force the party to for outdoor movement assume that characters traveling
perform some service (via geas or quest if the castle through wild or hostile territory will be doing so fully armed
inhabitant is a high-level cleric or magic-user), or might and armored. In inhabited regions, however, patrols may
ignore the party altogether. Hostile castle inhabitants may
not take kindly to such groups, and if a party wishes to
attack or may attempt to lure the party inside via a false
avoid such attention they may find it advisable to stow their
offer of hospitality in order to rob or capture them.
armor and heavy weapons away in wagons or on
Ruins: Former settlements or castles, which are now either packhorses. When camped for the night it is assumed that
deserted or inhabited by monsters. As with inhabited all characters not on active guard duty will have removed
settlements and castles, these locations may have already their armor, and characters who insist on sleeping in armor
been placed on the DMs map, or they may be encountered gain no benefit from that sleep or rest (see Rest and
randomly, via the roll on DMG p. 173. In addition, if a Fatigue above). Should an encounter occur and a character
random encounter is rolled in a wilderness area, there is a wishes to don his or her armor in a hurry, non-bulky armor
straight 2% chance that any such encounter occurs not in
may be donned in 1-2 rounds, fairly bulky armor requires 1-
the open but in a heretofore-undiscovered set of ruins.
4 rounds, bulky armor requires 2-8 rounds, and field or full
Lairs: Each monster description in the MONSTER plate armor requires 4-16 rounds (reduced by half if a squire
MANUAL (and FIEND FOLIO, MONSTER MANUAL II, etc.) is assisting the character). Magical armor requires the same
indicates the percentage that any outdoor encounter with amount of time to don as non-magical armor of the same
that monster-type will occur in or near the monsters lair. type.
The DMs map will likely have some monster lairs indicated;

62
Swimming: All characters are assumed to have basic exposed to such temperature the character must roll their
ability to swim as long as they are wearing no non-magical constitution score (-1 cumulatively per 10 degrees below 0
armor more heavy than leather or carrying more than 200 or above 120) or less on 1d20 or suffer 1-3 hit points of
g.p. worth of gear of any type (+/- 10 g.p. per 100 g.p. damage. Characters and races who are naturally
encumbrance bonus or penalty based on the characters accustomed to extreme heat or cold will suffer reduced
strength score). Characters in leather or padded armor have effects, but on the contrary characters who are not
a base 5% chance per hour of drowning, which increases appropriately dressed or otherwise prepared for the
by 2% per 50 g.p. in additional gear the character is environment may suffer as much as double these effects.
carrying (other than a single unsheathed dagger carried
between the characters teeth). Heavy wind or choppy Note that these rules supersede the procedure outlined in
currents will increase the characters chance of drowning to the Endure Cold/ Endure Heat spell description on UA p.
as much as 75%. Note that unless otherwise specified 33, and the function of that spell is modified as follows: The
characters swimming speed is 1/3 of their normal walking recipient of the spell can stand unclothed in temperatures
speed. as low as -20 degrees F or as high as 150 degrees F
(depending on application) with no ill effect. For
Characters can hold their breath underwater for 1-3 rounds temperatures above or below that threshold the character
+/- their Constitution hit point adjustment (except dwarfs, must make the same roll described above to avoid damage,
who are ill-adapted to water and do not receive this bonus). with the same modifications, but must only roll once per
Any character still underwater after that time will drown in a hour (rather than once per turn for a character without the
further three rounds they may take no other action than benefit of the spell).
flailing helplessly during this time, and will lose 50% of their
remaining hit points in the first round, the other 50% (i.e. FALLING DAMAGE
reduced to 0) in the second round, and are reduced to -10
hit points (i.e. death) in the third round. A drowned character The formula for calculating Falling Damage on p. 105 of the
who is pulled from the water within 3 rounds of death and PLAYERS HANDBOOK is replaced and superseded with
whose lungs are cleared of fluid may be revived with a cure the following: The amount of damage a character suffers
light wounds or similar spell. Such a character will be from a fall depends on both the distance of the fall and the
revived with 1 hit point. type of surface upon which impact occurs:

Distance Regular Spongy


Mountain Climbing: The difficulty of climbing across Fallen Surface Surface Water
mountainous terrain is generally subsumed into the reduced 10 1d6 -- --
movement rates. However, in extreme environments 20 3d6 1d4 --
scaling cliffs or negotiating narrow, snow-packed ledges 30 6d6 3d4 --
the DM may impose a chance of falling for characters who 40 10d6 6d4 1d6
are not trained climbers. Checks may be made daily (or 50 15d6 10d4 3d6
even hourly) with a 1 in 6 chance per character to fall. If so, 60 21d6 15d4 6d6
a second roll allows a 3 in 6 chance for the character to 70 28d6 21d4 10d6
recover; otherwise they will drop off the mountainside 80 + 32d6 28d4 15d6
(generally resulting in instant death for that character). If
characters are roped together and one falls, the next Furthermore, any die that results in the maximum roll (6 or
character in line must also roll, and has a 2 in 6 chance to 4, respectively) is removed, and the character has
also fall (otherwise the rope holds and the first character miraculously avoided any damage from that die. Thus,
who fell is stopped). If the second character falls the next effectively, each die of falling damage inflicts from 0-5 (or 0-
3) points of damage.
character in line is checked. If more than half of a roped-
together party falls, then the entire party falls

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

63
THE CAMPAIGN Butcher
Carpenter/Cabinetmaker hire carpenters (DMG p. 28-29)
COMMON ESTABLISHMENTS AND OTHER Cartwright buy and sell carts and wagons (PH p. 36)
LOCATIONS Chandler buy candles and torches (PH p. 36)

In order to assist the DM in detailing and bringing color to Cheese Maker


settlements the following list of common establishment- Chimneysweep
types and other locations is offered along with (where
Cobbler buy boots (PH p. 35)
applicable) a brief notation of any defined game-activity that
is likely to occur in such a location or establishment (i.e. Confectioner
which goods and services are offered for sale, etc.) Cooper
though this is not to suggest that other locations or
Coppersmith
establishment-types are necessarily of no interest to
adventurers. In general, any city-sized settlement can be Curio Shop possibly buy or sell magic items
assumed to include most or all of these locations (and likely Docks hire ship crews and ship masters (DMG pp. 33-34)
multiple instances of many of them taverns, blacksmiths,
tailors, etc.). Smaller-sized settlements will have Dyer
proportionately fewer locations. Embalmer
Farmer
Abbey/Monastery possibly find training for monks (DMG
p. 86) Fisherman
Alchemist/Apothecary hire an alchemist (DMG p. 29), Fishmonger
possibly buy or sell potions Flophouse rent (cheap, possibly unsafe) lodgings
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 Gem Merchant sell gems usually at 80% of value, buy
metal armor and shields (PH p. 35), repair damaged gems (PH p. 35)
field & full plate armor (UA pp. 75-76), possibly buy or
General Trader buy and sell miscellaneous equipment
sell magic armor and shields
items (PH p. 36)
Artist/Sculptor
Glassblower
Assassins Guildhall hire an assassin (PH p. 29) or spy
Goldsmith
(DMG p. 34), buy poison (DMG pp. 20-21), find training
for assassins (DMG p. 86) 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 Guardhouse/Constable
week w/ security for amount borrowed) to poor or Hatter buy hats and caps (PH p. 35)
unknown characters; low interest (1% per week) to
well-known or propertied characters (PH p. 35) Herbalist buy and sell herbs (PH p. 35, DMG pp. 220-221)

Barber/Chirurgeon Herdsman

Barracks hire mercenary soldiers (DMG pp. 30-31) Hiring Hall hire bearers, linkboys, pack handlers,
teamsters, valets (DMG pp. 28-29)
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
Bowyer /Arrowsmith/Fletcher hire a bowyer (DMG p. 34), henchmen (DMG p. 35) or men-at-arms (p. 33), gather
buy and sell bows, crossbows, arrows, quarrels, and information
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

64
Jeweler hire jeweler/gemcutter (DMG p. 30), sell jewelry Smokehouse
usually at 80% of value, buy jewelry (PH p. 35) Spice Merchant buy and sell spices, incense, and pepper
Kennel buy guard and hunting dogs (PH p. 36) (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), Stockyard
buy leather goods including leather armor (PH p. 35) Swordsmith hire a swordsmith (DMG p. 34), buy and sell
Library hire a sage (DMG pp. 31-33), gather information swords and daggers (PH p. 35), possibly buy or sell
Limner/Painter hire limners (DMG pp. 28-29) magic swords and daggers

Livestock Dealer buy and sell livestock other than horses, Tailor/Clothier hire tailors (DMG pp. 28-29), buy clothing,
dogs, or hawks (PH p. 36) including padded armor (PH p. 35)

Locksmith Tannery

Madhouse/Asylum Tapestry Maker/Rug Maker buy and sell tapestries and


brocades (DMG p. 27)
Mason/Stone Carver hire masons (DMG pp. 28-29)
Tavern buy food & drink (PH p. 36), hire henchmen (DMG
Mercenarys Guildhall hire mercenary soldiers (DMG pp. p. 35) or men-at-arms (p. 33), gather information
30-31), find training for fighters (DMG p. 86)
Taxidermist
Midwife
Temple buy religious items (PH p. 36), characters of
Mill similar alignment and religion buy spells (DMG pp. 103-
Moneychanger change coins to greater or smaller 4), possibly buy or sell potions of healing and other
denominations typically for 3% transaction fee, deposit clerical magic items, find training for clerics (DMG p.
cash and receive marker to vouch for amount (PH p. 86)
35) Tenement
Museum hire a sage (DMG pp. 31-33), gather information Thatcher
Music Hall/Dance Hall Theatre
Net Maker Thieves 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 University (College, School) hire a sage (DMG pp. 31-33),
Potter find training for magic-users (DMG p. 86)
Private Club Wainwright/Wheelwright
Public Bath Warehouse
Public Monument Weapon Maker hire a weapon maker (DMG p. 34), buy
and sell weapons other than swords, daggers, bows,
Public Square hire criers and post notices (DMG p. 35)
crossbows (PH p. 35), possibly buy or sell magic
Rat Catcher 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
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

65
WORLD OF GREYHAWK Half-orc:
01-04 Wild Coast
CHARACTER HOMELANDS 05-07 Bandit Kingdoms
08-09 Pomarj
Dwarf, hill: 10-11 Greyhawk
01-03 Cairn Hills 12 Horned Society
04-06 Lortmil Mountains
07-08 Principality of Ulek Human:
09 Onnwal
10 Iron Hills Cavalier: Furyondy (O), Nyrond (O), Shield Lands (O),
Great Kingdom (O) (Player's Choice)
Dwarf, mountain:
01-04 Lortmil Mountains Druid: Gnarley Forest, Celadon Forest (Player's Choice)
05-07 Principality of Ulek
08 Crystalmist Mountains Barbarian: Abbor-Alz, Bright Desert (S), Welkwood, Wolf or
09 The Rakers Tiger Nomads (B), Burneal Forest (F), Rovers of the
10 Glorioles Barrens (F), Frost, Ice or Snow Barbarians (S) (Player's
Choice)
Elf, gray:
01-04 Celene Ranger: Gnarley Forest, Welkwood, Highfolk (O), Vesve
05-06 Welkwood Forest (Player's Choice)
07 Highfolk
08 Sunndi Monk: Ekbir (B), Zeif (B), Scarlet Brotherhood (S), off the
map to the west (Player's Choice)
Elf, high:
01-04 Welkwood Others:
05-06 Duchy of Ulek 01-04 Wild Coast
07 Veluna 05-07 Greyhawk
08-09 Highfolk 08-09 Furyondy (O)
10 Vesve Forest 10 Veluna (O) or Verbobonc
11 Dyvers
Elf, wild: 12-13 County or Duchy (S) of Urnst
01-02 Gnarley Forest 14-15 Bandit Kingdoms
03 Celadon Forest 16-17 Nyrond (O)
04-05 Vesve Forest 18 Great Kingdom (O)
06-07 Fellreev Forest 19 Keoland (language: Keolandish)
08-10 Burneal Forest 20 Nyr Dyv (R)

Elf, wood: Human Ethnic Groups (unspecified = mixed; languages


01-04 Gnarley Forest indicated must be chosen as one of the characters
05-07 Celadon Forest additional languages by Int score):
08-09 Vesve Forest Baklunish golden skin, dark hair, green or gray eyes;
10 Silverwood language: Baklunish
11 Dreadwood Flannae bronze to brown skin, dark hair and eyes;
12 Gamboge Forest language: Flan
Oeridian tan to olive skin, variable hair and eyes;
Gnome: languages: Oeridian (Great Kingdom), Nyrondese
01-04 Cairn Hills (Nyrond), Velondi (Furyondy and Veluna)
05-08 Kron Hills Rhennee like Oeridian but with dark brown to black hair,
09 County of Ulek shorter than average (56 average for males); language:
10 Verbobonc Rhennee
Suloise fair skin, blond or red hair, blue eyes; language:
Half-elf: As elf or human Fruz (Frost, Ice, and Snow Barbarians)

Halfling:
01-04 County of Ulek
05-06 County or Duchy of Urnst
07 Furyondy
08 Keoland

Half-ogre: As half-orc

66
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 Phaulkon: Suloise god of air, winds, and clouds;
and Len Lakofka (the Suloise deities) are those most worshipped on Lendore Isle as well as in Keoland, Ulek,
commonly worshipped by adventurers and their and Celene.
adversaries. A large number of other gods and goddesses
(listed in the WORLD OF GREYHAWK Guide, pp. 63-64) Phyton: Suloise god of beauty and nature; commonly
are also common in the Flanaess but are typically only worshipped in rural settings and farming communities.
worshipped by non-adventuring NPCs. The following
Tritherion (The Summoner): God of individuality, self-
capsule descriptions are provided in order to assist players
protection, liberty, and retribution; patron of those who strive
in choosing patron deities for their characters, organized by
for liberty and seek to bring an end to those who are intent
alignment. Thereafter information pertaining to clerics of
on abridging life or freedom. Followers are common in cities
each deity (their required holy symbol and vestments, and
and large towns, and in the states of Yeomanry and the
any special duties or benefits that accrue to them) are
Shield Lands.
enumerated.
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 Pholtus see above
who follow military professions and do heroic deeds.
St. Cuthbert see above
Pholtus (of the Blinding Light): God of light, resolution,
law, order, inflexibility, the sun, and the moon. A strict path Wee Jas: Suloise goddess of magic and death; worshipped
that allows no deviation but gives absolute assurance of in highly lawful and civilized societies including The Pale
rightness; most active in urban districts. and the Scarlet Brotherhood (who tend towards evil).

St. Cuthbert (of the Cudgel): God of wisdom, common Xan Yae (The Perfect Mistress): Goddess of mental and
sense, truth, forthrightness, dedication, and zeal; servant of physical mastery of mind over matter, twilight, shadows,
Rao; worshipped in the central Flanaess around Greyhawk, and stealth; of Baklunish origin, served by those who
the Wild Coast, Urnst, and Verbobonc. Great rivalry exists pursue mastery of their mind and body through martial arts
between his followers and those of Pholtus. 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 TRUE NEUTRAL
a fair number of humans (hillmen, mountaineers, miners, Boccob (The Uncaring): God of magic, arcane knowledge,
quarrymen). Shrines, temples, and chapels are exclusively foreknowledge, and foresight; worshipped by sages, seers,
found in hills and mountains. and diviners across the Flanaess.
NEUTRAL GOOD Celestian see above
Celestian (The Far Wanderer): God of stars, space, and Fharlanghn see above
wanderers; worshipped by scholars, astrologers,
astronomers, navigators, and dreamers. Istus (Lady Of Our Fate): Goddess of fate, destiny,
predestination, and the future; worshipped by mostly female
Ehlonna (of the Forests): Goddess of forests, meadows, clerics in major cities Greyhawk, Dyvers, Rauxes, Rel
animals, flowers, and meadows; patroness of all good folk Mord, and Stoink. While she has relatively few faithful
(elven, human, and otherwise) who dwell in woodlands; devotees, many will call upon Istus in times of want or need.
worship is centered in the area from the Wild Coast to Ulek,
from the Kron Hills to the sea. Rivalry and antipathy with Obad-hai (The Shalm): God of nature, wilderness,
followers of Obad-hai.; majority of her followers are female. freedom, hunting, and wild beasts; patron of druids and
friend to those who dwell in harmony with natural
Fharlanghn (Dweller on the Horizon): God of horizons, surroundings. Rivalry and antipathy exists with followers of
distance, roads, and travel; worshipped by adventurers, Ehlonna. Majority of his followers are male.
merchants, itinerants, and the like. Worship most common
in the central and southwestern Flanaess. Olidammara: God of music, revelry, roguery, tricks/jokes,
and wine/spirits; favorite deity of thieves, bards, jesters,
Lydia: Suloise goddess of music, knowledge, and daylight: vagabonds, beggars, and common folk. Chapels are always
worshipped in Keoland, Ulek, Duchy of Urnst, and Sunndi; located in large towns or cities, or two rustic hostels one
clerics are usually (80%) female. 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

67
CHAOTIC NEUTRAL thieves often regard him as a patron. In wicked lands,
temples and cathedrals of Nerull are openly operated. In
Llerg: Suloise god of beasts and strength; widely
other places the rites of Nerull are conducted in
worshipped in the Barbarian states and in isolated forests
subterranean shrines and sacred vaults.
where primitive tribesmen dwell.
Pyremius: Suloise god of fire, poison, and murder. Secret
Norebo: Suloise god of luck, gambling, and risk; widely
temples of Pyremius can be found in many large cities, and
worshipped in the Barbarian states, shrines also located in
he is also worshipped among the jermlaine, firenewts, and
Greyhawk, Wild Coast, and cities of the Iron League.
grimlocks. Pyremius and Syrul are especially favored by the
Olidammara see above monks and assassins of the Scarlet Brotherhood/

Ralishaz (The Unlooked For): God of chance, Syrul see above


randomness, bad luck, misfortune, and madness; patron of
CHAOTIC EVIL
gamblers and those who take unusual risks (though his
intercession is unlooked for); formally worshipped by few, Beltar: Suloise goddess of deep caves, pits, and malice.
though there are a few small shrines in large cities and out- Beltar is worshipped by chaotic evil humanoids in the
of-the-way places. Corusk Mountains, Vast Swamp, and the Rakers. Humans
worship her in the Barbarian States, Pomarj, and even in
Zagyg: Demigod of humor, occult studies, unpredictability,
the Great Kingdom.
and eccentricity. The Mad Arch-Mage and punster is the
sole known servant of Boccob. He is mad only in that none Erythnul (The Many): God of ugliness, hate, envy,
but his master seem to be able to fathom his reasoning and capricious malice, panic, and slaughter. Most towns and
sense of humor. It is said that anyone mad enough to serve cities have a small cult of his followers amongst the
Zagyg must confront the demigod personally, and denizens of the local thieves quarter. Many gnolls,
periodically thereafter, and be subject to his judgment. bugbears, ogres and trolls worship him as well, for he is
said to greatly reward his faithful servants for their
LAWFUL EVIL
fickleness and wicked deeds.
Hextor: God of war, discord, conflict, and fitness.
Iuz (The Old): Demigod of oppression, deceit, wickedness,
Champion of Evil, Herald of Hell, Scourge of Battle, Hextor
and pain. Iuz rules a portion of the Flanaess, a horrid
is the deity of many soldiers and fighters who deem lawful
territory which bears its masters name, and few creatures
evil most fit to rule. Half-brother and chief enemy of
beyond the boundaries of this domain will speak his name,
Heironeous. Hextor is much honored in the Great Kingdom.
let alone adore him. There is great enmity between the
Syrul: Suloise goddess of false promises and deceit. Syrul servants of Iuz and the followers of St. Cuthbert.
is worshipped in the Barbarian States, Lendore Isle, and by
Ralishaz see above
the Scarlet Brotherhood. Also, worshippers may be found in
the thieves quarter of several large cities around the CLERIC CHARACTERISTICS
continent.
Wastri (The Hopping Prophet): Demigod of bigotry, self- BELTAR
deception, and amphibians. Wastri dwells in the Vast Symbol: Great fangs about to bite
Swamp (though his worshippers have reportedly spread the Cleric Vestments: Black or dark gray vestments
Hool Marshes and possibly elsewhere) and preaches the Cleric Special Abilities: Clerics who reach 20th level are
ultimate superiority of humankind. While humanoids can transformed into liches
serve, demi-humans especially dwarfs, gnomes, and Additional XP Cost: None
halflings are fit only to be slain, and his gray-clad servants
and toad packs hunt and exterminate them wherever BOCCOB
possible. Symbol: Eye in a pentagram
Cleric Vestments: Purple robes with gold trim
Wee Jas see above Cleric Special Abilities: Level 9+ able to use wands and
miscellaneous magic items normally only usable by
NEUTRAL EVIL
magic-users
Incabulos: God of evil sendings plague, sickess, famine, Additional XP Cost: None
drought, disasters, nightmares, and the like. His chief
delights are woe and wickedness. Those who worship and CELESTIAN
serve Incabulos are most secretive, fearing the wrath of Symbol: Black circle with seven stars
those (even others of evil ilk) who detest what Incabulos Cleric Vestments: See below
stands for. Yet many do call upon this deity, and hidden Cleric Special Abilities: There are seven orders of the
temples exist in subterranean places and forsaken lands. priesthood of Celestian. These orders are differentiated in
four ways, as given below. The experience level range
Nerull (The Reaper): God of death, darkness, the
applicable to a certain order is given first, followed by the
underworld, and covert activity. Dreaded Nerull is the Foe of
color of robe worn by members of that order, the main
all Good, Hater of Life, Bringer of Darkness, King of all
gem in the symbol for that order (the one in the center of
Gloom, Reaper of Flesh. Many humans of evil nature and
the symbol, surrounded by the six others), and the
some humanoids pay homage to Nerull. Assassins and

68
special spell which is gained by a cleric upon attaining single target no damage to inhabitants of Positive
membership in that order. Material or Upper Outer Planes, 5-20 damage to
1st Order: Cleric of levels 1-2 who wear light blue robes, inhabitants of Elemental and Lateral Outer Planes, 5-30
have a ruby as the main gem in the symbol, and have damage to inhabitants of the Prime Material Plane, 10-60
Feather Fall as a special spell. damage to undead and inhabitants of the Lower Outer
Planes, 15-90 damage to inhabitants of the Negative
2nd Order: Levels 3-4, light gray robes, jacinth, Jump. Material Plane. No saving throw; no blocked by magic
3rd Order: Levels 5-6, violet robes, topaz, Levitate. resistance or anti-magic.
Additional XP Cost: +10% per level
4th Order: Levels 7-8, blue-gray robes, emerald, Spider
Climb.
HEXTOR
5th Order: Levels 9-10, dark blue robes, sapphire, Fly. Symbol: Six red arrows fanned to point outwards
6th Order: Levels 11-15, deep purple robes, amethyst, Cleric Vestments: Black robes adorned with white skulls or
Dimension Door. embroidered gray visages. Only level 8+ clerics have
arrows of hate and discord in red; lower level clerics are
7th Order: Levels 16 +, black robes, diamond, Teleport.
permitted gray ones
Each special spell is gained immediately upon entering a Cleric Special Abilities: Priests of Hextor are trained in
different order, is in addition to all other normal cleric assassination, so that at the gaining of sixth level of
spells, and cannot be used more than once per day. clerical ability, one level of assassin ability is also gained.
Thus, a priest of the 1st Order has one special spell, one Thereafter, every two levels of advancement in clerical
of the 7th Order has seven different special spells skill means one level of gain in assassin ability. The
Additional XP Cost: +10% per level maximum. level attainable in assassin ability is sixth,
which is reached by a cleric upon attaining 16th level in
EHLONNA that class.
Symbol: Unicorn horn Additional XP Cost: +15% per level
Cleric Vestments: Pale green robes
Cleric Special Abilities: Tracking as a ranger of equal INCABULOS
level; level 5+ may cast Animal Friendship once/day Symbol: Eye of possession
Additional XP Cost: +5% per level Cleric Vestments: Black, with the eye of possession
symbol in verdigrised bronze repeated in dull orange of
ERYTHNUL the robes of higher-level clerics
Symbol: Red blood drop Cleric Special Abilities: Level 5+ able to cast Hypnotism
Cleric Vestments: Rust-colored garments. Ceremonial as a 3rd level Illusionist; level 8+ can cast Sleep-like spell
robes are most often white spattered with blood. Masks by touching single intended victim
include stylized visages for each of Erythnuls five Additional XP Cost: +5% per level
aspects.
Cleric Special Abilities: Level 3+ able to cast Scare ISTUS
once/day as a magic-user in addition to normal cleric Symbol: Golden spindle with three strands
spells. Cleric Vestments: Gray or black robes; hair worn at least 6
Additional XP Cost: +5% per level inches long
Cleric Special Abilities: Level 3+ may cast Augury
FHARLANGHN once/day (in addition to normal spell allowance); level 7+
Symbol: Disc with curved line across it cast Strand of Binding once/day: range 1; duration 1
Cleric Vestments: See below round/level of cleric; one target save vs. spells or be
Cleric Special Abilities: The priesthood of Fharlanghn is confined as if wrapped in chains, broken by successful
of two sorts, urban and pastoral. The former wear brown Bend Bars roll
robes and generally are found in small chapels in Additional XP Cost: None
communities. At level 7+ urban clerics of Fharlanghn gain
the ability to cast Passwall once/day. Those of the IUZ
pastoral order wear green robes and minister by traveling Symbol: Grinning human skull
the highways and byways, occasionally stopping at Cleric Vestments: Rusty black or white streaked with rust-
wayside shrines to Fharlanghn. At level 5+ pastoral red blood stains
clerics of Fharlanghn gain the ability to cast Pass Plant Cleric Special Abilities: Level 3+ may cast Change Self
once/day. once/day
Additional XP Cost: None Additional XP Cost: None

HEIRONEOUS KORD
Symbol: Silver lightning bolt Symbol: White gauntlets, blue boots, and a red girdle
Cleric Vestments: Dark blue robe with silver trim; chain Cleric Vestments: See below
mail Cleric Special Abilities: At levels 1-3, clerics of Kord can
Cleric Special Abilities: Level 11+ may use Bolt of Energy only wear white. They get a +1 bonus on saves vs. fear
once/week: range 7; instantaneous; infallibly strikes a attacks.

69
At level 4, they can wear white and blue robes, the save take to acquire spells. Cleric of level 1-3 receives Detect
bonus is +2, and they receive access to the Protection Magic as a bonus spell usable once/day over and above
from Lawful spell. the spells they are normally allowed; at 4th level, Augury
At level 7, clerics can wear red, white, and blue garments. is added; at 6th level, Divination; at 8th level, Locate
They get a +3 save bonus vs. fear and the new spell Object; and at 12th level, Commune. These bonus spells
Detect Lawful. are cumulative so that a cleric of 12th level can gain all
five spells in addition to his or her usual ones.
At level 10, Kords clerics wear a red girdle with blue Additional XP Cost: None
and white trim, they get a +4 bonus to saves vs. fear, and
the ability to cast Enlarge (on self). NERULL
At level 16 and above, clerics wear white boots, a red Symbol: Skull and scythe
girdle, and blue trim. Their save bonus is +5, and they Cleric Vestments: Rust-red or blackish-rust garments, staff
can cast Strength (on self). Cleric Special Abilities: Level 1-4 trained to use sickles as
weapons (treat as dagger); level 5+ employ scythe-like
Saving throws vs. fear apply to all forms of fear, including
pole arms (treat as hook-fauchard); al clerics are only
the auras of demons and devils, fright caused by undead,
surprised 2 in 12
the effectsof very high or very low charisma, and so forth.
Additional XP Cost: None
Bonus spells are granted cumulatively, so that a 7th level
cleric of Kord would have access to both Protection from NOREBO
Lawful and Detect Lawful. These bonus spells are simply Symbol: A pair of 8-sided dice
other choices, in addition to normal cleric spells, and do Cleric Vestments: Brown and green robes
not increase the spell-carrying or spell-casting capacity of Cleric Special Abilities: Must have Dex 9+; ability to Hide
the cleric. They are prayed for the same way that regular in Shadows, Mole Silently, Climb Walls, and Remove
cleric spells are received, counting Protection from Lawful Traps as thief of same level.
and Detect Lawful as 1st level spells and Enlarge and Additional XP Cost: +10% per level
Strength as 2nd level spells. All the bonus spells are cast
at the level of experience of the cleric. OBAD-HAI
Protection from Lawful works like Protection from Evil, Symbol: Oak leaf and acorn
except that it serves as proof against those of lawful Cleric Vestments: Russet garments; staff
alignment. The material component is holy water Cleric Special Abilities: Level 3+ may substitute one 1st
(sprinkled in a circle) or holy incense (burned in the air). level druid spell for a cleric spell; level 6+ may also
substitute one 2nd level spell; level 9+ may substitute one
Detect Lawful works like Detect Evil, except that it 3rd level spell; level 12+ gain ability to take form of any
discovers emanations from those of lawful alignment. small woodland animal or bird once/day. May use druid
Enlarge and Strength work the same as the 1st level as well as clerical weapons.
magic-user spells of the same names. Additional XP Cost: +5% per level
Additional XP Cost: +5% per level
OLIDAMMARA
LLERG Symbol: A laughing mask
Symbol: Head of a bear, alligator, or giant snake Cleric Vestments: brown, green, green and brown, or
Cleric Vestments: Bear skins, alligator hides, or snake green and black garments
skins Cleric Special Abilities: Hide in Shadows as thief one
Cleric Special Abilities: Every cleric of Llerg, upon level lower; music skills equal to level 1 bard at 3rd level,
amassing enough experience points to qualify for 5th level 2 bard at 4th level, level 3 bard at 6th + level; at 8th+
level, must seek out and defeat a bear in combat to the level gain ability to cast Change Self once/day as
death (using a weapon of his or her choice). No animal, Illusionist of same level
even a conjured or summoned one, will attack a cleric of Additional XP Cost: +10% per level
Llerg. This protection is personal, and does not extend to
other members of the clerics party. If the cleric moves to OSPREM
initiate combat with such an animal, or purposely hunts Symbol: Sperm whale or three barracuda
the creature, then the protection is instantly cancelled Cleric Vestments: finely-decorated gold or brass-colored
with respect to that creature. armor; blue robes decorated with pictures or embroidery
Additional XP Cost: None of ships, dolphins, whales, or barracuda
Cleric Special Abilities: Clerics of level 7+ can bless a
LYDIA seagoing vessel so that its chance of suffering a calamity
Symbol: A spray of vivid colors (capsizing, man overboard, broken rigging, torn sails,
Cleric Vestments: White robes trimmed in gold and silver etc.) is half as likely as usual. Or they can curse a vessel
Cleric Special Abilities: When her clerics pray to her (or so that the chance of such an occurrence is twice as
her minions) for replenishment of spells, they are required great as usual. A bless or curse of this type affects one
to give information as well as receive it; to serve this voyage of a vessel (from port to port) and must be put
purpose, they must spend an extra 30 minutes in prayer into effect before the vessel sets out from its point of
each day, over and above the time they would normally embarkation. This power is a 4th level spell which clerics

70
can pray for as part of their normal allotment of spells. At Upon a clerics attaining a certain rank, the ability to use
level 9+ they can cast Water Breathing once/day. At level the special spell once/day is gained and special spells of
11+ they can Water Walk (as per the spell) at will. And at lower ranks are retained, i.e. a Shining cleric can use
level 16+ they may Summon or Dismiss a water each of the special spells once/day.
elemental once/week The summoned elemental will Additional XP Cost: +5% per level
always have 8 HD, but an elemental of any size can be
dismissed. An elemental summoned in this way will never PHYTON
be hostile to the summoning cleric. Symbol: Scimitar crossing an oak tree
Additional XP Cost: +5% per level Cleric Vestments: Simple robes of brown and green, and
see below
PHAULKON Cleric Special Abilities: Level 7-9 clerics wear yellow
Symbol: Outline of a man with large eagle wings robes in autumn. During that season, they may cast Warp
Cleric Vestments: various shades of blue during travel and Wood up to three times per day, over and above any
everyday labors, white robes in ceremonies; always at spells they are already entitled to.
least one feather at all times, headdresses of feathers Level 10-11 clerics wear orange robes in autumn. During
during ceremonies that season, they may cast Tree three times per day.
Cleric Special Abilities: At level 5+ can Speak With Birds
on an unlimited basis (this does not include giant birds of Level 12+ clerics wear red robes in autumn. During that
any type); level 8+ can Fly once per day as an 8th level season, they may cast Plant Door three times per day.
magic-user; level 11+ can Control Winds once per day as These spell benefits are cumulative.
an 11th level druid; level 16+ they can Summon an 8 HD
If a cleric of level 9+ directly saves a major woodland
air elemental (that will be totally friendly) once per week.
from destruction, Phyton will bless the farmlands of that
Additional XP Cost: +5% per level
figures home countryside (in a circle of 1 mile radius)
with abundance and immunity from normal fires and
PHOLTUS
normal cold during the next growing season. Such a
Symbol: Silvery sun
blessing will help to produce a bumper crop that will be
Cleric Vestments: See below
worth from 2-5 times the value of a normal crop. In
Cleric Special Abilities: Following the inflexible example
addition, Phyton will make known to the residents of the
of their deity, clerics of Pholtus continually seek to reveal
countryside who the recipient of this benefit is, enabling
the Light to unbelievers. They will brook no argument, of
that figure to gain from the proceeds collected from the
course, and resisters will be shown the way of the
Blinding Light. There are three ranks of this priesthood: bumper crop.
Additional XP Cost: +5% per level
Glimmering: Clerics of levels 1-4; white vestments; Dispel
Darkness (by touching any area of magical darkness PYREMIUS
while holding Pholtus holy symbol and speaking his Symbol: The face of a yagnodaemon
name, the cleric causes it to dissipate instantly and be Cleric Vestments: Red robes decorated with flame-shaped
unable to return for 4 rounds + 1 round per level of the swatches of orange and yellow
cleric) Cleric Special Abilities: Levels 1-4 +1 on saving throws
Gleaming: Clerics of level 5-8; white and silver vs. fire spells; -1 on saving throws vs. cold spells.
vestments; Glow (by pointing Pholtus holy symbol and Levels 5-8 +2 on saving throws vs. fire spells; -2 on
reciting a 2 segment-long prayer to the Blinding Light, any saving throws vs. cold spells.
creature within 8 distance from the caster will be caused
to glow brightly, shedding radiance equal to a Light spell Levels 9- 10 Ability to cast Pyrotechnics once/day (no
in a10 radius, no saving throw. If the caster chooses, the material component needed, does not count against
glow can spring forth from his or her own body, with normal spell allotment).
effects as follows: if the glow comes from the face the Levels 11-15 -3 on saving throws vs. cold spells; must
caster has +2 to charisma for the duration of the glow; if it take 1 extra point of damage per die from cold spells (up
radiates from the eyes the glow produces Light beams to a maximum possible for type of die); ability to cast Fire
40 long with 4 base diameter. Duration of all effects is 1 Shield (hot-flame variety) once/day, as if wearing a ring of
round/level of the caster) fire resistance.
Shining: clerics of levels 9+; white and gold vestments; Levels 16+ -4 on saving throws vs. cold spells; one hit
Reflect (By use of a holy symbol of Pholtus, crystal prayer
point of damage lost from any cold spell is permanent
beads, and a 3 segment-long prayer, the cleric causes
until regained by a restoration spell or wish; ability to cast
his body to reflect all forms of radiation, thus becoming
Fireball once/day, with damage equal to 1d6 per level of
mirror-bright for a duration of 1 round. Gaze weapons are
cleric.
reflected back upon their users, heat has no effect, and
Additional XP Cost: +5% per level
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)

71
RALISHAZ WASTRI
Symbol: Three bone sticks Symbol: Gray toad
Cleric Vestments: Varicolored robes of differing materials Cleric Vestments: Hopefuls (those attempting to become
Cleric Special Abilities: Level 3-6 (roll 1d4) gain ability to clerics) are dun clad; Servans (clerics) are robed in gray
cast Sleep by gaze once/day, saving throw applicable. Cleric Special Abilities: Level 5+ able to cast Jump
Additional XP Cost: None once/day as magic-user of same level and speak with
amphibians
ST. CUTHBERT Additional XP Cost: +5% per level
Symbol: Wooden billet, starburst, crumpled hat
Cleric Vestments: See below WEE JAS
Cleric Special Abilities: There are three orders of the Symbol: Skull lit from behind by a fire ball
priesthood of St. Cuthbert: Cleric Vestments: black robes if good-aligned, gray robes
Members of the order of the Chapeaux dress in varying if neutral, white robes if evil
garb, but all wear crumpled hats. They seek to convert Cleric Special Abilities: reduced casting time spells:
people to the faith. At level 3+, clerics of the Chapeaux Clerics of levels 1-5 can cast 1st and 2nd level spells in
order gain the ability to cast Friends once/day. one less segment than normal; levels 6-10, can cast their
1st and 2nd level spells in two less segments; levels 11-
Members of the order of the Stars wear dark green robes 15 can also cast 3rd and 4th level spells one segment
with a starburst holy symbol of copper, gold, or platinum faster than normal; level 16+ can cast 3rd and 4th level
(depending on their status). They seek to retain doctrinal spells in two segments less time, and 5th level spells in
purity amongst the faithful. At level 4+ clerics of the order one segment less. Any spell reduced to a casting time of
of the Stars gain the ability to cast ESP once/day. zero or less by these bonuses is considered to have a
Members of the order of the Billets are the most casting time of segment. In any case, the cleric can
numerous, serving as ministers and protectors of the only cast one spell per round.
faithful. At level 2+ clerics of this order gain the ability to Additional XP Cost: +10% per level
cast Shillelagh once/day. They dress in simple brown and
russet garments, and wear a holy symbol of an oaken or XAN YAE
bronzewood billet. Symbol: Black lotus bloom
Additional XP Cost: None Cleric Vestments: Cloaks of gray over subset-hued robes
Cleric Special Abilities: Clerics gain limited monk abilities,
SYRUL as follows:
Symbol: A forked tongue Cleric Effective Move Open-Hand Special
Cleric Vestments: Golden yellow robes adorned with a red Level AC* Rate** Damage*** Abilities
forked tongue 1-3 10 13 1-2 --
Cleric Special Abilities: Level 3+ able to cast Obscure 4-6 9 14 1-3 A
Alignment once/day ay will in addition to other permitted 7-9 8 15 1-4 B
spells; level 7+ may cast Undetectable Lie once/day. 10-12 7 16 1-6 C
Additional XP Cost: None 13-16 6 17 2-7 D
17+ 5 18 2-8 G
TRITHERION *assumes the cleric is otherwise unarmored and has no
Symbol: Rune of pursuit dexterity bonus, for the latter does not apply to clerics of
Cleric Vestments: Dark blue or purple robes, silver or gold Xan Yae
trimmed **assumes only normal garments and no considerable
Cleric Special Abilities: Track as ranger one level lower load carried
(max. 8th level ability); level 4+ may use spears; level 8+ ***damage only, no stunning or other special effects
may use broad swords Additional XP Cost: +10% per level
Additional XP Cost: +5% per level
ZAGYG
ULAA Symbol: Rune of madness (insanity)
Symbol: Mountain with ruby heart Cleric Vestments: Dark blue and silver
Cleric Vestments: See below Cleric Special Abilities: None
Cleric Special Abilities: Level 1-3 may cast Infravision Additional XP Cost: None
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 clerics holy
symbol
Additional XP Cost: +5% per level

72
MONSTER MANUAL Dragon
Dragons pass through twelve ages in their lives. These
REVISIONS AND CORRECTIONS growth stages are:
Explanatory Notes:
Hatchling - 0-1 years - 1 hit point per die
ARMOR CLASS: Unless otherwise noted, Armor Class = Very Young - 2-5 years - 2 hit points per die
armor type for purposes of Weapon vs AC adjustments. All Young - 6-15 years - 3 hit points per die
creatures with AC 0 or below count as AC Type 0 Sub-Adult - 16-25 years - 4 hit points per die
Young Adult - 26-50 years - 5 hit points per die
PSIONIC ABILITY: The score indicated is the creatures Adult - 51-75 years - 6 hit points per die
psionic strength. Those creatures capable of being attacked Mature Adult - 76-100 years - 7 hit points per die
psionically have the same number of points for psionic Old - 101-200 years - 8 hit points per die
defense, so their total psionic ability is double the value Very Old - 201-400 years - 9 hit points per die
indicated. Ancient - 401-600 years - 10 hit points per die
Ape, Carnivorous AC 7 Venerable - 601-800 years - 11 hit points per die
Great Wyrm - 801+ years - 12 hit points per die
Ape, Gorilla AC 7
To determine the age (and thus the number of hit points per
Axe Beak AC 7 die a dragon has) simply roll a 12-sided die, the number
Baboon AC 8 rolled indicating the age as shown above.

Badger AC Type 8 Treasure: Hatchling dragons never have treasure. Mature


adult dragons have normal treasure. Venerable dragons
Barracuda AC 7 have 250% and great wyrm dragons have 300% the listed
treasure.
Bear, Black AC 8
Claw and Bite Damage: The amount of damage inflicted
Bear, Brown AC 8
by a dragons claw and bite attacks depends on both the
Bear, Cave AC 7 size and the age of the dragon, broken into seven
categories as follows: A: small juvenile dragons (of
Beaver, Giant AC 7
hatchling through sub-adult age); B: average juvenile
Beholder HD 10-16 dragons; C: huge juvenile dragons; D: small mature
dragons (of young adult through very old age); E average
Blink Dog AC Type 8 mature dragons and small ancient (or older) dragons; F:
Boar, Wild AC 8 huge mature and average ancient dragons; and G: huge
ancient dragons.
Boar, Giant AC 7
Dragon, Black Alignment NE; Damage:
Boar, Warthog AC 8 A: 1-3/1-3/1-10
Brain Mole AC 10 B: 1-4/1-4/1-12
C: 2-5/2-5/2-16
Brownie AC 4, AC Type 8 D: 1-4/1-4/2-16
E: 1-6/1-6/3-18
Buffalo AC 8
F: 1-8/1-8/5-20
Bull AC 8 G: 2-12/2-12/6-24
Camel, Wild AC 8 Dragon, Blue Damage: A: 1-4/1-4/2-12
B: 2-5/2-5/2-16
Carrion Crawler Bite Damage 1-2; Paralysis
C: 2-7/2-7/2-20
duration 3-12 (1d10+2) turns
D: 1-6/1-6/2-20
Cattle, Wild AC 8 E: 1-8/1-8/3-24
F: 1-10/1-10/5-30
Centaur Alignment CN to CG G: 4-14/4-14/6-36
Centipede, Giant AC 10 Dragon, Brass Alignment CN to CG; Damage:
Couatl Alignment LN to LG; Psionic A: 1-3/1-3/1-10
Ability 100-150 B: 1-4/1-4/1-12
C: 2-5/2-5/3-14
Demon, Type VI HD 8d10+8; Damage 1d12+8 D: 1-4/1-4/3-14
Devil, Pit Fiend Treasure Type I, R E: 1-6/1-6/4-16
F: 1-8/1-8/5-20
Dog, War AC 7 G: 2-12/2-12/6-24
Dog, Wild AC 8 Dragon, Bronze Alignment LN to LG; Damage:
A: 1-4/1-4/2-12

73
B: 2-5/2-5/2-16 Eagle, Giant AC 8; Alignment N to NG
C: 2-7/2-7/2-20
Ear Seeker AC 10
D: 1-6/1-6/2-20
E: 1-8/1-8/4-24 Eel, Electric AC 10
F: 1-10/1-10/5-30
G: 4-14/4-14/6-36 Eel, Giant AC 7

Dragon, Chromatic 192 hit points; damage: 3-24/6- Eel, Weed AC 9


24/5-30/6-35/7-42/1-6 Elemental, all Creatures without magical ability
Dragon, Copper Alignment CN to CG; Damage: of some sort cannot harm
A: 1-3/1-3/1-10 elementals unless the creatures
B: 1-4/1-4/2-12 have 6+2 or more hit dice
C: 2-5/2-5/2-16 Elephant, Asiatic AC 7
D: 1-4/1-4/4-16
E: 1-6/1-6/5-20 Elephant, African AC 7
F: 1-8/1-8/6-24 Ettin Damage 2d6+7/2d6+8
G: 2-12/2-12/9-30
Eye, Floating AC 10
Dragon, Gold Damage: A: 2-5/2-5/3-18
B: 2-7/2-7/4-24 Flightless Bird AC 8
C: 3-9/3-9/5-30
Frog, Giant AC 8
D: 1-8/1-8/5-30
E: 1-10/1-10/6-36 Frog, Killer AC 9
F: 1-12/1-12/7-42
Frog, Poisonous AC 9
G: 2-16/2-16/8-48
Gargoyle: Being reptilian, of a sort, gargoyles lay eggs.
Dragon, Green Damage: A: 1-4/1-4/1-10
Once every two to five years, depending on feeding
B: 2-5/2-5/2-12
conditions, the female lays a clutch of two to five eggs in
C: 2-7/2-7/2-16
some high and inaccessible place, such as a grotto, cave,
D: 1-6/1-6/2-16
or the like. These eggs are small at first, being about the
E: 1-8/1-8/2-20
size of ostrich eggs. They absorb the minerals from the
F: 1-10/1-10/4-24
stone on which they rest, growing about one inch in radius
G: 2-12/2-12/5-30
every month during their twelve-month incubation period.
Dragon, Platinum 252 hit points; damage: 2-24/2- Alone and unattended, the young gargoyles hatch, forcing
24/6-60 horn and claws through the thick sides of the hard shells in
order to take their places among the rest of their kind. After
Dragon, Red Damage: A: 2-5/2-5/2-16
a few minutes drying out and resting, the fledgling gargoyle
B: 2-7/2-7/2-20
monsters are ready for first flight and feeding. If any of their
C: 3-9/3-9/2-24
number are small and weak, the others will fall upon it and
D: 1-8/1-8/2-24
devour it before taking off.
E: 1-10/1-10/3-30
F: 1-12/1-12/3-36 Feeding on whatever is available, the immature gargoyles
G: 2-16/2-16/7-42 grow with amazing rapidity, and within a week or two are
large enough to associate with mature individuals without
Dragon, Silver Damage: A: 1-4/1-4/2-16
fear of cannibalization. Early diet includes insects, rodents,
B: 2-5/2-5/2-20
fungi, and just about anything else which is discovered
C: 2-7/2-7/2-24
animal or vegetable. Usually, three or four fledglings will
D: 1-6/1-6/2-24
survive from each clutch to join the adult horde. Left
E: 1-8/1-8/5-30
unmolested, a gargoyle will live at least 200 years, reaching
F: 1-10/1-10/6-36
maturity in one year, and attaining full size in about 10-45
G: 2-12/2-12/7-42
years, depending on feeding conditions. Size, measured in
Dragon, White Damage: A: 1-3/1-3/1-8 hit points, is as follows:
B: 1-4/1-4/1-10
1 = 8 hp, newly hatched
C: 2-5/2-5/2-12
2 = 12 hp, 1-4 weeks old
D: 1-4/1-4/2-12
2 = 16 hp, 1-4 months old
E: 1-6/1-6/2-16
3 = 18 hp, 5-11 months old
F: 1-8/1-8/2-20
5 = 20 hp, 1-4 years old
G: 2-12/2-12/3-24
5 = 24 hp, 5-10 years old
Dragonne Alignment CN 6 = 28 hp, 11-40 years old
6 = 32 to 36 hp, 41 years or older
Dryad AC 10
Gas Spore AC 10
Dwarf Alignment LN to LG

74
Gelatinous Cube AC 9 Lion, Spotted AC 6/7
Ghast Paralysis duration 6-24 (2d10+4) Lizard Man AC 6 (5)
turns
Locathah AC 7
Ghost AC 0 (or 9)
Lycanthrope, Wereboar Alignment CN
Ghoul Paralysis duration 3-12 (1d10+2)
Lycanthrope, Wererat AC 7
turns
Lynx, Giant AC 7
Giant, Cloud Damage 2d10+11
Mammoth AC 6
Giant, Fire Damage 2d8+10
Masher AC 8
Giant, Frost Damage 2d6+9
Mastodon AC 7
Giant, Hill Damage 2d6+7
Men, Berserker Alignment CN
Giant, Stone Damage 2d6+8
Men, Caveman AC 9 (8)
Giant, Storm Damage 3d8+12
Merman AC 8
Gnome AC 6; Alignment N to NG
Mind Flayer Psionic Ability 121-170;
Goat, Giant AC 8
Attack/Defense Modes: A/FGH
Golem, Clay Damage inflicted upon a clay
Minotaur AC 7
golem is only repairable by
means of a heal spell from a Mold, Brown or Yellow AC 10
cleric of 17th level or greater
Mule AC 8
Goblin AC 7
Mummy Mummies are undead humans
Gray Ooze AC 9 with existence on both the prime
and the negative material planes
Green Slime AC 10
Naga, Guardian Cleric spell use 3 1st level, 3
Halfling AC 8; Alignment LG to NG
2nd level, 2 3rd level
Hippopotamus AC 7
Naga, Spirit Cleric spell use 3 1st level, 2
Homonculous AC Type 10 2nd level
Horse, all AC 8 Naga, Water Magic-user spell use 4 1st level,
2 2nd level, 1 3rd level
Hyena AC 8
Night Hag AC 10; Alignment NE
Hyena, Giant AC 8
Nightmare Alignment NE
Intellect Devourer Psionic Ability 100
Nixie AC 8; Alignment CN
Irish Deer AC 8
Nymph AC 10; Alignment NG
Jackal AC 8
Ochre Jelly AC 9
Jaguar AC 7
Octopus, Giant AC 8
Ki-rin Psionic Ability 180- 250
Ogre Alignment CN to CE
Kobold AC 8
Otter, Giant AC 6
Lamprey AC 8
Owl, Giant AC 7
Lamprey, Giant AC 7
Pegasus AC 7
Larva AC 8
Peryton AC 8
Leech, Giant AC 10
Pixie AC 6, AC Type 10; Alignment
Leopard AC 7
CN
Leprechaun AC Type 10; Alignment CN
Porcupine, Giant AC 6
Lich AC Type 2; Alignment NE
Portuguese Man-O-War AC 10
Lion AC 6/7
Pseudo-dragon Alignment NG
Lion, Mountain AC 7
Purple Worm 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 Damage: A: 1-6/1-6/1-10
B: 1-8/1-8/1-12
Rot Grub AC 10
C: 1-10/1-10/2-16
Satyr AC 6; Alignment CN D: 2-8/2-8/2-16
E: 3-10/3-10/2-20
Sea Hag AC 8
F: 3-12/3-12/2-24
Sea Horse, Giant AC 8 G: 4-16/4-16/3-30

Shark AC 7 Dragon, Lung Wang Damage: A: 1-8/1-8/3-18


B: 1-10/1-10/4-24
Shark, Giant AC 6 C: 1-12/1-12/5-30
Shedu Psionic Ability 120-150 D: 1-10/1-10/5-30
E: 2-12/2-12/6-36
Shrieker AC 8 F: 3-14/3-13/7-42
Skunk, Giant AC 8 G: 3-18/3-18/8-48

Slug, Giant AC 9; Damage from acid spit is Dragon, Pan Lung Damage: A: 1-3/1-3/1-8
4d8, save against breath B: 1-3/1-3/1-10
weapon for half damage C: 1-4/1-4/2-12
D: 1-3/1-3/2-12
Sphinx, Crio- Alignment CN E: 1-4/1-4/2-16
F: 1-6/1-6/2-20
Sphinx, Gyno- Alignment CN
G: 1-8/1-8/2-24
Sprite AC 7, AC Type 10; Alignment
Dragon, Shen Lung Damage: A: 1-3/1-3/2-12/1-6
NG
B: 1-4/1-4/2-16/1-6
Squid, Giant AC 8/3 C: 1-6/1-6/2-20/1-8
D: 1-4/1-4/2-20/2-7
Stag AC 8
E: 1-6/1-6/2-24/1-8
Stag, Giant AC 8 F: 1-8/1-8/3-30/1-10
G: 1-12/1-12/3-36/2-12
Stirge AC 9 (AC Type 10)
Dragon, Tien Lung Damage: A: 1-4/1-4/2-24
Su-monster Alignment CN B: 1-6/1-6/3-30
Sylph AC 10; Alignment NG C: 1-8/1-8/3-36
D: 1-6/1-6/3-36
Thought Eater AC 10 E: 1-8/1-8/4-40
Tiger AC 7 F: 1-10/1-10/4-48
G: 2-12/2-12/7-56
Tiger, Sabre-tooth AC 7
Dragon, Yu Lung Damage: A: 1-3/1-3/1-8
Titan Damage 3d8+12 or 3d10+14; B: 1-4/1-4/1-10
Psionic Ability 151-250 C: 1-6/1-6/2-12
D: 1-4/1-4/2-12
Titanothere AC 7
E: 1-6/1-6/2-16
Toad, Giant AC 7 F: 1-8/1-8/2-20
G: 1-10/1-10/2-24
Toad, Poisonous AC 8
Giant, Fog Damage 2d6+9
Triton Alignment NG
Giant, Mountain Damage 3d8+11
Troglodyte AC 6
Githyanki Psionic Ability 75-125
Weasel, Giant AC 7
Githzerai Psionic Ability 61-125
Wolf AC 8

76
Huecuva XP Value 81 + 2/hit point operate as a pack to bring down large prey. Growth and hit
points are closelty related to the same in gargoyles:
Troll, Giant Damage 2d6+7
Size Hit Points Age
Troll, Giant Two-Headed Damage 7-12/7-12/2-16/2-16
2 10-12 newly hatched
MONSTER MANUAL 2 2 13-16 1-6 weeks
Aboleth Psionic Ability 125 3 17-20 7-12 months
3 21-24 1-6 years
Behir Lightning bolt will cause 4d6 + 4 25-30 7-12 years
24 points of damage unless a 5 31-35 13-30 years
saving throw vs. breath weapon 6 36-42 31-50 years
is made. 6 43-48 51 years or older
Boalisk Damage: 1-3 (bite)/2-7 Marlgoyles live up to about 300 years of age, unless
(constricton) brought low by disease or some enemy prior to this.
Cat, Domestic Move 15 Pyrolisk Hit Dice 4+3
Deva, Movanic Description: Movanic devas Shedu, Greater Psionic Ability 170-200
have skin of pale rose color.
Their hair is of coppery red and Solar AC -9
their eyes of metallic coppery Tarrasque Damage: 1-12/1-12/2-24/5-50/1-
hue. Their wings are rosy white. 10/1-10
They otherwise resemble
humans of the most superior Ustilagor Psionic Ability 75 + 5 to 30
sort.
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

77
APPENDIX I. THE ASTRAL PLANE seen at times, and sometimes star-like objects are seen in
the distance. Other strange phenomena have been reported
By Roger Moore, from Dragon #67 (November 1982) as well. Objects in astral space are weightless but still have
mass and can cause damage. It is conceivable that there
The Astral Plane is a superdimensional space that may be dwellings on the Astral Plane built by great wizards,
permeates every point of the three-dimensional Prime clerics, or godlings; in a weightless environment these
Material Plane, which inhabitants of AD&D worlds know as buildings could be of any shape, and might wander
the physical universe (containing planets, worlds, stars, randomly from Outer Plane to Outer Plane, or across the
galaxies, etc.) From the Prime Material, the Astral Plane various Prime Material universes.
extends out to each of the first (or upper) layers of the
various Outer Planes, but does not touch any other layers Astral Encounters
besides these. The Astral Plane also touches (or contains)
certain Partial Planes, Demi- Planes, and Semiplanes. Very few creatures are known to be native to the Astral
Astral space is filled with great currents of energy and Plane; as stated before, nearly everyone there is just
matter that flow between the various Prime Material and passing through. Because of the great number of
Outer Planes; aside from these currents, or vortices, the creatures that could be encountered there, and because
Astral Plane is literally filled with nothing. The contents of a some DMs might like to create and use their own monsters
vortex may travel to and from an Outer Planes first layer from the Outer Planes, an alternative to the Astral
and one or more Prime Material universes; nothing may Encounter Table in the DUNGEON MASTERS GUIDE is
enter the nothingness outside the vortex. 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; Table One: Astral Encounters
such an event is called the Psychic Wind, and is much d% roll Encounter type
feared by travelers in the Astral Plane unless they are of 01-60 Outer Planes creature (in transit)
godlike level and talent. The Psychic Wind may cause a 61-75 Miscellaneous creature (in transit)
vortex to disconnect from one plane and reconnect with 76-90 Prime Material creature (on Prime Material Plane)
another, stirring up the contents of the vortex so that they 91-95 Character encounter
are randomly distributed or lost. Severe manifestations of 96-99 Deity encounter
the Psychic Wind may even cause silver cords (see below) 00 Non-living relic
to break, unless the traveler to whom the cord is attached
can resist the magical stresses. Explanation of results:

It becomes obvious that beings may use the Astral Plane Outer Planes creature This category includes all beings
for moving about within their own universe or to parallel originating on an Outer Plane, who happen to be in astral
Prime Material Planes, as well as visiting the homes of the space going to or from the Prime Material Plane. Common
gods on the Outer Planes. The most commonly used examples of such beings include demons, devils, daemons,
methods of traveling the Astral Plane include the use of devas, planetar, solar, ki-rin, lammasu, titans, and shedu.
spells (Astral Spell, Plane Shift, or a spell like Gate or Any beings from an Outer Plane are likely to be on a
Wish), psionic disciplines (astral projection or probability mission for their deity, or on personal missions as
travel), and magical devices or artifacts. Some beings and determined by the DM, related to the alignment(s) of the
monsters are innately capable of astral travel, such as being(s). Deities (including the two singular dragon types,
certain demons, shedu, etc. The method of travel being demon princes, archdevils, and so forth) should not be on
used by an encountered being or beings may well this subtable.
determine the groups 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
The Astral Plane has no alignment as such. Creatures of servants, invisible stalkers, liches using psionics or spells to
any alignment may be met traveling along the plane going go astral, and all those other creatures not easily
to or from the Prime Material. If there could be said to be a characterized. Berbalangs and astral searchers (from the
particular philosophy or ethic associated with the Astral FIEND FOLIO Tome), for example, could be listed in this
Plane, it might be the spirit of travel, the seeking of subtable. Other races besides those used as player
knowledge, and the use of gateways to new worlds. Several characters in the AD&D game could be included, if some
deities concerned with travel, knowledge, and gates are individuals of those races had magical or psionic abilities
known to live on the Astral Plane. permitting astral journeying mind flayers, for instance.
Reasons that miscellaneous beings have for astral travel
There is no solid material in the Astral Plane aside from the would vary widely from race to race or individual to
wayfarers within it, some random bits of debris, and a few individual.
small islands, some with built structures. To those passing
through it, the Astral Plane appears to be a blurred silvery Prime Material creature Some Prime Material Plane
color all around, as if the travelers were suspended creatures have a sensory awareness of beings passing
weightless within a great silver atmosphere. Mists may be close by in the Astral Plane, and have the power to harm

78
such beings as well. Common examples of such creatures cleric would have allies of levels 13-16). All other
include the basilisk, catoblepas, cockatrice, gorgon, and particulars of the spell casters, henchmen, and allies
medusa; enterprising DMs could undoubtedly create more should be determined from the Character Subtable,
monsters of this sort. Creatures like these that can project Appendix C (Random Monster Encounters) of the DMG.
their influence into the Astral Plane can likewise be attacked All spell casters using Astral Spell will be 90% likely to
by beings on the Astral Plane, though no other Prime have 2-5 companions, 2 of which will be henchmen of the
Material creatures or objects could be affected by anything spell caster; all particulars of the group are determined as
in astral space. Only astral travelers who are adjacent to above.
another plane (a term to be explained more fully later in this
article) will have a chance of meeting these creatures. All Device Any class, race, or level of character could be
other times, the encounter must be rerolled for astral encountered while using a magical device that permits
travelers if this particular category is indicated. travel to or through the Astral Plane; it is very unlikely,
though, that lower-level characters will be met because of
Character encounter The vast majority of characters met the dangers of astral travel. Some typical devices that
on the Astral Plane are likely to be human, but some demi- could be used to reach the Astral Plane are the Amulet of
humans or part-humans may be encountered as well. A the Planes, the Cubic Gate, the Well of Many Worlds, or
special encounter subtable (Table Two) is needed to some like device invented by the game referee. DMs
determine the method of astral traveling employed by a should develop subtables listing the different sorts of
character group, which may determine the groups size and devices being employed, since there is such a wide
some other characteristics. variety of them available. Device-using characters
encountered will be between 7th and 18th level (d12 + 6)
Table Two: Method of astral travel with classes determined as per the Character Subtable in
d% roll Character group traveled via: the DMG. Note that some devices permit use by one
01-70 Spell (cleric, mystic, magic-user, or illusionist) person only; these brave souls would be of a generally
71-95 Device (miscellaneous magic item or artifact) higher level than usual (15th-18th) and could, at the DMs
96-99 Psionics option, have more magical items or special
00 Special characteristics than normal.

Spell Encounters with beings traveling by magical The category of devices also includes the use of artifacts;
spells are 85% likely to be with persons who directly cast DMs may set a 1% chance of any device-using group
such a spell and 15% likely to be with those who used a actually possessing and using a plane-shifting artifact. An
scroll to cast the spell. The distinction is important item of this sort could be the Codex of The Infinite
because scroll-users will probably be less powerful than Planes, or a wandering ship or tower as described in the
casters. If a spell-user is indicated, determine the class Elric sagas by Michael Moorcock. Party size in an artifact-
and level of the caster according to these guidelines: using 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: Psionics Of all psionics-users encountered astrally,
11-20 for actual spell casters or 9-12 for scroll-users. Of 90% will be human, with elves having a 5% chance of
the actual spell casters, clerics of levels 11-15 will have being met, dwarves and halflings each having a 2%
used a Plane Shift spell and those of higher level will be chance of being encountered, and the remaining 1%
using an Astral Spell. Of the clerical scroll users, 75% will being random other races. Class and level should be
have used a scroll of Plane Shift, and the other 25% will determined as per the guidelines for device-using
have employed an Astral Spell scroll. travelers. Some 50% of all psionics-users in the Astral
Plane will be using astral projection and be traveling
Slightly less than half (45%) of all encounters with astral alone. The rest will have probability travel; the level of the
spell-users will be with magic-users. Those directly psionics-user will determine how many persons can be
casting an Astral Spell will be of levels 18-23; those using brought into the Astral Plane with this power. One or two
an Astral Spell scroll will be of levels 11-18. persons with the psionics-user will be henchmen, the rest
will be allies; details are worked out as per the section on
Once in 20 times (5%), the encountered spell-user will be spell casters. The psionics-user should have at least 40
an illusionist or savant. The illusionist will be of level 14- psionic strength points in order to permit astral travel as
19 if directly casting an Astral Spell, and of level 10-15 if well as psionic attack and defense, and will also have
using an Astral Spell scroll. other major and minor disciplines.

Spellcasters are not likely to go into any plane without Special This is a catch-all category for those living
assistance. Clerics using Plane Shift to reach the Astral persons who have become lost or trapped in the Astral
Plane are 95% likely to have 2-7 companions with them, Plane by any one of a number of means. They may have
two of which will be henchmen and the rest being allied been caught in a Portable Hole-Bag of Holding explosion,
characters. Henchmen will be of a level determined as cursed by a deity or magic-user, hit with an enemys
per the DMG; allied characters will be of a level equal to Plane Shift, attacked while under a Duo-Dimension spell,
the clerics level minus three, plus 1d4 (thus, a 15th-level caught in a Sphere of Annihilation-Gate cataclysm, cast

79
out of the Ethereal Plane by an Ether Cyclone, stoned miles in extent. Constructed dwellings, whether on islands
while astral by a medusa or similar beast, flung there by a or alone, should be extremely rare at best!
malfunctioning artifact, inside a Portable Hole that failed a
saving throw and was destroyed, and so forth. Each case The reactions of any living creatures on the Astral Plane will
is special and may be created and arbitrated by the always be tainted with caution and watchfulness. Referees
referee as desired. Because people do not age or starve may want to compile notes on each encounter, describing
in astral space, such lost souls could have been lost for a the reasons for such beings to be in the Astral Plane in the
very long time before they are rescued. They might first place (traveling on a quest, going to visit associates or
express their gratitude for being helped by rewarding the friends, planning to rob or kill other astral travelers,
player characters, working for them, or putting knives in searching for something or someone, etc.) and use this
their backs (depending on alignment and other material when role-playing the NPC encounters.
considerations). Insanity could come into play. All
special encounters will not be able to leave the Astral Obviously, much of this material has been very general;
Plane without help from outsiders. however, it is the intention of this article to give referees a
chance to work out their own ideas of what Astral Plane
It becomes obvious that all character-type encounters encounters should be like. Every campaign will have
should be carefully worked out ahead of time by the DM different deities, monsters, and other particulars.
because of their complexity. Character roles (as always)
should be played forcefully by the DM, as if the NPCs Astral Traveling:
were the DMs own characters.
Astral space is strange and dreamlike. Adventurers from
Deity encounter A deity of any sort is probably the worst other planes find that they do not get tired, sleepy, or
(as in most dangerous) thing one could hope to meet hungry, and everyone is generally alert. There are no
anywhere. Referees should make up their own lists of day/night cycles astrally, so times passage is difficult to
possible encounters of this sort, including the various arch- measure. A character or creature can feel a sense of
devils, demon princes, and unique dragon-types from the movement whenever he/she/it concentrates on moving
MONSTER MANUAL. On the Astral Plane it may be (travel through astral space is a function of thought), but
possible to meet almost any deity, though lesser deities one usually has little idea of how far one is going. No one
may be more common than greater ones and demigods ages (except at the 1:365,000 rate, as noted) in astral
more common than either of the others. Referees should space for any reason, even by magical means. The various
use common sense and caution in having the group meet a means of astral travel are:
deity; some deities would have no possible business being
on the Astral Plane, and should be excluded from encounter Astral projection (psionic) or Astral Spell: Characters
lists. using either of these means to go astral should find secure
places on the Prime Material Plane to house their bodies
As with character encounters, the reactions of deities and their possessions that will be left behind when their
should not be checked randomly, and should be role-played spirits make the voyage. The physical bodies on their home
fully. Gods will not often go out of their way to do anything plane will go into suspended animation and require little
when encountering a group of adventurers, unless care while the spirits are gone. Travelers using Astral Spell
provoked, bored, or of a similar or opposite alignment. should hold hands in a circle with their spellcaster, who then
Demogorgon might try to kill everyone he meets; Asmodeus goes through all the rituals and causes the groups
might try enslaving everyone; Bahamut might assist (if members to enter astral space in spirit form together. The
good-aligned characters are present), and so forth. Deities bodies are all linked through a single silvery cord to their
should, whenever possible, have a retinue of lesser material bodies; the cord is capable of stretching infinitely
creatures with them who will follow their rulers every whim; from the Prime Material to an Outer Plane. Once in the
these followers may be sent ahead to check out any groups Astral Plane, the group members may pull apart, move
they meet, to do the fighting or talking. The nature of such around, engage in combat, and so forth as they please.
associates is left up to the imagination and discretion of the However, no one may enter another plane from the Astral
referee. Plane unless he/she is touching the spellcaster or touching
someone else touching the spell caster (the group should
Relic Finally, various items may be found while traveling join hands before entering another plane). Anyone not so
the Astral Plane. This category of random relics could linked to the spellcaster when he or she enters a new plane
include lost treasures, bodies of monsters or characters will be stranded astrally; the stranded character can return
slain astrally (The timelessness/all-time nature of the Astral to the home plane only if slain, in which case the material
Plane allows revivification at a ratio of 1,000 years to 1 day, body reawakens (see the section on Movement and
assuming no extenuating circumstances), constructed Combat). Astral projection is similar to Astral Spell in all
dwellings for wizards, priests, or godlings, and so forth. respects, except that only one person at a time may travel
Referees may make up lists of things like these to confuse, by means of this power.
amuse, or abuse player characters finding them. Any
treasures found should be of generally low worth, with When using either of these forms of astral projection,
occasional high-value or cursed/trapped items appearing. characters will find that all non-magical items on their
Matter islands range from a few cubic rods to several persons will be left behind on the home plane; only magical

80
items may be brought along, and many of these will have about as desired. Leaving the plane is done in the same
altered capabilities as described in the last section of this manner used to arrive at the plane. It is obviously possible
article. Because this may mean that spell components, for someone to strand characters on other planes using any
armor, and weapons, not to mention mundane things like of these travel modes. Stranded characters will not be able
decent clothing, will not be had, spellcasters may use or to leave the plane they are left on unless given assistance,
develop a simple spell like Nystuls Magic Aura, which or unless they possess spells, powers, or devices to help
makes an item magical without giving it any special powers. them leave. No silver cords are formed using any of these
Such a dweomer will allow items to pass through astral travel modes; instead, the characters bodies have been
space to an Outer Plane so long as the spells duration is brought along.
not exceeded prior to going to the plane. Things that
become non-magical in astral space or on an Outer Plane, Encounter Checks and the Psychic Wind:
should this spell wear off, will not be carried into another
plane until the spell is renewed. When using either form of astral projection (astral projection
or Astral Spell), three encounter checks are rolled during
The spellcaster will receive an instinctual warning when he the journey. One is made immediately at the start of the
or she has arrived at the point where astral space connects voyage, to see if any beings are adjacent to the Prime
with the Outer Plane or Prime Material Plane desired. At Material Plane at this locale; it may be possible to encounter
this point, when all travelers are joined together again, the certain Prime Material monsters (like catoblepas) which can
spellcaster can will the group to move adjacent to the new project magical attacks into the Astral Plane, if any are
plane; at this point the group will still be in astral space, but nearby. Another encounter check is made near the midpoint
will now be able to view clearly the environment of the new of the voyage, deep into the Astral Plane (no Prime Material
plane. If it is another Prime Material Plane, this point is as monsters like the medusa or catoblepas will be encountered
far as the group can go; they can look about, but not enter around here), and the last check is made when the group
the plane. If an Outer Plane has been reached, the group comes adjacent to another plane. If this plane happens to
may then (while still linked together) cause their spirits to be another Prime Material Plane, then obviously medusae
form material bodies on the new plane, and will bring all and the like may be met, if any exist on that plane.
magical items with them. Note that those items which (for
some reason, as detailed in a later section) became fully Characters using any other form of planar travel will
non-magical when entering the Astral Plane will not go into undergo one encounter check upon arriving at the Astral
an Outer Plane, but may be taken back to the Prime Plane, and another check every four hours or so thereafter
Material. When a group is adjacent to another plane, their until they leave the plane.
presence may only be detected by highly intelligent or
powerful creatures (as per the DMG), or by the use of such An encounter check is made using a 20-sided die. A roll of 1
things as a Detect Invisibility spell or Dust of Appearance. on the die indicates that an encounter will occur, and the
Few spells may be cast across plane boundaries, either to specific type of encounter should then be rolled.
or from the Astral Plane or any other, and only certain rare
magical devices can affect creatures on other planes. It is If a spellcaster or psionic using astral projection wills the
conceivable that a deity may cause certain sections of an voyage to be slowed down, an additional encounter check is
Outer Plane to be opaque so that no one may spy on that made for every four hours the journey is lengthened (see
area from the Astral Plane, and no one (except the deity the section on astral projection/Astral Spell, above, for
and minions) may enter that area from astral space. Astrally normal and modified travel times).
projecting characters will travel for some 7-12 hours before
reaching another plane, either an Outer or a Prime Material The Psychic Wind may lengthen an astral voyage and
one. The spellcaster or psionic character may purposely try produce more encounters. There is a 5% chance (non-
to lengthen the voyage before reaching the other plane; cumulative) of encountering the Psychic Wind per plane
each such attempt lengthens the trip by 3-6 hours, and may crossed, including alternate Prime Material Planes, or solar
result in another encounter check being made (see below). system traveled to. To determine the effect of a Psychic
The return trip from another plane will take another 7-12 Wind, roll a 20-sided die and apply the appropriate result
hours. from the following list:

Probability travel (psionic), Plane Shift (spell), or 1-12: Travel slowed by 3-6 hours; one additional
device: These methods of travel are similar in several encounter check rolled.
ways. If a group of persons is able to travel together using 13-16: Blown off course; party lost for 2-20 days (one
one of these modes, they must join hands before the power, encounter check every 4 hours, but no Prime Material
spell, or device goes into effect. Group members will be creatures can be met) and then must return to their
transferred at once, along with all of their equipment physical bodies and try again.
(magical or non-magical), to another plane; if going to an 17-19: Blown off course, but with no extension of travel
Outer Plane, the group will not pass through astral space. time; a random plane bordering the Astral Plane is arrived
However, these travel modes may simply take a group to at.
astral space if this is desired. Once the desired plane has 20: Psychic Wind storm; travelers who are using astral
been reached, the power, spell, or device transporting the projection or Astral Spell must make a saving throw vs.
group ceases to work, and the group may split up and move magic (for the spell caster or psionicist), or the silver cord

81
snaps and all are slain irrevocably. If the save is made, Paper counters could be used to show how far above or
the group or person will be lost for 4-40 days (make one below the playing surface someone or something is located,
encounter check every 4 hours during this time) and must to simulate a third dimension. Counters could also be used
return to the starting point where their physical bodies for each character involved in the melee. This system is
are. Those who are not astrally projecting will be lost for similar to the one used in many outer-space combat games;
4-40 days and will only thereafter be able to use a spell, the difficulty comes in having to calculate trigonometric
power, or device to leave the plane; before then, the distances between two points in three-dimensional space.
turbulence in the plane prevents such travel. The scale that might work best for such games might be to
have hexes or squares 30 feet across (in game scale) with
The Psychic Wind is not a wind as such; when it occurs, each move taking one minute. If this proves too complex,
the silvery atmosphere of astral space darkens then a simpler two-dimensional system may be used,
considerably. During a Psychic Wind storm, the characters ignoring the height/depth factor on the playing surface.
will be in virtual darkness all around, but will feel no actual
wind blowing. Light spells will function normally during this Though the Astral Plane has no sources of gravity,
time, however. combatants are not thrown off balance by swinging swords,
casting spells, and so forth, because all movement and
Movement and Combat orientation are governed by mental effort; characters fight,
move, and act as if each were moving along a stable
Movement through the Astral Plane is accomplished by surface. Obviously, no two characters need appear to be
concentrated thought. For every point of intelligence a being moving along the same surface, and one could move
has, a maximum of 10 (yards) per minute (melee round) along just as well upside-down relative to everyone else in
may be moved; thus, a character with a 12 intelligence can the party.
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 The only problem that will occur in combat is in using
one place to another, as the plane itself is moving (the way missile weapons or thrown items. Because everyone is
wind blows around a flying bird) and such distances cannot used to adjusting missiles or thrown weapons to take into
be expressed in conventional terms. Movement rates are account the effects of gravity, persons who fire or throw
useful in working out melees or explorations in astral space. missiles will find their aim poorer at first. Missile fire will
Sighting distances are much greater than normal in this initially be made at a -6 penalty to hit; each subsequent
plane. Surprise rolls are made as usual; unsurprised missile fired by the same character will gain a +1 modifier
characters may see larger-than-man-sized beings at a to hit, cumulatively, until this penalty is removed. However,
range of 50-500 yards, and man-sized or smaller beings at once a person leaves the Astral Plane, this adjustment is
30-300 yards. A surprised party has only one-tenth the forgotten and must be re-learned upon re-entering the
normal sighting range to their opponents. Evasion may be plane at any future date. Long ranges are extended on the
attempted after sighting an opponent, and is automatically Astral Plane for missiles of any sort, because of the lack of
successful if the least intelligent member of the evading gravity; short and medium ranges remain the same. The
party is smarter (more intelligent) than the most intelligent maximum range of any missile weapon is doubled, so a
member of the pursuing party. It is possible, of course, for a longbow (for instance) would have a long range of 14-42.
party to split up so that only its slower members will be Smart players may find it interesting and helpful to develop
caught by pursuers; however, if some beings are joined special tactics for astral combat, such as surrounding
together by holding hands or other means, their speed will slower opponents and setting up defensive shields against
not exceed that of the least intelligent being. Sudden stops the faster ones. Grappling and pummeling are possible
and turns are possible astrally, and travelers will not be astrally, but not overbearing.
subject to any form of motion sickness no matter what they
do. Astral characters take damage as usual in AD&D melee
combat. Those who entered the plane by Gate, Plane Shift,
Encumbrance affects a characters movement rate: for device, or any other method in which the physical bodies of
every 100 g.p. (10 lbs.) weight a character is carrying, the the characters are brought along can be wounded and slain
movement rate for that character is slowed by 10 feet per in combat; their bodies and equipment can be recovered
round. Strength (or lack thereof) does not affect astral afterward, and attempts may be made to raise them from
encumbrance at all; intelligence is the limiting factor. An the dead as usual (see previous note on the 1,000- year-to-
unconscious person or one who is not concentrating on 1-day ratio). Any character who enters the Astral Plane by a
movement may be carried by another person if so desired, form of astral projection, psionic or magical, and takes
at the carrying persons movement rate (with a deduction for sufficient damage in combat to be slain, will be immediately
the encumbrance of the burden being carried). Magical returned in spirit form to his or her home plane. The earthly
items have no effective weight for astral encumbrance bodies of these slain characters will not be immediately
purposes, but only if they are still magical in astral space. awakened, however; the psychic trauma of being slain
sends the body into a coma lasting 2-5 days, from which the
Combat in the Astral Plane is peculiar, since it takes place character cannot be reawakened without use of a wish. A
in a weightless, three-dimensional space. A detailed system shock roll must be made during this time, and if the
simulation of this would probably best use a hexagonal or roll fails, the character dies when the coma ends, the
square-gridded playing surface (without terrain features). character cannot then be revived by any means short of a

82
wish. If the system shock roll succeeds, the character will perhaps travels to a different plane) when they will take
regain consciousness, possessing but 1 hit point upon normal effect. Spells cannot be cast in any case from the
awakening, and healing progresses normally. Until such Astral Plane to any other plane, and vice versa; they cannot
time as the character regains more than half of his or her be cast through Gates and similar devices or spells (as
lost hit points (by normal healing, potions, ointments, etc.), noted in TSR module Q1), since the true distance between
no spell casting is possible, movement is reduced by half, the planes exceeds the spells range.
and attacks are made at, a -4 penalty to hit because of
weakness. Unless a spell caster has taken special precautions, any
traveling done by Astral Spell will result in leaving behind all
The magical items possessed by an astrally projecting material components for spells, reducing the spell caster to
character who is slain on the Astral Plane will be returned to using only those spells with verbal and/or somatic
the Prime Material with the characters spirit if they: 1) still components alone.
retain some magical properties on the Astral Plane; 2) were
physically worn or carried by the character at the time of Once a character enters the Astral Plane, spell recovery
death; and 3) make a saving throw vs. magic. All other (regardless of the amount of time spent astrally) becomes
items of a non-magical nature will be left behind on the more difficult. Clerics and druids may not recover any spells
Astral Plane, but may be recovered by other characters. If except first and second level ones unless the deity they
the earthly body of an astrally projecting character is slain worship normally resides on the Astral Plane, in which case
while the character is in astral space, the silver cord is they may recover any spell levels. Any spell casters will find
sundered and the characters spirit vanishes at once, they have but one opportunity to pray or study for new
leaving all material possessions behind. The character is spells after casting spells on the Astral Plane, and that
irrevocably dead. If the material body is slain after the subsequent attempts to recover spells will fail because of
character has formed a new body on an Outer Plane, the the magical properties of the plane. Clerics will find that
character (with whatever possessions he or she has at that certain spells Commune, Divination and Spiritual
time with the new body) will live on in the new form but will, Hammer will not work on the Astral Plane unless the
of course, be unable to leave the plane without help. It is clerics deity lives on that plane.
impossible, by the way, for a character to assume a
physical shape different from his or her normal, earthly body Unless otherwise stated, a spell caster must remain
when entering an Outer Plane. There are very few creatures stationary on the Astral Plane when casting a spell; he or
able to cut a silver cord. As mentioned in LEGENDS & she cannot think about moving around and perform magic
LORE and the DUNGEON MASTERS GUIDE, the Psychic at the same time. Spell casting, as in all other cases, cannot
Wind may tear the cord loose, but this is a rare happening. be hurried up in any manner, and if a spell is interrupted, it
The most dangerous opponents astrally are deities; a is lost. Spells may be cast from devices and scrolls in a
demigod or god may elect to cut the silver cord of a group, normal manner, as detailed later in this article. Those spells
and can do so by moving adjacent to the cord trailing that normally affect a flat, planar area (such as Bless and
behind the group, making a to hit roll against AC 0, and Haste) will, when cast astrally, affect a spherical area with a
successfully rolling the deitys magic-resistance rating. This diameter equal to the normal spells smallest dimension in
will automatically sever the cord and permanently slay the area of effect. Thus, Bless affects all within a 5 diameter
group members, unless the spell caster or psionic initiating sphere, Haste and Slow affect all within a 4 diameter
the travel can make a saving throw vs. magic. If the deitys sphere, Tongues affects all within a 6 diameter sphere, and
magic-resistance roll fails on the first severing attempt, so forth. This does not apply to spells such as Hold Portal,
subsequent rolls may be made without requiring another Knock, and Wizard Lock, which were designed to affect flat
successful to hit roll against the silver cord. Any character surfaces.
wounded while on the Astral Plane will not normally recover
any lost hit points, no matter how long a time is spent there. The Astral Plane is a poor conductor of heat or cold, making
Obviously, however, after 365,000 days of relative rest a some spells like Infravision, which relies upon detection of
normal character would regain 1 hit point. Only the use of heat sources, useless. A Fireball could go off next to a
magical devices or spells, or the psionic discipline of cell character, and if the character was just outside the area of
adjustment, will allow the recovery of lost hit points astrally. effect he or she would not feel the heat from the attack.
Once a wounded character leaves the Astral Plane, wounds Fire-based spells that are cast at bodies of water on the
may be naturally recovered from at the normal day-to-day Astral Plane will have no effect; they will be smothered
rates. immediately. Any fire spell that strikes a body of ice will
usually have no other effect than to melt the ice down into
Magical Alterations: water, immediately extinguishing the spell. Because all
objects on the plane are effectively weightless, flame
As has already been mentioned, many spells will not have sources will appear circular; even though one would expect
their normal effects when cast upon the Astral Plane. Some an open flame to be extinguished by its own waste gases if
of these spells for various reasons will have no effect at all, held immobile, this does not occur in astral space.
while others will work only partially or in an unexpected
manner. A few spells will not work astrally but will not be Astral travelers, though they will soon discover that they
forgotten when cast; these spells may be re-cast at a later apparently do not need to breathe in astral space, are still
time (after the caster returns to the Prime Material Plane, or susceptible to attacks of poisonous gas, drowning, and so

83
forth; the poisonous or foreign material will find its way into cumulative chance after each unsuccessful casting of this
the respiratory tract and do physical damage. These attacks spell.
will affect even astrally projecting characters, though as Dispel Evil/Good: This spell will affect any creatures
noted before this will not actually kill the affected characters, encountered on the Astral Plane of the appropriate
but will cause their spirits to return to their home plane. alignments, including those from other planes. However,
when used against aerial servants and invisible stalkers
Following are listed those spells that yield unusual results (and neutrally aligned creatures summoned from other
when cast on the Astral Plane. When possible, reasons are planes) there is a chance (1 or 2 on d6) that this spell will
given for why a spell malfunctions. If new spells are not work, because the neutral creatures were not in the act
encountered or created by characters, the DM should of performing a good or evil deed. Though all good or evil
arbitrate the effects on the Astral Plane, noting whenever creatures and characters from other planes will be affected
possible the effects of any similar spells listed here. by this spell (no matter the method used to bring them to
the Astral Plane), no neutrally aligned (lawful neutral, true
Cleric Spells: neutral, or chaotic neutral) characters will be affected unless
they are on a mission that would directly benefit the forces
Aerial Servant: No effect; normally opens gate to of good or evil. (Assume that this spell will affect neutral
elemental plane (Air), characters only if the majority of their associated party is
Animate Object: Any object animated will have no ability good or evil in alignment.)
to travel on its own unless it is thrown or pushed, since all Dispel Magic: This spell will not affect the inherent
animated objects have an effective intelligence of 0; it could, magical nature of the Astral Plane, but will affect spells cast
however, wrap around or strike beings it was next to. by characters. If this spell is cast at a spell caster or
Astral Spell: No effect; must be cast on Prime Material associated person traveling via an Astral Spell, it will (if
Plane. successful) hurl the affected persons to their own plane. It
Commune: No effect; requires contact with deity. will not do this to persons who arrived on the Astral Plane
Conjure Animals: No effect; no natural environment exists by any other means, psionic or magical. Casting Dispel
astrally. Magic on a silver cord (of an astrally projecting traveler) has
Control Weather: see Conjure Animals. no effect.
Create Water: Unless the spell is cast into a container, a Divination: see Commune.
large sphere of water will be formed (hovering in the virtual Earthquake: No effect unless cast upon a solid, non-living
weightlessness of the plane). To calculate the size of such object of earth, clay, or stone.
a sphere, note that the volume of a sphere is 4/3 r, that Find The Path: If cast immediately after an entrance into
3
one gallon of water is about .1337 ft , and have a calculator the Astral Plane, this spell will enable astrally projecting
handy. Pi () is about 3.1416. A sphere of water will do characters to go quickly to their desired plane. There is a
nothing else in astral space except float. If struck by a 50% chance that only one encounter check (the usual initial
sharp-edged weapon, it will be undamaged (the blade one) will be required before reaching the other plane; in any
passes through it) for the most part; strikes, with broad, event, only one extra check will be required at the worst,
blunt weapons will split the sphere into 2-5 smaller spheres and the entire voyage is shortened by four hours as well.
of roughly equal size. Though water spheres are interesting This spell, of course, would have to be cast upon the
to look at, they are hazardous as well; anything touching a leading spell caster of an Astral Spell- using group to be
water sphere for longer than one second will find the water effective for them.
adhering to it and flowing over its surface until the water Flame Strike: This spell will create a 1 diameter sphere
completely covers the touching object. Living beings must of flames, much like a Fireball, centered on the desired
make a saving throw vs. breath weapon or choke on water location within the spell range; it will do normal damage.
in their respiratory systems; failure to save means Gate: No deities will appear through the Gate unless the
unconsciousness one round later and death in 2-5 more Astral Plane is their home. Any other creatures gated in will
rounds thereafter unless the water is removed somehow know immediately where they are, and will leave if required
(such as by Destroy Water). Those who make their saving to fight a creature or party whose experience-point total is
throws may leave the water sphere on the following round two or more times greater than the gated creatures own
by moving out of it at full (mental) speed. The possibilities of value. No gated creature will hang around to fight a deity of
using water spheres as weapons are obvious (with any sort. Theoretically, one or more persons could pass
Telekinesis, especially; the Telekinesis-user would have to hurriedly through a gate created by a spell and go directly to
roll to hit with the water sphere as if using a missile any other plane of existence, but the person(s) would also
weapon, with medium and long ranges determined by be directly in the presence of a deity-class being, and this
dividing the maximum range of the Telekinesis spell into could prove not to be advantageous.
thirds), as are the disadvantages. Holy/Unholy Word: This spell will affect all creatures
Detect Evil/Good: Functions normally, though the plane within its area of effect, including the spell casters party.
itself radiates no alignment. Since nearly all beings except some deities are not normally
Detect Magic: The entire plane radiates magic, making from the Astral Plane, this should work against virtually any
this spell useless to all except those who know the proper being encountered, and will cast its victims back to their
changes to exclude the background radiation from home plane without further injury (regardless of how the
detection. Such changes may be discovered on a 5% creature got to the plane).
Insect Plague: see Conjure Animals.

84
Locate/Obscure Object: This spell will not help or hinder in astral space has a dog along, for whatever reason, a
characters in hurrying or delaying their journey to other druid could cast Invisibility To Animals, Speak With
planes through astral space, since the distance to other Animals, etc., successfully. For the most part, however,
planes is beyond the spells range. such spells will be wasted. Spells summoning animals will
Lose The Path: This spell will work to slow an astrally not work, since no creatures able to be affected by the spell
projecting partys progress through the Astral Plane by four occur naturally on the Astral Plane. Spells which fall into
hours, resulting in one extra encounter check while in astral one of these categories, and are useless for that reason,
space, but not necessarily during the spells duration. are the following:
Lower Water: This spell will cause all free-floating water
within its area of effect to move away from the spell caster Animal Friendship, Animal Growth*, Animal Summoning
at a rate of speed equal to the casters normal astral (I,II,III), Anti-Animal Shell*, Anti-Plant Shell*, Call Lightning,
movement allowance. The reverse of this spell, Raise Call Woodland Beings, Commune With Nature, Control
Water, has the opposite effect in drawing water directly Temperature, Control Weather, Control Winds, Creeping
toward the caster at the above speed. These spells could Doom, Entangle, Hold Animal*, Hold Plant*, Insect
be used to save a drowning character (see Create Water). Plague, Invisibility To Animals*, Locate Animals*, Locate
Part Water: This spell will cause a water sphere (see Plants*, Pass Plant, Plant Door, Plant Growth*, Predict
Create Water) to separate into two equal-sized spheres Weather, Repel lnsects, Speak With Animals*, Speak With
(smaller than the original) separated by 1/level of the Plants*, Summon lnsects, Transport Via Plants, Wall of
caster. This spell may be used to save a drowning Thorns, Weather Summoning.
character (see Create Water). * These spells will work only on plants or animals that
Raise Dead: If used astrally, there is a 15% chance that have somehow been transported into astral space.
an astral searcher (see the FIEND FOLIO Tome) will Otherwise they are useless.
possess the raised body. Alignment and personality of the It might be supposed that a druid who was determined
character are randomly changed; the referee may elect to (or crazy) enough could make effective use of these spells if
have the player use the character as effectively a new he/she brought several beehives into astral space, but this
character, or may run the character as an NPC. If the is extremely unlikely.
creature is exorcised, then another attempt may be made to
raise the body and true spirit. Animal Friendship will not work, even on animals in astral
Resurrection: There is a 5% chance that an astral space, because the success of the spell depends in part
searcher will possess the body of the raised character. See upon the affected animal having an appetite which does
Raise Dead for further details. not occur on the Astral Plane. Call Woodland Beings would
Speak With Animals: This spell will work only with normal, conceivably work if there were such beings in the spells
non-fantastic animals brought with a person or party into area of effect, but this is so remote a possibility as to make
astral space. No animals naturally occur on the Astral the spell useless. Other alterations to the effects of druid
Plane. spells are as follows:
Spiritual Hammer: see Commune.
True Seeing: There is a base 100% chance, less 10% per Animate Rock: No effect; the rock has no intelligence and
level of the viewer, that the awesome reality of astral space thus cannot move in astral space (see Animate Object
as seen via this spell will overwhelm the viewer and cause above). Animate Rock does not make rocks wrap around
him or her to remain inactive for the duration of the spell. creatures, change shapes, etc.
Otherwise it will function normally. Chariot of Sustarre: The chariot will appear, and will carry
Wind Walk: Aside from causing the spell caster and the druid and up to eight others, but will move only as fast
associated persons to become misty and transparent, this astrally as the druid normally could (according to his or her
spell will not affect a characters normal movement rate in intelligence).
astral space as determined by intelligence. However, Conjure Earth Elemental and Conjure Fire Elemental: No
persons carried with the spell caster will move at the effect; normally opens gate to elemental plane (Earth/Fire).
casters astral movement rate, not at their normal speed. Create Water: See cleric spell Create Water for relevant
This spell makes it difficult to see the affected persons comments.
against the background of astral space, and sighting Detect Magic: See cleric spell Detect Magic for relevant
distances to such characters are reduced to 10% of normal. comments.
Word of Recall: No effect; cannot teleport across planes. Dispel Magic: See cleric spell Dispel Magic for relevant
comments.
Druid Spells: Feeblemind: A feebleminded victim has an effective
intelligence of 1, and that characters movement through the
A great many druid spells will not work in astral space Astral Plane will be likewise reduced seriously (30/round).
because the items that they function with and affect (plants Fire Storm: In astral space, this spell creates a sphere of
and animals) do not naturally exist on the Astral Plane. flame similar to a Fireball of the appropriate volume. All
There is no such thing as weather (as we know it) either, other details are as per normal.
making spells related to that realm also unusable. If a plant Fire Seeds: See commentary on throwing missiles in
or animal is brought with a creature or character into astral, astral space, in the section on Movement and Combat.
space, then spells may be cast upon the plant(s) or Hallucinatory Terrain: This spell will work as far as
animal(s) and will function normally. For example, if a group creating the illusion of a large forest, but who will believe it?

85
Only those creatures of low intelligence or less (7 or below) Magic-user Spells:
will even, consider this as possibly real; all others will know
better. Astral Spell: See the comments for the cleric spell of the
Obscurement: This spell will form a sphere, not a cube, same name.
with a diameter equal to the length of a side of the cube Airy Water: A magic-user with this spell will be immune to
normally formed. Other effects are as normal, except that having water spheres adhere to him or her, and will be able
(as with Wind Walk), the sighting distance to the druid using to pass in and out of one with ease. See the druid spell
this spell is cut to 10% of normal when viewed against the Water Breathing for further comments.
astral background. Animal Growth: Not generally usable; see the
Pass Without Trace: There is nothing to pass over, no commentary at the start of the section on druid spells.
tracks to cover, so this spell is useless in astral space. Anti-Magic Shell: No effect, since the spell caster himself
Produce Fire: This spell works only if cast upon a solid, or herself is not from astral space technically making the
non-living object in astral space; the resulting flames will magic-user a summoned monster.
affect anything within 5 feet outside the area of effect, even Audible Glamer: Magic-users should carefully consider
if the surface of the solid object used is curved or irregular. their environment in order to make the best use of this spell
For example, Produce Fire couId be cast upon a large rock astrally; illusions should be as believable as possible to be
accidentally discovered in astral space; if the rock had a effective (see the comments regarding visual illusions under
surface area of 144 sq. ft. (equal to the spells usual area of the druid spell Hallucinatory Terrain).
effect), then everything within a 5-foot radius of that rock Bigbys Hand spells: The Interposing Hand will stop all
would be affected by the flames it would give off. The opponents who have an intelligence equal to or less than
2
formula for calculating the surface area of a sphere is 4 r . the spell caster, and slow the forward movement of all
Produce Flame: See Fire Seeds, if the druid attempts to others by 50%.
cast a produced flame at an opponent. The Forceful Hand will either push away, stall, or slow
Transmute Rock To Mud: No effect unless cast upon a opponents, depending on the difference between the
solid mass of rock; when it turns to mud, the rocky object casters intelligence and that of the opponent. If the
will assume an almost perfect spherical shape in one turn if opponent is less intelligent than the magic-user, the
entirely transmuted by this spell. Anything coming in contact Forceful Hand pushes the opponent away at a rate of speed
with such a mudball for one turn or longer will find equal to the difference in their intelligence scores.
themselves facing a problem similar to that caused when Opponents equally as intelligent as the magic-user cannot
one touches a water sphere (see the cleric spell Create get closer but wont be pushed away. Those smarter than
Water). Obviously, conscious persons will be able to easily the magic-user may advance at a rate equal to the
avoid drowning or suffocating in a mudball, unless they are difference between the opponents and the M-Us
unconscious or otherwise incapacitated. Mudballs will not intelligence. For example, a magic-user with 16 intelligence
dry out in astral space. This brings to mind some interesting casts a Forceful Hand at a berserk aerial servant
uses of a mudball as a weapon or a form of execution; (intelligence 4); the servant is repelled at a rate of 12 (120
perhaps some adventurers, encountering a wandering yards, or 360 feet) per round.
mudball on the Astral Plane, may find something at its The Grasping Hand can hold motionless any creature with
center. . . intelligence equal to or lower than the magic-users. It will
Tree: This spell will successfully turn the druid into a tree, repel creatures (if desired) at twice the rate of speed of a
but anyone who sees it will undoubtedly think it odd that a Forceful Hand, and slows the more intelligent opponents by
tree should be floating around in astral space, and will 50% of the rate allowed by the forceful Hand; thus, the
automatically be very suspicious of it unless the creature aerial servant mentioned above could be held motionless,
seeing it has an intelligence of 7 or lower, in which case the or pushed away at 24 per round.
viewing creature might possibly be fooled. Opponents stunned by a Clenched Fist cannot move
Trip: Since there is no gravity to make this spell work, and astrally during that time; this spell will not necessarily slow
since movement doesnt depend upon feet, this spell will not or stop opponents otherwise. A Clenched Fist will hold,
work on the Astral Plane. repel, or slow opponents at the same time as it crushes
Wall of Fire: In astral space, this spell creates a hollow them, as the magic-user desires.
sphere of flames around the druid with a radius equal to The Crushing Hand acts just as a Grasping Hand, except
per level of the spell-caster. The hollow sphere moves with that it is designed to grasp any opponent, regardless of
the druid. Damage is as per the normal use of the spell, as intelligence, and will crush an opponent for the stated
are all other aspects. amounts of damage. No Hand spell will leave its maximum
Water Breathing: One might believe this spell useless, range, but it will hover at the boundary of that range if being
but imagine a druid who creates a huge globe of water, employed to repel an opponent. As mentioned in the spell
casts Water Breathing on himself/herself, and then enters descriptions in the AD&D books, any Hand spell is dispelled
the water sphere when confronted by astral opponents. The once it takes damage equal to the hit points of the magic-
druid is now virtually immune to all fire-related spells, and user who conjured it; a Hand has the same armor class as
any creatures who grapple the druid (or try to) will find the magic-user casting it had on the round the spell was
themselves covered in water (see Create Water in the cleric begun.
spell section) and possibly drowning. . . Interesting, no? 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

86
attention of one or more powerful demons in the Abyss, who shape from the digging point. Every cubic foot of dug
will doubtless find it amusing to seek out the summoner and material will expand to fill a volume of 1,000 cubic feet
eat him or her as soon as possible. Referees should send around the digging point. Within this area, all living
1-4 demons of either Type IV, V, or VI, each with 8 hp/die, creatures must make a saving throw vs. wands every round
arriving within 1-4 rounds after the spell is cast. or be blinded for the entire round; victims must also save
Charm Plants: This spell will work only if a plant or plant- vs. breath weapon or choke on the small particles for the full
related creature is encountered in astral space; this is round, and be unable to move, attack, defend, or take any
unlikely in the extreme. other action. Both saving throws are rolled at the start of
Clone: Clones will not grow in astral space; this spell is each round following the round in which the Dig spell was
useless. cast, continuing through the round after the spell duration
Cloudkill: This spell will form a 2 diameter sphere of expires. Visibility within the dust cloud is reduced to 30.
poisonous gases that will move in a straight line away from Beyond the cloud radius, the dust is thin enough so as not
the spell caster at a rate of speed equal to the casters to affect anyone. The cloud dissipates on the round
intelligence times ten, in feet per round. Since there are no following expiration of the spell duration. Needless to say,
natural winds in astral space, the cloud will remain anyone within the radius of the cloud is going to be in dire
unbroken unless it strikes a very large object (Wall of Force, need of a bath. Note that the spells range (3, or 90 feet)
for example) that has a diameter of 1 or more, in which puts most magic-users who might cast the spell well within
case it will break up on the following round. In three- its area of effect; this would probably lead to abrupt
dimensional space, the cloud is not too difficult to evade. termination of the spell unless the magic-user is otherwise
3
Cone of Cold: If this spell strikes a water sphere (see protected. The volume of a hemisphere is 2/3 r the
cleric spell Create Water), it will freeze the outer surface clouds radius can be calculated from this formula, since the
into solid ice, to a depth of one inch per level of the magic- volume of the hemisphere is already known.
user casting the spell. A water sphere frozen solid will not Dispel Magic: See the comments for the cleric spell of the
melt on the Astral Plane; if any unfrozen water remains at same name.
the center of the sphere, the ice sphere will melt from the Distance Distortion: No effect; not only is there no terrain
inside out at a rate of one inch of thickness per turn. A Cone to be affected, one cannot get an earth elemental, either.
of Cold striking a mudball (see druid spell Transmute Rock Drawmijs Instant Summons: Note the changes that must
To Mud) will cause the outer surface to harden to rock-like be made with regard to the distances between other planes
consistency; as with an ice sphere, a frozen mudball could and the Astral Plane. Items can be summoned from the
either stay frozen or return to a muddy state, depending on Elemental, Positive Material, and Negative Material Planes,
whether any unfrozen mud remains at the center. A crust of but would have to go through the Ethereal and Prime
only one-quarter inch thickness per level of the magic-user Material Planes to reach the Astral Plane.
casting the Cone of Cold will form on a mudball, making it Duo-Dimension: No effect; must be cast on an Outer or
very likely that large mudballs will always defrost Prime Material Plane.
themselves eventually. Enchant An Item and Enchanted Weapon: No effect; the
Conjure Elemental: No effect; normally opens gate to magical properties of the Astral Plane effectively rub out
elemental planes. all spell effects.
Contact Other Plane: No powers on the Astral Plane, the Feather Fall: If cast upon a missile in astral space, the
Ethereal Plane, the Positive and Negative Material Planes, missile will not slow down but will do no damage if it strikes,
or any Elemental Plane can be reached. Powers on the and will bounce off targets as if made of paper. If cast upon
Prime Material count as one plane removed. other non-living objects, it will reduce their total mass (as
Control Weather: See comments under the druid spell of per the spell description) and make them easier to push or
the same name. carry astrally (see the previous section on encumbrance). If
Death Spell: This spell is ineffective against undead and cast upon a living being in the astral realm, that person will
beings from the Astral or Outer Planes. Travelers from be able to carry (without penalty) an additional mass of
Prime Material Planes may be affected. material equal to the persons normal body weight, for the
Detect Evil/Good: See the comments for the cleric spell of duration of the spell.
the same name. Feeblemind: See the comments for the druid spell of the
Detect Invisibility: No ethereal or out-of-phase things will same name.
be seen, but the spell functions otherwise as written. Once Find Familiar: The creature summoned by this spell will
a new plane has been reached, before astrally projecting be a minor Outer Planes creature similar in power to an imp
characters have formed new bodies and are just looking or a quasit. The creature will be of the same alignment as
around, this spell may be used to see any nearby invisible, the spell caster. Because of the variety of creatures that
hidden, ethereal, or out-of-phase beings or objects. could be encountered, the specific effects of this spell will
Detect Magic: See the comments for the cleric spell of the vary from case to case and plane to plane.
same name. Fly: No effect; the movement system of the Astral Plane
Dig: This spell will be effective only against solid, large makes it useless. If cast, the spell will not be forgotten and
objects of earth, clay, or mud; the only such objects likely to may be re-cast later.
be astrally encountered are rare islands and mudballs Fumble: If the victim of this spell makes a saving throw,
(see druidic spell Transmute Rock to Mud). If Dig is cast on he or she is slowed in all respects except movement (which
an object, the object will slowly disintegrate into a huge depends upon intelligence, which is not slowed). Those who
cloud of dust particles that spread out in a hemispherical fail to save will be unable to make any attacks (because

87
they are dropping weapons, missing grappling attempts, attacks by them will be made at -4 to hit. Movement
etc.) but can defend themselves. Further, any actions through or out of the sleet sphere is possible as usual.
undertaken that involve manual coordination will be Any firetype spell cast within the area of effect of a sleet
completely muffed for the spells duration. sphere will do only one point of damage per for each die of
Gate: See comments for the cleric spell of the same damage the spell normally causes, and will create a heavy
name. mist (zero sighting distance) of a diameter equal to 10 feet
Gust Of Wind: This spell will not affect the movement of for each die of damage the spell normally causes. This
any intelligent, living creatures on the Astral Plane, but may misty cloud will dissipate in 2-5 rounds.
push relatively small, non-living objects such as spheres of Imprisonment: Any creature struck with this spell is
fire, ice, mud, dust, or water. Since objects are weightless in immediately teleported to a random location within the
astral space, things pushed away by this spell will continue endless reaches of the Astral Plane, and rendered unable to
to move away from the caster even after the spells duration move of its own volition. Thus, the creature is effectively lost
ends. They will move at a speed of 1 (10 yards) per round forever upon the plane, but a Freedom spell will return the
per level of the caster who used the spell. creature to the spot where that spell is cast (when
Hallucinatory Terrain: No effect; no terrain in astral space performed upon the Astral Plane). Any being struck by
exists that could be so affected. This spell is not like the Imprisonment will not die during the time spent lost upon the
druid version. plane, and will not have aged no matter how long he, she,
Haste: This spell will not increase a characters or it is lost.
movement through the Astral Plane, since movement Incendiary Cloud: This spell will form a spherical cloud of
depends on intelligence, which the spell cannot hasten. It 100 times the volume of the available flame source, with a
will affect other abilities and actions as usual, most notably minimum size of 20 feet in diameter. All other spell effects
the number of attacks per round in a combat situation. (See are as per normal.
the comments below for the Slow spell.) Interestingly, when Infravision: Because the Astral Plane does not transmit
Haste is cast upon the Astral Plane, the recipient of the heat or cold, this spell will be useless. The Astral Plane is
spell will not age one year as a result due to the planes well lit by a diffuse light anyway, so the spell would not be
neutralizing effect on metabolism. needed at any rate.
Hold Portal: Generally a useless spell; there are few Invisible Stalker: No effect; normally opens gate to
portals in astral space. elemental plane (Air).
Ice Storm: If cast in the first form (hailstorm), this spell will Jump: This spell will not work astrally, for the same
cause a large number of hailstones (some 60-600) to reason the Fly spell wont work, but it will not be lost and
appear within a 4 diameter sphere. The hailstones will may be re-cast at a later time.
average about one pound apiece in weight (mass), and will Knock: See the notes on the magic-user spell Hold Portal
not be moving when they appear. Any character or creature for relevant comment. This spell could prove useful for
caught within the area of effect will be unharmed by the opening locks, untying knots, and similar tasks, however.
appearance of the hailstones, but will not be able to move Leomunds Secret Chest: No effect; must be used on
faster than 2 (60 feet) per round within the area of effect Prime Material Plane, and contact with Ethereal Plane
because of the effort involved in trying to avoid colliding with required.
the hailstones as they appear throughout the spell duration Leomunds Tiny Hut: Useless; there is no need to
in various places. Spell casting within the area of effect is regulate temperature or gain protection from weather
possible, since no hailstones will strike a stationary person. astrally, and the opaque field is highly visible against the
The hailstones will not disappear after the spell duration astral background (possibly attracting wandering monsters).
expires, and may be used as missiles hurled by physical Levitate: Though this spell will not affect movement
force or by a spell (see the section on astral combat with through astral space, it will allow the user to carry an
regard to hurled or launched missiles). A physically hurled additional amount of mass without being encumbered, up to
hailstone will do 1-4 points damage to anyone it strikes, 1,000 g.p. (100 pounds) per level of the spell caster.
plus the casters strength bonus to damage (to hit Locate Object: See the comments for the cleric spell of
bonuses for strength and dexterity are also factored in). the same name.
Note that very weak persons might possibly do no damage Lower Water: See the comments for the cleric spell of the
when hurling a hailstone, even if it strikes a target. If a spell same name.
like Telekinesis is used to move the hailstones about as Magic Jar: There is a 10% chance per turn that an astral
missiles, the hailstones will do 1 point of damage for every searcher will possess the spell casters body while it is
1/second (10 yards/second) of velocity they have; thus, a vacant. The magic-user cannot force the creature from the
hailstone moving at the maximum velocity of 1024/round body alone, and exorcism is required.
(30720 ft./round, or about 170 yards/second) will do 17 Magic Missile: Ignore the penalties applied to hurling or
points of damage to an opponent it strikes. As mentioned launching missiles astrally; magic missiles do not miss.
elsewhere, ice does not melt in astral space (unless Massmorph: This spell will work, but see the druid spells
exposed to a heat source, of course). Hallucinatory Terrain and Tree for relevant comments,
If cast in its second form (sleet), an Ice Storm spell will Maze: This spell will entrap the victim inside a 5-foot-
cause an 8 diameter sphere of slushy droplets to form. diameter cube of force walls, appearing around the
This could conceivably be compacted into a character where he or she is on the Astral Plane when the
slush/waterglobe. Any creatures caught inside the area of spell is uttered. The spells duration depends on the
effect will be effectively blinded for the entire round, and all characters intelligence, as per the spell description. The

88
character cannot move about astrally until he or she is free Power Word Stun: Any creature so stunned will be unable
of the miniature maze; the character is also incidentally to move until recovered, and cannot attack or defend.
protected for the duration of the spell from all attack forms Repulsion: This spell will function much like Bigbys
that a Wall of Force will resist. A Disintegrate spell will Forceful Hand, in that it will repel opponents depending on
immediately remove the maze without harming the victim the difference between the opponents and magic-users
inside. intelligence scores. The area of effect is a 1 wide cylinder
Monster Summoning: Unless the DM has created or as long as the spell range; obviously, opponents could
discovered a monster that fits within the parameters of each concentrate on moving sideways out of the spells area of
Monster Summoning spell (I-VII), only those summoning effect, making it of limited use in a three-dimensional fight.
spells that have a chance of bringing a creature from an Creatures of low intelligence (7 or less) will not immediately
Outer Plane will work. Examples of this include Monster think of using such a tactic to counter this spell, and so may
Summoning I (which will bring only manes), Monster be pushed away easily on the first try; they will learn to go
Summoning II (bringing lemures), and Monster Summoning sideways after the next 1-7 tries, based on intelligence, i.e.,
VI (bringing erinyes). Regardless of who casts the spell, 7=1, 6=2, etc.
only creatures from the lower (evil) Outer Planes will be Rope Trick: No effect; the extradimensional space is
summoned by this spell on the Astral Plane. outside the Astral Plane.
Mordenkainens Faithful Hound: The hound will circle Sleep: Sleeping beings will cease movement for the
within a 3 radius about the magic-user who cast the spell, duration of the spell.
looking for anyone who enters the area of effect (anyone Slow: This spell will not slow down a victims movement,
larger than a house cat). The hound will attack anyone who since that depends on intelligence (which isnt affected by
comes in range (except the caster) from behind or from one this spell). Other manual activities will be affected, including
side; it will warn away intruders beforehand with loud attacks.
barking when they get within 30 feet of the boundary of the Spider Climb: Useless, since objects on the plane are
area of effect. All other characteristics of the hound are as weightless to begin with.
per the normal spell. Spiritwrack: While this spell would be effective against a
Mordenkainens Sword: This weapon can be used to named demon encountered at random astrally (though the
attack opponents on other planes when wielded upon the chance of meeting any particular demon named in such a
Astral Plane; it can reach into either a Prime Material Plane spell by accident is extremely low), there is a good chance
or to the first layer of any Outer Plane only. The sword-user the demon might be on an outing with some friends they
is not made subject to attacks in return, unless the will not be affected by the spell, and might express their
opponent is capable of bringing this about. displeasure with the spell caster in various ways.
Move Earth: This spell will affect masses of soil, dirt, clay, Stinking Cloud: This forms a 2 diameter cloud, which
or mud (see the druid spell Transmute Rock To Mud) in the cannot be moved by the spell caster. Creatures may move
same manner that the cleric spells Lower Water and Raise out of the cloud, but if they fail the saving throw cannot do
Water affect masses of water astrally; all soil, dirt, and mud anything else but move while in the cloud or on the round
within a 4 diameter sphere will either be drawn toward or after leaving the cloud.
pushed away from the magic-user at the same rate of Symbol: Unlike the cleric spell of the same name, this
speed as the magic-user normally moves in astral space. spell must be cast upon a solid surface. Clerical symbols
Small rocks (under 1 lb. in mass) can be moved with this can be inscribed in the air of astral space.
spell, but larger ones will resist it. The magic-user can move Telekinesis: See the comments for the cleric spell Create
the material in other directions (left, right, up, down) as Water and the magic-user spell Ice Storm for some
desired. interesting possible uses of this spell. One gallon of water
Otilukes Freezing Sphere: In a manner similar to that weighs 3.45 lbs. This spell works in all ways as described; if
described under Cone of Cold, this spell can freeze water employed against a living, conscious opponent, the
spheres or mudballs in astral space. Any form of the spell opponent will be slowed until the movement rate of the spell
striking water will freeze a total mass of 50 cubic feet per exceeds the opponents movement rate, at which time the
level of the spell caster; this ice will not necessarily melt opponent is at the casters mercy. As the opponent can
unless in contact with a heat source or unfrozen water. continue to resist (mentally) the spells effects, subtract the
Part Water: See the comments for the cleric spell of the foes normal movement rate from the spells movement rate
same name. to get the effective speed.
Passwall: Useful only on a large solid object, generally Teleport: No effect; a solid surface to land on is required.
useless astrally. This spell will not be forgotten, and may be re-cast later.
Phantasmal Force: See relevant commentary under Tensers Floating Disk: The disk will follow the caster
Audible Glamer. about, regardless of the casters rate of movement, within a
Phase Door: See commentary for Passwall. Both spells 2 radius sphere. When the spell duration ends, anything
might be helpful in getting someone or something out of a the disk was carrying will be left behind, suspended and
mudball (see the druid spell Transmute Rock To Mud). motionless. Inanimate or non-intelligent cargo cannot
Plant Growth: Generally useless; see the text at the start move independently.
of the section on druid spells. Transmute Rock To Mud: See the druid spell of the same
Power Word Blind: Affects a 3 diameter sphere. name.
Power Word Kill: Affects a 2 diameter sphere. Trap The Soul: Note some of the conditions applicable to
persons captured by this spell when not on the Prime

89
Material Plane. If used against an astrally projecting person, (magic-user); Rope Trick (magic-user); Hallucinatory
the material body will die on the Prime Material Plane, but Terrain (druid).
the characters soul will still live within its prison. Imprisoned
characters cannot cause their gem-prison to move, or Other illusionist spells with altered effects on the Astral
otherwise affect their environment. If released upon any Plane are:
plane other than the Astral Plane, the soul will form a new
body (having no possessions) with all of the former bodys Alter Reality: See comments for the magic-user spell
characteristics; if released upon the Astral Plane, the soul Wish.
will perish at once. Color Spray: Stunned or unconscious characters cannot
Vanish: No effect; contact with the Ethereal Plane is move until recovered.
required. Paralyzation: Because the intelligence of the victim of the
Ventriloquism: See the comments for the magic-user spell spell is unaffected, the character can still physically move
Audible Glamer. through astral space. However, the arms, hands, feet,
Wall of Fire: This works very much like the druid spell mouth, etc., cannot be moved, and attacking or defending
Wall of Fire, except that the hollow sphere of flames has a by physical means is not possible.
radius of 1 + per level of the spell caster. Summon Shadow: No effect; normally opens a gateway
Wall of Force: The surface area of a sphere (the best to Negative Material Plane.
2
defensive shape in three-dimensional space) is 4r . True Sight: See comments for the cleric spell True
Wall of Ice / Wall of Iron / Wall of Stone: Any such walls Seeing.
created will appear in astral space and be immobile, doing Vision: No contact may be made with deities or powers
no harm to anyone. A Wall of Ice will not melt in astral on the Elemental Planes, Positive or Negative Material
space unless put in contact with a fire spell or other heat Planes, or the Ethereal Plane.
source, at which time it will form a water sphere (see the
cleric spell Create Water). A Wall of Stone may be struck Magical Item Alterations:
with Transmute Rock To Mud, at which time it will form a
large mudball (see the druid spell Transmute Rock to Mud), Potions: Those potions that duplicate spell effects (such as
though it may be that part of the wall will not be affected and Climbing, Flying, or Speed) will have the same result when
will drift to the center of the mud ball. used in astral space as the spell itself. Some potions will
Web: This spell requires anchoring points in order to form obviously become useless until taken to another plane
a true web-like structure; at best in astral space, it may be where their powers may take effect (e.g., Oil of
directed at a single opponent, who will become entangled in Etherealness). Gaseous Form will make the imbiber hard to
the mess of webbing and be unable to attack or pull free. If see, as per the cleric spell Wind Walk. Potions of Longevity
a saving throw is made, the opponent has escaped all and Speed will not affect the age of the imbiber, due to the
contact with the webs. Suffocation is possible, as per the neutralizing effect the Astral Plane has on living
regular spell. metabolisms.
Wish: No Wish spell will ever affect the ruler of the plane
that the caster is on; wishes directed against any deity in Scrolls: Scroll spells work the same as normally cast spells
general are sure tickets to disaster if the intent of the wish is on the Astral Plane. If someone using an Astral Spell
hostile. Referees should arbitrate this spell very carefully in contacts or is caught within the area of effect of a Protection
any event. from Magic scroll, the person (including the scroll reader, if
Wizard Lock: This spell is more useful than Hold Portal, he or she is also using Astral Spell) is immediately cast
as it may be cast upon chests or containers. back to the home plane and the protection spell is
Write: No effect; ink will not flow through a pen in a cancelled.
weightless environment. If a special, forced-ink pen is
devised by the experienced planar traveler, the spell can be Rings: As for potions, those rings that duplicate spell
used. effects will have the same effect astrally as the spell does.
Djinni Summoning rings do not work, being unable to open
Illusionist Spells: the gate to the Elemental Plane of Air. Shooting Stars rings
do not work at all, being dependent upon a dark
Any illusions and phantasms cast upon the Astral Plane environment (night) on the Prime Material Plane. If a
should be carefully considered in order to be effective. If an resonating field is created between two Rings of Spell
illusion depicts something that a viewer or opponent would Turning, read all rolls of 98-00 for subsequent effects as
not normally expect to see upon the plane, then the saving rolls of 81-97. Protection rings are modified in effect as
throws for opponents will be considered automatically described in the following section on Weapons, Armor, and
made, and a bonus of up to +4 may be given to any other Protective Devices.
(non-hostile) viewers.
Rods, Staves, and Wands: Any such devices duplicating
Some illusionist spells are essentially the same in intent and spell effects have the same effect astrally as the spell does.
effect as other spells previously described. These spells A Rod of Rulership has no effect on any deities or minions
(and the section in which each is elaborated on) are: Astral who normally reside on the Astral Plane, just as it cannot
Spell (cleric); Conjure Animals (cleric); Detect Magic affect any deities or their minions when used on their home
(cleric); First-level magic-user spells (magic-user); Maze Outer Plane. A Rod of Absorption could easily absorb (and

90
cancel out) an Astral Spell; if it is used against the magic- enchantments lose one plus from each type of
user who cast the spell, all persons in the astral party are enchantment; a flame tongue sword would be non-magical
hurled back to their home plane. Rods of Lordly Might lose for most purposes, with a +1 vs. regenerating creatures, a
their third (direction-finding) mundane ability on the Astral +2 vs. cold-using creatures, etc.
Plane; this rod, along with the Rod of Smiting, has altered
abilities when used as a weapon, as further detailed in the Obviously, any items that normally allow the user to go
following subsection on Weapons, Armor, and Protective ethereal or use any other similar powers will still have their
Devices. A Staff of Withering will not age astral beings who protective enchantments (reduced one step), but those
are struck with it. powers will not be usable. Cursed items with negative
enchantments (-1 shield, missile attractor) also have their
Miscellaneous Magic Items: Some general statements enchantments moved one step toward zero (making the -1
may be made on the effects of using miscellaneous magic shield non-magical in all respects); if a cursed item is made
items on the Astral Plane. First (and most obviously), if such non-magical, the curse is lifted so long as the item is not
a device duplicates the effect of a spell mentioned in this brought back into the Prime Material Plane. Protective rings,
article, then refer to the text for appropriate comments. Any cloaks, and so forth have their powers reduced by one
device that summons creatures from the Elemental, Positive plus, but Bracers of Defense and similar items will remain
or Negative Material, or Ethereal Planes will not work at all. unaffected. All other spell-like powers of such items will be
Artifacts and relics are completely unaffected in any affected as described in the section of this article on
operation by being in astral space. Certain devices will alterations of magical spells. Savants have ways and
obviously be useless (e.g., Apparatus of Kwalish). means to overcome or alter such magical losses, but that
will have to await publication of a further AD&D game
An Amulet of the Planes will transport the user to any of the expansion. . .
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 APPENDIX II. THE INNER PLANES
Infinite Spells wont work if the user left it on another plane.
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) Picture the Inner Planes to be represented by a cube where
reachable. Devices requiring contact with or assistance the four major faces represent the elements of Air, Earth,
from deities (Candle of Invocation, Incense of Meditation, Fire, and Water. The direct intermingling of Air and Earth, or
Necklace of Prayer Beads) will not work unless the users of Fire and Water, is impossible, since they are opposed
deity normally resides on the Astral Plane. Iron Flasks will elements. The vertices between the pairs of Elemental
capture player characters or other creatures not originally Planes are the Para-Elemental Planes of: Smoke between
from the Astral Plane, but will not affect beings native to the Fire and Air, Ice between Air and Water, Ooze between
Astral Plane. When in astral space, certain devices that use Water and Earth, and Magma between Earth and Fire.
extra-dimensional spaces to store items in will either These four Para-Elemental Planes are augmented by the
expand abruptly so that the exterior of the container intermingling of the Positive and Negative Material Planes
conforms to match its interior capacity (Bag of Holding, with them, and in addition with the four Elemental Planes.
Portable Hole), or will cease functioning (Mirror of Life By the addition of the two new factors, the Positive and
Trapping). A Phylactery of Long Years cannot slow aging, Negative Material Planes, we gain eight new Quasi-
since normal aging doesnt take place. A Well of Many Elemental Planes.
Worlds will open a passageway to any plane, just as a
Cubic Gate does. Consider the Positive Material Plane and Negative Material
Plane as occupying the two unaccounted-for faces of the
A Talisman of Pure Good (or Talisman of Ultimate Evil) will cube, each abutting all four of the Elemental Planes. These
cause its victims to be lost permanently (Wishes planes extend into the Prime Material Plane (the interior of
notwithstanding) in astral space. A Chime of Hunger will the cube), just as do all of the other sorts of Elemental
stun all nearby for 1 round only, with no other effects. Planes. The border between the Positive and Negative
Planes exists in the Prime Material. It is the Plane of
Weapons, Armor, and Protective Devices: When such Shadow, which waxes and wanes from place to place but
items are brought into the Astral Plane, the enchantments always permeates the whole.
upon them are lessened, since their enchantments are so
closely connected to the Prime Material Plane. One plus is At the intersections where the Positive Material Plane
subtracted from such items bonuses, on to hit, damage, directly connects to the four Elemental Planes are found the
or protection scores. Thus, for example, a +2 sword following four Quasi-Elemental Planes:
becomes a +1 sword, a +3 ring of protection becomes +2, The Lightning plane (at the junction with Air), ranging
etc. from static electricity near the Plane of Water to sheet
lightning near the Plane of Fire.
If an item has only a +1 bonus, it becomes non-magical and The Steam plane (at the junction with Water), ranging
loses all its special powers on the Astral Plane (so luck from vapor near the Plane of Air, through mists, to
blades have no usable wishes). Items with multiple superheated steam near the Plane of Earth.

91
The Radiance plane (at the junction with Fire), going from Others:
dull hues near the Plane of Earth, through rainbow colors, to 18 Positive Material White
a radiance of force near the Plane of Air. 19 Negative Material Black
The Mineral plane (at the junction with Earth), ranging 20 Shadow Silver
from metals and gems near the Plane of Fire, through 20 (Time) (Colorless)
stone, to calcium near the Plane of Water. -- Ethereal Purple
Optional: Either assign 50% chance for each of the
Where the Negative Material plane touches the four listed results, or ignore this result and roll again on d6,
Elemental Planes are found the other four Quasi-Elemental treating 6 as a 1, to yield a result of 1 through 5.
Planes:
The Vacuum plane, at the junction with Air. Having proposed a cubic form for the Inner Planes, and
The Salts plane, at the junction with Water. given them color identifiers in addition, it is high time to get
The Ash plane, at the junction with Fire. at the next point. After all, when one is in the ethereal state
The Dust plane, at the junction with Earth and traveling about, how is it that one locates anything? By
color, of course. Assuming that the whole of the Ethereal
Remember that the vertices and border areas representing Plane need not be identified, since the adventurer is already
the Para-Elemental and Quasi-Elemental Planes are shown upon it, then spots of color in the ether indicate that the
as small areas on our cube, but actually they just like the substance impinges upon some other plane at that place. In
Elemental Planes themselves are multi-formed and fluid this manner, the wanderer encounters wavering bands of
and might manifest themselves, in small part or large, colored mists when trekking through the Ethereal Plane.
virtually anywhere. Similarly, the various elemental areas
are themselves virtually as infinite as the Prime Material Such curtains of vaporous color should occur at time
Plane, which is itself composed of their substances, plus intervals of every 12 hours, PMP (Prime Material Plane)
the ether, plus more (time, for example). Thus, while the time. The colors should occur at random, as the ether is
diagram shows surfaces and areas bounded by lines, the everywhere and nowhere at once. By identifying the hue,
Discerning Reader must always bear in mind that depictions the adventurer is able to determine the proximity of another
such as these are merely tools for display of concepts, not plane and which one it is. By peering into the misty curtain,
exhaustive atlases of boundless spaces! the viewer is allowed to see the other plane, while he or she
remains ethereal and hence invisible. Movement in both
In order to sum up the cubic theory of the Inner Planes, and planes at once is accomplished simply by being in the
to assign each plane a designating color, the following list of ethereal state and willing oneself to enter the, other plane at
planes and their colors is presented. This list is useful as a the same time. When the traveler so desires, he or she can
source of information, and can also be employed to abandon one or the other of the planes, either deciding in
randomly choose one particular Inner Plane when such a favor of completely entering the particular non-ethereal
determination is needed. plane, or turning elsewhere on the Ethereal Plane to see
what else can be discovered. Note that this is somewhat
THE INNER PLANES different from travel of the astral sort.
-- Concordant Opposition Ochre
1 Prime Material Turquoise To determine which plane is encountered, simply roll a
twenty-sided die and read across the table. Both the
Elemental Planes: Concordant Opposition and Ethereal Plane are reached
2 Air Blue from either the Astral Plane, or by magical means, from any
3 Earth Brown of the other Inner Planes except Time. The latter plane
4 Fire Red abuts only the Ethereal Plane and Prime Material Plane
5 Water Green directly, so the plane of Concordant Opposition cannot be
reached from the Plane of Time.
Para-Elemental Planes:
6 Smoke Pearl With Roger Moores excellent article on the Astral Plane
7 Ice Aquamarine handy (above), the DM can also have fun with astral travel.
8 Ooze Chocolate The following list, giving color indicators for the planes that
9 Magma Maroon border on the Astral Plane, is useful in this regard.

Quasi-Elemental Planes: TABLE OF THE OUTER PLANES


10 Lightning Violet (and Concordant Opposition)
11 Steam Ivory 1 Concordant Opposition Brown
12 Radiance Rainbow spectrum 2 Happy Hunting Ground Emerald
13 Mineral Pink 3 Olympus Sapphire
14 Vacuum Ebony 4 Gladsheim Indigo
15 Salts Tan 5 Limbo Jet
16 Ash Grey (dark) 6 Pandemonium Magenta
17 Dust Dun 7 Abyss Amethyst
8 Tarterus Olive

92
9 Hades Rust APPENDIX III. DEITIES AND THEIR
10 Gehenna Russet
11 Nine Hells Ruby FAITHFUL
12 Acheron Flame
13 Nirvana Diamond By Gary Gygax, from Dragon #97 (May 1985)
14 Arcadia Saffron
15 Seven Heavens Gold The ADVANCED DUNGEONS & DRAGONS game is a
16 Twin Paradises Amber role-playing game. This must be stressed, for too often the
17 Elysium Opal play of the game tends toward combat and questing. To
18 Extra-dimensional Space Terra Cotta allow this sort of activity to predominate is to lose sight of
19 Non-dimensional Space Soot the greatest pleasures of the ongoing game character
20 Ethereal Purple interaction, meetings with intelligent monsters, and dealing
with deities. When one considers it, this role-playing
The cubic expression of the structure of the Inner Planes purpose is why deities are included in the game system to
allows for more variety and a broader range of magic. begin with. Of course, deities are part and parcel of the
Identification and travel to these places from the Ethereal heroic epics written by Homer and those who followed him,
Plane is now within easy grasp of the ambitious Dungeon well as the myth and legends and fairy tales which have
Master. Likewise, the use of travel in the Astral Plane is come down to us although in some of the latter works,
facilitated by color identification. Pools of color encountered other sorts of ultra-powerful beings take the place of Zeus et
astrally indicate that there the Astral Plane interlocks with al. A major element of any campaign is the deities and their
one of the Outer Planes. demands, machinations, rivalries, and confrontations. Let
us, then, consider their power base before we deal with
Unlike the peering method of ethereal exploration, where a those who serve them in the campaign play. Understanding
traveler can be in two planes at once, a color pool what motivates these greater beings will certainly assist in
encountered on the Astral Plane can be examined (but not development of proper role-playing of any type of character.
actually entered) through the use of concentration. The Various and sundry statistics are given for deities, but let us
observer thinks of the place indicated by the color pool make a basic assumption. Their power comes from those
while gazing at the surface of the pool. This causes a view who believe in them; without followers, any deity is
of the place to appear, with the viewer positioned as if consigned to operations on some other plane of existence,
observing it from a great altitude. The more the viewer without the means to touch upon the Prime Material. Such
concentrates, the closer becomes the prospect. A direction deities have no immediate interest to us, since they do not
can be determined, and a point of view can be made to turn fall within the current scope of the game. Thus, we are
to that facing, as well as change perspective from distant to interested only in deities with followers dwelling on the
near and back again, all by continued concentration. Prime Material Plane of the campaign. These faithful give
the various deities power. Of course, this idea is not new. It
Of course, all sorts of factors magical, monstrous, and has been put forth often by others, whether seriously or as
otherwise might impede such viewing; a sheathing of a device of literature. It serves as an excellent game device
impenetrable metal, for instance, precludes viewing another as well.
plane from the Astral Plane.
So. . . each deity draws strength and power from those
The concentration of a viewer upon a pool of color allows mortals who believe. The power gained is determined thus:
rapid scanning from the broad perspective to nearly any 1,000 believers = 1 hit point
close-range one, and when it is desired, the viewer can 1,000 of same alignment = 1 power point
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
With both more Inner Planes to visit and an easy- the strength of the deity on the home plane inhabited. For
identification system offered for them and the Outer Planes example, a neutral good deity will be weak on planes where
as well, the range of AD&D adventuring is poised on the evil rules, for there will be few, if any, followers of that deity
brink of new frontiers. More is needed, no doubt, regarding in such a place.
ethereal travel, creatures of other planes, and so on. Power points are the stuff from which all deities of the same
Certainly the more venturesome DMs can begin here and alignment draw to use their spell-like powers, issue and
now to include broad-scale adventures in the Inner and enforce commands, and perform other abilities they may
Outer Planes as part of their campaign repertoire. 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-

93
level fighter 10/1000, and a 15th-level druid 30/1000 point. a successful one (one miss becomes a hit), avoiding a
With further respect to clerical types, not only are they worth surprise situation, escaping an encounter, avoiding a trap,
more in hit point and power point value, but they also gaining minimal additional treasure.
actively extend the faith, so they are also nearer and dearer
to their deities than other believers of other callings. Major rewards: 1 extra hit point on each hit die possessed
(Special orders might be exceptions, such as the Thugs, the at the time of gaining favor, escaping a certain death
Knights of Malta, etc.) situation, raising a characteristic by 1 point (going above 18
is highly discouraged), granting 5% magic resistance,
After the total of available power points is thus determined, granting a + 1 on saving throws, directing the individual to
the deities of a given alignment must gather in convocation some special magic item which can be won as treasure in
to decide amongst themselves how power will be divided return for overcoming some monster of opposing alignment.
some faithful might be weak, some might serve more than
one deity, and so on. Although the affairs of such lofty Minor penalties: 1 hit point deducted from a hit die,
beings are not the business of this article, it can be safely minimum damage on one particular attack, a successful
stated that division is fair and along the lines of total attack turned into a miss, being surprised when the
follower strength. (After all, until all other alignments are character would not otherwise have been, having minor
done away with, so that only those with a proper mind-set monsters continually harassing the character, getting
remain, the deities of that alignment have common cause minimal treasure instead of a reasonable amount, losing
against all those of different alignments.) some minor magic item.

Considering the foregoing, it must now be clear to all why Major penalties: losing 1 hit point from each hit die, losing 1
maintenance of alignment is important. To change point from a characteristic, making saving throws at -1,
alignment is to take away from not only the characters deity losing a major magic item, having a great monster dogging
but all deities of that ilk! That is grim indeed. Much of role- the characters footsteps, losing the ability to gain any
playing is tied up in understanding the character and the substantial treasure of any sort.
role to be played. This information regarding alignment with
respect to power points provides DM and player alike with [Ed. note: in general most/all of these rewards and penalties
more material upon which to base their roleplaying. In like are subsumed within the granting (or taking away)
vein, faithful service to a chosen deity can be better additional Joss Factors to the character a minor reward or
understood and role-played. A wavering in alignment penalty typically representing a single JF, while a major
disturbs all deities of that alignment and alerts the particular reward or penalty could be from 3 to as many as 6.]
deity that something is amiss. To break alignment values
might well incur the wrath of not only the characters deity, Rewards should be given sparingly for particularly fine role-
but all allied ones too. In all cases the penalties indicated in playing of alignment and faith. Penalties are invoked for
the DUNGEON MASTERS GUIDE will be applied-for actual failure to properly role-play, for swerving in alignment, and
breaking of alignment. For wavering, more subtle sanctions for not adhering to the imagined faith. Of course, for actual
can be invoked, although if a cleric-type is involved, the change in alignment, these penalties plus those stated in
sanctions should not be subtle at all! Refusal to grant spells, the DMG can be meted out as the DM sees fit, rather than
visitations, and so forth are clearly in order in such cases. merely following the DMG. It is fairly easy to keep clerical
types on the correct role path, for they must deal with deity-
If there are penalties for breaking faith and alignment, then related matters daily. It becomes more difficult when non-
there must also be rewards for the opposite sort of behavior clerical characters are concerned, but by explaining the
strict adherence to, and strong advocacy of, ones importance of alignment to the players, and by stating that
alignment. Granting a bit more luck to such a character is the deities are watching for losses in their power, then
possible perhaps an extra pip on a hit die roll which is mentions of foreboding, ill luck, and disfavor should
low, or the ability to deliver extra damage when fighting a suffice to keep roleplaying in mind.
creature inimical to ones alignment and deity. Characters
who are true to alignment, who follow the aims of their deity, As a final note, those monsters with less than 1 whole hit
and who work for and tithe to the faith should certainly fall die should be treated as half-value with respect to the points
into the general category of favored. It should be stressed they accrue to deities. Thus, kobolds and goblins, for
that favor in this case does NOT mean divine instance, are worth 1/2000 point. No wonder they are
intervention a la the Greek gods of Homers Iliad unless considered as catapult fodder by everyone. . .
the entire campaign has deities popping up here and there
on a continual basis to meddle with and muddle up the
affairs of humankind.

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

94
APPENDIX IV. PERSON-TYPE APPENDIX V. SUPPLEMENTAL ATTACK
MONSTERS MATRIX FOR MONSTERS
By Gary Gygax, from Isle of the Ape (TSR, 1985)
By Gary Gygax, from Dragon #90 (October 1984)
Opponents 20-sided Die Score to Hit by
With the vast array of new monsters found in the FIEND Armor Class Monsters Hit Dice
FOLIO Tome and the MONSTER MANUAL II, most players 18-19+ 20-21+ 22-23+ 24-25+ 26 & Up
and DMs are left wondering which humanoid types are -10 15 14 13 12 11
affected by the charm person and hold person spells. No -9 14 13 12 11 10
need for further concern the expanded list is printed -8 13 12 11 10 9
below. -7 12 11 10 9 8
-6 11 10 9 8 7
The creature types are keyed to the book in which they are -5 10 9 8 7 6
found: (M) for the original MONSTER MANUAL, (II) for -4 9 8 7 6 5
MONSTER MANUAL II, and (F) for the FIEND FOLIO book. -3 8 7 6 5 4
Note that the half-elf and half-orc are also included, even -2 7 6 5 4 3
though they dont have monster descriptions, because -1 6 5 4 3 2
they are character races. 0 5 4 3 2 1
1 4 3 2 1 0
Aarakocra (F) Kenku (F) 2 3 2 1 0 -1
Atomie (II) Kilmoulis (F) 1 2 1 0 -1 -2
Azer (II) Kobold (M) 2 1 0 -1 -2 -3
Booka (F) Korred (II) 3 0 -1 -2 -3 -4
Brownie (M) Lizard King (F) 4 -1 -2 -3 -4 -5
Buckawn (II) Lizard Man (F) 5 -2 -3 -4 -5 -6
Bullywug (F) Meazel (F) 6 -3 -4 -5 -6 -7
Dark Creeper (F) Men (M) 7 -4 -5 -6 -7 -8
Dark Stalker (F) Mite (F) 8 -5 -6 -7 -8 -9
Derro (II) Mongrelman (II) 9 -6 -7 -8 -9 -10
Dryad (M) Nereid (II) 10 -7 -8 -9 -10 -11
Duergar (II) Nixie (M)
Dwarf(M) Norker (F) Negative numbers indicate Additional Damage Inflicted to
Elf(M) Ogrillon (F) Automatic Hit
Firenewt (F) Orc (M)
Flind (F) Pech (II) APPENDIX VI. NEW MAGIC ITEMS
Forlarren (F) Pixie (M)
Frost Man (F) Quaggoth (F) BAG OF WIND
Gibberling (F) Quickling (II) GP Sale Value XP Value
Githyanki (F) Qullan (F) Bag of Aeolus 20,000 4,000
Githzerai (F) Shade (II) Bag of Boreas 7,000 1,400
Gnoll (M) Sirine (II) Bag of Euros 8,000 1,600
Grig (II) Snyad (F) Bag of Notus 6,500 1,300
Gnome (M) Spriggan, size S (II) Bag of Zephyrus 6,000 1,200
Goblin (M) Sprite (M)
Grimlock (F) Svirfneblin (F) A magical bag of wind appears to be a normal large sack,
Halfling (M) Swanmay (II) but very careful examination of its drawstring will reveal that
Half-elf Taer (II) the cord is woven of special fibers and radiates a dim magic
Half-orc Tasloi (II) if this is checked for. When the bag of wind is drawn shut, a
Hobgoblin (M) Troglodyte (M) bow tied, and a magical word spoken, the bag fills with air
Jermlaine (F) Xvart (F) 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

95
winds at once. Such a release will equal the whirlwind effect 3 BAG OF NOTUS
of an air elemental, the whirlwind lasting four rounds; the 4 BAG OF ZEPHYRUS
four winds will increase the strength of any one air 5 BAG OF AEOLUS
elemental in range to a full eight hit points per hit die, 6 roll again using d4 instead of d6
regardless of the number of hit dice of the elemental. The
range of the released winds is 6. Direction of their effect is DUST OF DULLNESS
determined by the mouth of the bag when opened.
GP Sale Value: 5,000 XP Value: 1,500
The Bag of Boreas: When this sack is loosed and the
command word spoken, a blast of freezing wind shoots This appears to be normal, silty dust. One large pinch will
forth. Creatures within 3 take 2-12 hit points of frost affect one man-sized creature; a handful can affect 2-5
damage, those within 3 to 6 take 1-6 hit points of damage, man-sized creatures. It may be thrown up to 10 ft.,
and all small flames and fires of non-magical nature along cascading down upon intended targets. When this dust is
the 2 wide course of the wind gust will be extinguished. cast upon any living creature with senses (sight, taste,
hearing, touch, smell, and/or a sixth sense such as
The Bag of Euros: The release of this puff of air effects an psionics or magic that provides unusual sensory
area 3 broad by 3 deep. All creatures within this area are capabilities): Roll ld6, and consult the table below. The
effected by a langor which causes them to deduct one pip number rolled affects all senses with a a number equal to or
from their initiative dice. They will also be 10% less likely to lower than the result. (Example: A roll of 3 would affect
react unfavorably and attack due to this langor, unless they Sight, Taste, and Hearing.) Consult the descriptions that
are already angry, hostile, or engaging in combat. Fires are follow for the full effect.
only fanned by this release. 1 Sight
2 Taste
The Bag of Notus: By opening this sack, the possessor 3 Hearing
releases a gust of hot, dry air which causes 2-8 hit points of 4 Touch
damage to all within 3, 1-4 hit points of damage to those 5 Smell
from 3 to 6 distant and within its 2 broad path. Water 6 Sixth Sense
dwelling creatures will take double damage from Sight: Vision is blurred for 1-6 hours. Roll 1d10 to
dehydration. All fires and flames are affected as described determine the severity:
for Boreas. 1-3 -3 penalty to hit
4-8 -5 penalty to hit and -3 penalty to movement rate;
The Bag of Zephyrus: A gentle breeze issues forth when attempts at faster movement result in a stumble and fall, for
this sack is untied, and all those within its 3 broad by 4 no damage.
deep area of effect are so refreshed that they gain from 1-4 9-0 Blinded
previously lost hit points. In addition, all creatures within this Taste: The victim loses all ability to taste things for 1-6
area add one pip to their initiative rolls for the next four hours.
turns. Flame and fire are simply fanned by the release of Hearing: The victim is deaf for 1-6 turns; a -1 penalty
this zephyr. applies to all initiative rolls, and the victim suffers a 50%
chance of being surprised in situations where sound
The command word necessary to release the wind or winds (footsteps, howling, etc.) is the primary factor. Unless some
contained by one of these bags will typically be magically non-aural signaling method is used, the victim will not react
written upon the container. Of course the possessor will to unseen situations until after a 1-4 segment delay (or until
possibly know the word in the case involving non-player physically warned by other characters).
characters initially owning the item. Touch: The victim cannot feel anything for 1-6 turns,
including being touched, burned, frozen, etc. A penalty of -
Each bag of wind can be used a maximum of four times 3 applies to the movement rate, and any attempt at running
before its magical powers are lost. Naturally, any such bag results in a stumble and fall (for no damage) within one
found might have been previously used, so the number of round. Dexterity is temporarily penalized by -2 points. When
magical wind releases contained within can vary from 1-4. holding objects in hand, there is a 3% chance per object
The Bag of Aeolus is entirely drained if all four winds are held of dropping it, checked each turn and whenever an
released at once, and if any one of the separate winds has item is used.
been previously released, the whirlwind function of the sack Smell: The victim loses all olfactory faculties for 1-6 turns,
will not work. and cannot smell anything (a boon when investigating
garbage heaps!).
Anytime a magic bag is found you may assume there is a 1 Sixth Senses: The victim may not receive, transmit, use, or
in 4 chance that it is a bag of wind rather than the type interpret psychic, magical, or psionic powers for 1-6 turns.
indicated on the miscellaneous magic table. If a 1 is rolled, it All those functions related to dreams, intuitions, hunches,
is a bag of wind. Roll d6, and use the table below: extra sensory perceptions, and/or magical spells or items
that would produce, heighten, or elaborate upon these
Roll Result areas are wiped clean from the victims mind. No
1 BAG OF BOREAS telepathic or empathic communication is possible. Spells
2 BAG OF EUROS affected are listed below. Magical items that resemble these

96
spells are treated in the same way, and their use is not more is then consumed, the user becomes comatose from
possible. the excess. A half-vial produces mild intoxication, but lesser
Spells affected/negated: doses have little or no effect.
Cleric: All detect spells, find traps, know alignment, locate
object, divination, commune, true seeing, find the path, and One vial of ichor can be used to treat one apple-sized
stone tell. foodstuff (about 10 square inches of area) or any beverage.
Druid: All detect spells, locate animals, locate plants, and Effects of intoxication are as shown on pp. 82-83 of the
commune with nature. DMG. Recovery from intoxication simply requires time, and
Magic-user: All detect spells, identify, locate object, (if a Comatose condition results) sleep. The times needed
clairaudience, clairvoyance, ESP, suggestion, wizard eye, are 2-4 hours for Mild, 4-6 hours for Great, and 7-10 hours
contact other plane, telekinesis, legend lore, and mind for Comatose.
blank.
Illusionist: All detect spells, non-detection, suggestion, mass LEOMUND'S LABILE LOCKER
suggestion, true sight, and vision.
GP Sale Value: 25,000 XP Value: 5,000
GARGOYLE CLOAK
This copper-bound box is two feet wide and tall, and three
GP Sale Value: 6,000 XP Value: 1,000 feet long. Invisible runes are scribed upon its front; these
reveal four command words. The first shrinks the box to a
When donned, this garment polymorphs the user into a twelfth of normal size, with all contents likewise becoming
gargoyle, with effect as the polymorph self spell. No minute. The weight of the shrunken chest, empty or filled, is
command word is used. Items carried are absorbed within 30 pounds. The second word causes the chest (if of normal
the gargoyle form, unusable. Immunities, flying ability, and size) to function as one upon which a Leomund's secret
all other gargoyle characteristics are bestowed. Armor chest spell has been placed (but with no smaller replica
Class is likewise altered, but is modified by the user's true necessary!). The third word causes the box to return to full
Dexterity, magical effects, and protective devices worn or size or normal place, as applicable. The fourth word causes
carried (but excluding modifications from armor and shield). growth to quadruple dimensions, with sides, top, and bottom
of one foot thickness, huge copper bands, and a weight of
The cloak's effects may be produced up to a maximum of 1,200 pounds.
three times per day. The polymorph occurs within 1
segment after the cloak is donned, without the sparkling POTION OF CONTROLLING DAMAGE
lights usually accompanying a polymorph. After the first full
turn of use, there is a 10% chance per turn (cumulative) of GP Sale Value: 500 XP Value: 250
the wearer being mentally changed into a gargoyle as well.
If this occurs, the user either attacks or flies off (just as This potion is usable by all classes. When it is imbibed, the
would a real gargoyle). Only a wish or death can then return effects are realized immediately. Damage to the user is
the victim to normal form. lessened by 2 points per hit die of any damage dealt after
drinking the potion, including damage from spells, weapons,
The cloak is easily damaged by any edged weapon, fire, falling, etc. When damage caused by combat is given only
and other hazards. If the wearer takes 20 or more points of as points, and not hit dice of damage, the potion negates
damage from such attacks, consider the cloak destroyed. one third of the total. The duration is 3-24 rounds.
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. GP Sale Value: 4,000 XP Value: 800 (per pouch)
Each is designed to change the user into one specific
creature. Each confers benefits and hazards in the manner These apparently normal leather or cloth pouches are found
given abovea full polymorph self (lacking only the spell's in groups of 3-6 (Id4 + 2) attached to a belt. Each pouch
curative effects), with the given chance of permanent can hold 100 gp (or ten pounds weight) as if it were but 1 gp
mental change as well. (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
ICHOR OF INTOXICATION 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
GP Sale Value: 900 XP Value: 500 would not, in most cases.)

This substance is a colorless syrup found in half- ounce MAGIC ITEM SOURCES:
vials. It can be mixed with a liquid, applied to food, or simply Bag of Wind by Gary Gygax, from The Dragon #27 (July
ingested straight. The ichor dries when exposed to air, 1979)
hardening in 1 turn. Dust of Dullness and Potion of Controlling Damage by Rob
Kuntz with Gary Gygax, from Mordenkainens Fantastic
When a vial of the fluid is consumed, the user becomes Adventure (TSR, 1984)
greatly intoxicated within 1 round (see effects below). If

97
Gargoyle Cloak, Ichor of Intoxication, Leomunds Labile DEMON
Locker, and Pouch of Holding by Gary Gygax with Frank Goristro (Major Demon)
Mentzer, from Temple of Elemental Evil (TSR, 1985)
FREQUENCY: Very rare
NO. APPEARING: 1
APPENDIX VII. NEW MONSTERS ARMOR CLASS: -2
MOVE: 15
COLCHILN
HIT DICE: 20 (+6/die)
% IN LAIR: 20%
FREQUENCY: Rare (on the Prime Material Plane)
TREASURE TYPE: B, C
NO. APPEARING: 2-16
NO. OF ATTACKS: 2 & 1
ARMOR CLASS: 4
DAMAGE/ATTACK: 12-30/12-30 & 5-40
MOVE: 10
SPECIAL ATTACKS: See below
HIT DICE: 4-7
SPECIAL DEFENSES: See below
% IN LAIR: 60%
MAGIC RESISTANCE: 60%
TREASURE TYPE: F
INTELLIGENCE: Low
NO. OF ATTACKS: 2
ALIGNMENT: Chaotic evil
DAMAGE/ATTACK: 4-9/4-9 (plus strength bonus)
SIZE: L (21 -24 tall)
SPECIAL ATTACKS: Nil
PSIONIC ABILITY: Nil
SPECIAL DEFENSE: See below
Attack/Defense Modes: Nil
MAGIC RESISTANCE: 20%
LEVEL/X.P. VALUE: X / 16,200 + 35/hp
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
These huge demons are collectively known as goristroi.
SIZE: S (4 tall)
One can be found on nearly any plane of the Abyss, for
PSIONIC ABILITY Nil
they are adaptable and much desired by the rulers of the
AttacklDefense Modes: Nil/nil
place to serve as engines of destruction. Demon lords and
LEVEL/X.P. VALUE: (4 HD) III/130
princes are able to command the goristroi and have them
+ 5/hp; (7 HD) V/500 + 10/hp
serving as guardians, enforcers, and so on. The hulking
goristroi are too stupid and bestial to do more than carry out
The Colchiln are a most uncommon demonspawn, set upon
their orders.
this world to assist high-level evil beings (demons or similar
creatures). They may be found wherever major
The attack mode of these monsters consists of two clubbing
concentrations of evil are located, but are most often found
smashes with their long and very powerful arms. Each is
underground in mountainous caves that extend into the inky
equal to a crushing blow, so material struck must be saved
depths of the earth, lower level dungeons where
for. In addition, a stamping attack can be made against any
abominable rites are practiced and homed non-human
opponent of 6 or less height which is within 10 of these
deities are worshipped. The colchiln are possibly created
from larvae, but the complete process is unknown. Their brutes. They hurl boulders as do cloud giants (1-24
mission is to serve and follow. They do this very well, for range for 2-24 points of damage). Goristroi also have the
even if they are incapable of imaginative thought, they following spell-like powers which they can employ one at a
usually have a good memory and can follow orders time, one per round, at will: detect illusion, detect invisibility,
explicitly. They are thus often incorporated into legions to fear (as a wand, by gaze), gloom 60 r. (equals one-half
fight subterranean wars to which those evil ones of the pits darkness condition), levitation, spider climb, and teleport
and cavems are accustomed. without error (once per day only).

The colchiln attack with their iron-hard claws, but have no Even the lowliest of goristroi can be harmed only by +1 or
teeth. They usually (55%) move silently, and when set for better magic weapons. All of them are immune to cold, fire,
ambush, surprise their victims two-thirds of the time. poison, and poison gas. They regenerate at the rate of 1 hit
point per turn. They have both infravision and ultravision.
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 As noted in the list of statistics given above, goristroi
base ld6+3 points of damage) and not the corresponding to receive 6 hit points per hit die in addition to whatever is
hit bonus, as they are rather uncoordinated. However, their rolled, giving each hit die a range of from 7-14 instead of the
appearance provides no indication of their great strength. usual 1-8. Goristroi with 140-160 hit points are 21 tall and
They never check morale, and will impassively fight to the can only be hit by magic weapons of +1 or better. Those
death in all situations. 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
Description: A colchiln is black in color, bipedal, with scale- beast is 23 tall and is hit only by +2 weapons or better.
like skin and lidless, bulbous white eyes. Its mouth sports The largest goristroi have 241-280 hit points, are 24 tall,
no teeth, but its red forked serpents tongue is used to and are hit only by +3 weapons or better.
sense things. Its four-fingered hands have iron-hard claws,
adamantite-hard in larger varieties of colchiln.

98
Goristroi can do siege damage to constructions and large illusion, know alignment, mirror image, produce fire, read
objects in the same way that giants and golems can. languages, read magic, suggestion, teleportation, wall of
Damage figures given below are per round of attack, with smoke (same as wall of fog), and fulfill anothers limited
no other activity allowed to the goristro in that round. wish. Once per day Bitru can employ a symbol of pain. He
Points of Damage Against causes fear by pointing at any creature within a 60
Soft Hard distance, saving throw vs. spell applicable. He can summon
Wood E a r t h Stone R o c k B r o n z e 1-3 erinyes with a 60% chance of success. Bitru
4 1 3 2 1 regenerates 2 hit points per round.
As can be seen from the foregoing, the goristroi are major
amongst their ilk because of their ability to absorb damage Description: Bitru is very muscular. His skin is shining
and to mete it out. They are stupid and otherwise limited in crimson, and his horns, hooves, and wings are lustrous
power, being unable even to gate in other demons. The vast black. Bitrus visage is typically diabolical.
majority (90%) of goristroi encountered will be in the service
of some Abyssal ruler, blindly carrying out the duties FERAL SLASHER
assigned to them with complete fanaticism. There is never a
question of retreat or morale when dealing with these FREQUENCY: Very Rare
brutes. They will always continue to follow their given NO. APPEARING: 1-2
commands until completion or death occurs. ARMORCLASS: 2
MOVE: 24
Some symbol of servitude will be worn by goristroi ruled by HIT DICE: 2+3
a lord or prince, whether it be a collar, arm or wrist band, % IN LAIR: 20%
implanted symbol, or whatever. Such devices typically have TREASURE TYPE: Nil
the power to convey telepathic commands to the wearer as NO. OF ATTACKS: 4
well as serve as tracking devices should the masters wish DAMAGE ATTACK: 1-6 / 1-6 / 1-4 / 1-4
to know the whereabouts of their servants. Without direct SPECIAL ATTACKS: Ferocity may stun or cause fear
command or supervision, goristroi tend to wander off on SPECIAL DEFENSES: Nil
destructive rampages of their own direction and desire. MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
Goristroi are vaguely reminiscent of giant bears, although ALIGNMENT: Chaotic neutral
their shoulders are broader, their visages appearing to be a SIZE: S (3 tall)
nightmarish cross between bison and human, and their PSIONIC ABILITY: Nil
hands and feet disproportionately large, splayed, and Attack/Defense Modes: Nil/nil
humanlike. LEVEL/XP VALUE: II/65 + 3/hp

DEVIL This three-foot-tall mammalian carnivore relies on blinding


Bitru (Duke of Hell) speed and ferocity to stun and panic its prey. It is dull-
witted, attacking regardless of the size of its victim, and
FREQUENCY: Unique (Very rare) slow to respond to the unexpected. It resembles a hyena
NO. APPEARING: 1 but with oversized hind legs. The multiple attacks represent
ARMOR CLASS: -1 two jaw and two claw attacks per round. A victim must roll
MOVE: 12/18 his charisma or less on Id20 to avoid being stunned or
HIT DICE: 99 hit points panicked. If the roll fails, roll ld6. 1-4 indicates that the
% IN LAIR: 50% victim is stunned for one melee round; 5-6 indicates panic,
TREASURE TYPE: G, P and the victim runs from the attack for two rounds.
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 (9 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,

99
FREMLIN or ram their intended targets, inflicting 1 point of heat
damage per touch per fish. Hetfish have been known to
FREQUENCY: Very Rare continue these swarming attacks indefinitely. A victim may
NO. APPEARING: 1-4 be boiled alive due to the proximity of great numbers of
ARMOR CLASS: 6 these fish heating the water nearby. Hetfish have been
MOVE: 12 known to ram small ships and other waterborne vessels.
HIT DICE: 3+6 Wooden ships sustain 1 point of structural damage per 30
% INLAIR: 20% small (1 ft.), 20 medium (2 ft.) or 10 large (3 ft.) hetfish
TREASURE TYPE: X attacking.
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 These fish have been known to bring a good price (10-100
SPECIAL ATTACKS: None gp each, depending on their size and condition) when
SPECIAL DEFENSES: +1 weapon to hit captured alive and sold to men of wisdom (sages,
MAGIC RESISTANCE: Standard alchemists, certain priests and mages, et a].), as these
INTELLIGENCE: Average scholars have yet to learn about this fishs strange
ALIGNMENT Chaotic neutral properties, which resemble the fire-breathing dragon or the
SIZE: S (1 tall) remorhaz.
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil Description: General coloring of the hetfish is silver and
LEVEL/XP VALUE: III/85 + 4/hp orange. Many small bumps and unnatural-looking skin boils
can be seen covering their bodies. They otherwise
A tiny, slate-colored, winged goblinoid of the gremlin family, resemble piranha, though they have no teeth of note.
the fremlin is annoying but harmless. They alternate
between whining laziness and mischievous curiosity. Their HUNTSMAN
original introduction to the Prime Material Plane was
presumably the result of careless conjuring. They are FREQUENCY: Very rare
extremely long-lived, durable, and quick to disappear if NO. APPEARING: 3-12
danger arises. Occasionally they become tolerable ARMOR CLASS: 7
companions if they take a liking to someone and are well- MOVE: 15
fed and entertained. HIT DICE: 1-4
% IN LAIR: Nil
HETFISH TREASURE TYPE: Nil
NO. OF ATTACKS: 1
FREQUENCY: Uncommon DAMAGE/ATTACK: By weapon only
NO. APPEARING: 20-70 SPECIAL ATTACKS: Nil
ARMOR CLASS: 5 SPECIAL DEFENSES: See below
HIT DICE: 1-3 MAGIC RESISTANCE: See below
% IN LAIR: 70% INTELLIGENCE: Average
TREASURE TYPE: Q (x3) ALIGNMENT: Neutral evil
NO. OF ATTACKS: 1 SIZE: M
DAMAGE/ATTACK: 1 per fish PSIONIC ABILITY: Nil
SPECIAL ATTACKS: See below Attack/Defense Modes: Nil/nil
SPECIAL DEFENSES: Nil LEVEL/XP VALUE: (1 HD) III/53 + 1/hp;
MAGIC RESISTANCE: Standard (4 HD) IV/175 + 4/hp
INTELLIGENCE: Low
ALIGNMENT: Neutral Huntsmen are enchanted monsters of human size and
SIZE: S (1-3 long) shape which can be created by an evil Magic-User by the
PSIONIC ABILITY Nil process described below. They are a sickly grey-green in
Attack/Defense Modes: Nil/nil color, with pointed ears and four-fingered hands. From a
LEVEL/XP VALUE: (1 HD) I/14 + 1/hp; distance they look like humans and can be mistaken for
(3 HD) II/50 + 3/hp elves in poor visibility. Huntsmen move quietly under normal
conditions and consequently have a one-sixth greater than
Hetfish are found in both fresh and salt water, and in any normal chance of surprising a party. They track as Rangers
clime from arctic to boiling hot springs. These fish have and are themselves surprised only one-sixth of the time.
super-heated bodies (350 degrees Fahrenheit), which can They occasionally wear armor but in so doing lose their
actually bum objects touched. Their sizes range from 1-3 ft. ability to move silently and track.
long, and each attacks as a 1-3 hit die monster. Length
determines attack probability. Their great maneuverability Individually, these creatures are very weak monsters, but in
and speed in the water account for their armor class rating a group they have an ability which increases the strength of
and attack capability. These fish are attracted by motion in survivors when one or more of their comrades is killed.
the water. When their den is disturbed, they swarm en When a Huntsman is killed, its original number of hit points
masse to meet the intruder. Their mode of attack is to bump is transferred to others in the group within a maximum

100
range of 10. For example, if one of a group of three SPECIAL DEFENSES: +3 weapon to hit, magical fire
Huntsmen is killed, and the dead creature had 12 hit points repairs damage
to begin with, the survivors each gain 6 hit points. The hit MAGIC RESISTANCE: Only affected by electrical magic
points gained by survivors are always divided evenly, or as attacks
evenly as possible, between the survivors. No Huntsman INTELLIGENCE: Non-intelligent
can maintain more than 32 hit points for more than 24 ALIGNMENT: Neutral
hours, and will always drop back to that level after that SIZE: S (3 tall)
much time. No Huntsman can have more than 64 hit points PSIONIC ABILITY: Nil
at any time. A Dispel magic spell will delay the transfer of hit Attack/Defense Modes: Nil/nil
points for two rounds, and the hit points of any creature LEVEL/XP VALUE: IV/165 + 4/hp
killed during that time are lost. A scroll of Protection from
Magic will prevent transfer of hit points within its area of This is a miniature iron golem; it costs one-third as much
effect (5 feet), either to or from a creature. and requires only one month to construct. Like a full-sized
iron golem, it is under the control of the magic-user who
Because of the link between Huntsmen, they cannot be created it. The poisonous cloud of the iron man is 1 x 1 x
charmed, held or attacked psionically unless they are 1 every 7 rounds, but causes only 1-6 points of damage, no
encountered as single creatures. Charm monster must be save. It is smaller and less formidable than an iron golem
used, not Charm person. They can be magically slept only if but twice as fast. It is damaged only by +3 or better
the Sleep spell is sufficiently powerful to put all Huntsmen weapons. Only electrical magical attacks affect it, slowing it
present to sleep at the same time. However, each creature 50% for 3 rounds. Magical fire attacks repair damage on a
is treated as a monster with one more hit die than it actually one-hit-point for one-hit-point basis. An iron man is
has when considering the effects of Sleep. For example, vulnerable to rust monster attacks.
only 2-8 one-hit-die Huntsmen could be slept, not 4-16.
Huntsmen usually work for some evil master, commonly a JUGGERNAUT
Magic-User, as guards or members of a patrol. They
communicate with their master by pantomime, though they FREQUENCY: Rare
understand orders given in the alignment language of the NO. APPEARING: 1
wizard who created them. Huntsmen will not obey any ARMOR CLASS: 2
master who attempts to harm them for any reason. MOVE: 1" to 12" (see below)
Wizards can create Huntsmen in large, noisome, liquid-filled HIT DICE: 10 to 13
vats. Aside from an Enchant an item spell to give the vat its % IN LAIR: 0%
dweomer, the wizard must gather the following materials for TREASURE TYPE: See below
each huntsman: two pints trolls blood, entrails of two NO. OF ATTACKS: Up to 6
bugbears, ichor of invisible stalker, 50 pounds of clay, and DAMAGE PER ATTACK: 2-12 each
five gallons of water. The manufacturing process takes two SPECIAL ATTACKS: Crush (D 10-100)
weeks, but needs only three days of attention from the SPECIAL DEFENSES: Immune to all fire
wizard. As many as four Huntsmen may be created at the MAGIC RESISTANCE: Standard
same time in the same vat if a sufficient amount of materials INTELLIGENCE: Animal to Average
and a sufficiently large vat are used. ALIGNMENT: Neutral (evil)
SIZE: L (8-20' long)
The procedure is as follows, with each step in the creation PSIONIC ABILITY: Nil
requiring one full day of attention from the creator. At the Attack/Defense Modes: Nil/nil
start, the wizard must cast Mending and Animal growth on LEVEL/XP VALUE: X/3,000 + 14/hp
the materials. After exactly one week he must cast Shatter
on the materials, and at the start of the last day of the two- A juggernaut is a creature related to the mimic, appearing
week period he must cast Charm monster to finish the as a large stone object of some sort. The creature's form
creation. The number of hit dice for each creature is always has wheels, runners, or some other source of
determined randomly after ifs creation. mobility.

IRON MAN Just as the mimic can project a pseudopod, so can its
cousin produce several growthsincluding slim toothy
FREQUENCY: Very Rare heads, pincers, rams, and so forth. It can make up to six
NO. APPEARING: 1 attacks per round in this way, depending on the limits of its
ARMOR CLASS: 3 shape.
MOVE: 12
HITDICE: 4 The juggernaut can also change form to some extent, but
% IN LAIR: Nil more slowly than the mimic. Once pseudopods are cut off or
TREASURE TYPE: Nil reabsorbed into the body mass, up to a month may be
NO. OF ATTACKS: 1 needed to re-grow them, again depending on their forms.
DAMAGE/ATTACK: 1-10 Heads on pseudopods may permit the juggernaut to make
SPECIAL ATTACKS: See below noises of many sorts, and some few can even speak
(though poorly).

101
A juggernaut with wheels or rollers cannot turn sharply or (and hit dice). There will also be a magic-user witch doctor
reverse directions unless it first comes to a complete halt. of 4th level. There will be twice the number of (normal)
For every ten feet it travels it can turn about three feet; it males, half of whom will be equal to men-at-arms. Men are
must travel 30 feet to make a 90 degree turn. It is also slow typically armed and armored as are their amazon
to start. In the first round of animation it can move but ten mistresses. The others will have care of 2-12 children. The
feet per round, gaining 1" additional movement each round Queen will have 4 male guards of 2nd or 3rd level fighter
thereafter until its maximum 12 " rate is achieved. (For ability, and 2 female guards of 5th-6th level barbarian class.
example, in the ninth round of animation it moves at 9" Whenever 30 or more total amazons are encountered, there
rate.) 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
This ungainly movement is, of course, balanced by an pack/wagon train, as applicable. Other groups will always
additional attack form. Such a juggernaut may attack by be within 5 miles of the party initially encountered.
simply rolling over a victim, crushing everything in its path.
A normal "to hit" roll is made (situation permitting). If the The territory from which the amazons come indicates what
juggernaut hits, all the victim's items must be checked vs. sort of weapons they will use, horsemanship, skill with small
crushing blow. The victim takes considerable damage, a watercraft, and so forth. Amazons have no regular clerics or
maximum of 10-100 (10d10) points if the juggernaut is large magic-users, save witch doctors, but males of the race have
and heavy. The victim may make a saving throw vs. death been known to become clerics.
ray to take half damage, but success does not negate the
crushing effect on items. Amazons are tall human women. They tend to be good-
looking, but are hard-eyed (and hard-hearted too).
MEN, Amazon
RAPPER (UNDEAD DWARF)
FREQUENCY: Very rare
NO. APPEARING: 5-30 FREQUENCY: Very rare
ARMOR CLASS: By armor type plus dexterity bonus NO. APPEARING: 1-4
MOVE: 15" ARMOR CLASS: 2
HIT DICE: 4d10 plus constitution bonuses MOVE: 9
% IN LAIR: 10% HIT DICE: 4
TREASURE TYPE: Individuals M, Q; in lair R, S, X % IN LAIR: 95%
NO. OF ATTACKS: 2 TREASURE TYPE: See below
DAMAGE//ATTACK: By weapon type or 1d8 (plus strength NO. OF ATTACKS: 1
bonus) DAMAGE/ATTACK: 2-9 or by weapon
SPECIAL ATTACKS: See below SPECIAL ATTACKS: Insanity, loss of direction
SPECIAL DEFENSES: See below SPECIAL DEFENSES: +1 or better weapon to hit, invisibility
MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to genius INTELLIGENCE: Average
ALIGNMENT: Neutral ALIGNMENT: Neutral evil
SIZE: M (6'-7' tall) SIZE: S (4 tall)
PSIONIC ABILITY: Nil PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: Variable/variable LEVEL/X.P. VALUE: V/240 + 4/HP

These barbaric warrior women are, in effect, heroines. They A rapper is the undead form of an evil dwarven thief or
have strength ranging between 15 and 18 (00 possible) and assassin who died in an attempt to steal something. These
dexterity and constitution ranging between 13 and 18. Their beings typically inhabit old mines and caverns, where they
leaders are barbarian fighters. All favor light chainmail, but attempt to lure victims in to their doom. Rappers appear to
armor varies. Weapons are typical of those used by be pale-skinned dwarves with semi-translucent skin,
barbarians. dressed in rags and carrying weapons or mining tools. They
can go invisible twice a day for 6 turns, but will become
If unarmed, an amazon will use blows, kicks, nails, teeth, visible when physically attacking.
etc. to inflict damage of 1-6 points of damage per round. An
amazon can never be surprised except by invisible Rappers will hide in small corners of underground tunnels
attackers. and make a constant, rhythmic tapping sound with their
tools or weapons against the tunnel wall. This sound carries
An amazon party of 10 or more will have 1 additional in a 120 radius through the underground corridors and
leader-type of 5th or 6th level barbarian ability, and a 2nd rooms; it is never very loud, but is annoying to listen to.
level witch doctor. 20 or more will also have 1 "captain" of Within the 120 radius this tapping noise will reduce the
7th or 8th level barbarian ability. When "in lair", amazons chance of successfully listening at doors by 20% (making it
will have a full 30 warrior women, 4 leaders of 5th or 6th impossible for non-thieves to listen at doors at all).
level barbarian ability, 1 leader of 7th or 8th level barbarian
ability, and a Queen a barbarian of 9th-12th level ability

102
After listening to this tapping sound for longer than an hour, their name means returners in the gnoll tongue, a
a human or demi-human or humanoid creature must make reference to the belief that shoosuvas are the incarnations
a saving throw vs. magic at +2, or else develop a form of of the spirits of the greatest of Yeenoghus shamans.
insanity (monomania; see DMG, p. 83, for effects). Those Shoosuvas are feared greatly (for good reason) by gnolls,
who saved the first time against this power must save again who will obey their every command, even over the orders of
after listening to it for a second consecutive hour, again other gnoll leaders or shamans.
after a third hour, and so forth. There is a 20% chance that
an affected character or creature will also develop A shoosuva is only encountered singly, and usually in only
kleptomania (DMG, p. 83). Rappers can keep up their one of two ways on the Prime Material plane (they are less
tapping for an infinitely long duration. rare in frequency on Yeenoghus home plane in the Abyss).
Exceptionally powerful gnoll shamans or witch doctors,
If they are located and attacked, rappers will attack in a those attaining the 5th level of clerical ability and having
crazed manner and will howl and shriek loudly, possibly more than 20 hit points, are often given instructions for
(40% chance) attracting additional monsters. Anyone struck creating a special talisman that will summon a shoosuva
by a rappers weapon or by the rapper itself must save vs. when the talisman is cast to the ground and Yeenoghus
magic or be affected as if by the 6th-level cleric spell Lose name is pronounced. Such a talisman is a miniature carving
The Path for a full day. During this time the character will be of a hyenas skull, made from the bones of a gnoll shaman
unable to tell directions and must be led by hand or by or witch doctor. The shoosuva will be gated in by Yeenoghu
force. after a one-round delay, and will immediately attack all
enemies of the summoning gnoll priest. The shoosuva will
Rappers guard their victims remains. For treasure, remain until it is slain (whereupon its spirit is sent back to
generate the number and types of magical items owned by the Abyss) or after one hour, at which time it will fade away
1-4 random non-player characters of 1st through 6th level, (to the Abyss).
according to the tables in the DMG on pp. 175-176. Hide During the time it is present on the Prime Material plane, the
bodies and magic items under rubble or elsewhere in the shoosuva is able to call upon any gnoll within hearing
rappers lair. Assume each of the dead victims possessed distance (120 feet), and such summoned gnolls will obey
treasure types J, K, L, M, N, and Q as well. A victim will not the shoosuvas every command to the death.
automatically possess any magical treasure or gems.
A shoosuva appears as a huge, emaciated hyenodon,
Clerics turn rappers the same as wights. Holy water does 2- glowing with a phosphorescent yellow light, similar in
8 points damage per hit. Raise Dead and Resurrection intensity to the clerical Light spell. It attacks by biting, and
destroy them, but they are immune to all poisons, paralysis, those bitten must save vs. paralyzation or else be inflicted
enchant/charm spells, and cold attacks. with creeping paralysis. Victims so affected will suffer a -1
penalty to hit and a 1 reduction in movement rate per
SHOOSUVA round cumulative as the result of a slow-acting
paralysis. Only living creatures are affected by the
FREQUENCY: Very rare paralysis, and not other undead, demons, and the like;
NO. APPEARING: 1 however, these latter creatures can be damaged by the bite
ARMOR CLASS: 3 itself. A victims base movement rate (from which the
MOVE: 15 reduction is taken) is always considered to be that which
HIT DICE: 6 applied when the character was bitten; in other words, a
% IN LAIR: Nil character cannot increase mobility by divesting oneself of
TREASURE TYPE: See below encumbrance and/or armor after the paralysis has set in.
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 6-15 (+2) When the movement rate of a paralyzed victim falls to 0,
SPECIAL ATTACKS: Creeping paralysis the character cannot hit anything, speak, cast spells, or
SPECIAL DEFENSES: See below perform any other physical activity. Only the most basic life
MAGIC RESISTANCE: 30% (see below) functions (respiration and heartbeat, primarily) will continue.
INTELLIGENCE: Very If the victim survives that long, the paralysis will wear off 3-6
ALIGNMENT: Chaotic evil turns after the victim is immobilized. Shoosuvas usually try
SIZE: L (6 high at shoulder) to paralyze as many persons as they can in melee, and
PSIONIC ABILITY: Nil then kill their victims after they are unable to move.
Attack/Defense Modes: Nil/nil
LEVEL/XP VALUE: VI/500 + 6/hp Since a shoosuva must be fed carrion as a reward for its
services (or else one will never return to help the
The only deity that gnolls worship (save for a few summoning shaman again), Yeenoghus priests who are
renegades who follow other demon princes) is Yeenoghu, able to summon a shoosuva will nearly always have the
the demon prince of gnolls. Yeenoghu long ago developed first-level cleric spell Putrefy Food and Drink on hand and
a specialized form of demonic undead for use as an will cast it on one of the shoosuvas dead victims, with
intermediary between him and his shaman and witch predictable results.
doctors, and as a guardian for himself and those followers
of exceptional merit. The creatures are called shoosuvas;

103
Aside from encountering such specially summoned cold damage is inflicted. Those killed by these creatures are
shoosuvas, any gnoll shaman or witch doctor may call upon transformed into slow shadows, but these usually remain
Yeenoghu for assistance or advice, and thereby summon a within 40 ft. of where they were killed. This, of course,
shoosuva intermediary, at a base chance for success of 2% suggests that wandering slow shadows are created, or
per level of clerical ability. The shoosuva will only remain for summoned, and those that stay within one area are past
a short time (1 round per level of clerical ability of the victims. In any case, these creatures are dangerous. They
shaman) and will require a free lunch the same as one are not affected by cold, lightning, hold, or charm attacks. A
summoned by a talisman. It will provide the caller with haste spell directed at them will drive them away, but has
whatever advice Yeenoghu is able and willing to provide. If no effect upon them once they have become attached to
the summoning shaman is attacked while speaking with the their victims. These shadows are detectable only 10% of
shoosuva intermediary, the creature will immediately seek the time. During these periods they are seen as undulating,
to attack and slay all of the summoners opponents. inky blobs, with amorphous twistings to their outline which
make them appear to grow or shrink (between 4 ft. and 6 ft.)
A shoosuva is immune to all psionic attacks or psionic-like as they move.
effects, and Iikewise immune to all will-force magics
(including enchantment and charm spells). The creatures TYRG (SPOTTED HOUND)
have a specialized magic resistance, being 30% resistant to
all cold, heat, electrical, and poison-gas spells. If they fail FREQUENCY: Rare
their resistance throws against such magical attacks, they NO. APPEARING: 1-10
will take only half damage if they fail the subsequent saving ARMOR CLASS: 5
throw, and one-fourth damage if the saving throw against MOVE: 18
the particular attack mode is made. Death spells, of course, HIT DICE: 5-8
will not affect them at all, and they cannot be hit by any % IN LAIR: 30%
weapons except silvered or magical ones. Clerics may turn TREASURE TYPE: C
them (or command them into service) at the same chance NO. OF ATTACKS: 1
for success as for special creatures like minor demons. DAMAGE/ATTACK: 1-12
Holy water damages these monsters for 2-8 points per vial SPECIAL ATTACKS: See below
used. SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SLOW SHADOW INTELLIGENCE: Low
ALIGNMENT: Neutral
FREQUENCY: Rare SIZE: L (6-9 long)
NO. APPEARING: 4-16 PSIONIC ABILITY: Nil
ARMOR CLASS: 8 Attack/Defense Modes: Nil/nil
MOVE: 12 LEVEL/XP VALUE: (5 HD) IV/130
HIT DICE: 4 + 5/hp; (8 HD) VI/550 + 10/hp
TREASURE TYPE: P, Y
NO. OF ATTACKS: 1 The Tyrg is a cross between a dog (in watchfulness) and a
DAMAGE/ATTACK: 1-4 tiger (in stalking ability). These creatures are often found in
SPECIAL ATTACKS: Slow the mountains, but not too far from woods (wherein they
SPECIAL DEFENSES: +2 or better weapon to hit prefer to hunt). When they engage prey in melee they emit
MAGIC RESISTANCE: See below fierce howls which will serve to mildly stun the victims
INTELLIGENCE: Low engaged (-1 penalty to initiative, -2 penalty to hit) for the
ALIGNMENT Chaotic evil following three rounds. The effects of this stunning are not
SIZE: M (4-6 tall) cumulative, and only after the first three rounds of stunning
PSIONIC ABILITY: Nil have worn off can those affected be stunned once again.
Attack/Defense Modes: Nil/nil After howling, a tyrg attacks. Tyrgs can move silently 75%
LEVEL/X.P. VALUE: IV/150 + 4/hp of the time, and are surprised only on a roll of 1 on ld6.

Slow shadows are related to their cousins, the shadows. It If encountered in their lair, there will be 1-4 young present
is thought by those who study arcane fauna and undead (20-70% grown). These will fight with the adults to preserve
creatures such as these that shadows (and particularly slow the lair. All others in the lair will be adults, the majority male,
shadows) come from the Negative Material Plane. Some though the sexes cannot be told apart because of a lack of
place their origin in Shadowland, but this is not general knowledge regarding these hounds.
substantiated.
Description: A tyrg stands 3 ft. tall at the shoulder and
Slow shadows typically attack by surprise, maneuvering varies in length, as noted above. Its overall coloring is white
from behind their intended prey. They attach themselves to with grey, black, and tan splotches. Its sleek stance while
the unsuspecting victims, causing an immediate 1-4 points hunting is reminiscent of a cat, but its powerful jaws,
of cold damage. The victim becomes slowed (as the spell) containing many fangs, demonstrate its relation to the world
automatically, with no saving throw. For every round that of dogs.
the slow shadow remains attached, 1-4 points of additional

104
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 VIPER VINE
ARMOR CLASS: 4 (8)
MOVE: 12 "(6" after feeding) FREQUENCY: Rare
HIT DICE: 3 NO. APPEARING: 1-10
% IN LAIR: 60% ARMOR CLASS: 8
TREASURE TYPE: E MOVE: 3"
NO. OF ATTACKS: 1 HIT DICE: 4
DAMAGE/ATTACK: 1-8 % IN LAIR: 0%
SPECIAL ATTACKS: See below TREASURE TYPE: Incidental only
SPECIAL DEFENSES: See below NO. OF ATTACKS: 1
MAGIC RESISTANCE: See below DAMAGE/ATTACK: 1-4
INTELLIGENCE: Average SPECIAL ATTACKS: Poison
ALIGNMENT: Neutral evil SPECIAL DEFENSES: Immune to blunt weapons
SIZE: M MAGIC RESISTANCE: Standard
PSIONIC ABILITY: Nil INTELLIGENCE: Low
Attack/Defense Modes: Nil/Nil ALIGNMENT: Neutral
LEVEL/XP VALUE: IV/280 + 3 per hp SIZE: L(20' to 50' long)
PSIONIC ABILITY: Nil
The vampire mist is related to the crimson death, and is Attack/Defense Modes: Nil/nil
suspected to be the immature form of that horror. It appears LEVEL/X.P. VALUE: III/110 + 4/hit point
as a pale cloud, normally 5-8 feet in diameter but variable in
size and density. It is encountered only in bogs, swamps, Viper vines are a type of carnivorous, poisonous plant
and similar chill and damp places, including dank indigenous to tropical forests, and 90% indistinguishable
subterranean areas. from normal vines. They hang from trees, trailing their ends
on the ground to snare unwary animals. They have two
Healthy vampire mists have maximum hit points (8 per die), forms of attack, the first being constriction as they wrap
but are almost never encountered in this state. A 'mist loses around their victim much like a snake, doing 1-4 points of
1 hp for each 12 hours without feeding, and is thus always damage each melee round. The second is a paralyzing
hungry when encountered wandering. It regains hit points poison exuded from the skin onto the ensnared creature
by enveloping its victim with its gaseous tendrils, and (save vs. poison applicable). Viper vines can control this
draining the victim's fluids, turning a pink hue after feeding. poison, generally not using it until having constricted their
The 'mist regains 1 hit point for each 2 points of blood victim for 1-4 melee rounds.
drained, but this is not regeneration.
Description: Viper vines are thick (3 " diameter), ropy vines,
Though this is the 'mist's primary reason for attacking, it is brownish green in color.
quite capable of defending itself even when fully sated. The
slightest touch of its airy tendril inflicts 1-8 points of VITRIOLUS
damage, draining blood that the monster simply discards.
Non-magical protections are usually of no value against the FREQUENCY: Very rare
'mist's attacks. Character types are thus treated as base AC NO. APPEARING: 10-100 or 100-1,000
10, modified only by Dexterity and magical protections ARMOR CLASS: 8
(shields having no effect). MOVE: 6"
HIT DICE: 1/2
If the 'mist's hit roll is 4 or greater than the minimum % IN LAIR: Nil
needed, its enveloping attempt is successful. No further hit NO. OF ATTACKS: 1
rolls are needed; the 'mist automatically inflicts 1d8 points of DAMAGE/ATTACK: See below
damage each round thereafter until it flees or is slain. If the SPECIAL ATTACKS: Exploding
'mist is struck while its victim is enveloped, the damage SPECIAL DEFENSES: See below
from the blow is divided evenly between the victim and the MAGIC RESISTANCE: See below
'mist. An enveloped victim may attack the mist physically, INTELLIGENCE: Non-
without risk of sharing the damage. However, the ALIGNMENT: Neutral (chaotic)
enveloping damage is constant, disrupting concentration, SIZE: S (3' tall)
and thus preventing the victim's use of spells and most PSIONIC ABILITY: Nil
magical devices. Attack/Defense Modes: Nil/nil
LEVEL/XP VALUE: II/32 + 1 per hp
A 'mist can normally be damaged only by magical weapons
and spells that affect air, including lightning and magic Vitrioli are enchanted monsters native to the Para-elemental
missile spells. After feeding, however, the monster takes on Plane of Ooze. They do not respond to conjurations by any
known spell, but can be summoned by use of a special

105
liquid. Though anyone can use the liquid, only its creator MONSTER SOURCES:
can command the vitrioli only when they first appear.
Colchiln, Hetfish, Slow Shadow, and Tyrg by Rob Kuntz
with Gary Gygax, from Mordenkainens Fantastic Adventure
Vitrioli appear on the Prime Plane as tiny faceless
(TSR, 1984)
humanoids that appear to be made of sand. They glow with
a dim green light. Excitable even on their home plane, they Demon, Goristro by Gary Gygax, from Dragon #91
become enraged when drawn from it, attacking any living (November 1984)
thing they see, except each other. All details here apply only Devil, Bitru by Gary Gygax from Dragon #75 (July 1983)
to their Prime Plane forms, as they have thus far eluded
close observation in their native environment. Feral Slasher, Fremlin, and Iron Man by Ken Rolston, from
The Lost Island of Castanamir (TSR, 1984)
A Vitriolus explodes when hit or when it hits an opponent. Huntsman by Lewis Pulsipher, from Dragon #40 (August
The explosion has a 5-foot radius, and produces both fire 1980)
and acid damage. Each victim in the area must make two
Juggernaut by Gary Gygax with Frank Mentzer, from
Saving Throws vs. Breath Weapon. The fire damage is 1d8 Temple of Elemental Evil (TSR, 1985)
points plus the original hit points of the Vitriolus. The acid
damage is 2d4 points. A successful saving throw reduces Men, Amazon by Gary Gygax from Polyhedron #22 (TSR,
damage to one-half in each case. Failure of either saving 1984)
throw requires further saving throws for items carried. The Rapper by Roger Moore, from Dragon #58 (February 1982)
explosion can also cause structural damage: 1 point to
Shoosuva by Roger Moore, from Dragon #63 (July 1982)
wood, point to metal, but no damage to earth or stone.
The Vitriolus is immune to fire and acid-based attacks. It Viper Vine by Bob Blake, from Bane of Llewelyn (TSR,
loses 1 hit point per 6 hours spent away from its home 1984)
plane, disintegrating when reaching 0 hit points. Vampire Mist and Vitriolus by Philip Myers, from Baltrons
Vitrioliquid: A cleric may create a vial of this rare fluid by Beacon (TSR, 1985)
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 APPENDIX VIII. HUMANOID MINOR
object, command, implore, and quest. Some knowledge of
the Para-elemental Plane of Ooze is also required. There is
DEITIES
a 30% chance that the finished liquid suddenly and By Roger Moore, from Dragon #63 (July 1982)
permanently drains 1 point of Constitution from the caster,
probably because of some force emanating from the DAKARNOK
monsters' home plane. Such damage cannot be avoided Kobold Demigod
except by chance, though it can be repaired in the usual
ways. ARMOR CLASS: 4
MOVE: 9
Vitrioliquid is always kept in a glass vial, for glass is the only HIT POINTS: 65
known substance through which the liquid cannot eat. If the NO. OF ATTACKS: 1
entire potion is poured out or the vial broken on earth or DAMAGE/ATTACK: 3-9 (+2)
stone, 10-100 vitrioli appear from the spot at the rate of one SPECIAL ATTACKS: Nil
each two segments (5 per round). If only part of the liquid is SPECIAL DEFENSES: +1 or better weapon to hit; 95% hide
used, the number of creatures appearing is proportionately in shadows
fewer. If the liquid is poured into a swamp or other mixture MAGIC RESISTANCE: 15%
of water and abundant plant life, the number of creatures SIZE: S (3 tall)
summoned is greater by tenfold (100-1,000), as the rich ALIGNMENT: Lawful evil
muck beneath the water somehow enhances the effect. If WORSHIPERS ALIGN: Lawful evil ( kobolds), in particular
the liquid is poured out onto any other substance except raiders and bandits
glass, it eats its way through and continues downward until SYMBOL: Black spiked club over broken skull
it reaches stone or earth. PLANE: Acheron
CLERIC/DRUID: 5th level cleric
A sip of vitrioliquid causes 1-6 points of damage; drinking FIGHTER: As 10 HD monster
more than a sip is extremely dangerous. The foolish imbiber MAGIC-USER/ILLUSIONIST: Nil
must roll 1d20; a result of 1-19 indicates death (immediate THIEF/ASSASSIN: 6th level assassin
reduction to -20 hit points), and a result of 20 means that MONK/BARD: Nil
the victim survives the experience but with only 1-4 hit PSIONIC ABILITY: Nil
points remaining. This effect supersedes and negates the S: 18 (+1, +2) I: 16 W: 10 D: 17 C: 18 CH: 8 (18 to kobolds)
usual effects of the liquid; no creatures are summoned, and
the liquid does not eat its way out of the victim. 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

106
revered qualities of their people when they were alive. The DAMAGE/ATTACK: 2-16 (+6) or special
heroes that become demigod helpers of Kurtulmak upon SPECIAL ATTACKS: Entanglement and hopelessness
their deaths are those who also caused the greatest SPECIAL DEFENSES: +2 or better weapon to hit
destruction and havoc among demi-humans and humans MAGIC RESISTANCE: 45%
(especially gnomes), and increased the wealth and might of SIZE: L (9 tall)
their home gens. There are a number of these minor deities, ALIGNMENT: Lawful evil
none of them of exceptional power compared to most WORSHIPERS ALIGN: Lawful evil (goblins)
deities, and it would appear that they are continually SYMBOL: Red and yellow striped whip
engaged in power conflicts with one another in their drive to PLANE: Gehenna
become Kurtulmaks most favored aide. Typical of these CLERIC/DRUID: 8th level cleric
lesser demi-godlings is the hero Dakarnok. FIGHTER: As 13 HD monster
MAGIC-USER/ILLUSIONIST: 8th level magic-user/7th level
In life, Dakarnok was a shaman/chieftain who conquered all illusionist
the other kobold gens near his own tribe, and then moved THIEF/ASSASSIN: 9th level assassin
against human and gnome settlements scattered along his MONK/BARD: Nil
frontier. He enjoyed considerable military success against PSIONIC ABILITY: VI
the poorly organized opposition, and specialized in fast, S: 18/00 (+3, +6) I: 16 W: 9 D: 19 C: 19 CH: 2
light raids against the smaller villages, driving the populace Khurgorbaeyag is one of the chief lieutenants of the deity
toward the distant major cities. Maglubiyet (see LEGENDS & LORE) on the home plane of
the goblinoid deities in Gehenna, and is the patron god of
It is said that Dakarnok gained godhood through the use of the goblins in particular. His chief rival for power is said to
certain magical devices; whatever the means, upon his be Nomog-Geaya, the hobgoblin patron deity (see below),
death his people continued to revere him, and shamans and there are stories told by goblin shamans of how
found they were able to cast spells after prayer and Khurgorbaeyag deals with his rivals subtle treachery. The
ceremony dedicated to his memory. His worship has goblin spirits that Kurgorbaeyag commands are forced to
spread, though not evenly, to a number of other gens, since fight all the harder against their enemies, the orc spirits,
his people scattered when his home gen-empire was because they must take up the slack from the laziness of
conquered after his death by more powerful human, their clumsy hobgoblin-spirit allies.
dwarven, and gnome armies.
The goblins love for slave-taking and aggressive lawfulness
Shamans of Dakarnok may be found in kobold gens also is well represented in their deitys powers and personality.
having shamans or witch doctors devoted to Kurtulmak; the Khurgorbaeyag has flame-red skin, speckled with orange
clerical level of Dakarnoks priests will never equal or and yellow scales. His only weapon is a great whip, with
exceed that of Kurtulmaks shamans, and the former are which he drives his followers on to their duties and into war.
generally subservient to the latter. He may either attack twice with the lash, injuring foes with
its supersonic snap, or may make a single attack against
Dakarnoks shamans frequently lead raiding parties, and more dangerous foes. This single attack is designed to
gain respect and more followers after especially successful render enemies immobile; the whip unerringly wraps around
(or lucky) acts of thievery, looting, and destruction. These the opponents feet or wings (out to the 30-foot range of the
shamans are typically armed with a black, spiked club (2-7 weapon) and acts as a Rope of Entanglement with three
points damage, treat otherwise as a normal club) that times normal hit points. In addition, anyone touched by the
doubles as their holy symbol. These shamans are quite whip in either attack mode must save vs. magic at -4 or be
aggressive in the spread of their form of religion, and affected as if by a Symbol of Hopelessness, immediately
though they accept Kurtulmaks clerics as their superiors, surrendering to the wielder. Victims of this effect of the whip
they have been known to attack the shamans and witch will remain in despair for a number of weeks equal to 20
doctors of other kobold demigodlings on sight. minus the victims wisdom score.

Dakarnok is usually depicted as an unusually muscular Khurgorbaeyags shamans appear to work in fair harmony
kobold with silver-black scales and tiny red eyes. He uses with bugbear shamans, though no one has conclusively
(two-handed) a +1 spiked club made of dark oak. His figured out why. Joint ceremonies involving the two races
shamans cannot attain higher than 3rd level in clerical are not uncommon, and temples to the goblin deity
ability. The particulars of his worship are the same as for frequently have bugbear guards. The clerics of
Kurtulmak, save that there is no holy animal and the holy Khurgorbaeyag participate in warfare with the rest of their
color in his worship is black. tribe, though only in advisory positions and not as troop
leaders. They tend to encourage the taking of live (not
KURGORBAEYAG necessarily uninjured) captives to be brought back to the
Goblin Lesser God tribal lair for use as slave labor or for instruction (ritual
public torture). The shamans have their assistants carry
ARMOR CLASS: 2 supplies of ropes and chains on military ventures to bind
MOVE: 12 prisoners. Their favorite captives for slaves are humans;
HIT POINTS: 255 dwarves and gnomes are usually marked for death after
NO. OF ATTACKS: 2 or 1 capture. Goblin priests usually use maces or clubs to

107
subdue prisoners and in actual combat. They carry a whip human and demi-humans, to emphasize the worthlessness
as a holy symbol, but it is only used against captives and of these obviously inferior humanoid creatures. Humans
not in combat. and those demi-humans with souls make the best
candidates for ritual torture; elves are usually killed without
Shamans of Khurgorbaeyag wear red scale mail and war ceremony or waste of time, since they are considered at
helms, with vestments of gray wolf fur. Their holy animal is best to be useless in the scheme of things (and, at worst,
the wolf, and such pets are often found with the shamans or dangerous if allowed to run loose).
leaders of a goblin tribe. (These are not for use as mounts,
like dire wolves and worgs are.) In all other respects their Nomog-Geayas shamans are expected to display the
worship is like that of the shamans of Maglubiyet. personal qualities of their deity. (Some of them have been
executed for laughing in public, even during the torture of
NOMOG-GEAYA captives.) This rigid discipline gives the shamans and
Hobgoblin Lesser God deities of this god a +2 save vs. all enchantment or charm
spells, and they may be considered immune to and
ARMOR CLASS: 1 unaffected by normal attempts at humor or displays of
MOVE: 12 emotion.
HIT POINTS: 283
NO. OF ATTACKS: 2 Nomog-Geayas shamans wear armor of iron or steel, and
DAMAGE/ATTACK: 2-20 (+7) and 3-12 (+7) use great helmets that cover their faces completely except
SPECIAL ATTACKS: Wounding, pain for the eyes; banded mail is most commonly used. The
SPECIAL DEFENSES: +2 or better weapon to hit carnivorous ape is their favored animal, since its personal
MAGIC RESISTANCE: 35% habits appear to mirror their own to some extent; it is a
SIZE: L (10 tall) compliment to be told that one fought like an ape, meaning
ALIGNMENT: Lawful evil with great savagery. The holy color in Nomog-Geayas
WORSHIPERS ALIGN: Lawful evil (hobgoblins) worship is a bright, glossy red, obviously representing
SYMBOL: Crossed broadsword and hand axe blood. Worship ceremonies involving torture of non-
PLANE: Gehenna hobgoblin creatures (humans, demi-humans, or other
CLERIC/DRUID: 9th level cleric (destructive spells only) humanoids) en masse take place once per year, at mid-
FIGHTER: As 15 HD monster winter, in underground temples.
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

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. Nomog-
Geaya 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 shark-


like 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 deitys 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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