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Crypts &

Creatures Version: 1.0


Fourth Printing
©

Written and Developed by


Scott Ashcraft

Layout Contribution by
Christopher Cortright

Edited by
Cat Stark

Artwork/Pictures by
Various (Public Domain & Royalty Free)
& Wikimedia Commons

Published by
DC Enterprises and Pick Up & Go Games

Playtesters
Heather Ashcraft, Robb Bowers, Timothy Siefken, Lonnie Harris, Mike Chowanski, Matthew Hyke,
Athena Marshel Kathleen Scagliati, Rickey Grant, Tom Tracey, Bill Stechman

Special Thanks to:


To my brother Matt, for giving me his old Advanced Dungeons & Dragons ® 2 nd Edition Players
Handbook, so many years ago.
To my parents, Orville and Helen, for letting Matt do that.
To Monte Cook and Tony DiTerlizzi for creating a campaign world that I fell in love with, to
Dave Arneson and the late Gary Gygax for having some the best ideas ever printed and for
creating the motivation that taught me how to read.

To my cousin, Mike Diamond, for introducing me to LARPs.


To my wife, Heather Ashcraft, for being so supportive through the years, and to my children
Connor & Kathlyn for being my greatest inspiration.

© 2016 Scott Ashcraft, All rights reserved.


Crypts & Creatures, Pick Up & Go Games, PUGG, the Crypts & Creatures logo, and the Pick Up
& Go Games logo are registered trademarks owned by Pick Up & Go Games.
Crypts & Creatures
Crypts & Creatures was designed as an easy-to-learn Wizards must research new spells in order to learn them
trimmed-down version of the most popular fantasy RPG. (see the Magic section).
C&C can be used to introduce absolutely new players to Familiar: Wizards Begin play with a tiny loyal
role playing games using easy-to-learn rules that provide a creature, example: bat, cat, hawk, lizard, owl, rat, raven,
smooth transition into the larger more complicated games. snake, toad or a weasel. If this creature is lost, killed, or
C&C can also be played by experts as quick- destroyed the Wizard may obtain a new one but it takes 1
fun/experimental games. week to form a new bond. This creature will obey simple
two word commands to the best of its ability. The familiar's

Character Creation Level, Hit Dice, Ability Scores, Skill Rank and any other
stats are half of the Wizard’s (round down). A familiar has
no Class Levels and thus none of the special qualities that
ABILITY SCORES come with being any character class. They are considered to
There are three Abilities: Strength (STR), Dexterity (DEX) be a magical creature once bound to a master.
and Mind (MIND). Roll 4d6 (reroll 1s) total the three Share Spells: Any spell the Wizard casts targeting
highest dice from that roll, repeat this five times. Assign the themselves may also target the familiar at the same time but
three highest scores to your attributes in any order. Ability the familiar must be within 5’ of its master.
Modifier (aka bonus) equals (SCORE-10)/2, round down. Deliver Touch Spell: A Wizard may cast a touch
spell, touch their familiar, and then order the familiar to
Races (Bonuses are applied to the Ability Score, not the deliver the touch spell to a target. The familiar then makes a
modifier) magic attack vs. the target's AC.
Humans get +1 to any two different Ability Scores Empathic Link: The familiar and master share an
Elves get +2 MIND empathic link which they use to communicate only general
Dwarves get +2 STR emotional content between one another.
Halflings get +2 DEX Symbiotic Bond: Both Wizard and familiar gain +1
Gnomes get +1 to DEX, +1 to MIND to any one skill check while bound to one another.
Half-orcs get +4 to STR, -2 to MIND
Half-elves get +1 to any one Ability Score, and +1 Racial
Bonus to any two Skills

Classes, Features and Bonuses


All characters begin at Level 1, with maximum Hit Points
(HP) & Spell Points (SP). Hit Points at 1 st equal 6 + STR
modifier. Traditional multi-classing (SRD) is not allowed.

Fighters may equip all armor and shields (including towers


shields) and all weapons. They have a +3 class bonus to
Physical checks and add a +1 inherent bonus to all attack
and damage rolls. This increases by +1 at 4th level and
every four levels (4,8,12, etc).

Rogues can use light armor, light weapons, one-handed


weapons and ranged weapons. They have a +3 class bonus
to Subterfuge checks. If they successfully Sneak Attack
(usually the Rogue's Subterfuge + DEX modifier vs. the
victim’s Subterfuge + MIND modifier, but depends on
situation) they can add their Rogue level x2 to the damage
of their attack. Sneak Attack damage may only be applied
when the Rogue's target is unaware of the incoming attack.
Ranged rogues usually must re-stealth after a successful
Sneak Attack with a -20 penalty.

Wizards wear no armor with knowledge of light weapons


and quarterstaves. They can cast arcane spells, and gain a
+3 class bonus to Knowledge checks. Wizards start
knowing five 0-level spells and three 1 st level spells.
Clerics can wear light or medium armor with knowledge of (4,8,12,16,20) their Rage bonus increases by +2 to each
light and one-handed weapons and quarterstaves. They cast variable. Afterward they're fatigued for a number of rounds
divine spells and gain +3 class bonus to Communication or equal to how long they Raged.
Knowledge checks whichever is chosen. Clerics must pray
(prepare) for spells. Clerics channel energy (30' radius Monks wear no armor or shields and do not use weapons,
centered on caster). The amount of damage dealt or healed but add both DEX and MIND bonuses to AC. They receive
is equal to 1d6 [+1d6 points of damage for every two cleric a +3 class bonus to Physical checks. Unarmed attacks deal
levels beyond 1st (2d6 at 3rd, 3d6 at 5th, etc)]. 1d8 damage and are treated as light weapons. If unarmored
Positive (Good) Energy: Heals the living and damages add a +2 class bonus to AC, ‘saving throws’, and damage
undead. rolls at all times. This increases at 5 th level, and every five
Negative (Evil) Energy: Heals undead and damages the levels thereafter. At 5th level Monks are immune to diseases.
living. At 11th they are immune to all poisons.
Neutral clerics must choose Positive or Negative Energy.
The DC (Difficulty Class) to save against Channel Energy is Rangers can use light or medium armor and shield (except
equal to 10 + 1/2 the cleric's level (rounded up + the cleric's tower shields), light weapons, one-handed weapons and
MIND modifier. This ability can be used 3 + MIND ranged weapons. Rangers add +1 inherent bonus to all
modifier times per day. See Magic. attack and damage rolls. This increases by +1 at 4th level
and every four levels, and do not incur any penalties when
Paladins wear any kind of armor and use shields (except fighting with 2 weapons. At 4th level Rangers gain an animal
towers shields) and all weapons. They receive a +1 class companion, common animals include: badger, bird, camel,
bonus to Physical checks and a +2 class bonus to cat(small), dire rat, dog, horse, pony, snake (viper or
Communication checks. They are immune to diseases and constrictor), or wolf. The animal advances as per a Wizard's
apply a +1 bonus to all saving throws (this increases by +1 Familiar, but is not considered a magical creature. They
at 5th level and every 5 levels thereafter). Paladins can have a +3 class bonus to Survival checks.
detect evil within 60’ at will and can heal up to 2HP +
MIND modifier (divided any way) per level per day by Sorcerers wear no armor with knowledge of light weapons
laying on hands. and quarterstaves. Sorcerers add a +2 class bonus to
Knowledge checks. They spontaneously cast Arcane spells
they know with a spell level equal or below ½ their class
level, rounded down (minimum 1st). They treat every spell
as if it were a signature spell. Sorcerers start with four level-
0 spells and two 1st level spells, they gain 2 spells every
level.
Bloodline Magic: Sorcerers live and breathe that
which wizards devote their lives to mastering and for them
magic is more than a field of study; it is life itself. This
derives from their linage and can manifest from many
different sources. Perhaps a celestial being has bestowed
power upon your bloodline, an infernal beast has spread it’s
filth into your linage, an ancestor made a pact with a
supernatural creature, a relative became an undead
abomination, or perhaps your arcane bloodline begins with
you and your story. Once chosen, this cannot be changed.
Aberrant: You gain Damage Reduction (DR 2/--)
Abyssal: +2 Class bonus to all Physical checks
Arcane: +1 Class bonus to all Knowledge checks, gain a
Familiar
Celestial: +2 Class bonus to all Communication checks
Destined: +2 Class bonus when you save against spells.
Barbarians can wear light or medium armor and use Draconic: +3 Spell Points per level
shields (except towers shields) and all weapons. They Elemental: Elemental Bolt (magic attack; 1d4/2 levels, 30
receive a + 3 class bonus to Physical or Survival checks and feet) 5/day
may enter Rage for a number of rounds per day equal to Fey: +2 save DC (Difficulty Class) on charm/compulsion
Level + STR modifier, suffering -2 penalty to their AC. spells
After entering Rage, gain +2 to melee attack rolls, melee Infernal: +2 Class bonus to all Subterfuge checks
damage rolls, spell saves, and gain DR 2/--. Every 4 levels Undead: Your charm/compulsion spells work on undead.
Alignments
There are nine alignments to choose from, alignments are
guidelines to help you role-play your character:

Lawful Good, "Crusader"


A lawful good character acts as a good person is expected or
required by law to act. He combines a commitment to
oppose evil with the discipline to fight relentlessly.

Neutral Good, "Benefactor"


A neutral good character does the best that a good person
can do. He works with kings and magistrates but does not
feel beholden to them.

Chaotic Good, "Rebel"


A chaotic good character acts as his conscience directs him
with little regard for what others expect of him. He makes
his own way, but he’s kind and benevolent.

Lawful Neutral, "Judge"


A lawful neutral character acts as law, tradition, or a
personal code directs him. Order and organization are
paramount to him.

Neutral, "Undecided"
A neutral character does what seems to be a good idea. He
doesn’t feel strongly one way or the other when it comes to
good vs. evil or law vs. chaos.

Chaotic Neutral, "Free Spirit"


A chaotic neutral character follows his whims. He is an
Druids may wear any non-metal armor or shield. Druids individualist first and last. He values his own liberty but
may only use non-metal weapons, melee or ranged. They doesn’t strive to protect others’ freedom.
cast Druid spells and gain a +2 class bonus to Knowledge
and a +2 class bonus to Survival checks. Druids are immune Lawful Evil, "Dominator"
to the spell-like effects of woodland fey. At 3rd level a A lawful evil villain methodically takes what he wants
Druid can pass without trace at will. At 7th level a Druid within the limits of his code of conduct without regard for
can assume the form of any small or medium sized animal whom it hurts. He cares about tradition, loyalty, and order
up to 3 times per day. A Druid heals 2HP per level but not about freedom, dignity, or life.
(themselves only) when changing back into his humanoid
form. Druids must meditate/pray (prepare) for spells. Neutral Evil, "Malefactor"
A neutral evil villain does whatever he can get away with.
Bards wear light armor with light or ranged weapons and He is out for himself, pure and simple. He sheds no tears for
whips, they can also use bucklers. They gain a +2 class those he kills, whether for profit, sport, or convenience.
bonus to Communication, Subterfuge, and Knowledge
checks. Bards can counter sound-based effects within a 30’ Chaotic Evil, "Destroyer"
radius with a Comm + MIND check (effect's DC) A Bard A chaotic evil character does whatever his greed, hatred,
can use his song to charm person or remove fear up to 3 and lust for destruction drive him to do. He is hot-tempered,
times/day. Beginning at 6th level, a Bard casts spells as a vicious, arbitrarily violent, and unpredictable.
Sorcerer of 5 levels lower. Their SP are calculated as if they
were 1st level, a Bloodline is not chosen. Maximum spell
level the Bard can cast is 6th level spells. A bard may make a
special bardic knowledge check with a bonus equal to their
bard level + their MIND modifier to see whether they know
some relevant information about local notable people,
legendary items, or noteworthy places; GM sets the DC.
Skills Script, Diplomacy, Gather Information, Handle Animal,
Perform, Profession, Sense Motive, Speak Language, Use
Magic Device (DC 20 + Caster Level of item)
There are only five skills: Physical, Subterfuge, Knowledge, MIND bonus + Survival: Survival (non-hunting & tracking)
Communication and Survival.
Most CMB & CMD rolls = opposed d20 + Physical + STR
Each class has its own Class Skills. They are as follows. bonus
Fighter and Monk: Physical
Rogue: Subterfuge
Wizard: Knowledge Magic
Cleric: Communication OR Knowledge
Barbarians: Physical OR Survival Clerics and Druids can cast any prepared Divine spell.
Paladin: Physical OR Communication Wizards can cast any Arcane spell listed in their spellbook.
Sorcerer: Communication Sorcerers know their spells innately.
Druid and Ranger: Survival
Bard: Choose one Class skill and two Cross-class skills Different classes gain access to new spell levels differently.

Players choose one other skill as their cross-class skill, Spell Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
except Bards. Wiz/Clr/Drd 1 1 3 5 7 9 11 13 15 17
Sorcerer 1 1 4 6 8 10 12 14 16 18
Class Skill rank = your class level; Cross-class skill rank =
½ your level (rounded down). All other skill are rank 0, but st
Communication, Physical and Survival skill checks may be Spell Points at 1 equal eight + MIND modifier.
made untrained. Skill roll = d20+skill rank + whatever stat st
bonus is most applicable to the use+situation modifiers For Wizards start knowing five 0-level spells and three 1 level
example, Climbing would use d20 + Physical ranks + STR spells. More spells can be gleaned from spellbooks or
bonus. Dodging a falling rock is d20 + Physical ranks + teachers which is a Knowledge check, DC 15 + the spell'sst
DEX bonus. Finding a trap is d20 + Subterfuge ranks + level. Sorcerers start with four level-0 spells and two 1
MIND bonus. Disabling a trap is d20 + Subterfuge ranks + level spells, they gain 2 spells every level. Casting a spell of
DEX bonus. DCs (Difficulty Class): 0=Very Easy, 5=Easy, any kind costs Spell Points (SP). The Spell Point cost equals
10=Average, 15=Tough, 20=Challenging, 25=Formidable, (spell's level x2) + 1:
30=Heroic, 40=Near Impossible
Spell Level 0 1 2 3 4 5 6 7 8 9
Saving Throws Spell Points 1 3 5 7 9 11 13 15 17 19
Fortitude Saves equal d20+Physical ranks + STR modifier.
Reflex Saves equal d20+Physical ranks + DEX modifier. Choose spells that suit the character. Wizards may select
Will Saves equal d20+MIND modifier + your level. one ‘signature’ spell per spell level that they prefer to use
over any other. This choice cannot be changed, but does not
Skill Use Examples have to made upon gaining access to said spell level. These
Here are the skills from the SRD (System Recourse spells are easier to cast due to familiarity, costing 1 less SP
Documents) and their Crypts & Creatures equivalents: to use (minimum 0). All spells cast by Sorcerers are
STR bonus+ Physical: Balance, Climb, Intimidate, Jump signature spells. The Difficulty Class (DC) for resisting all
(long), Swim, Tumble, Use Rope spells is 10 + Caster's Level + Caster's MIND bonus.
STR bonus + Subterfuge: Escape Artist, Intimidate
STR bonus + Communication: Handle Animal (sometimes) Wizards, Clerics and Druids must prepare their spells. They
can only cast the spells that they have prepared. They can
DEX bonus + Physical: Climb, Jump (high), Use Rope prepare a number of spells equal to their Wiz/Clr/Drd Level
DEX bonus + Subterfuge: Disable Device, Escape Artist, + (MIND bonus x2). Sorcerers start with some spells and
Move Silently, Open Locks, Slight of Hand gain 2 per level. Spell preparation takes 1 hour and requires
DEX bonus + Knowledge: Craft (sometimes) 8 hours of rest. Sorcerers (including Bards) can cast any of
DEX bonus + Survival: Survival (Hunting) the spells they know without preparation, but all casters
require 8 hours of rest (not necessarily sleep) to regain Spell
MIND bonus + Subterfuge: Disable Device, Disguise, Points.
Intimidate (sometimes), Listen, Search, Spot
MIND bonus + Knowledge: Decipher Script, Heal, Meta-Magic
Knowledge checks, Craft (sometimes) Here are three ways for spell casters to add a little more
MIND bonus + Communication: Appraise, Bluff, Decipher variety to their repertoire. Each modifies a spell in a given
way, and each doubles the casting time of the spell (most weapons OR one light weapon and one one-handed weapon
spells become full round actions instead of standard actions, and attack with both in one round if they take a -2 penalty
for example). Also, each requires an additional expenditure (no penalty for Rangers) on both attack rolls. Rapiers count
of spell points, added to the standard cost of the spell at the as light weapons, but you cannot wield two rapiers at the
time it is cast. Casters must be at least 5 th level (10th for same time.
Bards) to engage in meta-magic castings.
Extending makes a spell last twice as long as it normally Some magic creatures have the supernatural ability to
would. An Extended spell costs an additional two Spell instantly heal damage from weapons or ignore blows
Points. altogether as though they were invulnerable. The numerical
Empowering makes a spell do 50% more damage than it part of a creature's damage reduction (or DR) is the amount
normally would. An Empowered spell costs an additional of damage the creature ignores from normal attacks.
four Spell Points. Usually, a certain type of weapon can overcome this
Widening makes a spell’s area of effect twice as big as it reduction (magic, good/evil, cold iron, etc). This
would normally be. A Widened spell costs an additional six information is separated from the damage reduction number
Spell Points. by a slash. For example, DR 5/magic means that a creature
takes five less points of damage from all weapons that are

Combat not magic. If a dash follows the slash, then the damage
reduction is effective against any attack that does not ignore
damage reduction. DR from multiple sources does not stack,
Hit Points at 1st level equal 6 + STR bonus. If your HP (Hit even if they are different sources.
Points) reach 0 you will become unconscious and near
death. Further damage counts into negative numbers. Upon Actions/Rounds
reaching your negative STR score, you die. One round is six seconds of combat. One round has passed
Roll d20 + DEX bonus for initiative order. There are no when all combatants have performed one standard/attack
Attacks of Opportunity (SRD). action and one movement action or two movement actions.
Melee attack bonus = STR bonus + ½ Level (rounded up) Casting a spell, attacking, class abilities and using some
Ranged attack bonus = DEX bonus + ½ Level (rounded up) skills are standard actions. Moving 30 feet (20 for Dwarves,
Magic attack bonus = MIND bonus + ½ Level (rounded up) Halflings and Gnomes), complex maneuvers, retrieving a
Add all attack bonuses to d20 rolls. If the roll is equal to or stored item, drawing a weapon and some skills are
higher than your opponent's Armor Class (AC), it’s a hit. movement actions, see your GM. If you do not take a
Natural 20 (showing 20 on the die) is automatically a movement action, you may take a 5' step as a free action.
critical hit, dealing double damage (roll damage + STR
bonus x2). Extra damage (example: Rogue Sneak damage) Other Hazards
over and above a weapon’s normal damage is not multiplied Falling: 1d6 damage per 10', half damage on d20 + Physical
when you score a critical hit. Natural 1 always misses. + DEX bonus save, DC equals depth fallen in feet.
When spells and abilities augment a creature's Attributes, Spikes: add + 1 to falling damage per 10' fallen, max +10.
plus or minus, their derived scores (HP, SP, Spell save DCs, Poison: d20 + Physical + STR bonus save to avoid or for
etc) also go up and down respectively per level. Example: half effect, depending on poison. Effect varies with poison
your STR increases from 14 to 18, you instantly gain type.
2HP/level, since your STR bonus also increased. Extreme Heat & Cold: If not wearing suitable protection,
d20 + Physical + STR bonus, once every ten minutes (DC
Fighters, Barbarians, Rogues, Rangers and Monks may use 15, + 1 per previous check), taking 1d6 cold damage on
DEX bonus + ½ Level as Melee Attack bonus instead if each failed save.
wielding light weapons. They can also wield two light
Experience Points and Level Advancement
Experience Points (XP) equal the Hit Dice (HD) of defeated monsters, or the given EL (Encounter Level) for a trap,
situation, etc. Add +1 for each doubling of the number of foes. example: one kobold = 1 XP, two kobolds = 2 XP, four
kobolds = 3 XP, etc. Add up the experience points (XP) of every encounter you take part in. When the total equals ten
times your current level, you’ve advanced to the next level. Keeping or dropping the overflow of XP is up to your GM.
Your GM may change the XP multiplier from ten to higher numbers to slow a fast game. Reset the total to zero after
advancing. Example: The 1st level adventurers have just completed a dungeon adventure, and defeated five individual
EL1 encounters, an EL2 trap and the EL3 leader. That’s a total of 10 XP (EL 10), so they all advance to level two. They
need to obtain another 20 XP to reach Level three.

Each level adds:


1d6 + STR modifier in Hit Points
1d6 + MIND modifier in Spell/Power Points (casters only)
1 rank to chosen/appropriate Class Skill, + ½ rank (rounded down) to Cross-class skill(s).
If the level divides by four (Example: level 4,8,12,16,20) add 1 point to STR, DEX or MIND permanently.
Fighters, Barbarians and Paladins receive a +1 class bonus to their attack and damage rolls at levels 5,10,15,20,etc.
Reminder, bonuses with the same name don't stack, unless they do not have a specific type (untyped) or a Dodge bonus.
Clerics, Wizards, Druids gain access to new spell levels at levels 3,5,7,9,11,13,15 & 17.
Sorcerers gain access to new spell levels at 4,6,8,10,12,14,16,18.

Religion
Details, Favored Weapons & Alignments
Clerics must choose a god to worship. As long as they are in good-standing and pray, they
receive their spells and Spell Points after 8 hours of rest. They also receive a +1 divine bonus
to attack with their god's favored weapon. A Cleric's alignment must be no more than one step
from their god's alignment. Example: Clerics of Alladar (LG) can be Lawful Good, Lawful
Neutral or Neutral Good. Once a cleric is no longer in good-standing with their deity, a Quest
(see your GM) or the spell Atonement may be used to restore them.

Greater Gods
Alladar [al-a-dar] – God of Light (The Shining One) Alignment: Lawful Good, Favored
Weapon: Longsword
Xirix [zeer-riks] – God of Carnage (He-Who-Never-Sleeps) Alignment: Chaotic Evil –
Favored Weapon: Spear
Thelak [thal-ik] – God of Strength (The Brawler) Alignment: Chaotic Good – Favored
Weapon: Greataxe
Avelline [av-a-leen] - Goddess of Cruelty (The Empress) Alignment: Lawful Evil, Favored
Weapon: Mace (any)
Intermediate Gods
Khordalane [kord-a-layn] – God of Courage (The Holy Judge) Alignment: Lawful Neutral,
Favored Weapon: Bastard Sword
Kelene [ka-leen] – Goddess of Nature (The Green Lady) Alignment: True Neutral, Favored
Weapon: Quaterstaff.
Sharared [sha-rar-d] – God of Magic (Lord of all Magics) Alignment: True Neutral, Favored
Weapon: Quaterstaff
Jeztarith [jez-tar-ith] - Goddess of Death & Magic (Lady Death) Alignment: Lawful Neutral,
Favored Weapon: Dagger
Saragar [sar-a-gar] - God of Death (He Who Waits) Alignment: Neutral Evil, Favored
Weapon: Scythe
Lesser Gods
Cerican [sur-a-khan] - God of the Forest (Keeper of the Wood) Alignment: Neutral Good, Favored Weapon: Longbow
Erican [aer-a-khan] - God of Travels (Keeper of the Roads) Alignment: Neutral Good, Favored Weapon: Quaterstaff
Ossinthax [os-in-thaks] - God of Rogues (The Grand Thief) Alignment: Chaos Neutral, Favored Weapon: Short Sword or Sap
Kallisto [ka-lees-tow] – Goddess of Pestilence (Queen of Filth) Alignment: Chaotic Evil, Favored Weapon: Flail
crypts & creatures Equipment lists
Money Knife 1 1d3 10 ft
The most common form of money is the gold piece (gp). Pick, light 4 1d4 ----
Silver pieces may be used more often at lower levels or for Sap 1 1d6 ----
common items. There are also Copper pieces (cp) and Sickle 6 1d6 ----
Platinum pieces (pp). You'll begin play with a certain Sword, short 10 1d6 ----
amount based on your class.

Starting Cash
Fighter/Paladin/Ranger: 150gp
Cleric/Rogue: 125gp
Wizard/Sorcerer: 75gp
Bard/Barbarian: 100gp
Druid/Monk: 50gp

Exchange Rate cp sp gp pp
Copper Piece 1 1/10 1/100 1/1000
Silver Piece 10 1 1/10 1/100
Gold Piece 100 10 1 1/10
Platinum Piece 1000 100 10 1

Weapons
Here is the format for weapon entries (given as column
heading on the table below).
Cost: This value is the price for purchasing the weapon. The One-Handed Weapons
cost includes the miscellaneous gear that goes with the Battleaxe 10 1d8 ----
weapon. All weapon, armor/shields and equipment costs are Club Free 1d6 10 ft
given in GP unless otherwise noted. Flail 8 1d8 ----
Damage: The Damage column gives the damage dealt by Longsword 15 1d8 ----
the weapon on a successful hit. Add STR modifier to Mace, heavy (pictured) 12 1d8 ----
damage dealt for all melee weapons and slings only. Morningstar (pictured) 8 1d8 ----
Range Increment: Any attack at less than this distance is not Pick, heavy 8 1d6 ----
penalized for range. However, each full range increment Rapier 20 1d6 ----
imposes a cumulative -2 penalty on the attack roll. A thrown Scimitar 15 1d6 ----
weapon has a maximum range of 5 range increments. A Shortspear 1 1d6 20 ft
projectile weapon has a maximum range of 10 range Sword, bastard 35 1d10 ----
increments. Trident 15 1d8 10 ft
Waraxe, Dwarven 30 1d10 ----
Warhammer 12 1d8 ----
Whip 1 1d3 ----

Two-Handed Weapons (damage + 1 ½ STR bonus)


Chain, spiked 25 2d4 ----
Falchion 75 1d6 ----
Flail, heavy 15 1d8 ----
Glaive 8 1d8 ----
Greataxe 20 1d10 ----
Greatclub 5 2d6 ----
WEAPON Cost Dmg Range Greatsword 50 2d6 ----
Unarmed Strike ----- 1d3 ----- Guisarme 9 2d4 ----
Light Weapons Halberd 10 1d10 ----
Axe, throwing 8 1d6 10 ft Lance 10 1d8 ----
Dagger 2 1d4 10 ft Longspear 5 1d6 ----
Hammer, light 1 1d6 20 ft Quaterstaff Free 1d6 ----
Handaxe 6 1d4 ---- Scythe 18 2d4 ----
Mace, light 5 1d6 ---- Spear 2 1d8 20 ft
Ranged Weapons Medium Armor
Arrow/Bolt x10 1 varies varies Hide 15 +3
Crossbow, hand 100 1d4 30 ft Scale Mail 50 +4
Crossbow, heavy 50 1d10 120 ft Chainmail 150 +5
Crossbow, light 35 1d8 80 ft Breastplate 200 +5
Dart 5 sp 1d4 20 ft
Javelin 1 1d6 30 ft Heavy Armor
Longbow 75 1d8 100 ft Splint Mail 200 +6
Net 20 ---- 10 ft Banded Mail 250 +6
Shortbow 30 1d6 60 ft Half-Plate 600 +7
Sling (adds STR mod) ---- 1d4 50 ft Full Plate 1500 +8

ARMOR & SHIELDS


Here is the format for armor entries (given as column
headings on the table below).
Cost: This value is the price for purchasing the armor, given
in GP unless otherwise indicated.
AC Bonus: This column gives the Armor Class bonus
provided by the armor. Armor gives armor bonuses, shields
give shield bonuses. Bonuses with the same name don't
stack.

Shields Shield Bonus


Buckler 15 +1
Shield, light wooden 3 +1
Shield, light steel 9 +1
Shield, heavy wooden 7 +2
Shield, heavy steel 20 +2
Shield, tower 30 +4

Equipment
Adventuring Gear Cost
Acid (flask) 10 gp
Antitoxin (vial) 50 gp
Area map 50 gp
Backpack (empty) 2 gp
Banner 1-20 gp
Barrel (empty) 2 gp
ARMOR Cost Armor Bonus Basket (empty) 4 sp
Light Armor Bedroll 1 sp
Padded 2 +1 Bell 1 gp
Leather 10 +2 Blank Book / Journal (50 pages) 10 gp
Studded Leather 25 +3 Blanket, winter 5 sp
Chain Shirt 100 +4 Block & tackle 5 gp
Bottle, wine, glass (empty) 2 gp Rope, hempen (50 feet) 1 gp
Bucket (empty) 5 sp Rope, silk (50 feet) 10 gp
Caltrops (1d2 damage) 1 gp Sack (empty) 1 sp
Candle 1 cp Sealing Wax 1 gp
Canvas (square yard) 1 sp Sewing Needle 5 sp
Case, map/scroll 1 gp Sextant * 500 gp
Cauldron 1 gp Shovel 2 gp
Chain (10 feet) 30 gp Signal Whistle/Horn 8 sp
Chalk, 1 piece 1 cp Signet Ring 5 gp
Chest (empty) 2 gp Sledge 1 gp
Compass* 10 gp Soap (per pound) 5 sp
Craftman's tools 5 gp Spyglass 1,000 gp
Crowbar 2 gp Tarot/Harrow Deck 1-100 gp
Everburning Torch 110 gp Tent 10 gp
Firewood (per day) 1 cp Torch 1 cp
Fishhook 1 sp Vial, ink or potion 1 gp
Fishing net (25 square feet) 4 gp Waterskin 1 gp
Flask (empty) 3 cp Whetstone 1 cp
Flint & Steel 1 gp
Grappling Hook 1 gp Tools & Skill Kits
Hammer 5 sp Abacus 2 gp
Holy/Unholy Water 25 gp Alchemist's lab 200 gp
Hourglass 25 gp Artisan's tools 5 gp
Ink (1 oz. Vial) 8 gp Artisan's tools, masterwork* 55 gp
Inkpen/Quill 1 sp Climber's kit 80 gp
Jug, clay 3 sp Disguise kit*# 50 gp
Ladder, 10 feet 5 cp Healer's kit*# 50 gp
Lamp, Common Holly and mistletoe —
(15' normal light, 15' dim light) 1 sp Holy symbol, wooden 1 gp
Lantern, bullseye Holy symbol, silver 25 gp
(60' cone of normal light, 60' dim light)12 gp Magnifying glass 100 gp
Lantern, hooded Musical instrument, common 5 gp
(30' normal light, 30' dim light) 7 gp Musical instrument, masterwork* 100 gp
Lock, simple (DC 20) 20 gp Scale, merchant's 2 gp
Lock, average (DC 25) 40 gp Spell component pouch 5 gp
Lock, good (DC 30) 80 gp Spellbook, wizard's (blank) 15 gp
Lock, superior (DC 40) 150 gp Thieves' tools 30 gp
Magnifying Glass 100 gp Thieves' tools, masterwork* 100 gp
Manacles (DC 30) 15 gp Tool, masterwork* 50 gp
Marbles 1 sp * = item grants a +2 equipment bonus with checks
Mess Kit 2 sp # = 10 uses then expended
Mirror, small steel 10 gp
Mug/Tankard, clay 2 cp Clothing
Oil, pint flask 1 sp Artisan's Outfit 1 gp
Paper (sheet) 4 sp Cleric's Outfit 5 gp
Parchment (sheet) 2 sp Cold weather Outfit 8 gp
Perfume/Cologne 5 gp Courtier's Outfit 30 gp
Pick, miner's 3 gp Entertainer's Outfit 3 gp
Pitcher, clay 2 cp Explorer's Outfit 10 gp
Piton 1 sp Monk's Outfit 5 gp
Pole, 10 feet 2 sp Noble's Outfit 75 gp
Pot, iron 5 sp Peasant’s Outfit 1 sp
Pouch, belt (empty) 1 gp Royal Outfit 200 gp
Ram, portable 10 gp Scholar's Outfit 5 gp
Rations, trail (per day) 5 sp Tabard 5 gp
Rations, iron (per day) 1 gp Traveler's Outfit 1 gp
Mounts Related Gear Spellcasting and Services Cost
Barding, medium creature armor price x2 Bath (cold) 2 cp
Barding, large creature armor price x4 Bath (hot) 6 cp
Bit & bridle 2 gp Bath (public) 2 sp-1 gp
Carriage 100 gp Coach cab 3 cp per mile
Cart 15 gp Doctor 1 gp per day
Dog, guard 25 gp Inn Stay 2 gp-32 gp/night
Dog, war 75 gp Hireling, trained 3 sp per day
Donkey or Mule 8 gp Hireling, untrained 1 sp per day
Feed (per day) 5 cp Laundry 1 sp-1 gp/4 items
Horse, heavy 200 gp Lawyer 5 sp-10 gp per day
Horse, light 75 gp Nurse 7 sp per day
Pony 30 gp Messenger 2 cp per mile
Saddle, military 20 gp Road or gate toll 1 cp
Saddle, pack 5 gp Scribe (text/map) 1 gp / 10 gp
Saddle, riding 10 gp Ship's passage 1 sp per mile
Saddlebags 4 gp Spellcasting Caster level × spell level × 10gp
Stabling (per day) 5 cp Valet/Stewert/Servant/Bodyguard 1 gp per day
Warhorse, heavy 400 gp
Warhorse, light 150 gp Pre-compiled Equipment Lists
Warpony 100 gp Here are standard equipment packages, pre-compiled and
Carriage 100 gp pre-calculated, to help new players get started quickly.
Cart 15 gp These lists provides a way for a player to quickly equip
Galley (4 mph) 30,000 gp his/her PC or a GM to equip an NPC or hireling on the fly.
Keelboat (1 mph) 3,000 gp
Longship / Sailing ship (2-3mph) 10,000 gp Ye Old Fast Packs, 25 Gold Pieces each:
Rowboat (1.5 mph) 50 gp
Oar 2 gp Pack A (1-2): Backpack, Belt Pouch, Bedroll, Lantern
Sled 20 gp (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of
Wagon 35 gp Caltrops, Signal Whistle, Waterskin, Iron Ration (4 days)
Warship (2.5 mph) 25,000 gp
Pack B (3-4): Backpack, Belt Pouch, Bedroll, Torches, 4 Oil
Flasks, Flint & Steel, 10 Pieces of Chalk, 10 foot Pole,
Mirror, Crowbar, Waterskin, Iron Rations (4 days)

Pack C (5-6): Backpack, Belt Pouch, Bedroll, Tent, 10


Torches, 5 Oil Flasks, Flint & Steel, 50 feet of Rope,
Grappling Hook, 10 foot Pole, Waterskin, Iron Rations (4
days)

Finally, add the following, based on your Class:


Cleric/Paladin: Silver Holy symbol, Vial of Holy Water & 5
GP
Fighter/Sorcerer: 5 Gold Pieces
Druid/Ranger: Wooden idol/nature Symbol
Barbarian: 1 free weapon (≤ 20 gp)
Wizard: Spellbook & 5 Gold Pieces
Bard: Musical Instrument
Rogue: Thieves Tools
Game Masters Guide
DISEASE DC: Lists the d20 + Physical ranks + STR modifier check DC
Diseases have various symptoms and are spread through a number needed to avoid the poison’s damage.
of ways. Several typical diseases are summarized below. The Damage: This is expressed as “xdx/xdx.” The first number is the
entries for diseases include the following information: initial damage, taken immediately upon failing the phys+STR
Name of the disease: Type, DC, incubation, damage check against the poison. The second number is the secondary
Type lists the disease's method of delivery (contact, inhaled or damage, taken one minute after exposure to the poison if a second
injury). DC lists the d20 + Physical ranks + STR modifier check phys+STR check is failed. Ability damage is temporary unless
needed to prevent infection. Incubation lists the time before marked with an asterisk(*), in which case the loss is permanent.
damage begins. Damage lists the ability damage the character Unconsciousness lasts 1d3 hours.
takes after incubation and each day afterward. GM's can use these Price: Lists the cost for one dose of the poison. It can usually only
as templates to make their own diseases. be obtained through less-than-reputable sources, as the possession
of poisons are commonly illegal.
Arsenic: Ingested, DC 13, -1 STR/-1d8 STR, 120 gp.
Blue Whinnis: Injury, DC 14, -1 STR/ unconsciousness, 120 gp.
Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6 STR, 2,100
gp.
Deathblade: Injury, DC 20, -1d6 STR/-2d6 STR, 1,800 gp.
Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND, 1,500
gp.
Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp.
Oil of Taggit: Ingested, DC 15, 0/unconsciousness, 90 gp.
Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX, 500 gp.
Monstrous Scorpion (tiny): Injury, DC 12, -1 STR/-1 STR, 50
gp.
Monstrous Scorpion (small): Injury, DC 12, -1d2 STR/- 1d2
STR, 100 gp.
Monstrous Scorpion (large): Injury, DC 14, -1d4 STR/- 1d4
Cackle Fever: Inhaled, DC 16, 1 day, -1d6 MIND STR, 200 gp.
Filth/Ghoul Fever: Injury, DC 12, 1 day, -1d3 DEX and -1d3 STR Monstrous Scorpion (huge): Injury, DC 18, -1d6 STR/- 1d6
Mindfire: Inhaled, DC 12, 1 day, -1d4 MIND STR, 400 gp.
Red Ache: Injury, DC 15, 1d3 days, -1d6 STR Monstrous Spider (tiny): Injury, DC 10, -1d2 STR/-1d2 STR, 85
Shakes: Contact, DC 13, 1 day, -1d8 DEX gp.
Monstrous Spider (small): Injury, DC 10, -1d3 STR/- 1d3 STR,
EXTREME HEAT & COLD
125 gp.
If not wearing suitable protection, a character must make a
Physical + STR modifier check once every 10 minutes (DC 15, +1 Monstrous Spider (large): Injury, DC 13, -1d6 STR/-1d6 STR,
per previous check), taking 1d6 damage on each failed save. 250 gp.
Monstrous Spider (huge): Injury, DC 16, -1d8 STR/-1d8 STR,
FALLING DAMAGE 500 gp.
A falling character takes 1d6 hp of damage per 10 feet fallen. If Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8 STR, 300
the character makes a successful Phys+DEX bonus roll, he takes gp.
only half damage. The DC for the phys+DEX bonus roll is equal
Sleep Poison: Injury, DC 13, unconsciousness/ unconsciousness
to the depth fallen in feet.
for 2d4 hours, 75 gp.
In the event that the fall ends in an area laden with spikes or Snake (medium viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120
jagged rocks, add +1 HP of damage to falling damage per 10’ gp.
fallen (with a maximum of +10 HP).
Snake (large viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
POISON Snake (huge viper): Injury, DC 14, -1d6 STR/-1d6 STR, 250 gp.
Characters can possibly take damage from a weapon that has been Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.
poisoned, be attacked by a creature whose natural attacks feature
poison, consume poison hidden in food or drink, or be poisoned in
some other way. Several typical poisons are summarized below. TRAPS
The entries for poisons include the following information: Whether inside a dungeon or a nobleman’s manor house,
adventurers can often be hurt, or even killed, without ever
Name of the poison: Type, DC, damage, price. encountering a monster of any kind, as many dungeons are filled
Type: Lists the poison’s method of delivery (contact, ingested, with debilitating or lethal traps set to keep wayward hands off of
inhaled, or injury). fantastic treasures. Several typical traps of varying Encounter
Levels are summarized below. for ½ damage; Search DC 28, Disable DC 28.
The entries for traps include the following information: Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk +10 (1d4+5 each,
Type of trap: Attack (damage), Save DC, Search DC, Disable 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
DC.
Type: lists the trap used and the effect it has. EL7 Traps
Attack shows the traps attack bonus or type of effect. Black Tentacles Trap: spell effect (tentacles) Atk +7 (1d6+4
Damage: shows the amount and type of damage the trap deals. each, 1d4+7 tentacles); Search DC 29, Disable DC 29.
Save: DC lists the Physical + DEX bonus check DC needed to
Chain Lightning Trap: spell effect (11d6 to nearest target +5d6
either avoid the trap entirely, or to take only ½ the listed damage
each to up to 11 secondary targets, electricity); Save DC 19 for ½
(if this is possible).
damage; Search DC 31, Disable DC 31.
Search DC: lists the DC for the Subterfuge + MIND bonus check
necessary to find the trap without triggering it. Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save DC 25
Disable: DC lists the DC for the Subterfuge + DEX bonus check to avoid; Search DC 27, Disable DC 18.
necessary to disarm the trap safely.
EL8 Traps
EL1 Traps Destruction Trap: spell effect (death); Save DC 20 (phys+STR)
Basic Arrow Trap: Atk +10 (1d6, arrow); Search know+MIND for 10d6 damage; Search DC 32, Disable DC 32.
DC 20, Disable sub+DEX DC 20. Power Word Stun Trap: spell effect (stun 2d4 rounds); Search
Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC 15 to DC 32, Disable DC 32.
avoid; Search DC 24, Disable DC 20. Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall); Save DC
Poison Dart Trap: Atk +8 (1d4 plus poison, dart); Search DC 20, 20 to avoid; Search DC 27, Disable DC 18.
Disable DC 18.
EL9 Traps
EL2 Traps Dropping Ceiling: ceiling moves down (12d6, crush); Search DC
Burning Hands Trap: spell effect (1d4, fire); Save DC 11 for ½ 20, Disable DC 16.
damage; Search DC 26, Disable DC 26. Incendiary Cloud Trap: spell effect (4d6/round for 15 rounds,
Large Net Trap: Atk +5 (—); Save DC 14 to avoid; Search DC fire); Save DC 22 for ½ damage; Search DC 33, Disable DC 33.
20, Disable DC 25. Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep
Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC (7d6, fall), Atk +10 (1d4+5 plus poison each, 1d4 spikes); Save
20, Disable DC 20. DC 20 to avoid; Search DC 20, Disable DC 20.

EL3 Traps EL10 Traps


Fire Trap: spell effect (1d4+3, fire); Save DC 13 for ½ damage; Crushing Room: walls move together (16d6, crush); Search DC
Search DC 27, Disable DC 27. 22, Disable DC 20.
Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC Crushing Wall Trap: Atk automatic (18d6, crush); Search DC
20, Disable DC 20. 20, Disable DC 25.
Poisoned Arrow Trap: Atk +12 (1d8 plus poison, arrow); Search Energy Drain Trap: Atk +8 (2d4 negative levels for 24 hours);
DC 19, Disable DC 15. Save DC 23 to avoid; Search DC 34, Disable DC 34.

EL4 Traps
CONDITIONAL MODIFIERS
Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14
for ½ damage; Search DC 28, Disable DC 28. Ability Damage: Reduction of an ability can be cured magically
or naturally at a rated of 1 point per day of rest. For every 2 points
Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4
of damage you take to a single ability, apply a –1 penalty to the
spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
ability modifiers. For every 2 points that STR or MIND is lowered
Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, by, subtract your level in HP/SP. Loss of DEX also affects your
Disable DC 18. AC. If your STR is permanently reduced to 0 you die. If your
DEX or MIND is permanently reduced to 0 you fall unconscious.
EL5 Traps Blind: You cant see. -2 to AC, -4 to all STR, DEX and all visual
Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Disable skills checks.
DC 17. Broken (item): -2 to attack if used as a weapon.
Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for ½ Confused: Can't tell the difference between friend or foe, attacks
damage; Search DC 29, Disable DC 29. last attacker until dead or out of sight.
Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Deafened: D'uh, you're can't hear... -4 initiative, automatically
Search DC 17, Disable DC 21. fails Perception checks based on sound. 20% spell failure chance
for spells with verbal components.
EL6 Traps Dying: Upon reaching negative HP, a dying creature can take no
Compacting Room Trap: walls move together (12d6, crush); actions and loses 1 HP per round until they are stabilized
Search DC 20, Disable DC 22. (Knowledge + MIND, DC 15).
Energy Drain: Gain a negative level. For each negative level a
Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 14
creature has, it takes a cumulative –1 penalty on all ability checks, Helpless: A helpless character is paralyzed, held, bound, sleeping,
attack rolls, combat maneuver checks, saving throws, and skill unconscious, or otherwise completely at an opponent's mercy.
checks. In addition, the creature reduces its current and total hit Their DEX is 0, enemies get +4 to attack, with a full-round action
points and spell points by 5 for each negative level it possesses. If a killing blow may be attempted. Auto-double damage (+Sneak, if
the subject has at least as many negative levels as Hit Dice, he applicable), if they survive Physical + STR bonus (DC
dies. The spell Restoration cures this condition. 10+damage) or die.
Entangled: An entangled creature moves at half speed, cannot run Invisible: An invisible creature gains a +2 to attack rolls.
or charge, and takes a –2 penalty on all attack rolls and a –4 Detecting invisible creatures are +20 to the DC to detect.
penalty to DEX. An entangled character who attempts to cast a Negative Level: See Energy Drain.
spell must make a concentration check (DC 15 + spell level) or Paralyzed: A paralyzed character is frozen in place and unable to
lose the spell. move or act. A paralyzed character has effective DEX and STR
Exhausted: Can't run or charge, -6 to STR and DEX checks. scores of 0 and is helpless, but can take purely mental actions.
After 1 hour of rest, the character becomes fatigued. Petrified: A petrified character was turned to stone and is
Fascinated: Target takes no action, -4 to all skill checks. The considered unconscious. If a petrified character cracks or breaks,
effect brakes if they know they are threatened. but the broken pieces are joined with the body as he returns to
Fatigued: Can't run or charge, -2 to STR and DEX checks. After flesh, he is unharmed.
8 hours of rest, the character is no longer fatigued. Stable: A character who was dying but who has stopped losing
Grappled: A grappled creature is restrained by a creature, trap, or hit points each round and still has negative hit points is stable. The
effect. Grappled creatures can't move and take a –4 to Dexterity. A character is no longer dying, but is still unconscious. D20 +
grappled creature takes a –2 on all attack rolls, except those made Physical + STR modifier each hour to become conscience.
to grapple or escape a grapple. In addition, grappled creatures can Stunned: A stunned creature drops everything held, can't take
take no action that requires two hands to perform. Escape or actions, takes a –2 to AC, and loses its DEX bonus to AC (if any).
reversal requires opposed Physical + STR bonus checks. Unconscious: See Helpless

Treasure
APL: Average party level, Rolled: Equals maximum number of time that the Treasure table may be rolled.
There are only 10 item-slots that any one character can possess at any one time: Head, neck, torso, back/shoulder, belt, legs, arms,
hands, feet, rings (one for each hand) After an appropriate item is chosen, then fill in the blank with said item. Items should scale with
the APL, about +1 every four levels of the player character. Custom/special magic items (level appropriate) may also be selected.

Table: Random Treasure


___of Power = +1 STR APL Rolled PP GP Weapon Armor/Shield Misc
___of Speed = +1 DEX 1-3 1 --- 3d20 15% 8% 5%
___of Wisdom = +1 MIND 4-6 2 1d10 1d100 25% 15% 10%
___of Endurance = +1 Physical 7-9 2 2d10 1d100 x2 35% 25% 20%
___of Shadow = +1 Subterfuge 10-13 3 5d6 1d100 x3 45% 35% 30%
___of Brilliance = +1 Knowledge 14-17 3 8d6 1d100 x4 55% 35% 45%
___of Assertion = +1 Comm. 18-21 4 10d10 1d100 x5 60% 45% 55%
___of Durability = +1 Survival 22+ ? 8d10x2 1d100 x? 70% 55% 60%
___of Focus = +1 Concentration (Psionic)
___of Life = +1 HP
(Armor) +X = +X armor bonus to AC
(Shield) +X = +X shield bonus to AC
Weapon +X, this adds to the weapons attack and damage.

Crafting Magic Items – SL = spell level, CL = caster level


Spellcaster need to be 5th level (10th for Bards) before they begin crafting magical items. Crafting times equal 1 day per 1,000GP in the
item's base price. The crafter must use an amount of magical materials equal to ½ the Base Price to enchant the item. The caster level
for the item may intentionally be set lower for creation purposes, making item construction cheaper. This intern will lower the
effectiveness of the spell(s) in question. Item crafting DC is 5 + the Item's Caster Level with a Knowledge + MIND modifier check.
Base Prices are calculated as follows;
Scrolls (all SL open) and Potions (only level 0-3 spells): SL x CL x 25GP
Wands (only level 0-4 spells): SL x CL x 750GP – created with 50 charges
Staves: (SL [highest level effect] x CL x 400GP) + (SL [2 nd highest level effect] x CL x 200GP) + (SL [3 rd highest level effect] x CL x
100GP). Created with 10 charges. Holds 10 charges. To recharge one charge, expend Spell Points equal one spell of the highest-level
spell cast by the staff. Saving throw equals 10 + user's Caster Level + user's MIND bonus. Minimum CL 8th.
Wondrous Items: SL x CL x 1,800GP (command word) OR x 2,000 (continuous use). Stat Bonus Items (ability score, AC [deflection,
shield, etc], saves, weapon [enhancement, luck, etc], miscellaneous): Bonus squared x 2,000 GP.
Weapons and armor/shields: Bonus squared x 1000 gp and must be masterworked (+300gp for weapons, +150 gp for armor/shields)
to be enchanted. Weapon/armor/shield CL equal 5 + enhancement bonus/spell level.
Spell Resistance: 10,000 gp per point over 12, minimum 13. Item's CL equal 5 + SR (Minimum 13)
Skill Bonus: Bonus squared x 100 gp. Item's CL equals skill enhancement bonus + 5.
Magic & spells Feather Fall: Objects or creatures fall slowly for 1
round/level or until landing.
Floating Disk: Creates 3-ft.-diameter horizontal disk that
Spells holds 100 lb./level. Lasts for 1 hour/level.
Spell Default Values *Hypnotism: Fascinates 2d4 HD of creatures for 2d4
Level: Varies rounds.
Components: Verbal & Somatic Identify: Reveals the properties of a magic item.
Casting Time: 1 standard action Mage Armor: Gives subject +4 armor bonus for 1
Range: Close (30 ft. + 10 ft./ level) hour/level.
Effect: Varies Magic Missile: 1d4+1 damage; +1 missile per two levels
Duration: Varies (D), (Default: 10 min./lvl) (Instant for above 1st (max 5), no magic attack required, no save.
damage) Magic Weapon: Weapon touched gains +1 enhancement
Saving Throw: 10 + Caster Level + Caster's MIND bonus bonus to attack and damage for 1 minute/level.
vs. d20 + level (HD) + MIND bonus. Protection from Chaos/Evil/Good/Law: Creates a magical
If damage is dealt, save for half. If magic attack, no save. barrier around the creature touched that grants a +2 to
Spell Resistance: Maybe, default yes. deflection bonus to AC and saves, counter existing mind
control, prevents bodily contact from summoned
Most Saving Throws are d20 + level (HD) + MIND bonus. [alignment] creatures for 1 min/level.
Remember this system is meant to be simple, if a spell's Silent Image: Creates minor illusion of your design.
description of its mechanics or effects isn't descriptive *Sleep: Puts 4 HD of creatures into magical slumber for 1
enough then your GM will make a ruling. min./level.
* Charm or Compulsion spell. Shield: Subject gains +4 shield bonus to AC for 1
min./level
Wizard/Sorcerer Spell List Shocking Grasp: Touch delivers 1d6/ level electricity
damage (max 5d6).
0-Level Arcane Spells: Cantrips True Strike: You gain +20 to your next attack.
Acid Splash: Orb deals 1d3 acid damage. Ventriloquism: Throws voice for 1 minute per level.
Arcane Mark: Inscribes a permanent personal rune (visible
or invisible). 2nd-Level Arcane Spells
Detect Magic: Detects spells and magic items within 60 ft. Acid Arrow: Magic attack; 2d4 damage for 1 round +1
for up to 1 min./level or until concentration ends. round/three levels.
Detect Illusion: Detects Illusions in a 60’ radius for 1 Blur: Subject gains concealment (20% miss chance) for 1
minute per level. minute per level.
Detect Poison: Detects poison in one creature or small Command Undead: Undead creature obeys two worded
object. commands for 1 day/level. No save if mindless.
Disrupt Undead: Deals 1d6 damage to one undead. False Life: Caster gains 1d10 temporary hp +1/level (max
Ghost Sound: Figment sounds for 1 round/level. +10) for 1 hour/level.
Light: Object shines like a torch for 10 min./level. *Hideous Laughter: Subject loses actions for 1
Mage Hand: 5-pound telekinesis. Lasts until concentration round/level.
ends. Hypnotic Pattern: Fascinates 2d4+level HD of creatures
Mending: Makes minor repairs on an object. for concentration plus 2 rounds.
Message: Whispered conversation at distance. Invisibility: Subject is invisible for 1 min./ level or until
Open/Close: Opens or closes small or light things. they attack or cast.
Prestidigitation: Performs minor tricks for 1 hour. Knock: Opens locked or magically sealed door.
Ray of Frost: Freezing magic attack deals 1d3 cold Levitate: Subject moves up and down at your direction for
damage. 1 min./level.
Read Magic: Read scrolls and spellbooks for 10 min./level. Minor Image: As Silent Image plus some sound.
Mirror Image: Creates 1d4+1 decoys of caster for 1 minute
1st-Level Arcane Spells per level.
*Charm Person: Makes one person your friend for 1 hour Obscure Object: Hides one object touched (100 lbs/level)
per level. from scrying magic/effect for 8 hours.
Color Spray: Incapacitates creatures within a 15’ cone. Resist Energy: Ignores 10/20/30 points of damage/attack
Comprehend Languages: You understand all spoken and (at 3rd/7th/10th level) from specified energy type (acid, fire,
written languages, 10 min/level. cold, electricity or sonic)
Disguise Self: Makes changes your appearance, +10 bonus Scorching Ray: Magic attack deals 4d6 fire damage, +1
to skill checks for 10 minutes per level. ray/four levels (max 3 at 11th level).
See Invisibility: See invisible creatures or objects. ft/level for 1 hour/level.
Spider Climb: Grants ability to walk on walls and ceilings. Polymorph: Gives one willing subject a new form for 1
*Touch of Idiocy: Subject takes 1d6 points of MIND min./level.
damage for 10 min/level. Rainbow Pattern: Lights Fascinate 24HD of creatures for
concentration plus 1 round/level.
3rd-Level Arcane Spells Remove Curse: Frees object or person from curse.
Clairaudience/Clairvoyance: Hear or see at a distance for Secure Shelter: Creates 20 sq. ft. cottage with some
1 min./level. Special range: 800 feet. accommodations for 1 hour/level.
Daylight: 60’ radius of daylight centered on an object Shout: Deafens all within 30' cone and deals 5d6 sonic
touched. damage.
*Deep Slumber: Puts 10HD of creatures to sleep for 1 Stoneskin: Subject gains DR 10/adamantine. Lasts for 10
minute per level. min./level or until discharged (150 of damage)
Displacement: All attack rolls against the subject miss 50%
of the time for 1 round/level. 5th-Level Arcane Spells
Dispel Magic: Cancels magical spells and effects on one Break Enchantment: Frees subjects from enchantments,
object or in a 20' diameter area. Caster Level Check needed; alterations, curses, and petrification.
d20+caster's level versus 11+highest caster level. No SR, no Cloudkill: A 20' radius cloud kills creatures of ≤3 HD ; 4-6
Save HD save or die, 6+HD take 1d4 STR damage. Lasts for 1
Fireball: 1d6 damage per level (max 10d6), 20-ft. Radius. min./level.
Flame Arrow: Fifty arrows deal +1d6 fire damage. Cone of Cold: 60' cone of 1d6/level cold damage (max
Fly: Subject flies at speed of 60 ft. for 1 min./level. 15d6)
Invisibility Sphere: Makes everyone within 10’ of the Contact Other Plane: Lets you ask one question of
caster invisible for 1 minute/level. extraplanar entity. Lasts until concentration ends.
Lightning Bolt: Electricity deals 1d6/level damage (max *Dominate Person: Controls one creature telepathically for
10d6). 1 day/level.
Major Image: As minor image, plus sound, smell, and *Feeblemind: Subject’s MIND score drops to 1. Heal,
thermal effects. Four 10'3 + one 10'3/ level. Concentration + Limited Wish, Wish or Miracle are used to reverse this
3 rounds. spell.
Protection from Energy: Absorb 12 points/level of damage Mage’s Private Sanctum: Prevents anyone from viewing
from one kind of energy for 10 minutes/level or until or scrying an area, 30' cube, for 24 hours.
discharged. Passwall: Creates passage through wood or stone wall for 1
*Suggestion: Compels subject to follow stated course of hour/level.
action for 1 hour/level or until completed. Permanency: Makes certain spells permanent, see your
Tongues: Speak any language. GM.
Vampiric Touch: Touch deals 1d6/two levels damage; Persistent Image: As major image, but no concentration
caster gains damage as temporary HP which last for 1 hour. required; 1 minute/level.
Seeming: Changes appearance of 1 person per 2 levels for
4th-Level Arcane Spells 12 hours.
Animate Dead: Touch creates caster level X2 HD of Sending: Delivers short message anywhere, instantly.
undead skeletons or zombies, they remain until destroyed. Teleport: Instantly transports you (plus another willing
Arcane Eye: Invisible floating eye moves 30 ft./round for 1 individual/3 levels) as far as 100 miles/level. Roll 1d100; 1-
min./level. 94 on target, 95-97 off target (% of distance traveled), 98-99
Bestow Curse: –6 to an ability score; –4 on attack rolls, similar area, 100 mishap (1d10 damage and reroll).
saves, and checks; or 50% chance of losing each action,
Permanent. 6th-Level Arcane Spells
Black Tentacles: Tentacles grapple all within 20 ft. spread Antimagic Field: Negates magic within 10 ft. radius of the
for 1 round/level. caster for 10 min./ level. Use SR as needed.
*Charm Monster: Make one monster believe it is your ally Chain Lightning: 1d6/level damage(max of 20d6); 1
for 1 day/level. secondary bolt/level (max 20)each deals half damage.
*Confusion: All in 15' radius behave oddly for 1 Contingency: Sets trigger condition for another spell. Lasts
round/level. for 1 day/level or until discharged.
Dimension Door: Teleports you and one other every 3 Disintegrate: Magic attack, 2d6/level to creature or object.
levels, up to 1,000 feet. Flesh to Stone: Turns subject creature into statue.
Invisibility, Greater: As invisibility, but subject can attack *Geas: Commands any creature, binding it to a specific
and stay invisible for 1 round/level. task. Lasts for 1 day/level or until discharged.
Minor Creation: Create one cloth or wood object, 1 cu. Mislead: Turns you invisible and creates illusory double.
Permanent Image: Permanent illusion with sight, sound, Mind Blank: Subject is immune to mental/emotional magic
and smell controlled by concentration. 20' cube + 10' and scrying for 24 hours.
cube/level. Polar Ray: Magic attack deals 1d6/level cold damage (max
Programmed Image: As major image, triggered by specific 25d6)
event. Permanent until triggered. *Power Word Stun: Stuns creature with 150 hp or less for
Shadow Walk: Step into shadow and travel rapidly; 50mph 2d4 rounds.
for 1 hour/level. Protection from Spells: Subject gains +8 resistance bonus
Stone to Flesh: Restores petrified creature. for saves against spells/spell-like abilities, but not
*Suggestion, Mass: As suggestion, plus one subject per extraordinary or supernatural abilities.
level. Temporal Stasis: Touch (melee) attack places subject into
True Seeing: Lets you see all things as they really are for 1 suspended animation permanently. The spells Dispel Magic
min./level. and Freedom remove this condition.
Trap the Soul: Imprisons subject's soul within a gem
7th-Level Arcane Spells forever.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Delayed Blast Fireball: 1d6/level fire damage (max 20d6); 9th-Level Arcane Spells
you can postpone blast for 5 rounds. Astral Projection: Projects you and companions onto
Ethereal Jaunt: You become ethereal for 1 round/level. Astral Plane.
Finger of Death: Kills one subject, if save is successful *Dominate Monster: As dominate person, but any
then they take 3d6 damage. creature. Lasts 1 day/level.
Invisibility, Mass: As invisibility, many targets no more Etherealness: Travel to Ethereal Plane with companions for
than 180 feet apart. Lasts 1 round/level. 1 min./level.
Limited Wish: Alters reality, within spell limits. See your Gate: Connects two planes for travel or summoning. Open
GM. for 1 round/level.
Mage’s Magnificent Mansion: Door leads to Meteor Swarm: Four exploding spheres (40 ft. radius) each
extradimensional mansion with many accommodations for 2 deal 6d6 fire damage.
hours/level. *Power Word Kill: Kills one creature with 100 hp or less.
Phase Door: Creates invisible passage through wood and Shapechange: Transforms you into any creature, and
stone. 5'x8', 10'+5' every 3 levels. Usable only by the caster. change forms once per round.
Plane Shift: As many as eight subjects travel to another Soul Bind: Traps newly dead soul to prevent resurrection.
plane. Time Stop: You act freely for 1d4+1 rounds.
Power Word Blind: Blinds creature with 200 hp or less for Weird: As phantasmal killer, but affects all within 30’.
1d4+1 minutes (permanent if creature has less than 50 hp). Wish: As limited wish, but with fewer limits, see your GM.
Project Image: Intangible double can talk and cast illusion
spells at medium range for 1 round/level. Caster can see and
hear through it.
Spell Turning: Reflect 1d4+6 spell levels back at caster for
10 min./level or until expended.
Teleport, Greater: As teleport, but no range limit and no
off-target arrival. Interplanar travel is impossible with this
spell, but intraplanar travel (Azrah) isn't.
Teleport Object: Like Teleport but only objects. 50
lbs/level and 3 cu. ft./level.

8th-Level Arcane Spells


Clone: Duplicate awakens when original dies. Clone takes
2d4 months to grow in a lab. Subject loses 2 levels.
Dimensional Lock: Teleportation and interplanar travel
blocked for one day/level in a 20' radius.
Horrid Wilting: Deals 1d6/level (max 20d6) damage
within 30 ft. Elemental and Plant creatures take 1d8/level
(max 20d8).
Incendiary Cloud: Cloud deals 4d6 fire damage/round for
1 round/level.
*Irresistible Dance: Forces subject to dance for 1d4+1
rounds.
Cleric Spells
a +1 to all rolls. If cast on a shrine to your god, double both
variables. Lasts 2 hours/level.
Delay Poison: Stops poison from harming subject for 1
0-Level Divine Spells: Orisons Gentle Repose: Preserves one corpse, 1 day/level.
Create Water: Creates 2 gallons/level of pure water. Great Grace: Subject gains +4 enhancement bonus to DEX
Detect Magic: Detects spells and magic items within 60 ft. for 1 min./level.
Detect Poison: Detects poison in one creature or object. Inflict Moderate Wounds: Magic attack, 2d8 damage
Guidance: +1 competence on one attack roll, saving throw, or +1/level (max +10).
skill check. Lasts for 1 min. or until discharged. Mighty Strength: Subject gains +4 enhancement bonus to
Light: Object shines like a torch for 10 min./level. STR for 1 min./level.
Purify Food and Drink: Purifies 1 cu. ft./level of food or Remove Paralysis: Frees one or more creatures from paralysis
water. or slow effect.
Read Magic: Read scrolls and spellbooks. Resist Energy: Ignores 10/20/30 points of damage/attack (at
Resistance: Subject gains +1 resistance bonus on saving 3rd/7th/10th level) from specified energy type (acid, fire, cold,
throws for 1 minute. electricity or sonic)
Virtue: Subject gains 1 temporary HP for 1 minute. Restoration, Lesser: Dispels magical ability penalty or repairs
Zeal: Target gains a +1 competence bonus to a single melee 1d4 ability damage.
damage roll, lasts 1 minute or until discharged. Shield Other: You take half of subject’s damage for 1
hour/level.
1st-Level Divine Spells Silence: Negates sound in 20-ft. radius centered on an object
Bless: Allies gain +1 morale on attack rolls and or person for 1 round/level.
communication +MIND checks against fear for 1 min./level. Time's Wisdom: Subject gains +4 enhancement bonus to
Bless Water: Makes one pint of holy water. Permanent. MIND for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Undetectable Alignment: Conceals alignment for 24 hours.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or
objects of selected alignment. 3rd-Level Divine Spells
Detect Undead: Reveals undead within 60 ft. Animate Dead: Touch creates caster level X2 HD of undead
Divine Favor: You gain +1 luck bonus per three levels on skeletons or zombies, they remain until destroyed.
attack and damage rolls for 1 minute. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves,
Endure Elements: Touched creature can exist comfortably in and checks; or 50% chance of losing each action.
temperatures between -50°F and 140°F (-45°C and 60°C) for Blindness/Deafness: Makes subject blinded or deafened.
24 hours. Create Food and Water: Feeds three humans (or one horse)/
Entropic Shield: Ranged attacks against you have 20% miss level.
chance for 1 minute/level. Cure Serious Wounds: Cures 3d8 damage +1/level (max
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +15).
+5). Inflict Serious Wounds: Magic attack, 3d8 damage +1/level
Magic Weapon: Weapon touched gains +1 enhancement (max +15).
bonus to attack and damage for 1 minute/level. Prayer: Allies get a +1 luck bonus on most rolls, enemies take
Protection from Chaos/Evil/Good/Law: Creates a magical a –1 penalty for 1 round/level.
barrier around the creature touched that grants a +2 to Remove Blindness/Deafness: Cures normal or magical
deflection bonus to AC and saves, counter existing mind conditions.
control, prevents bodily contact from summoned [alignment] Remove Curse: Frees object or person from curse.
creatures for 1 min/level. Remove Disease: Cures all diseases, lycanthropy from one
Shield of Faith: Aura grants +2 deflection bonus to AC for 1 target.
min./level. Searing Light: Ray deals 1d8/two levels damage, or 1d8/level
Vitality, Lesser: Touched target heals 1HP/round for 10 against undead.
rounds +1/level (max 15 rounds) Speak with Dead: Corpse answers one question/two levels.
Lasts for 1 min./level.
2nd-Level Divine Spells Vitality: Touched target heals 2HP/round for 10 rounds
Aid: +1 morale bonus on attack rolls and saves against fear, +1/level (max 25 rounds)
1d8 temporary hp +1/level (max +10) for 1 minute/level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max 4th-Level Divine Spells
+10). Cure Critical Wounds: Cures 4d8 damage +1/level (max
Consecrate: Grants a +3 sacred bonus to the DC of channel +20).
positive energy to a stationary area 20' radius, all undead gain a Discern Lies: Reveals deliberate falsehoods for 1 round/level
-1 to all rolls. If cast on a shrine to your god, double both or until concentration ends.
variables. Lasts 2 hours/level. Divine Power: You gain +1 luck bonus to attack, +6 to STR,
Desecrate: Grants a +3 profane bonus to the DC of channel and 1 hp/level for 1 minute/level.
negative energy to a stationary area 20' radius, all undead gain Freedom of Movement: Subject moves normally despite
impediments. +15) for 1 creature/level no two of which can be > be 30' apart.
Inflict Critical Wounds: Magic attack, 4d8 damage +1/level Destruction: 10 HP of damage/level. If death ensues the body
(max +20). is utterly destroyed. If the save is successful, take 10d6
Neutralize Poison: Immunizes subject against poison for 10 damage.
min./level, detoxifies venom in or on subject. Ethereal Jaunt: You become ethereal for 1 round/level.
Poison: Touch deals 1d8 STR damage, repeats in 1 min. Regenerate: Subject’s severed limbs grow back, cures 4d8
Restoration: Restores temp negative levels or one permanent damage +1/level (max +35).
negative level and ability score drains from one ability score. Restoration, Greater: As restoration, plus restores all levels
Spell Immunity: Subject is immune to one spell per four and ability scores.
levels. Resurrection: Fully restores a dead subject from a small
Tongues: Speak any language. portion of the corpse, they gain only 1 negative level.

5th-Level Divine Spells 8th-Level Divine Spells


Atonement: Removes burden of misdeeds from one subject. Antimagic Field: Negates magic within 10 ft. radius of the
Commune: Deity answers one yes-or-no question/level. Lasts caster for 10 min./level. No save. Use SR as needed.
for 1 round/level Cure Crit. Wounds, Mass: Cures 4d8 damage +1/level (max
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +20) for 1 creature/level no two of which can be > be 30' apart.
+5) for 1 creature/level no two of which can be > be 30' apart. Dimensional Lock: Teleportation and interplanar travel
Flame Strike: Divine fire in a 10' radius (1d6/level max 15). blocked for 1 day/level for a 20' radius anchored at one point.
Hallow: Designates 40' radius as holy, +4 sacred bonus to Discern Location: Reveals exact location of a creature or
add/subtract to channeled energy DCs. Dead creatures cant be object.
turned into undead. One non-instantaneous spell (≤ 3rd level) is Fire Storm: Deals 1d6/level fire damage (max 20d6)
fixed to the site. Lasts 1 year. Hallow counters Unhallow. Holy Aura: +4 deflection bonus to AC, +4 resistance to saving
Raise Dead: Restores life to subject who died as long as one throws, SR 25 against evil spells for to 1 creature/level 20'
day/level ago, they gain 2 permanent negative levels. radius centered on caster for 1 round/level
Spell Resistance: Subject gains SR 12 + level. Unholy Aura: +4 deflection bonus to AC, +4 resistance to
True Seeing: Lets you see all things as they really are for 1 saving throws, SR 25 against good spells for to 1 creature/level
min./level. 20' radius centered on caster for 1 round/level.
Unhallow: Designates 40' radius as unholy, +4 sacred bonus to
add/subtract to channeled energy DCs. One non-instantaneous 9th-Level Divine Spells
spell (≤ 3rd level) is fixed to the site. Lasts 1 year. Unhallow Astral Projection: Projects you and one additional willing
coounters Hallow. touched creture per 2 caster levels onto Astral Plane.
Vitality, Greater: Touched target heals 4HP/round for 10 Etherealness: Travel to Ethereal Plane with companions for 1
rounds +1/level (max 35 rounds) min./level.
Gate: Connects two planes for travel or summoning. Open for
6th-Level Divine Spells 1 round/level.
Banishment: Banishes 2 HD/level of extraplanar creatures. Heal, Mass: As heal, but with several subjects. No two of
Blade Barrier: 20' long by 5' wide wall of blades deals which can be more than 30' apart from each other.
1d6/level damage (max 15d6), for 1 minute/level. Implosion: 10 HP of damage/round of concentration, up to 1
Cure Mod. Wounds, Mass: Cures 2d8 damage +1/level (max round per 2 levels. Save negates.
+10) for 1 creature/level no two of which can be > be 30' apart. Soul Bind: Traps newly (one round/level) dead soul into a
Harm: Touch deals 10 HP/level (max 150) to target. This spell black sapphire gem. Once there they cannot be raised.
can't kill the target, if it would they are left with 1 Hit Point. True Resurrection: As resurrection, plus remains aren't
Heal: Touch cures 1 target 10 HP/level (max 150), all diseases, needed and no negative levels.
lycanthropy and conditions, but not ability damage or negative
levels.
Heroes’ Feast: Food for one creature/level cures diseases and
poisons and grants 1d8 temp HP +1/2 caster levels. Grants +1
morale bonus to attack and +4 morale bonus against to saves.
Lasts 12 hours.
Quest: Commands any creature, binding it to a specific task.
Lasts for 1 day/level or until discharged.
Wind Walk: You and 1 creatures every 3 levels turn vaporous
and travel fast for 1 hour/level.
Word of Recall: Teleports you (plus another willing
individual/3 levels) back to designated very familiar place.

7th-Level Divine Spells


Cure Ser. Wounds, Mass: Cures 3d8 damage +1/level (max
Druid Spells (at 3rd/7th/10th level) from specified energy type (acid, fire,
cold, electricity or sonic)
Summon Swarm: Summons swarm of bats, rats, or spiders
0-Level Druid Spells for concentration plus 2 rounds
Create Water: Creates 2 gallons/level of pure water. Time's Wisdom: Subject gains +4 enhancement bonus to
Detect Magic: Detects spells and magic items within 60’ MIND for 1 min./level.
for 1 minute per level. Tree Shape: You look exactly like a tree for 1hour/level.
Detect Poison: Detects poison in one creature or object. Warp Wood: Bends wooden object or all a within 20’
Flare: Dazzles one creature (–1 penalty on attack rolls) for radius.
1 round
Know Direction: You discern north. 3rd-Level Druid Spells
Light: Object shines like a torch. Call Lightning: Calls down 3d6-damage lightning bolts
Mending: Makes minor repairs on an object. from the sky once per round for 1min/level.
Read Magic: Read scrolls and spellbooks. Cure Moderate Wounds: Cures 2d8 damage +1/level (max
Resistance: Subject gains +1 resistance bonus on saving +10).
throws for 1 minute. Neutralize Poison: Immunizes subject against poison for
Virtue: Subject gains 1 temporary HP for 1 minute. 10 min./level, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage
1st-Level Druid Spells from one kind of energy for 10 min/level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5) Speak with Plants: You can talk to normal plants and plant
Detect Animals or Plants: Detects kinds of animals or creatures and receive answers, this spell does not make
plants. them more or less friendly. Lasts 1 min/level.
Entangle: Plants entangle everyone in 40’ radius for 1 Spike Growth: For 1hr/level, creatures in area (20'
minute/level. sq./level) take 1d4 damage per 5’ movement, may be
Faerie Fire: Outlines subjects with light for 1 minute/level, slowed.
cancels blur, invisibility, etc. Stone Shape: Sculpts stone into any shape.
Goodberry: 2d4 berries each cure 1 HP (max 8 HP/24 Water Breathing: Subjects can breathe under water for 2
hours). hours/level divided by number of subjects.
Longstrider: Your speed increases by 10 feet. Lasts 1
hour/level. 4th-Level Druid Spells
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 Air Walk: Subject treads on air for 10 min./level.
damage. Lasts for 30 minutes or until discharged. Anti-Plant Shell: Keeps animated plants at bay for
Obscuring Mist: Fog surrounds you, provides concealment 10min/level, 10’ radius centered on caster.
(20% miss chance) for 1 minute/level. Command Plants: Sway the actions some (2HD/level)
Pass without Trace: One creature/level does not leave plant creatures for 1 day/level.
footprints or a scent trail while moving. Tracking the Cure Serious Wounds: Cures 3d8 damage +1/level (max
subjects is impossible by nonmagical means for 1 +15).
hour/level. Freedom of Movement: Subject moves normally despite
Produce Flame: Touch or magic attack deals 1d6 fire impediments.
damage +1/level, lasts 1 minute/level. Ice Storm: Hail does 5d6 damage in cylinder 40’ across
Speak with Animals: You can communicate with animals Reincarnate: Brings dead subject back in random body.
for 1min/level. Repel Vermin: Insects, spiders, and other vermin stay 10’
away.
2nd-Level Druid Spells Spike Stones: For 1hr/level, creatures in area (20' sq./level)
Barkskin: Grants +2 enhancement bonus to AC, increase take 1d8 damage per 5’ movement, may be slowed.
by +1 for every 3 caster levels above 3 rd (max. +5 at 12th).
Cure Moderate Wounds: Cures 2d8 damage +1/level (max 5th-Level Druid Spells
+10). Atonement: Removes burden of misdeeds from one
Great Grace: Subject gains +4 enhancement bonus to DEX subject.
for 1 min./level. Awaken: Animal or Tree gains human intellect.
Gust of Wind: Blows away or knocks down smaller Call Lightning Storm: As call lightning, but does 5d6 per
creatures. bolt.
Heat Metal: Makes metal so hot it damages those who Cure Critical Wounds: Cures 4d8 damage +1/level (max
touch it +20).
Mighty Strength: Subject gains +4 enhancement bonus to Insect Plague: Up to 6 Locust Swarms attack creatures for
STR for 1 min./level. 1min/level.
Resist Energy: Ignores 10/20/30 points of damage/attack
Transmute Rock to Mud: Transforms 2 10’ cubes per Cure Serious Wounds, Mass: Cures 3d8 damage +1/level
level. (max +15) for 1 creature/level no two of which can > be 30'
Tree Stride: Step from one tree to another far away; special apart.
range: 2,000 feet. Finger of Death: Target takes 10 HP of damage/level. If the
Stoneskin: Subject gains DR 10/adamantine. Lasts for 10 save is successful, take 3d6 damage.
min./level or until discharged (150 of damage) Repel Metal or Stone: Pushes away metal and stone in a 60
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 ft. line from you for 1 round/level.
out to 20 ft. Passing through wall deals 2d6 damage Reverse Gravity: Objects and creatures fall upward. One
+1/level. Lasts concentration + 1 round/level. 10'3/level. Lasts 1 round/level.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
6th-Level Druid Spells Whirlwind: Cyclone (10' wide x 30' tall) damages (3d6)
Cure Light Wounds, Mass: Cures 1d8 damage +1/level and can pick up creatures. Lasts 1 round/level. Special
(max +5) for 1 creature/level no two of which can > be 30' range: 1000 feet.
apart Word of Recall: Teleports you (plus another willing
Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/lvl individual/3 levels) back to designated very familiar place.
divided among up to 4 seeds) that explode in a 10’ radius
and ignite combustibles. 9th-Level Druid Spells
LiveOak: Oak becomes a Treant guardian, for 1 day/level. Antipathy: Object or location (10' cu./level) affected by
Ironwood: Magic makes wood (5 lbs/level) as spell repels certain creatures/alignments for 2 hours/level.
strong/function as steel. Lasts 1 day/level. Creatures that save can touch/occupy the object/place but
Spellstaff: Stores one spell in wooden quarterstaff. uncomfortably and suffer a -4 penalty to DEX.
Permanent until discharged. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level
Stone Tell: Talk to natural or worked stone for 1 min./level. (max +20) for 1 creature/level no two of which can > be 30'
Transport via Plants: You and one more every three levels, apart.
move instantly from one plant to another of its same species Elemental Swarm: Summons multiple elementals.
anywhere. Foresight: “Sixth sense” warns of impending danger.
Wall of Stone: Creates a wall (1 inch thick per four levels) Regenerate: Subject’s severed limbs grow back, cures 4d8
of stone that can be shaped (one 5' sq./level). Permanent. damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for
7th-Level Druid Spells you. Lasts 7 days.
Animate Plants: One or more plants animate and fight for Shapechange: Transforms you into any creature, and
you. change forms once per round as a free action.
Changestaff: Your staff becomes a 24' tall huge treant on Storm of Vengeance: Storm rains acid (1d6) (no save) then
command for 1 hour/level. 6 lightning bolts (10d6) (save) then hail (5d6) (no save) then
Control Weather: Changes weather in local area for 4d12 violent rain and wind until 5 more rounds have passed.
hours. Storm is 360' radius and creatures in it have concealment at
Cure Moderate Wounds, Mass: Cures 2d8 damage 5', darkvision doesn't work.
+1/level (max +10) for 1 creature/level no two of which can
> be 30' apart.
Fire Storm: Deals 1d6/level fire damage (max 20d6).
Heal: Touch cures 1 target 10 HP/level of damage, all
diseases and conditions, but not ability damage or negative
levels.
Scrying, Greater: As scrying, but faster and longer.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. radius
becomes wood. Permanent.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies (1 every 3 levels) turn
vaporous and travel fast. 1 hour/level. 60 mph.

8th-Level Druid Spells


Animal Shapes: One ally/level polymorphs into a chosen
animal for 1 hour/level.
Control Plants: Control actions of one or more plant
creatures (2 HD/level) for 1 minute/level.
Monster List
poison)
Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6 (1d6+4 plus
poison)
Skills: All creatures have a bonus to all skills (Physical, Subterfuge, War Dog: HD 2d8+4 (13 hp), AC 16, Bite +3 (1d6+3)
Knowledge, Communication and Survival) equal to their number of Warhorse (heavy): HD 4d8+12 (30 hp), AC 14, Hoof +6 (1d6+4)
Hit Dice. If the creature is intelligent, add +3 to one skill. Add ability Warhorse (light): HD 3d8+9 (22 hp), AC 14, Hoof +4 (1d4+3)
bonuses to suit and as logic dictates. This is intentionally kept open – Warpony: HD 2d8+4 (13 hp), AC 13, Hoof +3 (1d3+2)
if you need a sneaky bugbear, assign the +3 bonus to Subterfuge; if a Wolf: HD 2d8+4 (13 hp), AC 14, Bite +3 (1d6+1)
warrior, give +3 to Physical; for a spell-caster assign the +3 to Wolverine/Honey Badger: HD 2d8+4 (14 hp), AC 15, Bite +3
Knowledge or Communication and give levels of Sorcerer/Wizard or (1d6+3)
Cleric/Druid (see below).
Monster Advancement: To make a tougher monster, add more Hit Animal, Dire
Dice; each additional HD adds one to their skill and combat bonuses. Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19 (2d4+10) and
For each doubling of the Hit Dice, increase the dice size for attacks bite +13 (2d8+5)
(ie, d4- >d6, d6->d8, etc). Alternatively, add class levels to intelligent Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease)
monsters. Start with the base Hit Dice and add levels of Fighter, Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11 (1d8+10)
Rogue, Sorcerer or Cleric as required.
Create your own: Assign Hit Dice (d8 for most things, d12 for
Dragons and Undead). Attack bonus and skill level = number of Hit Creatures
Dice. Add stat bonuses to suit. Achaierai 6d8+12 (39 hp), AC 20, claws +9 (2d6+4) or bite +4
SR: Whenever a spell is cast on a creature with Spell Resistance the (4d6+2); black cloud (2d6 damage in a 10' radius, Phys+STR mod
caster must bypass the creature's SR with a d20 + level check vs. the DC 15 or suffer Feeblemind for 3 hours); SR 19
creature's SR. Ankheg: HD 3d10+12 (28hp), AC 18, Bite +7 (2d6+7 plus 1d4 acid)
Regeneration: A number of HP the creature regains each round. Assassin Vine: HD 4d8+12 (30 hp), AC 15, Slam +7 (1d6+7),
Energy types lists afterward are types of damage that bypass it. constrict (1d6+7)
Monster Saves: d20+HD+2 Choker: HD 3d8+3 (16 hp), AC 17, Tentacle +6 (1d3+3)
Attributes: These scores are based on the HD of the creature. Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2 plus
Individual creatures could be adjusted to accommodate special petrification, DC 12 phys+STR to negate)
strengths and circumstance or species. Chimera 9d10+27 (76 hp), AC 16, bite +12 (2d6+4), 2 claws +10
(1d6+2); breath (40 or 20 ft., DC17, 3d8); scent
Destrachan 8d8+24 (60 hp) AC 16, 2 claws +9 (1d6+4); blindsight,
Hit Dice/Level High Medium Low protection from sonics
1-3 14 (+2) 10 (0) 8 (-1) Demon, Quasit HD 3d8 (13hp), AC 18, 2 claws +8 (1d3-1 &p), bite
+3 (1d4-1); poison (DC13, 1d4/ 2d4 DEX), DR 5/cold iron or good;
4-6 16 (+3) 11 (0) 9 (-1) Immune electricity, poison; Resist acid 10, cold 10, fire 10
7-10 18 (+4) 13 (+1) 10 (0) Demon, Vrock HD 8d8+24 (60 hp), AC 25, 2 claws +11 (1d8+4), DR
11-14 20 (+5) 15 (+2) 11 (0) 10/good, Immune electricity, poison; Resist acid 10, cold 10, fire 10
SR 22
15-20 24 (+7) 17 (+3) 13 (+1) Demon, Balor HD 13d8+52 (110 hp), AC 30, +1 vorpal greatsword
+18 (2d6+13), DR 15/cold iron and good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 31, summon demon; death throes
Animal (100 damage, 100', Physical+DEX DC 33 for half)
Badger: HD 1d8+2 (6 hp), AC 15, Claw +4 (1d2–1) Devil, Imp 3d8 (13 hp), AC 18, sting +8 (1d4 &p); poison (DC13,
Black Bear: HD 3d8+6 (19 hp), AC 13, Claw +6 (1d4+4) or bite +1 1d4/2d4 DEX), spell-like abilities; DR 5/good or silver; Immune fire,
(1d6+2) poison; Resistance: acid 10, cold 10; see in darkness; regeneration 2
Brown Bear: HD 6d8+24 (51 hp), AC 15, Claw +11 (1d8+8) or bite Devil, Barbazu (Bearded Devil) 6d8+6 (33 hp), AC 17, glaive +8/+3
+6 (2d6+4) (1d10+3), 2 claws +8 (1d4+2); beard (1d8+2 + disease DC16, 1d4
Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3) days/1d4 STR), DR 5/good or silver; Immune: fire, poison;
Cat: HD ½d8 (2 hp), AC 14, Claw +4 (1d2–4) Resistance: acid 10, cold 10; SR 16
Crocodile: HD 3d8+9 (22 hp), AC 16, Bite +6 (1d8+6) or tail slap +6 Devil, Pit Fiend 13d8+65 (123 hp), AC 30, 2 claws +19 (1d6+7), 2
(1d12+6) wings +14 (1d4+3), bite +14 (2d6+3 +poison +disease), tail +14
Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1) (2d4+3); poison (DC21, 1d6 STR/death), disease DC27, 1d4
Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2) days/1d4 STR), DR 15/good and silver; Immune fire, poison;
Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4) Resistance: acid 10, cold 10; SR 31; regeneration 5
Giant Crocodile: HD 7d8+28 (59 hp), AC 16, Bite +11 (2d8+12) or Earth/Air/Fire/Water Elemental (small): HD 2d8+2 (11 hp), AC
tail slap +11 (1d12+12) 17, Slam +5 (1d6+4).
Horse (heavy): HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Earth/Air/Fire/Water Elemental (medium): HD 4d8+12 (30 hp),
Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3) AC 18, Slam +8 (1d8+7)
Pony: HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Earth/Air/Fire/Water Elemental (large): HD 8d8+32 (68 hp), AC
Snake (constrictor): HD 3d8+6 (19 hp), AC 15, Bite +5 (1d3+4), 18, Slam +12 (2d8+7); DR 5/--.
constrict (1d3+4) Earth/Air/Fire/Water Elemental (huge): HD 12d8+48 (102 hp), AC
Snake (giant constrictor): HD 11d8+14 (63 hp), AC 15, Bite +13 22, Slam +17 (4d8+10); DR 10/--.
(1d8+10), constrict (1d8+10) Ettin, Giant 10d8+20 (65 hp), AC 18, 2 greatclubs +12 (1d10+6), 2
Snake (small viper): HD 1d8 (4 hp), AC 17, Bite +4 (1d2–2 plus longspears +5 (1d8+6); superior two-weapon fighting; darkvision 90
poison) ft.
Snake (large viper): HD 3d8+6 (19 hp), AC 15, Bite +4 (1d4 plus Frost Worm 14d10+70 (147 hp), AC 18, bite +20 (2d6+12 & 1d8
cold); breath weapon (30 ft., DC22, 15d6); cold subtype, death throes Dwarf: HD 1d8+2 (7 hp), AC 16, Waraxe +3 (1d10+1) or shortbow
(when slain it explodes in a 50 point Ice Ball in a 30' radius, save for +1 (1d6)
half) Gnoll: HD 2d8+2 (11 hp), AC 15, Battleaxe +3 (1d8+2) or shortbow
Gargoyle: HD 4d8+19 (37 hp), AC 16, Claw +6 (1d4+2); DR +1 (1d6)
10/magic Goblin: HD 1d8+1 (5 hp), AC 15, Morningstar +2 (1d6) or javelin +3
Gelatinous Cube: HD 4d10+32 (54 hp), AC 3, Slam +1 (1d6 +1d6 (1d4)
acid) plus engulf (paralysis + 1d6 acid/round, DC 13 phys+DEX to Halfling: HD 1d8+1 (5 hp), AC 16, Shortsword +3 (1d6) or light
negate) crossbow +3 (1d6)
Griffon: HD 7d10+21 (59 hp), AC 17, Bite +11 (2d6+4) Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 (1d8+1) or
Hellhound: HD 4d8+4 (22 hp), AC 16, Bite +5 (1d8+1 plus 1d6 fire) javelin +2 (1d6+1)
Homunculus: 2d10 (11 hp), AC 14, bite +2 (1d4 &p); poison (DC11, Human Commoner: HD 1d8+1 (5 hp), AC 12, Dagger +1 (1d6+1)
1min./5d6 min. sleep), telepathy w/master (1500 ft.), construct. or sling +1 (1d4)
Hill Giant: HD 12d8+48 (102 hp), AC 20, Greatclub +16 (2d8+10) Kobold: HD 1d8 (4 hp), AC 15, Spear +1 (1d6-1) or sling +3 (1d3)
or rock +8 (2d6+7) Lizardfolk: HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1) or club +2
Hydra (5 heads) 5d10+25 (52 hp), AC 15, 5 bites +4 (1d10+3); scent (1d6+1) or javelin +1 (1d6+1)
Hydra (9 heads) 9d10+45 (94 hp), AC 15, 9 bites +9 (1d10+5); scent Nymph: HD 6d6+6 (27 hp), AC 17, Dagger +6 (1d4) or stunning
Hydra (12 heads) 12d10+60 (126 hp), AC 15, 12 bites +13 glance (unable to act for 2d4 rounds, DC 17 phys+STR to negate)
(1d10+6); scent Orc: HD 1d8+1 (7 hp), AC 13, Falchion +4 (2d4+4) or javelin +1
Minotaur: HD 6d10+12 (45 hp), AC 16, greataxe +9 (3d6+6) or (1d6+3)
gore +4 (1d6+4), immune to maze-like effects and Sneak Attack. Troll: HD 6d8+36 (63 hp), AC 16, Claw +9 (1d6+6), Regeneration 5
Ogre: HD 4d8+11 (29 hp), AC 16, Greatclub +8 (2d8+7) or javelin (fire or acid)
+1 (1d8+5) Werewolf (Hybrid Form): HD 3d8+7 (21 hp), AC 22, DR10/silver,
Otyugh: HD 6d8+9 (36 hp), AC 17, Tentacle +4 (1d6 plus disease) Claw +4 (1d4+2), Bite +5 (1d6+3) Curse of Lycanthropy – phys+STR
Owlbear: HD 5d10+25 (52 hp), AC 15, Claw +9 (1d6+5) DC 15 else become a werewolf. Phys+STR (DC 20) +5 with a full
Rust Monster: HD 5d8+5 (27 hp), AC 18, Bite (1d3), Antennae moon, one standard action to shift. +3 STR -3 MIND while shifted.
touch +3 (rust) Human Form: HD 3d8+7 (20 hp), AC 17, Longsword +3 (1d8+4) or
Shambling Mound: HD 8d8+24 (60 hp), AC 20, Slam +11 (2d6+5), light crossbow +2 (1d8)
constrict (2d6+7) Wolf Form: HD 3d8+7 (20 hp), AC 17, Bite +5 (1d6+3)
Stone Golem: HD 14d10+30 (107 hp), AC 26, Slam +18 (2d10+9),
DR 10/adamantine, Immune to all magic that allows a save.
Tarrasque: HD 30d10+360 (525 hp), AC 40, bite +37 (4d8+15/×3
Vermin
plus grab), 2 claws +37 (1d12+15), tail slap +32 (3d8+7), DR Monstrous Scorpion (tiny): HD ½d8+2 (4 hp), AC 14, Claw+2
(1d2–4) or sting –3 (1d2–4 plus poison)
15/epic; Immune ability damage, acid, disease, energy drain, fire,
Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14, Claw+1
mind-affecting effects, paralysis, petrification, poison, polymorph; SR
36, Regeneration 40 (1d3–1) or sting –4 (1d3–1 plus poison)
Treant: HD 7d8+35 (66 hp), AC 20, Slam +12 (2d6+9) Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC 16, Claw+6
Wyvern: HD 7d12+14 (59 hp), AC 18, Sting +10 (1d6+4 plus (1d6+4) or sting +1 (1d6+2 plus poison)
poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4) Monstrous Scorpion (huge): HD 10d8+30 (75 hp), AC 20, Claw+11
(1d8+6) or sting +6 (2d4+3 plus poison)
Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite +4 (1d4–2
Dinosaur plus poison)
Deinonychus: HD 4d8+16 (34 hp), AC 16, Talons +6 (2d6+4) or bite Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14, Bite +4
+1 (2d4+2). (1d8+3 plus poison)
Megaraptor: HD 8d8+43 (79 hp), AC 16, Talons +9 (2d8+5) or bite Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16, Bite +9
+4 (2d6+2). (2d6+6 plus poison)
Triceratops: HD 16d8+124 (196 hp), AC 18, Gore +20 (2d8+15).
Tyrannosaurus: HD 18d8+99 (180 hp), AC 14, Bite +20 (3d6+13).
Undead
Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or
Dragon claws +0 (1d3 plus paralysis); Ghoul Fever DC 12, anyone killed by
Young Red: HD 13d12+39 (123 hp), AC 21, Bite +20 (2d6+7) or a ghoul bite rises from the dead as a ghoul in 1d3 days.
Breath 10d10 DC24 phys+DEX to dodge for half Lich: HD 11d6+55 plus 15 false life (111 hp), AC 23, touch +5
Very Old Red: HD 31d12+248 (449 hp), AC 36, Bite +40 (4d6+13) (1d8+5 plus paralyzing touch DC18), 11 th level caster with 120 Spell
or breath 18d10 fire, DC 33 phys+DEX to dodge for half points, DR 15/bludgeoning and magic.
Adult Blue: HD 16d12+80 (184 hp), AC 28, Bite +23 (2d8+12) or Shadow: HD 3d12 (19 hp), AC 13, Incorporeal touch +3 (1d6 STR
Breath 12d8 electricity 100' line, DC 23 phy+DEX to dodge for half ability damage), 50% miss chance
Adult Gold: HD 23d12+115 (264 hp), AC 30, Bite +32 (2d8+11) or Skeleton Warrior: HD 1d12 (6 hp), AC 15, Scimitar +1 (1d6+1) or
breath 12d10 fire, DC 26 phys+DEX to dodge for half claw +1 melee (1d4+1)
Young Adult Silver: HD 19d12+79 (202 hp), AC 28, Bite +24 Wight: HD 4d12 (26 hp), AC 15, Slam +3 (1d4+1 plus energy drain)
(2d6+6) or breath 10d8 cold, DC 23 phys+DEX to dodge for half Wraith: HD 5d12 (32 hp), AC 15, Incorporeal touch +5 (gains 5 HP
and drains 1d6 STR, DC 17 phys+STR to negate)
Humanoid Vampire: HD 8d6+72 (102 hp), AC 22, Slam +5 (1d6+4 plus energy
Bugbear: HD 3d8+3 (16 hp), AC 17, Morningstar +5 (1d8+2) or drain –1 level, DC 17 phys+STR to negate) or blood drain (-1d4
javelin +3 (1d6+2) STR), DR 10/magic and silver, 8th level caster with 70 Spell points
Elf: HD 1d8 (4 hp), AC 15, Longsword +2 (1d8+1) or longbow +3 Zombie: HD 2d12+3 (16 hp), AC 11, Slam +2 (1d6+1) or club +2
(1d8) melee (1d6+1)
Crypts & creatures character sheet Melee Attack Bonus (STR bonus + 1/2 lvl Rounded up)
Ranged Attack Bonus (DEX bonus + 1/2 lvl Rounded up)
Player Name Magic Attack Bonus (MIND bonus + 1/2 lvl Rounded up)
Character Name
Race Weapons Damage Range
Alignment
Class / Level
Gender
Height
Weight
Hair
Eyes EQUIPMENT COST

ABILITIES Score Modifier/Bonus


STR
DEX
MIND

HP (Hit Points)
Spell/Power Points
AC (Armor Class)
10+DEX bonus+Armor+Shield Bonus

Armor Type Shield

Skills Rank = Lvl (for Class Skill) (½ for CC)


* = Class skill(s) # = Cross Class Rank Class Misc Total

Physical
Subterfuge SAVING THROWS
Knowledge D20 + Physical ranks + STR mod ( ) Fortitude
Communication D20 + Physical ranks + DEX mod ( ) Reflex
Survival D20 + your level + MIND mod ( ) Will
Concentration (Psionics)
Skill roll = d20 + rank + class bonus +1 Ability Mod. + Misc. XP (Experience Points) _______ Coinage Amount
Class Features & Other Traits NOTES Platinum Pieces
Gold Pieces
Silver Pieces
Copper Pieces

Permission granted to photocopy


Crypts & Creatures Spell/Power Sheet Spell/Power Pts.
Level 0 Spells Signature spells should be marked with a *
Name SP Duration Effect Target

1st Level Spells/Powers

2nd Level Spells/Powers

3rd Level Spells/Powers

Permission granted to photocopy


4th Level Spells/Powers

5th Level Spells/Powers

6th Level Spells/Powers

7th Level Spells/Powers

8th Level Spells/Powers

9th Level Spells/Powers

Permission granted to photocopy


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