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Fantasy Adventure Game

Radu Efremescu (Order #16363625)


Open Beta Playtest
Version 0.3
October 2014

Brimstone is the working title for a simple fantasy role-playing game. It aims for a flavor akin to the
Original game from 1974, but with more consistent rules and less reliance on tables or formulae.

Although there are already several good “retro-clone” games, they tend to retain the Original’s clunky
nature. Brimstone attempts to strike a more comfortable balance between modern mechanics and
old-school flexibility.

The game is still in early development. You may notice gaps, inconsistencies, and even the complete
absence of some things (e.g., monsters, magic items). Additions and refinements will come in future
updates, until, with any luck, something resembling a final draft emerges.

Hopefully you will find this project somewhat interesting, and I’d be very grateful for any feedback.

Please send comments to:


TRAVIS . PARKER @ GOLDEN GRIFFON GAMES . COM

© Travis Parker and Golden Griffon


Some artwork copyright William McAusland, used with permission.

Notice: While the eventual published version of this project will likely be released under the
conditions of the Open Gaming License v1.0, at this time all text and tables remain reserved.

Radu Efremescu (Order #16363625)


Welcome to Brimstone! In this game of medieval story and may try anything they can imagine.
fantasy adventure, players act as heroes of sword and As a player, you take on the role of a player
sorcery, skill and cunning, to explore a dangerous character (or PC), a heroic protagonist questing for
world of monsters and magic. Explore ancient ruins, adventure and glory. You control everything this
fight vile beasts of legend, and plunder their treasure! character does and says, describing their actions like a
co-author of a novel or movie. The PCs work together
as a team or party to overcome obstacles, defeat foes,
Overview and create the overall story. The game usually plays
Instead of relying on a plethora of rules, playing an best with 3-5 PCs, but other numbers work fine.
“old school” game such as Brimstone is an exercise in One player does not control a PC, but instead acts
exposition and storytelling, with the majority of the as referee. It is this person’s job to make impartial
action directed by the players. There are broad rules rulings on the results of the PCs’ actions. The referee
which form a general structure of play, and some dice also describes the world as it is explored, and plays the
rolls are used to keep things dramatic and somewhat part of monsters, villains, and other non-player
balanced, but by and large the players improvise the characters (NPCs) the party may encounter.
Although most of the game consists of free-
form narration, some objective way to assess
the character’s abilities and chances of
success is needed. Enter the six ability scores,
which measure a character or monster’s basic
physical and mental attributes such as
Strength and Intelligence. Your hero may also
have a few areas of special expertise, called
skills. Finally, a character may be able to
perform feats, which are very special or
amazing abilities such as casting spells or
transforming into a bear.
As the characters explore, defeat monsters,
find treasure, and overcome challenges, the
referee awards them experience points (XP).
Once enough XP are obtained, a PC will
increase in level, which allows many of their
talents to improve.
While some adventures may be completed
in a single gaming session, roleplaying
games are typically episodic. Players may
reprise their characters across several
sessions and adventures, collectively known
as a campaign. The game world is quite
deadly however, and heroes can meet
untimely ends, so you will likely find yourself
playing a sequence of characters.
The players are not in competition with
each other, nor is the referee their opponent!
Instead, everyone works together to create an
interesting and enjoyable adventure story.
One hopes the heroes will come out
victorious, but even if evil triumphs you can
still have fun along the way!

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The referee has a bit more work to do. First off, he
Equipment should read and understand all of the rules. The ref will
In addition to this book, you will need pencils, paper, also need to outline the starting area and surrounding
and a set of polyhedral gaming dice. Some groups environs with a few details, NPCs of interest, and
may choose to use graph paper, tokens, miniature potential adventure hooks. Running a game completely
figures, or other visual aids, but such extravagances impromptu is possible, but even the most experienced
are entirely optional. referees find such a feat difficult to pull off well.
Complete sets of polyhedral dice can be found in Beyond the rules, the remainder of the book consists
gaming stores or online. These sets include dice with of stats and descriptions of spells, monsters, magic
four sides (d4), the traditional six sides (d6), eight (d8), items, and other treasures. These pages need only be
ten (d10), twelve (d12), and twenty sides (d20). referenced as needed. While the spell descriptions can
Brimstone makes use of all these, so at least one full be examined freely at any time, it is recommended the
set is needed. The game will run much more smoothly players be barred from browsing the magic item and
however if the group has several extra d6 and d20 monster sections during an active gaming session.
dice. A full set for each player would be optimal.
Style of Play
Brimstone focuses on exploring fantastic worlds of
mystery and wonder. The rules aim to provide a
framework only, rather than bogging down creativity
with excessive detail. This is a game, not a simulation!
The players can describe nearly any action for their
characters. The referee then uses common sense to
decide what happens, or rolls a die if he thinks there’s
some random element involved, and the game moves
on. Players may offer suggestions, make clarifications,
and negotiate rulings, but the referee’s word is final.
Unless a charm spell or similar effect is going on, a
player's control over their PC is absolute; the referee
cannot make decisions for a player character, or tell a
player what their character is doing. In all other
respects however, the world is the domain of the
referee's whim. The referee has the power to modify
rules, ignore them, create new ones, and declare
Dice Notation When a number prefaces the die type, exceptions. Although the players generally decide their
roll that many dice and sum the results. There may also PC’s back stories, the referee may restrict some things
be a +/– modifier. For instance, “3d4” means roll 3 if they unbalance play or overly interfere in the world.
four-sided dice and sum them, while “2d6+1” means
roll 2 six-sided dice, sum them, and add 1. PLAYER SKILL
When you need to determine a percentile outcome, Obstacles in the game are primarily handled by
the notation may be written as either d100 or d%. As observation, thinking, and careful experimentation.
actual hundred-sided dice are unusual, you can Problems are hands-on, requiring the players use
instead use two d10’s by designating one die as the description instead of relying on special rules and high
tens digit and the other as the ones digit before rolling. numbers to save the day.
Although there are some dice rolls, this is primarily a
game of creative skill – not statistical probability. You
Preparation have to tell the referee where you’re looking for traps
If possible, players should familiarize themselves with and what buttons you’re pushing. You have to actually
the rules in advance. However, it is often fine if a new elaborate whatever story you’re trying to get the city
player simply shows up and learns things as necessary. guards to believe. You have to decide for yourself if the
While players might create their characters before hobgoblin you’ve captured is lying or telling the truth.
arriving at the game, it is common for the first session Ask questions, look closely, and experiment.
in a campaign to include time to create PCs under the
supervision of the referee.

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SURVIVAL to overburden yourself with too much minutiae. A
A Brimstone game is not about clearing an entire certain number of guidelines are needed to provide a
dungeon or wiping out the local kobold settlement. framework to romp within, but whenever possible leave
Such things may occasionally happen, but would be the player’s descriptive powers and the sage wisdom of
pretty rare. The world is simply too dangerous to ever the referee to run things. Play the world, not the rules.
uncover everything, too wild to ever be completely
tamed and mastered.
You may spend hours exploring a dungeon, working
Example of Play
your way past many dangers, only to ultimately reach a Several terms and actions in this example have not
point beyond which the risk is too great to continue. been explained yet. Don’t worry; just get a feel for the
And that’s perfectly okay. You don’t need to track general way the game plays out.
down and slaughter every last conspirator against the
throne to deal vengeance for your lord, and you don’t The party has made their way through a forest to find
need to always secure the biggest treasure haul. If an abandoned temple in a clearing, where rumor tells
things get too hot, backing out is always an option. some riches of ages past may still be found. The
Imagine the scene, imagine how your character referee describes the scene:
would react, and play accordingly. Characters who
don’t know when to quit wind up dead, so don’t let Ref: “The structure is old, with weathered stone covered
pride or greed cause you to take unnecessary risks. in moss and vines. It appears to have been a small
Flee when necessary. You don’t have to uncover every building, perhaps 30 feet wide by 50 feet long. The
nook and cranny. There is always another adventure front entryway has collapsed into an impassible
waiting somewhere else! blockade, and one side wall has a gaping hole where
it has fallen in, but the ceiling is remarkably still
GRITTY HEROICS holding. You see through the hole in the side wall the
A new adventurer is barely more capable than a inner space, shrouded in darkness.”
regular person. Actually drawing a sword and facing
off with a monster is a significant risk, and should be Gregor: “I look around the clearing carefully for a few
considered a last resort. Unlike other games you may minutes. We wouldn’t want someone to sneak up on
have played, these rules do not heavily favor the us while we’re focused on the ruin.”
heroes. In addition, the referee has no mandate to only
provide "appropriate" challenges. Klenda: “Good idea. Ref, are there any signs of activity
This game is about taking an average person much around the temple or the hole in the wall?”
like yourself, and raising them to become an epic hero,
powerful warlord, rich scoundrel, or feared wizard over Ref: “Are you going up to the hole and looking in, or
time. But even these characters are far from invincible. do you mean just from where you’re standing?”
Regardless of how impressive your hero becomes,
this is an unforgiving world. Even a legendary Klendra: “Um…well…I guess I’ll go up if Thomas
champion can get unlucky at any moment. Your comes with me.”
masterful sneak-thief could trip and tumble off a roof,
or your seasoned knight could be caught off guard and Thomas: “Okay, let’s try to be quiet though.”
take a knife to the neck in a random bar fight.
Even if chance doesn’t kill you, the odds might. Ref: “Gregor, after watching for a few minutes you’ve
While an experienced PC may be able to defeat a not noticed any creatures or movement. You do see –
couple of orcs at once, taking on a dozen would be as do Klendra and Thomas – what appears to be a
suicide for even the most epic hero. You must learn to thinning of the underbrush and grass leading from the
assess challenges and make judicious decisions if your woods, into the clearing, and up to the hole in the
character is to survive long. ruin’s wall. It could be some sort of game trail, or
perhaps a travelled path, but you can’t be certain.”
PLAY THE WORLD, NOT THE RULES
This is a game of telling stories of adventure and Thomas: “As we walk up to the ruin I’m looking closely
danger – not number crunching and “rules lawyering”. at this path. Are there any prints, spoor, or other clues
It is the spirit of the rules, not the letter, which is as to what may have been going this way?”
important.
In addition, although one could easily create more Ref: (Thinks a moment.) “Roll a Wisdom check please.”
detailed rules of increasing complexity, resist the urge

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Thomas: (Rolls) “Okay, I rolled 14 but adding my Klenda: “Okay, be careful Gregor. I’m going to put an
Wisdom bonus makes it 17.” arrow on my bowstring and keep an eye deeper in the
darkness. Maybe I’ll glance back over into the woods
Ref: “It isn’t really a convincing path, just a noticeable once or twice too. I’ll give a shout if I see anything.”
thinning of the vegetation which may suggest
something walks this way every so often. You don’t Ref: “Sounds good. Gregor, these footprints were
notice any prints or other clues.” made by medium-sized, humanoid, booted feet. The
prints overlap each other a bit, and some are coming
Klenda: “Well, what about the building?” while others are going, but you think there are at least
2 or 3 individuals. But as to whether they are human,
Ref: “Cool air brushes your face as you stand in the dwarf, orc, or something else you cannot say.”
opening and allow your eyes to adjust a moment.
Within, the temple is a horrid mess of collapsed stone Thomas: “I step inside and hold the torch high.”
pillars, broken and rotted wooden furniture, cobwebs
and dust. On the rough stone floor, you can clearly Klenda: “After a last glance around the edge of the
see the dust has been disturbed recently by booted forest clearing, I’ll follow.”
feet. They lead off deeper back into the temple, where
the sunlight doesn’t penetrate.” Ref: “The light from the torch quickly exposes most of
the interior, which contains more piles of rubble,
Gregor: “Move over and let me take a look at them. I broken beams, and trash piled up in corners. Some of
grew up in these parts and may have an inkling.” the trash has a fresh odor. The air is cool and dry.”

Ref: “From outside you can’t really tell anything other Thomas: “Something’s definitely been living here.”
than that they are footprints, possibly made by more
than one creature. Do you want to step into the temple Ref: “At the far back of the temple, only dimly lit by the
to get a proper look?” torch, you see where an altar sits. Also down that end
but off to one side, there appears to be a slanted
Gregor: “Yeah, why not? I pull my axe off my back railing, possibly indicating a way leading down.”
harness and step inside.”
Gregor: “I say we slowly make our way over there,
Thomas: “I’ll dig a torch out of my pack and work on keeping an eye out for traps. Any objections?”
lighting it. It looks like we may need it.”
Ref: “Everyone’s okay with that? Okay, you don’t hear
or see anything odd as you cross the old
stone floor. Once you get up to the
altar area, you see there is indeed a
stairway leading down to a lower
level. The steps are narrow and
dark, but you see the same footprints
following them down.”

Thomas: “I’ll bring the torch over


to the top of the steps and shine it
down. I best pull out my rapier,
too.”

Ref: “They go down about a dozen


feet before ending at a featureless
floor, which leads off beyond your
light’s reach.”

Radu Efremescu (Order #16363625)


Klenda: “I’m going to look at the altar. But I’m not
going to touch it! At least, not yet. Are there any
inscriptions or carvings on it? Anything behind it? Does
it look like it might open?”

Ref: “There are some decorative accent lines carved


into the sides of the altar, and the surface is well worn.
But otherwise it appears to be just a block of granite.
(The referee suddenly rolls some dice.)
“Without warning a bolt shoots out of the darkness
of the stairs, straight at Thomas! What is Thomas’ flat-
footed armor class?”

Thomas: “Dang it! Why was I just standing here like a


beacon? So, I was surprised and don’t get my Dexterity
bonus to armor class? In that case my AC is only 12.”

Ref: “The crossbow bolt hits you square, and deals Ref: “Just as you reach them another crossbow bolt
(rolls dice) 8 damage!” comes whizzing out of the darkness!” (The referee
makes an attack roll.) “No good! The bolt zips past
Thomas: “Um…I only have 7 hit points! This isn’t harmlessly. Down in the dark, a third orc drops his
good. I look down at the bolt sticking out of my chest crossbow, draws his sword and moves forward.
confused for a moment, then slump to the ground.” Meanwhile, the orc you sent tumbling has regained his
feet. Blood running down the side of its head, it steps
Klenda: “No, Thomas! I rush over and try to stabilize over the body of its friend and climbs toward you.”
him.”
Klenda: “Enough! I can’t give Thomas any aid under
Ref: “As you reach him you get a view down the stairs this pressure. We need to get him out of here. Gregor,
and see two orcs in leather armor coming up, swords pick him up and let’s run for it! I’ll try to keep the orcs
drawn!” at bay with my bow. I’ll fire one shot down the stairs
then take off.” (The shots misses.)
Gregor: “Time for Gregor to shine! I rush to the stairs,
my axe held high, and leap down on top of them! I’ll Gregor: “No time to holster my axe, and like hell I’m
try to cleave one as I fall.” going to just drop it. I grab Thomas by the scruff of his
shirt and drag him.”
Ref: “Make your attack roll.”
Ref: (Looks at Gregor’s stats.) “You’re plenty strong
Gregor: (Rolls) “Ha! A natural 20! And (rolls for and Thomas is pretty light since he’s a halfling, so
damage) 5 points damage. But double that for a okay. He’ll get a few scrapes and bruises from being
critical hit, so 10 points total!” drug around though, maybe even a broken bone. And
he dropped his rapier.”
Ref: “Your axe comes down on the head of the lead
orc, splitting it all the way to the neck. The force of Thomas: “Forget it! Just go, go, go!”
your jump throws the body back into the second orc,
who loses his balance and falls down the stairs! He The orcs get to the top of the stairs as the party is
cracks his head as he falls, taking 4 damage. It’s quite about half way back to the hole in the wall. Klenda
a blow but it will survive.” stops briefly to take another quick shot in an attempt to
slow pursuit. The referee is about to rule that this
Gregor: “Nice. I’ll dash back up the stairs to Thomas unsteady attack is made at Disadvantage. But then he
and Klenda to guard over them.” remembers that Thomas dropped the torch, which now
is probably creating nice silhouettes of the orcs for
Klenda to aim at, so he decides it’s a wash and doesn’t
impose the Disadvantaged rule. The party bursts out
into the sunlight, takes off into the woods, and hopes
that they can evade the orcs quickly enough to help
Thomas. Assuming he hasn’t already died…

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Use a piece of paper or notepad to track your
character's abilities, equipment, treasure, and other
details. A pencil and good eraser are advised.

ABILITY SCORES
Characters have six ability scores, which measure their
physical and mental aptitude. Down one side of your
character sheet, list: Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.
Roll 3d6, record the result on scrap paper, and
repeat until you have a total of six scores. Then, assign
these scores to your character’s abilities to create the
type of character you wish to play.

Strength is raw physical power. It is useful for carrying


heavy loads, forcing open doors, causing damage in
combat, lifting, brawling and wrestling, and a variety of
general tasks.
Dexterity refers to both speed and coordination. It
helps you dodge blows, roll under a closing portcullis,
balance on a ledge, manipulate mechanisms, and
respond to many situations where quick or careful
action is necessary.
ABILITY MODIFIERS
Constitution ranks a character’s endurance, vigor, and Consult the Ability Modifiers table, below. If any of
physical fitness. Those with high Constitution can take your character’s scores are low or high enough to have
more damage and heal faster, are resistant to disease a modifier, record these on the character sheet. This
and poison, and in general are tougher than average. rulebook will use three-letter abbreviations (STR, DEX,
CON, INT, WIS, and CHA) to refer to these modifiers.
Intelligence measures reason, learning ability, and
For example, “d20+DEX” means roll a 20-sided die
critical thinking. It helps determine how well a
and adjust the result by the Dexterity modifier, if any.
character can cast arcane spells, how a creature might
react to a situation, and what knowledge a character
may have.
Wisdom represents spiritual power, insight, and Ability Modifiers
awareness. It is used to cast divine spells, provide first
Ability Score Modifier
aid, handle animals, survive in the wild, and perceive
subtleties. The behavior of some NPCs may be 3 –4
influenced by their Wisdom. 4-5 –3
Charisma refers to interpersonal skills, force of 6-7 –2
personality, and sense of self. It helps you gather 8-9 –1
information, perform for an audience (dance, act, 10-11
etc.), give a speech, resist being influenced, negotiate, 12-13 +1
hire assistants, deceive, and otherwise operate
14-15 +2
smoothly in social settings.
16-17 +3
18 +4

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armor automatically adjusts to fit its wearer), and a
halfling must use both hands to wield a medium-sized
weapon. They cannot use large weapons at all.
RACE Half-orcs are strong and well built, beginning with an
extra point of Strength and an extra point of
Humans are ambitious and quick to learn. They begin
Constitution for free. In addition, half-orcs have
the game knowing 2 feats (instead of the usual 1).
darkvision. For all effects related to race, a half-orc is
Humans have no particular drawbacks, but they don’t
considered an orc.
live all that long.
These rare individuals often face severe social
Dwarves are somewhat resistant to magical energy, hardship, shunned by much of society. A half-orc may
receiving a +2 bonus on saving throws versus spells. find some measure of tolerance in capital cities, sea
They also possess darkvision. Being rather squat, a ports, and other large mixing pots, but a half-orc’s
dwarf cannot have a Dexterity score greater than 15. natural Charisma can never be higher than 15.
Dwarves have +2 on any roll related to stonework,
Other races are certainly possible, subject to referee
such as finding sliding walls, traps, unsafe floors, secret
approval. Give the race a few unique and appropriate
doors, etc. However, even a dwarf cannot find a secret
benefits as well as drawbacks, and you’re good to go.
door created by another dwarf, without specific intel.
Although medium size, due to their short stature
dwarves cannot use longbows, longswords, staffs, or BACKGROUND
polearms, though they can handle spears fine. What is your character’s name? Who are they as a
Elves are naturally immune to magical sleep effects, as person? Where do they come from? Why do they travel
well as the paralytic touch some undead monsters and seek adventure? Don’t spend too much time
possess. They are remarkably perceptive, receiving +2 outlining your character’s history (heroes have short life
when searching, listening, etc. An elf can never have spans, after all) but adding some background
natural Strength greater than 15. information can greatly enrich the game.
Not only can it provide narrative value, such detail
Half-elves receive some benefits from their fey parent: can help you better visualize your character and how
They are immune to magical sleep effects, and receive they interact with the game world. This can help you
a +1 bonus to spot or listen. A half-elf is considered decide whether you prefer a strong, intelligent, or
an elf in regards to any effect that depends upon race. quick-witted character. The equipment they use, the
Halflings are small size, which provides +1 to all weapons they favor, the types of powers they attempt to
attack rolls and +1 Armor Class. They begin with 2 gain, and a huge number of other things will be
ranks in Stealth for free. Affable and independent, influenced by who your character is.
halflings gain +1 on Charisma saving throws. A The details are up to you, within reason. The referee
halfling cannot have natural Strength greater than 15. probably won’t let you be the rich heir to a lost fortune,
Being small has some drawbacks: They require but most backgrounds should be fine as long as they
armor be specially constructed (however, magical don’t overly impose on the world.

Derived Statistics
Hit points (HP) represent the amount of strain, wear
and tear, and damage a character can take before
dying. New 1st level characters have 8+CON hit
points. Should a character or monster drop to 0 hit
points, they fall unconscious and may die.
Mind points (MP) represent intellect, clarity, and
spiritual power. New 1st level characters have
8+INT+WIS mind points. MP are drained by casting
magic spells, but might also be lost via psychic attack,
drugs, or other effects. If a character or monster drops
to 0 mind points, they fall unconscious and may die.
Size is determined by the creature's race. The most
common size is medium, which includes most of the

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standard player character races. The exception is Simply have each creature follow the table according
halflings, which are small. The different size categories to their own size, and all will be well.
are listed in the Size & Speed table. If a character or monster is surprised by an attack, or
they are bound, unconscious, or otherwise helpless,
Speed is primarily based upon size, but is then adjusted
their Dexterity bonus does not contribute. Calculate this
according to Dexterity. Every point of Dexterity modifier
“flat-footed” armor class as normal, but without DEX.
shifts a character's relative speed as if they were one
size lower or higher. For example, a human (medium
size, base speed 40 feet) with +1 DEX would have the
adjusted speed of a large creature, or 50 feet.
Languages
Every intelligent race has its own tongue, such as
Size & Speed Elvish, Dwarven, and Orc. The human language is
called “Common", which also serves as a universal
AC & Max
Size Speed* Examples language. There is a 2-in-6 chance that any intelligent
Attack Meleeϯ
Fairies, creature encountered will understand it.
Diminutive +4 15 2 All PCs know Common, and non-human PCs also
insects
Cats, bats, know their racial language. In addition, characters with
Tiny +2 25 4
ferrets high Intelligence know one extra language for each
Halflings, point of bonus.
Small +1 30 6
goblins A creature can normally read and write any
Humans, language they know, but those with an Intelligence
Medium 40 8
orcs
penalty may suffer from some illiteracy and poor
Ogres,
Large –1 50 10
horses
communication skills.
Elephants,
Huge –2 70 12
giants
Adult
Changes to Ability Scores
Gargantuan –4 90 14
dragons If an ability score changes, anything derived from that
Colossal –8 110 16 The Kraken score immediately adjusts as well. For instance, an
increase in Constitution enough to boost the modifier
* Walking or swimming, whatever is more natural for the
from +1 to +2 would provide an extra 1 HP per
creature. Fliers can move up to four times as quickly.
Ϯ The maximum number of medium beings which can character level. As another example, if a wizard’s
engage the creature at once. Intelligence were to drop to 12 they would no longer
be able to cast arcane spells (since Intelligence 13+ is
required to use the Arcane Caster feat).
Damage to an ability score is usually temporary.
Once the source of damage has been removed (the
Armor Class poison runs its course, the curse is lifted, etc.) ability
Armor class (AC) is a measure of how difficult it is for scores recover at a rate of 1 point per long rest. Effects
enemies to hit and damage your character in battle. that replenish hit points or mind points do nothing for
The base armor class is 10, adjusted by Dexterity. If ability points. On the other hand, if something merely
you purchase armor or a shield, such items provide a suppresses an ability instead of damaging it, the score
bonus to AC. Some creatures may have other ways to is immediately and fully restored when the effect ends.
boost their armor class, such as a thick scaly hide or If a physical ability score (Strength, Dexterity, or
magical protections. Constitution) falls below 3, the character becomes
In addition, it is relatively easier to hit a larger unable to move and is helpless, though they may still
creature (“the broad side of a dragon”, as it were), speak, breathe, and look around. If a mental score
while smaller creatures are more difficult to strike. This (Intelligence, Wisdom, or Charisma) falls below 3, they
is represented by modifiers to armor class and attack fall unconscious and are helpless. If any ability score
rolls, as shown in the Size & Speed table. There is no reaches 0, the character dies immediately.
need to calculate size differences between combatants.

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While ability scores measure a character’s inherent
physical and mental aptitude, their proficiencies are
Skill Descriptions
represented by skills. The core skills are:
ARCANA (INT) covers knowledge of the astral and
Arcana Healing Stealth elemental planes, arcane spells, potions, magic items
and artifacts. Ranks in Arcana apply when resisting
Athletics Melee Combat Survival
arcane spells or effects (saving throws). For characters
Divinity Ranged Combat Thievery with the Arcane Caster feat, the rank in Arcana represents
the highest level of spells they can cast.
Each skill is ranked from 0 to 9. A character’s skill rank
provides a bonus to rolls when attempting an action ATHLETICS (DEX) involves climbing, swimming, running,
where the skill applies. A character with Stealth 2, for balancing, tumbling, acrobatics, and any other activity
instance, might get +2 on their roll should if they are involving full-body coordination or fitness.
attempting to sneak past a guard.
Associated Ability Each skill notes the sort of ability DIVINITY (WIS) refers to knowledge of the gods and their
check for which that skill will typically apply as a bonus. realms, divine spells, and supernatural relics. Ranks in
These are only suggestions however. Divinity apply when resisting divine spells or effects
(saving throws). For characters with the Divine Caster
Single Best Bonus A character can only benefit from one feat, the rank in Divinity represents the highest level of
skill at a time. If multiple skills could apply to the spells they can cast.
situation, use the one with the best bonus. For instance, if
a character with Athletics 2 and Thievery 3 wants to scale HEALING (WIS) includes cleaning and binding wounds,
a wall the roll would be: d20+DEX+3. setting bones, using herbs to fight infection or poison,
Other Skills Although this short list should cover the and so on. If a character succeeds on their Healing
majority of situations, feel free to create additional skills. check, the ranks are added as bonus points of damage
Various Craft or Knowledge skills might be useful. But if a healed. See the rules on healing (page xxx).
certain type of knowledge could be reasonably covered
by another skill, feat, racial background, or other MELEE COMBAT (STR) involves hand-held weapons such
character feature, a separate skill should not be as swords, hammers, maces, axes, staffs, spears, etc. The
necessary. rank bonus is doubled during combat if the character
does nothing but defend themselves.

Gaining Skill Ranks RANGED COMBAT (DEX) covers the use of ranged
Characters attain ranks by spending skill points. New ammo-based or thrown weapons, such as bows,
characters begin with 4 points, and upon reaching a new crossbows, slings, knives, flasks of oil, etc.
level earn additional points as noted on the Experience &
Level table (page xxx). STEALTH (DEX) includes the ability to move silently, hide
Each skill rank costs points equal to the number of the in shadows, make sneak attacks, and otherwise avoid
rank. Learning a new skill at rank 1, for instance, costs detection. Wearing medium body armor imposes a –2
one point. Increasing a skill from 3 to 5 would cost a penalty to Stealth checks, while heavy armor gives –4. For
total of nine points: four to reach 4, then another five for magic armor, the penalties are 0 and –2.
rank 5. Skill points may be saved and spent at any time.
The maximum rank a mortal may have in any skill is 9. SURVIVAL (WIS) encompasses hunting and gathering,
tracking, making snares and simple traps, predicting
weather patterns, finding fresh water, identifying herbs or
poisonous plants, and geographic knowledge of areas
the character is familiar with.

THIEVERY (DEX) includes picking pockets, cutting purses,


sleight of hand, picking locks, disabling some traps,
scaling walls, and other aspects of the silent art.

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A feat is something remarkable your hero can do that BEAST FORM
sets them apart. A feat may represent formal training Requires: Wisdom 13+
(such as from military experience or a thieves’ guild) or You can transform into an animal as a full-round
a supernatural or otherwise magical power (such as the action. The chosen form cannot have more hit dice
ability to cast spells or transform into a wolf). than your level, and must be within one size category
New characters begin with one feat of the player’s of your normal self. You take on the animal’s physical
choice, or two feats if playing a human. Thereafter, a ability scores and features – including such things as
character gains an additional feat every third level (3rd, wings, gills, claws, etc. – however your hit points and
6th, 9th, and 12th level). Many feats cannot be learned all mental scores and attributes remain as your own.
unless the character meets certain ability score or skill Items not dropped meld into your body and cannot
rank requirements, which must also be maintained to be used, although armor and magic items with
continue using the feat. continuous effects remain functional. While
Some feats have advanced “master” versions. To transformed you cannot speak or make gestures for
choose such a feat, your character must already have spell casting.
the regular version. The transformation lasts 10 minutes per level, or until
you choose to end it. You must remain in your normal
form for an hour before you can transform again.
Feat Descriptions Master of Beast Form You may choose an animal
up to two size categories from your normal self, and/or
ARCANE CASTER may select the form of a magical animal (although you
Requires: Intelligence 13+ don’t gain any of its magic or supernatural abilities). In
Through intense study over many years the character addition, you can remain in beast form indefinitely,
has learned how to manipulate hidden forces of the and may transform between different forms without first
universe, allowing them to cast arcane spells of levels reverting back to your normal self.
up to their rank in Arcana. Arcane spells must be
learned individually, written into the caster’s personal BERSERKER
spellbook, and studied daily. See the Magic chapter for Requires: Strength 13+ and Constitution 13+
details (page xxx). Once per long rest, you can fly into a bloodthirsty
rage as a free action, unleashing a surge of adrenaline
ASSASSIN and explosive power to overwhelm your foes.
Requires: Dexterity 13+ and Stealth 2+ Raging increases your Strength modifier by +2. In
Whenever you make a sneak attack, choose one: addition, you gain temporary hit points equal to your
Your attack has Advantage; or, if the sneak attack is Constitution bonus times your character level.
successful, it will deal triple damage. This decision Dexterity, Intelligence, and Wisdom modifiers suffer a
must be made before the attack roll is made. –2 penalty while raging. You cannot cast spells, use
Master Assassin All of your sneak attacks are made ammo-based ranged weapons, or perform other acts
at Advantage and deal triple damage. In addition, if which require fine motor control, focus, or patience.
the sneak attack scores a critical hit the target must The rage can last up to 5 rounds, or you can end it
make a Constitution save or be slain immediately. earlier. Note that the temporary HP are lost once the
rage ends, which may risk the character’s death.
Master Berserker The character’s rage bonus to the
Strength modifier becomes +3, and they may continue
to rage beyond 5 rounds by succeeding on a
Constitution save at the start of each extra round.
In addition, the character may rage an additional
number of times equal to their Constitution bonus
before needing a long rest. For example, CON +2
allows a total of 3 rages. There must be at least half an
hour between rages to allow the body to recover.

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CHANNEL DIVINE POWER
Requires: Divinity 2+
Once per long rest and prayer, the character can
call to the gods for aid and channel a surge of divine
energy. This burst of power shocks the minds of evil
beings, and may turn away or destroy undead or evil
extraplanar creatures. It also heals the character 1d8
hit points and 1d8 mind points.
To channel divine power, roll 1d4+WIS+Divinity.
Distribute these points of divine power amongst any
undead or evil creatures that can hear your voice.
 Each target takes 2 damage per point of divine
power assigned to it.
 If a creature is assigned points at least equal to its
Hit Dice, it must make a morale check (even if
mindless) or will flee and not return for an hour.
 If a creature receives at least twice as many points as
it has HD, it is utterly destroyed (if undead) or
banished to its home plane (if extraplanar).
Creatures with more HD than the caster has levels
are allowed a DC 10 Wisdom save to prevent this.
Master of Divine Power Roll 2d4+WIS+Divinity to
determine the available points of divine power.
Alternatively, you may channel divine power twice per
long rest but then roll 1d6+WIS each time as normal.
If you attempt to destroy or banish a creature, the
Wisdom saving throw is DC 15.
DUAL WIELDING PROFICIENCY
DIVINE CASTER Requires: Dexterity 13+ and Melee Combat 2+
Requires: Wisdom 13+ When the character fights with a melee weapon in
The character has been blessed by some deity or each hand, their attacks are each at –2 to hit but deal
power, or is simply so in-tune with the universe that normal damage. (A character without this feat
they can guide it by their will. They are able to cast attempting to dual wield suffers Disadvantage to hit on
divine spells of levels up to their rank in Divinity. There each weapon, and –2 to damage; see page xxx.) This
is no need for them to find or learn specific spells, feat has no effect when using two-handed weapons,
however the caster must pray or meditate daily. See the nor does it affect unarmed fighting.
Magic chapter for details (page xxx).
GREAT ABILITY
DOUBLE MELEE ATTACK Permanently increase an ability score by 2 points, up to
Requires: Dexterity 13+ and Melee Combat 3+ the mortal limit for the character’s race. This feat can
You may make two separate melee attack rolls be taken multiple times, but can only be applied once
during a round. If you do so, the second attack roll to each ability score.
suffers Disadvantage. Both attacks must be made with
the same weapon, but may target different foes. SKILL TRAINING
Requires: 2+ ranks in selected skill
DOUBLE RANGED ATTACK The character gains Advantage when performing the
Requires: Dexterity 13+ and Ranged Combat 3+ selected skill. Circle the skill name on the character
You may make two separate ranged attack rolls sheet as a reminder. This feat can be taken multiple
during a combat round. If you do so, the second attack times, but can only be applied once to each skill.
roll suffers Disadvantage. Both attacks must be made If this feat is selected at 1st level, the character’s
with the same weapon (unless they are thrown background should note how and when they were
weapons), but may target different foes. This feat trained. If selected during the game, the referee may
cannot be used with crossbows. require the character receive instruction in-game
before the feat may be used.

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MARTIAL ARTIST WEAPON PROFICIENCY
Requires: Dexterity 13+ and Melee Combat 1+ Requires: Melee Combat 3+ or Ranged Combat 3+
The character’s Melee Combat ranks are applied to Pick a category of weapon as listed in the equipment
their unarmed attack rolls. In addition, their unarmed tables (page xxx), such as “swords” or “axes”, for which
attacks deal 1d6+STR damage, and no longer the character has at least 3 ranks in the appropriate
provoke attacks of opportunity. If the character has the combat skill. When using a weapon of that type, the
Double Melee Combat feat, that benefit applies to damage is increased by one die size. For example, a
their unarmed attacks as well. weapon that normally does 1d6 damage deals 1d8
Martial Arts Master The character’s unarmed instead. If a weapon uses multiple damage dice, only
attacks now do 1d8+STR damage if they make one is increased (e.g., 2d4 becomes 1d4+1d6, not
multiple rolls in a round, or 1d10+STR if they only 2d6). This feat can be taken multiple times, each time
make a single attack. In addition, opponents damaged applying to a different category of weapon.
with an unarmed attack lose half as many MP as they Weapon Master Choose a weapon category in
lose hit points, and on a critical hit (assuming they are which the character has Weapon Proficiency. When
susceptible to critical hits) must make a DC 10 Wisdom using a weapon of that type, the attack roll gains
save or fall unconscious. Advantage. Or, at the player’s option, they may forego
their Advantage on an attack to increase the damage
MASTER CASTER (aka METAMAGIC) die by one additional size.
Requires: Arcane Caster and Arcana 4+,
or Divine Caster and Divinity 4+
Something has “clicked” in the character’s mind, giving
them special insight. They can create enhanced spell
effects by doubling the MP expended. The metamagic
options include:
 Extended: Double either the range (distance from the
caster) or double the size of the area of effect. Spells
with a range of Touch or Self Only are not affected.
 Lengthened: Double the duration of the spell. Those
with a duration of Instantaneous are not affected.
 Boosted: If a spell uses dice to cause damage or
determine some other variable effect, any dice
resulting in “1” or “2” may be rerolled once.
 Stilled: The spell can be cast without gestures.
 Silenced: The spell can be cast without vocalization.
 Focused: A Concentration spell can be treated as
merely an Attention spell.
 Empowered: If the spell allows a saving throw, the
DC is increased by 5.
Multiple effects can be applied to a single casting,
however each enhancement re-doubles the MP cost.
For example, a boosted silenced stilled fireball (a 3rd
level spell) would drain 24 MP!

RESILIENCE
Requires: Wisdom 13+ or Charisma 13+
Through sheer force of will, the character is able to
keep going past the point that would kill most people.
Treat their Constitution modifier as if it was 2 points
higher whenever the character gains new HP, heals
damage, or makes a Constitution save to avoid death.
Masterful Resilience Instead of falling disabled and
dying at 0 HP or 0 MP, the character remains up and
kicking until –10 HP or –10 MP.

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Characters are awarded experience points (XP) by the Experience for treasure is intended to reward
referee for defeating monsters and gathering treasure. cunning, stealth, tactics, and player skill. For instance,
Once they’ve obtained a certain amount of XP, although you would not get XP for a dragon if you
characters advance to the next character level, as per draw it away from its hoard instead of killing it, you'll
the Experience & Level table. Increasing in level get plenty of XP from looting its piles. In addition, you
provides several benefits. If any of the heroes are put yourself at less risk and likely use up fewer
accompanied by a retainer NPC, the retainer receives resources than you would have in combat. Fighting is
half as much XP as their employer PC does, and shall fairly risky, and wise players avoid unnecessary
level-up when appropriate. Hirelings and mercenaries, confrontations.
however, do not earn experience.
XP FOR GOALS: NOT RECOMMENDED
XP FOR ENEMIES Experience should only be gained by directly
Enemies are ranked in difficulty by hit dice (HD), which confronting dangers and overcoming them – or at least
are roughly equivalent to character levels. Defeating a surviving. While the referee can do as they please, it is
monster or other foe will generally reward the party recommended that no XP be given for solving puzzles,
100 XP per HD, divided evenly amongst the heroes. navigating tricky dialogues, completing quests, or in
Even if their contributions were uneven, everyone who general achieving goals. Such achievements are
was at risk should receive a full share. If an encounter inherently rewarded by granting access to other
was especially difficult or dangerous (the monster had opportunities and advancing the story.
special abilities, or perhaps there were environmental
hazards to contend with) the referee may choose to
award 5-10% more XP.
XP is only earned from enemies when they present a
clear and present danger, that danger is directly faced, Experience & Level
and the hero survives. Causing a foe to flee or Skill Ability
surrender rewards full XP, however if that same Level XP Feat
Points Increase
creature is faced again no further points are earned 1 0 4 X
from it. Bypassing a foe indirectly (evading it,
2 1,000 4
convincing it not to eat you, etc.) does not award any
experience points. 3 3,000 4 X
Traps, poisonous fungi, and other environmental 4 6,000 5 X
dangers also provide experience: 50 XP for each die of 5 10,000 7
damage or potential damage. Again, XP is earned only 6 15,000 7 X
when the danger is faced, overcome, and survived
7 21,000 9
(even if the challenge was failed, such as when a trap
is sprung). No experience should be earned when the 8 28,000 9 X
heroes unknowingly pass a danger by chance alone. 9 36,000 10 X
10 45,000 12
XP FOR TREASURE 11 55,000 13
The party is awarded 10 XP for each gold piece
12 66,000 13 X X
gathered (1 XP for each silver piece). Treasures such as
gems, jewelry, fine art, magic items, and other
equipment also give experience based upon their GP
equivalence.

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3. Gain a New Feat (Every 3rd Level)
LEVELING UP Upon reaching 3rd, 6th, 9th, and 12th levels, the
The referee will keep tally of XP as it is earned, and character learns a new feat. Depending on the
distribute it during downtimes in the danger. A feat, the referee may require some sort of training
common practice is to award experience whenever the be received before the benefits take effect.
characters take a long rest. Once the XP necessary to
4. Raise an Ability Score (Every 4th Level)
reach the next level is achieved, several benefits are
Upon reaching 4th, 8th, and 12th levels, one ability
gained:
score may be permanently raised by 1 point, up to
1. Increase Hit Points & Mind Points the mortal maximum of 20.
Distribute 8 new points between HP and MP,
giving at least 1 point to each. HP is then modified HIGHER LEVELS
by Constitution, and MP is modified by both If a character reaches the highest level listed on the
Intelligence and Wisdom. Regardless of modifiers table, what happens? Does advancement stop? Does
however, both HP and MP increase by at least one the character have to retire? Each group has its own
point when a character gains a level. play style and a preference for a given range of
2. Gain Skill Points character levels. If the group wants to extrapolate the
New skill points are gained equal to the number of table to allow even higher level characters, go for it!
You may wish to invent new feats, new skills, or other
the new character level, plus one. If the newly
achieved level does not provide a new feat or phenomenal powers for such epic heroes.
increase in ability score (see below), an additional
bonus skill point is awarded. Any unused skill
points may be saved for spending at the next level.

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Encumbrance
STR Modifier Encumbered Overburdened Max Carry
–3 30 75 105
–2 40 100 140
–1 50 125 175
0 60 lbs 150 lbs 210 lbs
+1 70 175 245
Currency +2 80 200 280
The standard unit of currency is the gold piece (gp). +3 90 225 315
There are ten silver pieces (sp) to each gold, and each
silver can be further divided into ten coppers (cp).
Therefore 100 cp = 10 sp = 1 gp.
Gemstones are a convenient way to carry large Vendors and Shops
sums, and many merchants accept them as payment. The players should not assume that something is
Assessing gems is a tad subjective though, so a stone’s available for sale just because it appears on the tables
value can vary depending on who you ask. in this chapter. Many small villages or hamlets are
A new character begins with 100 gp and may spend unlikely to be well provisioned, and may not even have
as much as they desire before play begins. These a blacksmith or general goods store. Magic items are
starting items and coin may represent whatever makes virtually unknown in these towns, although you may
sense for the character: personal savings, inheritance, come across the rare potion or magic scroll.
stolen goods, a gift from a mentor, or whatnot. A larger town or small city will have nearly all
mundane equipment available (or would be able to
Encumbrance acquire or make it if given the time). They may even
have a general magic store. But even in the biggest
Tracking the exact total weight a character carries is capital cities, the selection of magical wares is going to
usually not necessary. Instead, most referees may be quite limited. The majority of magic items will be
choose to only track weight for major items such as found through adventuring.
armor, weapons, loot, and carried creatures, plus Used equipment, mundane or magical, can usually
perhaps 10-20 lbs. to represent a normal amount of be sold for 50-75% of their value. Gems, jewelry,
miscellaneous equipment. statues, art, and other valuables fare better, going for
For treasure, 20 coins and/or small gems in any 90-100% of their true value. But just because you are
combination weigh one pound. Jewelry, large gems, selling doesn’t mean anyone is buying! Even if they are
and other items less than a pound may have weights interested, the average business has about 2/3 of its
measured in “coins” (cn). wealth tied up in merchandise. If they really want to
Encumbered If your character is carrying 60 lbs. or buy something valuable off of the characters, a trade
more (adjusted by Strength, as per the given table), may need to be part of the deal.
they are encumbered. Encumbered characters move as
if they were one size smaller. In addition, any Dexterity
bonus they may have is effectively limited to +2.
Armor
An unarmored person has an armor class (AC) of 10,
Overburdened If a character carries 150 lbs. or more adjusted by their Dexterity. Wearing armor adds to AC,
they are overburdened. This reduces their movement as does using a shield. After purchasing equipment,
rate as if they were two sizes smaller, and they are record your total AC to reference during combat. Only
unable to use any Dexterity bonus. one set of armor can be worn at a time.
Max Carry A character cannot move at all if they Bucklers are small shield-like objects (dinner-plate
attempt to carry more than 210 lbs. sized) strapped to the forearm to keep the hand free,

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whereas larger shields require hand support. The larger than themselves. However, wielding a weapon
buckler AC bonus only applies against melee attacks. larger than oneself requires both hands. Some
Headgear doesn’t add significantly to armor class, weapons always need both hands, such as bows and
but gives a chance to avoid extra damage from critical crossbows.
hits. When a critical hit is made against someone
wearing a helmet, roll 1d6. On a result of 1 for a light
helmet, 1-2 for medium, or 1-3 for heavy, the helmet
absorbed some of the force. The attack is still a hit, but Armor
it only does normal damage. Helmets cannot prevent Category
the extra damage from sneak attacks. AC Bonus Weight Cost (gp)
Armor
Light
ARCANE FAILURE Leather cap 0 5 10
Arcane spell casting requires intricate gestures and Buckler +1* 5 5
movements. Body armor prevents a character from Padded +2 25 10
moving freely, and thus may cause arcane spellcasting Leather +2 15 15
to fail. Medium
When casting an arcane spell while wearing body Metal helmet 0 5 10
armor, roll 1d6. The spell will fail on a result of 1 with Shield +1 10 10
light armor, 1-2 for medium armor, or 1-3 for heavy Studded leather +3 20 30
armor. (This chance of arcane failure only depends Chain mail +4 40 40
upon the body/torso armor worn, not helmets or Heavy
shields, etc.) Full helm 0 10 20
Mind points are still spent should a spell fail. Divine Tower shield +2 25 30
magic is not affected by armor, nor is an arcane spell Splint mail +5 45 90
subject to the Stilled metamagic enhancement Banded mail +6 35 85
performed by a Master Arcane Caster (see page xxx). Plate mail +7 50 150
*A buckler’s bonus to AC only applies against melee attacks.

MAGIC ARMOR
Magic armor often provides an additional AC bonus,
and may also have other special powers. In addition,
magic armor weighs only half as much (round down),
and can automatically resize itself one category larger
or smaller to fit the wearer.
The chance of arcane spell failure is reduced by 1
for magic armors. That is, light magic armor has no
chance of failure, and arcane spells will only fail on a
roll of 1 for medium magic armor, or 1-2 for heavy
magic armor.
Magic armors are valued at 10 times the listed price,
for each point of magic bonus and/or each special
ability. E.g., a suit of+1 Chain Mail of Warning would
be valued at 800 gp (40 gp base price for chain mail,
x10 = 400 for the +1 bonus, plus another 400 for the
Warning special ability). Magic armors are so precious
and rare that it is extremely unlikely you will find them
for sale, so you are likely to use this calculation mostly
for evaluating sales and the fair splitting of treasure.

Melee Weapons
Just like creatures, weapons are categorized by size
(small, medium, large, etc.). Characters can use
weapons one size smaller, the same size, or one size

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Melee Weapons
Category
Some examples: Humans are medium size, and so Weapon Cost (gp) Size Weight Damage
Axes / Picks
can use any small or medium weapon – like a dagger
Pick 5 S 3 1d6
or shortsword. A human could also use a maul (a large Hand Axe† 4 S 5 1d6
weapon), but would have to use two hands. Halflings, Battleaxe 7 M 7 1d8
being small, would need both hands just to handle the Heavy Pick 7 M 8 1d8
medium shortsword, and cannot use large weapons at Great Axe 14 L 15 1d10
all. An ogre is large size, so it can wield a maul with Swords / Blades
just one hand! However, it could not use a small Dagger† 2 S 1 1d4
dagger; it’s such a relatively tiny thing in the ogre’s Shortsword 6 S 3 1d6
massive hands he could not effectively manipulate it. Longsword 10 M 6 1d8
Scimitar 10 M 6 1d8
Although dwarves are categorized as medium size,
Bastard Sword‡ 20 M 6 1d8 / 2d4
their stocky nature prevents the use of large weapons Great Sword 18 L 15 1d10
more than four feet in length (but spears are allowed). Hammers / Maces
Specifically, dwarves cannot use two-handed swords, Light Hammer† 1 S 2 1d4
axes, or hammers, nor staffs or any pole-arms. Warhammer 4 S 6 1d6
Flail 3 S 5 1d6
Club/Cudgel 2 sp M 1 1d4
Ranged Weapons Mace / Morningstar 6 M 10 1d8
Thrown weapons are intended for targets within melee Heavy Flail 6 M 10 1d8
or short range. As long as the terrain doesn’t hinder Maul 10 L 16 1d10
Staffs / Spears
them, they can also be launched against targets within
Walking Staff 2 sp M 1 1d4
mid-range at Disadvantage. Spear†‡ 5 M 5 1d6 / 1d8
Ammo-based ranged weapons can reach mid-range Lance 7 M 10 1d6
easily. The user only suffers Disadvantage when Trident‡ 4 M 4 1d6 / 1d8
attempting to fire long range. Quarterstaff 2 L 4 1d6
Dwarves cannot use longbows. Pole-arm 9 L 15 1d10

Ranged Weapons
Category
Weapon Cost (gp) Size Weight Damage
Thrown
Dart / Skuriken 5 sp S ½ 1d4
Javelin 7 S 2 1d6
Launched Missile
Sling 2 S * 1d3
Hand Crossbow 15 S 3 1d4+1
Light Crossbow 30 M 7 1d6
Heavy Crossbow 40 M 15 1d6+1
Shortbow 25 M 2 1d6
Longbow 55 L 3 1d8
Ammunition
Sling Stone n/a - * -
Sling Bullet 1 sp - * +1
Bullet Pouch (30) 1 - - -
Crossbow Bolt 1 sp - * -
Bolt Case (20) 5 - 1 -
Shortbow Arrow 1 sp - * -
Longbow Arrow 2 sp - * -
Arrow Quiver (20) 5 - 1 -
Melee or thrown weapons can be coated with silver for 10 times base
price. Ammunition can be tipped or cast in silver for 20 times base price.

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Adventuring Gear

Item Cost (gp) Transportation Cost (gp)


Backpack (30 lb. capacity) 2 Armor, horse (barding) 320
Bedroll or Blanket 1 sp Bags, saddle 10
Belladonna, bunch 10 Boat 100
Bottle of wine, glass 1 Cart 80
Case (map or scroll) 1 Galley, large 30,000
Crowbar 2 Galley, small 10,000
Flint and Steel 2 Horse, draft 30
Garlic (3 cloves) 5 Horse, light riding 40
Grappling Hook 2 Mule 20
Hammer 2 Raft 40
Holy Symbol, wooden 2 Saddle 25
Holy Symbol, silver 25 Ship, sailing (large) 20,000
Holy Water, small vial 25 Ship, sailing (small) 5,000
Ladder, 10 ft. 2 Wagon, small 160
Lantern 9 Warhorse, heavy 200
Mirror (small), steel 5 Warhorse, medium 100
Oil (lamp), 1 pint 1 Mule 20
Pole, 10 ft. 2 sp
Rations, trail (day) 1
Rations, dried (day) 3
Rope (50 ft.), hemp 1
Rope (50 ft.), silk 10
Sack (15 lb. capacity) 1
Sack (30 lb. capacity) 2
Shovel 5
Spellbook (blank) 100
Spikes (12), iron 1
Stakes (12), wooden 1
Tent 20
Torches (8) 3 sp
Waterskin 1
Wolfsbane, bunch 10

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The heroes can’t do everything by themselves. Retainer Loyalty When a retainer is hired, the referee
Sometimes, they will need assistance from non-player covertly rolls 1d6, adjusts by the hiring character’s
characters (NPCs), be they hired or otherwise. Charisma, and adds +1 if the retainer is Excited by the
job. This gives the retainer’s Loyalty score, which the
referee keeps track of. Although a retainer’s behavior
Retainers may suggest their degree of dedication, Loyalty scores
A retainer is an NPC adventurer who joins the party should be kept secret from the players.
under the direction of a PC. They may be a squire,
sidekick, young protégé, friend, personal bodyguard,
or merely a hired sword. Despite being subservient,
retainers are full characters in their own right, complete
with skills, feats, and personalities. Retainers are willing
to take many risks as they adventure with the party.
A typical retainer’s salary is around 15% of the
employer’s income, and said employer is often
expected to supply the retainer’s weapons, armor,
equipment, rations, and lodging as well.
Famous heroes may have potential retainers banging
on their door, but most characters need to put effort
into finding them. The process may involve posting
adverts or otherwise spreading the word, interviewing
potentials, and negotiating terms. No one will agree to
work for a PC of opposing alignment, or a PC with
more than twice as many levels as the retainer has.
Interviews with potential retainers may be role-played
with the referee. The retainer should be a distinct
individual, with a name, disposition, goals, etc. Once
terms have been discussed, the referee may wish to roll Change in Loyalty The Loyalty score may fall if the
on the Hiring Retainers table to determine the retainer is disrespected, threatened, made to perform
outcome. Modifiers may apply should particularly good unreasonably dangerous acts, feels the terms of
or poor terms be offered. For instance, offering the use employment have been violated, or if they are tempted
of a magic sword may give +1. Each PC may have no to betray the character. Likewise, Loyalty may increase
more than 4+CHA retainers at any one time. If they if the retainer is treated especially well, receives extra
attempt to hire more, they will be met with refusal. favor, or should the PC stand up for them, rescue them
Although the retainer will generally follow their from harm, make a sacrifice for their sake, etc.
employer’s orders, the referee speaks for them and has Should the referee feel that a change in Loyalty might
final say over how they behave. occur, he rolls on the NPC Reactions table. The Loyalty
is adjusted if the result is appropriate: That is, when
checking for decreased Loyalty ignore positive results,
and when checking for increased Loyalty ignore
Hiring Retainers negative results. If the retainer’s treatment was
significant enough the ref may select an option without
Charisma
Check Result Details
rolling.
If a roll to check for decreased Loyalty results in a 3,
<5 Insulted –2 on further attempts to hire locally.
or if Loyalty falls to 0, the retainer will leave the
5 Declines The applicant declines and leaves. character’s service. Depending on the circumstances
10 Interest Improve offer to reroll, or Declines. this parting may be one of simple disagreement, or
15 Accepts The retainer is hired. possibly resentment or anger. At times, the former
20+ Excited Retainer eagerly joins. Loyalty +1. retainer may be moved to betray or harm the
character, though this would be unusual unless they
were very sorely treated (or very lucratively bribed).

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Absolute Loyalty If a roll to check for increased Loyalty The table gives statistics for 1st level mercenaries; see
results in 18, or if Loyalty ever rises to 10, the retainer the footnote for 2nd and 3rd levels. Mercenaries do not
becomes a committed servant of unwavering devotion. get a cut of treasure, they don’t gain experience, and
The referee never needs to make “parting ways” rolls they bring their own gear and equipment.
for such a retainer, and in fact these NPCs rarely need
to check for Loyalty again. Should the PC abuse them
or take disagreeable actions, the retainer will tend to Mercenaries
give their friend the benefit of the doubt or rationalize
Type Cost* Combat Statistics†
the behavior. Only if the player character were to
Light
attempt to harm the retainer or someone they hold 4 gp 30’, Melee +1, AC 14, HP 8
Footman
dear, or if they take actions which oppose the retainer’s Heavy
alignment, would the retainer abandon their patron 8 gp 20’, Melee +1, AC 16, HP 8
Footman
(with great regret and weeping, at that). Archer 6 gp 30’, Ranged +1, AC 13, HP 8
Parting of Ways The referee will make loyalty checks Light
14 gp 45’, Melee +1, AC 14, HP 8
for each retainer at the end of every adventure, Calvary
regardless of the Loyalty level or change in Loyalty. This Heavy
18 gp 40’, Melee +1, AC 16, HP 8
Calvary
does not represent a test of devotion, but rather simply
determines if the retainer wishes to move on. Any result *Includes monthly salary and all expenses, including camp and
below average may result in them leaving. mount upkeep. Double for 2nd level mercenaries. Triple for 3rd.
†Multiply skill ranks and HP by the mercenary’s level. In addition, 3 rd
Retainers as PCs Since retainers are fully-fledged level mercenaries have their AC improved by +1.
characters and adventure as part of the party, it is often
an excellent decision for a player whose character has
died to take up the role of a current or former retainer,
elevating them to the status of PC.
Hirelings & Specialists
Hirelings are ordinary people found in any village or
town, paid to act as guides, messengers, torch bearers,
porters, animal handlers, and similar menial helpers.
They cost 2 sp per task or day, or 2 gp per month, plus
expenses. Hirelings are just normal people, and nearly
always refuse to go into dungeons or the like. The most
dangerous thing they might agree to do is watch over
the horses near the dungeon entrance until the
adventurers come back out.
In addition to lowly hirelings, a variety of experts can
be found in various towns and cities, to be hired for a
monthly fee.
Alchemist An alchemist has Arcana 3, which he can
use to brew potions if given a sample or at least a
Mercenaries recipe to work with. He might also be able to create
Mercenaries are hired grunts, soldiers, and basic poisons. If an alchemist assists an arcane caster in the
sellswords. They are generally honorable, but in the creation of a magic item the chances of success are
end just care about their pay. Mercenaries will refuse increased by 15 percentile points. See the rules on
to explore a dungeon, as the risk is too high. They are creating potions and magic items, page xxx.
mostly useful for guarding towns or castles, going on
military campaigns, or ganging up on a large monster. Animal Trainer Over the course of a month, up to 6
It is fairly easy to hire and manage mercenaries: Just animals of a single type can be trained. If the animal
put the word out and hire what you need (and can has a Charisma bonus, training takes an additional
afford). A town or city will have 1d6 mercenaries month for each point of bonus, and these months must
be continuous. The referee may rule that a contested
available to hire for every 100 citizens. A castle or
fortress will have twice as many. Most of these will be Charisma check between such animals and the trainer
also be required, or that some animals can simply not
1st level, but about one in ten will be 2nd level, and
be trained.
perhaps one in fifty 3rd level. Higher level NPCs find
being a retainer is much more lucrative and interesting
than remaining with the rank and file.

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learning, a sage may require several months to fully
Specialists investigate and settle on an answer. If a sage gives up
with the question unanswered, it is common practice
Type Cost (gp)
for them to refund half of all fees paid.
Alchemist 500
Animal Trainer 225 Sailing Captain, Officers, Sailors A captain and
Armorer 90 sailors are required to man any sea-faring ship.
Assassin 1,500 Minimum crew numbers required for each particular
Blacksmith 30 type of ship are given in the ship descriptions in the
Engineer 500
Equipment chapter. It is highly advised that an actual,
Sage 700
Sailing Captain 100
experienced captain (assisted by 1 officer for every 20
Sailing Officer 20 sailors) is hired to maintain order, discipline, and sea
Sailor 6 worthiness, though some brave souls may agree to
Spy 650 sailor a ship without adequate leadership.
Spy True professional spies are fairly rare and quite
selective on who they deal with. There is only a 15%
Armorer Can create armors for half of their storefront chance of being able to find one in any particular city,
value. A single armorer can make 3 shields and 2 which is likely to be an intensive and expensive
helms per week (of any type), a set of light armor in 2 undertaking. Spies can be hired to infiltrate, eaves-
weeks, a suit of medium armor in 1 month, or a set of drop, shadow, etc. for the obtaining of information or
heavy armor in 2 months. If supplied with two trinkets, or the planting of the same. Assassinations are
assistants (simple hirelings) the output speed is not performed however, and spies may not even be
doubled. able to defend themselves if caught. (Though, if
Assassin True professional assassins are fairly rare, caught, their silence is virtually guaranteed.) Success of
and quite selective on who they deal with. There is only the assigned task is determined by the referee
a 15% chance of being able to find one in any according to the situation, precautions taken, and so
particular city, which is likely to be an intensive and on. Finding a professional spy isn’t strictly necessary of
expensive undertaking. Success of the assassination course; you could hire practically anyone off the street.
attempt is determined by the referee according to the
situation, precautions taken, info gathered, and so on.
Hiring a professional assassin isn’t strictly necessary;
you could hire practically anyone off the street.
However, you generally get what you pay for.
Blacksmith Can create weapons and ammunition for
half of their storefront cost. In one week, a single
smith can make up to 20 pieces of ammo, or two
medium-size or smaller weapons, or one large-sized
weapon. If supplied with two assistant smiths (simple
hirelings), the blacksmith’s production speed is
doubled.
Engineer Required to design and assist in the
construction of castles, strongholds, and other
fortifications. It would also be wise to hire an engineer
to plan and supervise any tunneling or mining.
Sage These masters of esoteric knowledge can not NPC Reactions
only track down whatever lost tidbit of info you require, Most of the time non-player characters will behave
but also serve well as general advisors. A sage can naturally according to the circumstances. A shop-
make an interesting NPC to interact with, albeit an keeper is likely to be fairly cheerful towards the heroes,
expensive one. If the sage already happens to know or at least neutral. A group of orcs would likely attack
whatever it is the party is inquiring about, the fee may an armed group entering their village, but may hesitate
be modest. Otherwise, most of their fee goes towards if randomly encountering them in the open wilds.
sending investigators on far-flung quests to gather If there is uncertainty as to their attitude, or the
knowledge, research topics, and gather rare items. referee wishes to inject some randomness, consult the
Depending on what the characters are interested in NPC Reactions table. The exact nature of the reaction

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is up to the referee. If the characters have been commander/leader, if any, (3) the creature has lost all
interacting with the NPC, the roll is modified by the allies and now stands alone, and (4) when half of its
Charisma of whoever is doing the most talking. HP have been lost. Of course, these are only general
guidelines. A dragon is unlikely to need a morale
MORALE
check just because his kobold servants were killed.
Unless there is a magical compulsion in effect, players
are in complete control over their characters. Most Retainer Morale If their employer is alive and present,
monsters and NPCs however will follow their instincts retainers use their Loyalty score to modify their morale
for self-preservation, and seek to escape a desperate rolls, instead of WIS or CHA. Since the Loyalty score is
situation. unknown by the players, the referee should shield this
If the referee decides an intelligent creature’s morale roll and only announce the overall result (successful
may falter, they must make a Wisdom or Charisma save, flees, surrenders, etc.). Should their master flee or
saving throw – whichever is most likely to succeed. perish, a retainer will then be subject to usual morale
Failure means they attempt to flee or surrender, as checks – one of which should be made immediately.
appropriate for the circumstances. If the roll is
Lair Bonus If a creature is fighting to defend its
successful, they steel themselves and continue to fight.
personal home or lair, morale checks have Advantage.
If a natural 20 is rolled they become frenzied and fight
to the death, ignoring any further demoralizing events. Non-Intelligent Creatures Beings without an
Intelligence score check morale as normal, using
Charisma. If the creature has neither an Intelligence
NPC Reactions nor Charisma score, they are mindless (see below).
Roll (3d6) General Morale Loyalty Mindless Creatures Mindless creatures do not have
3 Hateful Flees/surrenders Leaves service any mental ability scores: no Intelligence, no Wisdom,
no Charisma. Such creatures are fearless and always
4-5 Negative –2 on d20 rolls –2 Loyalty
fight to the death.
6-8 Avoidant –1 on d20 rolls –1 Loyalty The sole exception is when using Channel Divine
9-12 Neutral Average No change Power against undead, in which case the creatures
13-15 Curious +1 on d20 rolls +1 Loyalty make morale checks, and do so at Disadvantage.
16-17 Helpful +2 on d20 rolls +2 Loyalty
18 Beneficent To the death Becomes fanatic

While it is up to the referee, suggested reasons for a


morale check include: (1) the creature loses half of its
allies, whether by death, surrender, flight, or
incapacitation, (2) the creature loses its

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The results of your PC’s actions will mostly depend
upon your narrative, common sense, and the rulings of
the referee. The group should let their creativity and
descriptive abilities carry the action whenever possible,
and not allow dice to run the game.
But when you attempt an action that has an element
of chance, or when circumstances are unclear or too
close to call, the rules or referee may require a die roll
to determine the outcome.
Difficulty Class
ABILITY CHECKS
When the outcome depends upon one of your DC Examples
character’s abilities, you may need to make an ability “An ordinary person has a 50/50 chance.”
check. This involves rolling d20, applying any modifier --Hit an unarmored target in combat
10 Average
for the ability being tested, and comparing the result to --Force open a stuck door
the difficulty class (DC) of the task. If the result meets or --Dodge a thrown object
beats the difficulty, the action succeeds. “Normal people fail quite often. But serious
Difficulty varies from 10-25, where DC 10 represents contenders have a fair chance.”
a situation wherein an untrained, average person 15 Tough --Break down a wood door (not barred)
would have a 50/50 chance of success, and a DC 25
--Minimize your exposure to dragon fire
challenge would be quite hard for even highly trained --Climb a wall with footholds or a rope
individuals. The referee is free to determine their own
standards of difficulty, however the provided table lists “Even with advanced training and all the
cards right, failure is common.”
common scenarios and recommended DCs. Very
The default difficulty is DC 10, unless the rules or 20 --Swim in storm-ravaged waters
Hard
referee specifically state otherwise. --Pick a lock with proper tools
--Climb a rough wall without equipment
Roggard rams a locked wooden door with “Only phenomenal people have a chance
his shoulder in an attempt to break it down, of making it. A SLIM chance.”
and the referee calls for a DC 15 Strength
25 Intense --Pick a lock with only improvised tools
check. The player rolls d20 and gets a 14,
--Swim in raging rapids
then adds Roggard's Strength modifier of --Leap across a 20-foot chasm
+2. The result of 16 is enough, and the
door bursts open.

SKILL CHECKS SAVING THROWS


If your character has a skill appropriate to the situation A saving throw is an ability check made in reaction to
at hand, add the skill ranks as a bonus to the ability an imminent threat. If successful, the character may
check. In unclear circumstances the referee will rule as avoid the danger or at least reduce its harmful effects.
to whether a skill may help on the given task. Certain rules, magic spells, monster abilities, traps,
and so on will note whether a saving throw is allowed,
Gillian pulls out her lock picks and gets to the DC if so, and what the results of succeeding would
work on the treasure chest. The ref rules this be. Skill bonuses never apply to saving throws.
is a DC 20 Dexterity check, and that the
Thievery skill applies. Gillian's player rolls As dragon fire bellows towards him, Kaj
d20 (getting an 8), adds her DEX (+2), and dives to the side at the last second. The
also her ranks in Thievery (+3). With a total monster description states the breath attack
of 13, the lock proves quite challenging. As allows a DC 15 Dexterity save for half
is often the case with lock picking, success damage. Kaj is a little clumsy with –1 DEX,
may take some time and repeated efforts. but rolls 16! He barely avoids the brunt of
the blast and only takes half damage.

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Many times, something special may happen when a
Saving Throws critical success or failure occurs. For instance, rolling a
natural 20 on an attack – a critical hit – causes double
Ability Used to resist, reduce, or avoid: damage. While some critical situations are addressed
Grappling, disarms, being blown off a wall by the rules, the referee is often free to come up with a
Strength
you are climbing, etc. special outcome. For instance, the ref may rule that a
critical failure during a lock-picking attempt results in a
Dragon’s breath, some traps, some offensive
Dexterity
spells such as lightning bolt or fireball, etc.
broken pick causing –2 on future attempts, or the lock
itself may have broken and become unworkable.
Poison, electrocution, petrification, strong
Constitution
shocks to the system, etc. AIDING ANOTHER
If a character assists another in some task, pick a
Intelligence Illusions, hallucinations, mental tricks, etc. primary actor (usually the one with the greatest
bonuses). If those assisting succeed on an easier check
Psychic attack or control, intense fear, some
Wisdom then the primary actor gains +1 or +2 to their roll. For
mental spells such as charm, etc.
instance, if the primary actor is trying a DC 15 task,
any potential helpers would only need to a DC 10
Charisma Bluffs, intimidation, combat morale, etc.
check to help.
The bonus gained is highly dependent on the
situation and circumstances, as the referee determines.
SITUATIONAL MODIFIERS Some tasks may not benefit from assistance, or there is
only the potential for a certain limited number to help
The referee or the rules may apply small modifiers to
(such as when trying to hold a door shut). Or, even if
any d20 roll as appropriate for the scenario. For
many people could conceivably help, the referee may
example, you may get +1 or +2 if you have the
decide that the total possible bonus is limited.
perfect tool for the job, get help from another
character, or have especially accurate intel. In contrast,
being exposed to oppressive environmental conditions, TRYING AGAIN
working with poor or haphazard tools, or acting on As long as the situation has not changed, you can
unreliable information might give a –1 or –2 penalty. generally retry an action if you fail. Of course if failure
has a consequence (such as falling off the wall you’re
climbing) you risk suffering that consequence again.
ADVANTAGE / DISADVANTAGE
Knowledge checks are an exception. If a knowledge
Some circumstances are so beneficial – or hindering –
check fails, the character simply does not know the
they may provide you with “Advantage” or cause
desired information. The referee may allow a new
“Disadvantage”.
knowledge check if the character gains access to some
When you have Advantage, roll 2d20 instead of one
resource (such as documents) or there is otherwise
and use the higher result. When you’re at a
some reason to assume the character may have gained
Disadvantage, roll 2d20 but use the lower result.
in the relevant knowledge (spending time in a certain
Everything else remains the same, including ability
area or with certain people, for instance).
modifier, skill ranks, situational modifiers, and DC.
You can only have Advantage once; anything giving
further Advantage has no effect. The same is true of CONTESTED ROLLS
Disadvantage. In addition, having both Advantage and If your action directly opposes another creature, the
Disadvantage on the same action cancels out. In such DC is determined by that opponent’s own ability check.
cases, just roll one d20 normally. In other words, both sides make a check and the one
with the higher result succeeds. A tie means no one
wins, or there is a temporary stalemate. Both sides may
CRITICAL SUCCESS OR FAILURE
then roll again if they wish to continue the contest,
If an ability check comes up as a natural 20 (before
assuming circumstances allow. Usually common sense
any modifiers) the action automatically succeeds.
will dictate what sort of checks each side makes to
Conversely, a roll of 1 automatically fails.
oppose the other.
Keep in mind this does not mean that everything is
always possible. For extremely difficult tasks (DC > 25)
While the guard’s back is turned, Garret
or very easy ones (DC < 10) the referee can simply
attempts to sneak from behind a bush to a
inform the player that their intended action is
impossible or guaranteed as appropriate, and avoid
better hiding spot by the fountain. The
rolling entirely.
referee tells him to make a Dexterity

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check, aided by his ranks in Stealth.
Meanwhile, the referee rolls a Wisdom
Efficient Use of Dice
check to see how perceptive the guard is. Not every situation warrants a dice roll. In most cases
Garret rolls 1, a critical failure! The guard the results of player’s actions will be natural and
gives a shout as he hears Garret tripping obvious. Even in situations that depend upon a
over his own feet, and rushes the rogue character’s attributes, many times the action will be a
with spear raised! straight measure of ability with no luck or skill involved.
……… If a character is not being threatened, distracted, or
rushed, and the referee agrees, you can “take 10” and
Elsewhere, Chom reaches for the sacred just assume you rolled the average result of 10 (then
Rod of Light just as the necromancer
add any appropriate modifiers as usual).
does, and their hands grasp it at the same Further, if you have plenty of time and are not in
time. The referee calls for a contested danger, you can “take 20” to have your character
Strength check; both Chom's player and keep trying until they get it right. Calculate the result as
the referee roll and add the combatants’ if you had rolled a 20. (This does not count as a
respective Strength modifiers. The player’s critical success.) If you need to determine how many
total is a 13 to the necromancer's 7. With attempts this takes – for instance, to see how many
a cry of victory, Chom wrests the artifact failures were suffered – roll 1d6.
free of the villain's grip.

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A game of Brimstone plays out as a conversation: The This chapter covers common situations that may
referee sets the stage by describing what the party sees, arise while adventuring. Like all rules, they are only
the players provide narrative on their characters’ suggestions. The referee can ignore, adjust, or add to
actions, and the referee describes the results. As the them as they see fit.
story progresses, the good referee takes into account
the personalities, histories, and motivations of the TIME
characters, as well as the favored game elements of Time can be tracked loosely, with the referee making
the players. Both the referee and players should take general rulings as appropriate (e.g. “A few hours
responsibility to describe an interesting world. later...”). Should you require more precision, track time
Characters can attempt nearly anything imaginable. in turns of 10 minutes. In combat, shift to rounds of 1
Don’t worry what the rules "allow" and just try what minute each.
sounds fun! Whether it works will depend on how well Most non-combat actions – picking a lock, searching
you describe it, the circumstances, and the referee’s a bookcase, climbing a tall tree, etc. – should not take
rulings. Players can be surprisingly creative, so the longer than one turn. Checkboxes are useful to keep
referee should be comfortable making fair decisions on track of turns and rounds should it matter, such as
the fly. Players can suggest or negotiate rulings, but the when noting how long a torch has until burning out.
referee has final word.

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MOVEMENT MAPPING
A creature’s movement rate represents how many feet One player should take on the role of mapper, making
indoors or yards outdoors they move per minute, when sketches and keeping notes as the referee describes the
going cautiously. Most PCs, as medium creatures, area. A simple flow chart is usually sufficient, although
move 40 per minute, while small halflings move 30. graph paper could be used if precision is important.
Movement may be reduced if you are carrying a lot of The last thing you want is to get lost, especially when
weight (see Encumbrance, page XXX). A group can food, spells, torches, etc. start running out!
only move as fast as its slowest member.
While these speeds may seem slow, the heroes are
assumed to be moving very carefully as they look for
anything interesting, watch out for traps, try to not
make too much noise, listen for possible enemies up
ahead, and so on. In addition they will be turning
corners, opening doors, winding through trees,
sidestepping stalagmites, and in general not moving in
a straight line.
It is often helpful to decide a standard marching
order for the party. In addition to a single-file list, a
“two-abreast” list may also be useful. Any such
formations are entirely up to the players.
You can hustle to quadruple your movement rate, or
run to multiply it by 10. Either one tends to make a lot
of noise though, especially if you’re wearing medium
or heavy armor. Travelling quickly also makes it hard
to notice anything subtle, and may make mapping
unreliable. A character can only run for a number of TRAPS
minutes equal to their Constitution score, then must
Delving into forbidden crypts, mighty fortresses, and
slow to a hustle and catch their breath for at least 10
deep dungeons, adventurers will encounter plenty of
minutes before running again.
traps. If you walk over or past a trapped area, there is
Pursuit / Chase When a chase begins, the referee a 2-in-6 chance it will activate.
declares the starting distance apart. The difference in There will usually be some indication that a trap is
movement rates between the contestants determines present, if you think to look. Ask questions if you
how much this distance will close or increase per suspect an area may be dangerous, test theories, and
minute. For close races, the outcome may depend on work your way through it. If there is indeed a trap,
obstacles or Constitution scores. Or the pursued side there will often be a way to avoid it.
may be able to hide, find refuge, or otherwise escape. Occasionally, you might want to fiddle with the trap
mechanism. Perhaps the area cannot be avoided and
LIGHT you must disable it if you wish to pass. Or maybe the
Dungeons are dark. A torch or lantern illuminates a trap has already been sprung and you want to reset it.
30-foot radius fairly well, and dimly lights another 30 In such cases, depending on the scenario, a Dexterity
feet beyond that. A torch will burn for over an hour, (+Mechanics) check may be appropriate.
and a lantern four hours per flask of oil. Candles only The referee should take great care to be fair with
give off 5 feet of decent light, plus 5 dim, but they are traps. There should almost always be some sort of hint
cheap and last over two hours. Whenever a light that the area is dangerous or at least unusual: Scorch
source reaches its minimum time limit the referee marks, patterns in the dust, a well-worn groove, the
secretly rolls 1d6 to determine how many further turns body of a prior victim, etc. The evidence may be subtle
it will last before going out. and easily missed by the unwary, but it should still be
Elves and some other creatures have low-light vision, there. There should also almost always be some way to
allowing them to see twice as far as a light source circumvent or disable every trap. After all, whoever put
usually allows. Even more remarkably, dwarves and the trap there wouldn’t want to spring it themselves!
many monsters have darkvision (sometimes called The consequences of falling victim to a trap should
“infravision”), which allows them to see in total be unpleasant, but fair. As a general rule, severe
darkness up to 60 ft. Darkvision cannot see through penalties should only occur should the players miss
magical darkness. blatant warnings or make poor decisions.

Radu Efremescu (Order #16363625)


STEALTH SECRET DOORS
Attempting to move silently, hide, or otherwise avoid Finding a hidden passage or secret door can
detection may require a contested Stealth (DEX) skill sometimes be as simple as looking behind a tapestry,
check versus the opponent’s Wisdom. under a rug, or through some foliage. Other doors
The referee should always make a roll even if there may be carefully disguised to look like a feature of the
appears to be no one nearby. If the ref did not roll, this environment, such as a stone wall. Some may have a
would give away the fact that no enemies are near! special trigger which must be found to open them,
Medium armor imposes a –2 penalty to moving such as the classic bookcase which swings aside
silently, while heavy armor gives –4. For magic armor, should you pull on a certain tome.
the penalties are 0 and –2 respectively. To find secret doors you must actively examine and
A group moving together will only be as quiet as its manipulate the environment. Look behind the portrait
loudest member, so sending the quietest one to scout of the old duke. Shake the paw of the stuffed bear (or,
ahead is a common practice. if you’re brave, reach into its open mouth and feel
Hiding requires that you remain motionless and have around). Look under the table, twist the torch scone,
something in the environment to help obscure your and in general poke around.
presence (furniture, shadows, fog, foliage, etc.). Unless it has been left open, you will not find a secret
door unless you think to look for one. Pay attention to
PERCEPTION odd architecture or strange occurrences. If you’re
If you wish to actively listen, you and everyone close to chasing someone and they seem to disappear, or if the
you must remain quiet; no speaking, no moving in construction of a place seems odd, consider that there
medium or heavy armor, etc. If someone is attempting may be a secret door.
to avoid your notice, you must succeed on a contested
Wisdom check versus their Stealth (DEX) roll. PICKPOCKET
The referee should always make a roll even if there is Picking a pocket, cutting a purse, or planting an object
nothing to see or hear. If the ref did not roll, this would on someone is a very risky act, best reserved for
too easily tip off the players that no one is there. professionals. It requires a DC 15 Thievery (DEX)
check, or possibly higher if the object is large, bulky,
SEARCHING noisy, or otherwise awkward.
When searching, explain and describe what your
character is doing. Mention any particular things you REST
are looking for, or any precautions you are taking. Even heroes need to occasionally catch their breath,
Instead of simply saying “I search the desk” describe eat and drink something, clean wounds, sleep, and in
how. Visualize the scene and your character’s actions. general recover. These activities are covered by short
Are you rifling through the pile of papers on top? Do rests and long rests. Regardless of the time spent
you remove the drawers? Do you pull it away from the resting, the group would do well to find a secure
wall to look behind? If you don’t specifically say you location, set watch, and consider other precautions.
look or feel underneath, the referee is within rights to A short rest lasts at least half an hour, during which
not mention the letter adhered to the underside. time nothing more strenuous than talking, eating, or
The referee must take care to not make hidden items reading may be done. Upon completion of a short rest,
impossible to discover. If there is no particular reason a character may recover d8+CON hit points and
for the characters to search a certain area, he might d8+INT+WIS mind points.
provide some hint (though the players may not A long rest typically represents sleeping through the
recognize it as such). If a pouch of coins is behind a night, and lasts at least 8 hours, no more than 2 hours
loose stone in a random hallway, the referee might of which can be spent on watch. Like a short rest, no
mention a bit of rubble scattered on the floor. If a strenuous activity can occur during this time (even
beast has hidden treasure in its lair, the referee might casual walking for an hour is too much) or the benefits
mention a patch of disturbed dirt (where it turns out of the rest are not gained. Upon completing a long
stuff is buried), or a dead tree (that turns out to be rest, all conscious heroes (i.e., those not at 0 HP or 0
hallowed out). MP) fully recover all lost hit points and mind points. In
The referee is the players’ eyes and ears. It is grossly addition, some special abilities can only be performed
unfair to hide something without giving the players a certain number of times per long rest; these are
some indication of how to go about finding it. replenished as well.

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storylines, or can simply be used to expand and add
flavor to the game world.
Wandering Monsters Animals, enemies and other
monsters lives full lives and travel from place to place;
they don’t just sit around, waiting for heroes to find
them. Occasional random encounters – “wandering
monsters” – add danger, spice, and unpredictability to
the adventure and make the game world feel more
alive.
The referee generally checks for random encounters
DISABLING MECHANISMS once per hour in dungeons, caverns, and the like, or
If the player describes a specific way they are once per day when traveling the wilds. The chance of a
manipulating a device (forcing a lever, unhooking a random encounter is 1-in-6.
tension spring, breaking a support bar, cutting a wire, Checks may be more frequent in especially
and so on) the result should simply depend on the dangerous or active areas (such as patrols in an enemy
natural significance of such actions. fortress), or if the party is somehow drawing attention.
When there is a significant element of chance or skill Sounds of battle, for instance, double the chance a
involved, the referee may call for a Thievery (DEX) wandering monster will come through the area over
check. This will usually be necessary when picking the next hour.
locks, and sometimes when trying to disable a trap, The ref should draw upon a short list of enemies that
although there may be other uses. would make appropriate random encounters for the
adventure at hand. These should not be overly difficult,
WILDERNESS EXPLORATION but troublesome enough that the players desire to
Assuming about 8 hours of travel per day including avoid and minimize them. Wandering monsters tend to
rests, a character can cover a number of miles equal to not carry much treasure, usually keeping most of it
half of their movement rate (e.g., 20 miles per day for back in their lair. If the party later finds such a lair,
the average medium creature with movement rate 40). adjust the monsters and items present if the group had
If the terrain is difficult, this may be reduced to only met the lair’s habitants earlier.
half as much, or even slower.
Surprise Everyone automatically notices each other if
If more hours are spent travelling overland, or the
no one was attempting to be stealthy. Otherwise,
speed is pressed higher, the creature becomes
hiding creatures make a Dexterity (Stealth) check. Any
exhausted and loses 1d4 HP for each day of
opponent whose passive Wisdom (Perception) falls
overexertion unless they succeed at a DC 10
below the sneaker’s result will be surprised should
Constitution save.
combat break out, unless circumstances change.
Surprised creatures cannot move or act during the
SURVIVAL
first round of combat, and they lose any Dex bonus to
To remain healthy, a medium creature requires at least
AC. See the Combat chapter for details.
1 ration (or equivalent) and 1 quart of water per day. A
small creature requires half that, while large creatures Monster & NPC Behavior The referee determines the
need twice as much. reactions of NPCs and monster according to the
If a creature goes 24 hours without sufficient food scenario and the disposition of the PCs. Wild beasts
and water, they lose the ability to naturally regain HP and unintelligent monsters usually attack on sight, but
or MP until they obtain what they need. Neither short creatures with any intellect will judge the situation and
nor long rests will replenish them. In addition, they lose act accordingly. Some creatures may be predisposed
1 HP per day without enough food, and 1d4 HP per to dislike or favor certain other types; race, alignment,
day without sufficient water. loyalties, politics, and other details may influence an
NPC or monster’s behavior.
The referee may roll on the NPC Reactions table if
Encounters there is uncertainty, or to create some variety.
When the adventure is designed, certain locations, Diplomacy may be an option if conditions are right
people and events are devised in advance by the and the PCs have leverage.
referee, which the heroes may discover or encounter.
These prepared encounters may provide plot points
and pivots, or optional side events and minor

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hallway or danger to contend with. The heroes should
be given the impression that bottomless, twisting
tunnels of horrors are all over, and that it is impossible
to fully tame such areas. The best they can hope for is
to dash in, smash some monsters, grab their best
treasures, and get out again before becoming
overwhelmed.

Adventuring Advice
Do not try to uncover every nook. Find the good
treasure hauls, complete any essential objectives, and
get out. Scout ahead to evade problems, and try to
avoid wandering monsters which don’t carry much
treasure. If you get worn down it may be difficult to
escape.
Ask lots of questions about what you see. Remember
to look up, and occasionally glance behind you.
Examine floors before stepping. If anything seems odd,
Dungeon Ecology ask for clarification or look closer. You will need to test
things and fiddle around, but also keep in mind almost
As a dungeon is explored more fully, its stock of anything can bite your hand off if you’re careless.
monsters and treasures will begin to diminish, and so Don’t assume you can defeat any monster you
too will its mystery. While the heroes will often seek to encounter. Yes, the referee would and occasionally will
delve into deeper levels and so meet fresh challenges, put things that are “too hard” in your way. Learn to
the referee should never allow any dungeon area to judge challenges appropriately. Know when to run!
become too familiar. Simple tools can help immensely. Probe the floor
If the party should return to a previously cleared with a wooden pole if you’re worried about a trap.
chamber or area, there is a 1-in-6 chance per day Wedge an iron spike into a doorjamb to hinder
passed (cumulative) that some new denizen has taken pursuers. Toss a flask of oil into the spider pit and send
up residence. These may be nearby groups that have a flaming arrow after it. You are limited only by your
expanded into the newly vacant area, wandering imagination and the referee’s rulings.
monsters that have decided to relocate their lair, If you escape a dungeon but plan to go back,
groups passing through the area, or what have you. consider following up with your contacts first. They may
Creatures that may have survived or avoided previous be able to comment on what you have found so far.
encounters with the party may have fortified their areas Hire some fodder, and keep them happy with good
– setting traps, blocking passages, and the like. pay and good treatment. Spears can usually reach past
Intelligent enemies might set alarms or leave warnings. your first rank of fighters, so a phalanx of retainers
The referee should not shy from extending the limits of works well if you’re willing to put forth the expense and
a dungeon so that fresh areas always await hassle.
exploration. When deciding a marching order, consider placing
Should the players nonetheless become blasé, the heavily armored characters with high hit points up
referee can introduce wholesale change due to cave- front, while keeping weaker members near the center.
in, subsidence, flooding, supernatural winter, reality Also, don’t underestimate the importance of having a
distortion, slime plague, and so on. solid and keen-eyed rear guard.
A dungeon should never be “cleared” by a party.
There should always be more crannies, always another

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Combat in Brimstone is quick and deadly. Smart play is MELEE ATTACKS
the name of the game, as characters who charge into A melee attack requires getting close enough to the
every potential battle will quickly find themselves dead. enemy to hit them, such as with a sword, spear, claws,
Avoid monsters if you can, talk your way out of a fight or fists. If the attacker has the Melee Combat skill,
if possible, or if a fight may be inevitable at least do these ranks are added as a bonus to the attack roll.
everything you can to tilt the odds in your favor. Clever Damage from a successful melee attack is
heroes leave combat as a last resort. determined by the weapon used, and is modified by
the attacker’s Strength.
The Combat Round When a melee attack is made, both the attacker and
their target become engaged to each other. This
Should hostilities break out, combat is carried out as a occurs whether the attack hits or not. Combatants
series of rounds, each lasting 1 minute. Initiative is remain engaged unless one of them backs out.
determined at the start of battle via Dexterity checks.
The PCs should each make a check, while the referee RANGED ATTACKS
may group some similar enemies together into fewer Ranged attacks may be ammunition-based (bows,
checks. The combatants then act in the resulting order, crossbows, slings) or thrown weapons (daggers,
from high to low. This order is maintained throughout throwing axes, flasks of acid, a bar stool, etc.). Any
the combat. Should someone enter the battle after it ranks in the Ranged Combat skill apply to the attack
has already begun, wait until a new round begins then roll. In addition, ranged attacks are modified by the
roll initiative for the newcomer to determine at what attacker’s Dexterity.
point they step in. While hitting a foe at close range is fairly easy,
When their turn comes up in the initiative order, attacking a target at long range (greater than 90’)
players describe what their characters are attempting to causes disadvantage.
do: attacking a certain enemy, casting a magic spell, Damage from an ammo-based weapon is based
securing an entryway, defending a fallen comrade, only upon the weapon used. Damage from a thrown
snatching the valuables and fleeing, etc. Well-worded weapon however is generally modified by Strength, just
and evocative descriptions are encouraged, and tend as a melee weapon would be. Thrown flasks are the
to result in better outcomes as the referee gains a exception, causing damage based upon their type.
clearer picture of what is being attempted.
These descriptions are overall objectives, not specific AREA EFFECTS
steps. A die roll made to attack does not simulate the A few special attacks affect a defined area instead of a
single swing of a sword, but rather is an abstract way specific target. Examples include a dragon’s fire
to determine whether your character was able to breath, and magic spells such as cloudkill or fireball.
damage their opponent over the course of that combat Such attacks usually do not require an attack roll.
round.
SPELLS
Attacking Casting a spell requires a bit of time and focus. If you
wish to cast a spell, you must declare this at the start of
When someone makes an attack, roll 1d20 and apply the combat round. If the caster suffers damage before
any appropriate modifiers (common modifiers are his turn comes up, the spell fails and the mind points
noted below). If the result meets or exceeds the target’s are lost.
armor class, the attack hits and deals damage, which If the caster changes their mind before finishing the
is subtracted from the target’s hit points. spell, they can abort the casting and keep the MP that
The attack roll may be influenced by ability modifiers, would have been spent. They may then perform a
skill bonuses, penalties due to range or cover, or different action during their turn that round.
environmental conditions, as described below. Some spells require a “touch attack” or “ranged
Regardless of any penalties however, a successful touch attack” in order to affect their target. These cases
attack always does at least 1 point of damage. require the caster succeed at a melee or ranged attack
roll, respectively. If failed, the spell fizzles without effect.

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ADVANTAGE SNEAK ATTACK
When an attack has advantage, roll 2d20 and use the If an opponent is unaware of your presence or you
higher result. have some way to conceal yourself (invisibility, dense
Attacks have advantage if the target is lying prone in foliage, darkness, etc.), you can attempt a sneak
melee range, or if they cannot see you (your character attack. Make a Dexterity+Stealth check vs. the
is invisible, the target is blind, etc.). The referee or rules opponent’s Wisdom. This may have disadvantage
may also declare other scenarios. should conditions be less than ideal; e.g., merely dim
lighting, moderate shadows, or a light fog.
DISADVANTAGE If the check is successful, as long as you remain
When an attack has disadvantage, roll 2d20 and use unnoticed your next attack against that target will be a
the lower result. sneak attack: The target will lose any Dexterity bonus to
Attacks have disadvantage when any of the following AC, the attack is made at advantage, and if a hit is
scenarios occur, or as the referee rules. made it will treated as a critical hit (double damage).
Golems, elementals, undead, oozes, and other
 Unarmed attacks against an armed opponent. creatures without vital anatomy are immune to critical
 Unarmed attacks against an opponent wearing hits, and therefore take normal damage from a sneak
heavy armor. attack. However, they still lose any AC Dexterity bonus.
 The target is lying prone at mid-range or greater.
 The target is engaged with one or more of your DEFEND
allies. If you decide to spend the entire round doing nothing
 The target is at least 50% concealed by a solid but defending yourself and remaining vigilant to
object (rock, tree, furniture, monster, etc.) danger, you gain +4 AC and advantage on Dexterity
 The target is at least 90% concealed by a penetrable saving throws until your next turn.
object (foliage, thick fog, curtains, etc.)
 The target cannot be seen (invisible target, blind Defend Another: If you remain next to someone and
attacker, etc.) actively defend them, you may redirect any melee
attacks targeting them to yourself instead. You may do
nothing else that round except attack enemies who
Common Scenarios approach. If the defended person moves you are
Combat can be chaotic and unpredictable, but some assumed to move along with them. If you state that you
situations come up often enough to be worth are not moving with them, they immediately lose your
suggested guidelines here. protection.
A defended creature might still be subject to a melee
attack if the enemy (1) uses a reach weapon, or (2) is
DUAL WEILDING
larger than all defenders, or (3) wins a contested
A character may fight with a melee weapon in each
Dexterity check against the primary defender. However,
hand, if the secondary weapon is smaller than the
such an attacker would then become subject to
character using it. Fighting this way doesn’t improve
opportunity attacks.
chances of hitting, however when a hit is made the
Ranged attacks, area attacks, and similar effects may
player has the option of rolling the secondary
affect the protected creature normally, however a
weapon’s damage if the primary’s damage is not
defended character gains advantage on any Dexterity
satisfactory. In addition, dual weilding gives +1 AC
saving throws to avoid attacks or spells.
against melee attacks, due to the increased ability to
parry incoming attacks.
READY AN ACTION
Instead of performing an action right away, you may
FIRING INTO MELEE
have your character stand by, watch the battle
Making a ranged attack is risky if the target is engaged
carefully, and prepare to launch a specific action if a
with your allies. This not only gives disadvantage to
certain event occurs. You must state in advance what
your attack, but if you miss there is a 1-in-6 chance the
the trigger you are looking for is, and what the planned
errant missile hits a teammate! If multiple allies are
response would be.
engaged, the unlucky one is determined randomly.
If the event does occur, your chosen action interrupts
For thrown vials of fluid, even if you hit your target
it. This “ready” state is broken should your character
perfectly each creature adjacent or engaged to them
be forced to make any sort of saving throw, or if they
has a 1-in-6 chance of getting splashed. While your
take damage. Otherwise, it can last through the
ally is unlikely to care if they get speckled with holy
current round, and through the next round, right up
water, flaming oil or acid may not be appreciated.
until your character’s next turn.

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UNSEEN OPPONENTS recovery, while poisons, curses and the like may slow
If an opponent cannot be seen (invisibility, darkness, recovery.
etc.) it can only be attacked if its general location is If a character had fallen to 0 HP or 0 MP, their
known in some way – perhaps from footprints, steamy revival is more tedious. A full day of bed rest allows
breath, or the Keen Senses racial ability. Even then, the them a DC 10 Constitution and DC 10 Intelligence or
attack suffers disadvantage. Wisdom save (their choice) to recover 1 HP and/or 1
If an unseen opponent attacks a visible target, the MP respectively. A character must have both scores
target loses any Dexterity bonus to AC and the attack above zero before they will regain consciousness.
has advantage. Once fully stabilized, a hero will then recover HP and
MP as described above.
DAMAGE AND DEATH If someone is attending to the fallen hero, they may
If either hit points or mind points drop to 0, the attempt one Wisdom+Healing check per day; success
character or monster falls unconscious and is helpless. allows the fallen PC advantage on their Constitution
If someone performs a full-round coup de grace with a check that day. Unfortunately, such attention has no
weapon, the fallen creature dies. A coup de grace effect on the recovery of mind points.
cannot be performed while being threatened.
If the fallen creature is not killed outright, their fate is HEALING
not determined until the end of battle. At that point Cleaning and binding wounds, etc., takes 10 minutes,
characters make a DC 10 Constitution saving throw. and requires at least basic supplies such as reasonably
Failure means they have passed on. Success means clean water and bandage material. The healer makes
they have clung to life and stabilized, but they remain a Wisdom+Healing check. The difficulty is DC 10
unconscious and hurt. when aiding another, or DC 15 if attempting to bind
If the character receives a successful DC 10 Wisdom their own wounds. The referee may provide a penalty if
+Healing check or any magic healing during combat conditions are unfavorable. A successful application of
or immediately thereafter, they receive advantage on first aid heals 1d6 hit points, plus one additional HP for
this saving throw to ward off death. each rank in Healing they may have.
Even if they stabilize, a character will not regain
consciousness until both hit points and mind points are
above zero.
Describe!
As combat progresses, don’t just stand there hacking
RECOVERING HIT POINTS & MIND POINTS away until one side goes down. Use the environment to
Assuming they did not fall to 0, after ten minutes your advantage, or try using items in unique ways.
without strenuous activity a character will recover Remember too, that retreat or even surrender may
d8+CON hit points and d8+INT+WIS mind points. A sometimes be the best option. Players should
short rest (1 hour) allows the same. remember that they share some responsibility in
Further points recover more slowly, at a rate of creating lively action and an interesting story.
d4+CON and d4+INT+WIS per long rest. Various
special abilities or effects may allow for more rapid

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Mortals may use magic through three different power (assuming they have the MP), without need to study
sources: Arcane magic involves uncovering hidden their spellbook.
natural forces of the universe and learning to
manipulate them. Such skill often requires many years CASTING SPELLS
of study to attain. Divine magic derives from deific or When casting a spell, the character must have both
spiritual sources; spells are granted through prayer, hands free to gesture and must be able to speak the
meditation, and devout service. Finally, Eldritch magic incantations or phrases of devotion. This is required
is granted by supernatural beings, who have allowed a regardless of the source of magical power.
mortal to channel their powers as part of a contract or
agreement. Casting Time Most spells take a few moments to cast,
Arcane casters ultimately have access to the widest and have “standard” casting times. To cast a standard
variety of spells, and the most powerful spells of all spell in combat you must announce the spell and any
tend to be arcane. However, divine casters often have targets at the beginning of the round, even prior to the
more flexibility in the effects they can create. Eldritch initiative roll. At the beginning of each round the
casters have the fewest spell options available to them, referee should ask if anyone wishes to start casting a
but they do not have to suffer many of the hurdles and spell, and should also announce if any enemies appear
limitations other casters do. to be starting a spell. As the round begins, the
character then begins the casting. When their turn
comes up, the caster’s action completes the spell and it
PREPARING SPELLS
goes off.
Arcane magic users must memorize extremely
complex formulae of gestures and
vocalizations. These formulae must be studied
daily from a personally authored spellbook to
guarantee success of casting. Divine casters
do not need books, but instead receive their
powers through prayer and meditation.
Regardless of the method, spell preparation
must be done with a fresh mind after at least
8 hours of uninterrupted rest. (Some kind
referees may consider 6 hours sufficient.)
Once rested, a caster will need to study their
spellbook or pray/meditate for a full hour. If
the study or prayer is interrupted there is no
benefit; the hour must begin again. Once
preparation is complete, mind points are fully
restored and the character can flawlessly cast
their spells for another day.
If a full day (24 hours) pass without proper
preparation, there is a 5% chance per spell
level that a casting will be unsuccessful –
either the mage has forgotten an important
detail, or the deity is less than totally pleased.
For example, a 4th level spell would have a
20% chance of failure. Should a casting fail,
the mind points are still lost. If 48 hours pass
without study or prayer, the chance of failure
doubles (10% per spell level). After three or
more days, no casting will work.
The sole exception is read magic. Arcane
casters can always cast read magic flawlessly

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A few spells have a casting time of “instant”. These consumes a scroll, but if the source is a spellbook the
do not need to be announced ahead of time, and may book is not harmed.
be used immediately during one’s turn in the combat
Replacing a Spellbook Sometimes a spellbook will be
round. If you had just cast a standard spell that round
destroyed or lost. The mage can write a new book
however, you generally cannot cast an instant spell as
through research and memory at a rate of two spells
well; the completion of the standard spell uses your
per week, at a cost of 50 gp per level of each spell
action for the round.
rewritten. For instance, replacing two 1st level spells
Finally, some spells have a casting time of “ritual”.
and one 2nd level spell would take a week and a half
These tend to be powerful or complex spells, which
and 200 gp. This work requires complete
take at least 10 minutes to cast – possibly much
concentration, and the character may not engage in
longer.
any other activity during this time.
If the caster takes damage or fails a saving throw
The entire spellbook does not need to be rewritten
before their turn comes up, the spell is disrupted. None
immediately; one could adventure with only a few
of the spell’s effects will occur, however mind points
essential or favorite spells, and slowly add the
are still drained. If the caster intentionally halts the
remaining ones as time and funds allow. In fact, many
casting before the spell is complete, no MP is lost.
wizards keep their primary spellbook well protected at
Spell Targets Many spells require a target be named home or in a vault, and carry a “disposable” book
at the time of casting, which must be declared at the when on dangerous adventures.
start of the round when the caster begins to cast. This
may be a creature, object, or point in space. The spell LEARNING NEW DIVINE SPELLS
descriptions will note appropriate targets, as well as the When a divine caster gains rank in the Divinity skill,
maximum range. For “touch” spells, the caster must they immediately become able to cast all divine spells
succeed on a touch attack roll if the recipient is of level equal to their new rank. A caster with 3 ranks
unwilling. in Divinity, for instance, may cast any divine spell of 1st,
2nd, or 3rd level.
OBTAINING ARCANE SPELLS You may find scrolls containing divine spells. These
Upon learning the Arcane Caster feat, a character cannot be copied however, and may only be cast
creates a personal spellbook which contains read directly from the scroll.
magic and two additional 1st level arcane spells of the
player’s choosing. MAGIC SAVING THROWS
Personal Study Whenever they gain a new character Some spells allow an unwilling target to make a saving
level, an arcane caster learns one or more new spells. throw to reduce or eliminate the effect. The difficulty to
The character may learn one new spell, or several, just resist a spell is:
as long as the sum of the spell levels does not exceed  DC 10 + spell level + Int (arcane spells), or
the character’s level. The spells chosen must be ones  DC 10 + spell level + Wis (divine spells)
the character is capable of casting. For example, a
caster reaching 5th level may choose to learn one 5th REVERSE SPELLS
level spell, or one 3rd level and a 2nd level, or five of 1st Some spells can be cast to produce a reverse effect,
level, etc. and are denoted with an asterisk (*) in the spell tables
These new spells must be chosen immediately, and and descriptions. Alternatively, instead of producing an
are added to the character’s spellbook. Any unused opposite effect, a reverse casting can be used to dispel
“learning points” are lost. or suppress the original version.
Warning: Many divine spells could be considered evil
Scrolls and Spellbooks To learn an arcane spell from if inversely cast, which may draw severe dissatisfaction
a scroll or spellbook, the character must be capable of from the caster’s deity.
casting the spell in question – that is, have the Arcane
Cater feat and have enough ranks in Arcana. CUMULATIVE SPELL EFFECTS
They may attempt to learn one written spell per long The same spell or magical effect cannot be used
rest and study hour, which requires an Arcana skill repeatedly for increased effectiveness. If different spells
check of DC 10 + the spell level. If this fails they may or magic sources have similar effects however, those
try to learn the spell again, but not until after another are additive. For instance, bark skin provides +2 AC to
long rest and study hour. the target. Casting bark skin twice on the same target
Once the caster has successfully learned the spell, would not provide any additional benefit; the bonus
they copy it into their own spellbook. This process would remain only +2. However, casting both bark

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skin and blur (a spell which provides +1 AC) would If the spell being cast is indeed one the character
give the character a total +3 AC. knows, the referee will confirm and name the spell.
A caster may identify and counter a spell of a
COUNTERSPELL different power source if they know their own version.
If a character recognizes a spell another is attempting An arcane caster could identify and counter bark skin
to cast, they may immediately cast the spell themselves from a divine caster for example, if the arcanist himself
in an “inverse” manner in order to cancel out the knows the arcane version of bark skin and was able to
magical energies and disrupt the opponent’s spell. If touch the same target.
the spell in question requires touching a target or If you counterspell, the opponent’s spell immediately
making an attack roll or similar, the character fails and they lose the MP. If the spell had been altered
attempting the counterspell must succeed on such by some method that changed the MP cost, you do not
actions as well. A character currently busy casting need to spend equivalent mind points; the base cost
cannot perform a counterspell. Instantaneous spells for the spell is sufficient.
cannot be countered. If you perform a counterspell out of turn, you will be
To identify a spell being cast, the character must be unable to perform an action the next time your turn
able to hear the caster and/or see their gestures. The comes up. However, if you had readied an action to
referee may request to review the character’s spell list. counterspell, and then do so, you will then be able to
act as normal once your turn comes up again.

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Individual spell descriptions are presented according to dispelled, nor will detect magic reveal them as
this format: magical.
Permanent spells result in persistent magical energy,
SPELL TITLE (range, duration) Spell description,
and maintain themselves indefinitely without further
rules, saving throws and effects, etc. Whenever a spell
attention from the caster. Although such a spell will not
name is given in normal text blocks, it is italicized.
end on its own, it may be dismissed by the caster at
any time, could be dispelled by another caster, or may
RANGE, typically given in feet, is the maximum
be temporarily suppressed in an anti-magic field. If
distance the spell can reach from the caster – either a
detect magic is used, subjects of permanent spells
radius of effect if the spell is centered on the caster, or
radiate magical energy.
how far away targets can be. This distance may be
influenced by the caster’s level. If the spell allows
CONCENTRATION Some magic requires frequent
multiple targets, they must all be within range at the
attention from the mage. A caster can have only one
time the spell is cast. Other measurements – such as
concentration spell in effect at any time; if they cast
the size of area a spell effect covers – may be given in
another, their previous concentration spell ends.
the spell’s description.
Often, maintaining a concentration spell is not difficult.
Touch is essentially “range 0”. A touch spell requires
The caster can still act as normal, and may even cast
that the caster physically contact any target subjects at
other spells. Certain aspects of the spell may require
the time the spell is cast. (Bare skin-to-skin contact is
direct attention however, such as when adjusting the
not required.) If the subject is unwilling, the spell will
position of the spell’s effect or switching the effect’s
fail unless the caster succeeds on a touch attack roll.
targets. If the caster loses consciousness, concentration
The caster himself is always a valid target choice for
ends and the spell fizzles.
touch spells.
Full concentration spells require the caster do very little
Self only means the caster is the only valid target.
other than focus entirely on keeping the spell active.
They can still speak, and carefully walk at ¼ rate. But
DURATION is how long the magic energy of the spell
taking any other action, taking any damage, being
lasts. This may be partially random (involving dice
shoved, or being distracted in some other way will end
rolls), and may be influenced by the caster’s level.
the spell. Depending on events and circumstances, the
Instant duration means the spell discharges promptly, referee may require an Intelligence check/save to resist
and does not linger. Any changes the spell creates losing concentration.
remain, but are not themselves magical. Therefore,
effects of an “instant” duration spell cannot be

Radu Efremescu (Order #16363625)


Arcane Spells
1st Level 2nd Level 3rd Level
Charm Person Continuous Light* Clairvoyance
Detect Magic* Darkvision Detect Invisible
Floating Disk Detect Thoughts Dispel Magic
Hold Portal Invisibility Explosive Runes
Light* Jump Fireball
Magic Missile Knock Fly
Magic Mouth Levitate Haste*
Read Languages Locate Object* Hold Person
Read Magic Mirror Image Invisibility Sphere
Shield Phantasm Lightning Bolt
Protection from
Sleep Web
Missiles
Ventriloquism Wizard Lock Water Breathing
th
4 Level 5th Level 6th Level
Alter Time Animate Dead Blade Barrier
Animal Growth* Cloudkill Disintegrate
Conjure
Arcane Eye Ice Storm
Elemental
Contact Other
Charm Monster Invisible Stalker
Plane
Confusion Feeblemind Grasping Hand
Dimension Door Hold Monster Move Earth
Hallucinatory
Magic Jar Move Water
Terrain
Massmorph Passwall Project Image
Plant Growth* Telekinesis Geas
Polymorph Teleport Stone to Flesh
Wall of Fire Transmute Earth* True Seeing
Wall of Ice Wall of Stone Wall of Iron
th th
7 Level 8 Level 9th Level
Antipathy /
Anti-Magic Shell Crushing Hand
Sympathy
Control Weather Earthquake Imprisonment
Death Spell Instant Summons Incendiary Cloud
Delayed Blast
Mass Charm Irresistible Dance
Fireball
Duo-Dimension Clenched Fist Meteor Swarm
Limited Wish Clone Power Word: Kill
Magic Sword Glass Like Steel Prismatic Sphere
Greater
Mass Invisibility Shape Change
Polymorph
Phase Door Maze Time Stop
Reverse Gravity Mind Blank Temporal Stasis
Simulacrum Power Word: Stun Trap the Soul
Statue Symbol Wish

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Divine Spells
ARCANE SPELLS
1st Level 2nd Level 3rd Level
Cure Light 1st Level Arcane
Bless* Cure Disease*
Wounds*
Growth of CHARM PERSON (60ft range, permanent) Causes one
Detect Evil* Charm Animal
Animals* humanoid to view the caster as a trusted friend and ally
Protection from (Friendly reaction). A Wisdom saving throw will prevent
Detect Magic* Neutralize Poison
Evil* the charm, with the target gaining +2 to this save for
Light* Remove Fear* Speak with Dead every HD or level it has above the caster’s level.
Purify Food and Mindless beings such as undead and constructs are not
Resist Fire Spiritual Hammer
Drink* affected. Elves (but not half-elves) are naturally
Speak with immune.
Resist Cold Water Breathing
Animals
The subject perceives the caster’s words and actions
4th Level 5th Level 6th Level in the most favorable way. They may help the caster in
Circle of whatever reasonable ways they can, and protect him
Create Food and
Protection from Commune should he become endangered.
Drink
Evil*
If the caster requests the subject do something it
Cure Serious Cure Critical
Detect Deception* wouldn't ordinarily do, the referee may allow the
Wounds* Wounds*
Remove Curse* Dispel Magic Dispel Evil
creature a new Wisdom saving throw to shake off the
charm. The subject might be convinced something
Silence Growth of Plants Insect Plague
dangerous is worth doing, but obviously harmful or
Sticks to Snakes Move Water Geas suicidal suggestions will never be obeyed and
Striking Speak with Plants True Seeing automatically break the spell.
th
7 Level th
8 Level 9th Level
The spell is ended immediately if the caster does
anything that threatens the subject or its allies. The
Animate Objects Find the Path Control Weather
caster may dismiss the charm at will. A dispel magic or
Conjure Animals Flame Strike Holy Word remove curse may end the charm as well.
Raise Dead Heal* Regenerate
Speak with DETECT MAGIC (60ft radius, 20min, reversible) The
Reincarnate Resurrection
Monsters caster can sense magic emanating from enchanted
Stone Tell Restoration Symbol objects, creatures, and locations. A magically invisible
Stone to Flesh* Word of Recall Wind Walk creature or object will only be seen as an amorphous
glowing fog (sufficient to allow the caster to attack at
Disadvantage). This spell only reveals that magic is
present; it does not identify the spell or effect. Note that
supernatural effects are not considered magical, even
if they replicate the effects of a spell.
The reverse, obscure magic, will prevent detect
magic from working on one object or creature for 24
hours.

FLOATING DISC (6ft, 1hr+10min per level) A


floating platform of force appears and follows the
caster. The disc is 3ft in diameter, floats 3ft off the
ground, and remains level. It can hold 500lbs. It
maintains a constant distance of 6ft from the caster
unless directed otherwise by mental command. The
disc vanishes if dismissed, somehow forced to move
more than 6ft from the caster, or at the end of the spell
duration, causing anything it was supporting to fall.

HOLD PORTAL (100ft, 1 round per level) One portal


or container (door, gate, window, chest, etc.) magically
slams shut and stays strongly sealed for the spell’s

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duration. The magic is great enough to prevent READ LANGUAGES (self only, full concentration) The
opening the portal by force, although this spell does caster can read and understand any language, code,
not strengthen the portal or container or otherwise map, message, or other writing (but not magical spells
protect it from destruction. The spell can be overcome or symbols). No ability to write, speak, or understand
by a knock spell or dispel magic. Any creature with the spoken form of the language is conferred.
magic resistance can shatter the spell without effort.
READ MAGIC (self only, full concentration) The caster
LIGHT (120ft, 1hr+10min per level, reversible) An can decipher magical writing, inscriptions, and
object, creature, or area chosen by the caster begins to symbols, including spell scrolls, spell books, and
glow as bright as a torch, illuminating a 30ft radius. command words inscribed on magic items. All such
The reverse spell, darkness, creates a 30ft radius magical writing is incomprehensible by all but its
area which non-magical light and darkvision cannot author without the use of this spell. Once a character
penetrate. Either light or darkness can be used to has deciphered a magical text via read magic they can
attempt to dispel their opposite, as per dispel magic. thereafter read it easily without further use of the spell.

MAGIC MISSILE (150ft, instant) A bolt of magical SHIELD (self only, 5 rounds +1 per level) An invisible
force darts from the caster's fingertip to strike a target disk of force hovers in front of the caster, moving
creature, dealing 1d4+1 damage. The missile strikes rapidly and spontaneously about him in order to block
unerringly, regardless of AC or circumstances. It always potential blows. This provides +2 AC against ranged
deals damage, even if the target is incorporeal or attacks, +4 AC versus melee or touch attacks, and
ethereal. Total cover or total concealment protects the negates magic missiles directed at the caster. The
creature, as the caster must identify a target. Specific shield is ineffective against area effects or attacks that
body parts cannot be singled out. Inanimate objects do not depend on armor class.
cannot be targeted or damaged.
At 5th level, a single casting creates two missiles. At SLEEP (90ft, 5 rounds per level) Multiple creatures
10th level, three missiles appear. Multiple missiles may selected by the caster, of no more than 2d8 total hit
target one creature or be divided between several. All dice and/or levels, must make Wisdom saves or
missiles must be assigned their targets before damage collapse into sleep. Targets with more HD than the
is rolled. caster has levels gain +2 to their saving throw for each
point of difference. If there are too many creatures
MAGIC MOUTH (30ft, until triggered) The caster present for them all to be affected, those with the least
enchants an object to form a mouth and speak a hit dice are affected first. Mindless creatures such as
message should a specified event occur. A magic undead and constructs are not affected, nor are
mouth can only be triggered once, then the spell ends. elementals. Elves are naturally immune to magical
The message may be no longer than 3 words per sleep effects.
caster level. It cannot use command words or activate Creatures under sleep are helpless and can be killed
magical effects. It may be spoken in any language instantly with a deadly weapon. Several firm slaps to
known by the caster, and can range from a whisper to the face, a scream in their ear, or more forceful
a yell. The voice will resemble the caster's but will not disturbances will awaken them, but normal combat
be identical. noise or movement does not.
The trigger can be as general or as detailed as
desired, although only visual and audible triggers can VENTRILOQUISM (60ft, 20min) The caster may make
be used. The spell behaves as if the enchanted object his voice appear to come from any location or source
were a creature with darkvision and average hearing within range. The caster himself does not appear to be
(yet limited to a 30ft radius). Therefore: visual triggers speaking. The apparent source does not form a mouth;
must occur within line of sight; the spell may be fooled statues or animals do not move their lips, etc.
by disguises or illusions; normal darkness does not
stop a visual trigger, but magical darkness or invisibility
does; silent movement, magical silence, or anything
2nd Level Arcane
which blocks sound (such as a thick stone wall) defeats
audible triggers; and so on. CONTINUOUS LIGHT (120ft, permanent, reversible)
A magic mouth cannot distinguish level, hit dice, or This spell functions identically to the light spell, with the
other abilities or statistics, except by appearances (for exception that the effects are permanent unless
example, external garb). dispelled. The reverse of this spell is continuous
darkness.

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DARKVISION (touch, 1hr per level) The recipient of A locked or otherwise secured object can also be
the spell can see clearly within total darkness, up to opened, but this requires touching the portal or
60ft. The images are in shades of grey, but are container directly. The spell can unlock locks, remove
otherwise in full detail. Any light source brighter than a bars, release chains, break welds, and so on, however
candle or full moon ruins darkvision, effectively each casting of knock can undo only a single means of
suppressing the spell’s effect. preventing access. For example, if a door is both
locked and barred two castings of knock would be
DETECT THOUGHTS (60ft, full concentration) The required (or one casting for the bar, plus finding the
caster becomes aware of all conscious beings within key or successfully picking the lock).
range. He can identify their general types (humanoid, Knock can immediately end a hold portal spell if the
animal, elemental, etc.), but nothing else. By choosing door is touched. It cannot remove a wizard lock, but
a specific subject and concentrating for 1 round does suspend that spell’s function for 1 minute.
however, the caster may "listen in" to the surface
thoughts of the creature. If the caster does not LEVITATE (touch, 10min per level, concentration) The
understand the subject's language he can still perceive caster can levitate himself, another creature, or an
general emotions and intent. object vertically up and down by thought. A creature
The caster may switch subjects, though this takes must be willing to be levitated, and an object must be
another round of concentration. The spell is blocked by unattended or possessed by a willing creature. The
10ft of rock, or a thin sheet of lead. Mindless creatures caster needs to concentrate to move the subject up or
such as undead and constructs are immune to this down, but not to maintain the spell; the levitated
spell; the caster does not even sense their presence. subject will simply stop and remain floating. Movement
is quite slow, with a maximum speed up or down of
INVISIBILITY (touch, 24hr) One creature or object only 20ft per round. In addition, the creature or object
touched by the caster becomes invisible. Any items a cannot be levitated more than 20ft per caster level
creature carries vanish as well, but they will reappear if from the elevation where the spell was cast. The spell
dropped or put down. Items picked up do not provides no lateral movement, although a levitating
disappear, but can be hidden under a cloak, within a creature could use nearby surfaces to move themselves
pouch, etc. Light cannot become invisible, although its by hand or by pushing off (moving at half their land
source can. speed). Forceful movements cause a levitating creature
Invisible creatures cannot be attacked unless their to swing about, such that any physical attacks they
approximate location is known by some method (keen make will have Disadvantage.
smell, footprints, etc.). Even then, attacks against them
are made at Disadvantage. LOCATE OBJECT (60ft +10ft per level, 20min) The
The spell ends if the subject casts a spell or attacks a caster senses the direction of a well-known or clearly
creature. Actions directed at unattended objects do not visualized object. Creatures cannot be located. If the
end the spell however, so one could potentially harm specified item is a general type (“stairs”, “gold”, etc.),
enemies indirectly without becoming visible (cutting a only the nearest object of that type is sensed. The
rope, triggering a trap, releasing beasts, etc.). caster can specify a unique item (e.g., “the keys to the
jail”) but only if he has previously seen that specific
JUMP (touch, 1 round) The subject gains the ability to item firsthand (not merely through divination). The spell
leap 30ft in most directions (only 15ft directly is blocked by 10ft of stone or a thin sheet of lead.
backwards or up) as a free action, landing soundly on
their feet. Using jump can allow one to escape MIRROR IMAGE (self only, 10min) This spell creates
engagement without a maneuver and without 1d4 perfect duplicates of the caster, which remain
provoking opportunity attacks. The caster can bestow clustered near him and perfectly mirror his actions.
this ability upon one subject at 1st level, two subjects at Movements, sounds and spell effects appear to come
4th level, three subjects at 8th level, and a maximum from all images at once. If something affects the caster,
of four subjects at 12th level. it appears to affect all images as well.
There is an equal chance that any attack, spell, or
KNOCK (60ft or touch, instant) This spell remotely other effect which targets the caster will hit a
opens any unlocked portal or container in range - such firefereeent instead. For example, if there are 3
as a door, gate, box, or chest. It can open a secret firefereeents (plus 1 caster), there is a 75% chance a
door, but the caster must first be aware of and locate firefereeent was hit. Any attack against an image
the door. destroys it, whether the roll succeeds or not. Likewise,
attack spells cast upon a firefereeent will destroy it, with

Radu Efremescu (Order #16363625)


no saving throws allowed. Non-targeted attacks such webs, however they will take 2d4 points of fire damage
as area effect spells or dragon’s breath do not destroy each round.
the images.
WIZARD LOCK (20ft, permanent) This spell shuts and
PHANTASM (240ft, full concentration) The caster can secures a door or closable object as would a hold
create a convincing, animated illusion of anything he portal spell, but wizard lock is permanent. A caster can
desires within a 20ft cubed space. The illusion does not freely pass wizard locks he has cast without affecting
create sound, smell, temperature, or other non-visual them. A knock spell will suppress the effect for 1 round,
features, but it does cast shadows and reflections. at which point it will snap shut again. Only dispel
If an observer interacts with the phantasm or has any magic can entirely end the spell.
reason to doubt the illusion, they are allowed a
Wisdom saving throw. Success will allow them to
disrupt the spell by merely touching the illusion.
3rd Level Arcane
Otherwise, the phantasm is so completely convincing
that it is considered "real" for all purposes: Those hit by CLAIRVOYANCE (60ft, 2hr, full concentration) The
phantom enemies feel pain, see wounds on their own caster can see through the eyes of another living
bodies, and lose hit points. Those who are subjected to creature within 60ft. Only a visual image is received;
a phantom fireball will feel searing heat and lose hit no sound, thoughts, or other sensations are detected. If
points. Those bitten by a phantom snake will suffer the the subject has low-light vision, darkvision, or is using
full effects of its poison. And so on. a true seeing effect, the caster benefits from these as
Phantom damage and effects can kill a creature if well.
they reach 0 HP. However if the phantasm spell ends No saving throw is allowed, and the target is
or they see through the illusion then all such damage unaware that it is being used. The caster specifies a
and negative effects immediately vanish. The phantasm direction and approximate distance they are attempting
can also be ended by dispel magic. to view through clairvoyance. If there are multiple
creatures near that point, the referee selects the subject
WEB (30ft, 20min per level) A multi-layered mass of at random. If there is no appropriate creature in that
strong, sticky strands spring into existence, filling a direction in range, the spell fails.
volume of 8,000 cubic feet (equivalent to eight 10-foot The caster may attempt to switch or find a new
cubes). The strands are similar to spider webs but far subject creature after at least 10 minutes has passed,
larger and tougher. These masses must be anchored to enabling multiple locations to be viewed.
two or more solid and diametrically opposed points or The clairvoyant connection is broken if the creature
else the web collapses upon itself and disappears. moves further than 60ft from the caster, or moves
Within this limitation, the caster may choose any behind at least 20ft of rock or 1 inch of metal.
arrangement he or she wishes. However the spell does not end and the caster may
Creatures caught within a web become entangled or attempt to find another target as long as he is willing to
trapped among the gluey fibers. Attacking a creature in concentrate.
a web won’t cause the attacker to become entangled,
but moving through the affected area will. DETECT INVISIBLE (caster only, 10min per level) The
Anyone in the area of effect when the spell is cast caster can see invisible, ethereal, and astral creatures
must make a Dexterity saving throw. If this save and objects. They appear translucent, however have
succeeds, the creature is not trapped but becomes full detail. This spell does not improve the caster’s
entangled. He may not perform normal attacks or range of vision, nor provide darkvision, nor does it
gesture to cast spells, and moves at only one-half increase his ability to interact with such creatures or
normal rate. objects.
If the Dexterity save fails, the creature is trapped and
can’t move at all, although speech remains possible. DISPEL MAGIC (120ft, instant) The caster attempts to
Creatures are allowed a Strength check each round to immediately end all ongoing spells and magical effects
attempt to free themselves. Success means the involving one creature, object, or area. A creature’s
character is no longer trapped, but they are entangled. magic resistance has no effect on dispel magic (the
The strands of a web spell are flammable. Any fire spells upon the creature are being targeted, not the
will quickly spread across the entire affected area, creature itself). Magic items cannot be dispelled, but
burning all strands completely away in 2 rounds. This instead have their powers suppressed for 10 minutes.
releases any creatures entangled or trapped in the The caster may choose a point in space to target with
dispel magic; all spells whose areas of effect include
that point may be dispelled.

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Success is immediate if the caster of dispel magic is downward 120ft per round for 1d10 rounds, at which
of equal or greater level than whoever placed the point the spell completely ends. If the subject does not
original spell. For each level the caster is below, there reach the ground in that amount of time, he falls the
is a cumulative 10% chance of failure. For example, if rest of the distance (1d6 damage per 10ft fallen). If a
a 4th level character attempts to dispel an fly spell is dispelled, the magic will diminish gradually
enchantment cast by a 7th level wizard, there is a 30% as above. Under an anti-magic effect however, the
chance of failure. subject would begin falling immediately.
If the target is under multiple effects, a single use of
dispel magic will attempt to remove all of them. Any HASTE (60ft, 30 min, reversible) The selected
chances of failure are rolled for each spell or effect creature moves and acts more quickly than normal. Its
separately. movement rate is doubled and it may make twice as
Some spells are immune to dispel magic, as stated in many actions per combat round. However, spell
their descriptions. Note also, the effects of “instant” casting and the activation of magic items are not
duration spells cannot be dispelled, as the magic is accelerated. Multiple haste or other speed effects do
already gone. Curses are supernatural and thus cannot not stack; only the most powerful or longest lasting
be dispelled, even if caused by magic means. effect applies.
Reversed, haste becomes slow; the affected creature
EXPLOSIVE RUNES (touch, until triggered) Invisible moves at half speed, attacks with Disadvantage, and
marks are inscribed upon a book, chest, portal, or any may only cast magic every other round. The creature
other device that can be opened. Anyone other than may make a Constitution save to avoid the effect. Slow
the caster who opens the protected device will trigger dispels and counters haste, and vice-versa.
the runes and suffer 4d6 points of fire damage. The
runes are exhausted after a single use. Detect magic HOLD PERSON (120ft, 10 min per level) When this
will reveal explosive runes without setting them off. spell is cast, humanoids become paralyzed and freeze
in place. Undead are not affected, nor are creatures
FIREBALL (240ft, instant) A pea-sized ember shoots greater than one size above the caster.
from the caster’s hand to the target location, then Hold person can target up to 1d4 creatures, each of
explodes in blast of fire 20ft in radius. An early impact which receives a Wisdom saving throw to prevent being
results in detonation. All creatures (friend and foe) affected. Alternatively, the caster may direct hold
within the blast take 1d6 points of fire damage per person at a single creature, in which case the target’s
caster level, or half with a successful Dexterity saving save is at –2.
throw. Affected creatures remain aware and breathe
If the caster wishes to send the spell through a normally but cannot take any actions, even speech. A
narrow opening (such as an arrow-slit), he must winged creature falls if in flight at the time. A swimmer
succeed at a ranged attack roll DC 10 else the ember may drown if it can’t breathe under water.
hits the physical object and detonates prematurely.
A fireball sets fire to combustibles and damages INVISIBILITY SPHERE (touch, 1 round per level) This
objects in the area. It can melt lead, gold, copper, spell functions like the spell invisibility, except that it
silver, and bronze. If sufficient damage is caused to a affects all creatures within 10ft of the touched creature.
barrier to break it, the fireball effect may continue The center of the effect is mobile with the recipient. If a
beyond the barrier if the area permits. creature moves greater than 10ft from the subject they
become visible. However those moving into the area
FLY (touch, 1d6 x10 min per level) This spell grants after the spell is cast do not become invisible, even if
the power of flight to a single touched creature. They they were originally in the area when the spell was cast
control their flight mentally with no more concentration (then leave and return).
required than would walking, and so can attack or cast Just as with invisibility, an affected creature that casts
spells normally. They can hover in place, or fly up to a spell or directly attacks another creature will become
120ft per round. The referee rolls for the duration of visible. However, only if the spell recipient attacks will
the spell in secret and does not disclose this invisibility sphere end, revealing all.
information to the players.
Should the spell duration expire while the subject is
still aloft, the magic fails gradually. The subject floats

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normal projectiles are not stopped if they are launched
LIGHTNING BOLT (60ft, instant) A 5-foot wide bolt from a magical weapon.
of lightning extends in a straight line from the caster’s
fingertip. Anyone in its path suffers 1d6 points of WATER BREATHING (30ft, 2hr per level) One or
damage per caster level, or half with a successful more creatures can breathe water freely by means of
Dexterity saving throw. this spell. The duration is divided evenly among all
The bolt sets fire to combustibles and damages creatures within range that the caster selects. The
objects in its path. It can melt metals with a low melting subjects are still able to breathe air as well. This spell
point, such as lead, gold, copper, silver, or bronze. If does not grant any additional proficiency at swimming.
damage caused to a barrier shatters or breaks through
it, the bolt may continue if the spell’s range permits. If
a barrier does not break, the bolt may ricochet off –
4th Level Arcane
perhaps in a logical direction if the barrier is angled,
or randomly if perpendicular (or even directly back at ALTER TIME (120ft, 30 min) This spell functions as
the caster), at the referee's option. Creatures already either a haste or slow spell, but affects a stationary 30ft
affected by a lightning bolt do not take additional radius area (one zone) instead of an individual. The
damage if struck by a ricochet of the same bolt. caster announces which effect is being cast. All
creatures in the area are affected, allies and foes alike.
PROTECTION FROM MISSILES (touch, 10 min per A creature can move freely in or out of the area
level) The subject is completely unharmed by small and under effect. Each time a creature enters a slowed area
non-magical missiles, such as normal arrows, sling however, they must re-roll the Constitution save
bullets, crossbow bolts, thrown daggers, etc. This attempt.
protection does not extend to large hurled objects,
such as a thrown spear or a boulder tossed by a giant. ANIMAL GROWTH (120ft, 2hr, reversible) This spell
Nor does it stop enchanted arrows and the like. Even causes one mundane animal to immediately grow to

Radu Efremescu (Order #16363625)


an enormous size. Familiars can also be affected, if directions; e.g., “100 feet south and 20 feet up”. If the
they are a mundane animal type. The creature attacks destination is already occupied by another being or
as per a giant version of the normal animal. This spell solid object, the spell fails. An unwilling target may
does nothing to allow the caster to control or influence make a Wisdom save to avoid transport.
the animal. The reverse of this spell, animal reduction,
can transform normally giant animals down to the size HALLUCINATORY TERRAIN (240ft, special duration)
of their normal counterparts. It cannot shrink normal This spell makes 10 square yards (30 x 30 ft) of
animals to smaller sizes. outdoor terrain per caster level appear as any sort of
terrain the caster desires. The illusion includes all
ARCANE EYE (240ft, 1hr, full concentration) The sensory factors such as smell, sounds, etc. A hill can be
caster creates an invisible, flying magical eyeball, made to disappear to flat grasslands, or could be
through which he can see. The eye has darkvision of replaced with an illusory forest complete with a breeze
60ft. The caster can create the arcane eye at any point rustling through the tees and the humid aroma of
he can see within range, and thereafter may direct it to loamy earth, for example. The spell takes a full 10
move in any direction at a speed of 40ft per round. minutes to cast. An Intelligence saving throw can allow
The eye will not move more than 240ft away from the a creature to see through the illusion, but they must
caster under any circumstances. The eye cannot pass first have reason to doubt what they are experiencing.
through solid objects, but it can pass through spaces The illusion remains until dispelled, or until it comes
as small as 1 inch in diameter. The caster must into contact with an intelligent being.
concentrate fully, doing little other than perhaps
describing what is seen. MASSMORPH (120ft, 1hr per level) With this spell the
caster causes 1d4+1 medium-sized or smaller
CHARM MONSTER (60ft, permanent) This spell creatures per four caster levels to appear as if they are
operates just like charm person, except charm monster natural effects of the terrain (trees in a forest,
may affect creatures other than just humanoids. In stalarefereeites in a cave, coral formations under
addition, charm monster can target multiple creatures water, boulders on a mountain face, etc.). Only those
in range as long as the sum of their HD does not creatures the caster wishes to hide are affected, and
exceed the caster’s level. then only if they are willing to be included. The caster
may include himself among the affected creatures.
CONFUSION (120ft, 10 rounds) Up to 3d6 HD of Those affected are concealed for so long as they
targets become so confused they are unable to tell remain still. If an affected creature chooses to move or
friend from foe. Targeted creatures are allowed a attack, the illusion is dispelled for that creature only.
Wisdom saving throw to resist. For each who fails the Once it has left the illusion, a creature cannot rejoin it.
save, roll 2d6 on the below table to determine their The caster may end the spell early if he or she wishes
default confused behavior. Whenever a confused by speaking a single word. The illusion can also be
creature is attacked it will spend its next action to ended by dispel magic.
retaliate, but then will return to its default confused
behavior until the spell ends. PLANT GROWTH (120ft, permanent) Up to 300
square feet of ground can be affected by this spell;
undergrowth in the area suddenly grows into an
impassable forest of thorns and vines. The caster can
Confusion decide the shape of the area to be enchanted. No new
plants appear, so there must already be brush, trees,
2d6 Reaction*
vines, or other hindering plants for this spell to have
2-5 Attacks the caster or caster’s allies any significant effect. The plants grow rapidly,
6-8 Stands baffled and inactive, but defends self entwining to form a thicket too dense for creatures to
(no penalties) pass through; they must hack or force a way. This spell
9-12 Attacks own allies has no effect on plant creatures.

POLYMORPH (self only, 1hr per level) The caster


DIMENSION DOOR (10ft, instant) The caster may transforms into a different form of living creature, of
teleport himself or another subject up to 360ft away, HD no greater than the caster’s level. An undead,
with perfect accuracy. The subject can be up to one incorporeal, or gaseous form cannot be selected. The
size category above the caster. Either the caster appearance is generic for the chosen creature type;
visualizes the target destination, or merely gives polymorph cannot reproduce a specific identity.

Radu Efremescu (Order #16363625)


The caster retains his original hit points, but otherwise adjacent to the caster, then glides away at 10ft per
all physical statistics and features change to those of round. Aside from choosing the initial direction, the
the new form – size, ability to fly, natural attacks, and wizard has no control over the cloud. The direction or
so on. Magical or supernatural abilities are not gained speed may be affected by winds, and strong gusts can
however (gaze attacks, breath weapons, etc.). All dissipate and destroy it. The mist is heavier than air,
mental statistics, skills, and feats remain intact, rolling along the ground and sinking into pits or stairs.
including the ability to speak and cast spells. However, It cannot penetrate liquids, nor can it be cast under
skills or feats may be unusable if they have physical water.
requirements the new form does not meet.
Living creatures must make a Constitution saving throw
The magic of polymorph truly changes the body and
each round they are in contact with the cloud, or suffer
is not an illusion; true seeing will not reveal the caster’s
1d12 points of poison damage. Holding one’s breath
real form.
doesn’t help.
WALL OF FIRE (120ft, full concentration) An opaque
CONJURE ELEMENTAL (240ft, full concentration) The
vertical curtain of fire springs into existence, 60ft long
caster summons 10 HD elemental of a type of their
and 20ft high (or any equivalent dimensions), straight
choosing (Air, Earth, Fire, or Water). The elemental will
or curved. The caster may choose to make the wall
serve the mage and follow his mental commands as
volume smaller if desired. Once created the wall
long as concentration is maintained.
dimensions and position cannot be changed.
Creatures passing through the wall take 2d6 points If the caster loses concentration, the creature will seek
of fire damage. The caster may also cause the wall to to attack the conjurer and any who gets in its way.
appear where creatures are, causing them damage (no Each round however, there is a 25% chance the
save). Just like normal fire, the wall deals double elemental will cease attacking and simply return to its
damage (4d6) to undead, gaseous, air-based, ice- home plane.
based, or water-based creatures. Fire-based creatures
Once lost, control over an elemental cannot be
are immune.
regained. The conjurer can dismiss the elemental to its
native plane at will, but only if they are in control. A
WALL OF ICE (120ft, 2hr) An immobile, translucent,
dispel magic spell can banish the elemental, but only if
vertical, straight wall of extremely cold ice springs into
it is not currently under control of a caster.
existence, 60ft long, 20ft high, and 1ft thick (or any
equivalent dimensions). The caster may choose to
CONTACT OTHER PLANE (self only, 6 rounds, full
make the wall volume smaller if desired. The wall must
concentration) The caster risks insanity in order to
be placed upon a solid supporting surface. Once
contact an otherworldly being and ask it questions. The
created the wall dimensions and position cannot be
entity contacted replies not in language per se, but the
changed.
caster understands the answers clearly nevertheless.
Creatures can physically break through 1ft of a wall
Beings contacted in this way generally resent the
of ice with a DC 15 Strength check, but this causes
intrusion, giving only terse “yes”, “no”, “maybe”,
1d6 points of freezing damage (2d6 damage to fire-
“never”, “irrelevant”, or other brief, irritated and
based creatures, none to cold-based). Fire spells and
generally one-word answers.
magical effects are completely negated by the wall.
A random entity on a random plane of existence is
th
5 Level Arcane contacted. The referee rolls on the table below
(d20+Int of the caster) to determine the outcome of
each question. The referee should shield the die roll
ANIMATE DEAD (60ft, permanent) This inherently evil from the players, so that if “unknown” is the result the
spell animates the bones or bodies of dead creatures referee has the option to lie or mislead the caster. The
into mindless skeletons and zombies that follow the spell ends once the caster quits concentrating, goes
caster's spoken commands. insane, or if a full round passes without asking a
The caster may animate a number of hit dice worth of question. In addition, a maximum of 6 questions may
undead equal to their caster level. They remain be asked before the entity gets fed up and breaks
animated until destroyed or until dispel magic is contact.
successfully cast upon them.

CLOUDKILL (special range, 1hr) A cloud of


poisonous vapor 20ft across and 2ft thick forms
Contact Other Plane

Radu Efremescu (Order #16363625)


body, repeating as desired. He cannot jump directly
d20+Int
between bodies, but must pass through the jar first. The
Question* Insanity† Unknown‡ True
spell ends should the caster return to his original body.
Answer
1st 1-2 3-9 10+ If a body the caster possesses is slain or destroyed, or if
2nd 1-4 4-11 12+ dispel evil is cast upon it, the caster is forced out and
3rd 1-6 7-13 14+ back into the jar. But if the magic jar is out of range or
4th 1-8 9-15 16+ has been destroyed, the caster dies!
5th 1-10 11-17 18+ If the caster’s original body is slain or destroyed, he is
6th 1-12 13-19 20+ trapped within the magic jar and any creatures he
* The caster may cease asking questions at any time. might possess.
† Insanity lasts a number of weeks equal to the
question number where the roll failed. The player Destroying the physical jar or successfully casting dispel
cannot use the character during this time. magic upon it ends the spell. The caster will then be
‡ Alternatively, the referee may give a false, either trapped in a host body (and his original body will
misleading, or misguided answer. die, as it was being kept alive by the spell), or if the
caster was within the jar he will simply be returned to
FEEBLEMIND (180ft, permanent) Unless the target his original body. (If his original body is not available,
makes a Wisdom saving throw, their effective he will have one chance to possess a new host within
Intelligence and Charisma scores drop to 3 and they range, or he will die.)
become a mental invalid. The victim is unable to cast
spells, understand language or communicate PASSWALL (30ft, 30min) The caster creates a hole
coherently. He still recognizes allies, and will follow though solid matter such as wood, earth, or stone, but
them and act to protect them from harm. In addition to not through metal or denser materials. The tubular
being dispelled, a heal spell used to specifically cancel passage created is 5ft in diameter and up to 10ft deep.
the effect will do so. Multiple castings could be used to form a longer,
continuous path. When passwall ends, any creatures or
HOLD MONSTER (120ft, 10min per level) This spell objects within the passage are ejected unharmed out
functions identically to hold person, except it may the nearest exit.
target any type of living creature, of any size.
TELEKINESIS (120ft, 6 rounds, full concentration) The
MAGIC JAR (120ft, special duration) The caster sends caster can move objects or creatures by thought.
his soul into any physical object, which becomes the Creatures are allowed a Strength saving throw to grab
“magic jar”. He can thereafter sense and attempt to onto something solid and resist movement. Any
possess any intelligent creature which comes within number of objects and/or creatures can be moved
range of the jar. This requires a contested Wisdom roll. simultaneously, up to 20lbs per caster level. Movement
If the target successfully resists, the caster cannot is 20ft per round – too slow to cause damage.
attempt to possess them again with the current magic Unsupported objects or creatures will fall to the ground
jar. If a target is warded by protection from evil, any if concentration is interrupted, but this does not end the
possession attempt automatically fails. spell. If duration remains the caster may begin to
concentrate again and resume control. Any creature
The object chosen for the jar can be anything, affected gain would get to make a new Strength save.
although it is often in the caster’s best interest to
choose something portable and not easily damaged TELEPORT (self and touch, instant) This spell instantly
(such as a gemstone). While the spell is active the transports the caster up to 100 miles per caster level.
caster’s body appears dead and is helpless, but does Interplanar travel is not possible. The caster can bring
not decay or age. along objects or creatures not to exceed 300lbs. The
If a possession is successful, the effect is similar to a caster must be in contact with all objects and/or
polymorph spell. That is, the caster retains his own creatures to be transported. (Creatures may be in
mental stats and special abilities, while taking on the contact with only one another, as long at least one of
physical characteristics of the subject. The soul of the them is also in contact with the caster.) The caster must
victim remains within the body as well, but falls make a successful touch attack upon unwilling
unconscious. creatures or any specific item they carry which the
caster is targeting. Even if successfully touched,
The caster can return to the magic jar at any time if it is creatures are allowed a Constitution saving throw to
within 120ft, and can then attempt to possess another resist teleportation.

Radu Efremescu (Order #16363625)


The caster must have some clear idea of the location TRANSMUTE EARTH (120ft, 3d6 days, reversible) This
and layout of the destination. To determine the result, spell transforms up to 30,000 cubic feet of any type of
roll d% and consult the table below. The caster cannot earth (rock, mud, gravel, dirt, etc.) into any other type
intentionally teleport off target or into solid matter. of earth. If the duration expires or the effect is dispelled
while a creature is within the substance, they may
become trapped, subject to structural collapse, and so
Teleport on.
Familiarity On Off Similar Mishap
WALL OF STONE (60ft, permanent) This spell causes
Target Target Area
a wall of rock to spring into being. The wall is
Very familiar 01-97 98-99 100 –
composed of up to one 10x10-foot square section, 1
Studied 01-94 95-97 98-99 100
foot thick, per caster level. Multiple sections can be
carefully
layered upon each other and bonded together to
Seen 01-88 89-94 95-98 99-
create a wall thicker than 1 foot. If the caster so
casually 100
desires, the wall can bind itself to any nonliving
Viewed once 01-76 77-88 89-96 97-
material it touches. The wall cannot occupy the same
100
space as a creature or object. Like any other stone
False – – 01-65 66-
wall, this one can be destroyed by a disintegrate spell
destination 100
or by normal means such as breaking and chipping.
The caster can create a wall of stone in almost any
“Very familiar” is a place the caster has been often or shape he desires. It need not be vertical, nor rest upon
feels at home. any firm foundation. However, it must merge with and
be solidly supported by existing stone. It can be used to
“Studied carefully” is a place the caster can currently bridge a chasm, for instance, or as a ramp. If the
see, has been before, or has studied indirectly (e.g., via created structure spans a space of more than 20ft it
scrying) at least one hour. must be arched and buttressed, which reduces the total
“Seen casually” is a place the caster may have seen a area by half. The wall can be crudely shaped to allow
few times, but with which he is not very familiar with. crenellations, battlements, and so forth by likewise
reducing the total area encompassed.
“Viewed once” is a place the caster has only seen
once, indirectly. It is possible to trap opponents within or under a wall
of stone, provided the wall is shaped appropriately.
“False destination” is a place that does not truly exist, Creatures can avoid entrapment with a successful
or has been so radically altered as to no longer be Dexterity save.
familiar as the caster recalls it.
On Target: The caster appears exactly where desired. 6th Level Arcane
Off Target: The caster appears safely, but at a random
distance from the desired destination. Distance off BLADE BARRIER (30ft, 1 round per level) A vertical
target is 1d10 x 1d10 % of the distance that was to be curtain of whirling blades of force springs into
traveled. (For example, if 400 miles was attempted to existence, measuring 20ft in height and any length
be traveled, and the dice came up 3 and 7, the caster from 5ft to a maximum of 20ft per caster level. The
would appear 3 x 7 x 0.01 x 400 = 84 miles from the barrier must be vertical, but need not be a straight; it
intended spot.) The direction off target is also can undulate or even form an enclosed area. Once
determined randomly. cast however, the blade barrier cannot be adjusted or
moved.
Similar Area: The caster arrives safely, but only travels
to an area visually or thematically similar to the target Any creature passing through the wall takes 1d6 points
area, which is closest to the caster’s origin. If no such of damage per caster level, with a DC 15 Dexterity
area exists in range, the spell fails. save reducing damage by half. Attacks can be made
through a blade barrier, but suffer Disadvantage.
Mishap: Teleported creatures have gotten “scrambled”,
and take 1d10 points of damage. Then, roll d% +80 If creatures are located where the caster evokes the
on the table to see where they wind up. Repeated barrier, they make DC 15 Dexterity saves as if passing
mishaps are possible. through the wall. However, in this case a successful
save will allow them to avoid all damage. Each

Radu Efremescu (Order #16363625)


creature then ends up on the side of the barrier of their GRASPING HAND (10ft per level, 1 round per level,
choice. focus) A ghostly and bodiless hand of force appears,
and acts under the direction of the caster’s thoughts. It
DISINTEGRATE (60ft, instant) A thin ray shoots from can range from a human-sized hand to one about 10ft
the caster’s finger to a single creature (of any size) or long. The hand is strong enough to grab and hold in
object (up to 100 cubic feet), instantly vaporizing it. A place a creature of up to 1,000 lbs, or to reduce the
Dexterity save will allow a creature or targeted object movement of a being of up to 4,000 lbs to only 10ft
they carry to avoid the ray. If hit, a creature is allowed per round. Creatures greater than 4,000 but up to
a Constitution save to resist disintegration and take 16,000 pounds have their movement rate reduced by
4d6 damage instead. A disintegrated creature’s half or by 10ft per round, whichever is more. A
equipment is unaffected. Magic items are immune to grasping hand has AC 9 and HP equal to the caster’s
this spell, and magical effects are not affected. maximum HP.
However disintegrate does destroy objects constructed
entirely of force, such as a crushing hand or blade MOVE EARTH (240ft, 1hr) This spell allows the caster
barrier. to cause soil, loose rock, sand, mud, and other forms
of earth to shift at his direction, allowing him to move
ICE STORM (300ft, 1 round) Great hailstones appear hills, raise or lower elevation, and otherwise adjust the
and pound down for the remainder of the round, terrain. The movement is gradual, at 6ft per minute.
dealing 5d6 points of damage to every creature within Neither solid stone nor large boulders may be moved.
30ft of the targeted point. The effect extends 40ft Only 60 cubic feet can move at once, though the
above the ground. A successful Dexterity save will caster can move much more than that in total over the
reduce damage by half. All land movement within the spell’s duration. None of the moved earth can be
area is at half speed for the rest of the round, and relocated more than 240ft from its original position.
flying creatures are forced to land. As the spell ends
the hail disappears. MOVE WATER (120ft, 2hr) This spell can lower or
raise the depth of lakes, rivers, wells, and other bodies
INVISIBLE STALKER (5ft, special duration) This spell of water by up to 2ft per caster level. If the body of
summons an Invisible Stalker monster with 8 HD to water is larger than the spell range, the allowed
appear next to the caster. The creature will perform change in water level is proportionally less.
one task commanded by the caster, regardless of how Alternatively, the caster can create a whirlpool by
long it may take or how far the stalker may have to focusing the spell at a specific point and lowering the
travel. However, these servants have some issues of water at least 10ft. Any water craft within 120ft of the
reliability (see the Invisible Stalker monster description). whirlpool will be unable to leave by normal movement
The stalker cannot be banished or dispelled; it must be for the spell duration. This spell can also be used to
killed in order to deter it from its mission. part water of any depth, creating a path 10ft wide and
up to 120ft long. The spell has no effect on water
GEAS (30ft, special duration) The caster compels one elementals or other creatures.
creature to take on a quest or perform some service, or
to refrain from some course of action. The target may PROJECT IMAGE (240ft, 1hr) The caster creates an
resist the geas with a Wisdom saving throw. The caster illusory version of himself anywhere within range. The
and subject must be able to communicate or the spell image looks, sounds, and even smells like the caster,
has no meaningful effect. The instructed task can be but is intangible. The caster is in full control of the
dangerous, but not self-harmful or suicidal. image’s actions, and is aware of what happens to it at
all times. The image can speak, move, and act like the
For every 24 hours that the subject does not obey (or is
caster, and the caster may even cast his spells through
restricted from doing so) it suffers a cumulative –2
the image. Weapons or spells pass through the image
penalty to each ability score, until dead. Any such
or otherwise appear to do nothing.
penalties are removed 24 hours after the subject
resumes obeying the geas.
STONE TO FLESH (120ft, instant) This spell restores a
Once the task is finished the spell ends. If the petrified creature of any size to its normal state. Any
instructions involve some open-ended chore, or an items held are also restored. This spell has no effect on
objective that the recipient cannot complete through normal stone or stone creatures.
his own actions, the spell only remains in effect for one
The reverse, flesh to stone, turns one living creature
day per caster level. A remove curse or wish can end
made of flesh into an inert, unaware granite statue. All
the geas, but dispel magic cannot.
carried items are transformed and become part of the

Radu Efremescu (Order #16363625)


statue as well. A Constitution saving throw is permitted sides resolve the conflict with a contested Strength
to resist transformation. Turning to stone does not kill check. Creatures with room to flee the falling wall may
the creature, but rather locks them in an eternal stasis. do so by making a Dexterity saving throw. Any creature
If the statue is broken or damaged, the subject and/or of huge size or smaller that fails the save takes 10d6
his non-magical gear will suffer equivalent damage if points of damage. Gargantuan or colossal creatures
returned to their normal state. are only harmed if prone or helpless, as they can
otherwise simply prop up or catch the falling wall. A
Importantly, these spells are of instant duration.
wall of iron vanishes a few moments after falling.
Therefore, detect magic will not reveal a creature
turned to stone (unless the creature would radiate
magic due to some other effect, or was carrying a 7th Level Arcane
magic item), nor will dispel magic restore a creature
from stone to flesh. A remove curse is also useless. ANTI-MAGIC SHELL (self only, 10ft radius, 10min per
level) An invisible bubble of force impenetrable to
TRUE SEEING (touch, 1 round per level) The caster magic surrounds the caster on all sides, and moves
confers on himself or a subject the ability to see all along with him. Creatures up to large size engaged
things as they actually are. The subject sees through with or adjacent to the caster are considered to be
normal and magical darkness, notices all hidden or within the area of effect. Magic from without the anti-
secret doors, sees invisible and ethereal creatures or magic shell cannot enter, and magic within cannot be
objects normally, sees through illusions or disguises, targeted out. However, spells the caster places upon
and sees the true form of polymorphed, changed, or himself will function normally. Touch spells cast upon
transmuted things. others will also work, although any non-instant effects
True seeing does not penetrate solid objects. It does will be suppressed until the creature moves out of the
not negate concealment, including very light shell. Magic items are also suppressed within the area,
concealment such as fog. In addition, the spell effects even those the caster wears or uses.
cannot be further enhanced, so one cannot use true
seeing through a crystal ball or in conjunction with CONTROL WEATHER (1km radius, 2hr per level) This
clairvoyance. spell can do away with atmospheric phenomena
without fail (naturally occurring or otherwise) as well as
The reverse of this spell, false seeing, can make one create them. When calming the weather, the effect is
object or creature appear as its “opposite” – the almost instantaneous. However, when creating new
meaning of which is up to the referee to determine. conditions the results will take 10-20 minutes to fully
The ugly appears beautiful, a valuable appears manifest.
worthless, a doorway appears to be a solid wall, and
so on. Simple weather such as a thunderstorm causes little
difficulty, but more adverse conditions reduce
WALL OF IRON (90ft, 2hr) A flat, vertical iron wall movement rates by half. Examples include intense heat
springs into being. The wall is composed of up to one or cold, high winds, dense fog, or driving rain.
10x10-foot square section, 1 inch thick, per caster Creatures exposed to extreme temperatures may suffer
level. Multiple sections can be layered to create a additional problems. Blowing sand, fog, blizzards or
thicker wall. If the caster desires, the wall can bond similar conditions reduce visibility to 20ft and give
itself to any nonliving material it touches. The wall Disadvantage to ranged attacks. Truly intense weather
cannot be conjured into the same space as a creature such as hurricane-force winds or massively heavy
or another object. The wall must be placed in contact precipitation may make ranged attacks and flying
with the ground or other solid support, and can only impossible.
form as a single flat plane (no curves or corners), The magic user determines the desired weather at the
though the outer edges can be shaped to fit the space. time of casting, including such general tendencies as
When creating the wall, if the thickness is less than 12 the direction and intensity of the wind, however he
inches and the caster does not bind it to the ground or cannot control specific applications such as where
other support, it can be tipped over to crush creatures. lightning will strike or the exact path of a tornado. The
An un-bonded wall of iron will fall on its own in 3 potential damage effects of weather (hailstorms,
rounds (50% chance either direction). Alternatively, a lightning strikes, debris from winds, etc.) are up to the
creature with Strength 13+ can push the wall over as a Referee, but considering the large range of effect and
maneuver, or several weaker creatures can work significant power of this spell such damage should not
together to do so. If creatures are pushing from both be excessive.

Radu Efremescu (Order #16363625)


DEATH SPELL (30ft radius sphere, centered up to MASS INVISIBILITY (10ft per level, special duration)
240ft away, instant) Up to 3d12 hit dice of creatures This spell functions just like invisibility sphere, but can
are slain. Each creature affected makes a Constitution be targeted at range and affects all creatures within
save; those that fail die immediately. For each creature 30ft of that point.
thus killed with HD equal to or greater than the caster’s
level, the caster himself must make a Constitution save PHASE DOOR (self only, 1 passage per 2 levels) An
or die. Constructs and undead creatures are immune ethereal passage can be formed through wood,
to this spell. plaster, earth, or even stone, but not through denser
materials such as metal. This passage is 5ft diameter
DELAYED BLAST FIREBALL (100ft +10ft per level, and can be up to 10ft deep. The phase door is
special duration) In most respects, this spell is identical invisible and inaccessible to all creatures except the
to fireball. However, the damage is instead 1d6+1 per caster, who disappears when entering and reappears
caster level, and the caster may choose for the ember’s when exiting. The door lasts until it has been used the
detonation to be delayed anywhere from 1-5 rounds maximum number of times (1 use per 2 caster levels),
after the spell is cast. or the caster can close it with a thought.
If the caster desires, he can take one other creature
DUO-DIMENSION (self only, 1 round per level) One
through with him (no larger than medium size),
dimension of the caster’s being shifts into another
although this counts as two uses. The door does not
plane, thus reducing his body to a two-dimensional
allow light, sound, or spell effects through, nor can it
form. The caster can take all actions normally, but has
be seen through, even by the caster. A phase door is
the ability to attain complete concealment and effective
subject to dispel magic, causing anyone within the
invisibility if standing such that his non-dimensional
passage to be harmlessly ejected out the nearest exit.
side faces the observer. The caster may also slide
through small cracks or other tight spaces. A true
REVERSE GRAVITY (5ft per level, 1 round) This spell
seeing spell or effect allows a viewer to see the caster
reverses gravity in a 30ft square area, causing all
in three dimensions.
unattached objects and creatures within to rapidly
Despite the benefits, reduced dimensionality creates a “fall” upward 100ft. If some solid object (such as a
vulnerability: any damage the caster sustains while ceiling) is encountered during this fall, objects and
under the effects of the spell is multiplied by three. creatures take 1d6 damage per 10ft travelled before
hitting. If an object or creature reaches the maximum
LIMITED WISH (unlimited range, special duration) A height it hovers there until the spell ends, at which
limited wish allows the caster to create nearly any type point it will fall. Flying creatures require at least 20ft of
of effect. For example, a limited wish can duplicate any falling to catch themselves and avoid damage.
spell of 7th level or lower, undo the harmful effects of
many spells (including geas), dispel any spell of 7th SIMULACRUM (touch, permanent) Simulacrum
level or less without chance of failure (even if the spell creates a pseudo-duplicate of any creature. The spell
is immune to dispel magic), and produce any other requires a roughly shaped snow or ice form of
effect of similar power. This spell may also grant appropriate mass, within which hair, nail clippings, or
special knowledge to the caster, or provide the answer other tissue from the creature to be duplicated must be
to a riddle or question. The desired effects can be placed. The simulacrum appears by all natural senses
nearly anything of appropriate power, as allowed by to be the same as the original, and has the same
the referee’s discretion. ability scores. However it has only one-half of the real
creature’s hit points and mind points, and has no skill
MAGIC SWORD (30ft, 1 round per level) The caster ranks or feats. The duplicate also has a very faulty
brings into existence a glowing energy blade which is memory of the original’s life, knowing any particular
wielded by hand like a sword. The caster may attack detail only 30% of the time.
with the blade as if possessing Melee Combat ranks
The simulacrum can speak and hold conversation in
equal to half his level. The sword deals 6d4 points of
Common and/or the original’s racial language,
damage, with a critical range of 19-20. The magic
assuming the original knew them (further languages
sword is considered a magic weapon, and does not
are subject to the 30% rule). It sounds like the original
suffer the usual 50% miss chance when attacking
and exhibits a somewhat similar personality, though
incorporeal, gaseous, or ethereal creatures. A
anyone who personally knows the original may notice
successful dispel magic causes the magic sword to
something is “off”. It has free will and can essentially
vanish.
be treated as any NPC, but a simulacrum always

Radu Efremescu (Order #16363625)


remains under the caster’s absolute command (though, successful the creature will be able to bring themselves
no telepathic or other special link exists). to release the object or leave the area, however
additional saves must be made every 1d6 hours later,
A simulacrum cannot earn experience points or levels.
or the creature will attempt to return to the area or to
However, if the spell reincarnation is cast its percentile
reclaim the object.
knowledge of the original’s memories will increase by
35+3d10 points. It will also gain 40% of the original’s
EARTHQUAKE (120ft, 1 round) An intense yet highly
skill points, as well as 1d2 feats. This benefit can only
localized tremor ripples the ground from the selected
be gained once. The knowledge, skill ranks, and feats
point to a radius of 5ft per caster level. Outside of this
a simulacrum may have are limited to those the
area, the environment is completely unaffected.
original had at the point in time the tissue was
removed from their body. While the earthquake rages, creatures on the ground
all fall prone and can’t move, cast spells, or attack.
If reduced to 0 HP or otherwise destroyed, a
Many other actions are likely impossible as well, as the
simulacrum reverts to snow and melts instantly. A
referee rules appropriate. The earthquake affects all
simulacrum will respond to detect magic, and true
terrain, vegetation, structures, and creatures in the
seeing will reveal a simulacrum’s nature.
area:
STATUE (touch, 1hr per level) The caster or a touched Open Ground: Terrifyingly deep fissures open in the
subject turns to solid granite, along with any items earth, and 1d6 randomly selected creatures must make
carried. The subject can see, hear, and smell normally, a Dexterity saving throw or will fall in. Death is virtually
but cannot move or feel. It does not need to eat or guaranteed.
breathe. Damaging the statue causes equivalent
Structure: Any structure standing on open ground takes
damage to the creature. The subject can return to
5d12 points of damage, enough to collapse a typical
normal and/or back to stone as often as it wishes for
wooden or masonry building, but not stone or
the duration of the effect. If in combat, making such a
reinforced masonry. Any creature caught inside takes
change is a standard action performed on the subject’s
7d6 damage, no save.
turn. With the exception of choosing to end the spell
prematurely, the caster has no control over a touched River, Lake, or Marsh: Fissures open under the area,
subject’s changing. If the subject is a statue when the draining away the water to form deep mud and
spell ends they revert back to their normal form. patches of quicksand. All foot movement is reduced to
¼, and 1d6 random creatures in must make Dexterity
8th Level Arcane saves or will be sucked under and begin to asphyxiate.
Cliffs: Any cliff within the area crumbles, creating a
ANTIPATHY / SYMPATHY (30ft, 2hr per level) The landslide that travels horizontally as far as it fell
caster causes an object or location to repel or attract a vertically. Any creature in the path takes 7d6 points of
specific kind of intelligent creature. The spell does not damage, and must make a Dexterity save. Those who
cause a creature to “sense” or otherwise become fail become buried and begin to asphyxiate.
aware of the object or area; they must approach the Cave, Cavern, or Tunnel: Any stone roof within the
location before they will feel repelled, or must see the range of effect collapses. Any creature caught under
object before they will be attracted to it, for instance. the cave-in takes 7d6 points of damage, and must
The creature type can be by category (magical beast, make a Dexterity save. Those who fail become buried,
dragon, aberration, humanoid, etc.), or alignment, or but can still breathe. An earthquake cast on the roof
any other detail the caster desires, specific or general. endangers anyone below the falling debris, even if the
Antipathy: Creatures of the chosen kind feel an floor is outside the area of effect.
overpowering urge to leave the area or avoid the
object, and will not willingly return while the spell is in INSTANT SUMMONS (infinite range, instant) The
effect. If they have a strong desire or important need to caster calls a nonliving item from virtually any location
stay, a Wisdom saving throw will allow a creature to directly to his hand. The item cannot be more than 3ft
remain in the area or near the item for 10 minutes. If in greatest dimension, nor weigh more than 15 lbs.
they wish to actually touch or pick up the object, the Before casting, the caster must place a magical mark
save is at Disadvantage. on both the item and a gem worth at least 2,000 GP.
These marks are invisible to all but the caster, and
Sympathy: Creatures of the specified kind feel elated to cannot be revealed by any method.
be in the area, or an irrepressible desire to touch or
possess the object. If a Wisdom saving throw is

Radu Efremescu (Order #16363625)


Thereafter, the caster can summon the item by from finding each other, there is a chance that one or
speaking a command word (chosen by the caster when both of them will lose their sanity (25% chance for the
the magical marks were drawn) and crushing the gem. original, and a separate 75% chance for the clone).
The item appears instantly in the caster’s hand, even if After 1 week the psychic link and compulsion to kill
it is located in a different plane of existence. Only the each other dissolves.
caster who placed the magical marks can use the gem
in this way. GLASS LIKE STEEL (touch, permanent) The caster may
give any physical, solid substance (not just glass) the
MASS CHARM (5ft per level, special duration) This strength of steel. Up to 10 lbs per caster level can be
spell functions just like charm monster, however a affected. The substance must be of a single type of
number of creatures with HD totaling up to twice the material, and consist of a single whole object. For
caster’s level can be affected. In addition, their example, a complete window could be made to have
Wisdom saving throws to resist are made with a –2 the strength of steel, but not just part of a large
penalty. All creatures must be within 30ft of the target window.
point.
GREATER POLYMORPH (5ft per level, variable
CLENCHED FIST (5ft per level, 1 round per level) This duration) This spell functions like polymorph, except
spell creates a 10ft long ghostly and bodiless hand that that it can change any one object or creature into
can strike one opponent per round. The attack always another. Unwilling living creatures can prevent the
hits, and the severity of the blow is determined by change with a Constitution saving throw. The duration
rolling 1d20 and consulting the chart below. If a target of the spell depends on how radical a change is made
is stunned, subtract 4 from the roll to represent their from the original state to the enchanted state. This is
reduced ability to resist the fist. Being stunned again determined using the following guidelines, but the
“resets” the countdown before the stun wears off. The Referee will have to decide the specific duration of
clenched fist has AC 9 and HP equal to the caster’s each use of this spell based on the circumstances.
maximum HP.
Consider changes in:
• Material (organic, metal, liquid, etc.)
• Kingdom (animal, vegetable, mineral)
Clenched Fist • Size (similar size, or greater, smaller)
1d20* Damage Stunned? • Related (twig is to tree, feather is to eagle,
etc.)
1 4d6 3 rounds • Overall shape (similar shapes, similar
2-4 3d6 1 round functions)
• Same or lower Intelligence
5-8 2d6 No
If the forms are related strongly enough in some ways,
9-20 1d6 No the change can be permanent even if some features
*Subtract 4 from the roll if stunned. are vastly different. For instance, a tuft of dog hair
could easily become a permanent wolf. However
changes across kingdoms (turning fur into a rutabaga)
CLONE (touch, permanent) This spell makes a would at best last a few hours. Changes affecting
duplicate of a creature. To create the duplicate, the several categories result in an even shorter duration,
caster must have a piece of actual flesh (hair, nails, especially if the material is changed. Transforming a
scales, etc. are not enough) taken from the original vampire into a ceramic teapot would be unlikely to last
creature’s living body. The piece need not be fresh, but more than a handful of minutes.
it must be kept from rotting. Once the spell is cast, the This spell can be used to duplicate the effects of flesh
duplicate must be grown in a laboratory for 2d4 to stone, stone to flesh, and similar alteration spells.
months. The clone duplicates the original’s body and When greater polymorph is used to create the effects of
mind at the point the flesh was taken from them, flesh to stone, the victim’s Constitution saving throw is
including all statistics, memories, experiences, skills, made at Disadvantage.
and feats.
Even if the referee declares the duration to be
Once the clone reaches maturity, if the original permanent, dispel magic might end and reverse the
creature is alive the two beings will share a psychic link effects of greater polymorph. Objects or creatures
for 1 week. During this time each will seek to destroy affected by this spell will radiate magic should they
the other. If they are restrained or otherwise prevented

Radu Efremescu (Order #16363625)


come under scrutiny of detect magic or a similar effect, SYMBOL (touch, 10 min per level) This spell allows
however true seeing will not reveal the original form. the caster to scribe a glowing rune of power upon a
surface, or in the air. The effect of a symbol can be
MAZE (5ft per level, special duration) The caster activated by the rune being read or touched, or if a
banishes the subject into an extra-dimensional creature passes through a door or other portal the rune
labyrinth of force planes. There is no saving throw. is written upon, as the caster wishes. The particular
How long the subject wanders is determined by its symbol desired must be chosen when the spell is cast,
Intelligence. Once a creature escapes, it reappears at from the options listed below. Unfortunately the only
the beginning of the next round, but automatically fails way to identify a symbol is by reading it, which may
the initiative (it will go last). Minotaurs are not affected trigger the effect. A creature subjected to a symbol may
by this spell. receive a Wisdom saving throw to negate the effects.
Symbol of Conflict: When triggered, all creatures within
30ft of the symbol will argue for 5d4 rounds. Any
Maze beings of differing alignment may (50% chance) fight
violently for 2d4 rounds.
Intelligence Wandering Time
2 or less 2d4 x10 minutes Symbol of Death: When triggered, a symbol of death
3-5 1d4 x10 minutes slays one or more creatures within 10ft whose total hit
9-11 4d4 rounds points do not exceed 80.
12-14 3d4 rounds Symbol of Despair: Any intelligent beings within 30ft
15-17 2d4 rounds must succeed on a Wisdom saving throw or leave the
18 or higher 1d4 rounds area in hopelessness. This feeling lasts for 3d4 turns,
during which time affected creatures will cower,
surrender, and otherwise lack enthusiasm.
MIND BLANK (30ft, 1hr +10min per level) The
subject is protected from all devices, spells, or powers Symbol of Fear: All creatures within 20ft must succeed
that detect, influence, or read emotions or thoughts, as on a Wisdom saving throw with a penalty of –4 or
well as information gathering, location, or observation suffer from a fear spell.
by divination spells or effects. Mind blank even foils Symbol of Insanity: All creatures within 30ft whose total
limited wish and wish spells when they are used to hit points do not exceed 120 become permanently
attempt such functions. In the case of scrying which insane (as the confusion spell). This effect can only be
scans an area instead of the creature directly, such as negated by the spells heal or wish.
a crystal ball, the scrying works but the creature simply
isn’t detected. Symbol of Pain: The creature suffers wracking pains
that impose a –4 penalty on attack rolls and –2 to
POWER WORD: STUN (5ft per level, instant) The Dexterity. These effects last for 2d10 turns.
caster utters a single word of power that instantly Symbol of Persuasion: Creatures that see this symbol
causes one creature to become stunned, whether the become charmed by the caster (as per the appropriate
creature can hear the word or not. No saving throw is version of the charm spells) and behave as if they are
allowed. The duration of the effect depends on the of the caster’s alignment. This effect lasts 1d20 turns.
target’s current HP at the time the spell is cast, as per
the chart below. While stunned, a creature will Symbol of Sleep: All creatures of 8 HD or fewer within
continue to defend itself if attacked and make saving 30ft fall into a catatonic slumber for 1d12+4 turns.
throw attempts as appropriate, but can take no other Unlike the sleep spell, these creatures cannot be
actions or movements. awakened before the time expires.
Symbol of Stunning: When triggered, a symbol of
stunning causes all creatures within 60ft whose total hit
Power Word: Stun points do not exceed 160 to become stunned and
Current HP Duration of Stun unable to act for 3d4 rounds. Any held items will be
30 or less 4d4 rounds dropped.
31-60 2d4 rounds
61-90 1d4 rounds 9th Level Arcane
91 or more 1 round

Radu Efremescu (Order #16363625)


CRUSHING HAND (5 ft per level, 1 round per level) eight 1 ft diameter spheres, streaking in straight lines
This spell creates a large, ghostly and bodiless hand from his outstretched hand. He may cause them to
that can grasp and squeeze one opponent per round. impact creatures directly, in which case the larger
An attack by the hand always strikes the opponent. The spheres cause 1d4x10 damage, and the smaller 5d4
target suffers 1d10 damage the first round grasped, points of damage to their targets. No saving throws are
2d10 during the second, 3d10 on the third, and 4d10 allowed. Otherwise, a meteor can be sent to impact
damage during the fourth round and each round the ground, at which point it detonates and acts just as
beyond. The hand has AC 9 and HP equal to the a fireball spell, with a 30 ft radius for the larger
caster’s maximum HP. spheres and 15 ft radius for each smaller sphere (with
Dexterity saving throws allowed for half damage).
IMPRISONMENT (touch, permanent) Unless it makes
a Wisdom saving throw, one touched creature is POWER WORD: KILL (5 ft per level, instant) The
entombed in a state of suspended animation (as the caster utters a single word of power that instantly kills
temporal stasis spell) in a small magical sphere far one or more creatures, whether they can hear the word
beneath the surface of the earth. The subject remains or not. This spell will kill multiple creatures of 10 HP or
there for eternity, unless the reverse spell – freedom – is less each, or a single creature of 60 HP or less. This
cast at the locale where the imprisonment took place. refers to the target’s maximum hit points, not their
Magical search by a crystal ball, a locate object spell, current value. The caster must choose whether he is
or other divination cannot reveal an imprisoned attempting to kill one or multiple creatures when he
creature. casts the spell. If multiple creatures are targeted, a
maximum of 120 HP worth may be killed. There is no
INCENDIARY CLOUD (30 ft, 1d6+5 rounds) A cloud saving throw against this spell.
of broiling smoke fills an area 20 x 20 ft wide and 10
ft high, obscuring sight to provide total concealment. PRISMATIC SPHERE (self only, 10 min per level) The
Innumerable embers within the cloud soon begin to caster conjures an immobile, opaque globe of
spark and fly about, and progressively heat up to a shimmering, multicolored light 10 ft in diameter, which
white-hot burn before dying down again. The embers offers protection from all forms of attack. When first
deal fire damage to all within the cloud on the cast, the sphere blinds sighted creatures within 30 ft for
following rounds: 1d4 rounds.
• 1st round: No damage
The caster can pass into and out of the prismatic
• 2nd round: Damage equal to ½ the caster’s level
sphere without harm. However, when inside it, the
• 3rd round: Damage equal to the caster’s level
sphere blocks any attempt to throw or project anything
• 4th round: Damage equal to double caster’s level
out (including spells). Other creatures that attempt to
• 5th round: Damage equal to the caster’s level
attack the caster while he is in the sphere, or to pass
• 6th round: Damage equal to ½ the caster’s level
through the sphere themselves, suffer all the effects of
• 7th round and beyond: No damage
each color, one at a time, according to the below
Although the cloud deals no damage beyond the 6th table.
round, it still completely obscures sight until its duration
Layers of the prismatic sphere can be individually
expires.
dispelled either by dispel magic or another specific
spell as listed on the table, however the spheres must
IRRESISTIBLE DANCE (touch, 1d4+1 rounds) The
be negated in the listed order.
subject feels an undeniable urge to dance and begins
frantically shuffling its feet and gesticulating. No saving
throw is allowed. The effect makes it impossible for the
subject to do anything other than prance in place. Prismatic Sphere
Speech is still possible, but the dance makes gesturing
Order Color Effect Negated By
for spell casting impossible. The subject cannot use a
shield properly (no benefit to armor class), nor does 1st Red Stops non-magical dispel
the subject’s Dexterity bonus to AC apply, and the ranged weapons. magic
dance imposes a further –4 AC penalty. It also prevents Deals 10 points of
attempting any physical saving throws (Str, Dex, or fire damage.
Con). 2nd Orange Stops magical fly
ranged weapons.
METEOR SWARM (40 ft +10 ft per level, instant) The Deals 10 points
caster sends forth either four 2 ft diameter spheres, or damage.

Radu Efremescu (Order #16363625)


3rd Yellow Stops poisons, disintegrate permitted. The creature becomes perfectly still as if
gases, and frozen, with no need for breathing or heartbeat. The
petrification effects. subject is still alive but does not age, and is
Deals 40 points of unconscious; their mind is inaccessible, by telepathic,
damage. magical, or similar methods. This state persists until the
4th Green Stops breath passwall magic is removed, such as by a successful dispel
weapons. magic or the will of the caster. Regardless of how long
Poison (make Con the subject is under temporal stasis, from their
save or die) perspective only an instant has passed.
5th Blue Stops divination and magic
mental attacks. missile TRAP THE SOUL (10 ft, permanent) This spell forces a
Turned to stone creature’s life force and material body into a gem. The
(unless make Con entity is trapped indefinitely or until the gem is broken,
save) which causes the material body to reform and the spirit
6th Indigo Stops all spells. continuous to enter it. The caster must procure a gem of at least
Intelligence save or light 1,000 GP value for every HD of the creature to be
become insane trapped, and casts the spell upon the gem. Thereafter,
7th Violet Teleports creatures dispel the spell can be triggered in one of two ways:
to another plane magic Spell Completion: The spell can be completed by
(unless Wisdom speaking its trigger word as a standard action as if one
save) were casting a regular spell at the subject. No MP are
drained, as the casting of the spell occurred previously
(upon the gem). This method allows the victim a
SHAPE CHANGE (self only, 10 min per level) This Wisdom saving throw to avoid the effect. If the save is
spell enables the caster to assume the form of any successful, the gem shatters.
single non-unique creature of any type with 9 hit dice
or less. The caster’s hit points and mind points remain Trigger Object: The target creature’s true name and
the same. The caster gains all extraordinary and the trigger word may be inscribed on an object at the
supernatural abilities and attacks of the assumed form, same time the gem is enchanted. If the named creature
except for any abilities relying on knowledge or touches the trigger object, its life force is automatically
intelligence of the monster (as the caster’s mind transferred to the gem without a saving throw.
remains his own). The caster can change form as a
full-round action as many times as he wishes for the WISH (special range, special duration) Wish is the
spell duration. mightiest spell that can be cast. By simply speaking
aloud, the caster can alter reality. This spell can
TIME STOP (30 ft, 2 rounds) A shimmering sphere 30 accomplish any effects described for limited wish, or
ft in diameter appears around the caster. Within the may create effects comparable to those of any other
sphere, time cases to flow for all except the caster. The spell.
caster may act for 2 rounds while all other creatures in Ultimately, the Referee will have to decide the limits of
this area are frozen in time. Although the spell effect is a wish. Past events can be reversed; the dead can be
centered on the caster’s location at the time of casting, brought back to life or an entire army might be healed
it is stationary and does not move with the caster. The of damage. An entire group could be teleported to any
spell ends should the caster leave the sphere. If location, even to another plane of existence, with no
creatures enter the sphere from outside they become chance of error. Powers or ability bonuses may be
frozen in time as well for the remainder of the duration, wished for at the Referee’s discretion, and these might
and ranged attacks or spells from outside freeze in be permanent or temporary.
place at the periphery should they attempt to enter.
Once time stop ends, these ranged implements, spells, It is traditional for a wish to be interpreted literally. This
etc. then immediately enter the area, though their could allow the referee to exercise some regulation of
targets may no longer be valid. how the game balance and story are affected.

TEMPORAL STASIS (10 ft, permanent) A target


creature is placed into a state of suspended animation,
where time ceases to flow for them. The caster must DIVINE SPELLS
succeed on a ranged attack roll, but no saving throw is

Radu Efremescu (Order #16363625)


1st Level Divine Either version of this spell may be used to blind an
opponent by casting it on the target's ocular organs.
The target is allowed a Constitution saving throw to
CURE LIGHT WOUNDS (touch, instant, reversible) avoid the effect. A light or darkness spell cast to blind
The caster heals one living being of 1d6+1 HP. This does not have the given area of effect (that is, no light
spell can alternatively be used to cure paralysis, but or darkness is shed around the victim).
cannot heal damage and paralysis in the same casting.
Undead creatures are not affected. PURIFY FOOD AND DRINK (10 ft, permanent,
Casting the reverse of this spell, cause light wounds, reversible) This spell makes spoiled, rotten, poisonous,
requires a touch attack and does 1d6+1 damage. or otherwise contaminated food and fluids pure and
suitable for consumption. Each casting of the spell can
DETECT EVIL (240 ft, 1 hr, reversible) This spell purify up to 6 quarts of fluid and a quantity of food
allows the caster to identify creatures with evil sufficient to feed 12 medium-sized beings for one
intentions, items with evil enchantments, and meal. This spell does not prevent subsequent natural
supernatural creatures of evil nature, which will appear decay or spoilage. Holy water (or unholy water) and
to glow faintly to the caster’s eyes. This effect cannot similar food and drink of significance is rendered
be seen or detected by anyone else. Note that just neutral and mundane by the power of this spell. The
because something is potentially harmful (ordinary spell has no effect on creatures of any kind, nor upon
traps, poison, mountain lions waiting in ambush) does magic potions. The opposite of this spell, putrefy food
not make it evil, nor are “bad guys” necessarily evil. and water, instantly spoils and fouls a like amount of
food or drink.
This spell can also be cast as detect good, which works
the same way except with respect to detecting good RESIST COLD (touch, 1 hr) While under the effects of
enchantments, angelic creatures, and so on. this spell, the subject is unaffected and unharmed by
normal, non-magical cold or freezing, such as winter
DETECT MAGIC (60 ft, 20 min) The caster sees a weather without appropriate clothing.
pale glowing light surrounding magical or enchanted
objects or creatures within range. The caster may move Against magical cold-based effects or breath weapons,
around to bring new objects or areas under the range the subject gains +2 to saving throws. In addition, 1
of this spell. The spell detects not only permanently point is subtracted from each die of damage by a cold-
magical objects, but also objects or creatures which based attack (to a minimum of 1 HP damage per die).
are currently under the influence of a spell or some
other enchantment. Invisible creatures or objects are
not detected, but if the invisibility is magical in nature
2nd Level Divine
the emanations of the magic will be seen as an
BLESS (50 ft, 1 hr) The caster and all allies within
amorphous glowing fog, possibly allowing the caster to
range are kissed by divine favor and filled with
attack an invisible creature with a penalty of only –2
courage. They receive a +1 bonus to attack rolls,
(versus the usual –4). Note that this spell only informs
morale, and Charisma checks. If the caster is Good or
the caster that magic is present; it does not identify the
Evil, this spell will not affect their allies of opposite
effect the magic is creating. In addition, supernatural
alignment.
or extra-planar beings, objects and powers are not
necessarily strictly “magical”, as the referee determines. The reverse of this spell, bane, affects the caster’s foes
instead, causing a –1 penalty to their attack rolls,
LIGHT (120 ft, 1 hr + 10 min per level, reversible) morale, and Charisma checks. Good or Lawful
This spell creates a magical equivalent of torchlight, characters may suffer consequences for using the spell
illuminating a 30 ft radius area (with an additional 30 in this way.
ft of dim lighting beyond). The spell may be cast on a
point in space, or upon a creature or object. CHARM ANIMAL (60 ft, 1 round per level) This spell
allows the caster to charm one or more animals, in
This spell can be cast inverted, as darkness. Lights
much the same fashion as charm person. The caster
taken into an area of darkness cease to function, as
may charm one or more creatures whose hit dice sum
does Darkvision. A light spell may be cast to counter
to no more than the caster’s level. This spell does not
and dispel a darkness spell created by an equal or
grant the caster any special means of communication
lower level caster (and vice versa). Doing so causes
with the affected animals. When the duration expires,
both spells to instantly cease, restoring the existing
the animals resume normal activity immediately.
ambient light level.

Radu Efremescu (Order #16363625)


No saving throw is allowed for mundane animals, cause fear is considered an evil act. Remove fear
regardless of their hit dice, but magical beasts are counters and dispels cause fear.
allowed a Wisdom save to resist.
RESIST FIRE (touch, 1 hr) The subject is unaffected
PROTECTION FROM EVIL (touch, 10 min per level, and unharmed by normal, non-magical heat or flame
reversible) The spell creates a magical barrier around (such as the rigors of desert travel or falling into a fire
the subject at a distance of 1 foot. The barrier moves pit).
with the subject and has two major effects:
Against magical fire effects or breath weapons, the
First, the subject gains +1 AC and +1 to saving subject gains +2 to saving throws. In addition, 1 point
throws versus attacks or effects from evil creatures. is subtracted from each die of damage by such an
Note that the definition of “evil” or “good” is left to the effect or attack (to a minimum of 1 damage per die).
individual referee to decide, however if an alignment
system is used this spell will at minimum effect SPEAK WITH ANIMALS (30 ft, 1 hr) The caster can
creatures of the appropriate alignments. comprehend and communicate with one particular
kind of animal (ordinary or giant, but not magical or
Second, the barrier completely prevents any attempt to
monstrous). The type of animal is chosen when the
possess the subject (by a magic jar, for example) or to
spell is cast. Although the caster can communicate, the
exercise mental control over them (including charm
spell doesn’t make animals any more friendly or
spells or effects). However this spell does not expel a
cooperative than normal (if a reaction roll is necessary,
possessing force or end mental control if such an effect
no modifiers apply beyond the character’s Charisma).
is already in place. In addition, this spell does not
Furthermore, more intelligent animals (apes, aquatic
prevent such things from targeting the subject but
mammals, etc.) are likely to be terse and evasive, while
rather merely suppresses their effects for the duration.
less intelligent ones may make inane comments or give
Finally, this spell prevents summoned creatures from generally unhelpful information. If it so happens that
making direct physical contact with the subject an animal is friendly toward the caster, it may be
(regardless of whether they are “evil” or not). While this convinced to perform a casual favor or service.
means that melee or touch attacks automatically fail,
the creature may still attempt missile attacks or area
effects such as a magic spell or breath weapon. This
3rd Level Divine
protection ends if the warded creature makes a
physical attack against the summoned creature or CURE DISEASE (touch, instant) Any illnesses or
otherwise comes within 1 foot of them. diseases affecting the touched subject are cured,
including parasites and magical or supernatural
Reversed, this spell becomes protection from good. It afflictions, even blindness caused by spells such as
functions in all ways as described above, save that light/darkness. However, this spell cannot cure any
“good” creatures are warded against instead. The condition caused by a curse.
caster may even choose to cast this spell as protection
from chaos, or protection from law. While casting The cure disease spell instantly kills green slime with a
protection from good or protection form chaos may successful touch attack. At the referee’s option, certain
raise eyebrows, such a casting is not really an evil act. special diseases may only be countered by this spell by
a caster of a certain level or higher. This spell does not
This spell has no effect if cast upon a creature type prevent infection, nor does it protect the cured
which the ward is attempting to protect against. For individual from contracting the same condition again.
example, casting protection from chaos upon a demon
will have no effect and ends the magic immediately. This spell can also be cast in reverse, as cause disease.
Unless a Constitution saving throw is made (versus DC
REMOVE FEAR (touch, 20 min, reversible) This spell 10+Wis of the caster) this causes a weakening,
instills calm and courage in the subject. If the subject is withering disease which will cause death in 2d12 days.
currently affected by any sort of magical fear, it is During this time, the victim has –2 to attack rolls, takes
allowed a Wisdom saving throw with a bonus of +1 twice as long to heal normally, and cannot be healed
per level of the caster to attempt to end that effect. by other spells. This disease can only be cured with the
casting of cure disease.
The reverse, cause fear, will cause a touched subject
who fails a Wisdom save to run away, hysterical, at full GROWTH OF ANIMALS (60 ft +10 ft per level, 10
running movement for the spell duration. Creatures min per level) This spell causes an animal to grow to
with 6 HD or more are immune to this effect. Casting twice its normal size and eight times its normal weight.

Radu Efremescu (Order #16363625)


The affected creature will do double normal damage not work on a corpse that has been turned into an
with all physical attacks, and its existing natural Armor undead creature.
Class increases by 2. The animal's carrying capacity is
also doubled. Unwilling animals may make a SPIRITUAL HAMMER (30 ft, 1 round per level, full
Constitution save to resist this spell; normally, concentration) This spell causes a warhammer made of
domesticated animals will not attempt to resist it, pure force to spring into existence, attacking any foe
though they may become confused or panicky chosen by the caster within range once per round. It
afterward (at the referee's discretion). deals 1d6 damage, +1 point per three caster levels
(maximum of +4 at level 12). It uses the caster’s melee
All equipment worn or carried by an animal is similarly
attack bonuses, and is considered a magical weapon.
enlarged by the spell, though this change has no effect
If the hammer goes beyond the spell range, the caster
on the magical properties of any such equipment. Any
loses sight of it, or the caster ceases to direct it, the
enlarged item that leaves the creature’s possession
hammer disappears. The hammer cannot be attacked
instantly returns to its normal size. The spell gives no
or harmed by physical effects, but dispel magic,
means of command or influence over the enlarged
disintegrate, or a rod of cancellation will dispel it.
animal.
WATER BREATHING (30 ft, 2 hrs per level) The caster
NEUTRALIZE POISON (touch, instant, reversible) This
and/or one or more other creatures can breathe water
spell detoxifies any sort of venom in the creature or
freely by means of this spell. The duration is divided
object touched. It will not reverse damage or other
evenly among all creatures within range that the caster
harmful effects already inflicted by the poison (such as
selects. The creatures are still able to breathe air as
fatigue or ability score damage), however if cast upon
well. Creatures under the influence of the spell are not
a creature slain by poison within the past 10 minutes (1
granted any additional proficiency at swimming.
turn), the creature is revived with 1 hit point. If cast
upon a poisonous object (weapon, trap, etc.) the
poison is rendered permanently ineffective. 4th Level Divine
The evil reverse of this spell, poison, requires a
successful touch attack. If hit, the target can make a CIRCLE OF PROTECTION FROM EVIL (touch, 10
Constitution save to resist. A poisoned victim takes 2d6 min per level, reversible) This spell is identical to
points of damage and will continue to take damage protection from evil (and its alternate versions) except
each round until cured or killed. that the effect extends a full 10 ft around the recipient,
protecting any other beings within this area as well.
SPEAK WITH DEAD (10 ft, 6 min) This spell grants the Those who leave the area lose its benefits but regain
semblance of life and intellect to a corpse, allowing it them should they reenter within 10 ft of the subject, as
to answer several questions that the caster puts to it. does anyone who was not within range when the spell
The caster may ask one question per two caster levels. was cast.
Unasked questions are wasted if the duration expires.
The corpse’s knowledge is limited to what the creature CURE SERIOUS WOUNDS (touch, instant, reversible)
knew during life, including the languages it spoke (if The caster touches one living being and heals it of
any). Answers are often brief, cryptic, or repetitive. 2d6+2 HP of damage. This spell can alternatively be
used to cure paralysis, but cannot heal damage and
At least a week must pass after a corpse has been paralysis in the same casting. Undead creatures are
subjected to speak with dead before another casting not affected.
will work again on the body. The caster can cast this
spell on a corpse that has been deceased for any The reverse of this spell, cause serious wounds,
amount of time, but it must be mostly intact to be able requires a successful touch attack and causes 2d6+2
to respond. A damaged corpse may be able to give damage. Casting cause serious wounds is generally
partial answers or partially correct answers, but it must considered to be an evil act.
at least have a mouth in order to speak at all.
REMOVE CURSE (touch, instant, reversible) This spell
This spell does not let the caster actually speak to the removes one curse from a creature. The spell cannot
person (whose soul has departed). It instead draws on remove curses from objects, although the spell enables
whips of residual knowledge “imprinted” in the corpse. a creature hindered by a cursed item to get rid of it. If
The corpse cannot learn new information. Indeed, it a creature has multiple curses and/or cursed items, a
can’t even remember being questioned. This spell does separate casting of remove curse would be required to
end each affliction. Certain special curses may not be

Radu Efremescu (Order #16363625)


removed by this spell, or may be countered only by a case only the 1d6 magical damage is applied to the
caster of a certain level or higher. Curses cannot be target.
removed by dispel magic.
The evil reverse of this spell, bestow curse, can bring 5th Level Divine
about any number of unfortunate effects upon a being.
The victim can avoid affection with a successful CREATE FOOD AND DRINK (10 ft, instant) This spell
Wisdom saving throw. If failed, the effect of the curse is creates simple food and drinking water out of thin air,
determined by the caster with approval of the referee. equal to 1 cubic foot of food (5 pounds) or 1 gallon of
Some example curses: water (8 pounds) per caster level. Each cubic foot of
• –2 penalty to all saving throws food and gallon of water is enough to satisfy the needs
of 3 medium-sized creatures or 1 larger animal such
• –4 penalty to attacks as a horse for one day. The food created is simple fare
• –4 to a single ability score (to a minimum of of the caster's choice, highly nourishing but rather
1) bland. It is not magical, and decays at a natural rate.
Note that sufficient vessels to contain the water must be
• 50% chance each round to be unable to do available at the time of casting.
anything but defend
• another effect of similar power DETECT DECEPTION (30 ft, 1 round per level,
reversible) This spell can be cast on a single intelligent
These effects can have any number of creative yet being within range. For the duration, the caster will
appropriate symptoms, such as spasms, befuddled instantly know whether the target’s words are truthful
mentality, etc. as the caster chooses. and straightforward. The caster cannot tell the nature
of the deception however, as the spell will notice not
SILENCE (180 ft, 2 rounds per level) Upon the only blatant lies but also partial truths, or even entire
casting of this spell, complete silence prevails in a truths if the target desires them to be believed for
radius of 15 ft. from the target point. All sound is deceptive reasons. This spell only detects willful
stopped; conversation is impossible, and spells cannot deceptions; it will not detect false information if the
be cast. No noise whatsoever issues from the area, nor target believes it speaks the truth. The effect works even
can sound outside be heard by those within. The spell if the caster does not understand the language or
can be centered on a point in space, or a creature or meaning of the target’s words.
object (in which case the center of the silence effect
moves with them or it). An unwilling creature who is The reverse of this spell, undetectable deception, can
targeted or is in possession of an object being targeted nullify the effect of detect deception, or can otherwise
can attempt a Wisdom saving throw, and if successful be used to tell lies in a convincing manner.
the spell instead takes effect in a stationary point of
space near the creature. DISPEL MAGIC (120 ft, instant) This spell has the
potential to immediately end other ongoing spells and
STICKS TO SNAKES (120 ft, 1 hr) The caster enchantments. If dispel magic is targeted at a creature,
transforms up to 2d8 normal sticks into 1 HD snakes, all spell effects (including ongoing potion effects) may
and there is a 50% probability that the snakes are all be canceled. If cast upon an area, all effects within the
poisonous. The snakes will follow the caster’s spoken area may be canceled. If an inherently non-magical
orders, instinctually understanding his meaning. When object has spells or enchantments placed upon it, these
killed, dispelled, or at the end of the spell’s duration, can be dispelled. However, the properties of inherently
they revert back into sticks. Magical sticks such as magical items are merely suppressed for 10 minutes.
wands and enchanted staffs cannot be affected. The For example, if dispel magic were cast upon a +1
statistics for these snakes are as follows: AL N, MV 90 sword coated with oil of ghost touch, the effects of the
ft., AC 6, HD 1, #AT 1, DM 1d4. oil would be canceled but the sword’s +1 bonus to
attack and damage rolls would return after 10 minutes.
STRIKING (touch, 1 round per level) The caster
enchants a weapon to deal an extra 1d6 hit points of When attempting to use dispel magic, a spell is
damage. It does not provide a bonus to hit. If the instantly ended if the caster is of equal or greater level
weapon affected is not magical, the spell effect allows than whoever placed the original spell. For each level
it to be considered magical for the purposes of the caster is below, there is a cumulative 10% chance
overcoming damage reduction. However in such a the casting of dispel magic fails. For example, if a 7th
level character attempts to dispel an enchantment cast

Radu Efremescu (Order #16363625)


by a 10th level wizard, there is a 30% chance of negate the effect. The spell has no effect on other
failure. creatures.
Dispel magic may potentially end multiple spells at
SPEAK WITH PLANTS (30 ft, 1 hr) The caster can
once, but any chances of failure are rolled for each
comprehend and communicate with both normal
spell separately.
plants and plant creatures. A normal plant’s sense of
Some spells cannot be ended by dispel magic. This its surroundings is limited, so it won’t be able to give
specifically includes any curse, including those created (or recognize) detailed descriptions of creatures or
by bestow curse (the reverse of remove curse), as well answer questions about events outside its immediate
as by cursed items. In addition, spells with “instant” vicinity. The spell doesn’t alter the plant’s reaction or
duration cannot be dispelled, as the magic involved is attitude towards the caster; however, normal plants will
gone as soon as it is cast. Other spells immune to generally communicate freely, as they have nothing
dispel magic will explicitly state so in their descriptions. else of importance to do and generally lack concepts
of opinion. Intelligent plant creatures are more likely to
GROWTH OF PLANTS (120 ft, permanent) This spell be terse and evasive, behaving in much the same
causes normal vegetation – grasses, briars, bushes, fashion as any other monster. If a plant creature is
creepers, thistles, trees, vines, etc. – within range to friendly toward the caster, it may be convinced to do
become thick and overgrown. The dimensions of the some favor or service for him or her. Normal plants
growth are determined by the caster, but cannot are usually not animate, and thus cannot generally
exceed 1,000 square feet (such as a 10x100 foot area perform “services” other than to answer questions.
or equivalent) per 5 caster levels. The plants entwine to
form a thicket or jungle that creatures must hack or
force a way through. Huge sized creatures or larger
6th Level Divine
are reduced to half their normal movement rate, while
smaller creatures can move no more than 5 ft. per COMMUNE (caster only, 3 min, full concentration)
round. The area must have brush and/or trees in it for The commune spell is an intense ordeal which requires
this spell to take effect. complete concentration. By using this spell, the caster
calls upon his patron deity, an extra-planar servant, or
The reverse of this spell, shrink plants, may be used to other mysterious powers, of which the caster may ask
render overgrown areas passable. Growth of plants three questions that can be answered by “yes” or “no”.
and its reverse are permanent until countered, either by The entity contacted may or may not be omniscient,
the opposite form or by dispel magic. Neither spell has and further, though the being will always be technically
any effect on animated plants or plant-like creatures. allied with the caster it may still not answer questions
clearly or completely, as per the referee’s discretion.
MOVE WATER (120 ft, special duration) This spell
can lower or raise the depth of lakes, rivers, wells, and The caster has only 3 minutes within which to ask their
other bodies of water by up to 2 feet per caster level. If questions, else the spell ends prematurely. The referee
the body of water is larger than the spell range, the should time these minutes out in real time, and cut off
decrease in water level is proportionally less. In the player from asking further questions should time
extremely large and deep bodies of water, a caster of run out.
5th level or higher can create a whirlpool or water A caster can cast commune as frequently as once per
spring, putting ships and similar craft at risk, and in the week, however divine powers do not look kindly upon
case of a whirlpool rendering them unable to leave by those who call upon them too often, or those who call
normal movement for the duration of the spell. When upon them for trivial matters.
move water is used to lower a water level or create a
whirlpool or spring, the spell lasts for 2 hours. CURE CRITICAL WOUNDS (touch, instant) The caster
This spell can be used to part water, creating a gap or touches one living being and heals it of 3d6+3 HP of
path 10 ft. wide and up to 120 ft. in length. Used this damage. This spell can alternatively be used to cure
way, the spell lasts for only 1 hour. The caster can also paralysis, but cannot heal damage and paralysis in the
end the effect prematurely if he wishes – for example, same casting. Undead creatures are not affected.
to collapse the parted path upon undesired pursuers. The inverse of this spell, cause critical wounds, requires
When cast on water elementals and similar creatures, a successful touch attack and causes 3d6+3 damage.
this spell acts as slow (the reverse of haste) with Casting cause critical wounds is generally considered
duration 30 minutes. A Constitution save is allowed to to be an evil act.

Radu Efremescu (Order #16363625)


DISPEL EVIL (30 ft, 1 round per level, reversible) The The reverse of this spell, remove geas, can end a quest
caster becomes imbued with a goodly essence, aiding and all effects thereof. A remove curse spell or a wish
him against evil beings and powers. All undead or evil can also end the geas, but dispel magic cannot. The
creatures with 4 HD or less who come within 30 ft. of original caster may cancel the spell at any time.
the caster must make a Wisdom saving throw. Those
who fail are destroyed, or banished to their native INSECT PLAGUE (480 ft, 1 round per level, full
plane if they are extraplanar beings. Mindless creatures concentration) This spell only works above ground. It
such as skeletons or zombies are automatically summons one 60 ft. diameter Insect Swarm (as per the
destroyed without a save. Creatures of 4 HD or less monster description) of locusts per three caster levels,
who make the save still flee as if turned. to a maximum of four swarms at 12th level.
The caster may choose to use the power of dispel evil The swarms must be summoned so that each is
to as a touch attack. By this method, the caster’s body adjacent to at least one other swarm (that is, the
becomes “charged” once the spell is cast, and the swarms must be combined to fill one contiguous area).
effect discharges when a touch attack is subsequently Once summoned, the swarms attack any creatures they
successful. (If a touch attack is not completed within come into contact with. The caster must concentrate to
the spell duration, it ends and is lost.) When making keep the swarms formed, and can mentally direct them
such an attack, the caster may choose one of three to move up to 20 ft. per round.
possible effects: (1) Destroy, banish or cause to flee a
touched evil creature as above, except a creature of up TRUE SEEING (touch, 1 round per level) The caster
to 6 HD may be affected and it makes its saving throw confers on himself or a subject the ability to see all
with a –2 penalty. (2) Automatically dispel one spell or things as they actually are. The subject sees through
enchantment, either evil in nature or which was cast by normal and magical darkness, notices all hidden or
an evil creature. No saving throw is allowed to resist secret doors, sees invisible creatures or objects
this, however spells which can’t be dispelled by dispel normally, sees through illusions or disguises, and sees
magic also can’t be dispelled by dispel evil. In the true form of polymorphed, changed, or transmuted
addition, supernatural abilities are not affected. (3) things. Further, the subject can focus its vision to see
One touched cursed item can be removed from a into the Ethereal Plane (but not into extra-dimensional
being it has attached itself to. spaces).
True seeing does not penetrate solid objects. It does
GEAS (30 ft, special duration, reversible) When this
not negate concealment, including very light
spell is cast, a Wisdom saving throw is allowed if the
concealment such as that caused by fog and the like.
subject wishes to resist. If the save fails, the caster can
In addition, the spell effects cannot be further
compel the creature to take on a quest or perform
enhanced, so one cannot use true seeing through a
some service, or to refrain from some action or course
crystal ball or in conjunction with clairvoyance.
of activity. The caster and subject must be able to
communicate or geas has no effect. The instructed task The reverse of this spell, false seeing, can make an
can be dangerous, but not purposefully harmful or object or creature appear as its “opposite”, as the
certain of death. The subject is aware that they are referee determines. The ugly appears beautiful, a
being compelled, and are not necessarily convinced valuable appears worthless, a doorway appears to be
that carrying out the task is desirable. A clever recipient a solid wall, and so one.
might be able to subvert some instructions.
The subject must follow the given instructions until the 7th Level Divine
command is completed, no matter how long it takes.
For every 24 hours that the subject does not obey (or is ANIMATE OBJECTS (100 ft, 1 round per level) The
restricted from doing so) it suffers a –2 penalty to each caster imbues inanimate objects with mobility and a
ability score, up to a total of –8. No ability score can semblance of life, directing them to attack a target
be reduced to less than 3 by this effect. These penalties creature or object. After this initial order, the objects
are removed 24 hours after the subject resumes will follow no new commands. A single casting of this
obeying the geas. spell can animate a number of objects equal to the
Once the task is finished the spell ends. If the caster's level, altogether weighing no more than 25 lbs
instructions involve some open-ended task, or an per caster level. An animated object can be of any
objective that the recipient cannot complete through non-magical material, however this spell cannot
his own actions, the spell only remains in effect for one animate objects carried or worn by a creature.
day per caster level.

Radu Efremescu (Order #16363625)


The effectiveness of animated objects in combat Normal poison and mundane disease are cured in the
requires considerable interpretation by the referee. process of raising the subject, but magical or
Animated objects can move in a manner logical to supernatural diseases and curses are not. While the
their shape, whether this is a slithering rope, a walking spell closes mortal wounds and repairs lethal damage
table, a rolling vial, or a hopping/shuffling bookcase. of most kinds, the body of the creature to be raised
Movement can range from 10 ft per round for an must be whole or missing parts will still be missing
awkward object such as a storage chest, up to a when the creature is brought back to life. A spell-
maximum of 120 ft for something with legs, like a casting character cannot use magic immediately upon
chair. being raised, but must have a long rest and
study/prayer session. None of the creature’s equipment
Objects generally attack using the same melee attack
or possessions are affected in any way by this spell.
bonus as the caster, doing 1d4, 1d6, or 1d8 points of
damage depending on the object's size and weight. Constructs, elementals, and incorporeal or gaseous
Animated weapons do their usual damage, but only up creatures cannot be raised. The spell cannot bring
to 1d8. Similarly, the referee determines the object's back a creature that has died of old age. A creature
number of hit points. which has become undead can’t be raised by this spell,
however raise dead can destroy an undead monster
CONJURE ANIMALS (30 ft, 2 rounds per level) The unless it makes a Constitution saving throw. If the
caster summons one or more normal mammals, and saving throw is successful, 2d6 damage is dealt
directs them to attack his enemies. The total HD of the instead.
animals summoned cannot exceed the caster’s level. If
The reverse of this spell, slay living, will kill instantly a
an animal is summoned which has a number of hit
living creature touched (which may be of any sort, not
dice with an additional “+” designation, each +1 is
just humanoid) unless a Constitution save is made. If
calculated as 1/4 of a hit die. For example, a 9th level
the saving throw is successful, 2d6 damage is dealt to
divine caster could summon nine 1 HD animals, or
the victim instead. Not surprisingly, casting slay living is
three 3 HD animals, or two 4+2 HD animals.
considered an evil act.
Summoned animals will arrive on the caster’s next turn,
and fight to the death or until the duration of the spell
SPEAK WITH MONSTERS (30 ft, 1 hr) The caster can
ends.
comprehend and communicate with one chosen kind
of living being. Others able to understand the
RAISE DEAD (touch, instant, reversible) This spell
language spoken by the target monster (if any) will be
restores life to a deceased humanoid creature of small,
able to understand the caster. The spell doesn’t alter
medium, or large size. The creature must have been
the monster’s reaction or attitude towards the caster. If
dead no longer than one day per caster level. In
a monster is friendly, it may decide to do some favor or
addition, the subject’s soul must be free and willing to
service for him or her. Mindless monsters, plant
return, or the spell does not work.
creatures, and undead are unaffected by this spell.
Coming back from the dead is an ordeal. The subject
returns to life with 1 hit point, and for two weeks moves STONE TELL (touch, 10 min) The caster gains the
at 50% and suffers from weakness. He may not engage ability to speak with stones, which can relate who or
in spell casting, combat, or any other strenuous activity what has touched them as well as revealing what is
for these two weeks, or will immediately die again. This covered or concealed behind or under them. The
period may not be shortened by any mundane or stones relate complete descriptions if asked. Of course,
magical means. a stone’s perspective, perception, and knowledge are
fairly limited, which may prevent the stone from
In addition, the subject of the spell permanently loses
providing the details one is looking for. The caster can
one level (or 1 hit die) when it is raised. This is not a
speak with natural or worked stone, even pebbles or
penalty or merely suppressed level, but actual level
dust if necessary.
loss: the character is reduced to the minimum number
of experience points required for the previous level. If
STONE TO FLESH (120 ft, permanent) This spell
the subject is 1st level, it loses 1 point of Constitution
restores a petrified creature to its normal state,
instead (if this would reduce its Constitution to 0, it
restoring its life as well as any items carried. Any
can’t be raised). These losses cannot be prevented or
petrified creature, regardless of size, can be restored.
reversed by any means, though the character may
This spell only works upon stone creatures that were
regain the level again through adventuring as normal.
formerly made of flesh and transformed, such as from

Radu Efremescu (Order #16363625)


a medusa’s gaze or a magic spell. It has no effect on damage, blindness, confusion, deafness, disease,
normal stone or stone creatures. exhaustion, fatigue, feeblemind, insanity, nausea, and
poison. In addition, it heals all but 1d4 hit points of
The reverse of this spell, flesh to stone, turns one
damage (or at least 1 HP, whichever leaves the target
creature along with all carried gear, into a mindless,
with the most HP), however heal does not remove
unaware, inert statue. A Constitution saving throw is
negative levels or restore permanently drained ability
permitted to resist the transformation. If the statue is
points.
broken or damaged, the subject (if ever returned to its
original state) suffers equivalent damage or The evil reverse of this spell, harm, injures the creature
deformities. Only creatures made of flesh are affected touched so horribly that it is left with only 1d4 hit points
by this spell. (or is killed, if the number rolled is equal or greater
than its current HP), and in addition inflicts the same
8th Level Divine disease as the spell cause disease. The caster must
succeed at a touch attack or the spell fails and is
wasted.
FIND THE PATH (touch, 10 min per level) The
recipient of this spell can find the shortest, most direct Generally, both heal and harm only affect living
physical route to a specified destination, whether into creatures. If used against an undead creature, heal
or out of a locale. The caster must be aware of the instead acts like harm; likewise, harm affects undead
target location in some way, either via personal like heal. Constructs such as golems are unaffected by
experience, a good description, or even just the name either spell.
(if the location has a specific name). The locale can be
outdoors or underground, however the location must REINCARNATE (touch, instant) With this spell, the
be on the same plane of existence as the caster at the caster returns life to a character (or other humanoid) by
time of casting. Find the path can be used to remove means of creating another body. Since the character is
the caster and all his companions from the effect of a returning in a new body, the condition of the remains is
maze spell in a single round. The spell can also direct irrelevant. The subject cannot have been dead for
the caster to the nearest creature or object of a certain longer than one week, and its soul must be free and
type, although it cannot locate a specific creature or willing to return. A player must decide whether or not
object (similar to function as the spell locate object). their character will return before the new body’s form is
determined. The new body is created from the
The spell does not provide knowledge of the entire surrounding natural materials, and takes an hour to
route, but instead only the best direction, turn, or other complete.
physical action to take at the current moment. If the
most direct path passes through a secret door the spell Roll on the below table to determine which form the
will impart to the subject the knowledge of the door’s reincarnated body assumes. The referee may remove
presence and how to open it. If a password is required and/or add options from the table, but reincarnate will
to travel through a certain region the spell will impart not create a body of a creature with greater than 6
such knowledge to the subject at the appropriate time. HD. The new body is that of a young adult, fit and
The spell ends when the destination is reached or the fresh, without any physical ills or diseases. Curses,
duration expires. psychological issues, and supernatural effects might
carry over however, as the referee determines.
Lose the path (reverse of find the path) renders a
touched being completely incapable of finding its way If the reincarnated creature takes a form different than
for the duration. the one held before death, the physical abilities and
statistics of the character become those of the new
FLAME STRIKE (60 ft, instant) A flame strike produces body. The reincarnated character retains all mental
a vertical column of divine fire 10 ft in diameter that abilities and attributes he held before death, including
roars downward from the heavens (or spontaneously memories, although the referee may adjust Charisma
appears if underground or indoors). The flash of fire by 1 or 2 points for drastic changes in appearance. If a
lasts only an instant, dealing 6d8 damage to all within player is unhappy with the new body and a polymorph
the area, or 8d8 damage to evil creatures. A successful spell or similar fix is unattainable, he may choose to
Dexterity saving throw reduces the damage by half. retire the character.

HEAL (touch, instant, reversible) The caster channels


divine energy into a creature to wipe away any and all
of the following adverse conditions: ability score

Radu Efremescu (Order #16363625)


In addition to himself, the caster can transport an
Reincarnate additional 25 pounds of objects and/or creatures per
level. The caster must be in contact with all objects
d% Incarnation d% Incarnation
and/or creatures to be transported (although creatures
1-2 Bugbear 64-88 Human to be transported can only be in contact with one
3-17 Dwarf 89-92 Kobold another, as long as at least one of those creatures in
18-28 Elf 93 Lizard man contact with the caster). An unwilling creature can’t be
29 Gnoll 94-98 Orc teleported by word of recall. A creature’s Wisdom save
30-39 Gnome 99 Troglodyte prevents items in its possession from being teleported.
40-44 Goblin 100 referee’s choice
45-63 Halfing
9th Level Divine
The subject’s level (or HD) is reduced by 1. This is a CONTROL WEATHER (1 km radius, 2 hrs per level)
real reduction, not a suppressed level, and is not This spell can do away with atmospheric phenomena
subject to magical restoration. Roll one hit die and without fail (naturally occurring or otherwise) as well as
subtract the total from the character's original hit point create them. When calming the weather, the effect is
total; this is the new form's hit points. If the subject was almost instantaneous. However, when creating new
1st level, instead of a hit point reduction, its conditions the results will take 10-20 minutes to fully
Constitution score is reduced by 2. manifest.
A character that has been turned into an undead Simple weather such as a thunderstorm causes little
creature or killed by a death effect can’t be returned to difficulty, but more adverse conditions reduce
life by this spell. Constructs, elementals, and undead movement rates by half. Examples include intense heat,
creatures can’t be reincarnated. The spell cannot bring freezing cold, high winds, dense fog, or driving rain or
back a creature who has died of old age. snow. Creatures exposed to heat or cold for extended
periods may suffer additional problems. Blowing sand,
The reincarnated creature gains all abilities associated fog, blizzard or similar conditions reduce visibility to 20
with its new form, including forms of movement and ft. and give Disadvantage to ranged attacks. Truly
speeds, natural armor, natural attacks, extraordinary intense weather, such as hurricane-force winds or
abilities, and the like, but it doesn’t automatically learn massively heavy precipitation, may make ranged
the new form’s racial language. attacks and flying impossible.
RESTORATION (touch, instant, reversible) This spell The caster determines the desired weather at the time
restores one experience level to a creature who has of casting, including such general tendencies as the
had a level drained, assuming no more than one day direction and intensity of the wind, but cannot control
per caster level has passed. The subject of a successful specific applications such as where lightning strikes or
restoration receives the exact minimum number of the exact path of a tornado. The potential damage
experience points necessary to attain the next level. effects of weather (hailstorms, lightning strikes, debris
This spell also negates the effects of the spell from winds, etc.) are up to the Referee, but considering
feeblemind. the large range of effect and significant power of this
spell such damage should not be excessive.
Restoration does not restore lost levels caused by being
brought back to life (e.g. resurrection, raise dead, or HOLY WORD (60 ft, special duration) Upon speaking
reincarnate). the holy word, any evil creature within a 60 ft of the
Drain energy (reverse of restoration) instead drains one caster suffers the ill effects noted below, depending on
level away from a target when touched. Their XP falls their hit dice. The creatures do not receive a saving
to the minimum required for the prior level, and they throw.
lose skill points and feats gained from the current level. The evil reverse of this spell, unholy word, imposes
these same effects on good-aligned creatures. Deaf
WORD OF RECALL (self only, instant) Word of recall creatures are unaffected by either spell.
teleports the caster instantly back to his sanctuary when
a single word is uttered. The caster must designate the
sanctuary when last praying, and it must be a very
familiar place. Any distance may be traveled with no Holy Word
chance of error, although interplanar travel is not HD / Effect
possible.

Radu Efremescu (Order #16363625)


level SYMBOL (touch, 10 min per level) This spell allows
12+ Deafened, –2 AC, ½ movement, 1d4 the caster to scribe a glowing rune of power upon a
rounds surface, or in the air. The effect of a symbol can be
8-11 Stunned, –4 AC, ¼ movement, 2d4 activated by the rune being read or touched, or if a
rounds creature passes through a door or other portal the rune
4-7 Paralyzed, 1d4 x 10 minutes is written upon. The particular symbol desired must be
3 or less Killed instantly chosen when the spell is cast, from the options listed
below. Unfortunately the only way to identify a symbol
is by reading it, which triggers the effect. A creature
subjected to a symbol may receive a Wisdom saving
REGENERATE (touch, instant, reversible) The subject throw to negate the effects.
heals 3d8 points of damage and any severed body
appendages (fingers, toes, hands, feet, arms, legs, Symbol of Conflict: When triggered, all creatures within
tails, or even lost heads of multiheaded creatures). 30 ft of the symbol will argue for 5d4 rounds. Any
Broken bones mend, and ruined organs grow back beings of differing alignment may (50% chance) fight
and refresh themselves. Reattaching severed body parts for 2d4 rounds.
takes only 1 round if the parts are present and Symbol of Death: When triggered, a symbol of death
touching the stumps on the creature at the time the slays one or more creatures within 10 ft whose total hit
spell is cast. Otherwise it takes a full 2d4 turns for points do not exceed 80. Creating this symbol is an
them to grow back anew. The magic is instantaneous evil act.
regardless; once cast the regeneration cannot be
halted or reversed by such effects as counterspell or Symbol of Despair: Any intelligent beings within 30 ft
dispel magic. Regenerate has no effect on nonliving must succeed on a Wisdom saving throw, or leave the
creatures (undead, constructs, elementals, etc.). area in hopelessness. This feeling lasts for 3d4 turns,
during which time affected creatures will cower,
The evil reverse of this spell, necrosis, will cause body surrender, and otherwise lack enthusiasm.
parts to die, turn black, and shrivel. The touched part
becomes useless in 1 round, and falls off to become Symbol of Fear: All creatures within 20 ft must succeed
dust in 2d4 turns. The caster must make their touch on a Wisdom saving throw with a penalty of –4 or
attack at a –6 penalty if they wish to target a specific suffer from the effects of a fear spell.
body part, otherwise the referee will randomly Symbol of Insanity: When triggered, a symbol of
determine which part is affected. insanity causes all creatures within 30 ft whose total hit
points do not exceed 120 to become permanently
RESURRECTION (touch, instant, reversible) This spell insane (as the confusion spell). This effect can only be
functions like the 6th level divine spell raise dead, negated with the spells heal or wish. Creating this
except that upon completion of resurrection the symbol is an evil act.
creature is immediately restored to full hit points and
mind points, cured of all poisons and diseases, with no Symbol of Pain: The creature suffers wracking pains
loss of level or Constitution, and fully prepared to cast that impose a –4 penalty on attack rolls and –2 to
spells. The condition of the remains is not a factor. So Dexterity. These effects last for 2d10 turns. Creating
long as any small portion of the body still exists, the this symbol is an evil act.
creature can be resurrected and will be made whole. Symbol of Persuasion: Creatures that see this symbol
The subject must have been dead no longer than 10 become charmed by the caster (as per the appropriate
years per caster level. version of the charm spells) and behave as if they are
The reverse of this spell, destruction, causes the victim of the caster’s alignment. This effect lasts 1d20 turns.
to die immediately and fall to dust unless it makes a Symbol of Sleep: All creatures of 8 HD or fewer within
Constitution saving throw; success still results in 4d6 30 ft fall into a catatonic slumber for 1d12+4 turns.
points of damage. This same effect can be Unlike with the sleep spell, these sleeping creatures
accomplished against undead monsters by using the cannot be awakened by non-magical means before
standard resurrection spell, however destruction does this time expires.
not affect undead.
Symbol of Stunning: When triggered, a symbol of
When either form of this spell is cast, the caster is stunning causes all creatures within 60 ft whose total
weakened for 1 day per level or hit dice of the subject, hit points do not exceed 160 to become stunned and
and must rest in bed. For this time the caster cannot unable to act for 3d4 rounds. Any held items will be
fight or cast spells. dropped

Radu Efremescu (Order #16363625)


WIND WALK (touch, 1 hr per level) The caster alters white, they are 80% likely to be mistaken for clouds,
the substance of his body to a vapor and moves fog, or the like. Physical attacks such as missile or
through the air at great speed. In addition to himself, melee weapons do no harm to a wind walker, nor can
the caster can also transform 1 other creature at 6th the subjects themselves cause damage through
level, or 2 creatures at 12th level (each of which acts physical means. Area effects and many magic spells
independently). A wind walker can fly at a speed of 60 will still affect a wind walker normally. Creatures under
ft per level of the caster. Wind walkers are not invisible, the effects of a wind walk spell take double damage
but do appear misty and translucent. If fully clothed in from fire sources.

Radu Efremescu (Order #16363625)


Once, in the long ancient past, there was brilliance. A time
of grand kingdoms, awe-inspiring advances, widespread
prosperity, honor, bravery, and peace.

Then, the world fell.

Magic surged through the spheres, causing chaos and


destruction. Monstrous beasts overran the lands and skies.
The dead did walk again, and slaughtered the living.
Daemons rose to vanquish mortal-kind.

Long centuries have since passed. Society has diminished to


isolated pockets, struggling to survive in a brutal world. All
that remains of the glorious past are brittle parchments,
scattered ruins, the secrets they hold, and the horrors.

Yes, the horrors remain.

Brimstone is a streamlined role-playing game in a world gone feral. Small pinpoints of


civilization struggle for survival against a vast world of dense forests,
treacherous mountain crags, sprawling plains
full of wicked brutes, and oceans of
unfathomable depths.
But though there be great struggle and danger,
there is also great opportunity for the brave – or
foolhardy. Dare you venture into the mists of ages past?
Plunder ancient dungeons, uncover long-lost artifacts
and wondrous magic, gain vast wealth, glory, and
power.
Or die trying.

Radu Efremescu (Order #16363625)

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