26.06.2015 Views

D&D House Rules - Darkonnia

D&D House Rules - Darkonnia

D&D House Rules - Darkonnia

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

By Anthony K. Harvey (Darkon Turas)


Character Creation ............................................. 3<br />

Rolling for Ability Scores ......................................................... 3<br />

The 4d6-L method ............................................................................. 3<br />

The Point-Buy Method ...................................................................... 3<br />

The Point-Pool Method ..................................................................... 3<br />

Special Destiny Roll (Optional) ........................................................ 3<br />

Human Base Classes ................................................................. 3<br />

Bard ................................................................................................... 3<br />

Headsman (Thug) .............................................................................. 4<br />

Mystic (Option) ................................................................................. 5<br />

Psion................................................................................................ 12<br />

Tantrist ............................................................................................ 13<br />

Temptress ........................................................................................ 15<br />

Human Sub-Classes ................................................................ 16<br />

Battle Dancer (Bard Class) .............................................................. 16<br />

Battle Mage (Magic-User Class) ..................................................... 17<br />

Chi Master (Magic-User Class) ....................................................... 18<br />

Druidic Knight (Fighter Class) ........................................................ 18<br />

Justicar of Tarastia (Cleric Class) .................................................... 19<br />

Monk (Cleric Class) ........................................................................ 19<br />

Shield-Maiden (Fighter Class)......................................................... 19<br />

Spell Singer (Bard Class) ................................................................ 20<br />

Demi-Human Classes ............................................................. 21<br />

Elf, Winged (Avariel) ...................................................................... 21<br />

Monster Classes ...................................................................... 22<br />

Aranea ............................................................................................. 22<br />

Phanaton .......................................................................................... 24<br />

Spells and Spellcasting ..................................... 26<br />

Memorizing Spells .................................................................. 26<br />

Clerical, Druidic & Shamanic Spells ............................................... 26<br />

Fairy Spells ..................................................................................... 26<br />

Magical & Merchant Spells ............................................................. 26<br />

Psionic Powers ................................................................................ 26<br />

Tantric Spells .................................................................................. 26<br />

Number of Spells Known ....................................................... 27<br />

Learning New Spells ............................................................... 27<br />

Magical Spells ................................................................................. 27<br />

Druidic Spells .......................................................................... 27<br />

Fifth Level Druid Spells .................................................................. 27<br />

Sixth Level Druid Spells ................................................................. 27<br />

Magical Spells ......................................................................... 28<br />

First Level Magical Spells ............................................................... 28<br />

Second Level Magical Spells .......................................................... 29<br />

Third Level Magical Spells ............................................................. 30<br />

Fourth Level Magical Spells ........................................................... 32<br />

Fifth Level Magical Spells .............................................................. 34<br />

Sixth Level Magical Spells .............................................................. 36<br />

Seventh Level Magical Spells ......................................................... 37<br />

Radiance Spells ....................................................................... 37<br />

Second Level Radiance Spells ......................................................... 37<br />

Fourth Level Radiance Spells .......................................................... 38<br />

Seventh Level Radiance Spells........................................................ 38<br />

Eighth Level Radiance Spells .......................................................... 38<br />

Ninth Level Radiance Spells ........................................................... 38<br />

Psionic Powers ........................................................................ 39<br />

Attack Modes .................................................................................. 39<br />

Defense Modes ................................................................................ 39<br />

First Level Psionic Powers .............................................................. 40<br />

Second Level Psionic Powers .......................................................... 41<br />

Third Level Psionic Powers ............................................................. 41<br />

Fourth Level Psionic Powers ........................................................... 41<br />

Fifth Level Psionic Powers .............................................................. 41<br />

Sixth Level Psionic Powers ............................................................. 42<br />

Seventh Level Psionic Powers ......................................................... 42<br />

Eighth Level Psionic Powers ........................................................... 42<br />

Ninth Level Psionic Powers ............................................................ 42<br />

Other Character Abilities ................................ 43<br />

General Skills ......................................................................... 43<br />

Using Skills Untrained .................................................................... 43<br />

Intelligence ...................................................................................... 44<br />

Dexterity ......................................................................................... 45<br />

Charisma ......................................................................................... 46<br />

Skill Mastery .......................................................................... 46<br />

Beginning Skills .............................................................................. 46<br />

Skill Mastery Level ......................................................................... 46<br />

How Skills Are Used ....................................................................... 46<br />

Difficulty Level ............................................................................... 47<br />

Improving Skills .............................................................................. 47<br />

The Winds of Fate .................................................................. 47<br />

Good Fortunes ................................................................................. 47<br />

Unfortunate Legacies ...................................................................... 48<br />

Expanded <strong>Rules</strong>................................................. 50<br />

Combat ................................................................................... 50<br />

Ambidexterity and Weapon Mastery ............................................... 50<br />

Critical Hits and Misses .................................................................. 50<br />

Heroic Surge ................................................................................... 50<br />

Hit Locations ................................................................................... 51<br />

Knockdown ..................................................................................... 51<br />

Natural Healing ............................................................................... 51<br />

Second Wind ................................................................................... 52<br />

Wrestling Effects ............................................................................. 52<br />

Wrestling Maneuvers ...................................................................... 52<br />

DM Procedures ...................................................................... 53<br />

Book Appraisal ................................................................................ 53<br />

Environments .................................................................................. 54<br />

Intoxication ..................................................................................... 54<br />

Invisibility to Mortals ...................................................................... 56<br />

The Radiance and Mutation ............................................................. 57<br />

Mutations ........................................................................................ 57<br />

Sexual <strong>Rules</strong> .................................................................................... 63<br />

Equipment ......................................................... 69<br />

Weapons ................................................................................. 69<br />

Ship Modifications ................................................................. 69<br />

Weapons .......................................................................................... 69<br />

Monsters ............................................................ 71<br />

Golem, Radiance ............................................................................. 71<br />

Radiance Mutant, Type I ................................................................. 71<br />

Radiance Mutant, Type II ................................................................ 71<br />

Radiance Mutant, Type III .............................................................. 72<br />

Magic Items ....................................................... 72<br />

Standard ................................................................................. 72<br />

Potions............................................................................................. 72<br />

Swords............................................................................................. 72<br />

Ship Modifications ................................................................. 73<br />

Motive Power .................................................................................. 73<br />

Resources .......................................................... 74<br />

Acknowledgements .......................................... 74<br />

2 of 75


Character Creation<br />

Rolling for Ability Scores<br />

The 4d6-L method<br />

Roll four six-sided dice (4d6). Discard the lowest die<br />

and total the remaining three. Repeat this five more times,<br />

and then assign the six numbers to the character's abilities<br />

however you want.<br />

This is a fast method that gives you a good character, but<br />

you can still get low scores (after all, you could roll all ones<br />

on all four dice!).<br />

The Point-Buy Method<br />

Characters start with a score of 9 on each ability score<br />

and have 60 points to add to those scores. The cost of<br />

improving a score by one increment is shown on the table<br />

below.<br />

Ability Costs<br />

Ability<br />

Score Adj Cost<br />

2-3 -3 -3<br />

4-5 -2 -2<br />

6-8 -1 -1<br />

9 0 0<br />

10-12 0 1<br />

13-15 +1 2<br />

16-17 +2 3<br />

18 +3 4<br />

The Point-Pool Method<br />

Roll three ten-sided dice (3d10) and add 60 points to it.<br />

This is the number of points that the player may spend on<br />

acquiring his character‟s ability scores. The cost of the score<br />

is equal to the score itself. Therefore, a strength score of 18<br />

costs 18 points to purchase.<br />

This method still provides variation in overall power in<br />

order to simulate a world where not everyone is created<br />

equal, but allows the player full control of his ability scores.<br />

Be aware that any point based method is prone to<br />

min/maxing.<br />

Special Destiny Roll (Optional)<br />

Sometimes a hero is born with a special “something”;<br />

Great strength, a unique magical item, a special power, etc.<br />

This optional rule allows for that rare type of hero. When<br />

the player makes a new character, roll 1d100, if the result is<br />

a 1 then the player and DM work together to give the<br />

character a special “something” that will be useful<br />

throughout all of his levels.<br />

Racial Ability Score Ranges<br />

Minimum/Maximum<br />

Class S I W D C CH<br />

Araena 3/16 5/18 3/18 5/18 3/16 3/18<br />

Human 3/18 3/18 3/18 3/18 3/18 3/18<br />

Phanaton 3/16 3/18 3/15 13/18 3/18 3/18<br />

Ability Modifiers<br />

Ability Score Modifiers<br />

Class S I W D C CH<br />

Araena -2 +2 - +2 -2 -<br />

Phanaton -2 -1 - +2 - -<br />

/Shaman -2 -1 +1 +1 - -<br />

Human Base Classes<br />

Bard<br />

Dragon Magazine #177<br />

Prime Requisite: Dexterity.<br />

Experience Bonus: 5% for Dexterity of 13-15, +10% for<br />

Dexterity of 16-18.<br />

Hit Dice: 1d4 per level up to 9 th level. Starting with 10 th<br />

level, +2 hit points per level and constitution adjustments no<br />

longer apply.<br />

Maximum Level: 36.<br />

Armor: Leather armor only.<br />

Weapons: Any missile weapon; any one-handed melee<br />

weapon.<br />

Special Abilities: At 1 st level – Open Locks, Find Traps,<br />

Remove Traps, Climb Walls, Move Silently, Hide in<br />

Shadows, Hear Noise; at 4 th level – Read any normal<br />

language 80%; at 10 th level – cast magic-user spells from<br />

scrolls (10% chance of backfire). For the chances of success<br />

for these abilities, see “Special Abilities” on pages 21-23 of<br />

the <strong>Rules</strong> Cyclopedia.<br />

Bards are an essential part of the Robrenn culture. They<br />

are played using the thief character class as a starting point.<br />

The bard must choose music, singing, and storytelling skills,<br />

but he does not have the backstabbing and pick pocket<br />

abilities (druids frown upon theft).<br />

At 3rd level, the bard gains the charm person ability<br />

once per day, as per the magic-user spell. He affects a<br />

number of Hit Dice or levels equal to one-third his own<br />

level (rounded down). The attempt requires the bard to<br />

recite poems, sing, or play an instrument for three rounds.<br />

He must make a skill check on the weakest of his three<br />

mandatory skills. If he fails the skill check, his victims get a<br />

+3 to their saving throws. The bard fails completely if<br />

interrupted or wounded. Likewise, the bard may use this<br />

ability to negate another bard's charm attempt.<br />

3 of 75


At 9 th level, the bard may extend his charm ability to<br />

intelligent monsters (except undead, as per the fourth-level<br />

wizard spell, charm monster). At l5th level, his ability<br />

extends to plants as well (as the seventh-level wizard spell,<br />

charm plants). A successful saving throw vs. spells always<br />

negates the charm.<br />

The bard may use his charm ability to affect Morale<br />

(either a +2 bonus to his companions, or a -2 to his<br />

opponents, or their eagerness to fight (+1 to hit for his<br />

companions, or -1 to hit for his opponents). These effects<br />

are automatic after three rounds (no save).<br />

The bard can make a living from his trade. He can earn<br />

up 5 cp per person every time he sings, plays his music, or<br />

tells stories in public (boost the reward to gold pieces if<br />

performing for a noble). He must make the appropriate skill<br />

check. If he fails; he gains nothing. If he succeeds, he makes<br />

1 cp per person (+1 cp per point scored under his skill). For<br />

example, a bard succeeding his skill check by a margin of<br />

two points would make 3 cp per person. If he uses his charm<br />

ability, assume he automatically succeeds, though if his skill<br />

check failed this bard will not be viewed very positively by<br />

his victims when the charm wears off.<br />

Bard Experience Table<br />

Hit Special<br />

Level XP Dice Abilities<br />

1 0 1d4<br />

2 1,200 2d4<br />

3 2,400 3d4 Charm Person<br />

4 4,800 4d4<br />

5 9,600 5d4<br />

6 20,000 6d4<br />

7 40,000 7d4<br />

8 80,000 8d4<br />

9 160,000 9d4 Charm Animal<br />

10 280,000 +2<br />

11 400,000 +4<br />

12 520,000 +6<br />

13 640,000 +8<br />

14 760,000 +10<br />

15 880,000 +12 Charm Plant<br />

16 1,000,000 +14<br />

17 1,120,000 +16<br />

18 1,240,000 +18<br />

19 1,360,000 +20<br />

20 1,480,000 +22<br />

Headsman (Thug)<br />

D&D Master DM’s Book<br />

Prime Requisite: Strength and Dexterity.<br />

Experience Bonus: 5% for Dexterity of 13-15, +10% for<br />

Dexterity of 16-18.<br />

Hit Dice: 1d8 per level up to 12th level.<br />

Maximum Level: 12.<br />

Armor: Leather armor only.<br />

Weapons: Bladed-weapons, ropes, and poisons.<br />

Special Abilities: Thieves‟ abilities, surprise,<br />

assassination, disguise, speak alignment tongues.<br />

Headsmen (also called executioners) are humans<br />

commonly employed by dominion rulers. They are trained<br />

in the business of killing criminals who have received the<br />

death penalty for any one of various crimes. Most<br />

headsmen are skilled in the proper use of bladed weapons,<br />

ropes, and poisons, and are able to execute criminals quickly<br />

and neatly.<br />

All professional headsmen belong to their own guild,<br />

which is a branch of the Thieves‟ Guild. Headsmen keep<br />

their true identities completely secret, wearing hoods or<br />

disguises when engaged in professional activities. Many<br />

own ordinary shops, and can seem to be perfectly ordinary<br />

townsfolk.<br />

Recently, a new secret organization began within the<br />

Guild of Headsmen. These “new headsmen” hire<br />

themselves out to adventuring parties to aid them in<br />

eliminating evil. They are an energetic, adventurous lot,<br />

looking for adventure and excitement. This is the most<br />

likely type of headsman to become a player character.<br />

4 of 75


A secret organization exists within the guild of<br />

headsmen, and its members can be dangerous. These evil<br />

headsmen enjoy their work too much, and offer their<br />

services for open hire. Others call them assassins or thugs;<br />

they call themselves the Pragmati (“the practical people”).<br />

Headsman/Thug Experience Table<br />

Special<br />

Level XP HD Abilities<br />

1 0 1d8 Supprise<br />

2 4,000 2d8<br />

3 8,000 3d8 Assassinate<br />

4 16,000 4d8<br />

5 32,000 5d8 Disguise<br />

6 64,000 6d8<br />

7 120,000 7d8 Language<br />

8 250,000 8d8<br />

9 500,000 9d8 Identify Poisons<br />

10 800,000 10d8<br />

11 1,100,000 11d8 Language<br />

12 1,400,000 12d8<br />

Unlike the Thieves‟ Guild, the Pragmati are not<br />

supported by adventurers or rulers. They are sometimes<br />

hired by NPCs, especially evil ones. However, PCs do not<br />

normally contact these headsmen for any reason; their<br />

organization is dangerous as either an enemy or ally. Thugs<br />

are treacherous and self-serving, known to extort money<br />

from their previous “clients” with threats of exposure,<br />

kidnapping, or even murder.<br />

Thugs often use poisoned weapons, and strongly prefer<br />

stealth, treachery, and ambush to normal attacks. They<br />

often use magical devices then attacking powerful<br />

opponents; potions, rings, and miscellaneous items are<br />

preferred. Thugs rarely use magic weapons, preferring<br />

cheap but effective tools that could be easily left behind.<br />

They never use spells, though they may hire (or even be<br />

lead by) evil spell-casters.<br />

Thugs usually retreat if damaged, and may even flee<br />

even if merely discovered, depending on the situation. They<br />

rarely attack adventurers, knowing well that magic and other<br />

special attacks can be deadly. However, a group of thugs<br />

may try to ambush a party if the chance for success is good,<br />

especially if the party has recently been wounded in a<br />

difficult battle. Sometimes thugs may be hired as guards, if<br />

assured of high-level clerical assistance when injured or<br />

slain, usually in disguise and often unbeknownst to the<br />

bandits themselves.<br />

Headsman Special Abilities<br />

Headsmen know methods to kill quickly, neatly, and<br />

silently. A headsman also has the same special abilities as a<br />

thief of the same level; for example, a 6th level headsman<br />

can climb walls with a 92% chance of success. Headsmen<br />

use standard monster attack roll tables, not those for<br />

characters. Headsmen use the thief saving throw table.<br />

Surprise: A headsman may make preparations to<br />

surprise a victim; if so, a roll of 1-3 (instead of 1-2)<br />

indicates surprise. These preparations include disguise.<br />

Success at moving silently (as the thief ability), and a strong<br />

cord or edged weapon held ready, possibly while<br />

successfully hiding in shadows.<br />

Assassinate: If a prepared headsman gains surprise, the<br />

victim may be slain with a single blow, regarolless of hit<br />

points. No attack roll is made; instead the base chance of<br />

success is 50%, modified by the difference in Hit Dice, as<br />

follows: If the victim‟s level is greater than the headsman‟s,<br />

subtract 5% per Hit Die; if the victim‟s level is less than the<br />

headsman‟s, add 5% per Hit Die. If the headsman does not<br />

gain surprise, a normal attack roll is made, and normal<br />

damage is inflicted if the attempt succeeds. A successful hit<br />

may also require the victim to make a saving throw vs.<br />

poison if the headsman is using a poisoned blade.<br />

Disguise: At first level, a headsman has a 66% chance of<br />

disguising himself. The headsman‟s disguise ability<br />

increases by 2% each level thereafter, until they reach 90%<br />

at level 12.<br />

Language: At 7th and 11th level a headsman may speak<br />

another alignment language.<br />

Headsman's<br />

Language<br />

Alignment Level Learned<br />

Lawful 7 Chaotic<br />

11 Neutral<br />

Neutral 7 Lawful or Chaotic<br />

11 Lawful or Chaotic<br />

Chaotic 7 Lawful<br />

11 Neutral<br />

Identify Poison: At ninth level, a headsman can identify<br />

a specific type of poison 80% of the time. This is<br />

determined by a combination of visual, olfactory, tactile,<br />

and taste tests.<br />

Mystic (Option)<br />

AD&D 1 st Edition Oriental Adventures<br />

AD&D 2 nd Edition Complete Ninja’s Handbook<br />

AD&D 2 nd Edition High-Level Campaigns<br />

Anthony K. Harvey & Ed Gruenwald<br />

In order to add more variety to the Mystic class one may<br />

add martial maneuvers to a mystic‟s level progression. At<br />

first level, the mystic must select a martial arts style. The<br />

styles available are:<br />

1. Hard style employs highly offensive movement,<br />

focusing on the quick and efficient take down of<br />

one‟s opponent. Practitioners of this style may<br />

employ the magical bonuses listed under the<br />

Mystic Unarmed Attack Equivalents Table as<br />

actual bonuses to attack and damage rolls when<br />

employing their martial arts.<br />

2. Soft style utilizes an opponent‟s strength to its<br />

advantage as opposed to direct resistance.<br />

5 of 75


Practitioners of this style may use their Dexterity<br />

adjustment instead of Strength adjustment when<br />

making to hit and damage rolls with their unarmed<br />

attacks (but not natural weapons like claws or<br />

bites) or martial maneuvers. They may also re-roll<br />

any failed saving throw once per day at level 6;<br />

twice per day at level 11. The must accept the<br />

results of the re-roll. The character may elect to use<br />

his 2 nd use of the re-roll ability to re-roll the first<br />

re-roll if necessary.<br />

3. Balanced style uses a moderation of these two<br />

philosophies in a search for balance between<br />

aggression and passiveness. Practitioners of this<br />

style gain an armor value of 1 at first level. This<br />

value increases by one at levels 4, 8, 12, and 16.<br />

The effects of Ironskin stack with this effect.<br />

The mystic must also choose a principal method. This<br />

selection represents the primary area of study that his<br />

training focused on. The following selections are available:<br />

1. Block (Hand)<br />

2. Kick (Foot)<br />

3. Lock (Body)<br />

4. Movement (Legs)<br />

5. Push (Hand)<br />

6. Strike (Hand)<br />

7. Throw (Body)<br />

8. Vital Area (Hand/Foot)<br />

9. Weapon (Hand/Arm)<br />

Special Maneuvers<br />

All maneuvers are organized according to the principal<br />

method of fighting. Kicking covers actions involving kicks;<br />

movement includes leaps, tumbles, dives, and acrobatics. In<br />

addition, each maneuver is identified as being hard, soft, or<br />

balanced. This corresponds to the general fighting style. A<br />

soft fighting style mainly uses soft special maneuvers and a<br />

hard style uses hard special maneuvers. This does not<br />

prevent crossover between the two styles, it just indicates<br />

the general type of maneuver each style uses.<br />

Special maneuvers are not gained immediately upon<br />

learning the martial arts style. They require extra training<br />

and are learned gradually.<br />

On every odd level, the mystic may select a martial arts<br />

special maneuver that corresponds to his chosen style.<br />

For every three maneuvers he has selected from his<br />

style, he may take one maneuver outside his chosen style.<br />

This may be done at any time and is not a required action.<br />

For example, if a player wants a maneuver at level 11<br />

that is not part of his style, he can look back at his previous<br />

selections and say "Ok, I took five hard maneuvers so I can<br />

take a soft or balanced maneuver if I want."<br />

The number next to the maneuver indicates the level of<br />

the maneuver. No maneuver may be learned until all of the<br />

lower levels of the chosen style are learned.<br />

Block<br />

1. Basic Parry (Soft)<br />

2. Parry All (Soft)<br />

3. Grappling Block (Balanced)<br />

4. Missile Deflection (Soft)<br />

Kick<br />

5. Circle Kick (Hard)<br />

6. Flying Kick (Hard)<br />

7. Backward Kick (Balanced)<br />

Lock<br />

1. Choke Hold (Balanced)<br />

2. Locking Block (Soft)<br />

3. Incapacitator (Balanced)<br />

4. Immobilizing (Balanced)<br />

Movement<br />

1. Feint (Balanced)<br />

2. Prone Fighting (Soft)<br />

3. Immovability (Soft)<br />

4. Leap (Soft)<br />

5. Speed (Balanced)<br />

6. Slow Resistance (Balanced)<br />

7. Featherfoot (Balanced)<br />

Push<br />

1. Concentrated Push (Soft)<br />

2. Sticking Touch (Soft)<br />

3. One Finger (Soft)<br />

Strike<br />

1. Iron Fist (Hard)<br />

2. Crushing Blow (Hard)<br />

3. Eagle Claw (Hard)<br />

4. All-around Attack (Hard)<br />

5. Death Blow (Hard)<br />

Throw<br />

1. Fall (Balanced)<br />

2. Instant Stand (Balanced)<br />

3. Hurl (Hard)<br />

4. Great Throw (Soft)<br />

5. Featherfall (Balanced)<br />

Vital Area<br />

1. Pain Touch (soft)<br />

2. Stunning Touch (Soft)<br />

3. Paralyzing Touch (Soft)<br />

4. Distance Death (Soft)<br />

Weapon<br />

1. Weapon Catch (Balanced)<br />

2. Weapon Breaker (Balanced)<br />

3. Steel Cloth (Soft)<br />

Mental Training<br />

1. Meditation (Balanced)<br />

2. All-around Sight (Soft)<br />

3. Mental Resistance (Soft)<br />

4. Blind Fighting (Soft)<br />

5. Iron Will (Balanced)<br />

6. Levitation (Soft)<br />

6 of 75


Physical Training<br />

1. Ironskin (Hard)<br />

2. Way of the Monkey (Soft)<br />

3. Way of the Snake (Balanced)<br />

4. Way of the Tiger (Hard)<br />

Chi Powers<br />

1. Chi Focus (Soft)<br />

2. Chi Strike (Hard)<br />

3. Chi Blast (Balanced)<br />

Block<br />

Basic Parry: The basic parry maneuver prevents melee<br />

attacks from hitting the mystic. It does not work against<br />

missile attacks. A character can perform the basic parry if he<br />

has not used all his martial arts attacks for that round. Even<br />

if his opponent has initiative, the mystic can announce that<br />

he‟s using one of his attacks to parry. The mystic rolls an<br />

attack against his opponent, taking into account all normal<br />

adjustments to his opponent‟s AC. If the attack hits, the<br />

mystic has parried the first blow struck at him this round by<br />

his opponent. This maneuver may be used with any weapon.<br />

Parry All: The parry all maneuver is a more advanced<br />

form of the basic parry. It requires two of the character‟s<br />

attacks for the round. With this expenditure, the mystic gets<br />

to roll a block against every melee attack aimed at her this<br />

round, so long as she is aware of the attacks. She makes a<br />

separate attack roll against each oncoming blow. This<br />

maneuver may be used with any weapon.<br />

Grappling Block: With this advanced maneuver, the<br />

mystic parries an incoming weapon attack and is able to<br />

grab the weapon making it harder for the attacker to use it<br />

against him. If the mystic is unarmed, the grappling block<br />

requires both his hands to perform; if he is armed, it requires<br />

his weapon hand.<br />

The grappling block takes one of the mystic‟s attacks,<br />

just like the basic parry. If it is successful, the mystic and<br />

the attacker both have a grip on the weapon. The grip is<br />

never a dangerous one for the mystic. For example, the<br />

grappling block allows the unarmed mystic to clap the blade<br />

of a sword-wielding opponent between his palms,<br />

preventing it from striking.<br />

In order to strike the mystic with the weapon, the<br />

attacker must get it free. To do this, the attacker rolls ld20<br />

and compares the number rolled to his Strength score. If the<br />

attacker succeeds in his Strength check, he recovers his<br />

weapon. If he loses his roll by 4 or more, he loses his<br />

weapon (it is now in the mystic„s hand). Any other result<br />

leaves the two combatants still grappling for the weapon.<br />

The attacker may make as many Strength checks per round<br />

as he has attacks available, and can release the weapon<br />

voluntarily at any time.<br />

The mystic can make further attacks on his opponent<br />

with a +2 to his chance to hit, if the grappling block<br />

maneuver has left his principal body part free to make the<br />

attack. For example, if he used a chain to catch his<br />

opponent„s attack, and his principal attack method is the<br />

kick, he can attack with a leg. But if he used a two-handed<br />

sword to catch his opponent„s attack and his principal attack<br />

method is a fist strike, he has no hands free to attack.<br />

Additionally, any other character making an attack against<br />

either of the two combatants grappling for the weapon gets<br />

+2 to hit.<br />

If the attack roll fails, the mystic has managed to foul his<br />

own weapon on that of his opponent. If his opponent can<br />

then make a normal attack roll against him (requiring no<br />

time and not costing him an attack), the opponent yanks his<br />

weapon free, leaving the character disarmed. This maneuver<br />

may be used with any weapon. Characters using chain or<br />

rope weapons receive a +2 bonus to hit with the grappling<br />

block maneuver.<br />

Missile Deflection: With this maneuver, the mystic is<br />

able to parry thrown and missile weapons. This maneuver<br />

requires two attacks for the round and applies to all attacks<br />

that the mystic is aware of. This maneuver may be used with<br />

any weapon. Characters using shields receive a +2 bonus to<br />

hit with the arrow parry maneuver.<br />

Kick<br />

Circle Kick: In this dramatic kick, the attacker builds up<br />

power and momentum by spinning in a complete circle<br />

before landing the kick (usually on the side of the head or<br />

body). If successful (a normal to hit roll), the kick does<br />

twice normal damage. If unsuccessful, the character loses<br />

the next attack he is normally allowed as he tries to recover<br />

his balance.<br />

Flying Kick: This Spectacular kick requires at least five<br />

feet of running space. The character leaps high into the air<br />

and leads with a powerful kick to the head (or head height<br />

for larger than man-sized creatures). If the kick connects,<br />

the character does triple normal damage. If unsuccessful, the<br />

character falls to the ground adjacent to the intended target<br />

and must spend a round getting back to his feet (unless he<br />

also has Prone Fighting or Instant Stand).<br />

Backward Kick: This seemingly innocuous kick is<br />

extremely difficult to master. The character attempts a<br />

normal attack at any creature directly behind him, either<br />

kicking his foot over and behind his own head or lashing out<br />

straight backward. He does not have to turn around and face<br />

his attacker. The kick does normal damage, but a failed<br />

attempt has no ill effects.<br />

Lock<br />

Locking is the art of gripping an opponent in such a way<br />

that prevents him from acting-twisting an arm so the joint is<br />

locked, applying pressure lo choke off breathing and blood<br />

flow, etc.<br />

Choke Hold: This teaches the character the correct way<br />

of applying pressure to render an opponent unconscious.<br />

When using a choke hold, no attacks can be made in the<br />

next round as the attacker is entirely occupied in gripping<br />

and holding his opponent. If a successful to hit roll is made,<br />

7 of 75


the choke has been applied. Once applied, the hold must be<br />

maintained until the end of the next melee round (during<br />

which the character can take no &her anion). The victim can<br />

attempt to escape by making a successful to hit roll,<br />

modified by a -2 on the die roll. The escape attempt can be<br />

tried as many times as the victim has attacks. If the<br />

character fails to escape, he falls unconscious at the end of<br />

the round. He remains unconscious for 1-3 rounds.<br />

Locking Block: This action can be attempted instead of<br />

a normal attack. It can be used against other unarmed<br />

fighters or melee weapon attacks. A normal to hit roll is<br />

made. If successful, the character has trapped his opponent's<br />

weapon, arm, or leg in a scissors arm-lock and it cannot be<br />

used to make attacks. In addition, so long as the victim is so<br />

trapped the character can make attacks (using the feet only)<br />

with a + 4 on his chance to hit. The victim can break the<br />

lock by expending an attack and making a normal to hit roll<br />

for success. The locking block does not cause damage.<br />

When used against an unarmed fighter, an unsuccessful<br />

locking block causes no penalty other than the fact that the<br />

attack has been lost and no damage is done. However, when<br />

used against a weapon, an unsuccessful locking block<br />

results in the character taking damage from the weapon. In<br />

attempting to make the block, the character has only<br />

managed to get him self hit by the weapon.<br />

Incapacitator: By gripping the opponent and twisting<br />

the joins, the character can render one finger, arm, or leg<br />

useless for 24 hours and cause double normal damage.<br />

A successful to hit roll must be made and the victim is<br />

allowed a saving throw vs. paralyzation. If the saving throw<br />

is failed, the appropriate limb is rendered useless. If the<br />

saving throw is made, the attack fails. An unsuccessful<br />

attack (either a failed to hit or a successful saving throw) has<br />

no effect on the attacker other than the waste of an attack<br />

and the lack of damage done. This maneuver is particularly<br />

useful to prevent opponents from escaping or making<br />

attacks.<br />

Remember that the head is not considered a limb! If an<br />

arm is withered, the character can still fight, though he<br />

cannot use two-handed weapons. Spells can be Cast 75% of<br />

the time. If a leg is withered, the character's movement rate<br />

is reduced to ¼ it‟s normal. Armor Class decreases by 3 and<br />

the character suffers a -4 on his chance to hit. A withered<br />

limb can be restored by the use of heal, limited wish, and<br />

wish spells.<br />

Immobilizing: With one hand the character is able to<br />

grip and hold an opponent in a way that keeps him from<br />

taking any action. The character is still able to make attacks<br />

(using either his feet or his other hand), even applying an<br />

immobilizing lock on another victim. A successful to nit roll<br />

must be made and the attack does no damage. Immobilized<br />

characters can attempt to escape by spending am melee<br />

attack to break the hold. However, the chance of success is<br />

modified by -6 to the die roll. An unsuccessful immobilizing<br />

lock results in a 4 modifier on the character‟s next attack.<br />

Movement<br />

This method relies on the training of the character in the<br />

control and positioning of his own body-his posture, stance,<br />

and reflexes. From it students learn the importance of speed,<br />

sudden changes of direction, and footwork. It is seldom very<br />

offensive, but when combined with other styles create a<br />

dangerous and deadly fighter.<br />

Feint: A feint is a trick where the character begins an<br />

attack in one direction and at the last minute changes it to<br />

another direction. When done successfully, the opponent is<br />

out of position lo the new attack and cannot defend as<br />

effectively against it. A feint requires one melee attack to<br />

execute. A normal to hit roll is made and if successful the<br />

character's next attack gains a + 2 on the chance to hit. The<br />

feint itself does no damage.<br />

If unsuccessful, the character suffers no penalty other<br />

than the loss of the attack.<br />

Prone Fighting: Prepared for any circumstance, the<br />

Character is able to fight effectively even when lying on the<br />

ground. This special maneuver is constant-it applies any<br />

time the character is knocked from his feet. The only<br />

limitation is that the character can perform no other special<br />

maneuver (except Instant Stand) when prone.<br />

Immovability: By carefully positioning his feet and<br />

learning to tense and relax various muscles, the character<br />

can avoid being knocked, lifted or thrown off his feet. Any<br />

time these would occur. the character is automatically<br />

allowed a saving throw vs. paralyzation. If the save is<br />

successful, the character remains where he is.<br />

Leap: The character is able to perform extraordinary<br />

feats of springing and leaping by channeling his inner<br />

power, mentally making himself as light as a feather. From<br />

a Standing Start the character can spring four feet into the<br />

air and three feet forward plus one foot for each level of the<br />

character.<br />

He can also flip in mid-air to automatically change his<br />

facing. Such springs do not take an entire melee round,<br />

costing instead only one attack allowed during the round.<br />

Thus a character could flip over an opponent, land behind<br />

him, and execute an attack from the rear with his next melee<br />

attack. From a running start, the character can spring eight<br />

feet upward and three feet forward plus one foot for each<br />

level of the character. The character must have at least 10<br />

feat of running space for springing. In both cases, the<br />

character must make a normal to hit roil to see if he lands<br />

safely. If the roll is made, the leap or spring is successful. If<br />

the roll is failed, the character makes the leap but falls to the<br />

ground upon landing.<br />

Speed: The character has developed lightning-fast<br />

reflexes and powerful muscles mainly by concentrating and<br />

learning how his body controls its movements. The<br />

character gains twice the normal amount of melee attacks he<br />

is normally allowed (both with the martial arts and normal<br />

combat) and moves at double the normal combat movement<br />

rate (only). The increase in movement rate does not apply to<br />

8 of 75


normal movement nor can the movement speed be<br />

maintained for more than five rounds. This special<br />

maneuver is difficult and tiring. It can only be done once per<br />

day and can only be maintained for five rounds. At the end<br />

of this time, the character must rest for 1-3 rounds.<br />

Slow Resistance: Having developed his body and<br />

disciplined his mind, the character is automatically immune<br />

to slow effects.<br />

Featherfoot: Mystics with this skill can make their<br />

footsteps as light as a feather, moving silently and exerting<br />

very little pressure on the surface they are moving over.<br />

This skill is a function of the mystic's move silently<br />

ability, which is a requirement for using this skill. A mystic<br />

who makes a successful move silently roll can move a short<br />

distance over a surface fairly quickly and without exerting<br />

any appreciable weight on it. The mystic must stop and<br />

make contact with a solid surface after moving this far.<br />

Soft Surfaces: Mud, snow, sand, or other surfaces where<br />

normal humans would leave clear tracks. The mystic may<br />

move at full speed across this surface.<br />

Very Soft Surfaces: Quicksand, fine dust, or other<br />

surfaces where normal humans would sink slowly. The<br />

mystic may move at ¾ speed across this surface.<br />

Liquid Surfaces: Water or other surfaces where normal<br />

humans would sink immediately. The mystic may move at<br />

½ speed across this surface.<br />

A mystic using the featherfoot maneuver moves in<br />

complete silence and leaves no tracks on the ground. The<br />

character's weight doe not press down upon the surface at<br />

all. The character does not set off any alarm or trap<br />

triggered by weight.<br />

Push<br />

Pushing is a soft form of combat, primarily protective in<br />

nature. It relies on the character's understanding of the<br />

forces of motion. The opponent's own force is turned against<br />

him, deflecting his attack, throwing him off balance, or<br />

knocking him backward with a single touch. Learning this<br />

art takes great mental discipline but does not require great<br />

strength.<br />

Concentrated Push: The character focuses his inner<br />

energy into his hands, giving him great results even from a<br />

gentle push. On a successful to hit roll the opponent is<br />

knocked back one foot per level of the character. If the<br />

distance is greater than three feet, the victim must make a<br />

successful saving throw vs. paralyzation to remain on his<br />

feet. If the victim hits a solid object, he suffers damage as if<br />

he had fallen the same distance. Note that those with<br />

immovability can resist being knocked back. If the<br />

Concentrated Push attack is unsuccessful, all attacks made<br />

against the character for the remainder of the round have a +<br />

2 on their chance to hit.<br />

Sticking Touch: The character has so attuned his sense<br />

of touch that even by lightly placing his hand on another he<br />

can cause it to follow their every move. A normal to hit roll<br />

must be made and the touch does no damage.<br />

However, so long as the character remains in contact, he<br />

gains + 2 on all subsequent to hit rolls and his armor class<br />

improves by2. since he is able to feel the impending move<br />

of his opponent before it happens. The touch can only be<br />

broken by the opponent moving in a way or at a speed<br />

beyond the abilities of the character. Thus, if the opponent<br />

had the Leap maneuver he could use this to break contact.<br />

However, if both knew this maneuver, the character could<br />

automatically choose to leap at the same time as his<br />

opponent, keeping his contact unbroken.<br />

One Finger: This skill requires long and difficult<br />

practice. It is said that the student first learns to push a<br />

heavy bell with the touch of a single finger. He concentrates<br />

then on touching e lighter and lighter while making the bell<br />

swing even more. Finally, he reaches the point where he can<br />

make the bell move without actually touching it. His inner<br />

power extends from his finger and pushes the bell. At this<br />

point he has mastered One Finger.<br />

One Finger gives the character the power of<br />

Concentrated Push without having to touch the target. The<br />

character simply concentrates and points his finger at the<br />

victim. The range is equal to one foot per character level.<br />

One Finger requires great concentration and is the only<br />

action that can be taken in the melee round regardless of the<br />

number of attacks the character has. A normal to hit roll<br />

must be made. If successful, the victim is affected as if hit<br />

by a Concentrated Push. If unsuccessful, the attack misses<br />

and has no effect.<br />

Strike<br />

Iron Fist: Through various toughening exercises, the<br />

character has hardened his hands so much so that they feel<br />

like steal. The character does one extra die of damage on<br />

each attack, if his principal body part used is the hands. If<br />

the principal body part is not the hands, the character does<br />

one extra die of damage on one attack per melee round.<br />

Crushing Blow: The character is able to shatter or break<br />

hard objects with a blow of his hand. This includes wood,<br />

ceramics and masonry but not metal. The character can<br />

break 1/2" of wood or 1/4" of brittle stone per level. The<br />

DM can modify this based on the shape, hardness, and age<br />

of the object. If used against a living target, the character<br />

causes normal damage plus points equal to his level. The<br />

Crushing Blow requires great concentration and is the only<br />

action the character can do in a round regardless of the<br />

number of attacks normally allowed. In all cases a normal to<br />

hit roll must be made. The DM must determine the number<br />

needed to hit a stationary object (based on its hardness). Lf<br />

the die roll is failed and the character is striking a hard<br />

object (such as a stone), he has seriously hurt his hand. He<br />

suffers damage equal to what he would do on a normal<br />

attack and the hand is unusable for 24 hours.<br />

9 of 75


Eagle Claw: Through physical exercise and<br />

concentration, the character can summon immense crushing<br />

strength into his hand. On a successful to hit roll he can<br />

shatter objects (snap spear shafts. crush stones. etc.), crush<br />

metal items, and cause 3d10 points of damage on an attack.<br />

This requires great concentration and is the only action the<br />

character can take during the round.<br />

All-around Attack: A mystic with this maneuver is<br />

capable of launching a massive blow that can be extended<br />

into a whirlwind physical attack that damages every enemy<br />

within reach.<br />

The mystic makes a single attack roll against any<br />

adjacent opponent. If the attack hits, the opponent suffers<br />

normal damage from the blow. If the damage is sufficient to<br />

kill the opponent the hail of blows from the mystic<br />

automatically inflicts damage on every enemy within a 5-<br />

foot radius, as decided by the character. Enemies who are<br />

larger than the original target, or whose Armor Classes are<br />

better than the original target's, are not harmed. Invisible<br />

opponents within the radius can be harmed if their effective<br />

Armor Classes (after the -4 bonus for invisibility) is not<br />

better than the original target's.<br />

An all-around attack is a measure of a mystic's skill and<br />

can be made with any type of melee weapon that the mystic<br />

is proficient with or with unarmed attacks. However,<br />

opponents that would normally be immune to the weapon<br />

used cannot be harmed in an all-around attack. If the initial<br />

attack misses, the all-around attack fails. If the initial attack<br />

hits, the target suffers normal from the attack. If the damage<br />

inflicted fails to kill the original target, there is no radius<br />

effect.<br />

Death Blow: This skill allows warriors to strike deadly<br />

blows that can fell an opponent in a single stroke.<br />

The mystic makes a single attack roll against any<br />

adjacent opponent. If the attack hits, the opponent suffers<br />

normal damage from the blow and must save vs. death ray<br />

or be slain immediately. The opponent's armor class<br />

bonuses from protective devices (such as magical armor and<br />

rings of protection) always apply to the saving throw.<br />

Opponents with more Hit Dice/levels than the warrior<br />

are immune to the effect. Creatures that would not normally<br />

be vulnerable to damage from the weapon the warrior is<br />

using in the attack also are immune. When a warrior<br />

attempts a death blow, it is the only attack a warrior can<br />

make during the round. A mystic can combine a death blow<br />

with an all-around attack Only the initial target of the allaround<br />

attack is subject to the instant death effect, but this<br />

might allow the all-around attack to succeed when it<br />

otherwise might not.<br />

Throw<br />

Fall: The first maneuver any student of this style learns<br />

is how to fall correctly. He learns to fall and roll, taking the<br />

impact of the fall on the safest areas of his body. Once<br />

learned this maneuver is constantly in effect. Thereafter he<br />

suffers only ½ the normal amount of damage from any fail.<br />

Instant Stand: After learning to fall, the student learns<br />

how to gain his feet quickly either by rolling up to a<br />

standing position or using an acrobatic jump. Normally on a<br />

round is required for a character to gain his feet, but a<br />

character knowing this maneuver can regain his feet<br />

automatically instead of making an attack. He may do other<br />

actions in the round if he has attacks available.<br />

Hurl: This type of throw relies a great deal on strength<br />

and less on leverage. The character can attempt to pick up<br />

an opponent and throw him to the ground ld4 feet away. The<br />

victim suffers double damage from the throw. Characters<br />

with immovability can resist this maneuver. A successful to<br />

hit roll must be made for the Hurl to work. If the roll is<br />

failed, the character loses all remaining attacks for the round<br />

and automatically loses initiative for the next round.<br />

Great Throw: Using leverage and his opponent's<br />

momentum, the character is able to throw his enemy a great<br />

distance. A normal to hit roll must be made. If the victim is<br />

stationary, the character can throw him one foot per level. If<br />

the victim is charging the character, the distance thrown is<br />

six feet plus one foot per level. The victim suffers triple<br />

normal damage from the throw. If the to hit roll is<br />

unsuccessful, the opponent has countered the move and the<br />

character has been mocked on h s feet, automatically losing<br />

initiative the next round.<br />

Featherfall: Due to intense training, the character need<br />

not fear falling from great heights. By bounding from one<br />

surface to another, the character may negate any damage<br />

suffered from falling.<br />

Vital Area<br />

This method is much like strike or kick in that it relies<br />

on the blow for effect. However, the strength of the blow is<br />

not nearly as important as where it is delivered. The vital<br />

area method teaches the character where and how to strike<br />

at the weak spot on his opponent's body – the throat, the<br />

ears, the foot, nerve points, and other places. Because the<br />

training requires knowledge of anatomy, the special<br />

maneuvers listed can only be used against human and<br />

humanoid opponents.<br />

Pain Touch: Simply by pressing his finger against<br />

specific points of the body, the character can cause great<br />

pain in his victim. This can be done in place of a normal<br />

attack. It causes no damage, but it the hit roll is successful,<br />

the victim feels as if he is on fire. Thereafter, he will be -2<br />

on his chance to hit and - 2 on chance of being hit. The<br />

effect lasts for 1 3 rounds. There is no adverse effect on the<br />

victim if the to hit roll is failed.<br />

Stunning Touch: With a light slap on his fingers in the<br />

correct place. The character can stun and daze his opponent.<br />

This can be a one in place of a normal attack and causes no<br />

damage A normal to hit roll must be made. If successful, the<br />

victim is allowed a saving throw vs. paralyzation. It this is<br />

10 of 75


failed, the victim is stunned for 1d4 rounds, unable to take<br />

any action. However, should the hit roll fail or the saving<br />

throw be passed, the attack has no effect.<br />

Paralyzing Touch: By placing pressure on specific<br />

nerve junctions. The character can paralyze his victim,<br />

leaving him unable to move for 1d6 turns. A normal to hit<br />

roll must be made and the victim is allowed a saving throw<br />

vs. paralyzation. If the attack fails or the saving throw is<br />

made, no damage is done.<br />

Distance Death: This is the ultimate skill of this method<br />

and requires great practice and concentration. To learn it,<br />

the character must practice at a pool of water, driving his<br />

finger at it without touching it. As he does so, he<br />

concentrates on his own power, trying to extend it from his<br />

finger. When he can hear the echo of his thrust rebound<br />

from the water, he has mastered the maneuver.<br />

Distance Death requires great concentration and 1s the<br />

only action the character can take during the melee round. It<br />

has a range of one foot per level of the character. With it the<br />

character can choose to apply the effects of Pain, Stunning,<br />

or Paralyzing Touch or he can choose to do three times his<br />

normal damage on the attack. It Pain is chosen, the victim is<br />

not allowed a saving throw; for Stunning the saving throw is<br />

-2 on the die roll. In all cases a normal to hit roll must be<br />

made.<br />

Weapon<br />

The martial arts often include training in a number of<br />

standard and unusua1 weapons. The training with standard<br />

weapons is very much like that which other warriors receive<br />

and is covered elsewhere in these rules. However, there are<br />

several weapons unique to the martial arts – weapons that<br />

cannot be used effectively without training in the moves and<br />

positions associated with the martial arts. The maneuvers<br />

given below can only be applied when using those weapons<br />

that are noted as being exclusive to practitioners of the<br />

martial arts.<br />

Weapon Catch: All weapons are routinely used to block<br />

and parry an opponent. The Weapon Catch maneuver<br />

teaches the character how to use the Special martial ads<br />

weapons to catch and lock his opponent's weapon in place.<br />

Here weapon includes not just melee weapons but also the<br />

arms and legs of an unarmed opponent. A Weapon Catch is<br />

made in place of a normal attack and a hit roll must be<br />

made. If successful, the character has caught the opponent's<br />

attack with his weapon and has locked it in place. The<br />

opponent cannot use that weapon to fight with. Furthermore,<br />

the character can make further snacks on the opponent with<br />

a + 2 on his chance to hit. if he has the correct principal<br />

body part free to make the attack. The opponent can break<br />

the catch by either dropping his weapon or spending a melee<br />

attack to attempt to break free. If he attempts the latter, he<br />

must make a normal to hit roll to succeed.<br />

If the Weapon Catch attempt fails, the character has<br />

managed to foul his own weapon on that of the opponent's.<br />

With a quick twist the opponent pulls the character's<br />

weapon from his grasp, leaving the character disarmed.<br />

Weapon Breaker: Just as martial arts weapons are<br />

designed M catch weapons, they are also capable of<br />

breaking them. Indeed, Students are often taught this art as<br />

it gives them an advantage in combat. The breaking action is<br />

a swift blow or twist with the weapon. It can only be used<br />

against melee weapons, not unarmed fighters. The character<br />

can also use this maneuver when fighting with the staff<br />

against a sword. A normal to hit roll must be made. If<br />

successful, the opponent's weapon must save vs. crushing<br />

blow or be broken. If the to hit roll fails or the save is made,<br />

the maneuver fails. This maneuver does no damage.<br />

Steel Cloth: With this maneuver, the character need<br />

never be without a weapon. Taking a 6 to 10 foot piece of<br />

cloth, the character whirls and snaps it tight, keeping it in<br />

constant motion and giving it the rigidity of a spear. The<br />

cloth is treated as a spear, except that it cannot be thrown.<br />

This maneuver is automatic; no die roll is made for success.<br />

Mental Training<br />

These maneuvers are gained by the character in the<br />

course of training and reflect his superb control over mind<br />

and body. They do not belong to the categories of principal<br />

methods as they can be learned by practitioners of any style.<br />

Meditation: Meditation is a state of deep concentration.<br />

By meditating, the mystic focuses and regains his energies.<br />

One hour of uninterrupted mediation is as restful as two<br />

hours of sleep. While meditating, the mystic is oblivious to<br />

hunger, thirst, heat, and cold. He is still conscious and aware<br />

of his surroundings, however, so he does not suffer any<br />

penalties on surprise or initiative dice rolls<br />

All-around Sight: The character's training makes him<br />

more attuned to his immediate surroundings. He is sable to<br />

detect opponents on all sides of him, provided they are not<br />

invisible. The character can never be struck from behind or<br />

suffer a penalty from a back attack. This maneuver is<br />

constantly in effect.<br />

Mental Resistance: The mental exercises and ordeals of<br />

the character's training have toughened and strengthened his<br />

will. He receives a +2 on ail saving throws against mental<br />

attacks including charm, illusion. And hold spells. This<br />

maneuver is constantly in effect.<br />

Blind Fighting: Under his master's guidance, the<br />

character has trained for long periods while wearing a<br />

blindfold or in darkened moms. This has given the character<br />

the ability to detect his foes with his other senses. The<br />

character suffers only a -1 penalty when fighting in<br />

darkness, when blinded, or when faced by Invisible<br />

opponents. This maneuver is constantly in effect.<br />

Levitation: This is perhaps the rarest of all the martial<br />

arts maneuvers, since it requires the utmost of concentration<br />

and mental discipline. Daily the character practices at<br />

making his body feel lighter, using his mental power to<br />

negate his own weight. Finally, the character succeeds in<br />

11 of 75


overcoming all his weight. At this point he can levitate. This<br />

maneuver requires one turn of concentration before it can be<br />

done. Thereafter the character can move up, down or<br />

sideways at five feet per round. He can take no actions<br />

while levitating and if his concentration is broken, he falls to<br />

the ground. Upon completion of the Levitation, the<br />

character must rest for one round before doing any other<br />

action.<br />

Physical Training<br />

Ironskin: Rigorous physical training has toughened the<br />

character's muscles to the point where he can harden them<br />

like iron. The natural Armor Value of the character is<br />

improved by 2. This ability does not stack with armor but it<br />

does stack with the balanced style ability.<br />

Way of the Monkey: Through agility and fluid motions,<br />

you enhance all of your soft maneuvers by +2. This bonus<br />

applies to all mechanical aspects of the maneuvers: to hit,<br />

damage, duration, mystic‟s saving throws, penalties to a<br />

victim‟s saving throws, etc. It does not modify the number<br />

of times a maneuver can be used. An acrobatic mystic is<br />

considered to be two levels higher for the purposes of<br />

calculating his chance of success.<br />

Way of the Snake: Through fluid motions and sudden<br />

movements, the character can enhance the effectiveness of<br />

his balanced maneuvers by +2. This bonus applies to all<br />

mechanical aspects of the maneuvers: to hit, damage,<br />

duration, mystic‟s saving throws, penalties to a victim‟s<br />

saving throws, etc. It does not modify the number of times a<br />

maneuver can be used. A snake practitioner<br />

adds an additional die of damage every time<br />

he scores a critical hit. This damage is applied<br />

before multiplication.<br />

Way of the Tiger: Through the focus of<br />

strength and leverage, all of the character‟s<br />

hard maneuvers are enhanced by +2. This<br />

bonus applies to all mechanical aspects of<br />

the maneuvers: to hit, damage, duration,<br />

mystic‟s saving throws, penalties to a<br />

victim‟s saving throws, etc. It does not<br />

modify the number of times a maneuver<br />

can be used. A tiger mystic reduces the<br />

effectiveness of armor value by half<br />

(rounding down).<br />

Chi Powers<br />

Chi Focus: Through the mastery of<br />

chi, the character can manifest his energy<br />

as a visible glow (yellow for lawful, blue for<br />

neutral and red for chaotic characters). The<br />

glow lasts for 1d6+1 rounds and increases his<br />

physical ability scores (Strength, Dexterity, and<br />

Constitution) by your Mystic level (see the Ability Score<br />

Adjustments table on page 52 of the Wrath of the Immortals<br />

Codex of the Immortals rulebook for scores above 18). This<br />

ability may be used a number of times per day equal to your<br />

Constitution adjustment +1.<br />

Chi Strike: By focusing your Chi energy into your<br />

primary limb(s), you may inflict astounding damage with<br />

your strikes for one round. The bonus damage dealt is equal<br />

to your willpower score (Intelligence + Wisdom scores).<br />

This ability cannot be combined with the smash fighter<br />

combat option. This ability may be used a number of times<br />

per day equal to your Constitution adjustment +1.<br />

Chi Blast: The character has learned to project his chi<br />

energy to inflict damage. In place of your attacks for the<br />

round you may perform a chi strike at a range of<br />

10‟/20‟/30‟. This ability may be used a number of times per<br />

day equal to the number of mystic attacks available<br />

multiplied by 1 + your constitution adjustment.<br />

Psion<br />

D&D 3.0: Psionics Handbook<br />

Prime Requisite: Intelligence and Wisdom.<br />

Experience Bonus: 5% for Intelligence of 13-15, +10%<br />

for Intelligence of 16-18.<br />

Hit Dice: 1d6 per level up to 12th level.<br />

Maximum Level: 36.<br />

Armor: None.<br />

Weapons: Dagger, whip, short sword, and staff.<br />

Special Abilities: Psionic Powers.<br />

The striking fist or flashing sword pales before a psion‟s<br />

focused stare. Psionic powers arise from a<br />

regimen of strict mental discipline<br />

developed over months and years of selfscrutiny<br />

and mind-actualization. Those<br />

who overcome personal demons,<br />

neuroses, and other pitfalls if intense selfreflection<br />

learn to call upon an internal<br />

reservoir of power.<br />

Psions depend on a continual study of<br />

their own minds to discover an evenwider<br />

range of mental powers. They<br />

meditate on memories and the nature<br />

of memory itself, debate with their<br />

own fragment personalities, and<br />

delve into the dark recesses of<br />

their minds‟ convoluted<br />

corridors. “Know thyself” is<br />

not just a saying for a psion, but<br />

the road to power.<br />

12 of 75


Psion Experience Table<br />

Hit Powers/Level<br />

Level XP Dice 1 2 3 4 5 6 7 8 9<br />

1 0 1 1 - - - - - - - -<br />

2 2,500 1d6 2 - - - - - - - -<br />

3 5,000 2d6 2 1 - - - - - - -<br />

4 10,000 3d6 2 2 - - - - - - -<br />

5 20,000 4d6 2 2 1 - - - - - -<br />

6 40,000 5d6 2 2 2 - - - - - -<br />

7 80,000 6d6 3 2 2 1 - - - - -<br />

8 160,000 7d6 3 3 2 2 - - - - -<br />

9 320,000 8d6 3 3 3 2 1 - - - -<br />

10 480,000 9d6 3 3 3 3 2 - - - -<br />

11 640,000 +1 4 3 3 3 2 1 - - -<br />

12 800,000 +2 4 4 4 3 2 1 - - -<br />

13 960,000 +3 4 4 4 3 2 2 - - -<br />

14 1,120,000 +4 4 4 4 4 3 2 - - -<br />

15 1,280,000 +5 5 4 4 4 3 2 1 - -<br />

16 1,440,000 +6 5 5 5 4 3 2 2 - -<br />

17 1,600,000 +7 6 5 5 4 4 3 2 - -<br />

18 1,760,000 +8 6 5 5 4 4 3 2 1 -<br />

19 1,920,000 +9 6 5 5 5 4 3 2 2 -<br />

20 2,080,000 +10 6 5 5 5 4 4 3 2 -<br />

21 2,240,000 +11 6 5 5 5 4 4 3 2 1<br />

22 2,400,000 +12 6 6 5 5 5 4 3 2 2<br />

23 2,560,000 +13 6 6 6 6 5 4 3 3 2<br />

24 2,720,000 +14 7 7 6 6 5 5 4 3 2<br />

25 2,880,000 +15 7 7 6 6 5 5 4 4 3<br />

26 3,040,000 +16 7 7 7 6 6 5 5 4 3<br />

27 3,200,000 +17 7 7 7 6 6 5 5 5 4<br />

28 3,360,000 +18 8 8 7 6 6 6 6 5 4<br />

29 3,520,000 +19 8 8 7 7 7 6 6 5 5<br />

30 3,680,000 +20 8 8 8 7 7 7 6 6 5<br />

31 3,840,000 +21 8 8 8 7 7 7 7 6 6<br />

32 4,000,000 +22 9 9 8 8 8 7 7 7 6<br />

33 4,160,000 +23 9 9 9 8 8 8 7 7 7<br />

34 4,320,000 +24 9 9 9 9 8 8 8 8 7<br />

35 4,480,000 +25 9 9 9 9 9 9 8 8 8<br />

36 4,640,000 +26 9 9 9 9 9 9 9 9 9<br />

A psion adventures to stimulate his or her mind. New<br />

experiences translate to new avenues of thought and<br />

eventually the discovery of previously latent abilities. A<br />

psion‟s powers are innate, but are not effortlessly attained.<br />

Psionic Attack and Defence Modes<br />

Level Number of Modes<br />

1 2<br />

4 3<br />

6 4<br />

8 5<br />

10 6<br />

12 7<br />

14 8<br />

16 9<br />

18 10<br />

4th level a psion can employ an additional psionic attack or<br />

defense mode. The last mode becomes available at level 18.<br />

Psions use the Psion experience table for advancement,<br />

and the Magic-User Saving Throws table (See page 19 of<br />

the D&D <strong>Rules</strong> Cyclopedia).<br />

The “Powers/Level” entries indicate the number of<br />

psionic power slots they have, as well as the number of<br />

psionic powers they have access to.<br />

Those destined to be psions show signs of mental<br />

powers from the time they are just a few years old, but<br />

manifestations become especially noticeable at puberty.<br />

Unexplained noises and lights, crockery flying through the<br />

air of its own accord, and the appearance of small items out<br />

of thin air are common. Most who have the gift grow out of<br />

it, turning away from their potential. However, a few<br />

embrace their differences. From that point on, the budding<br />

psion can begin practicing and improving his or her powers.<br />

Like spell-wielding magic-users, psions are often on their<br />

own, misunderstood and feared by friends and family.<br />

Sometimes, psions find others of similar abilities and form<br />

informal networks, small societies, or even tiny communes<br />

populated with individuals possessing some psionic ability.<br />

Tantrist<br />

Anthony K. Harvey<br />

Prime Requisite: Charisma and Constitution.<br />

Experience Bonus: 5% for Charisma of 13-15, +10% for<br />

Charisma of 16-18.<br />

Hit Dice: 1d6 per level up to 9th level. +2 points per level<br />

thereafter.<br />

Maximum Level: 36.<br />

Armor: None.<br />

Weapons: Any missile weapon; any one-handed melee<br />

weapon..<br />

Special Abilities: Sexcraft, Enhanced AC, Magical<br />

Spells, Seduction, Pheromones, Parry, Disrobe, Aid<br />

Spellcaster, Energy Blast.<br />

The Tantrist finds power in sex. He has trained his body<br />

to channel this energy and manifest it as a variety of magical<br />

powers.<br />

Tantrist attack rolls and saving throws are the same as<br />

those of thieves.<br />

Enhanced Armor Class: The Tantrist is so accustomed<br />

to fighting in the nude that she becomes much more difficult<br />

to hit.<br />

Thief Abilities: Tantrists gain the following special of<br />

thieves as if he were a thief of the same level: Hide in<br />

Shadows, Move Silently, and Hear Noise.<br />

At 1st level, a psion has access to one psionic attack<br />

mode and one defense mode. Every two levels, starting at<br />

13 of 75


Tantrist Experience Table<br />

Special<br />

Level XP AC Abilities<br />

1 0 9 Sexcraft<br />

2 1,500 9 Spells<br />

3 3,000 8<br />

4 6,000 8 Seduction<br />

5 12,000 7<br />

6 25,000 7 Pheromones<br />

7 50,000 6<br />

8 100,000 6 Parry, Disrobe<br />

9 200,000 5 New Trick<br />

10 300,000 5 Aid Spellcaster<br />

11 400,000 4<br />

12 500,000 4 Energy Blast<br />

13 600,000 3<br />

14 700,000 3<br />

15 800,000 2<br />

16 900,000 2<br />

17 1,000,000 1<br />

18 1,100,000 1 New Trick<br />

19 1,200,000 0<br />

20 1,300,000 0<br />

21 1,400,000 -1<br />

22 1,500,000 -1<br />

23 1,600,000 -2<br />

24 1,700,000 -2<br />

25 1,800,000 -3<br />

26 1,900,000 -3<br />

27 2,000,000 -4 New Trick<br />

28 2,100,000 -4<br />

29 2,200,000 -5<br />

30 2,300,000 -5<br />

31 2,400,000 -6<br />

32 2,500,000 -6<br />

33 2,600,000 -7<br />

34 2,700,000 -7<br />

35 2,800,000 -8<br />

36 2,900,000 -8 New Trick<br />

Tantrist Abilities: Tantrists gain the following special<br />

abilities as they progress in experience levels:<br />

1 st Level: Sexcraft<br />

2 nd Level: Spells<br />

4 th Level: Seduction<br />

6th Level: Pheromones<br />

8 th Level: Parry, Disrobe<br />

9 th Level: New Trick<br />

10 th Level: Aid Spellcaster<br />

12 th Level: Energy Blast<br />

18 th Level: New Trick<br />

27 th Level: New Trick<br />

36 th Level: New Trick<br />

Tantrist Spell Table<br />

Caster Spells/Level<br />

Level Level 1 2 3 4 5 6 7 8<br />

2-3 1 1 - - - - - - -<br />

4-5 2 2 - - - - - - -<br />

6-7 3 2 1 - - - - - -<br />

8-9 4 2 2 - - - - - -<br />

10-11 5 2 2 1 - - - - -<br />

12-13 6 2 2 2 - - - - -<br />

14-15 7 3 2 2 1 - - - -<br />

16-17 8 3 3 2 2 - - - -<br />

18-19 9 3 3 3 2 1 - - -<br />

20-21 10 3 3 3 3 2 - - -<br />

22-23 11 4 3 3 3 2 1 - -<br />

24-25 12 4 4 4 3 2 1 - -<br />

26-27 13 4 4 4 3 2 2 - -<br />

28-29 14 4 4 4 4 3 2 - -<br />

30-31 15 5 4 4 4 3 2 1 -<br />

32-33 16 5 5 5 4 3 2 2 -<br />

34-35 17 6 5 5 4 4 3 2 -<br />

36 18 6 5 5 4 4 3 2 1<br />

Sexcraft: A Tantrist gains the use of the Sexcraft<br />

general skill for free. This skill is used to gather the energy<br />

needed to use her special abilities.<br />

The sexcraft skill allows a Tantrist to collect and store<br />

sexual energy. This energy is generated when her sex<br />

partner has an orgasm. A Tantrist may store a maximum<br />

number of orgasms equal to her constitution score. This<br />

energy may be spent in a variety of ways:<br />

1. She may spend energy to recover spells each day.<br />

The amount spent is equal to her highest castable<br />

spell level (1-8).<br />

2. Spending 1 point will increase a spell‟s range by<br />

10‟. She may spend no more points than her<br />

Constitution adjustment in this manner.<br />

3. Spending 1 point will increase a spell‟s damage by<br />

+1 per die. She may spend no more points than her<br />

Constitution adjustment in this manner.<br />

4. Spending 2 points will increase her caster level by<br />

one for 1d6 rounds. She may spend no more points<br />

than her Constitution adjustment in this manner.<br />

5. Spending 2 points will heal 1d6+1 points of<br />

damage. She may spend no more points than her<br />

Constitution adjustment in this manner.<br />

6. Spending 3 points will purge her body of any<br />

poisons or diseases. She may spend no more points<br />

than her Constitution adjustment in this manner.<br />

Spells: A Tantrist now learns to use her sexual energy to<br />

power spells. The Tantrist gains spell slots like a magic-user<br />

of half her level (round down). They can cast spells from the<br />

magical spells list on page 34 of the <strong>Rules</strong> Cyclopedia.<br />

Seduction: The Tantrist has learned how seduce<br />

individuals. The percentage chance of seducing is as<br />

follows:<br />

14 of 75


(Tantrist‟s Level + Charisma adj. + modifiers) /<br />

(Target‟s level + Wisdom adj.) x 100<br />

Modifiers:<br />

Heavily Clothed -1<br />

Scantly / Provocatively Clad +1<br />

Naked +2<br />

Higher social class<br />

+1 per level<br />

Lower social class<br />

-1 per level<br />

A seduced target will act as if under the effects of a<br />

Charm Person spell with the additional effect of desiring<br />

intimate relations with the seducer. This effects lasts for the<br />

duration listed under the Charm Person spell (see page 145<br />

of the <strong>Rules</strong> Cyclopedia). At the end of the duration, the<br />

target must make a saving throw vs. spells to realize that he<br />

has been seduced.<br />

Pheromones: The natural pheromones of the Tantrist<br />

become enhanced by her reserves of sexual energy. She<br />

receives a +1 bonus to all charisma-based skills and special<br />

abilities for every 7 levels in this class.<br />

Parry: The Tantrist gains access to the Parry fighter<br />

combat option.<br />

Disrobe: This ability is similar to the disarm fighter<br />

combat option except that it only works on cloth, laces,<br />

straps, buttons, belts, and other such items. It can also be<br />

used to cut clothing without damaging the wearer. It does<br />

not work on armor, weapons, or shields.<br />

This maneuver can only be used when the Tantrist gets<br />

his normal Strength and magic adjustments to his attack roll.<br />

If he hits, he inflicts no damage. Instead, the victim rolls<br />

1d20 with a penalty to the roll equal to the attacker‟s<br />

Dexterity adjustment. If the final roll is greater than the<br />

victim‟s dexterity score, the targeted article of clothing is<br />

removed.<br />

Aid Spellcaster: The Tantrist may now augment other<br />

casters spells in the same manner that he augments his own<br />

spells. In order to use this ability, she must be in physical<br />

contact with the Spellcaster that she is aiding.<br />

If the Tantrist channels more points than the caster‟s<br />

Constitution adjustment, then the caster will need to make a<br />

saving throw vs. death ray with a penalty equal to the<br />

amount of points that went beyond the caster‟s Constitution<br />

adjustment. If he fails, he will be stunned for 1d6 rounds<br />

after the spell is cast due to being overloaded.<br />

Energy Blast: The Tantrist has mastered the art of<br />

projecting her stored sexual energy as a coherent cone of<br />

scintillating energy 120‟ long and 60‟ wide at the end. The<br />

beam inflicts 1d6 points of lethal or non-lethal damage<br />

(player‟s choice) per point invested in it. If the Tantrist<br />

chooses to deal non-lethal damage, anyone caught in the<br />

cone must make a successful saving throw vs. wands or<br />

become stunned for 1d6 rounds due to the intense physical<br />

pleasure being experienced.<br />

New Trick: In addition to the number of sex tricks a<br />

Tantrist learns with sexcraft, she also gains a bonus trick at<br />

levels 9, 18, 27, and 36.<br />

Temptress<br />

Adapted from Conan: Hyboria’s Fallen<br />

Prime Requisite: Charisma.<br />

Other Requirements: Dexterity must be at least 13.<br />

Experience Bonus: 5% for Charisma of 13-15, +10% for<br />

Charisma of 16-18.<br />

Hit Dice: 1d6 per level up to 9th level. +2 points per level<br />

thereafter.<br />

Maximum Level: 36.<br />

Armor: None. Shields may not be used.<br />

Weapons: Any missile weapon; any one-handed melee<br />

weapon.<br />

Special Abilities: Enhanced AC, Seduction, Thief<br />

Abilities, Pillow Talk, Charm Person, Charm Monster.<br />

The temptress is a shadow of civilization that uses the<br />

power of sexuality in order to ensnare others. Sexually<br />

insatiable, the temptress is often seen as a vampire, leaching<br />

away the virility and independence of lovers and friends.<br />

Fostering beauty and charm, the temptress uses sensuality<br />

and sexuality irresistible lures to bring others to their doom.<br />

Temptresses attack rolls and saving throws are the same<br />

as those of magic-users.<br />

Enhanced Armor Class: The Tantrist is so accustomed<br />

to fighting in the nude that she becomes much more difficult<br />

15 of 75


to hit. Her base AC becomes the value listed in the<br />

advancement table.<br />

Seduction: The Temptress has learned how seduce<br />

individuals. The percentage chance of seducing is as<br />

follows:<br />

(Temptress Level + Charisma adj. + modifiers) /<br />

(Target‟s level + Wisdom adj.) x 100<br />

Modifiers:<br />

Heavily Clothed -1<br />

Scantly / Provocatively Clad +1<br />

Naked +2<br />

Higher social class<br />

+1 per level<br />

Lower social class<br />

-1 per level<br />

A seduced target will act as if under the effects of a<br />

Charm Person spell with the additional effect of desiring<br />

intimate relations with the seducer. This effects lasts for the<br />

duration listed under the Charm Person spell (see page 145<br />

of the <strong>Rules</strong> Cyclopedia). At the end of the duration, the<br />

target must make a saving throw vs. spells to realize that he<br />

has been seduced.<br />

Thief Abilities: Temptresses find some thievery training<br />

to be invaluable in their endeavors. For this reason the gain<br />

the ability to use the following thief abilities as a thief of the<br />

temptress‟s level:<br />

1. Open Locks<br />

2. Move Silently<br />

3. Hide in Shadows<br />

4. Pick Pockets<br />

5. Hear Noise<br />

6. Read Languages<br />

Enhanced Charisma: A temptress constantly seeks to<br />

improve her sex appeal. At levels 5, 15, 25, and 35 she gains<br />

one additional point of charisma. There is no maximum<br />

charisma score for temptresses.<br />

New Trick: In addition to the number of sex tricks a<br />

Tantrist learns with sexcraft, she also gains a bonus trick at<br />

levels 6, 11, 16, 21, 26, 31, and 36.<br />

Pillow Talk: Upon reaching 8 th level, the temptress<br />

gains the ability to glean information from a target that she<br />

has bedded. After an hour of sexual contact, the Temptress<br />

may make another seduction roll. If she succeeds, the target<br />

speaks freely and without deceit. At 14 th level and every 6<br />

levels thereafter, the Temptress gains a cumulative +1<br />

modifier to seduction checks used for this purpose.<br />

Charm Person: At 9 th level, the Temptress gains the<br />

ability to cast the charm person spell three times per day.<br />

Charm Monster: At level 13, the Temptress may cast<br />

charm monster up to three times per day.<br />

Temptress Experience Table<br />

Special<br />

Level XP AC Abilities<br />

1 0 9 Seduction<br />

2 1,500 9<br />

3 3,000 8 Thief Abilities<br />

4 6,000 8<br />

5 12,000 7 Enhanced Charisma<br />

6 25,000 7 New Trick<br />

7 50,000 6<br />

8 100,000 6 Pillow Talk<br />

9 200,000 5 Charm Person<br />

10 300,000 5<br />

11 400,000 4 New Trick<br />

12 500,000 4<br />

13 600,000 3 Charm Monster<br />

14 700,000 3 Pillow Talk +1<br />

15 800,000 2 Enhanced Charisma<br />

16 900,000 2 New Trick<br />

17 1,000,000 1<br />

18 1,100,000 1<br />

19 1,200,000 0<br />

20 1,300,000 0 Pillow Talk +2<br />

21 1,400,000 -1 New Trick<br />

22 1,500,000 -1<br />

23 1,600,000 -2<br />

24 1,700,000 -2<br />

25 1,800,000 -3 Enhanced Charisma<br />

26 1,900,000 -3 New Trick<br />

Pillow Talk +3<br />

27 2,000,000 -4<br />

28 2,100,000 -4<br />

29 2,200,000 -5<br />

30 2,300,000 -5<br />

31 2,400,000 -6 New Trick<br />

32 2,500,000 -6 Pillow Talk +4<br />

33 2,600,000 -7<br />

34 2,700,000 -7<br />

35 2,800,000 -8 Enhanced Charisma<br />

36 2,900,000 -8 New Trick<br />

Human Sub-Classes<br />

The concept of the Sub-Class was introduced in the rules<br />

cyclopedia with the Avenger, Druid, Knight and Paladin<br />

classes. Several sub-classes are added here to add flexibility<br />

to the level advancement system.<br />

Sub-classes can be categorized into two groups:<br />

conceptually-based and mechanically-based.<br />

Conceptually-based sub-classes are those which are<br />

created to describe a group or organization with a distinct<br />

flair.<br />

Mechanically-based sub-classes are those which are<br />

designed to grey the lines between the classes by adding the<br />

capabilities of a second class at one-third its normal power.<br />

Battle Dancer (Bard Class)<br />

Anthony K. Harvey<br />

16 of 75


The Battle Dancer finds expression through movement.<br />

In order to perfect her art, she has learned the martial arts of<br />

the Mystic and combined it with her artistic abilities.<br />

In order to become a Battle Dancer, a Bard must be at<br />

least ninth level, have a minimum strength and wisdom of<br />

13, and have the Dancing general skill.<br />

Battle Dancers have all the abilities of an Acrobatic (See<br />

RC page 30) Mystic at one third their level (dropping<br />

decimal points) - 2. Therefore, a ninth level Battle Dancer<br />

has all the abilities of a first level Mystic.<br />

Battle Dancers may not use armor, shields or protective<br />

magical devices (such as rings, cloaks, etc).<br />

Battle Dancer Experience Table<br />

Hit Special<br />

Level XP Dice Abilities<br />

9 160,000 9d4 Charm Animal<br />

10 280,000 +2<br />

11 400,000 +4<br />

12 520,000 +6 Awareness<br />

13 640,000 +8<br />

14 760,000 +10<br />

15 880,000 +12 Charm Plant<br />

16 1,000,000 +14<br />

17 1,120,000 +16<br />

18 1,240,000 +18 Heal Self<br />

19 1,360,000 +20<br />

20 1,480,000 +22<br />

21 1,600,000 +24<br />

22 1,720,000 +26<br />

23 1,840,000 +28<br />

24 1,960,000 +30 Speak with Animals<br />

25 2,080,000 +32<br />

26 2,200,000 +34<br />

27 2,320,000 +36<br />

28 2,440,000 +38<br />

29 2,560,000 +40<br />

30 2,680,000 +42 Resistance<br />

31 2,800,000 +44<br />

32 2,920,000 +46<br />

33 3,040,000 +48 Smash, Parry, Disarm<br />

34 3,160,000 +50<br />

35 3,280,000 +52<br />

36 3,400,000 +54 Speak with Anyone<br />

At 12 th level, a Battle Dancer‟s unarmed attacks are<br />

considered silver weapons for purposes of damaging<br />

opponents susceptible to silver.<br />

Upon reaching 21 st level, a Battle Dancer‟s unarmed<br />

attacks are treated as +1 magical weapons for purposes of<br />

damaging creatures that may only be harmed by magical<br />

weapons.<br />

Once 30 th level is attained, the Battle Dancer‟s unarmed<br />

attacks are treated as +2 magical weapons for purposes of<br />

damaging creatures that may only be harmed by +2 magical<br />

weapons.<br />

At 33 rd level, the Battle Dancer gains access to three of<br />

the Fighter Combat Options (smash, parry and disarm, but<br />

not multiple attacks). The Fighter Combat Options are<br />

detailed under “Combat maneuvers” in chapter 8 of the<br />

<strong>Rules</strong> Cyclopedia.<br />

Battle Mage (Magic-User Class)<br />

Anthony K. Harvey<br />

Any ninth level magic-user with a strength score of 13<br />

or higher who desires to expand his range of martial powers<br />

may opt to join the conclave of might and learn the ways of<br />

the battle mages.<br />

Battle Mage Experience Table<br />

Hit Special<br />

Level XP Dice Abilities<br />

9 300,000 9d4<br />

10 450,000 +2 Martial Training<br />

11 600,000 +4 Set Spear vs. Charge<br />

12 750,000 +6<br />

13 900,000 +8<br />

14 1,050,000 +10 Smash, Parry, Disarm<br />

15 1,200,000 +12 Martial Training<br />

16 1,350,000 +14<br />

17 1,500,000 +16<br />

18 1,650,000 +18 Multiple Attacks 2/Rd<br />

19 1,800,000 +20 Weapon Mastery +1<br />

20 1,950,000 +22 Martial Training<br />

21 2,100,000 +24<br />

22 2,250,000 +26<br />

23 2,400,000 +28<br />

24 2,550,000 +30<br />

25 2,700,000 +32 Martial Training<br />

26 2,850,000 +34<br />

27 3,000,000 +36 Weapon Mastery +2<br />

28 3,150,000 +38<br />

29 3,300,000 +40<br />

30 3,450,000 +42 Martial Training<br />

31 3,600,000 +44<br />

32 3,750,000 +46<br />

33 3,900,000 +48 Weapon Mastery +3<br />

34 4,050,000 +50<br />

35 4,200,000 +52 Martial Training<br />

36 4,350,000 +54 Multiple Attacks 3/Rd<br />

17 of 75


A battle mage counts as a fighter equal to 2/3 his level,<br />

and gains access to Fighter Combat Options at 9 th level as a<br />

fighter would.<br />

Martial Training: At 10 th level and every fifth level<br />

thereafter, a battle mage may select a weapon or armor to<br />

add to his list of allowed weapons and armors.<br />

Weapon Mastery: When the battle mage progresses to<br />

19 th , 27 th , and 33 rd level, he gains one additional weapon<br />

mastery slot.<br />

Chi Master (Magic-User Class)<br />

Anthony K. Harvey<br />

Chi Masters utilize their magical knowledge to augment<br />

their normally lacking martial capabilities to the point that<br />

they no longer require magical offensive and defense items<br />

to keep them alive.<br />

In order to become a Chi Master, a Magic-User must<br />

have a minimum intelligence and dexterity of 13. Chi<br />

Masters retain their magical abilities and also gain all the<br />

abilities of a Mystic of one-third their level (truncate<br />

decimals) except for acrobatics.<br />

Chi Master Experience Table<br />

Hit Special<br />

Level XP Dice Abilities<br />

9 300,000 9d4 Awareness<br />

10 450,000 +1<br />

11 600,000 +2<br />

12 750,000 +3 Heal Self<br />

13 900,000 +4<br />

14 1,050,000 +5<br />

15 1,200,000 +6<br />

16 1,350,000 +7<br />

17 1,500,000 +8<br />

18 1,650,000 +9 Speak with Animals<br />

19 1,800,000 +10<br />

20 1,950,000 +11<br />

21 2,100,000 +12<br />

22 2,250,000 +13<br />

23 2,400,000 +14<br />

24 2,550,000 +15 Resistance<br />

25 2,700,000 +16<br />

26 2,850,000 +17<br />

27 3,000,000 +18<br />

28 3,150,000 +19<br />

29 3,300,000 +20<br />

30 3,450,000 +21 Speak with Anyone<br />

31 3,600,000 +22<br />

32 3,750,000 +23<br />

33 3,900,000 +24<br />

34 4,050,000 +25<br />

35 4,200,000 +26<br />

36 4,350,000 +27 Mind Block<br />

Chi Masters may not use protective magical devices<br />

(such as rings, cloaks, etc).<br />

If you are using the optional mystic ability advancement<br />

above then this class will benefit from that rule as well.<br />

Druidic Knight (Fighter Class)<br />

Dragon Magazine #177<br />

Only neutral traveling fighters may become druidic<br />

knights. They must have adopted the philosophy of the<br />

druids prior to reaching knighthood and must swear fealty to<br />

a prince, king, or emperor faithful to the ways of the druids.<br />

A druidic knight may not wield metallic weapons nor wear<br />

metallic armor and shields. The knight must use wooden<br />

armor and weapons magically shaped and hardened by the<br />

druids. These items are usually lacquered or varnished, and<br />

include curvilinear decorations, delicate leaf carvings,. and<br />

fine scrollwork tooled into the wood. The knight must repay<br />

the druids for these precious items, usually in terms of<br />

several years of routine service when not called upon by a<br />

liege.<br />

In addition to all obligations and advantages common to<br />

knights; a druidic knight also has the following abilities:<br />

A knight can detect danger (as per the druidic spell)<br />

once per hour, simply by concentrating (range of 5' per<br />

spell-casting level). The knight cannot use that ability and<br />

attack on the same round.<br />

If the knight's Wisdom score is 13 or more, the character<br />

can cast spells (from the druidic spell list only) as if he were<br />

a druid of one-third his actual experience level (rounded<br />

down). If a fighter becomes a druidic knight right at~9th<br />

level, he'll immediately gain the druidic spells of a 3 rd level<br />

18 of 75


druid. With a lesser Wisdom score, the fighter can still be a<br />

druidic knight but will have no spell-casting ability.<br />

The druidic knight learns how to meditate and cast spells<br />

as druids would. He can do so at someone's behest, but at a<br />

price-set at the DM's discretion-that must involve a service<br />

to nature or to woodland beings.<br />

Druidic knights cannot turn undead. Druidic hirelings<br />

may include demi-humans (especially halflings or elves)<br />

and woodland beings. A druidic knight cannot have more<br />

Hit-Dice worth of hirelings than his druidic spell-casting<br />

level. In other words, if a druidic knight can cast spells as a<br />

3rd-level druid, he may not have more than 3 HD worth of<br />

hirelings accompany him.<br />

The druidic knight must assist any woodland being<br />

asking for help with two exceptions: He does not have to<br />

help creatures opposed to the druidic philosophy and goals;<br />

and if the knight is on a mission for a higher authority (such<br />

as on a quest, serving a duke, etc.), he may offer only a<br />

small amount of help. Assistance never involves the<br />

donation of money or items, only the offering of personal<br />

services for a short time.<br />

A druid of the Ninth Circle or higher may summon a<br />

knight to escort him to gatherings at the Hallowed Forest of<br />

Carnuilh. The knight must remain with the druid until the<br />

end of the celebration. This call supersedes that of a liege.<br />

Justicar of Tarastia (Cleric Class)<br />

Anthony K. Harvey<br />

A cleric of Tarastia of ninth level or greater may request<br />

initiation into the order of the Justicar. Their sole purpose is<br />

to wander the world bringing justice to the people of<br />

wherever they travel.<br />

A Justicar‟s authority is normally accepted in any<br />

country where Tarastia is worshiped. In lands where<br />

Tarastia is unknown, the order must establish a relationship<br />

with the local rulers or act as bounty hunters. In lands where<br />

the worship of Tarastia is outlawed, a Justicar is most likely<br />

operating in opposition to the local rulership. This happens<br />

most commonly in countries with tyrannical rulers in place.<br />

In addition to all obligations and advantages common to<br />

knights; a Justicar also has the following abilities in<br />

addition:<br />

1. For the purposes of the knight abilities, a liege is<br />

defined as the highest ranking ruler of the land that<br />

he is within (unless the worship of Tarastia is<br />

outlawed in that land) and/or the highest ranking<br />

cleric of Tarastia (including himself).<br />

2. When wielding an axe, the Justicar may choose to<br />

inflict non-lethal damage without suffering the<br />

traditional -3 penalty to hit.<br />

3. At 9 th level, a Justicar gains access to the Fighter<br />

Combat Options as detailed on page 104 of the<br />

D&D <strong>Rules</strong> Cyclopedia.<br />

4. At levels 19, 27, and 33 a Justicar gains an<br />

additional weapon mastery choice in addition to his<br />

normal allotment.<br />

Monk (Cleric Class)<br />

Anthony K. Harvey<br />

Monks take their spiritual strength and apply it to their<br />

physical nature. They do not rely on weapons or armor.<br />

In order to become a Monk, a Cleric must have a<br />

minimum wisdom and dexterity of 13. Monks retain their<br />

clerical abilities and also gain all the abilities of a Mystic of<br />

one-third their level (truncate decimals) except for<br />

acrobatics.<br />

Monks may not use armor, shields or protective magical<br />

devices (such as rings, cloaks, etc).<br />

Monk Experience Table<br />

Hit Special<br />

Level XP Dice Abilities<br />

9 200,000 9d6 Awareness<br />

10 300,000 +1<br />

11 400,000 +2<br />

12 500,000 +3 Heal Self<br />

13 600,000 +4<br />

14 700,000 +5<br />

15 800,000 +6<br />

16 900,000 +7<br />

17 1,000,000 +8<br />

18 1,100,000 +9 Speak with Animals<br />

19 1,200,000 +10<br />

20 1,300,000 +11<br />

21 1,400,000 +12<br />

22 1,500,000 +13<br />

23 1,600,000 +14<br />

24 1,700,000 +15 Resistance<br />

25 1,800,000 +16<br />

26 1,900,000 +17<br />

27 2,000,000 +18<br />

28 2,100,000 +19<br />

29 2,200,000 +20<br />

30 2,300,000 +21 Speak with Anyone<br />

31 2,400,000 +22<br />

32 2,500,000 +23<br />

33 2,600,000 +24<br />

34 2,700,000 +25<br />

35 2,800,000 +26<br />

36 2,900,000 +27 Mind Block<br />

If you are using the optional mystic ability advancement<br />

above then this class will benefit from that rule as well.<br />

Shield-Maiden (Fighter Class)<br />

Anthony K. Harvey<br />

A good-intentioned Lawful or Neutral female traveling<br />

fighter of ninth level or greater may request initiation into<br />

the Sisterhood of the Shield. Upon meeting the minimum<br />

requirements for the class and completion of a test (selected<br />

19 of 75


specifically for the aspirant by the King, Queen or Shield<br />

mistress), she is inducted into the ranks of the sisterhood.<br />

The requirements for initiation are as follows: A<br />

candidate must be female and have at minimum ability<br />

scores of 12 strength, 9 intelligence, and a 13 charisma. A<br />

candidate must already have or vow to acquire the Detect<br />

Deception general skill as soon as she possibly can.<br />

A Shield-Maiden is a member of an elite female military<br />

company separate from the normal military and knightly<br />

ranks. The Sisterhood's purpose is to protect the royal<br />

family and the kingdom of <strong>Darkonnia</strong>. This demands total<br />

loyalty to the King and Queen (with the Shield Mistress<br />

trailing behind a close second). A Shield-Maiden has<br />

several rules she must follow:<br />

1. If summoned by her superior or liege she must<br />

report to him/her as quickly as possible, and<br />

must serve as the superior orders (unless<br />

countermanded by a superior of higher rank).<br />

2. If she ever refuses to obey her liege, or ever<br />

swears fealty to another liege, the Shield-<br />

Maiden loses three levels of experience, and<br />

loses shield-Maiden status.(The DM may<br />

increase the penalty if the offense warrants it.)<br />

The previous liege may even order the<br />

offender slain for her treachery. In addition,<br />

rumors and tales of the "traitorous ex-Shield-<br />

Maiden" may haunt the character forever after;<br />

the character may find it difficult to find help<br />

in places where her reputation is known. This<br />

can be far-reaching considering <strong>Darkonnia</strong>‟s<br />

trade activity. A Shield-Maiden may petition<br />

the liege for a peaceful end to her oath. The<br />

Shield-Maiden would be banished, and could<br />

be stripped of all possessions as well. She<br />

will also lose her Shield-Maiden status. Also,<br />

a Shield-Maiden may ask to retire. At this<br />

point she will keep her status, but cannot<br />

adventure for two years. If she adventures<br />

before then, she must make a saving throw vs.<br />

death ray each day or lose her status<br />

permanently!<br />

3. The Shield-Maiden must uphold the three<br />

<strong>Darkonnia</strong>n virtues: Honor, Valor and<br />

Courage. This is subject to each Shield -<br />

Maiden's views. A Shield-Maiden must also<br />

fight for justice and defend the helpless.<br />

4. A Shield-Maiden does not need to answer a<br />

call to arms unless it is issued by the king<br />

and/or queen.<br />

A Shield-Maiden is able to use Fighter Combat Options<br />

as a normal fighter would. She may also cast magic-user<br />

spells as if she were a magic-user of one-third her level<br />

(round any fraction down). Shield-Maidens regain spells<br />

identically to magic-users.<br />

She may also cast the Know Alignment spell by<br />

concentrating on the effect three times per day at a range of<br />

10'.<br />

A Shield Maiden may also Detect Lies three times per<br />

day by concentration alone.<br />

Shield-Maiden Spell Table<br />

Caster Spells/Level<br />

Level Level 1 2 3 4 5 6<br />

9-11 3 2 1 - - - -<br />

12-14 4 2 2 - - - -<br />

15-17 5 2 2 1 - - -<br />

18-20 6 2 2 2 - - -<br />

21-23 7 3 2 2 1 - -<br />

24-26 8 3 3 2 2 - -<br />

27-29 9 3 3 3 2 1 -<br />

30-32 10 3 3 3 3 2 -<br />

33-35 11 4 3 3 3 2 1<br />

36 12 4 4 3 3 2 1<br />

Spell Singer (Bard Class)<br />

Anthony K. Harvey<br />

The Spell Singer has mastered the power of her voice so<br />

well, that she can weave her songs into a magical tapestry,<br />

causing magical effects.<br />

20 of 75


In order to become a Spell Singer, a Bard must be at<br />

least ninth level, have a minimum intelligence of 13, and<br />

have the Singing or Music general skills.<br />

Spell Singers can cast magical spells as a Magic-User of<br />

one third their level (dropping decimal points). The spell<br />

book of a Spell Singer is written in a special magical<br />

variation of musical notation. In order for anyone other than<br />

the writer to read this notation, Read magic must be cast on<br />

the book. Even then the script will be unintelligible to<br />

anyone without the ability to cast magical spells and who<br />

does not have either the music or singing general skills.<br />

Spell Singer Experience Table<br />

Hit Special<br />

Level XP Dice Abilities<br />

21 1,600,000 +24 Break Enchantment<br />

22 1,720,000 +26<br />

23 1,840,000 +28<br />

24 1,960,000 +30<br />

25 2,080,000 +32<br />

26 2,200,000 +34<br />

27 2,320,000 +36 Counter-song<br />

28 2,440,000 +38<br />

29 2,560,000 +40<br />

30 2,680,000 +42<br />

31 2,800,000 +44<br />

32 2,920,000 +46<br />

33 3,040,000 +48 Harmonic Spell<br />

35 3,160,000 +50<br />

36 3,280,000 +52<br />

Break Enchantment: Upon reaching 21 st level, the<br />

Spell Singer gains the Break Enchantment ability. Three<br />

times per day, the Spell Singer may use her song<br />

to disrupt any mind-affecting spell. This ability<br />

automatically breaks enchantments cast by a<br />

spell-user or monster of equal or lower level.<br />

If the caster is of higher level than the Spell<br />

Singer, then this ability has a chance of<br />

failure equal to 5% per level of difference<br />

between them.<br />

Counter-Song: At level 27, the Spell<br />

Singer learns to use the Counter-song<br />

ability. In order to use this ability she must<br />

declare that she intends to use Counter-song.<br />

Until her next round, she may choose to<br />

disrupt the casting one opponent‟s spell by<br />

singing its inverse harmonic counterpart,<br />

essentially creating white noise against<br />

that specific spell. The Spell Singer<br />

must expend the same spell slot that<br />

the opposing caster used to cast the<br />

spell.<br />

For example, an opposing magic-user casts fireball (a<br />

third level spell) during the round that Alex the Spell Singer<br />

used Counter-song. By expending a third level spell slot,<br />

Alex successfully negates the casting of the fireball spell.<br />

The magic-user however, still uses up his third level spell<br />

slot.<br />

Harmonic Spell: Once the Spell Singer attains 33 rd<br />

level, she gains the use of the Harmonic Spell ability once<br />

per day. The use of this ability takes a number of rounds<br />

equal to the spell‟s level. Upon completion of the Harmonic<br />

Spell, its range, area of effect, duration and damage are all<br />

doubled.<br />

Demi-Human Classes<br />

Elf, Winged (Avariel)<br />

AD&D Monstrous Compendium Annual Vol. 2<br />

Prime Requisite: Strength and Intelligence. Other<br />

Requirements: Intelligence score of 9 or more.<br />

Experience Bonus: 5% for Strength of 13 or better and<br />

Intelligence 13-15, 10% for Strength of 13 or better and<br />

Intelligence of 16-18.<br />

Hit Dice: 1d6 per level up to 9th level. 10th level, +1 hit<br />

point, and constitution adjustment does not apply.<br />

Maximum Level: 10.<br />

Armor: All; shields permitted.<br />

Weapons: Any.<br />

Special Abilities: Fighter Maneuvers (Lance Attack, Set<br />

Spear vs. Charge; at 850,000 XP, Combat Options for<br />

Fighters); half damage from dragon breath at 1,600,000 XP;<br />

infravision; extra languages (elf, dragon, speak with birds);<br />

1 in 3 chance to detect secret and hidden doors; immunity to<br />

ghoul paralysis; magic spells.<br />

The winged elves, or Avariel, are a race of elves created<br />

by the immortal Arla. The Avariel reside in her home plane<br />

where they are nurtured, much like the original elves were<br />

created by Oridana. They appear even more delicate than<br />

their land-bound brethren. Their most<br />

stunning characteristic is their<br />

beautiful, soft wings. Although their<br />

wings are generally white, Avariel<br />

have been seen with wings whose<br />

colors range to black. The wings are<br />

their pride and joy, and an Avariel who<br />

has lost his wings is intensely pitied by the<br />

others. Since elves do not generally accept the<br />

pity of others, a wingless Avariel often leaves<br />

the community to find a life elsewhere.<br />

Avariel eyes tend to be a little larger than most<br />

elves‟, although they are the same colors that most<br />

elves possess. Their hair is often white, black, red,<br />

orange, silver, or golden, but there have been numerous<br />

exceptions (including colors such as blue and green). Often<br />

these colors are fairly intense. The Avariel have a tendency<br />

to adopt a far-off look in their eyes when their immediate<br />

attention is not required. They are very much at home in the<br />

21 of 75


outdoors, and they appear out of place indoors or<br />

underground.<br />

Avariel clothing is most reminiscent of togas, for other<br />

types of clothing often snag on their wings. Togas and their<br />

like wrap easily around the Avariel‟s body and wings. Due<br />

to the age of the race and their protected environment, they<br />

have not really seen the need for clothing, and usually go<br />

without any.<br />

To those not bred to aerial combat, the Avariel are a<br />

confusing opponent. While most humanoids tend to think<br />

two-dimensionally in combat, the Avariel think in a third<br />

dimension, which they utilize to a devastating effect.<br />

They have incredible eyesight. Not only do they have<br />

the standard elven infravision, when flying or outdoors they<br />

can focus their vision to notice details at over a mile away<br />

or those obscured by underlying forest. They use this<br />

perception to maximum advantage and are thus excellent<br />

scouts.<br />

From a distance, Avariel in flight appear as large birds.<br />

Thus, while opponents may notice their silhouettes, they<br />

usually disregard them.<br />

In combat, Avariel prefer to use light weapons, for<br />

heavier ones inhibit their flight. The lasso, bola, and sword<br />

are their weapons of choice. Note that momentum from any<br />

sword longer than a normal sword interferes with flying. For<br />

this reason, they use bastard swords and two-handed swords<br />

only in foot combat. Avariel, unlike other elves, have a<br />

difficult time using ordinary bows. Their wings interfere<br />

with the smooth movements required to fire a bow.<br />

Their wings allow them to fly at a speed of 180‟ (60‟)<br />

and to jump to a height of 10 (+ STR Adjustment) feet.<br />

Their wings are susceptible to fire, and burn quickly<br />

once set ablaze. Only several weeks of recuperation will<br />

restore fire-damaged wings to flying condition. If their<br />

wings are set ablaze while they are flying, they will<br />

immediately start to plummet.<br />

Avariel can carry a limited amount of weight in addition<br />

to their body mass.<br />

Flight Encumberance<br />

Enc. Fly<br />

MF & Takeoff<br />

0 - 400 180' (60') 3 b<br />

401 - 800 120' (40') 2 b<br />

801 - 1,200 90' (30') 1 b<br />

1,201 - 1,600 60' (20') 1 c<br />

1,601 - 2,400 30' (10') 1 c<br />

2,401 + Plummets 1 c<br />

Avariel use the elf class for all abilities and<br />

advancement, except where noted above.<br />

Monster Classes<br />

Aranea<br />

Dragon Magazine #183<br />

Prime Requisite: Dexterity and Intelligence.<br />

Experience Bonus: 5% for Dexterity of 13 or better and<br />

Intelligence 13-15, 10% for Dexterity of 13 or better and<br />

Intelligence of 16-18.<br />

Hit Dice: 1d8 per level up to 9th level. Starting with 10th<br />

level, +1 hit points per level, and constitution adjustments<br />

no longer apply.<br />

Maximum Level: 36.<br />

Armor: None<br />

Weapons: Dagger, staff, blowgun, flaming oil, holy<br />

water, net, thrown rock, sling, whip and all magical items<br />

permitted to magic-Users.<br />

Special Abilities: Magical spells, Shape Change, Web<br />

Casting, Paralytic Venom, Control Normal Spiders,<br />

Summon Normal Spiders, Lethal Venom, and<br />

Summon/Control Non-Magical Spiders.<br />

Aranea must be neutral or chaotic, use skill slots to<br />

acquire the ability to speak to normal and giant spiders (one<br />

skill slot covers both), and reach a score of 18 in acting as<br />

soon as possible. The acting skill is based upon aranea's<br />

natural charisma score.<br />

Aranea gain a +2 to Dexterity and Intelligence (up to<br />

18), but suffer a -2 penalty to strength and Constitution.<br />

These game statistics apply to both alter-egos. Roll up the<br />

aranea's natural charisma as usual. The Charisma of the<br />

humanoid alter-ego is initially equal to 8 (use the aranea's<br />

natural charisma if 7 or less). Each time the Aranea gains a<br />

new level of experience, it may make an acting skill check.<br />

If successful, the Aranea permanently increases its<br />

humanoid alter ego's Charisma. In their natural form,<br />

Aranea have a Charisma of 3 to outsiders.<br />

I - Shape Change<br />

Aranea can shape change at will between their two alter<br />

egos. The change requires a full game turn. Aranea have<br />

multiple sets of eyes that provide infravision, secret-door<br />

detection, and wide angle vision (Aranea can be surprised<br />

only on a roll of 1 on 1d10). They can climb walls without<br />

the help of tools like thieves of the same relative level, and<br />

can cling to ceilings with a -40% penalty to the climbing<br />

roll.<br />

22 of 75


Aranea Experience Table<br />

Hit Special CW/ Rel.<br />

Level XP Dice Abilities CC Level<br />

-2 -5,400 1d8 I 87 / 47 1<br />

-1 -2,700 2d8 II 88 / 48 2<br />

NM 0 3d8 III 89 / 49 3<br />

1 2,700 4d8 90 / 50 4<br />

2 5,400 IV 90 / 50 4<br />

3 10,800 5d8 91 / 51 5<br />

4 21,600 V 91 / 51 5<br />

5 43,200 6d8 92 / 52 6<br />

6 86,400 VI 92 / 52 6<br />

7 175,000 7d8 93 / 53 7<br />

8 350,000 8d8 94 / 54 8<br />

9 650,000 9d8 VII 95 / 55 9<br />

10 950,000 9d8+1 96 / 56 10<br />

11 1,250,000 9d8+2 97 / 57 11<br />

12 1,550,000 9d8+3 98 / 58 12<br />

13 1,850,000 9d8+4 99 / 59 13<br />

14 2,150,000 9d8+5 100 / 60 14<br />

15 2,450,000 9d8+6 101 / 61 15<br />

16 2,750,000 9d8+7 102 / 62 16<br />

17 3,000,000 9d8+8 103 / 63 17<br />

18 3,300,000 9d8+9 104 / 64 18<br />

19 3,600,000 9d8+10 105 / 65 19<br />

20 3,900,000 9d8+11 106 / 66 20<br />

21 4,200,000 9d8+12 107 / 67 21<br />

22 4,500,000 9d8+13 108 / 68 22<br />

23 4,800,000 9d8+14 109 / 69 23<br />

24 5,100,000 9D8+15 110 / 70 24<br />

25 5,400,000 9D8+16 111 / 71 25<br />

26 5,700,000 9D8+17 112 / 72 26<br />

27 6,000,000 9D8+18 113 / 73 27<br />

28 6,300,000 9D8+19 114 / 74 28<br />

29 6,600,000 9D8+20 115 / 75 29<br />

30 6,900,000 9D8+21 116 / 76 30<br />

31 7,200,000 9D8+22 117 / 77 31<br />

32 7,500,000 9D8+23 118 / 78 32<br />

33 7,800,000 9D8+24 118 / 78 33<br />

34 8,100,000 9D8+25 119 / 79 34<br />

35 8,400,000 9D8+26 119 / 79 35<br />

36 8,700,000 9D8+27 120 / 80 36<br />

II - Web Casting<br />

An Aranea can build a sticky web (or a cocoon) or<br />

secrete a silk strand. It does so at a rate of one square foot<br />

per round for the web, or 20' per round for the single strand.<br />

The Aranea can hang at one end of the strand and descend<br />

as it secretes the strand. The strand is as strong as a normal<br />

rope, with half the encumbrance. The Aranea can climb up<br />

its strand at its normal web movement rate (120' (40')).<br />

The web functions like a web spell for creatures running<br />

or falling into it. The web must be large enough to cover<br />

the entire creature, or else it rips apart. Without constant<br />

care, an Aranea web will last a week, after which it dries up<br />

and falls apart. Aranea can move at their web movement<br />

rate on any giant arachnid web. They can toss a small sticky<br />

web (no more than 3'x3'); treat as a basic skill with nets<br />

(<strong>Rules</strong> Cyclopedia, page 79).<br />

III - Paralytic Venom<br />

Aranean venom becomes potent enough to affect<br />

creatures of 1/2 HD or more. The venom causes paralysis<br />

(saving throw vs. poison to negate) that lasts one game turn<br />

per level of the Aranea.<br />

Spells/Level<br />

Level 1 2 3 4 5 6 7 8 9<br />

-2 1 - - - - - - - -<br />

-1 2 - - - - - - - -<br />

NM 2 1 - - - - - - -<br />

1 2 2 - - - - - - -<br />

2 2 2 1 - - - - - -<br />

3 2 2 2 - - - - - -<br />

4 3 2 2 - - - - - -<br />

5 3 2 2 1 - - - - -<br />

6 3 3 2 1 - - - - -<br />

7 3 3 2 2 - - - - -<br />

8 3 3 3 2 - - - - -<br />

9 3 3 3 2 1 - - - -<br />

10+ Continue this chart using the Magic-User<br />

experience table on page 19 of the<br />

<strong>Rules</strong> Cyclopedia.<br />

IV - Control Normal Spiders<br />

Aranea can freely sense the presence of and control<br />

normal spiders (up to 4 HD worth). This is done at will, as<br />

long as normal spiders exist within 30' of the Aranea (no<br />

save). This does not include giant types or other monstrous<br />

arachnids.<br />

V - Summon Normal Spiders<br />

Once a day, Aranea can summon normal spiders<br />

regardless of the situation. They arrive magically within<br />

1d4 rounds as a single, crawling mass. Treat as an Insect<br />

Swarm for game purposes (<strong>Rules</strong> Cyclopedia, page 187).<br />

VI - Lethal Venom<br />

The aranea's poison becomes lethal. If the victim fails<br />

to save against paralysis, the victim must then roll a second<br />

saving throw vs. poison. If the second saving throw fails,<br />

the victim dies within 1d4 turns. The lethal effects of the<br />

poison affect only creatures with the same number or fewer<br />

hit dice as the Aranea.<br />

VII - Summon / Control Giant Spiders<br />

The summoning and controlling of spiders also applies<br />

to non-magical giant spiders. The Aranea magically attracts<br />

a number of hit dice of Giant Spiders equal to or less than<br />

one third of its experience level, once per day.<br />

Aranean Statistics<br />

AC 7; HD 3**(L); MV 180'(60'), 120'(40') on web; # AT<br />

1 bite or weapon or spell; D 1d6+poison, by weapon or<br />

spell; Save as MU3; AL C; Int 14; XPV 65; DMR2/11.<br />

23 of 75


Phanaton<br />

Dragon Magazine #188<br />

Prime Requisite: Dexterity. Shaman must have a 12 or<br />

better in both Wisdom and Charisma.<br />

Experience Bonus: 5% for Dexterity of 13-15, 10% for<br />

Dexterity of 16-18.<br />

Hit Dice: 1d8 per level up to 9th level. Starting with 10th<br />

level, +2 hit points per level and constitution adjustments no<br />

longer apply.<br />

Maximum Level: 36.<br />

Armor: All armor and shields (negates Dexterity bonus to<br />

AC).<br />

Weapons: Spears, Short Bows, and Blowguns.<br />

Special Abilities: Gliding, Flying, Pass Plant.<br />

As an option, phanatons could be run as player<br />

characters (or NPCs with levels). Here is a way they could<br />

be added to your game. It is suggested that PCs' game<br />

statistics be rolled with the standard 3d6 dice method.<br />

Phanatons are poor swimmers, preferring their arboreal<br />

habitat. Phanatons do not have infravision. The more<br />

common, primitive (Int 3-8) breeds of phanaton are<br />

normally clumsy with their hands. When fighting, they are<br />

likely to drop objects (coconuts, branches) on their<br />

attackers, or bite them (1d6 points of damage), or use simple<br />

weapons (branches, stone maces, or other blunt objects).<br />

Phanatons of Jibaru have learned to use all spears, short<br />

bows, and blowguns with needles dipped in a paralyzing<br />

poison (save vs. poison or remain paralyzed for 1d6 turns).<br />

Shields and armor are rarely used since they negate the<br />

phanaton's ability to glide. All phanatons are naturally agile<br />

(PC phanatons must have a dexterity or 16 to qualify).<br />

Their natural AC is 9, with a +2 bonus to their AC and to all<br />

saving throws due to their small size and agility.<br />

Gliding<br />

Phanatons can glide, usually from branch to branch,<br />

due to loose skin between its limbs. The distance a<br />

phanaton can glide is equal to three times the starting height.<br />

So, for example, if a phanaton jumped from a height of 30',<br />

it could glide over a horizontal distance of 90' maximum (at<br />

the rate of 50' per round). When gliding, a phanaton must<br />

spread its arms and legs to catch the air, and therefore<br />

cannot fight, cast spells, or do anything requiring two hands.<br />

For every 100cn of weight they carry, phanatons reduce<br />

their horizontal gliding range by 20' for the same loss of<br />

altitude as an unencumbered phanaton.<br />

Phanaton Experience Table<br />

Hit Special Rel.<br />

Level XP Dice Abilities Level<br />

1 0 1d8-1 Gliding 1<br />

2 1,800 2d8-2 2<br />

3 3,600 3d8-3 3<br />

4 7,200 4d8-4 Flight 4<br />

5 14,400 5d8-5 5<br />

6 28,800 6d8-6 6<br />

7 56,600 7d6-7 Pass Plant 7<br />

8 112,200 8d8-8 8<br />

9 225,000 8d8-6 9<br />

10 400,000 8d8-4 10<br />

11 600,000 8d8-2 11<br />

12 800,000 8d8 12<br />

13 1,000,000 8d8+2 13<br />

14 1,200,000 8d8+4 14<br />

15 1,400,000 8d8+6 15<br />

16 1,600,000 8d8+8 16<br />

17 1,800,000 8d8+10 17<br />

18 2,000,000 8d8+12 18<br />

19 2,200,000 8d8+14 19<br />

20 2,400,000 8d8+16 20<br />

21 2,600,000 8d8+18 21<br />

22 2,800,000 8d8+20 22<br />

23 3,000,000 8d8+22 23<br />

24 3,200,000 8d8+24 24<br />

25 3,400,000 8d8+26 25<br />

26 3,600,000 8d8+28 26<br />

27 3,800,000 8d8+30 27<br />

28 4,000,000 8d8+32 28<br />

29 4,200,000 8d8+34 29<br />

30 4,400,000 8d8+36 30<br />

31 4,600,000 8d8+38 31<br />

32 4,800,000 8d8+40 32<br />

33 5,000,000 8d8+42 33<br />

34 5,200,000 8d8+44 34<br />

35 5,400,000 8d8+46 35<br />

36 5,600,000 8d8+48 36<br />

Flight<br />

At 4th level, phanatons can fly - that is, maintain level<br />

flight or gain altitude, but only if updrafts or normal winds<br />

are present. The phanaton can gain 10' of altitude for every<br />

24 of 75


60' if horizontal distance covered with normal winds (see<br />

the <strong>Rules</strong> Cyclopedia, page 90). A strong breeze will reduce<br />

the horizontal distance covered to 30'. Phanatons do not fly<br />

in high or extreme winds.<br />

Pass Plant<br />

Phanatons gain the magical ability to pass plant, as per the<br />

druid's fifth-level spell. They can use this ability once per<br />

day.<br />

Phanaton Shaman<br />

Also called "wise-ones," they are chosen at birth and<br />

begin learning the way of the shaman from a very young<br />

age. They are entrusted with the knowledge of reading and<br />

writing.<br />

They can only cast spells from the Druidic spell list (see<br />

the <strong>Rules</strong> Cyclopedia, page 33). Shaman should have both a<br />

wisdom and charisma of 12 or better.<br />

If the Wrath of the Immortals accessory is used, shamen of<br />

Ui gain the ability to move silently and hide in shadows as<br />

thieves of the same experience level so long as they remain<br />

in the trees. Mother earth's shamen gain the mystic's<br />

ability to speak with animals. Shamans of the Huntsman<br />

receive the general skills of Tracking and Alertness, plus<br />

any other general skills they might have.<br />

Jibaru shamen must use up one skill slot in order to read<br />

and write their own language. Common Jibaru don't have<br />

that knowledge. Shaman must then choose two language<br />

skills to speak Treant, Dryad, or Elven (if any such<br />

creatures exist in the phanaton's home), before any other<br />

skills, but with an initial penalty of -3 to their Intelligence<br />

scores. Monarchs and other Jibaru leaders usually have that<br />

skill.<br />

The spoken language is still a primitive as far as<br />

grammar and syntax go, requiring many gestures. The<br />

written language otherwise requires an extensive library of<br />

symbols representing animals whose sounds come close to<br />

the desired syllables. Ideograms conveying ideas<br />

compliment other written symbols available to Jibaru<br />

shaman. The rest is left to the reader's interpretations.<br />

Reaction Adjustments<br />

Phanatons have no adjustments to their charisma when<br />

dealing with elves, treants and dryads. They are at a -1<br />

adjustment when interacting with humanoids, and -2 with<br />

the Aranea.<br />

Phanaton Statistics<br />

AC 7; HD 1-1(S); MV 90'(30') OR 150'(50') Gliding; #<br />

AT 1 bite or weapon; Save as F1 (+2); ML 7; Int 8; AL L<br />

(any for PCs); XP 5; DMR2.<br />

Phanaton Shaman Experience Table<br />

Shaman Shaman Spells/Level RL<br />

Level XP 1 2 3 4 5 Bonus<br />

1 1,000 1 - - - - 1<br />

2 2,000 2 - - - - 1<br />

3 4,000 2 1 - - - 2<br />

4 8,000 2 2 - - - 2<br />

5 16,000 2 2 1 - - 3<br />

6 32,000 3 2 2 - - 3<br />

7 64,000 3 3 3 2 - 4<br />

8 130,000 4 4 3 2 1 5<br />

9 260,000 4 4 3 3 2 5<br />

Names & Language<br />

Tapuru, Urua, Maragu, Araca, Ixaituba, Tuaca,<br />

Uapagu, Cacui, Jarapua, Guijari, Ixugu, Garanui, Axaua,<br />

Purucui, Palama, Tapaju, Uruxu, Itupaxingu, Macapui, Irigi.<br />

The Jibaru language does not have "e" or "o" sounds. The<br />

"x" is pronounced "sh," and the last vowel in the name is<br />

accented. Double names are usually a sign of nobility, as<br />

shown for the two queens mentioned earlier in this chapter.<br />

25 of 75


Spells and Spellcasting<br />

Memorizing Spells<br />

During an adventure, a spell-caster can only use spells<br />

he has slots for. Memorization is a special process of<br />

becoming attuned to the innate magical energy in the<br />

universe around us. When the Spell-casting character<br />

memorizes his spells, he is actually renewing the magical<br />

energy stored in him. But when he casts a spell he uses up<br />

some of that magical energy. For this reason, characters<br />

constantly have to re-memorize spells. The memorization<br />

period usually takes one hour, and must be done after a full<br />

nights rest.<br />

Clerical, Druidic & Shamanic Spells<br />

Clerics and Druids gain their spells through meditation<br />

and prayer. Players can choose which spells their clerics<br />

have access to at the beginning of each day. They do not<br />

need to write down their spells, since they can simply<br />

meditate and/or pray to re-memorize them.<br />

Clerical or Druidic spell-casters may have access to a<br />

number of spells equal to the number of spells/level they<br />

can cast plus one per spell level.<br />

For example, an 8th level cleric can have access to four<br />

1st level spells, four 2nd level spells, three 3rd level spells<br />

and two 4th level spells.<br />

Clerics and Druids can “trade in” spells that they know<br />

for others in their spell list during their meditation period.<br />

This makes them very versatile spell-casters.<br />

Fairy Spells<br />

Fairies do not use spellbooks; nor do they pray, since<br />

they are alienated from the Immortals. To gain or regain<br />

spells, fairies spend time in communion with nature,<br />

gathering the energy and magic of the life around them,<br />

organizing and storing it in patterns. The stored energy is<br />

released as a spell. In play, therefore, fairies may be treated<br />

much like clerical spell-casters who memorize and then cast<br />

spells.<br />

Fairy spell-casters have access to a number of spells<br />

equal to their spells/level.<br />

Magical & Merchant Spells<br />

Magic-Users, elves, merchants (and other spell casters<br />

with access to the magical or merchant spell lists, like the<br />

wokan/wicca) can only use spells that have found,<br />

researched, or have been taught by their mentors. The spells<br />

are recorded in a large, bound volume called a “spell book.”<br />

The book is written in a magical language that only the<br />

magic-user who owns the book can read. Think of it as a<br />

personalized magical equation. This spell book is a list of<br />

the spells that can be used by the character when taking<br />

spells for an adventure. To regain spells the magic-user<br />

must study his spell book to get back in touch with the<br />

magic around him.<br />

Magic-users have access to all of the spells currently in<br />

their spell-book.<br />

Psionic Powers<br />

Psions do not use spell-books; nor do they pray. To gain<br />

or regain their powers, psions spend time in meditation,<br />

gathering the mental energy they need to fuel their powers.<br />

The stored energy is released as a power. In play, therefore,<br />

psions may be treated much like clerical spell-casters who<br />

memorize and then cast spells.<br />

Psions cannot “trade-in” their powers like clerical spellcasters.<br />

Tantric Spells<br />

Tantrists do not use spell-books; nor do they pray. They<br />

harness the sexual energy provided by the people that have<br />

intercourse with. In order to power their spells, Tantrists<br />

must engage in intercourse which must result in at least one<br />

orgasm for the tantrist‟s partner and obtain a full night rest.<br />

The number of orgasms that the Tantrist can cause his<br />

partner to have determines the maximum spell level that he<br />

can cast (not exceeding the maximum spell level as<br />

determined by his level).<br />

Resting and Re-Memorizing<br />

After a spell is cast, the character cannot use that spell<br />

slot again until he is well-rested. One night‟s sleep is<br />

enough rest. Upon awakening, before he spends time on<br />

any strenuous activities, the spell-caster must spend an hour<br />

(of game time) in study, meditation, or communion.<br />

Magical and merchant spell-casters must study their<br />

spellbooks to regain spell slots, while clerical, Druidic, and<br />

Shamanic spell-casters need only meditate and/or pray, and<br />

fairy spell-casters must commune with the nature around<br />

them.<br />

Just because spell-casters spend their mornings doing<br />

their memorization/meditation/communion for spells, it<br />

doesn‟t mean that they lost any unused spell slots overnight.<br />

Unless they wish to do so, they won‟t loose any spell slots<br />

they didn‟t cast. The next morning, the spell-caster needs<br />

only to study/meditate/commune to replace those slots he<br />

used the previous day.<br />

26 of 75


Multiples of the same spell<br />

A character can cast up to 3 applications of the same<br />

spell in any given day. This keeps a lid on high-level spellcasters<br />

so they cannot dominate the game.<br />

Number of Spells Known<br />

In the last chapter, you saw experience tables for<br />

Aranea, Phanaton Shaman, and Shield-Maidens had a block<br />

of columns labeled “Spells/Level.” This column shows you<br />

how many spells of each level the character can cast during<br />

the course of one day.<br />

For instance, take a look at the table below. It is taken<br />

from the experience table of the cleric class.<br />

Cleric<br />

Spells/Level<br />

Level 1 2 3 4 5 6 7<br />

8 3 3 2 1 - - -<br />

In this chart, we see that an 8th level cleric can, at any<br />

one time, cast nine spells and no more. He‟ll be able to cast<br />

their 1st level spells, three 2nd level spells, two 3rd level<br />

spells, and one 4th level spell.<br />

In the course of a day, as he casts charm, he uses up the<br />

slots. If he were to cast two 1 st level spells, and his 4 th level<br />

spell, he‟d only have available spell slots for one 1 st level<br />

spell, three 2 nd level spells, and two 3 rd level spells.<br />

The “Spells/Level” columns on the experience charts<br />

shows how many spells can be cast at any one time, not how<br />

many spells the caster has access to. Spell-casters cannot<br />

cast more than three of the same spell each day. Magicusers<br />

may have more spells in their books than the can ever<br />

cast at any one time, clerics may over a period of days, have<br />

access to the entire clerical spell list as they “trade” spells<br />

with their patron Immortal.<br />

Learning New Spells<br />

Magical Spells<br />

When a magic-user, elf or forester gains a new level he<br />

may learn some new spells. To determine if he does, check<br />

his number of spells known for each spell level in that<br />

class‟s experience table. If the number of spells in his spellbook<br />

of that level is equal to or less than the number of spell<br />

slots than he may add a new spell to his spell-book of the<br />

appropriate spell level.<br />

Fore example a 5 th level magic-user has just advanced to<br />

6 th level. Checking the Magic-User experience table in the<br />

rules cyclopedia, we see that he gains a 2 nd and 4 th level<br />

spell slot. He now checks his new spell slots against the<br />

number of spells in his spell-book. He has 6 1 st level spells,<br />

5 2 nd level spells, 3 3 rd level spells, and 2 4 th level spells.<br />

M-U<br />

Spells/Level<br />

Level 1 2 3 4 5 6 7 8 9<br />

7 3 2 2 1 - - - - -<br />

8 3 3 2 2 - - - - -<br />

Number of spells in spellbook<br />

1 2 3 4 5 6 7 8 9<br />

# Spells 6 5 3 2 - - - - -<br />

The number of 1 st – 3 rd level spells in his spell-book<br />

exceeds his spell slots. Therefore, he does not learn any new<br />

spells of those levels. His 4 th level spells are equal to his<br />

new spell slots. This means that he can add a 4 th level spell<br />

to his spell book.<br />

This rule‟s purpose is to keep a magic-user from falling<br />

behind in the number of spells he has access to. If a magicuser<br />

has been able to scribe several spells into his spell-book<br />

from other sources then this rule will not benefit him as he<br />

will be ahead of the game. If the campaign has had very few<br />

sources of new spells for the magic-user, then this rule will<br />

keep him from becoming useless.<br />

Druidic Spells<br />

Fifth Level Druid Spells<br />

Ironwood<br />

Dragon Magazine #177<br />

Range: Touch<br />

Duration: Permanent<br />

Effect: Wooden Objects<br />

Source: Dragon #177, Page 48<br />

This spell bestows the strength and flexibility of metal to<br />

wood, without altering its appearance. It can affect objects<br />

up to 1,000 cn of encumbrance. It is traditionally used to<br />

create one set of armor or one weapon, often with the help<br />

of a warp wood spell. This spell cannot affect magically<br />

enchanted items made of wood.<br />

Seasons<br />

Sixth Level Druid Spells<br />

Dragon Magazine #177<br />

Range: Touch<br />

Duration: 1 Turn<br />

Effect: Undead within a 60' radius indoors,<br />

or undead within a 180' radius<br />

outdoors<br />

Source: Dragon #177, Page 48<br />

27 of 75


The spell is used to destroy or neutralize undead<br />

monsters. The season of the year determines its effect,<br />

which is not under the druid's control.<br />

Spring - This causes 1d8 points of damage per round of<br />

exposure to all undead in the area of effect (no save).<br />

Humanoid undead reaching 0 Hp are "revived" - that is,<br />

raised from the dead at their lowest possible experience<br />

levels or Hit Dice, and with no relevant memories of their<br />

past. Revived creatures become servants of the druid, as if<br />

magically charmed.<br />

Summer - This creates an area of blinding magical<br />

sunlight, burning undead creatures<br />

Magical Spells<br />

First Level Magical Spells<br />

Azure Storm’s Faerie Lightning<br />

Robb Gorman<br />

Range: 60‟<br />

Duration: 1 round per level of caster<br />

Effect: Outlines one target<br />

Source: Azure Storm<br />

This spell is identical to the first level druid spell Faerie<br />

Fire (RC page 41) except that small arcs of illusionary<br />

lightning outline the target.<br />

Azure Storm’s Lightning Missile<br />

Robb Gorman<br />

Range: 150‟<br />

Duration: 1 round<br />

Effect: Creates one or more missiles<br />

Source: Azure Storm<br />

This spell is identical to the Magic Missile spell (RC,<br />

page 45) except that instead of arrows of magical energy<br />

this spell creates balls of electricity.<br />

Azure Storm’s Shocking Grasp<br />

Robb Gorman<br />

Range: Touch<br />

Duration: 1 Round/Level or 1 Touch<br />

Effect: Charges casters hand with electrical<br />

Energy<br />

Source: Azure Storm<br />

When the spell is cast, the caster builds up a powerful<br />

electrical charge in his hands that gives a jolt to the creature<br />

touched. The caster‟s hands remain charged for one round<br />

per level of the caster or until it is discharged by the caster<br />

touching another creature.<br />

A successful unarmed melee attack or an attack with a<br />

conductive weapon i.e. a sword will cause 1d6 points of<br />

damage plus 1 point per level of the caster (1d6+20 damage<br />

maximum) in addition to weapon damage.<br />

Chaotic Alignment*<br />

Mike Yaegar<br />

Range: 60’<br />

Duration: 1 Turn/Level<br />

Effect: 1 living creature<br />

Source: Torkan<br />

This spell changes the target‟s alignment toward chaos<br />

by one increment. A lawful character would become neutral<br />

and a neutral would become chaotic. The effects are<br />

cumulative; therefore casting this spell twice on a lawful<br />

character would turn him chaotic.<br />

The target of this spell must make a saving throw vs.<br />

spells to resist the change. If the target rolls a natural 1 on<br />

his saving throw, the change becomes permanent until the<br />

reverse of this spell is cast and the saving throw is either<br />

voluntarily failed or another natural 1 is rolled.<br />

The reverse of this spell changes the target‟s alignment<br />

toward lawful.<br />

Comprehend Languages*<br />

D&D: Player’s Handbook v3.5<br />

Range: Touch<br />

Duration: 5 Rounds/Level<br />

Effect: 1 speaking creature or written text<br />

Source: Azure Storm<br />

When this spell is cast, the wizard is able to understand<br />

the spoken words of a creature or read an otherwise<br />

incomprehensible written message (such as writing in<br />

another language). In either case, the wizard must touch the<br />

creature or the writing. Note that the ability to read does not<br />

necessarily impart understanding of the material, nor does<br />

the spell enable the caster to speak or write an unknown<br />

language. Written material can be read at the rate of one<br />

page or equivalent per round. Magical writing cannot be<br />

read, other than to know it is magical, but the spell is often<br />

useful when deciphering treasure maps. This spell can be<br />

foiled by certain warding magic (the 3rd-level secret page<br />

and illusionary script spells), and it does not reveal<br />

messages concealed in otherwise normal text.<br />

The reverse of this spell, confuse languages, cancels a<br />

comprehend languages spell or renders a writing or a<br />

creature's speech incomprehensible, for the same duration as<br />

above.<br />

Copy<br />

AD&D 2 nd : Wizard’s Spell Compendium Vol. 1<br />

Range: 5'<br />

Duration: Instantaneous<br />

Effect: One Document<br />

Source: Etienne D‟Amberville<br />

28 of 75


The copy spell enables the caster to make a perfect copy<br />

of a map, letter, or other written or drawn document. The<br />

caster must have a blank parchment or a book with blank<br />

pages of sufficient size to hold the copy. The caster holds<br />

the blank object over the object to be copied, then casts the<br />

spell; the copy appears on the formerly blank object. The<br />

length of the text is limited to 10 pages of standard size<br />

(roughly 9 inches by 12 inches).<br />

Entropic Shield<br />

Mike Yaegar<br />

Range: 0<br />

Duration: 6 Rounds (1 Minute)/Level<br />

Effect: Self<br />

Source: Torkan<br />

A magical field appears around you, glowing with a<br />

chaotic blast of multicolored hues. This field deflects<br />

incoming arrows, rays, and other ranged attacks. Each<br />

ranged attack directed at you suffers a 20% miss chance.<br />

This miss chance affects all ranged attacks for which the<br />

attackers make attack rolls, including arrows, magic arrows,<br />

and so forth. It does not affect other attacks that simply<br />

work at a distance, such as dragon breath.<br />

Random Action<br />

Mike Yaegar<br />

Range: 30’<br />

Duration: 1 Round<br />

Effect: One living creature<br />

Source: Torkan<br />

The enchanted creature is compelled to act randomly for<br />

one round. Rather than deciding its action for itself, the<br />

subject of the spell takes an action determined randomly on<br />

the following table using 1d8:<br />

1. Attack Self (Succeed on any roll other than a<br />

natural 1).<br />

2. Attack nearest being.<br />

3. Flee away from caster at top possible speed.<br />

4. Drop anything held.<br />

5. Stand motionless (AC 9).<br />

6. Do nothing but defend (full AC, can Block, Parry,<br />

and Dodge).<br />

7. Speak (in the subject‟s native tongue, usually<br />

regarding surface thoughts) or make noises (if not<br />

capable of speech).<br />

8. Attack caster with melee or ranged weapons (or<br />

close with caster if attacking is not possible).<br />

Nothing can affect this die roll in any way. It is always<br />

entirely random.<br />

Note: Non-intelligent creatures are immune to mindaffecting<br />

spells.<br />

Torkan’s Detect Chaos*<br />

D&D: Player’s Handbook v3.5<br />

Range: 60’<br />

Duration: 2 Turns<br />

Effect: Everything within 60’<br />

Source: Torkan<br />

When this spell is cast, the spell-caster will see a glow<br />

around all chaos-enchanted objects within 60‟. It will also<br />

cause creatures or chaotic alignment to glow when they are<br />

within range. The spell, however, does not allow the spellcaster<br />

to hear the actual thoughts of the creatures.<br />

The reverse of this spell, Detect Law, will cause all lawenchanted<br />

objects and lawful creatures to glow within the<br />

range of the spell.<br />

Undetectable Aura<br />

D&D 2 nd : Player’s Handbook<br />

Range: Touch<br />

Duration: 1 day/level<br />

Effect: One magic item<br />

Source: Azure Storm<br />

When cast this spell hides the dweomer of one item or<br />

person to detect magic spells and abilities. The target will<br />

register as non-magical. If analyze or lore spells are used,<br />

then the items abilities are revealed.<br />

Second Level Magical Spells<br />

Azure Storm’s Sparks<br />

Robb Gorman<br />

Range: 150‟<br />

Duration: 1 round<br />

Effect: Creates a number of electrical<br />

missiles<br />

Source: Azure Storm<br />

This spell creates a number of missiles equal to the level<br />

of the caster (20 missiles maximum). Each missile can be<br />

directed at separate targets. Upon impact with the target<br />

each missile does 1d4 points of electrical damage.<br />

The caster does not have to make any rolls to hit and the<br />

targets do not receive any saving throws to reduce damage.<br />

Mending<br />

Robb Gorman<br />

Range: Touch<br />

Duration: Permanent<br />

Effect: Repairs one non-magical object<br />

Source: Azure Storm<br />

When cast, this spell will repair one non-magical object<br />

to like new condition. Repairing breaks, removing rust,<br />

29 of 75


etc… This spell will not repair items that have been<br />

disintegrated, ground to powder, melted, or vaporized.<br />

Stun Person<br />

Jeff Springer<br />

Range: 120'<br />

Duration: Up to 1 round per level of the<br />

spellcaster<br />

Effect: One living creature<br />

Source: DylanJir<br />

The stun person spell will affect any human, demihuman,<br />

or human-like creature. Targets of this spell must<br />

make a saving throw vs. spells or be stunned at least 1<br />

round. A stunned character suffers the following penalties:<br />

1. The stunned character cannot attack anyone the<br />

first round he is stunned - after the first round, he is<br />

at a -4 penalty to hit until the stun wears off;<br />

2. He moves at one-third the normal movement rate<br />

for whatever speed he is attempting;<br />

3. He suffers a -4 penalty to all his saving throws;<br />

4. He suffers a +4 penalty to his armor class;<br />

5. He cannot concentrate, cast spells, or use magical<br />

items;<br />

6. He cannot use general skills;<br />

7. Any weapon mastery the character possesses above<br />

Basic level is reduced to Basic level.<br />

A stunned character may attempt a saving throw vs.<br />

spells (suffering the -4 penalty) each round after the first to<br />

recover from the stun effect. Also, the cleric spell cure light<br />

wounds can be used to remove the stun effect, but will no<br />

cure any damage when used for this purpose.<br />

Torkan’s Chaotic Alignment*<br />

Mike Yaegar<br />

Range: 60’<br />

Duration: 1 Turn/Level<br />

Effect: 1 living creature<br />

Source: Torkan<br />

This spell changes the target‟s alignment toward chaos<br />

by one increment. A lawful character would become neutral<br />

and a neutral would become chaotic. The effects are<br />

cumulative; therefore casting this spell twice on a lawful<br />

character would turn him chaotic.<br />

The target of this spell must make a saving throw vs.<br />

spells to resist the change. If the target rolls a natural 1 on<br />

his saving throw, the change becomes permanent until the<br />

reverse of this spell is cast and the saving throw is either<br />

voluntarily failed or another natural 1 is rolled. A Wish or<br />

Remove Curse spell will also restore the victim‟s original<br />

alignment.<br />

The reverse of this spell changes the target‟s alignment<br />

toward lawful.<br />

Wall Of Silence<br />

Jeff Springer<br />

Range: 120'<br />

Duration: 12 turns<br />

Effect: Blocks sound<br />

Source: DylanJir<br />

This spell creates a thin sound barrier of any dimension<br />

and shape determined by the spellcaster, totaling 1,200<br />

square feet or less. The wall can be seen as a noticeable<br />

shimmer in the air; however, the wall is completely<br />

intangible and will not hamper sight or movement in any<br />

way. The wall must be cast to rest on a solid surface,<br />

though it may be vertical or horizontal or anything in<br />

between, and it must completely fill or cover the intended<br />

area to be of effective.<br />

The wall of silence completely blocks all non-magical<br />

sound from passing through, in either direction. Note that<br />

although the verbal components of a spell being cast on the<br />

other side of a wall of silence will not be heard, the effects<br />

of the spell will in no way be affected. Magical soundbased<br />

attacks, such as a banshee's wail or the roar of a<br />

sphinx, will pass through the wall of silence, but the targets<br />

of such attacks receive a +4 bonus to their saving throws, if<br />

one is allowed.<br />

Third Level Magical Spells<br />

Attuned Wizard Lock<br />

Robb Gorman<br />

Range: 10’<br />

Duration: Permanent<br />

Effect: One portal or lock<br />

Source: Azure Storm<br />

This spell is nearly identical to the standard version of<br />

the wizard lock spell except that the caster can also attune<br />

the spell to allow a specific item such as a symbol, piece of<br />

jewelry, weapon, etc. to act as a key. The item may be<br />

reproduced as long as its description matches the criteria for<br />

the spell‟s attunement.<br />

Azure Storm’s Lightning Ball<br />

Robb Gorman<br />

Range: 240‟<br />

Duration: Instant<br />

Effect: 40‟ diameter sphere of electricity<br />

Source: Azure Storm<br />

This spell creates a 20‟ radius sphere of electricity<br />

centered in any visible location within 240‟ of the caster.<br />

The Lightning Ball will cause 1d6 points of electrical<br />

30 of 75


damage per level of the caster (up to 20d6) to every creature<br />

in the area of effect.<br />

Each victim must make a saving throw vs. spells; if<br />

successful, the spell will only do half damage.<br />

Bernetta’s Whirlwind<br />

Anthony K. Harvey<br />

Range: 100‟<br />

Duration: 1 Round<br />

Effect: 100‟ long x 1-5‟ wide<br />

Source: Bernetta, Royal Magist of <strong>Darkonnia</strong><br />

This spell creates a column of wind, extending<br />

horizontally from the caster‟s hands. If the width is from<br />

one to three feet wide, the caster must make a successful to<br />

hit roll before any saving throws are applied. The<br />

whirlwind inflicts 1d6 points of damage per level of the<br />

spell-caster (maximum of 20d6). Thus a 6th level elf would<br />

cast a whirlwind inflicting 6d6 damage.<br />

Each victim must make a saving throw vs. spells. If<br />

successful, he sustains only half damage. If the saving<br />

throw is failed, not only does he the victim take full damage<br />

but also is knocked back 5‟ per three levels of the spellcaster<br />

(rounded down).<br />

The width of the whirlwind is 1‟ per three levels of the<br />

spell-caster (rounded down) with a maximum of five feet.<br />

Caster's Level<br />

Whilrwind Width<br />

1-5 1'<br />

6-8 2'<br />

9-11 3'<br />

12-14 4'<br />

15-36 5'<br />

For example, a 10th level magic-user would cast a<br />

whirlwind 100‟ long by 3‟ wide, inflicting 10d6 damage.<br />

Any victims hit (with a successful to hit roll), who failed<br />

their saving throw vs. spells, are blown back 15 feet.<br />

If the victim is blown into a solid object (like a wall), he<br />

takes damage as per the falling damage chart (seen on page<br />

87 of the third book of the Dawn of the Emperors boxed<br />

set).<br />

Copy Book<br />

Anthony K. Harvey<br />

Range: 5'<br />

Duration: Instantaneous<br />

Effect: One Non-magical Book<br />

Source: Etienne D‟Amberville<br />

The copy spell enables the caster to make a perfect copy<br />

of a book, tome, or other bound volume. The caster must<br />

have a blank book with blank pages of sufficient size to hold<br />

the copy. The caster holds the blank object over the object<br />

to be copied, then casts the spell; the copy appears on the<br />

formerly blank object. The length of the text is limited to 5<br />

pages of standard size (roughly 9 inches by 12 inches) per<br />

caster level.<br />

Gaseous Form<br />

Anthony K. Harvey<br />

Range: Touch<br />

Duration: 2 Minutes/level<br />

Effect: One person<br />

Source: Bernetta, Royal Magist of <strong>Darkonnia</strong><br />

Upon casting this spell, the caster‟s body will take the<br />

form of a cloud of gas. Anything the caster is carrying or<br />

wearing will fall through the gaseous body and land on the<br />

floor. The caster can keep control over his body, and can<br />

move through small holes in walls, chests, and so forth. A<br />

creature or character in gaseous form cannot attack, but he<br />

has an AC of –2 and cannot be harmed by non-magical<br />

weapons.<br />

Magic Circle against Law*<br />

D&D: Player’s Handbook v3.5<br />

Range: Touch<br />

Duration: 12 Turns (1 Hour)/Level<br />

Effect: 10’ Radius<br />

Source: Torkan<br />

This spell functions like Protection from Evil10’ Radius,<br />

except that it only affects lawful creatures and the duration<br />

is longer.<br />

Unlike Protection form Evil 10’ Radius, this spell has a<br />

special function that you may choose when casting the spell.<br />

A magic circle can be focused inward rather than outward.<br />

In this case, it serves as an immobile, temporary magical<br />

prison for a summoned creature. The creature cannot cross<br />

the circle‟s boundaries. If this spell is cast and focused<br />

inward one round before a summoning or conjuring spell is<br />

cast, the magic circle can hold the summoned lawful<br />

creature for 24 hours per level of the caster.<br />

If a creature too large to fit in the spell‟s area is the<br />

subject of the spell, the spell acts as a normal protection<br />

from evil for that creature only.<br />

The reverse of this spell, Magic Circle against Chaos,<br />

functions in the same manner against chaotic creatures.<br />

Tongues<br />

AD&D 2 nd : Player’s Handbook<br />

Range: Touch<br />

Duration: 1 turn/level<br />

Effect: 1 Speaking creature<br />

Source: Azure Storm<br />

This spell allows the target to speak and understand one<br />

language for the duration of the spell. The target is also<br />

31 of 75


capable of reading and writing the language if it has a<br />

written form.<br />

Torkan’s Chaotic Stream<br />

Mike Yaegar<br />

Range: 180’<br />

Duration: Instantaneous<br />

Effect: 5’ wide by 60’ long<br />

Source: Torkan<br />

You conjure an arching bolt of chaotic energy that<br />

originates in the 5‟ square occupied by the target of the<br />

spell. This chaotic stream of energy inflicts 1d6 points of<br />

damage per level (20d6 maximum). A saving throw vs.<br />

spells will reduce the damage by half.<br />

The stream will randomly arch to an adjacent square<br />

until it has reached its maximum length of 60‟ (12 squares<br />

total, including the point of origin). Roll 1d8 (or 1d6 for<br />

hexes) to determine the direction of the stream. A roll of one<br />

indicates that the stream continues behind the target. The<br />

other numbers progress in a clockwise fashion.<br />

Vacuum*<br />

Mike Yaegar<br />

Range: Immediate Area, 8,000 Cu. Ft.<br />

Duration: 1 Hour/Level<br />

Effect: Removes breathable air<br />

Source: Torkan<br />

This is the newly researched reversed form of the Create<br />

Air spell. This spell removes all air. It is cast on a volume of<br />

8,000 cubic feet (such as a 20‟ x 20‟ x 20‟ room) and, while<br />

it in effect, the area is a total vacuum. Anyone inside the<br />

vacuum when the duration ends will take 1d4 points of<br />

buffeting damage from the air rushing in.<br />

This spell can be negated by its non-reversed form,<br />

Create Air (see page 48 or the D&D <strong>Rules</strong> Cyclopedia).<br />

<strong>Rules</strong> for holding one‟s breath can be found on page 90 or<br />

the D&D <strong>Rules</strong> Cyclopedia.<br />

Fourth Level Magical Spells<br />

Azure Storm’s Lightning Ring<br />

Robb Gorman<br />

Range: Caster<br />

Duration: Instant<br />

Effect: Creates a 20‟ radius ring of electricity<br />

around the caster<br />

Source: Azure Storm<br />

This spell creates a ring of lightning around the caster<br />

that hits anything in a 20‟ radius from the caster. The<br />

damage is 1d6 per level of the caster (up to 20d6). Anyone<br />

in the spell effect is allowed a save vs. spells to take half<br />

damage.<br />

Bargle’s Bantam Creation*<br />

Anthony K. Harvey<br />

Range: 15'<br />

Duration: Permanent<br />

Effect: One person<br />

Source: Bargle the Infamous<br />

This spell permanently alters the target's genetic<br />

structure. The spell will only affect human-like races such<br />

as humans, elves, sidhe, etc., but not halflings, dwarves,<br />

gnomes, dryads, or the like. The spell has the following<br />

effects on a victim:<br />

7. Height is reduced to 1/4 original size.<br />

8. Weight is reduced to 1/64 original weight.<br />

9. Dexterity increases by 2 (Maximum of 18).<br />

10. Strength is reduced according to the chart.<br />

11. MV and leaping does not decrease.<br />

Strength Conversion Chart<br />

Original Strength Bantam Strength<br />

1 1<br />

2 2<br />

3-4 3<br />

5 4<br />

6-7 5<br />

8 6<br />

9 7<br />

10-11 8<br />

12 9<br />

13 10<br />

14-15 11<br />

16 12<br />

17-18 13<br />

+1 STR for every 2 points over 18.<br />

The reverse of this spell, Free Bantam, returns the<br />

victim to his original form. The chance of failure is 50%<br />

modified by the difference in levels between spell-casters.<br />

+5% per level that the spell caster exceeds the original spell<br />

caster‟s.<br />

Chaos Hammer<br />

Mike Yaegar<br />

Range: 240’<br />

Duration: Instant<br />

Effect: 20’ Radius Burst<br />

Source: Torkan<br />

You unleash chaotic power to smite your enemies. The<br />

power takes the form of a multicolored explosion of leaping,<br />

ricocheting energy. Only lawful and neutral (not chaotic)<br />

creatures are harmed by the spell.<br />

This spell deals 1d8 points of damage per two levels<br />

(maximum 10d8) to lawful creatures and staggers them for<br />

32 of 75


1d6 rounds. A staggered character can only take a 5-foot<br />

move as his action, and cannot perform any complex actions<br />

(such as spell-casting, attacking, or using scrolls and<br />

command words). A successful saving throw vs. spells<br />

reduces the damage by half and negates the stagger effect.<br />

The spell deals only half damage against neutral<br />

creatures, and they are not staggered. They can reduce<br />

damage by half again (down to one-quarter of the roll) with<br />

a successful saving throw vs. spells.<br />

Lesser Attunement<br />

Robb Gorman<br />

Range: Touch<br />

Duration: Instant<br />

Effect: One item to be enchanted<br />

Source: Azure Storm<br />

This spell is cast on the physical vessel used during<br />

magic item creation. It purifies the item of residual magical<br />

traces and increases the receptivity of the vessel to<br />

enchantment. The effect is to reduce the time needed to<br />

create the item by 25%.<br />

Meld<br />

Robb Gorman<br />

Range: Touch<br />

Duration: Instantaneous<br />

Effect: Joins 2 items together<br />

Source: Azure Storm<br />

This spell acts like magical glue binding two objects<br />

together without physical attachments. The caster must<br />

touch both objects and position them as they are to be held<br />

together. Organic material may be joined but living and<br />

animated material cannot. The meld can be broken by three<br />

dispel magic spells targeted at the melds.<br />

Reduce<br />

D&D: Principalities of Glantri<br />

Range: 0<br />

Duration: Permanent until dispelled<br />

Effect: Caster becomes 1” tall<br />

Source: Dungeon of Aces, Glantri<br />

When this spell is cast, the caster and all of his<br />

equipment becomes one inch tall. This effect lasts until<br />

dispelled by Dispel Magic.<br />

Teleport Small Object<br />

Robb Gorman<br />

Range: 10‟<br />

Duration: Instantaneous<br />

Effect: One small object of up to 200 cn.<br />

Source: Azure Storm<br />

This spell functions like the Teleport Any Object spell<br />

(RC page 56) but is limited to an object of 200 cn or less in<br />

encumbrance.<br />

Torkan’s Chaos Ball<br />

Mike Yaegar<br />

Range: 240’<br />

Duration: Instant<br />

Effect: Explosion in a 40’ sphere<br />

Source: Torkan<br />

You smite down your enemies by conjuring a explosion<br />

of chaotic energy. The chaotic energy released by the spell<br />

inflicts 1d6 points of damage per two levels (10d6<br />

maximum) of the caster if the targets make a saving throw<br />

vs. spells.<br />

If the saving throw is failed, the target suffers no<br />

damage, but is mutated by the chaos energy. Those affected<br />

in this manner must roll a random hit location and consult<br />

the charts below. Also, the mutating target will be stunned<br />

for 1d6 rounds due the intense pain inflicted by the mutation<br />

process as the chaotic energy reshapes him.<br />

Head<br />

Roll Mutation<br />

1 Ears become pointed/rounded<br />

2 Ears disapear: Def<br />

3 Eye Color Change<br />

4 Eyes become cat-like: Infravision 60'<br />

5 Eyes become white: Blind<br />

6 Hair Color Change<br />

7 Hideous Warpng (-1d6 INT & CHA)<br />

8 Improved Brain (+1d6 INT)<br />

9 Skin Color Change<br />

10 Skin Texture Change<br />

Torso & Shoulders<br />

Roll Mutation<br />

1 Body is Healed or Restored<br />

2 Breast Size Change ±1 Cup (50-50%)**<br />

3 Hideous Warping (-1d6 CON & CHA)<br />

4 New Body Part, Arms (2)<br />

5 New Body Part, Gills (Amphibious)<br />

6 New Body Part, Wings<br />

7 Size Change, Larger (+1d10x10%)*<br />

8 Size Change, Smaller (-1d8x10%)*<br />

9 Skin Color Change*<br />

10 Skin Texture Change*<br />

* = Entire Body, ** = Females Only<br />

33 of 75


Waist & Back End/Tail<br />

Roll Mutation<br />

1 Centaur-like Body (Replacing Legs)<br />

2 Fertility (If Sterile, or Double Fertility)<br />

3 Merrow/Triton Tail (Replacing Legs)<br />

4 New Body Part, Tail (Replacing Legs 50%)<br />

5 Penis Size Change ±1d6x10% (50-50%)**<br />

6 Size Change, Larger (+1d10x10%)*<br />

7 Size Change, Smaller (-1d8x10%)*<br />

8 Skin Color Change*<br />

9 Skin Texture Change*<br />

10 Sterility (Cannot have children)<br />

* = Entire Body, ** = Males Only<br />

Arms & Hands<br />

Roll Mutation<br />

1 Decreased Sense of Touch (-2 Checks)*<br />

2 Increased Sense of Touch (+2 Checks)*<br />

3 Limb is Healed or Restored<br />

4 New Body Part, Claws<br />

5 New Body Part, Webbed Fingers<br />

6 Skin Color Change<br />

7 Skin Texture Change<br />

8 Stronger (+1 Damage & STR Checks)<br />

9 Weaker (-1 Damage & STR Checks)<br />

10 Withered (Limb is useless)<br />

* = Both Arms/Hands<br />

Legs & Feet<br />

Roll Mutation<br />

1 Decreased Speed (-30' (10'))*<br />

2 Increased Speed (+30' (10'))*<br />

3 Limb is Healed or Restored<br />

4 New Body Part, Claws<br />

5 New Body Part, Webbed Toes<br />

6 Skin Color Change<br />

7 Skin Texture Change<br />

8 Stronger (+1 Damage & STR Checks)<br />

9 Weaker (-1 Damage & STR Checks)<br />

10 Withered (limb is useless)<br />

* = Both Legs/Feet<br />

Color Change<br />

Roll Mutation Roll Mutation<br />

1 Black 12 Magenta<br />

2 Blue 13 Orange<br />

3-4 Brown 14 Pink<br />

5 Copper 15 Purple<br />

6 Cyan 16 Red<br />

7-8 Fair 17 Silver<br />

9 Gold 18 Tan<br />

10 Green 19 White<br />

11 Grey 20 Yellow<br />

Texture Change<br />

Roll Mutation Example<br />

1 Aquatic Dolphin, Shark, Whale<br />

2 Fish Mermaid (Lower Half)<br />

3 Fur, Medium Werewolf, Ape<br />

4 Fur, Short Rakasta, Nightcrawler<br />

5 Fur, Thick Wookiee<br />

6 Hairless Bald<br />

7 Human Mermaid (Upper Half)<br />

8 Reptilian Lizard-Man<br />

Optionally, if you have access to a copy of the Gamma<br />

World role-playing game, you may use its physical mutation<br />

charts instead.<br />

Torkan’s Demon Eye<br />

Mike Yaegar<br />

Range: 240’<br />

Duration: 6 Turns<br />

Effect: Creates movable visible eye<br />

Source: Torkan<br />

This variant of the popular Wizard Eye spell creates a<br />

visible demonic eye through which the caster can see. It is<br />

the size of a real eye and has infravision (60‟ range). The<br />

Demon Eye floats through the air at up to 120‟ per turn, but<br />

will not go through solid objects nor move more than 240‟<br />

away from the caster. The spell-caster must concentrate<br />

(without moving) to see through the eye.<br />

Torkan’s Polymorph Body Part - Other<br />

Mike Yaegar<br />

Range: 60’<br />

Duration: Permanent until dispelled<br />

Effect: Changes one limb<br />

Source: Torkan<br />

This spell changes the limb of a victim into that of<br />

another creature‟s. The new limb may not be from a creature<br />

of more than twice the victim‟s hit dice or the spell will fail.<br />

The altered limb will be of the same proportionate size as<br />

the rest of the victim.<br />

The victim of this spell may make a saving throw vs.<br />

spells to avoid the effect. The effect lasts until dispelled, or<br />

until the creature dies.<br />

Fifth Level Magical Spells<br />

Azure Storm’s Cone of Lightning<br />

Robb Gorman<br />

Range: 0‟<br />

Duration: Instant<br />

Effect: 30‟ wide, 60‟ long cone<br />

Source: Azure Storm<br />

34 of 75


This spell creates a cone of lightning beginning at the<br />

casters hands that is 60‟ long and 30‟ wide at the far end.<br />

Anyone within the takes 1d6 per level of the caster and may<br />

make a saving throw for half damage.<br />

Azure Storm’s Lightning Reflection<br />

Robb Gorman<br />

Range: Touch<br />

Duration: 1 Turn<br />

Effect: One living creature<br />

Source: Azure Storm<br />

This spell protects the recipient and all worn or carried<br />

items against electrical discharges of both magical and<br />

natural origins. Any electrical attacks or effects directed<br />

against the caster are met by this spell. The person protected<br />

by this spell is allowed a saving throw against vs. spells to<br />

reflect the back at its caster or point of origin. A failed<br />

saving reflects only half of the force of the attack.<br />

Copy Spellbook<br />

Anthony K. Harvey<br />

Range: 5'<br />

Duration: Instantaneous<br />

Effect: One Spell-book<br />

Source: Etienne D‟Amberville<br />

The copy spell enables the caster to make a perfect copy<br />

of a spell-book. The caster must have a blank book with<br />

blank pages of sufficient size to hold the copy. The caster<br />

holds the blank object over the object to be copied, then<br />

casts the spell; the copy appears on the formerly blank<br />

object. The magical notation is now in the caster‟s notation.<br />

The length of the text is limited to 5 pages of standard size<br />

(roughly 9 inches by 12 inches) per caster level<br />

Dispel Law*<br />

D&D: Player’s Handbook v3.5<br />

Range: 0<br />

Duration: 1 Round/Level or until discharged<br />

Effect: Self & Touched Creature/Obj./Effect<br />

Source: Torkan<br />

A flickering, yellow, chaotic energy surrounds you. This<br />

power has three effects:<br />

1. You gain a +4 bonus to AC against attacks by lawful<br />

creatures.<br />

2. On making a successful melee attack against a lawful<br />

creature from another plane, you can choose to drive that<br />

creature back to his home plane. The creature negates the<br />

effects with a saving throw vs. spells. This use discharges<br />

and ends the spell.<br />

3. With a touch, you can automatically dispel any one<br />

enchantment cast by a lawful creature or any one lawful<br />

spell. Exception: Spells that can‟t be dispelled by Dispel<br />

Magic also can‟t be dispelled by Dispel Law. Saving throws<br />

do not apply to this effect. This use discharges and ends the<br />

spell.<br />

The reverse of this spell, Dispel Chaos, acts in the same<br />

manner against chaotic individuals.<br />

Duplicate Book<br />

Anthony K. Harvey<br />

Range: 5'<br />

Duration: Instantaneous<br />

Effect: One Non-magical Book<br />

Source: Etienne D‟Amberville<br />

The copy spell enables the caster to make a perfect copy<br />

of a book, tome, or other bound volume. The duplicate book<br />

magically appears next to the original. The caster stands<br />

over the object to be copied, then casts the spell. The<br />

duplicate is identical to the original in every way. The<br />

length of the text is limited to 5 pages of standard size<br />

(roughly 9 inches by 12 inches) per caster level<br />

Field Of Silence<br />

Jeff Springer<br />

Range: 120'<br />

Duration: 6 turns<br />

Effect: Blocks sound<br />

Source: DylanJir<br />

This spell creates an invisible, immovable barrier which<br />

completely blocks any sound from traveling in either<br />

direction. A field of silence's shape is limited to a sphere, a<br />

hemisphere, a flat surface, a cylinder, a square or<br />

rectangular box with flat sides, or part of such a box. The<br />

sphere's radius can be a maximum of 20'. The flat surface<br />

or combinations thereof may be up to 5,000 square feet in<br />

total area. The field of silence cannot be irregular in shape.<br />

It can be as small as the caster desires.<br />

Inertial Armor<br />

Robb Gorman<br />

Range: Touch<br />

Duration: 1 turn/level<br />

Effect: Protects caster from physical damage<br />

Source: Azure Storm<br />

This spell creates a field around the caster, 1” from the<br />

caster‟s body that suppresses incoming kinetic energy. The<br />

caster takes half damage from any falls.<br />

Damage from weapons is also reduced. Slashing and<br />

piercing weapons do half damage (round up) and blunt<br />

weapons do minimum damage.<br />

For example, if a fighter with a 16 strength hit him with a<br />

two-handed sword, he would take (1d10+2)/2 damage. So if<br />

this fighter rolled 9 points of damage (1d10+2), then his<br />

damage would be reduced to 5 (9/2 = 4.5 rounded up = 5).<br />

35 of 75


Now if a cleric with the same strength hit him with a mace,<br />

he would only take 3 points of damage (1 on 1d6 +2 for<br />

strength).<br />

Sixth Level Magical Spells<br />

Anchored Wizard Eye<br />

Jeff Springer<br />

Range: 240'<br />

Duration: 1 day per level of the spellcaster<br />

Effect: Creates movable invisible eye<br />

Source: DylanJir<br />

This spell creates an invisible eye through which the<br />

caster can see. It is the size of a real eye and has infravision<br />

(60' range). It is cast upon a particular place or immobile<br />

object, which then acts as the point to which the wizard eye<br />

is anchored. Thereafter, the range at which the eye may be<br />

utilized is 1 mile per level of the caster. The spellcaster<br />

must concentrate (without moving) to see through an eye,<br />

direct it to move, or to switch between eyes. The wizard eye<br />

can float through the air at up to 120' per turn, but will not<br />

go through solid objects nor move more than 240' away<br />

from the point to which it is anchored. A spellcaster can<br />

have no more wizard eyes operating at any given time than<br />

his Intelligence score (this includes the normal wizard eye<br />

spell as well). If casting a new wizard eye spell brings him<br />

over this limit, the oldest casting of the spell will be<br />

terminated.<br />

Azure Storm’s Chain Lightning<br />

Robb Gorman<br />

Range: 180‟<br />

Duration: Instant<br />

Effect: Arcing lightning of variable length<br />

Source: Azure Storm<br />

This spell creates an electrical discharge that begins as a<br />

single stroke of lightning, 2½ feet wide, commencing from<br />

the fingertips of the caster. Unlike a lightning bolt spell,<br />

chain lightning strikes one object or creature initially, then<br />

arcs to a series of other objects or creatures within range,<br />

losing energy with each jump.<br />

The bolt initially inflicts 1d6 points of damage per level<br />

of the caster, to a maximum of 12d6 (half damage if the<br />

object or creature rolls a successful saving throw vs. spell).<br />

After the first strike, the lightning arcs to the next nearest<br />

object or creature. Each jump reduces the strength of the<br />

lightning by 1d6. Each creature or magical object hit<br />

receives a saving throw vs. spell. Success on this save<br />

indicates the creature suffers only half damage from the<br />

bolt.<br />

The chain can strike as many times (including the first<br />

object or creature) as the spell-caster has levels, although<br />

each creature or object can be struck only once. Thus, a bolt<br />

cast by a 12th-level wizard can strike up to 12 times,<br />

causing less damage with each strike. The bolt continues to<br />

arc until it has struck the appropriate number of objects or<br />

creatures, until it strikes an object that grounds it<br />

(interconnecting iron bars of a large cell or cage, a large<br />

pool of liquid, etc.), or until there are no more objects or<br />

creatures to strike.<br />

Direction is not a consideration when plotting chain<br />

lightning arcs. Distance is a factor - an arc cannot exceed<br />

the spell's range. If the only possible arc is greater than the<br />

spell's range, the stroke fades into nothingness. Creatures<br />

immune to electrical attack can be struck, even though no<br />

damage is taken. Note that it is possible for the chain to arc<br />

back to the caster!<br />

Greater Attunement<br />

Robb Gorman<br />

Range: Touch<br />

Duration: Instant<br />

Effect: Enhancement of magic item creation<br />

Source: Azure Storm<br />

This is a stronger version of the attunement spell. It<br />

purifies the item completely and gives the item it maximum<br />

receptivity to incoming spells. The enchantment time is<br />

reduced by 50%.<br />

Heavy Telekinesis<br />

Robb Gorman<br />

Range: 120’<br />

Duration: 6 rounds<br />

Effect: 500cn of weight per level of caster<br />

Source: Azure Storm<br />

This spell is similar to the fifth level spell telekinesis<br />

only it can handle a greater amount of weight per level of<br />

the caster. Minimum weight to lift is 200cn per level.<br />

Levitate Building<br />

Anthony K. Harvey<br />

Range: 10‟<br />

Duration: Until set down<br />

Effect: 1 Building<br />

Source: Bernetta, Royal Magist of <strong>Darkonnia</strong><br />

When cast on a building that has no underground<br />

components, it will rise up to six feet off of the ground. It<br />

only takes light pushing/pulling to get it to move. The<br />

building does not count against the puller‟s encumbrance for<br />

movement. The spell lasts until the building is set down.<br />

Power Word Mute<br />

Jeff Springer<br />

Range: 120'<br />

36 of 75


Duration: 2d4+1 or 1d4+1 rounds<br />

Effect: Prevents one creature with 60 hit points or less<br />

from speaking<br />

With this spell, the caster may render mute one victim<br />

within 120' (no saving throw). A victim with 1-30 hit points<br />

is rendered mute for 2d4+1 rounds; a victim with 31-60 hit<br />

points is rendered mute for 1d4+1 rounds. The spell does<br />

not effect creatures with more than 61 hit points.<br />

A victim rendered mute may not speak or vocalize in<br />

any way. Verbal communication, spellcasting, and the use<br />

of items with command words are not possible.<br />

Seventh Level Magical Spells<br />

Azure Storm’s Delayed Blast Lightning Ball<br />

Robb Gorman<br />

Range: 240‟<br />

Duration: 0 to 60 Rounds<br />

Effect: Delayed blast lightning ball of 20‟<br />

Radius<br />

Source: Azure Storm<br />

As the name implies, this is a version of Azure Storm’s<br />

Lightning Ball spell whose blast can be delayed; it behaves<br />

like a time bomb. When he casts the spell, the caster states<br />

the exact number of rounds of delay (from 0 to 60) until the<br />

spell detonates. A small rock, very similar in appearance to<br />

a valuable gem, then shoots out toward the desired location,<br />

and remains at that location until the stated delay elapses.<br />

The “gem” may be picked up, carried, and so forth.<br />

When the stated duration ends, it explodes in an effect<br />

identical to the normal Lightning Ball – a sudden<br />

instantaneous sphere of electricity inflicting 1d6 points of<br />

damage per level of the caster (20d6 Maximum) to all<br />

within the area of effect (a sphere of 20‟ radius). Each<br />

victim may make a saving throw vs. spells to take half<br />

damage.<br />

Once the spell has been cast, the explosion cannot be<br />

hurried nor further delayed, except with a wish. The “gem”<br />

created is pure magic, not an actual object, and cannot be<br />

moved magically (by telekinesis, teleport, etc.); however, it<br />

can be dispelled.<br />

Duplicate Spellbook<br />

Anthony K. Harvey<br />

Range: 5'<br />

Duration: Instantaneous<br />

Effect: One Non-magical Book<br />

Source: Etienne D‟Amberville<br />

The copy spell enables the caster to make a perfect copy<br />

of a spell-book. The duplicate book magically appears next<br />

to the original. The caster stands over the object to be<br />

copied, then casts the spell. The duplicate is identical to the<br />

original in every way except that the magical notation is<br />

now in the caster‟s notation. The length of the text is limited<br />

to 5 pages of standard size (roughly 9 inches by 12 inches)<br />

per caster level<br />

Word of Chaos<br />

Mike Yaegar<br />

Range: 0<br />

Duration: Instant<br />

Effect: 30’ Radius<br />

Source: Torkan<br />

Uttering word of chaos creates two effects:<br />

If you are on your home plane, non-chaotic extraplanar<br />

creatures within the area are instantly banished to their<br />

home planes. Creatures so banished cannot return for 1 day.<br />

This effect takes place regarolless of whether the creatures<br />

hear the word of chaos.<br />

Creatures native to your home plane who hear the word<br />

of chaos are not chaotic suffer the following ill effects:<br />

HD<br />

Effect<br />

Up to 4 Killed, Confused, Stunned and<br />

Deafened<br />

5-8 Confused, Stunned, Deafened<br />

9-12 Stunned, Deafened<br />

12+ Deafened<br />

The effects are Cumulative.<br />

Deafened: The creature is struck deaf for 1d4 rounds.<br />

Stunned: The creature is stunned for 1 round. A stunned<br />

creature can‟t act and loses any dexterity bonus to AC.<br />

Attackers gain a +2 bonus to attack it.<br />

Confused: The creature is confused, as the confusion<br />

spell, for 1d10 minutes (1d10x6 rounds). This is a mindaffecting<br />

enchantment.<br />

Killed: Living creatures die. Undead creatures are<br />

destroyed.<br />

Radiance Spells<br />

Second Level Radiance Spells<br />

Detect Radiance<br />

Robb Gorman<br />

Range: 0<br />

Duration: 2 turns<br />

Effect: Everything within 60‟<br />

Source: Azure Storm<br />

When he casts this spell, the spell-caster will see an<br />

orange glow surrounding all radiance objects, creatures, and<br />

places which are visible and within range of the spell. No<br />

saving throw is allowed.<br />

37 of 75


Fourth Level Radiance Spells<br />

Detect Radiance Usage<br />

Anthony K. Harvey<br />

Range: 0‟ (Self)<br />

Duration: 1 hour per nobility rank<br />

Effect: 4 miles + 8 miles radius per level<br />

During the duration of this spell, the caster can sense the<br />

energy flow of the radiance around him. He becomes aware<br />

of the intensity of the radiance field and can sense highs and<br />

lows in that field. Highs are caused by items and locations<br />

that generate radiance energy. Lows are caused by radiance<br />

items and active radiance spells as they draw their energy<br />

from the radiance.<br />

Seventh Level Radiance Spells<br />

Bestow Mutation<br />

Anthony K. Harvey<br />

Range: 30‟<br />

Duration: Permanent<br />

Effect: 1 creature<br />

The caster emits a ray of radiance from his finger. If the<br />

caster successfully makes a ranged attack roll against the<br />

target and expends a number of rads equal to the target‟s<br />

constitution, the target must make a successful saving throw<br />

vs. spells to avoid being mutated by the ray. If the save is<br />

failed, there is a 50% chance that the mutation is either<br />

physical or mental in nature.<br />

This spell requires a copy of the Gamma World rulebook<br />

(pick your favorite version – I suggest 1 st or 2 nd edition since<br />

it requires almost no conversion). Roll on the tables<br />

provided in the Gamma World rulebook to see which<br />

mutation is bestowed upon the target.<br />

This effect is permanent until removed by a wish. Note<br />

that a wish an only remove mutations in the order of newest<br />

to oldest.<br />

Eighth Level Radiance Spells<br />

Create Radiance Mutant<br />

Anthony K. Harvey<br />

Range: Touch<br />

Duration: Permanent<br />

Effect: 1 creature<br />

This spell takes an hour to complete. During which the<br />

caster directly channels concentrated radiance energy (equal<br />

to the victim‟s constitution score in rads) from his receptacle<br />

into the subject‟s body while casting this spell. At the<br />

completion of this spell, the creature becomes a radiance<br />

mutant (see the monsters section later in this document) of a<br />

type designated by the caster.<br />

The subject receives a saving throw vs. spells. Success<br />

indicates that he instead suffers 6d6 points of radiance<br />

damage instead of being mutated.<br />

Saturation<br />

AD&D 2 nd : Glantri: Kingdom of Magic<br />

Range: Touch<br />

Duration: 1 hour per level<br />

Effect: 10‟ radius per level<br />

The caster of saturation drenches a region with the<br />

Radiance, making magic more powerful and easier to use<br />

for all in the affected area. To accomplish this feat, the<br />

caster must expel 20 rads into an immobile material object<br />

(like a spot on the ground, a tree, etc.) by touching it.<br />

Magical spells cast within this area all respond as though<br />

affected by a call upon radiance spell. Furthermore, all<br />

saving throws in the area versus magical, elf, or merchant<br />

(not clerical, druidic, or shamanic) power or effect suffer a -<br />

2 penalty. (Anti-Magic drops by 20% as well, if applicable.)<br />

Items with charges expend them at only half of their normal<br />

rate.<br />

The only exception to this effect, the anti-magic shell<br />

spell, not only goes unaided by the saturation spell‟s<br />

effects, it is immediately cancelled within the saturated area.<br />

The area simply contains too much magical power to<br />

counter.<br />

Creatures powered by or subsisting upon magic – such<br />

as elementals, golems, created undead, etc. – gain 1 hp per<br />

Hit Die while in the area of effect. Treat them as though<br />

they have an extra HD for purposes of saving throws,<br />

THAC0, spell effects, etc.<br />

Any magic-user, elf or merchant entering a saturated<br />

area can sense the effect immediately as a tingling feeling<br />

and occasional crackling of energy. Its benefits become<br />

obvious once the person casts a spell. Casters cannot limit<br />

the area‟s effects only to themselves or those they wish to<br />

aid – any magical spell-caster in the area can take advantage<br />

of the spell‟s effects.<br />

Casting saturation requires either the use of the<br />

receptacle or prior use of summon radiance.<br />

Ninth Level Radiance Spells<br />

Sever the Tie<br />

AD&D 2 nd : Glantri: Kingdom of Magic<br />

Range: 100‟<br />

Duration: Special<br />

Effect: 1 creature<br />

Source: Glantri: Kingdom of Magic<br />

If successful cast on a target, this spell makes that target<br />

unable to use radiance spells – it completely cuts off the<br />

target from the radiance. Ant casting attempt by the target<br />

results in immediate, automatic failure. Innate radiance<br />

38 of 75


powers are likewise nullified. Any radiance spell cast upon<br />

the target automatically becomes dispelled.<br />

This spell immediately destroys a radiance golem or<br />

other radiance dependant being that fails a saving throw vs.<br />

spells.<br />

Sever the Tie lasts until: The caster dies; the receptacle is<br />

destroyed (if one was used); the duration of summon<br />

radiance ends (if it was used); or until the caster willingly<br />

dispels the effect. Dispel magic will not work, nor will any<br />

other spell end the condition, short of a wish.<br />

Magic-users must cast this spell within 30‟ of the<br />

receptacle or during the duration of summon radiance.<br />

Psionic Powers<br />

Attack Modes<br />

A psion initiates psionic combat by targeting any<br />

opponent in range with one of the five psionic attack modes<br />

he or she knows. Using a psionic attack mode used an<br />

attack, and normally only one attack is allowed in a round.<br />

The farther away the target is from the less effective the<br />

attack is. At short range, the target‟s saving throw is<br />

penalized by -1, and receives a +1 bonus at long range.<br />

Attack Mode Save Range Damage<br />

Ego Whip -1 40/80/120 1d6<br />

Id Insinuation +2 20/40/60 2d4+1<br />

Mind Blast 0 20/40/60 1d8<br />

Mind Thrust -3 30/60/90 1d4<br />

Psychic Crush +1 5/25/50 1d10<br />

Ego Whip (EW)<br />

Charges:<br />

1 / 2 Levels per Day<br />

Save: +1<br />

Damage:<br />

1d6 non-lethal mental<br />

Range: 40/80/120<br />

This attack assaults a target‟s self-esteem and<br />

individuality. It strikes like a glowing whip, its crack slicing<br />

open the wells of inferiority and worthlessness buried deep<br />

behind the target‟s defenses.<br />

If used against an opened mind, Ego Whip leaves the<br />

target dazed for 1d4 rounds. During this time, all attacks are<br />

at –4 and can not cast spells.<br />

If the attacker rolls a critical hit on an attack on an open<br />

mind, then the target will slip into a catatonic state for 1-4<br />

hours.<br />

Id Insinuation (II)<br />

Charges:<br />

1 / 2 Levels per Day<br />

Save: -2<br />

Damage:<br />

2d4+1 non-lethal mental<br />

Range: 20/40/60<br />

This attack assaults a target‟s subconscious, like a<br />

mental battering ram tearing through the walls that separate<br />

primitive needs from social constraints.<br />

If used against an opened mind, Id Insinuation leaves its<br />

victim confused and powerless to act for 1d4 rounds.<br />

If a critical hit is rolled while attacking an opened mind,<br />

the target is driven insane until cured. This form of insanity<br />

takes the form of having all social constraints removed, and<br />

his primitive needs run amok.<br />

Mind Blast (MB)<br />

Charges:<br />

1 / 5 Levels per Day<br />

Save: 0<br />

Damage:<br />

1d8 lethal mental<br />

Range: 20/40/80<br />

This attack takes the form of a wave of mental force that<br />

jolts a defender‟s mind.<br />

If used against an opened mind, psionic blast causes 1d8<br />

points of lethal physical damage.<br />

Critical hits are treated normally for this power.<br />

Mind Thrust (MT)<br />

Charges:<br />

2 / Level per Day<br />

Save: +3<br />

Damage:<br />

1d4 non-lethal mental<br />

Range: 30/60/90<br />

This attack stabs the mind of the defender, piercing<br />

thoughts and memories.<br />

If used on an opened mind, Mind Thrust causes the<br />

target to lose the use of one psionic power (chosen<br />

randomly) for 1d6 days.<br />

On a critical hit on an opened mind, one psionic power<br />

(chosen randomly) is lost for 1d6 weeks.<br />

Psychic Crush (PC)<br />

Charges:<br />

1 / 3 Levels per Day<br />

Save: -1<br />

Damage:<br />

1d10 non-lethal mental<br />

Range: 5/25/50<br />

Like a terrible mental weight, this attack seeks to crush a<br />

defender‟s mind.<br />

If used against an opened mind, Psionic Crush causes<br />

1d6 lethal mental damage.<br />

If a critical hit is rolled while attacking an opened mind,<br />

the target becomes Feebleminded as per the spell.<br />

Defense Modes<br />

A character defending against a psionic attack mode<br />

makes a saving throw versus spells to determine the success<br />

or failure of the attack, modified by the attack and defense<br />

mode‟s saving throw modifiers. A saving throw may no get<br />

any worse than 19 or any better than 2. Unless surprised or<br />

out of charges, psions can respond to a psionic attack by<br />

putting up one of the five psionic defense modes. The<br />

defender is aware of the attack, but not the specific attack<br />

mode. Following the attack, the defender knows which<br />

39 of 75


attack mode it was, regarolless of the success or failure of<br />

the attack to deal damage.<br />

Defence Mode Save Range<br />

Empty Mind +3 -<br />

Intellect Fortress 0 10' R.<br />

Mental Barrier -2 -<br />

Thought Shield +1 -<br />

Tower of Iron Will -4 3' R.<br />

Surprised or No Charges -5 -<br />

Non-Psion -6 -<br />

Empty Mind (EM)<br />

Charges:<br />

2 / Level per Day<br />

Save: +3<br />

Range:<br />

None<br />

This defense hides the mind from psionic attack, forming<br />

a vast, featureless area that makes it harder to target the<br />

closed mind.<br />

Intellect Fortress (IF)<br />

Charges:<br />

1 / Level per Day<br />

Save: +0<br />

Range:<br />

10‟ Radius<br />

This defense encases the mind in a powerful keep of<br />

mental energy to protect it from psionic attack.<br />

Mental Barrier (MB)<br />

Charges:<br />

1 / Level per Day<br />

Save: -2<br />

Range:<br />

None<br />

This defense throws up a wall of thought to protect against<br />

psionic attack.<br />

Thought Shield (TS)<br />

Charges:<br />

2 / Level per Day<br />

Save: +1<br />

Range:<br />

None<br />

This defense forms a glowing shield to turn away a<br />

psionic attack.<br />

Tower of Iron Will (TW)<br />

Charges:<br />

1 / 3 Levels per Day<br />

Save: -4<br />

Range:<br />

3‟ Radius<br />

This defense builds an unassailable haven for the mind.<br />

First Level Psionic Powers<br />

Biocurrent<br />

Range: 120‟<br />

Duration:<br />

Up to 6 rounds / level<br />

Effect:<br />

Up to 2 creatures<br />

Your body‟s psionically fueled bioelectric currents<br />

produce an arc of blue-white electricity that targets a<br />

primary foe for 1d4 points of damage per round (see below).<br />

Electricity also arcs off of the primary foe to strike one<br />

additional foe initially within 15 feet of the primary foe, or<br />

who subsequently moves within 15 feet of the primary foe<br />

while the duration lasts. Secondary foes also take 1d4 points<br />

of damage per round the duration lasts. Should either the<br />

primary or secondary for fall to below 0 hit points,<br />

Biocurrent’s electrical arc randomly retargets another<br />

primary or secondary foe while the duration continues.<br />

Targeted foes may move or make a saving throw versus<br />

spells each round for half damage (on that round only), but<br />

as long as they remain in range, they continue to be affected.<br />

Maintaining Biocurrent is an attack action (you are limited<br />

to a maximum movement of 5 feet). If you take damage<br />

while maintaining Biocurrent, you must make a saving<br />

throw versus death ray or the electrical arc winks out.<br />

Call Weaponry<br />

Range:<br />

Touch<br />

Duration:<br />

1 hour / level<br />

Effect:<br />

1 unattended weapon<br />

You call a weapon “from thin air” into your waiting hand<br />

(actually, it is a real weapon hailing from some other<br />

random location in the multiverse). You don‟t have to see or<br />

know of the weapon to call it – in fact, you can‟t ever call a<br />

specific weapon. You just specify the type. If the specified<br />

weapon type is one you can call at your level, it appears. If<br />

you call a projectile weapon, it comes complete with 3d6<br />

bolts, arrows or sling bullets, as appropriate (the<br />

ammunition does not have a magical bonus). If you<br />

relinquish your grip on the weapon you called for 2 or more<br />

rounds, it automatically returns to wherever it originally<br />

came from.<br />

As your level increases, you can summon better and better<br />

weapons.<br />

Level<br />

Weapons Example<br />

1-3 Simple Club, Bow<br />

4-6 Martial Sword, Crossbow<br />

7-9 Exotic Cestus, Bolas<br />

10-12 +1 Bonus Short Bow +1<br />

13-15 +2 Bonus Spear +2<br />

16-17 +3 Bonus Bastard Sword +3<br />

18+ +4 Bonus War Hammer +4<br />

Weapons with magical bonuses are assumed to be Psionic,<br />

unless you specify otherwise. Weapons gained by Call<br />

Weaponry are distinctive due to their low hum they emit.<br />

Charm Person<br />

This power is identical to the first level magic-user spell<br />

of the same name (see pages 44 and 144 of the <strong>Rules</strong><br />

Cyclopedia).<br />

Control Object<br />

Empathy<br />

40 of 75


Firefall<br />

Hammer<br />

Identify<br />

Matter Agitation<br />

Minor Creation<br />

Object Reading<br />

Sense Link<br />

Spider Climb<br />

Second Level Psionic Powers<br />

Body Adjustment<br />

Brain Lock<br />

Burning Ray<br />

Concussion<br />

Detect Invisible<br />

ESP<br />

Invisibility<br />

Knock<br />

Levitate<br />

Sensitivity to Psychic Impressions<br />

Sudden Minor Creation<br />

Suggestion<br />

Sustenance<br />

Third Level Psionic Powers<br />

Charm Monster<br />

Claws of the Vampire<br />

Create Food and Water<br />

Displacement<br />

Fly<br />

Greater Concussion<br />

Mindlink<br />

Negate Psionics<br />

Non-detection<br />

Remote Viewing<br />

Time Hop<br />

Whitefire<br />

Fourth Level Psionic Powers<br />

Aura Sight<br />

Detect Remote Viewing<br />

Dimension Door<br />

Domination<br />

Fabricate<br />

Freedom of Movement<br />

Immovability<br />

Mass Concussion<br />

Mindwipe<br />

Polymorph Self<br />

Tailor Memory<br />

Telekinesis<br />

Wall of Ectoplasm<br />

Fifth Level Psionic Powers<br />

Baleful Teleport<br />

Energy Barrier<br />

41 of 75


Greater Domination<br />

Incarnate<br />

Major Creation<br />

Matter Rearrangement<br />

Metamorphosis<br />

Mind Probe<br />

Psychic Vampire<br />

Sense Psionics<br />

Teleport<br />

Teleport Trigger<br />

Truesight<br />

Sixth Level Psionic Powers<br />

Anti-Psionics Shell<br />

Breath of the Dragon<br />

Disintergrate<br />

Improved Fabricate<br />

Improved Fly<br />

Flaming Shroud<br />

Mass Suggestion<br />

Mind Switch<br />

Precognition<br />

Retrieve<br />

Shield of Prudence<br />

Suspend Life<br />

Trace Teleport<br />

Seventh Level Psionic Powers<br />

Contingency<br />

Divert Teleport<br />

Emulate Power<br />

Fission<br />

Improved Telekinesis<br />

Mass Cocoon<br />

Mass Domination<br />

Oak Body<br />

Phase Door<br />

Plane Shift<br />

Sequester<br />

Teleport without Error<br />

Ultrablast<br />

Eighth Level Psionic Powers<br />

Clairtangency<br />

Dream Travel<br />

Hypercognition<br />

Iron Body<br />

Mind Blank<br />

Mind Store<br />

Recall Death<br />

Shadow Body<br />

Telekinetic Sphere<br />

Teleportation Circle<br />

Temporal Acceleration<br />

True Creation<br />

True Domination<br />

Ninth Level Psionic Powers<br />

Astral Construct<br />

Confidante<br />

Detonation<br />

Dissolution<br />

Metafaculty<br />

Monster Domination<br />

Plane Travel<br />

Shapechange<br />

Time Regression<br />

Thrall<br />

True Metabolism<br />

True Telekinesis<br />

42 of 75


Other Character Abilities<br />

General Skills<br />

Using Skills Untrained<br />

Some skills may be used untrained. These skills are<br />

summarized on the following list:<br />

Strength Skills Penalty Book<br />

Brawling * GAZ10<br />

Intimidation Easy RC<br />

Muscle Difficult RC<br />

Ram * PC3<br />

Rip * PC3<br />

Wrestling * RC<br />

Intelligence Skills Penalty Book<br />

Alchemy * RC<br />

Alternate Magics * RC<br />

Art (choose type) Difficult RC<br />

Artillery Difficult RC<br />

Coral Manipulation * PC3<br />

Craft (choose type) Difficult RC<br />

Disguise Difficult RC<br />

Engineering * RC<br />

Fire-Building Easy RC<br />

Healing * RC<br />

Hiding Difficult PC1, PC4<br />

Hunting Difficult RC<br />

Know Market Value Difficult PC3<br />

Know Terrain Difficult PC4<br />

Knowledge (choose type) Varies RC<br />

Ancient History Easy PC3<br />

Area Knowledge Difficult PC3<br />

Area Knowledge (Home) Easy PC3<br />

Labor (choose type) Difficult RC<br />

Language (choose type) * RC<br />

Lip Reading Difficult RC<br />

Machine Building * PC2<br />

Magical Engineering * RC<br />

Mapping / Cartography Difficult RC<br />

Military Tactics Difficult RC<br />

Mimicry * RC<br />

Nature Lore Hard RC<br />

Navigation Hard RC<br />

Odor Tracking Hard PC3<br />

Planar Geography * RC<br />

Profession (choose type) Difficult RC<br />

Racial Knowledge (choose 2 races) Difficult PC3<br />

Repair Hand Crossbow Hard Dragon176<br />

Science (choose type) * RC<br />

Shipbuilding * RC<br />

Signaling (choose type) * RC<br />

Snares Difficult RC<br />

Survival (choose type) Hard RC<br />

Tracking Difficult RC<br />

Veterinary Healing * RC<br />

Wisdom Skills Penalty Book<br />

Animal Training (choose type) Hard RC<br />

Art (choose type) Difficult RC<br />

Bloodlust Control * PC3<br />

Bravery * RC<br />

Caving Hard RC<br />

Ceremony (choose immortal) * RC<br />

Danger Sense / Instinct * RC / GAZ10<br />

Detect Deception Difficult RC<br />

Direction Sense Difficult PC2<br />

Empathy<br />

Fish Empathy * PC3<br />

Mammal Empathy * PC3<br />

Monster Empathy * GAZ10<br />

Sea Monster Empathy * PC3<br />

Fantasy Physics * PC2<br />

Gambling Easy RC<br />

Guidance / Council Easy DotE<br />

Horticulture Difficult PC1<br />

Husbandry Difficult PC1<br />

Law and Justice (choose culture) * RC<br />

Monster Training (choose type) Hard GAZ10<br />

Mysticism Hard RC<br />

Natural Healing * PC3<br />

Sea Lore Hard PC3<br />

Self Control * PC4<br />

Stone Engineering * GAZ10<br />

Teaching * PC3<br />

War Machine Engineering * GAZ10<br />

Water Divining Hard PC2<br />

Dexterity Skills Penalty Book<br />

Acrobatics Hard RC<br />

Alertness * RC<br />

Archery * <strong>House</strong> <strong>Rules</strong><br />

Blind Shooting * RC<br />

Cheating Difficult RC<br />

Cooking Easy GAZ10<br />

Dancing Difficult PC1<br />

Dart * PC3<br />

Dismount Rider Difficult PC3<br />

Dodge Difficult PC3<br />

Escape Hard RC<br />

Evade Difficult PC4<br />

Fan Shooting * Dragon176<br />

Fast Draw Difficult Dragon176<br />

Fighting Instinct * PC3<br />

Find Traps * PC3, GAZ10<br />

Hear Noise * PC3, GAZ10<br />

Hide in Corals * PC3<br />

Hide in Shadows * PC3, GAZ10<br />

Hip Shooting * Dragon176<br />

Juggling Difficult GAZ13<br />

Jump * GAZ13<br />

Ledge Hopping Difficult GAZ10<br />

Martial Arts (choose type) * GAX10<br />

Mountaineering * RC<br />

Move Silently * GAZ10<br />

Odor Scenting Easy GAZ10<br />

Piloting (choose type) Hard RC<br />

Underwater Boat Hard PC3<br />

Quick Draw * RC<br />

Rapid Fire * GAZ13<br />

Riding (choose type) Easy RC<br />

Sea Monster Riding Easy PC3<br />

Rope Use Difficult GAZ10<br />

Sharp-Shooting * Dragon176<br />

Silent Glide * PC3<br />

Sound Imitation Hard GAZ10<br />

Stealth (choose type) Difficult RC<br />

Surprise Difficult PC3<br />

Constitution Skills Penalty Book<br />

Drinking * PC1, GAZ10<br />

43 of 75


Eating Difficult PC1<br />

Endurance / Stamina * RC / GAZ13<br />

Fighting Frenzy * GAZ10<br />

Food Tasting * RC<br />

Quick Change * PC4<br />

Resist Wolvesbane * PC4<br />

Sleeping * PC3, GAZ10<br />

Slow Respiration * GAZ10<br />

Transformation * PC4<br />

Charisma Skills Penalty Book<br />

Acting Difficult RC<br />

Allure * PC3<br />

Bargaining Easy RC<br />

Bawling Easy GAZ10<br />

Deception Easy RC<br />

Gain Trust Easy PC3, GAZ13<br />

Leadership Difficult RC<br />

Music (choose type) * RC<br />

Persuasion Easy RC<br />

Servility * GAZ10<br />

Sexcraft Easy Here<br />

Singing Difficult RC<br />

Singing Marches * GAZ10<br />

Storytelling Difficult RC<br />

Toadying Difficult PC3<br />

Non-Ability Skills Penalty Book<br />

Ambidexterity * DotE<br />

Weapon Mastery * GAZ13<br />

* indicates that the skill cannot be used untrained.<br />

Untrained Skill Table<br />

Full Easy Difficult Hard<br />

Score ¾ ½ ¼<br />

20 15 10 5<br />

19 14 10 5<br />

18 14 9 5<br />

17 13 9 4<br />

16 12 8 4<br />

15 11 8 4<br />

14 11 7 4<br />

13 10 7 3<br />

12 9 6 3<br />

11 8 6 3<br />

10 8 5 3<br />

9 7 5 2<br />

8 6 4 2<br />

7 5 4 2<br />

6 5 3 2<br />

5 4 3 1<br />

4 3 2 1<br />

3 2 2 1<br />

2 2 1 1<br />

1 1 1 0<br />

Easy: These skills may be used untrained easily.<br />

However, the skill‟s chance of success is three-quarters<br />

normal. For example: a character with a dexterity of 15<br />

needs to make a riding check to maintain control of his<br />

horse. He does not have this skill and thus must default to<br />

his dexterity to make the check. 15 – 4 (¼ of 15 is 3.75) =<br />

11. He must roll an 11 or less to keep control of the horse.<br />

Difficult: These skills present a challenge to use<br />

untrained. Skill rolls are at half normal.<br />

Hard: These skills are extremely difficult to use<br />

untrained. Skill checks have only the quarter of their trained<br />

chance of success.<br />

Varies: These skills tend to be conditional in how<br />

difficult they are to use untrained. The DM must make an ad<br />

hoc decision regarding the difficulty level depending on the<br />

character‟s knowledge, skills, background, and situation.<br />

The following table can be used as a quick reference for<br />

reduced chances of success.<br />

For those of you who like using universal tables like in<br />

Marvel Super Heroes, I have developed the following table.<br />

It has the same function as the table listed above; it‟s just in<br />

a graphical format.<br />

Universal Ability/Skill Check Table<br />

Ability/Skill Score<br />

Roll 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18<br />

20<br />

19 Failire<br />

18<br />

17<br />

16<br />

15 Easy<br />

14<br />

13<br />

12<br />

11<br />

10 Difficult<br />

9<br />

8<br />

7<br />

6 Hard<br />

5<br />

4<br />

3<br />

2<br />

1 Daunting<br />

Intelligence<br />

Repair Hand Crossbow<br />

Origin: Cimarron County<br />

Source: Dragon #176, Page 39<br />

On a successful intelligence check, the user can repair a<br />

jammed weapon. Each attempt takes a full hour. He may<br />

try as many times as needed to repair the weapon. An<br />

unmodified score of 20 causes the weapon to break<br />

permanently.<br />

44 of 75


Dexterity<br />

Archery<br />

Origin: Kingdom of <strong>Darkonnia</strong><br />

Source: Anthony K. Harvey<br />

Prerequisite: One of the suggested skills,<br />

Qualified Class<br />

This skill is only available if the optional weapon<br />

mastery rules are not being used.<br />

Qualified Class<br />

Weapons Allowed:<br />

Aranea<br />

G<br />

Avari<br />

A,B,D<br />

Bantam<br />

A,C,D<br />

Brownie<br />

A,D<br />

Centaur<br />

All<br />

Diabolus<br />

See Human*<br />

Dwarf<br />

A,D<br />

Elf (All species)*<br />

All<br />

Faenare<br />

A<br />

Faun (Sater)<br />

All<br />

Gnome (Sky-Gnome) A,D,E,F<br />

Halfling<br />

A,D<br />

Human, Bard<br />

All<br />

Human, Cleric<br />

C<br />

Human, Druid<br />

C<br />

Human, Fighter<br />

All<br />

Human, Forester<br />

All<br />

Human, Rake<br />

All<br />

Human, Thief<br />

All<br />

Human, Shamani* All<br />

Human, Magic-User G<br />

Human, Mystic<br />

All<br />

Kna<br />

E<br />

Leprechaun<br />

All<br />

Merrow<br />

E<br />

Nagpa<br />

All<br />

Nixie<br />

E<br />

Pegataur<br />

All<br />

Pooka*<br />

All<br />

Rakasta<br />

See Human*<br />

Sea Giant<br />

E<br />

Shark-kin<br />

E<br />

Sidhe<br />

All<br />

Triton<br />

E<br />

Woodrake<br />

See Elf or Halfling*<br />

Wood Imp<br />

All<br />

A = Short Bow<br />

D = Lt. Crossbow<br />

B = Long Bow<br />

E = Hvy. Crossbow<br />

C = Sling<br />

F = Hand Crossbow<br />

* = DM's discretion G = Blowgun<br />

Successful use of this skill (a successful Dexterity<br />

check) allows the archer to add a +1 bonus to his to-hit rolls<br />

when using missile weapons. Also, the archer will gain a<br />

+1 to initiative rolls as well. This skill should only be used<br />

if weapon mastery is not used.<br />

If the archer has a +1 or +2 to his archery skill, than he<br />

may also add his skill bonuses to both to-hit rolls and<br />

initiative. In addition, the archer will receive bonuses to<br />

damage equal to the bonus on the Archery skill. This skill<br />

can only have a maximum of +2 added to it.<br />

Example: Lyan Windrunner the Forester has<br />

Archery+2. Assuming that she makes her Dexterity check,<br />

she will now have a +3 to her to-hit rolls and initiative as<br />

well as a +2 to damage!<br />

Fan Shooting<br />

Origin: Cimarron County<br />

Source: Dragon #176, Page 39<br />

The user attempts to shoot as many darts as possible<br />

within one round. The extent of success on the user's<br />

Dexterity check indicates the number of darts that can be<br />

fired in a given combat round. A successful Dexterity check<br />

allows at least two shots during the same round.<br />

Fan Shooting<br />

Dexterity Number To-hit<br />

beaten by: of shots: penalty<br />

1-2 2 -1<br />

3-5 3 -2<br />

6-8 4 -3<br />

9-11 5 -4<br />

12+ 6 -5<br />

Each successive shot suffers a cumulative -1 penalty to<br />

hit (-1 for the first shot, -2 for the second shot, etc.)<br />

The first shot when the user should normally be allowed<br />

to fire a missile weapon during the combat round. Each<br />

successive shot then alternates with other missile-weapon<br />

users in the user's group. If there is none of the latter, all<br />

remaining shots take place at the end of the user's Missile<br />

Weapon phase. Fast Draw and Fan Shooting skills can be<br />

used simultaneously.<br />

Fast Draw<br />

Origin: Cimarron County<br />

Source: Dragon #176, Page 39<br />

Upon making a successful Dexterity check, a user can<br />

shoot before anyone else during a combat round, regarolless<br />

of the original initiative result. If two opponents fight a duel<br />

and both use the Fast Draw skill, the one who beats his<br />

dexterity score by the highest amount gains initiative.<br />

Hip Shooting<br />

Origin: Cimarron County<br />

Source: Dragon #176, Page 39<br />

The user has the ability to shoot from the hip. This skill<br />

allows the user to shoot faster, adding a +2 bonus to<br />

dexterity checks made for Fast Draw or Fan Shooting<br />

attempts. Unfortunately, it is less accurate and causes a -2<br />

penalty to hit in both cases.<br />

45 of 75


Sharp-Shooting<br />

Origin: Cimarron County<br />

Source: Dragon #176, Page 39<br />

On any to-hit roll of 20 or better after modifications, the<br />

user may make an extra Dexterity check. If successful, the<br />

user designates a particular spot on the target to be hit.<br />

Charisma<br />

Sexcraft<br />

Origin: Kingdom of <strong>Darkonnia</strong><br />

Source: Anthony K. Harvey<br />

The practitioner of this skill elevates sex play into an art<br />

form. This skill also allows those who know deeper erotic<br />

secrets to gain power.<br />

If you are using the optional Sex Tricks rules, a character<br />

with points in this skill can select a number of tricks equal<br />

to your Intelligence adjustment plus any extra points<br />

invested in this skill.<br />

If you are not using the Intercourse rules described in the<br />

DM Procedures section, feel free to use the system<br />

described here.<br />

Use the Untrained Skill Penalties table (see above) to<br />

determine the success ranges for this skill.<br />

Result Effect<br />

Natural 20 Disastrous<br />

Failure One-Sided<br />

Score Routine<br />

Easy Pleasurable<br />

Difficult Memorable<br />

Hard Earth Shattering<br />

Natural 1 Religious Experience<br />

Disastrous: Bad sex gone worse! Not only did you have<br />

a bad time but your partner is liable to break up with you<br />

after this experience. You receive a -3 penalty to all<br />

interaction rolls with this person for 1d4 weeks.<br />

One-Sided: It was good for you but not for your partner<br />

(who might have been faking it). You receive a -1 to all<br />

interaction rolls when dealing with this person for 1d4 days.<br />

Routine: Your standard roll in the hay. Both parties<br />

achieve satisfaction but nothing special happens.<br />

Pleasurable: You have shown more flair than the<br />

typical lover. It was defiantly good for both of you. You<br />

receive a +1 bonus to all interaction rolls when dealing with<br />

this person for the next 1d4 days.<br />

Memorable: Multiple orgasms were obtained during<br />

this session. You have impressed your partner so much that<br />

you receive a +2 to all interaction rolls with this person for<br />

the next 1d8 days.<br />

Earth Shattering: One of the greatest experiences of<br />

your lives! If you keep this up, you may develop a<br />

reputation as a great lover. You receive a +3 bonus to all<br />

interaction rolls with this person for the next 1d4 weeks and<br />

+1 with anyone who finds you sexually attractive who has<br />

heard of your exploits.<br />

Religious Experience: This is the stuff that legends<br />

come from! You may even draw the attention of immortals<br />

in time. You receive a +4 bonus to all interaction rolls with<br />

this person for the next 1d6 weeks and +2 with anyone who<br />

finds you sexually attractive who has heard of your exploits.<br />

Skill Mastery<br />

This is an alternate skill system using the general skill<br />

entries presented in the D&D <strong>Rules</strong> Cyclopedia. While it<br />

makes use of each skill as presented in that book, the rules<br />

governing usage, acquisition and advancement are replaced<br />

by this rules set.<br />

Beginning Skills<br />

All first level characters start with skill slots, plus a<br />

number of skill slots equal to the character‟s Intelligence<br />

adjustment. These can be used to purchase basic mastery in<br />

a skill.<br />

Skill Mastery Level<br />

The Skill Mastery system utilizes a system similar to<br />

Weapon Mastery for determining a character‟s proficiency<br />

in a chosen skill.<br />

Each skill has two sources from which the skill check<br />

bonus is derived: The character‟s Mastery Level in that skill<br />

and the character‟s ability adjustment listed as the skill‟s<br />

“key stat.” A key stat is the ability score (such as Strength,<br />

Dexterity, etc.) most related to the task that that skill<br />

handles.<br />

Then number of skill slots invested in a skill determines<br />

its mastery level as per the following chart:<br />

Slots Level of Mastery Base Score<br />

0 Unskilled 0<br />

1 Basic 3<br />

2 Skilled 6<br />

3 Expert 9<br />

4 Master 12<br />

5 Grand Master 15<br />

The character‟s key ability score adjustment modifies<br />

the base score. The sum of these two values is your skill<br />

mastery score.<br />

How Skills Are Used<br />

When the Dungeon Master feels that one of the<br />

character‟s skills is appropriate for a situation, he may ask<br />

the player to make a skill check.<br />

In order to make a skill check, the player rolls a d20<br />

against the character‟s relevant skill mastery score. If the<br />

number rolled is equal to or less than the skill‟s level, the<br />

character has succeeded in that task.<br />

46 of 75


Difficulty Level<br />

Some situations are trickier than others. In order to<br />

reflect this, conditional modifiers are assigned by the<br />

Dungeon Master to the character‟s skill mastery score. The<br />

modifiers are listed on the following table:<br />

Difficulty Level<br />

Modifier<br />

Child's Play +10<br />

Basic +8<br />

Simple +6<br />

Easy +4<br />

Below Average +2<br />

Average 0<br />

Tough -2<br />

Challenging -4<br />

Formadible -6<br />

Daunting -8<br />

Heroic -10<br />

Legendary -12<br />

Epic -14<br />

Nie Impossible -16<br />

Unless the DM rules otherwise, if a difficulty level<br />

modifier would cause the modified skill mastery score to<br />

drop below a value of 1, then the task is considered<br />

impossible. If the DM does allow the check, then the skill<br />

mastery score is set to its minimum value of 1.<br />

Conversely, any skill mastery score that is modified<br />

above 19 is considered trivial for the character and is<br />

automatically successful. If the DM requires the character to<br />

make a roll, the score is considered to be set at 19.<br />

Improving Skills<br />

Every level a character advances; he gains one<br />

additional skill slot to spend on either acquiring a new skill<br />

or improving an existing skill to the next mastery level.<br />

Refer to the Skill Mastery Level section above for a list of<br />

mastery levels and their relative slot costs.<br />

The Winds of Fate<br />

This is a version of the Waves of Fate as described in<br />

PC4: The Sea People. This expanded version is designed for<br />

generic usage.<br />

The character may select 1d4-1 (0-3) items from the<br />

good life and 1d4-1 unfortunate legacies.<br />

Good Fortunes<br />

1. Acute Taste and Smell: Detect poisons on an<br />

Intelligence check.<br />

2. Alcohol Tolerance: You receive a +1 bonus to<br />

your alcohol resistance.<br />

3. Ambidextrous: Gains the Ambidexterity general<br />

skill for free.<br />

4. Attractive: +1 Charisma.<br />

5. Agile: You receive a +2 bonus to AC when<br />

unencumbered and unarmored.<br />

6. Contortionist: +2 bonus to escape and sexcraft<br />

skills.<br />

7. Deep Sleeper: You can quickly fall asleep in all<br />

but the worst conditions, and continue sleeping<br />

through most disturbances. You will only wake up<br />

on a successful Intelligence with a -5 penalty.<br />

8. Dexterous: +1 to Dexterity.<br />

9. Die Hard: It takes a lot to kill you. Your hit points<br />

can go negative by an amount equal to twice your<br />

constitution. If using the optional rule on page 266<br />

of the <strong>Rules</strong> Cyclopedia, you can apply your<br />

Constitution adjustment to your saving throws<br />

against dying.<br />

10. Eidetic Memory: You remember everything you<br />

see or hear. Any time the Player of this character<br />

forgets a detail that this character has seen or<br />

heard, the DM or other players must remind you.<br />

11. Excellent Vision: Increases spotting distance by<br />

50%, and increases chances of finding secret doors<br />

to 1-3 on 1d6.<br />

12. Fast Healer: You heal faster that other people. If<br />

using options 1 or 2, you receive the maximum<br />

benefit from natural healing. If using option 3, you<br />

receive a bonus of +1 Hp per HD.<br />

13. Fearless: You are difficult to frighten. You receive<br />

a +2 bonus to the bravery skill and also receive a<br />

+2 bonus to resist fear effects.<br />

14. Fish or Animal Friend: +1 bonus to fish or<br />

Animal Empathy skills.<br />

15. Good Hearing: You gain the ability to hear noise<br />

as a thief equal to your level. If you are already a<br />

thief, you receive a +20% to your hear noise<br />

ability.<br />

16. High Stamina: +1 to Constitution.<br />

17. Intelligent: +1 to Intelligence.<br />

18. Language Ability: The character knows 1d3<br />

additional languages.<br />

19. Linguist: You gain a number of additional<br />

languages equal to your Intelligence adjustment.<br />

20. Militant: You are talented with weapons and are a<br />

natural warrior. You receive 1 bonus weapon<br />

mastery slot.<br />

21. Multi-orgasmic: +2 to endurance or Constitution<br />

checks for extended bouts of intercourse, plus any<br />

sexcraft checks made on you after you have<br />

already had an orgasm are at +2.<br />

22. Natural Rider: +2 to riding skill.<br />

23. Presence: +2 bonus to leadership and persuasion<br />

skills.<br />

24. Quick Reflexes: +1 bonus to individual initiative<br />

and saving throws against traps.<br />

25. Resistance to Disease: +3 bonus to disease saving<br />

throws.<br />

47 of 75


26. Resistance to Poison: +3 bonus to poison saving<br />

throws.<br />

27. Responsive Body: All checks to bring you to<br />

arousal are at a +5 bonus. Any checks for you to<br />

resist arousal are at a -5 penalty. You will stay<br />

aroused until you orgasm.<br />

28. Second Sight: You can see a fairy‟s true form,<br />

even if the fairy is invisible to mortals,<br />

polymorphed or shapechanged. See page 25 PC1:<br />

Tall Tales of the Wee Folk for full details.<br />

29. Sneaky: You gain the ability to move silently as a<br />

thief equal to your level.<br />

30. Spellcasting Prodigy: You can cast spells with<br />

gestures only or words only. You must choose one<br />

when this fortune is selected.<br />

31. Strong Flyer: +30‟ (10‟) to flying movement.<br />

32. Strong Swimmer: +30‟ (10‟) to swimming<br />

movement.<br />

33. Strong Throwing Arm: You can throw weapons<br />

and objects at double their range.<br />

34. Strong Walker: +30‟ (10‟) to walking movement.<br />

35. Temperature Tolerance: Your body feels<br />

comfortable at wider range of temperatures. The<br />

normal temperature comfort zone is 68 to 79<br />

degrees without the benefit of clothing. Every time<br />

this ability is taken you may add your Constitution<br />

score to each direction of the range and you also<br />

receive a +1 bonus to all saves against heat and<br />

cold effects.<br />

36. Tough: +1 to your natural AC. You also have a<br />

natural AV equal to your constitution adjustment<br />

against non-lethal damage.<br />

37. Very Strong: +1 to Strength.<br />

38. Well Endowed: Your breasts or penis are much<br />

larger than average. Increase bust size by 2 cup<br />

sizes or penis length by 30%<br />

39. Wild Mage/Priest: You are a natural Spellcaster<br />

and can cast spells from the Clerical or Magical<br />

lists (not both) as a Spellcaster (using the M-U<br />

table) of 1/4 th your level. You only need to rest in<br />

order to recover your spells. However, you cannot<br />

have more spells in your repertoire than your spell<br />

slots indicate. Thus a 11 th level character can have<br />

no more than 2 1 st level magical spells.<br />

40. Wise: +1 to Wisdom.<br />

Unfortunate Legacies<br />

1. Action Junkie: Whenever you survive a life<br />

threatening situation, you become aroused.<br />

2. Addiction: You are addicted to an addictive<br />

substance. You suffer a -2 penalty to all<br />

Intelligence-based skills if you have not taken the<br />

substance after 24 hours.<br />

3. Albino: You have pale-white hair and skin, and<br />

pink eyes. You have no resistance to sunburn.<br />

Unless you take precautions, you take 1 point of<br />

damage per hour until you find shelter.<br />

4. Alcohol Intolerance: You receive a -1 penalty to<br />

your alcohol resistance.<br />

5. Allergy: One particular item causes you to<br />

convulse on a failed Constitution check (Dexterity<br />

and AC are penalized by 3 points) until the cause<br />

of the allergy moves at least 100‟ away.<br />

6. Ansonia: You have no sense of taste or small. You<br />

cannot make any perception checks baste on these<br />

senses.<br />

7. Bad Hearing: Your character can hear only loud<br />

speaking or louder noises.<br />

8. Bad Sight: Roll 1d6: 1-3, nearsighted, -3 to missile<br />

attacks, spotting distances halved; 4-6 farsighted, -<br />

3 to melee attacks, spotting distances increased by<br />

50%.<br />

9. Blind: You cannot succeed in any sight-based<br />

perception checks. Everyone is considered to be<br />

invisible to you. Your chance of being surprised<br />

increases to 3 in 6.<br />

10. Chauvinistic: You are always aware of racial,<br />

even if you do not actually react poorly to other<br />

races. This may cause a -1 penalty to reactions rolls<br />

made by creatures not of your race and gender.<br />

11. Clumsy: -1 to dexterity; make a Dexterity check<br />

any time your character draws a weapon, moves in<br />

an enclosed or cluttered space, or carries out a<br />

dexterity related task; failure indicates that your<br />

character drops his weapon, breaks something, or<br />

fumbles badly.<br />

12. Color Blind: You can‟t determine differences in<br />

color. You see everything in black and white.<br />

13. Deaf: You cannot make any hearing-based<br />

perception checks. Your chance of being surprised<br />

increases to 2 in 6.<br />

14. Easily Aroused: If there is anything even remotely<br />

sexual or titillating going on or think about<br />

something sexual, you get aroused.<br />

15. Easy to Read: Your body language betrays your<br />

true intentions. You suffer a -2 penalty to any<br />

checks made to deceive others.<br />

16. Fetish: You need to have a certain object or stimuli<br />

(such as red-hair, whips, etc.) present to help<br />

arouse you. If the chosen stimulus is not present,<br />

your partner suffers a -5 penalty to her sexcraft<br />

rolls to get you aroused.<br />

17. Frigid or Impotent: Your sexual partners suffer a<br />

-5 to all sexcraft and seduction checks made<br />

against you. You receive a +2 bonus to all saving<br />

throws to resist charm effects.<br />

18. Hotheaded: Your character dislikes inaction. You<br />

would rather do something than stand around. In<br />

any situation involving interactions with NPCs,<br />

your character will be fidgety. A successful<br />

48 of 75


Wisdom check is required or your character will<br />

attack, verbally assault, or just simply leave.<br />

19. Kink: You are turned on by certain acts, traits, or<br />

phenomena. Examples include bestiality, crossdressing,<br />

Diapering, erotic asphyxia, exhibitionism,<br />

genital piercing, hemophilia, masochism,<br />

plushophilia (“furry”), pedophilia, necrophilia,<br />

sadism, squirting, voyeurism, and xenophilia.<br />

20. Lechery: Make a Wisdom check to avoid making a<br />

pass at any character of the opposite sex. Modifiers<br />

to the check should be based on race and beauty.<br />

21. Light Sleeper: You wake up to the slightest<br />

disturbance and often have problems getting a good<br />

sleep. You will wake up on a successful<br />

intelligence roll with a +5 bonus.<br />

22. Lunacy: During the full moon, your personality<br />

undergoes a major change. Get creative with this<br />

one; it can be fun to role-play.<br />

23. Magic Susceptibility: You are more likely to be<br />

affected by magic and receive a -2 penalty to all<br />

saving throws against magic.<br />

24. Magically Grounded: You are naturally magic<br />

resistant. You generate a natural Anti-Magic field<br />

(2% per Level). Unfortunately, any spells you<br />

attempt to cast must also make it past this field.<br />

25. Mute: You have no vocal cords and cannot speak.<br />

26. Nymphomania/Satyriasis: You are addicted to<br />

sex and must some kind of sexual contact daily.<br />

You also suffer from the Easily Aroused and<br />

Lechery legacies. In addition, the lechery check is<br />

made at a -3 penalty. This counts as two selections.<br />

27. Phobia: You must make a successful Bravery skill<br />

check or a Wisdom check at -2 to avoid panic<br />

whenever you encounter the object of your fear.<br />

Panic causes you to flee, or to resist all attempts to<br />

come closer to the object of your phobia.<br />

28. Physical Spellcaster: Your body cannot handle the<br />

load of channeling magical energies well. Every<br />

time you cast a spell, you take non-lethal damage<br />

equal to the spell‟s level.<br />

29. Self-Important: No one is more important than<br />

you, and everyone must be made aware of this.<br />

NPCs react toward you with a -5 penalty.<br />

30. Sex Object: You are a sexual being who needs and<br />

revels in carnal pleasure, and people can sense this<br />

about you. You suffer from the Easily Aroused<br />

legacy. You are seen as a tempting sexual target by<br />

villains and monsters alike, evil opponents that are<br />

sexually compatible will take advantage of you if<br />

the situation is correct. Also, anyone raping you<br />

does not suffer the rape penalty to their sexcraft<br />

checks. You may re-roll this result if you do not<br />

want non-consensual or rape encounters with your<br />

character to occur occasionally.<br />

31. Sexual Prey: You are seen as a tempting sexual<br />

target by villains and monsters alike, and you are<br />

more likely to have enemies attempt to seduce you<br />

instead of kill you. Any sexually compatible<br />

opponent or monster will try to molest you. You<br />

may re-roll this result if you do not want nonconsensual<br />

or rape encounters with your character<br />

to occur often.<br />

32. Sleepwalker: Walking in your sleep is usually just<br />

embarrassing; however during an adventure this<br />

can be quite dangerous. Each night you must make<br />

a successful Wisdom check to avoid walking in<br />

your sleep. You wake up after walking for 1d6<br />

minutes or if some else awakens you.<br />

33. Slow Healer: You heal slower that other people. If<br />

using options 1 or 2, you receive the minimum<br />

possible benefit from natural healing. If using<br />

option 3, you recover only half the Hp you are<br />

normally entitled to.<br />

34. Sterile/Barren: You cannot produce offspring but<br />

are otherwise a fully functional member of your<br />

sex.<br />

35. Stutters: Your character has difficulty speaking<br />

clearly. Spell-casters with this problem must make<br />

a successful Intelligence/Wisdom check when<br />

casting spells to avoid spell failure.<br />

36. Submissive: You react meekly and obediently to<br />

anyone that you regard as dominant over you. This<br />

includes those with perceived authority over you or<br />

anyone who has bested you in some kind of<br />

contest.<br />

37. Truthful: You find it hard to tall lies; make a<br />

Wisdom check at -5 any time you attempt to lie or<br />

mislead.<br />

38. Uncouth: You behave in an ill-mannered, if not<br />

disgusting, way (use your imagination); NPCs react<br />

toward you with a -5 penalty.<br />

41. Un-endowed: Your breasts or penis are much<br />

smaller than average. Decrease bust size by 2 cup<br />

sizes or penis length by 30%<br />

39. Wise: +1 to Wisdom.<br />

40. Unfortunate Accident: Your character has<br />

suffered a bad accident. One of your abilities is<br />

reduced by 1 point; roll 1d6 to determine which: 1,<br />

Strength; 2, Intelligence; 3, Wisdom; 4, Dexterity;<br />

5, Constitution; 6, Charisma.<br />

49 of 75


Combat<br />

Expanded <strong>Rules</strong><br />

Ambidexterity and Weapon Mastery<br />

If a character has the ambidexterity general skill, it has an<br />

effect on his weapon mastery when attacking with two<br />

weapons.<br />

Normally, if a character attempts to attack with a second<br />

weapon in order to gain an extra attack, he suffers a –4 to hit<br />

and –1 weapon mastery level. With ambidexterity, he no<br />

longer suffers the –1 mastery level penalties when using his<br />

other hand. However he will still suffer the –4 penalty to hit<br />

with his other hand due to the level of concentration needed<br />

to coordinate both attacks simultaneously.<br />

If a character normally attacks multiple times per round,<br />

then this rule only applies if he is attempting to gain an extra<br />

attack beyond his allotted amount.<br />

Critical Hits and Misses<br />

A character can achieve spectacular results during<br />

combat, often from sheer luck. In order to reflect this,<br />

critical his and misses have been instituted. This rule<br />

appears in another source, but is difficult to find. Therefore,<br />

it is repeated here with the addition of critical misses.<br />

The critical hit and miss rules extend to all spells that<br />

require a roll to hit.<br />

If a character rolls a natural 1 on an attack roll, the<br />

character must immediately succeed at a saving throw vs.<br />

death ray or fumble his attack. A fumbled attack can take<br />

sever forms and is deliberately left up the player‟s and DM<br />

imagination because a static table cannot take any specific<br />

factors into account. Some possible results include:<br />

1. Dropping his weapon<br />

2. Breaking his weapon or injuring his natural<br />

weapon (1d2 points of damage)<br />

3. Misfiring (and possibly hitting an ally or himself)<br />

4. Becoming distracted (by a fantastically beautiful or<br />

horridly ugly creature)<br />

5. If wrestling, he places himself into a bad position.<br />

He moves either makes his worse by one level or<br />

immediately frees his opponent.<br />

On a natural roll of 18, a character inflicts maximum<br />

possible damage.<br />

On a natural roll of 19, he inflicts maximum possible<br />

damage. This damage does not get reduced by Armor Value<br />

(if used).<br />

A natural 20, automatically hits/pins and inflicts double<br />

maximum damage. This damage does not get reduced by<br />

Armor Value (if used).<br />

Remember that all damage multipliers are combined and<br />

applied after all damage bonuses are applied. If a character<br />

is using magic items, special abilities, and/or weapon<br />

mastery levels that grant a x2 multiplier to damage, increase<br />

the base multiplier by one for each additional x2 multiplier.<br />

For Example: A thief with a strength of 13, a dagger<br />

+2, and Grand Mastery in daggers (4d4, x2 damage on a<br />

natural 17-20) uses his backstab (+4 to hit, x2 damage)<br />

ability to get the drop on an enemy.<br />

He rolls a natural 20 on his attack roll (x2 max. damage,<br />

bypass AV) and inflicts 4d4 + 3 x 2 x 2 x 2 damage. The<br />

three x2 multipliers then get combined into a x4 multiplier<br />

(x2 base + 2 for two additional x2 multipliers) giving 4d4 +<br />

3 x 4 damage. Next apply maximum damage and add<br />

bonuses. This results in 19 x 4 damage (4 dice x 4 sides + 3<br />

bonus damage = 19) which is then multiplied, resulting in a<br />

final damage of 76 points of damage (19 x 4 = 76)! Ouch!<br />

If the multipliers were not combined, the damage would<br />

quickly become outrageous (19 x 2 x 2 x 2 = 152 points of<br />

damage).<br />

This could become a lot worse if it was a 24 th level<br />

fighter (3 attacks/round) with an 18 strength, a girolle of<br />

giant strength, and Grand Mastery in his two-handed sword<br />

+5, +10 vs. dragons (3d6 + 11/+16 damage) that decided to<br />

perform a smash attack on a dragon and scored a natural 20<br />

then applied the heroic surge ability (described below). That<br />

would be 3d6 + 16 + 18 + 3 x 3 x 2 totaling 220 points of<br />

damage if the multipliers were combined or 330 points of<br />

damage if the multipliers were not combined. And this guy<br />

still gets two more attacks this round.<br />

Heroic Surge<br />

Only player Characters receive this bonus special ability.<br />

Once per day, a PC may draw upon his inner reserves of<br />

strength in order to improve the results of one roll.<br />

If the roll is an ability check, skill roll, or a saving throw,<br />

a failure may turned into a success.<br />

If preformed on a wrestling roll, the PC may make a<br />

second roll after the first one is made and apply the highest<br />

result.<br />

If it is used on a hit roll, it improves the result by one<br />

step.<br />

1. A critical failure (natural 1) becomes a miss<br />

2. A miss becomes a hit<br />

3. A hit becomes a critical hit (natural 18 – maximum<br />

damage)<br />

4. A natural 18 becomes a natural 19 (maximum<br />

damage bypassing AV)<br />

5. A natural 19 becomes a natural 20 (x2 maximum<br />

damage bypassing AV<br />

6. A natural 20 becomes an improved critical hit (3x<br />

maximum damage bypassing AV)<br />

If applied to a damage roll, the resulting damage is<br />

increased by +1 per damage die. Therefore, a 20d6 Fireball<br />

deals an additional 20 points of damage.<br />

50 of 75


Hit Locations<br />

Determining specific areas struck by an attack is<br />

necessary if you are using piecemeal armor or are using the<br />

wrestling effects rule described below. Roll 1d20 (and<br />

possibly 1d6) on the following table to determine the<br />

location struck by an attack.<br />

d20 Area Hit Effect<br />

Natural 1 Shield (or Foot) Bonus AV<br />

1-2 Foot* Delay<br />

3-4 Lower Leg*<br />

5 Knee* Knockdown<br />

6-7 Upper Leg*<br />

8-9 Waist & Back End Stun or Delay<br />

10 Hand* Disarm<br />

11-12 Lower Arm*<br />

13 Elbow*<br />

14-15 Upper Arm*<br />

16-17 Shoulder*<br />

18-19 Torso<br />

20 Head +1d6 Dmg<br />

*d6 Side<br />

1-3 Left<br />

4-6 Right<br />

This table is designed to allow for bonuses or penalties<br />

to the hit location roll to reflect the combatant‟s relative<br />

vertical positions. A character on high ground or mounted<br />

receives a bonus ranging from +1 to +6. A character on low<br />

ground or supine receives a penalty to their roll from -1 to -<br />

10. A rule of thumb would be to apply a ±1 adjustment for<br />

every six inches of vertical difference.<br />

A natural roll of 1 always strikes the shield if your<br />

opponent has one.<br />

A list of optional hit location effects follows:<br />

Bonus AV: Your opponent‟s shield clearly intercepted<br />

your attack. It will protect him from all damage except for<br />

the severe shock of such a blow. It provides extra Armor<br />

Value to your opponent. The amount of additional<br />

protection depends on what material the shield is<br />

constructed from:<br />

1. Leather +2 AV<br />

2. Wood +4 AV<br />

3. Bronze +5 AV<br />

4. Steel +6 AV<br />

Knockdown: Your opponent must make a saving throw<br />

vs. death ray to avoid falling down. He may use his next<br />

action to get up but his movement rate will be reduced by<br />

half for the next 2d6 rounds.<br />

+1d6 Dmg: You clocked your opponent in the head.<br />

Your blow inflicts an extra d6 of non-lethal physical<br />

damage.<br />

All other effects can be found on pages 80 and 81 of the<br />

<strong>Rules</strong> Cyclopedia.<br />

Knockdown<br />

If a character takes maximum damage from an attack<br />

(including critical hits), he must make a saving throw versus<br />

death ray or be knocked down.<br />

A character that has been knocked down may get back<br />

up on his next available action. During the round in which<br />

he is getting up, he may only take defensive actions such as<br />

dodging or parrying.<br />

Unless the character is an acrobatic mystic, he will<br />

receive a -2 penalty to all attack rolls and armor class.<br />

Acrobatic mystics are not affected by the prone or supine<br />

positions.<br />

Ranged attacks at medium or long range suffer a -2<br />

penalty to hit prone or supine opponents.<br />

Natural Healing<br />

Option 1: Standard<br />

This is the default healing rule as suggested in the Basic<br />

box and <strong>Rules</strong> Cyclopedia.<br />

Lethal Damage: For each full day a character spends<br />

resting, which means doing nothing but lying in bed, he<br />

recovers 1d4 hit points.<br />

For each day a character does not spend resting, he only<br />

recovers 1 hit point.<br />

Non-Lethal Damage: Every 2d6x10 minutes, a<br />

character will recover half of the lost non-lethal damage.<br />

Option 2: Enhanced<br />

This variant rule enhances recovery of lethal damage by<br />

taking into account the character‟s Constitution. It also<br />

reduces the amount of non-lethal damage recovered by<br />

introducing a constant rate of recovery.<br />

Lethal Damage: For each full day a character spends<br />

resting, which means doing nothing but lying in bed, he<br />

recovers 1d4 + [Constitution Adjustment] hit points.<br />

For each day a character does not spend resting, he only<br />

recovers 1 + [½ Constitution Adjustment] hit points<br />

(truncate).<br />

Non-Lethal Damage: Every hour, a character will<br />

recover an amount of non-lethal damage equal to his<br />

Constitution adjustment times his level (minimum of level<br />

one).<br />

Option 3: d20ish<br />

This variant rule is an adaptation of the d20 natural<br />

healing rule where natural healing is greatly impacted by<br />

level.<br />

Lethal Damage: With a full night‟s rest (8 hours sleep<br />

or more), the character recovers 1 hit point per HD (not<br />

level).<br />

If you undergo complete bed rest for an entire day and<br />

night, he recovers an amount equal to his HD x his<br />

[Constitution adjustment +1].<br />

Non-Lethal Damage: Every hour, a character will<br />

recover 1 point per HD of non-lethal damage.<br />

51 of 75


For every hour of complete rest that the character<br />

receives, he will recover his HD x Constitution adjustment<br />

in hit points.<br />

Second Wind<br />

If a character can catch a quick one minute rest during<br />

combat, he can regain some of his lost stamina.<br />

If a character can find cover and rest (pass his turn) for<br />

six rounds, he will heal 1d4 + [Constitution Adjustment]<br />

non-lethal damage. Every fourth point of this healing also<br />

applies to any lethal damage the character may have<br />

suffered.<br />

Wrestling Effects<br />

One way to spice up the wrestling rules is by adding<br />

special effects based on the difference between the winner‟s<br />

and loser‟s rolls. Find the difference and look up the result<br />

on the following table:<br />

Won by<br />

Effect<br />

1-5 No effect<br />

6-10 Advantageous Position<br />

11-15 Advantageous Hold<br />

16-20 Grab*<br />

21-25 Disarm*<br />

26-30 Strangle*<br />

30+ Knockout*<br />

The critical hit and miss rules also apply to the table‟s<br />

effects. Effects are explained below:<br />

Advantageous Position: You gain a superior position<br />

over your opponent. You receive a +5 bonus to your WR for<br />

one round.<br />

Advantageous Hold: You have achieved a locking hold<br />

on a specific area of your opponent‟s body. Roll for a hit<br />

location on the above chart. Your opponent receives a<br />

penalty to his WR equal to double your strength modifier<br />

(minimum of 1).<br />

Grab: You manage to get a good grip on a specific item<br />

(be it carried or worn) on your opponent. Roll for a hit<br />

location to find out which item you are holding. You have<br />

additional options available to you on your next attack.<br />

5. Break: you may attempt to destroy any nonmagical<br />

item that you have grabbed. Your<br />

opponent must make a saving throw vs. death ray<br />

to save the item with the following item type<br />

modifiers:<br />

Cloth -5<br />

Glass -1<br />

Leather +1<br />

Metal +6<br />

Necklace -2<br />

Other Jewelery 0<br />

Wood +3<br />

6. Remove: You may attempt to remove the object<br />

from your opponent. Your opponent must make a<br />

saving throw vs. wands to keep the item using the<br />

above item type modifiers. If the item is being<br />

worn, apply a +3 bonus to the saving throw. The<br />

item will be sent 1d10 feet away from the<br />

combatants in a random direction.<br />

7. Take: You may attempt to take the object from<br />

your opponent. Your opponent must make a saving<br />

throw vs. wands to keep the item using the above<br />

item type modifiers. If the item is being worn,<br />

apply a +3 bonus to the saving throw. The item is<br />

now in one of your hands.<br />

The item remains grabbed until your opponent wins a<br />

wrestling check or you either succeed in<br />

breaking/removing/taking the item or give up on it.<br />

Your opponent has the option of surrendering the<br />

grabbed item in exchange for immediately going up one<br />

level on the wrestling chart (e.g. from pinned to takedown,<br />

Grab to Free, etc).<br />

Free<br />

Grab<br />

Takedown<br />

Pin<br />

Disarm: If your opponent is brandishing a weapon or<br />

shield, you may make a disarming attempt on him. Your<br />

opponent must make a dexterity check to avoid losing his<br />

weapon or shield (your choice). If you have the Disarm<br />

combat option, then your opponent‟s roll suffers a +5<br />

penalty.<br />

Strangle: You have a strangle hold on your opponent.<br />

The victim must make a successful saving throw vs. death<br />

ray or become immediately paralyzed and die in 1d6+2 (3-<br />

8) rounds unless rescued. If the victim escapes, he survives<br />

but remains paralyzed for 2d6 (2-12) rounds.<br />

Knockout: You slam your opponent‟s head against a<br />

hard object. Unless your opponent successfully makes a<br />

saving throw vs. death ray, he is rendered unconscious for<br />

1d100 rounds.<br />

Wrestling Maneuvers<br />

The following maneuvers can be executed if its<br />

requirements are met. Maneuvers are executed instead of<br />

improving your position.<br />

Any maneuvers with a asterisk (*) next to their name<br />

may be used by a third-party on a pinned opponent without<br />

needing to make a wrestling check.<br />

Attack*<br />

Prerequisites: Third-party attacker, target pinned<br />

You may attack your opponent with a melee or ranged<br />

weapon. Your target does not receive his Dexterity<br />

adjustment to his armor class. However, if you miss your<br />

target by 3 or less, you hit the person pinning your target<br />

52 of 75


instead and he must make a saving throw vs. death ray to<br />

avoid releasing his opponent.<br />

Damage<br />

Prerequisites: Grab, Strength 9<br />

If you succeed with a wrestling check against your<br />

opponent, you can use any of several techniques to inflict<br />

non-lethal damage to your opponent unless he makes a<br />

successful saving throw vs. death ray. See the Wrestling<br />

Unarmed Combat Mastery Table on page 113 of the <strong>Rules</strong><br />

Cyclopedia for the amount of damage inflicted.<br />

Disarm*<br />

Prerequisites: Grab<br />

You must make a wrestling check (with a +5 bonus of<br />

you have the disarm fighter combat option). If you succeed,<br />

your opponent‟s weapon will be sent 1d10 feet away in the<br />

direction of your choice.<br />

Grab*<br />

Prerequisites: Takedown<br />

With a successful wrestling check you may use the Grab<br />

wrestling effect mentioned above. You may immediately<br />

break, remove or take a desired worn or carried object. No<br />

hit location roll is required.<br />

Knockout<br />

Prerequisites: Pin or Takedown and Ex Wrestling<br />

With a successful wrestling check, you slam your<br />

opponent‟s head against a hard object. Unless your<br />

opponent successfully makes a saving throw vs. death ray,<br />

he is rendered unconscious for 1d100 rounds.<br />

Restrain*<br />

Prerequisites: Pin<br />

You may tie up or otherwise retrain your opponent if<br />

you make a successful wrestling check. The restrained<br />

character is considered helpless.<br />

Strangle*<br />

Prerequisites: Takedown<br />

With a successful wrestling check, you put your<br />

opponent into a strangle hold. The victim must make a<br />

successful saving throw vs. death ray each round (with a<br />

cumulative -1 penalty per round) that this hold is maintained<br />

or become immediately paralyzed and die in 1d6+2 (3-8)<br />

rounds unless rescued. If the victim escapes or is let go, he<br />

survives but remains paralyzed for 2d6 (2-12) rounds.<br />

Team-Up*<br />

Prerequisites: None<br />

See Multiple Wrestlers on page 113 of the <strong>Rules</strong><br />

Cyclopedia.<br />

Throw<br />

Prerequisites: Grab, Strength 9<br />

If you successfully make a wrestling check, you may<br />

either flip or throw your opponent.<br />

A flip causes 1d6 points of non-lethal damage and<br />

renders your opponent prone while maintaining your hold<br />

on him.<br />

If you throw your opponent, he moves 1d4 + [STR Adj.]<br />

feet in a direction you choose. If he collides with an object,<br />

it inflicts 1d6 points of lethal damage. Your opponent is<br />

now free from your hold.<br />

Touch*<br />

Prerequisites: Pin<br />

You may touch, kiss, or make any other non-damaging<br />

physical contact with your opponent if you successfully<br />

make a wrestling check. Touch spells may only be delivered<br />

by a third-party.<br />

Transfer Hold<br />

Prerequisites: Pin<br />

You may allow someone else to take over your hold if<br />

he can beat your opponent in a wrestling check. If he fails,<br />

your opponent‟s level immediately changes to takedown.<br />

Your opponent may now make a saving throw vs. wands to<br />

free himself from your hold.<br />

DM Procedures<br />

Book Appraisal<br />

D&D: The Book of Wondrous Inventions<br />

The book appraisal special ability is available to all<br />

characters; however, some characters are more proficient at<br />

it than others. Like a thief‟s special abilities, the book<br />

appraisal (BA) ability uses a percentage roll. A roll equal to<br />

or lower than the score indicates success.<br />

Failure indicates that the appraiser misjudged the value<br />

of the tome. If the failed roll was an even number then he<br />

thinks that the price is higher than it really is, if it was an<br />

odd number than he thinks that the book is cheaper than it<br />

actually is. The amount by which he failed the roll indicates<br />

the percentage adjustment from the actual value of the book.<br />

The actual gold piece value of a book is determined by<br />

rolling 1d100 and multiplying the result by 10.<br />

For example: A magic-user with a BA of 36% rolls a 64<br />

(a failure) when appraising a book worth 800 Gp. He<br />

assesses the value of the book at approximately 1,020 to<br />

1,030 Gp (64 – 36 = 28. 28% of 800 = 224. 800 + 224 =<br />

1024).<br />

The actual bargaining process involves the use of the<br />

bargaining skill. Both parties make opposed bargaining skill<br />

checks. The winner is the one who made his check by the<br />

most. A natural roll of 1 automatically wins and gets the<br />

lowest price (if buying) or the highest price (if selling). A<br />

53 of 75


natural roll of 20 automatically fails and winds up insulting<br />

the other party.<br />

Commoner: Common people have a book appraisal<br />

score equal to their Intelligence score. This category<br />

includes anyone who does not qualify for the following<br />

categories:<br />

Merchant: A book merchant has an appraisal score<br />

equal to five times his Intelligence. The merchant category<br />

includes characters with levels in the merchant class and<br />

NPCs who sell books professionally. A merchant will mark<br />

up his perceived value of a book by 30% and will never sell<br />

a book for less than 80% of its perceived value.<br />

Thief: A thief of libraries has an appraisal score equal to<br />

twice his Level. The thief category includes thieves, bards,<br />

and tantrists. Thieves will sell their books for double their<br />

perceived value and will never sell them of less than half its<br />

perceived value.<br />

Wizard: The percentage chance that a wizarolly<br />

character has to successfully appraise a book is equal to his<br />

Intelligence + (Level * 2). Wizards include magic-users,<br />

elves, and foresters. Wizards tend to trade or barter with<br />

their tomes instead of just selling them.<br />

Environments<br />

The Magic Rainbow<br />

The Magic Rainbow is a creation of an ancient<br />

immortal, now extinct and forgotten from the known world.<br />

At the time of the Feadiel ancestors, the old clan knew about<br />

the existence of this creation. The Feadiel family was able to<br />

foresee where the rainbow would land, with the help of<br />

Fillindyl‟s knowledge of the stars. Thus, when the need<br />

appeared, they were able to enter it and flee their homeland.<br />

The Magic Rainbow is the common arch of our skies;<br />

however, very few people know that it is indeed magical<br />

and that it can reach any place a traveler is seeking, whether<br />

real or imaginary, if its secret is learned. The inside of the<br />

rainbow is a dimension by itself, inhabited by powerful<br />

creatures. Some have been placed in the rainbow by its<br />

creator; others discovered the way in and settled there, for a<br />

quiet existence, eventually making visitors pay them a fee to<br />

get back out.<br />

The walls, floors and ceiling are totally impervious to<br />

physical damage and to mortal magic. Similarly, all spells<br />

cast by a mortal creature that are related to transportation do<br />

not function – they automatically fail with a miserable<br />

whining sound. The same limitation applies to magical<br />

items with similar powers. If magic is detected for,<br />

everything seems to radiate powerful magic.<br />

The rainbow appears in very many places, often for just<br />

a few minutes (1d6 rounds), but it never lands twice at the<br />

same spot within less than a century. If it lands in the same<br />

region, it would be at a minimum of 10 miles away from the<br />

previous spot.<br />

An experienced astrologer (at least a 10 th level magicuser<br />

or elf with the science (astrology) general skill) may<br />

predict where the arch will land, by using an elven star map<br />

(such as the one given to the party). The chances of success<br />

are of 1% per level + 1% per science (astrology) skill point.<br />

If the astrologer‟s attempt misses (secret roll) by more than<br />

50%, the prediction will be false. If the secret roll has<br />

succeeded, the astrologer will find a spot within 50 miles of<br />

his/her position where the arch will land, and the exact<br />

moment from the time his computations end to six months<br />

later. The time and location are determined at random the<br />

following way:<br />

Roll: Level + Science (Astrology) %<br />

Time: 2d100 days<br />

(at 1d10 hours counting from sunrise).<br />

Distance: 1d10 + 1d20 miles away.<br />

Direction: 1d8 (N, NE, E, SE, S, SW, W, NW).<br />

The calculation time takes 2d10 hours; however, in case<br />

of emergency, the quickest way to obtain an exact result is<br />

by casting a wish spell, provided one is available to the<br />

character. In no way can any spell cast by a mortal being<br />

affect the Magic Rainbow.<br />

Underground<br />

Temperatures in dwarven mines and caverns usually rise<br />

with an increase in depth averaging about 1°F per 100 feet.<br />

Intoxication<br />

With all of the time that adventurers spend in taverns,<br />

someone is bound to get drunk. <strong>Rules</strong> for this event are<br />

presented here.<br />

First, you must calculate your character‟s alcohol<br />

resistance value. Start by adding the character‟s STR and<br />

CON adjustments. Next, apply the following modifiers:<br />

Gender<br />

Adjustment<br />

Female -1<br />

Male 0<br />

Size<br />

Adjustment<br />

Small -2<br />

Medium 0<br />

Large +2<br />

Physique<br />

Adjustment<br />

Skinny -2<br />

Normal 0<br />

Fat +1<br />

Muscular +2<br />

Winds of Fate<br />

Adjustment<br />

Alcohol Intolerance -1<br />

Alcohol Tolerance +1<br />

54 of 75


Certain situational modifiers can affect this score. A list<br />

of conditional adjustments follows:<br />

Curcumstance<br />

Adjustment<br />

Gulping Drink -2<br />

Active -1<br />

Inactive 0<br />

Eating +1<br />

The character suffers a -2 penalty to Dexterity. If using<br />

the optional personality sheet, he also receives a -2 to<br />

courtesy and patience, -3 to modesty, and +3 to libido.<br />

When a character imbibes, the drink inflicts intoxication<br />

“damage” to him. This damage is reduced by the character‟s<br />

alcohol resistance in much the same manner as armor value<br />

reduces physical damage. A drink will always cause a<br />

minimum of 1 point of intoxication damage. The table<br />

below lists common beverages, their damage values, and the<br />

time necessary to recover from the intoxication level.<br />

Proof Drink Damage<br />

1 - 24 Ale, Beer, Malt Liquors 1d2<br />

25 - 54 Wine, Fortified Wine 1d4<br />

55 - 74 Weak Rum 1d6<br />

75 - 94 Whisky, Liquors 1d8<br />

95 - 114 Bourbon, Cocktails 1d10<br />

115 - 154 Strong Rum 2d6<br />

155 - 174 Vodka, Dwarven Ale 3d6<br />

175 - 200 Ethyl Alcohol 4d6<br />

This damage is totaled and checked against the<br />

following table<br />

Intoxication Recovery<br />

Dmg Level Male Female<br />

0 - 2 Sober 0 0<br />

3 - 5 Slight 1 - 2 1 - 3<br />

6 - 10 Moderate 3 - 6 4 - 7<br />

11 - 15 Heavy 6 - 9 8 - 10<br />

16 - 30 Extreme 10 - 23 11 - 24<br />

31 - 34 Comatose Dmg - 8 Dmg - 7<br />

35+ Deadly - -<br />

Intoxication Levels indicate the specific effects of the<br />

various stages of intoxication.<br />

Slight Intoxication: The character experiences slight<br />

changes in his feelings, usually relaxation and euphoria. He<br />

also experiences decreased alertness.<br />

The character suffers a -2 penalty to all perception<br />

(Wisdom or Alertness) checks. If you are using the optional<br />

personality sheet, he also receives a +1 adjustment to<br />

patience, calm temper, and cheerfulness.<br />

Moderate Intoxication: The character experiences<br />

emotional instability, with exaggerated feelings and<br />

behavior as well as reduced social inhibitions. He also<br />

experiences impaired reaction time and fine motor<br />

coordination.<br />

Heavy Intoxication: He experiences unsteadiness in<br />

standing and walking, and loss of peripheral vision.<br />

The character‟s Dexterity and perception check penalty<br />

increases to -4. He also suffers a -3 penalty to courtesy, -4<br />

to patience, -5 to modesty, and +4 to libido.<br />

Extreme Intoxication: The character has a staggering<br />

gait, slurred speech. Also, pain and other sensory<br />

perceptions are impaired.<br />

The character‟s Dexterity and perception penalties<br />

increase to -6. He also receives a +2 bonus to all saving<br />

throws involving pain (including stun checks from weapon<br />

mastery). He also suffers a -4 penalty to courtesy, -5 to<br />

patience, -6 to modesty, and +5 to libido.<br />

Comatose: At this level of intoxication, the character<br />

must make a saving throw vs. poison every time he takes a<br />

drink. If he fails, he falls unconscious for 3d6 hours. No<br />

further penalties are incurred.<br />

Deadly Intoxication: At this level the character has<br />

reached lethal levels of intoxication. He must make a saving<br />

throw vs. poison every drink to avoid dying. If he succeeds,<br />

he falls unconscious for 3d6 hours.<br />

Recovery states number of hours that must pass for the<br />

character to sober up. If his recovery time is interrupted, he<br />

will be at the intoxication level indicated on the above table.<br />

Some substances (like coffee) can reduce the recovery<br />

time needed by one level if the character fails a saving<br />

throw vs. poison. Sweetwater will immediately reduce the<br />

character‟s intoxication by one level per mug.<br />

Although the character‟s statistics will slowly return to<br />

normal, he will suffer unpleasant after-effects that are<br />

known in the drunks' world as a hangover. After a person<br />

finally gets down to a state of slight intoxication, he rolls<br />

three times on the “Hangover Table” using 1d20 to<br />

55 of 75


determine the hangover‟s effect. Duplicate effects are rerolled.<br />

Blinding Headache: For 1d4+1 hours the character<br />

suffers the following effects: -4 to hit, -3 to armor class,<br />

25% chance of spell failure, -25% to all thieves‟ skills. If<br />

headache was already rolled, then this effect replaces it.<br />

Headache: For 1d4+1 hours. -2 to hit, -1 to armor class,<br />

10% chance of spell failure, -10% to all thieves‟ skills. If<br />

blinding headache has already been rolled, roll again.<br />

Vomiting: 1d12 hours duration. A successful saving<br />

throw versus poison reduces the duration by half. The PC<br />

must make a saving throw versus poison every turn. Failure<br />

means the PC vomits, which takes 1d4+1 rounds. Strenuous<br />

activity (includes combat and Spell-casting) will also<br />

require a constitution check to avoid being ill.<br />

Nausea: 1d12 hours duration. A successful saving throw<br />

versus poison reduces the duration by half. The PC feels like<br />

vomiting. The PC has difficulty concentrating and therefore<br />

has a 5% chance of arcane spell failure for every hour of<br />

nausea. Furthermore, he suffers a -2 to strength and<br />

dexterity for the duration of nausea.<br />

"The Squats": 1d20 hours duration. A successful saving<br />

throw versus poison reduces the duration by half. The PC<br />

must make a saving throw versus poison every turn. Failure<br />

means PC will defecate within 1d4 rounds. The PC must<br />

find a suitable place and remove armor, clothing, etc. within<br />

that time or soil them selves (YECH!).<br />

Trembling: For 1d4-1 hours. -1 to hit, -2 to dexterity.<br />

Loss of Appetite: Character will not eat. Also, character<br />

has dry mouth thus being very thirsty.<br />

Ability Score Penalty: The character temporarily loses<br />

one or more ability score points from both dexterity and<br />

constitution or from both intelligence and wisdom. Roll 1d6<br />

once on the “Ability Damage” table and on the “Ability<br />

Damage Duration” table to determine the exact effect.<br />

Elven Sweet Water<br />

Cost: 10 Gp per flask; 1,000 Gp per barrel<br />

Elven Sweet Water is wonderful tasting semi-magical<br />

drink that is primarily used to instantly purge the imbiber of<br />

all toxins within his system, including the effects of alcohol,<br />

poisons and potions. It can also be added to other liquids in<br />

order to change them to pure, drinkable water. It will<br />

neutralize poison and ruin magical potions (no saving<br />

throw). The contents of a single flask will change up to<br />

100,000 cubic feet of polluted, salt, or alkaline water to<br />

fresh water. It will turn up to 1,000 cubic feet of acid into<br />

pure water. The effects of sweet water are permanent. One<br />

barrel contains 100 flasks of sweet water.<br />

Gnomish Sweet Water<br />

Cost: 1 Gp per mug; 50 Gp per barrel.<br />

Gnomish Sweet Water is a rather foul tasting brew. Its<br />

creation was blamed on the elves. It is designed to eliminate<br />

the suffering from hangovers. When a character drinks<br />

down the entire mug, he must make an immediate saving<br />

throw versus poison. Success indicates that he manages to<br />

keep it down and he reduces his intoxication by two levels<br />

and removes any hangover effects. If he fails his saving<br />

throw, he cannot hold it down and vomits it all up along<br />

with anything else in his system. He loses all intoxication<br />

levels and hangover effects. If this is used as a chaser to an<br />

ingested poison, the poison is negated as soon as he vomits.<br />

Note that a character can always choose to fail a saving<br />

throw. One barrel contains 50 mugs of sweet water.<br />

Invisibility to Mortals<br />

The Invisibility to mortals special ability was introduced<br />

in PC1, Tall Tales of the Wee Folk. Issues have cropped up<br />

during play that needed to be addressed and clarified.<br />

Invisibility to mortals is not subject to many methods of<br />

detecting invisible creatures. No spell short of truesight will<br />

detect to a creature under this effect.<br />

56 of 75


The Radiance and Mutation<br />

The Radiance is basically magically altered radiation. Its<br />

characteristic orange color makes it highly visually<br />

distinctive; therefore, a Radiance user will automatically<br />

know when the Radiance is being used by a creature or<br />

another Radiance-user.<br />

Rad Points<br />

Any time a character sustains Radiance damage, he must<br />

keep a separate total of rad points equal to the total amount<br />

of Radiance damage dealt to him. Rad points fade at a rate<br />

of 1 + CON Adj. per hour.<br />

Cure spells reduce the damage taken by these attacks but<br />

not this total. 1d6 turns after initial exposure, the character<br />

feels sick as the radiation works its way through his system.<br />

This sickness imposes a -2 penalty to attack rolls and armor<br />

class until his radiation total drops to 0.<br />

Mutation Threshold<br />

The mutation threshold represents how much resistance<br />

a character has to the mutating effects of radiance damage.<br />

A character‟s mutation threshold is equal to his Constitution<br />

score.<br />

Every time a character‟s Rad points raise or lower past<br />

any multiple of his mutation threshold, the character must<br />

make a successful saving throw versus Death Ray to avoid<br />

mutating. If he fails then he must roll on the mutation tables<br />

found in any edition of the Gamma World rules. (I<br />

recommend using first or second edition rules since they<br />

require the least amount of adaptation to D&D since they<br />

were based off of the AD&D first edition rules.)<br />

A character can carry no more than 1 + CON Adj.<br />

beneficial mutations. After that, only defects can be gained.<br />

Mutations<br />

Below is a list of mutations adapted from first edition<br />

Gamma World<br />

Mutation Type<br />

1d6 Roll on the following table<br />

01-02 Physical Mutations<br />

03-04 Mental Mutations<br />

Physical Mutations<br />

1d100 Mutation<br />

01-02 Attraction Odor (D)<br />

03-04 Body Change (D)<br />

05 Chameleon Powers<br />

06 Density Control<br />

07-08 Diminished Sense<br />

09-10 Double Physical Pain (D)<br />

11-12 Electrical Generation<br />

13-14 Fat Cell Accumulation (D)<br />

15-16 Gas Generation – Musk<br />

17 Heat Generation<br />

18 Heightened Balance<br />

19-29 Heightened Physical Ability<br />

30 Heightened Precision<br />

31-35 Heightened Sense<br />

36-37 Hemophilia (D)<br />

38-39 Increased Metabolism (D)<br />

40-42 Increased Speed<br />

43 Infravision<br />

44 Light Generation<br />

45-46 Multiple Body Parts<br />

47-51 New body Parts<br />

52-53 No Resistance to Bacteria (D)<br />

54-55 No Resistance to Poison (D)<br />

56-57 No Sensory Nerve Endings (D)<br />

58 Oversized Body Parts<br />

59 Partial Carapace<br />

60-61 Photosynthetic Skin<br />

62 Physical Reflection<br />

63-64 Poor Respiratory System (D)<br />

65 Quills/Spines<br />

68-69 Radiated Eyes<br />

70 Shapechange<br />

71-74 Shorter<br />

75-76 Skin Structure Change (D)<br />

77 Sonic Attack Ability<br />

78 Symbiotic Attachment<br />

79-83 Taller<br />

84 Total Carapace<br />

85 Ultravision<br />

86-87 Vision Defect (D)<br />

88-89 Weight Decrease (D)<br />

90 Wings<br />

91-94 Roll Two More Times<br />

95-100 Pick Any Mutation<br />

Mental Mutations<br />

1d100 Mutation<br />

01 Absorption<br />

02 Anti-Reflection (D)<br />

03-06 Complete Mental Block (D)<br />

07 Cryokinesis<br />

08 Death Field Generation<br />

09-10 De-evolution<br />

11 Density Control (Others)<br />

12 Directional Sense<br />

13 Dual Brain<br />

14 Empathy<br />

15-18 Epilepsy (D)<br />

19-22 Fear Impulse (D)<br />

23-25 Force Field Generation<br />

26 Genius Capability<br />

27-31 Heightened Brain Talent<br />

32-41 Heightened Mental Ability<br />

42-45 Hostility Field (D)<br />

46 Illusion Generation<br />

47 Intuition<br />

48-52 Life Leech<br />

53 Light Wave Manipulation<br />

54 Magnetic Control<br />

55 Mass Mind<br />

56-58 Mental Blast<br />

59 Mental Control<br />

60 Mental Control over Physical State<br />

61-62 Mental Defenselessness (D)<br />

63 Mental Defense Shield<br />

64 Molecular Disruption<br />

65-66 Molecular Understanding<br />

67-69 Multiple Damage (D)<br />

70 Planar Travel<br />

71-73 Poor Dual Brain (D)<br />

57 of 75


74 Precognition<br />

75 Pyrokinesis<br />

76 Radar/Sonar<br />

77 Reflection<br />

78 Repulsion Field<br />

79 Sound Imitation<br />

80-82 Telekinesis<br />

83 Telekinetic Arm<br />

84 Telekinetic Flight<br />

85 Telepathy<br />

86 Teleportation<br />

87 Thought Imitation<br />

88 Time Field Manipulation<br />

89 Total Healing<br />

90 Weather Manipulation<br />

91-95 Will Force<br />

96-99 Roll Two More Times<br />

100 Pick Any Mutation<br />

Attraction Odor<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: Continuous<br />

Effect: 5 mile radius, adjusted by wind<br />

Mutants with this defect have a strong musky scent. He<br />

can be tracked up to 5 miles away but and mutant with<br />

heightened small or by predators. In the wilderness, the<br />

mutant is twice as likely to attract the attention of a<br />

predator.<br />

Body Change<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: At will<br />

Effect: Self<br />

Some parts of the mutant‟s body are altered in a<br />

cosmetic way. These alterations have no significant game<br />

effect upon the character. None of these mutations should<br />

allow the character an extra ability or disability of any<br />

significance. Roll 1d20 twice on the table to determine the<br />

changes.<br />

1. Odd Skin Color<br />

2. Single Eye<br />

3. Extra Fingers<br />

4. Odd hair Color<br />

5. Webbed Fingers<br />

6. Forked Tongue<br />

7. Antennae<br />

8. Crest<br />

9. Vestigial Wings<br />

10. Misplaced Facial Feature<br />

11. Bony Skull Ridge<br />

12. Mane / Bristles<br />

13. Transparent Skin (and organs if rolled twice)<br />

14. Completely Hairless<br />

15. Scales / Feathers<br />

16. Sagging Folds of Skin<br />

17. Misshapen Head<br />

18. Patches of Fur / Skin<br />

19. Non-prehensile Tail<br />

20. Enlarged Facial Feature<br />

Chameleon Power<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: At will<br />

Effect: Self<br />

This mutation allows the character to automatically<br />

blend into any background. Her body coloration matches the<br />

colors of any background that is within 5 feet. Be aware that<br />

her clothes or other belongings do not change color. Her<br />

skin continuously change as the as the mutant moves. The<br />

mutant can decide to make her skin and single color not<br />

related to her background, or can choose to look like her<br />

normal self. When chameleon power is activated, the<br />

character gains a Hide in Shadows ability at 50% (or +50%<br />

if she already has the hide in shadows ability). This version<br />

of Hide in Shadows can be used in any environment, not<br />

just in shadowy areas.<br />

The amount of clothing and equipment the mutant is<br />

wearing affects her Hide in Shadows percentage.<br />

1. 0-10% Exposed skin -50%<br />

2. 11-30% Exposed skin -40%<br />

3. 31-50% Exposed skin -30%<br />

4. 51-70% Exposed skin -20%<br />

5. 71-90% Exposed skin -10%<br />

6. 91-99% Exposed skin -5%<br />

7. Naked -0%<br />

Cryokinesis<br />

Type: Mental Mutation<br />

Range: 80 feet<br />

Duration: Concentration, up to 10 rounds<br />

Effect: 1 creature or object<br />

This is the ability to cause living matter, water, or<br />

anything else that will freeze, to suffer cold damage and<br />

possibly freeze solid (DM‟s discretion). On the first round,<br />

1d6 damage is inflicted, and through undisturbed<br />

concentration, up to 10d6 cold damage may be inflicted on<br />

the 10 th round. The range of this mutation is 80 feet.<br />

Dual Brain<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

Any mutant with this power has two brains (not<br />

necessarily two heads), both of which function normally.<br />

The new brain has exclusive access to 1d3 additional mental<br />

mutations. The original brain has exclusive access to any<br />

mental mutations that it had before gaining this mutation.<br />

A dual brain allows for second saving throw against any<br />

mind-affecting abilities or spells. The mutant then selects<br />

the most advantageous result. Any damage inflicted by a<br />

mental attack is immediately reduced by half before saving<br />

throws are applied.<br />

58 of 75


Both brains begin with the same Intelligence, Wisdom<br />

and Charisma scores. If these scores change later on, they<br />

are advanced separately. Both brains act independently in<br />

the same round.<br />

Force Field Generation<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: One hour<br />

Effect: Self<br />

This mutation allows the mutant with the ability to<br />

create an invisible wall of energy through which protects<br />

him from physical danger. This includes energy attacks and<br />

radiation.<br />

The field forms around the body of the mutant six inches<br />

from the skin and can absorb up to 30 points of damage<br />

before failing. The force field requires no concentration to<br />

maintain once it is established and will last up to one hour<br />

(unless driven down by damage) before it dissipates. Only<br />

one such force field may be generated by the mutant in a 24<br />

hour period. Like with armor, force fields cannot be layered.<br />

Genius Capability<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

Roll 1d6 to determine the specific type of genius that the<br />

character is:<br />

1-2 Military Genius<br />

3-4 Scientific Genius<br />

5-6 Economic Genius<br />

A military genius receives a +4 bonus to hit with any<br />

weapon or natural weapon. He also inflicts one additional<br />

die of damage with the weapon. In addition, he gains a +1<br />

bonus to the Artillery and Military Tactics general skill.<br />

A scientific genius gains a +1 bonus to the Shipbuilding<br />

general skill and any science skill. By spending one round<br />

to aim a ranged weapon, he may inflict an additional 4<br />

points of damage if he successfully hits his target.<br />

An economic genius can earn triple profit on anything he<br />

personally tries to sell. He also receives a +3 bonus to the<br />

Bargaining general skill as well as a +3 (or +15%) to any<br />

rolls to determine profit or income.<br />

Heat Generation<br />

Type: Physical Mutation<br />

Range: 50 feet<br />

Duration: Instantaneous<br />

Effect: 1 creature or object<br />

This allows the mutant to cast beams of heat from his<br />

hands (paws, tentacles, etc.) that do 4d6 of searing heat<br />

damage. The beams have a maximum range of 50 feet and<br />

may be used once every three rounds.<br />

Heightened Mental Ability<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

One mental ability score permanently doubled. No<br />

ability score may exceed a value of 100. Roll randomly to<br />

determine which ability is heightened:<br />

1-2 Intelligence<br />

3-4 Wisdom<br />

5-6 Charisma<br />

Heightened Physical Ability<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

One physical ability score permanently doubled. No<br />

ability score may exceed a value of 100. Roll randomly to<br />

determine which ability is heightened:<br />

1-2 Strength<br />

3-4 Dexterity<br />

5-6 Constitution<br />

Ability Bonus or Max Retainer<br />

Score Penalty Retainers Morale<br />

1 -4 0 3<br />

2-3 -3 1 4<br />

4-5 -2 2 5<br />

6-8 -1 3 6<br />

9-12 0 4 7<br />

13-15 +1 5 8<br />

16-17 +2 6 9<br />

18-19 +3 7 10<br />

20-21 +4 8 11<br />

22-23 +5 9 12<br />

24-27 +6 10 (+1)<br />

28-32 +7 11 (+2)<br />

33-38 +8 12 (+3)<br />

39-45 +9 13 (+4)<br />

46-53 +10 14 (+5)<br />

54-62 +11 15 (+6)<br />

63-70 +12 16 (+7)<br />

71-77 +13 17 (+8)<br />

78-83 +14 18 (+9)<br />

84-88 +15 19 (+10)<br />

89-93 +16 20 (+11)<br />

94-96 +17 21 (+12)<br />

97-98 +18 22 (+13)<br />

99 +19 23 (+14)<br />

100 +20 24 (+15)<br />

Heightened Sense<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

59 of 75


Hearing: The mutant can hear things twice as far away<br />

with twice as much sensitivity. By concentrating, he can<br />

hear on frequencies normally inaudible to his kind, such as<br />

ultrasonic or subsonic.<br />

Smell: The mutant can identify and distinguish<br />

individuals by small. He can track creatures up to a mile<br />

away by smell alone. He can detect faint traces of materials<br />

or gas.<br />

Taste: The mutant can identify poisons or chemicals<br />

residues by tasting merely a tiny drop. He does not suffer<br />

the effects of consuming this extremely small amount. He<br />

can determine the individual components of any food, drink,<br />

or potion.<br />

Touch: The mutant‟s sense of touch becomes fine<br />

enough to distinguish slight changes in texture, moisture,<br />

temperature, residues, etc. All tactile sensations are<br />

enhanced. A mutant with this power may make a Wisdom<br />

check to read written text merely by gliding her hand over<br />

the surface of a page. Rolls to Open Locks, Remove Traps,<br />

Climb Walls, Move Silently, and Pick Pockets receive a<br />

+15% bonus. All modifiers for intercourse are doubled.<br />

Vision: The mutant can make his vision telescopic or<br />

microscopic, allowing for the perception of twice as much<br />

detail at distances or up close. When determining range<br />

penalties, the weapon is treated as if it had double its ranges.<br />

Increased Metabolism<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

This defect forces the mutant to spend great amounts of<br />

time feeding. His nutritional intake requirements are<br />

doubled every time this defect is gained. For every meal<br />

(Breakfast, Lunch, and Dinner) that he does not meet his<br />

required intake, he loses one point of constitution. He dies<br />

of starvation if his Constitution drops to zero. These points<br />

are restored once he resumes his required rate of<br />

consumption.<br />

Intuition<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

This allows the mutant to be subconsciously aware of<br />

what any opponent intends to do. This results in a +1 with<br />

anything that requires a roll to hit and an additional 3 points<br />

of damage per damage die. This mutation cannot be used<br />

while other mental powers are being used.<br />

Light Wave Manipulation<br />

Type: Mental Mutation<br />

Range: 0<br />

Duration: Concentration or Constant<br />

Effect: Up to a 30‟ radius<br />

This mutation allows the mutant to create any of three<br />

light-based effects:<br />

Invisibility: By concentrating on bending light around<br />

him, the mutant may become invisible. This lasts as long as<br />

the mutant concentrates. He may not make any aggressive<br />

or complex actions or perform more than simple mental<br />

tasks. Movement is limited to ten feet per round in combat.<br />

Moving faster creates a distortion in the effect. For every<br />

additional ten feet per round moved, the observer has a 1 in<br />

6 chance of noticing the movement. For example, if the<br />

mutant decided to move his maximum speed of 40‟ pre<br />

round, anyone in visual range will have a 3 in 6 chance of<br />

seeing the movement and targeting the mutant with an<br />

attack. Any attacks on an invisible person receive a -4<br />

penalty to hit.<br />

Darkness: By lowering the light in his area to nothing,<br />

the mutant can create a darkness effect identical to the<br />

darkness spell, creating a circle of darkness 30‟ in diameter.<br />

It will block all sight except infravision. This effect requires<br />

far less concentration then invisibility does. After the mutant<br />

spends a round to create the darkness field, he may maintain<br />

it without affecting the actions he may perform in a round.<br />

The field may be kept up until the mutant is damaged. If<br />

damaged, the mutant must make a saving throw versus<br />

spells or lose his concentration and drop the darkness field.<br />

Light Deflection: The mutant gains the constant effect of<br />

the weapon mastery Disarm effect against any light-based<br />

attacks. In addition to any attacks, the mutant may attempt<br />

to deflect a number of light-based attacks (such as lasers and<br />

lightsabers) indicated in one round. The number of<br />

deflections allowed in one round is based on level: 1 attack<br />

at levels 1-12, 2 attacks at levels 13-24, and 3 attacks at<br />

levels 25-36. To deflect each attack, the character must<br />

make a saving throw versus death ray.<br />

Mental Control Over Physical State<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: 24 Hours<br />

Effect: Self<br />

This is the ability to unconsciously disregard things like<br />

pain warnings and override problems such as blood loss or<br />

fatigue for up to one full day. This control enables the<br />

mutant to heal wounds (recover lost hit points) four times as<br />

fast as normal. In situations of overwhelming danger (DM‟s<br />

decision), the mutant will have double his normal Strength,<br />

Dexterity, and speed for 5d10 rounds. This mutation may be<br />

used only once per week.<br />

Mental Defencelessness<br />

Type: Mental Defect<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

The mutant suffers a permanent -3 to all saving throws<br />

against mind-effecting spells or abilities.<br />

60 of 75


No Resistance to Bacteria<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

The mutant suffers a -6 penalty to all saving throws<br />

versus mundane or magical diseases. This penalty is<br />

cumulative if this defect is gained multiple times.<br />

No Resistance to Poison<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

The mutant suffers a -6 penalty to all saving throws<br />

versus mundane or magical poisons. This penalty is<br />

cumulative if this defect is gained multiple times.<br />

Photosynthetic Skin<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

This allows the mutant to produce its own food in<br />

sunlight or its equivalent if he spends at least 3 hours in<br />

bright sunlight (6 hours in dim sunlight). He still needs to<br />

drink normally.<br />

Such mutants may also heal lost hit points four times as<br />

fast as normal of they spend at least 8 hours basking in the<br />

sun.<br />

Mutants with photosynthetic skin suffer one extra point<br />

per die of damage from light-based attacks.<br />

The amount of clothing the mutant is wearing affects the<br />

amount of time spent in photosynthesis.<br />

1. 0-10% Exposed skin x5<br />

2. 11-30% Exposed skin x4<br />

3. 31-50% Exposed skin x3<br />

4. 51-70% Exposed skin x2<br />

5. 71-90% Exposed skin x1<br />

6. 91-100% Exposed skin x½<br />

Pyrokinesis<br />

Type: Mental Mutation<br />

Range: 80 feet<br />

Duration: Concentration, up to 10 rounds<br />

Effect: 1 creature or object<br />

This is the ability to cause living matter or anything that<br />

is reasonable flammable, such as wood or plastic, to suffer<br />

heat damage and eventually burst into flame. On the first<br />

round, 1d6 damage is inflicted, and through undisturbed<br />

concentration, up to 10d6 damage may be inflicted on the<br />

10 th round. The DM determines when and if a fire starts.<br />

The range of this mutation is 80 feet.<br />

Regeneration<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

This power allows the mutant to heal a number of hit<br />

points per day equal to his Hit Dice multiplied by his<br />

Constitution adjustment +1. This replaces the normal<br />

healing rate. The minimum rate of regeneration is 2 Hp per<br />

day.<br />

For example, a 12 th level Fighter (9 HD) with a 16<br />

Constitution (+2 adjustment) will naturally heal 9 x (2 + 1)<br />

= 27 Hp per day.<br />

Shapechange<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: At will<br />

Effect: Self<br />

This mutation functions like the Polymorph Self spell,<br />

except that the transformation takes two rounds to complete<br />

and the mutant‟s clothing and equipment does not change<br />

shape with him. The mutant may use this ability at will.<br />

Skin Structure Change<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

As the name implies, the skin of the mutant changes for<br />

the worse. Suggestions:<br />

1. Thin Skin: The mutant suffers 1 additional point of<br />

damage per damage die he takes.<br />

2. Water Dependant Skin: The mutant takes 1 point of<br />

damage for every three hours he is out of the water<br />

and 1d4+1 if he is also in hot and dry conditions.<br />

He only needs a splash of water or a sponge bath<br />

once every three hours to avoid this effect.<br />

3. Water Soluble Skin: Contact with water causes 1<br />

point of damage pre round. He takes 1d4+1 points<br />

of damage per round if fully immersed.<br />

4. Phosphorescent Skin: The mutant glows in the dark<br />

as if he had Faerie Fire permanently cast upon<br />

him.<br />

5. Light Sensitive Skin: The mutant‟s skin burns for<br />

1d4 points of damage per turn when exposed to<br />

bright light.<br />

Telekinesis<br />

Type: Mental Mutation<br />

Range: 50 feet<br />

Duration: Concentration, up to 5 rounds<br />

Effect: 1 creature or object<br />

This enables the mutant to lift objects, other than the<br />

mutant himself, into the air and move them about. The<br />

mutant can only move as much weight as he could normally<br />

61 of 75


lift and must strain as though he were actually carrying the<br />

object of his telekinesis.<br />

Only objects within 50 feet may be thus lifted, and the<br />

mutant may only keep them aloft for 5 rounds after which<br />

he must rest for another 5 rounds before again using this<br />

power.<br />

When telekinesis is used on creatures, or items held by a<br />

creature, the victim is allowed a saving throw versus<br />

paralysis to negate the effect.<br />

Telekinetic Flight<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: At will<br />

Effect: Self<br />

Mutants with ability can fly through the air at up to 180‟<br />

(60‟), carrying only as much as he could normally carry.<br />

Roll 1d6 to determine the flight speed of this mutation:<br />

1-3 120‟ (40‟)<br />

4-5 240‟ (80‟)<br />

6 360‟ (120‟)<br />

Enc (cn)<br />

Movement<br />

0 - 400 120 (40) 240 (80) 360 (120)<br />

401 - 800 90 (30) 180 (60) 270 (90)<br />

801 - 1,200 60 (20) 120 (40) 180 (60)<br />

1,201 - 1,600 30 (10) 60 (20) 90 (30)<br />

1,601 - 2,400 15 (5) 30 (10) 45 (15)<br />

2,401 + 0 (0) 0 (0) 0 (0)<br />

Telepathy<br />

Type: Mental Mutation<br />

Range: 30 feet<br />

Duration: Concentration<br />

Effect: Up to [INT Adj.] +1 living creatures<br />

This is the power to read another creature‟s thoughts<br />

and/or emotions and send your own in return. This power<br />

transcends language and works on all beings up to 30 feet<br />

away. You can concentrate on a maximum number of<br />

people equal to your Intelligence adjustment plus one.<br />

Teleportation<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: Instantaneous<br />

Effect: Teleport up to 150 miles away<br />

The mental transference of the mutant‟s physical self to<br />

another place is called teleportation, and works up to the<br />

range of 50 miles. The mutant may only teleport himself,<br />

not others. If he has not spent at least 8 hours memorizing<br />

his destination, he stands a 25% chance of sustaining 10d6<br />

points of damage upon arrival.<br />

The mutant may try to push his maximum range. Every<br />

additional mile increases the chance of sustaining damage<br />

by 1% (The base chance of a studied destination is 0%).<br />

Total Healing<br />

Type: Mental Mutation<br />

Range: Self<br />

Duration: Instantaneous<br />

Effect: Self<br />

This allows the mutant to heal all its own lost hit points,<br />

once pre day but no more than four times a week. This<br />

ability heals only damage. It does not remove a curse,<br />

neutralize a poison, cure a disease, cure blindness, remove<br />

paralysis, or remove Feeblemind effects.<br />

Ultravision<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: At will<br />

Effect: Line of sight<br />

This allows the mutant to see the ultraviolet end of the<br />

light spectrum. In addition to UV emissions he will be able<br />

to see such things as: radiation, energy cells, mental<br />

mutations that affect the physical environment, and the<br />

electrical workings of machines.<br />

This power grants a +2 (or +10%) bonus to all skill<br />

checks to build or repair electronic equipment.<br />

Weight Decrease<br />

Type: Physical Defect<br />

Range: Self<br />

Duration: Constant<br />

Effect: Self<br />

This weakens the mutant so that his strength, weight and<br />

encumbrance limit is decreased by one quarter.<br />

Enc (cn) Movement<br />

0 - 300 120 (40)<br />

301 - 600 90 (30)<br />

601 - 900 60 (20)<br />

901 - 1,200 30 (10)<br />

1,201 - 1,800 15 (5)<br />

1,801 + 0 (0)<br />

Wings<br />

Type: Physical Mutation<br />

Range: Self<br />

Duration: At will<br />

Effect: Self<br />

The growth of wings allows the mutant to fly through<br />

the air at a rate of 120‟ (40‟). When flying, the mutant can<br />

carry no more than ¼ her normal encumbrance. The wing<br />

span is equal to the mutant‟s height (or length of<br />

applicable).<br />

62 of 75


Enc (cn) Movement<br />

0 - 100 120 (40)<br />

101 - 200 90 (30)<br />

201 - 300 60 (20)<br />

301 - 400 30 (10)<br />

401 - 600 15 (5)<br />

601 + 0 (0)<br />

Sexual <strong>Rules</strong><br />

The following rules provide more (a-hem) adult aspects<br />

to the D&D game.<br />

Characteristics<br />

Sexual characteristics present a method of determining<br />

how different characters measure up to each other<br />

physically.<br />

Breast Size: Roll 1d20 plus Constitution, Charisma and<br />

Physique adjustments and consult the following table.<br />

Cup Size Table<br />

Roll Cup Size Bust<br />

up to -3 AA -1"<br />

-2 to 1 A Same<br />

2-4 B +1"<br />

5-14 C +2"<br />

15-17 D +3"<br />

18-19 DD +4"<br />

20 E +5"<br />

21 F +6"<br />

22 FF +7"<br />

23 G +8"<br />

24 GG +9"<br />

25 H +10"<br />

26 HH +11"<br />

27+ J +12"<br />

The following instructions explain how to find your cup<br />

size in real life:<br />

Step 1: Measure in inches directly under the bust. The<br />

tape should be tight around your body and level across your<br />

back. If the number is even add 4", if odd add 5". This is<br />

your bra size.<br />

Step 2: Gently measure around the fullest part of the<br />

bust making sure the tape is level across the back. The<br />

difference between your bra size and your full bust<br />

measurement is your cup size.<br />

Example: Under bust measurement is 31" plus 5" = 36<br />

bra size. Over bust measurement is 38"; therefore 38” – 36”<br />

= +2". According to the Cup Size Table, this would be a C<br />

cup.<br />

Note: This chart only works for Fantasie, Panache and<br />

Silhouette bras in real life.<br />

First, take the character‟s height and convert feet directly<br />

to inches to determine his base length. Thus, a 6‟ 3” tall man<br />

would have a base length of 6 ¼” (6‟ = 6” and 3” = 3/12” =<br />

1/4”).<br />

Next, you roll 1d20 modified by the character‟s<br />

Constitution, Charisma and Physique adjustments and<br />

consult the following table:<br />

Penal Length Modifier<br />

Roll Modifier Example (M) Size<br />

up to -3 -50% Hung like a halfling S<br />

-2 to -1 -45% S<br />

0 -40% Hung lika a dwarf M<br />

1 -35% M<br />

2 -30% M<br />

3 -25% M<br />

4 -20% M<br />

5 -15% M<br />

6-7 -10% Below Average M<br />

8-12 0% Nothing special M<br />

13-15 +10% Above Average M<br />

16-17 +20% M<br />

18 +30% Hung like a bugbear L<br />

19 +40% Hung like an ogre L<br />

20 +50% Hung lika a bear L<br />

21 +60% Hung like a big ogre L<br />

22 +70% L<br />

23-24 +80% L<br />

25-26 +90% L<br />

27+ +100% Hung like a hill giant L<br />

Example: A character with a base length of 6 ¼“ and a<br />

Constitution of 16 rolls a 13 on 1d20. The total is 15 (13 +<br />

2). Consulting the above table, he gets a +50% bonus to his<br />

base length. His final penis length is 9 3/8” (6.25 * 1.5<br />

rounded) long.<br />

Penis Width: If you want to get into this kind of detail,<br />

you can also specify the width of his manhood. Roll 1d6 on<br />

the following table:<br />

Penis Width<br />

Roll Description<br />

Sexcraft<br />

1-2 Thin -1<br />

3-4 Average 0<br />

5-6 Thick +1<br />

Physique: This is a concept that appears in some of the<br />

Creature Crucibles. A generic version intended for the<br />

standard races is presented here. Roll 1d8 and consult the<br />

following table:<br />

Penis Length: Some guys want to see how they<br />

“measure up.” To determine this, follow these simple steps.<br />

63 of 75


Physique Table<br />

Roll Male Female Adj.<br />

1 Skinny Skinny -1<br />

2-6 Normal Normal 0<br />

7 Fat Voluptuous +1<br />

8 Muscular Fat +2<br />

Vaginal Capacity: First, take the character‟s height and<br />

convert feet directly to inches to determine her vaginal<br />

capacity (VC). Thus a 5‟ 6” tall woman would have a<br />

vaginal capacity of 5 ½” (5‟ = 5” and 6” = 6/12” = 1/2”).<br />

Next, multiply your VC by the following multipliers:<br />

Sample Vaginal Capacity<br />

Mult VC Penalty Dmg<br />

1/8 2/3 -6 0<br />

1/4 1 3/8 -4 0<br />

1/2 2 3/4 -2 0<br />

1 5 1/2 0 0<br />

2 11 -2 1/Rd<br />

3 16 1/2 -4 2/Rd<br />

4 22 -6 3/Rd<br />

For every multiple of her VC that the penetrating penis<br />

is larger, she takes 1 point of non-lethal damage and<br />

receives a +2 bonus to her Sexcraft checks while he suffers<br />

a -2 penalty to his Sexcraft checks.<br />

If the penetrating penis of at least 3 times her VC is fully<br />

inserted into her, after the first round, she must make a<br />

successful saving throw vs. death ray to avoid taking lethal<br />

damage.<br />

If a penis is only partially inserted (no further than half<br />

way) into her, then reduce the damage inflicted by one<br />

point.<br />

If she is a virgin, she takes one additional point of nonlethal<br />

damage per round unless his penis size is ½ of her VC<br />

or smaller (in this case, her virginity will still be intact due<br />

to little or no impact on the hymen).<br />

For every multiple of her VC that the penetrating penis<br />

is smaller, they both suffer a -2 penalty to their respective<br />

sexcraft checks.<br />

Intercourse<br />

Intercourse follows rules similar to wrestling. There are<br />

five states of arousal that participants can achieve.<br />

Unaroused<br />

Aroused<br />

Peaked<br />

Orgasm<br />

Instead of making opposed wrestling checks, they make<br />

individual Sexcraft rolls against each other. A successful<br />

check brings their partner to the next level.<br />

Characters may begin at an unaroused or aroused state at<br />

their player‟s discretion.<br />

Each check represents 1 round if in combat or 1 to 5<br />

minutes if in non-combat time.<br />

Modifiers: The following conditional modifiers apply to<br />

Sexcraft checks:<br />

For Males:<br />

7. His penis is ¼ her VC -4<br />

8. He is raping her -4<br />

9. She is a virgin -4<br />

10. His penis is ½ her VC -2<br />

11. Physique is Fat -2<br />

12. Damage inflicted on her -1/pt<br />

13. His penis is Thin -1<br />

14. His penis is Thick +1<br />

15. Physique is Muscular +2<br />

16. His penis is 2x her VC +2<br />

17. His penis is 3x her VC +4<br />

18. His penis is 4x her VC +6<br />

19. Has Heightened Touch x2<br />

For Females:<br />

20. Her VC is 8x his penis length -6<br />

21. Her VC is 4x his penis length -4<br />

22. Her VC is 2x his penis length -2<br />

23. Physique is Fat -2<br />

24. She is raping him -2<br />

25. Damage inflicted on him -1/pt<br />

26. He is a virgin +2<br />

27. Physique is Beautiful +2<br />

28. Physique is Voluptuous +2<br />

29. Her VC is ½ his penis length +2<br />

30. Physique is Ravishing +4<br />

31. Her VC is ¼ his penis length +4<br />

32. Has Heightened Touch x2<br />

Aroused: The character is physically ready for sex. If<br />

the character is male, he is erect and ready to penetrate; if<br />

female, this means her nipples and clitorises are hardening<br />

and her vagina is lubricating. This state lasts for 2d6<br />

minutes.<br />

Peaked: The character is right on the edge of orgasm.<br />

He or she is at a heightened state of arousal, and requires<br />

only one more push to come. A character that is peaked<br />

cannot make any non-sexually based skill checks. This state<br />

lasts for 1d4 minutes.<br />

Orgasm: The character climaxes. This state lasts for 1<br />

round.<br />

Males ejaculate and after a round, drop down to an<br />

unaroused state.<br />

Females are sent into an orgasm which is usually<br />

characterized by a heightened vocal display. She now makes<br />

a Constitution check. Success brings her to a peaked state<br />

while failure takes her to an aroused state.<br />

64 of 75


If the female drops to peaked and brought back to<br />

orgasm a second time, she must make a successful saving<br />

throw vs. death ray to avoid entering a state of sexual<br />

delirium. She receives a cumulative -1 penalty to the roll for<br />

each consecutive time she drops to a peaked state and again<br />

orgasms. This saving throw can be voluntarily failed.<br />

Sexual Delirium: Only females can achieve this state of<br />

arousal. Only magical effects can bring a male into this<br />

state. A character who reaches this stage is considered<br />

helpless. The only action she is capable of is mindless<br />

fucking and sucking. She is also highly suggestible until she<br />

gets 8 hours of complete rest.<br />

Delaying Orgasm: If one partner tries to resist the<br />

other‟s attempt to bring them to orgasm, they must make<br />

opposed Sexcraft checks. The winner is the one that made<br />

his check by the largest amount. A roll of a natural one<br />

automatically wins and a natural 20 automatically loses.<br />

Duration: Male characters can have a number of<br />

orgasms equal to their Constitution adjustment + 1. In order<br />

to exceed that, he must successfully make a Constitution or<br />

Sexcraft roll; however, each successful check adds a<br />

cumulative +1 penalty to the next roll.<br />

After each orgasm, a male goes back to being unaroused<br />

and must start from scratch all over again.<br />

Females on the other hand have no limit to how many<br />

orgasms they can achieve. Females can sustain intercourse<br />

for a number of hours equal to her Constitution adjustment<br />

+1. For each half hour after, she must successfully make a<br />

Constitution or Sexcraft check with a cumulative +1 penalty<br />

for each successful check made.<br />

After having an orgasm, a female is still aroused (or<br />

peaked if she makes a successful Constitution check).<br />

Both males and females take one point of non-lethal<br />

damage for each additional hour of continual intercourse<br />

after the first. They also take one point of non-lethal damage<br />

for each orgasm they have.<br />

Pregnancy<br />

Spread throughout several books are most of the rules<br />

dealing with characters having offspring. These rules mainly<br />

deal with interracial conception. Most of the rules printed<br />

here are from those books. However, some of these rules are<br />

new. They are meant to fill in the holes in these scattered<br />

rules.<br />

The first thing to do is determine the days that the<br />

female is fertile. A human female has a fertility window of<br />

two days a month. Roll 3d10-2 or 1d30 (re-rolling 29-30) to<br />

determine the first day of fertility (re-rolling on a result of<br />

29-30). This fertility period is modified by the female‟s<br />

race. This is done using the following guidelines:<br />

Fertility Period<br />

Lifespan Fertility<br />

Race (Years) Period<br />

Troll 45 4 Days per month<br />

Ogre 50 4 Days per month<br />

Orc 65 3 Days per month<br />

Human 100 2 Days per month<br />

Halfling 200 1 Day per month<br />

Dwarf 400 1 Day per 2 months<br />

Elf 800 1 Day per 4 months<br />

If the female is inseminated during her fertility period,<br />

she has a good chance of becoming pregnant. The chance is<br />

70% minus 5% per hit die of difference between the two<br />

races down to a minimum of 5%. The hit dice gained by<br />

experience levels do not count here.<br />

For example, the chance of pregnancy between a female<br />

human (1 HD) and a male human (1 HD) is 70%. The<br />

chance of pregnancy between a human female (1 HD) and a<br />

male ogre (4 HD) is 55% (70% – 15% for a 3 HD<br />

difference).<br />

As a guideline, unless stated otherwise, the child has an<br />

equal chance of being male or female.<br />

Use common sense as to when two races can engender<br />

progeny. If either participant is smaller than half the other‟s<br />

size (approximately) then intercourse is probably not<br />

possible.<br />

Assume that the child‟s race is that of the mother unless<br />

one of the parents race is mentioned below:<br />

Elves<br />

The half-elf is a figure of legend throughout the known<br />

world. These fabled creatures are thought to have all the<br />

benefits of both elf and man, with none of the problems.<br />

These legends are fueled by the feats of some heroes<br />

who seem to have a man‟s ability with weaponry or magic,<br />

yet look like elves, and with some elves who look more like<br />

men, yet can mix magic with the aplomb of the elf.<br />

Occasionally, there are elf-human matings. Apparently<br />

the two races are sufficiently similar to be interfertile.<br />

However, the products of such unions are neither elves nor<br />

men, though their outward appearances sometimes fool<br />

watchers.<br />

As far as can be told, the elven traits are inherited<br />

through the female line. The product of a union between a<br />

human female and a male elf is always human. Moreover,<br />

the male children are always stillborn.<br />

When a female elf mates with a male human, the male<br />

children are always elves and the female children are always<br />

human.<br />

65 of 75


Mother's Father's Child's Child's<br />

Race Race Sex Race<br />

Human Elf Male Stillborn<br />

Female Human<br />

Elf Human Male Elf<br />

Female Human<br />

Of course, all of these female “human” children have the<br />

potential for growing up to bear elf children of either sex<br />

(50% chance of an elf or human).<br />

Fauns & Dryads<br />

Dryads, as well as hamadryads, are able to mate with<br />

humans, elves, fairies, and fauns (satyrs); the offspring with<br />

humans or elves is invariably a dryad, while those of fauns<br />

or fairies have equal chances of being of either parent‟s<br />

race.<br />

A dryad child stays with her mother for her first 12<br />

years, until maturity is reached. The dryad may then find her<br />

own tree, and lead an existence much like that of a<br />

hamadryad. Sometimes a dryad will wander unattached for a<br />

time, perhaps as an adventurer.<br />

All fauns are male. They reproduce by mating with other<br />

human-like races, particularly dryads. The offspring of<br />

dryads and fauns are fauns half the time, dryads the other<br />

half. The offspring of other faunish unions are always of the<br />

father‟s race – that is, fauns.<br />

Humanoids<br />

Humanoids consist of Bugbears, Gnolls, Goblins,<br />

Hobgoblins, Kobolds, Orcs, Ogres, Trolls, and their ilk.<br />

These races can not conceive with elves and halflings.<br />

Whenever dealing with humanoids, first find out what<br />

the two parents were, and roll 1d6.<br />

Roll<br />

Race<br />

1-2 Mother's Race<br />

3-4 Demi-race<br />

5-6 Father's Race<br />

Demi-race individuals may have none, some, or all of<br />

their parents‟ features and abilities, depending on a series of<br />

dice rolls. Go to the “Orcs of Thar” player‟s guide and<br />

follow the procedure to roll up a new character. Each time a<br />

feature or ability has a game effect, roll 1d6.<br />

Roll<br />

Feature belongs to…<br />

1-2 Mother's Race<br />

3 Average (Mother's Dominance)<br />

4 Average (Father's Dominance)<br />

5-6 Father's Race<br />

A tricky part of demi-races is that they are not always<br />

recognizable from their physical appearances. If the player<br />

rolls a 1-2 for both size and appearance, the character then<br />

looks entirely like his mother.<br />

Immortals<br />

One thing Immortals do not do like a human is raise<br />

families. Immortals can conceive children either by mortal<br />

or immortal partners, but their children are always mortal.<br />

An immortal with a mortal child is faced with the choice of<br />

keeping and protecting the child forever, as though it were a<br />

pet, or abandoning it to a surrogate parent in the mortal<br />

world in the hopes that the child will someday grow up to<br />

achieve immortality on its own. Most immortals prefer not<br />

to face this question at all and choose not to have children.<br />

The offspring of an immortal has higher than normal<br />

ability scores; players should roll one ability score on 6d6<br />

and the others on 4d6, assigning them to whichever ability<br />

scores they wished. Starting experience level for such<br />

exceptional characters would be rolled on 1d6+4. Each<br />

character would also have one special power, such as wings<br />

to allow constant flight or a permanent protection from<br />

normal missiles spell.<br />

Symptoms of Pregnancy: Symptoms are broken up into<br />

three trimesters. Each trimester lasts for one-third of the<br />

pregnancy. During the next 6 months after delivery, she will<br />

display postpartum symptoms.<br />

First Trimester: Her senses of taste and smell increase,<br />

granting a +1 bonus to any checks involving those senses.<br />

This also contributes to morning sickness. She must make a<br />

successful Constitution check (with a -1 penalty if exposed<br />

to strong unpleasant smells) each day, or become physically<br />

ill for 1d3 hours.<br />

Aversions and cravings are also experienced in this<br />

trimester. Aversions may occur to foods that were<br />

previously favorite menu items. Cravings may range from<br />

stereotypical pickles and ice cream to the unusual (like dirt).<br />

Second Trimester: Weight gain begins to show, hair<br />

becomes thicker and more lustrous, and breasts enlarge (by<br />

one cup size) and become more sensitive (+1 to sexcraft<br />

checks made to her) due to hormonal changes.<br />

Third Trimester: Her balance is off, and she may find<br />

her stomach is getting in the way of even the most ordinary<br />

66 of 75


tasks. Backaches, swollen feet, general lethargy, exhaustion,<br />

and the need to urinate every 15 minutes contribute to the<br />

feelings of discomfort. She suffers from a -1 penalty to all<br />

skill checks and saving throws during this time.<br />

Insomnia is common because she cannot find any way to<br />

get comfortable in any position and the baby tends to kick<br />

when she stop moving. Every night, she must make a<br />

successful saving throw vs. death ray (applying her wisdom<br />

adjust to the roll) in order to have a good night‟s sleep.<br />

As her due date approaches, she finds new reserves of<br />

energy as she goes into her “nesting” phase. She goes to<br />

great lengths to create a baby-friendly environment in her<br />

home.<br />

Postpartum: During this phase, the weight gained during<br />

pregnancy drops off slowly. It is said that breast feeding is<br />

said to help with this problem.<br />

Lactation happens during this phase. Full, painful,<br />

swollen, leaky breasts can be a cause of discomfort or<br />

embarrassment even while being functional.<br />

Due to hormonal fluctuations, a loss of self esteem,<br />

severe depression, anxiety and intense worries about the<br />

baby can occur.<br />

Sexual Attraction Rolls<br />

Sometimes the DM may want to randomly determine<br />

how attracted a monster or NPC may be to a character. The<br />

following table can be used in place of the Monster<br />

Reaction Table on page 93 of the <strong>Rules</strong> Cyclopedia.<br />

Sexual Attraction Table<br />

Roll Arousal Next<br />

2d6 Level Roll<br />

2-3 Cold<br />

4-6 Uninterested -4<br />

7-9 Indefferent<br />

10-11 Interested +4<br />

12 Lustful<br />

Sex Tricks<br />

This is an optional component of the standard sexual<br />

rules. Characters with points in the sexcraft general skill<br />

gain access to some specialized techniques. These sexual<br />

tricks further demonstrate the characters study and practice<br />

in this subject.<br />

A character can select a number of tricks equal to his<br />

Intelligence adjustment plus any additional skill points<br />

invested in sexcraft past the fires.<br />

1. Acting, Erotic Theater: Provides the ability to<br />

become or appear aroused on cue, take direction,<br />

and have sex in front of an audience. You receive a<br />

+2 bonus to all sexcraft skills when being observed<br />

by an audience.<br />

2. Dominance: This is the ability to be the dominant<br />

partner in a bondage relationship, the “top.” It<br />

includes knowledge of ties and gags, familiarity<br />

with various equipment, the ability to inflict slight<br />

pain or discomfort without causing injury, and the<br />

willingness to respond to a “safe” word or other<br />

cue. Persons of a truly sadistic nature are not<br />

allowed to take this trick. You receive a +2 bonus<br />

to sexcraft checks when you are in “top” in a<br />

bondage situation.<br />

3. Foreplay: This is the ability to arouse and satisfy a<br />

partner prior to intercourse. It covers everything<br />

between kissing and penetration, including the<br />

varieties of oral sex. You receive a +2 bonus to<br />

sexcraft checks to get your partner aroused or<br />

peaked.<br />

4. Intercourse, Anal: This is the ability to satisfy<br />

one‟s partner and oneself in the complete act of<br />

anal sexual intercourse. You receive a +2 bonus to<br />

all sexcraft checks when performing anal<br />

intercourse.<br />

5. Intercourse, Vaginal: This is the ability to satisfy<br />

one‟s partner and oneself in the complete act of<br />

vaginal sexual intercourse. You receive a +2 bonus<br />

to all sexcraft checks when vaginal penetration is<br />

involved.<br />

6. Kissing: This is the ability to kiss well. It includes<br />

kissing a lady‟s hand and being able to determine<br />

what sort of kiss is appropriate in a situation. You<br />

gain a +2 bonus to sexcraft checks to arouse your<br />

partner.<br />

7. Masseuse: This is the ability to provide a pleasing,<br />

sensual massage. Depending on the individual, it<br />

may or may not include any actual sexual contact.<br />

You receive a +2 bonus on all checks when giving<br />

a sensual message.<br />

8. Masturbation: You are proficient at pleasuring<br />

yourself, either manually or with the aid of an item.<br />

May be inspired or enhanced by other erotic<br />

stimulus. You receive a +2 bonus to sexcraft<br />

checks on yourself.<br />

9. Erotic Performance: This is the ability to perform<br />

various acts of unusual sexual or genitally-related<br />

techniques, such as piano playing with an erect<br />

organ, or projecting small balls from various<br />

orifices.<br />

10. Stripping: You are well trained at removing your<br />

clothes sensually to music and evoking an erotic<br />

response in an audience. You receive a bonus to<br />

dance skill checks equal to your charisma<br />

adjustment. With a successful sexcraft check, you<br />

can make your audience aroused.<br />

11. Submission: You are skilled at being the<br />

submissive partner in a bondage relationship, the<br />

“bottom.” As the focus of the relationship, the<br />

“bottom” is actually the one in control, with all of<br />

the attention of the “top” concentrated on her and<br />

the reactions that can be caused. You can grant<br />

67 of 75


your partner a +2 bonus to sexcraft checks when<br />

you are the “bottom” in a bondage situation.<br />

12. Undressing: You can get out of your clothes<br />

smoothly and gracefully, as well as undressing<br />

others in a like manner. You may be subject to<br />

modifiers if you are in a hurry, it is dark, or the<br />

clothing is complicated / unfamiliar to you. You<br />

are also proficient at getting dressed in the dark or<br />

in a hurry. You gain a +2 bonus to sexcraft checks<br />

to arouse your partner.<br />

68 of 75


Weapons<br />

Great Mace<br />

Anthony K. Harvey<br />

Equipment<br />

Damage:<br />

1d8<br />

Cost: 15<br />

Encumbrance: 150<br />

The great mace was designed by the second ruler of the<br />

Kingdom of <strong>Darkonnia</strong>, Tara Turas in AC1013. The weapon<br />

incorporates the functions of both the mace and the polearm.<br />

Weapon Mastery information follows:<br />

Great Mace Weapon Mastery Table<br />

Technique lvl Damage Defence Special Effect<br />

Mace, Great BS 1d8 - -<br />

[P = H] LG SK 2d6 -2AC/1 Deflect (1)<br />

2H EX 2d6+2 -2AC/2 Deflect (1)<br />

MS 2d6+4 -3AC/2 Deflect (2)<br />

2d4+4<br />

GM 2d6+6 -3AC/3 Deflect (2)<br />

2d4+6<br />

Ship Modifications<br />

Weapons<br />

Ram, Blunt<br />

AD&D SpellJammer<br />

Cost:<br />

Damage:<br />

90+ ton vs. Ship: 1d4+1x10<br />

90+ ton vs. Creature: 3d8<br />

120+ ton vs. Ship: 1d6+5x10<br />

120+ ton vs. Creature: 6d6<br />

1/3 Ship‟s listed cost<br />

This is a flattened ram designed to inflict internal<br />

damage by shaking up the other ship. There is a slight<br />

chance the ships will be locked together after ramming. This<br />

occurs on a hit roll of a natural 20. A ram cannot be fitted on<br />

any ship of less than 90 tons.<br />

Ram, Piercing<br />

AD&D SpellJammer<br />

Cost:<br />

Damage:<br />

90+ ton vs. Ship: 1d4+1x10<br />

90+ ton vs. Creature: 3d8<br />

120+ ton vs. Ship: 1d6+5x10<br />

120+ ton vs. Creature: 6d6<br />

1/3 Ship‟s listed cost<br />

Piercing ram is a long, sharp prow used to break apart an<br />

enemy ship. An attack with a piercing ram can sometimes<br />

result in the two ships being locked together. This occurs if<br />

the ramming made his hit roll by 4 or more points. A ram<br />

cannot be fitted on any ship of less than 90 tons.<br />

Jettison, Light<br />

AD&D SpellJammer<br />

Cost:<br />

150 Gp<br />

Encumbrance:<br />

12,000 cn. (.6 Tons)<br />

AC: 4<br />

HP: 18<br />

Full Crew: 2<br />

Range (Min/S/M/L): 150‟/200‟/250‟/300‟<br />

Damage:<br />

Vs. Ship: 0<br />

Vs. Creature: 1d6<br />

Radius: 5‟<br />

Fire Rate: 1/2<br />

Ammo Cost/Week: 0<br />

Jettison, Medium<br />

AD&D SpellJammer<br />

Cost:<br />

200 Gp<br />

Encumbrance:<br />

16,000 cn. (.8 Tons)<br />

AC: 2<br />

HP: 23<br />

Full Crew: 3<br />

Range (Min/S/M/L): 160‟/225‟/290‟/350‟<br />

Damage:<br />

Vs. Ship: 0<br />

Vs. Creature: 2d6<br />

Radius: 10‟<br />

Fire Rate: 1/3<br />

Ammo Cost/Week: 0<br />

Jettison, Heavy<br />

AD&D SpellJammer<br />

Cost:<br />

250 Gp<br />

Encumbrance:<br />

18,000 cn. (.9 Tons)<br />

AC: 0<br />

HP: 27<br />

Full Crew: 4<br />

Range (Min/S/M/L): 175‟/250‟/325‟/400‟<br />

Damage:<br />

Vs. Ship: 0<br />

Vs. Creature: 3d6<br />

Radius: 15‟<br />

Fire Rate: 1/4<br />

Ammo Cost/Week: 0<br />

A jettison consists of a series of small catapults loaded<br />

with stones, trash, debris, iron spikes, and garbage, and used<br />

as an anti-personnel weapon to clear the enemy‟s decks.<br />

Any type of catapult can be converted into a jettison of the<br />

69 of 75


same size by loading it with small rocks instead of a single<br />

stone. A jettison however cannot be converted into a<br />

catapult.<br />

Jettisons are mounted in place and cannot be moved.<br />

When fired, they hit a spot on the ship and may affect every<br />

target within the weapon‟s radius (make a separate attack<br />

for every potential target). Saving throws to avoid missile<br />

fire also be used to affect jettison fire, if applicable.<br />

Many ships use catapults as temporary jettisons when<br />

they need to. Often jettisons are mounted at the rear of ships<br />

to deter pursuers.<br />

A jettison can be fired at an empty area of space. This<br />

automatically sets up a field of debris in that space.<br />

70 of 75


Golem, Radiance<br />

Armor Class: 5<br />

Monsters<br />

AC/AV: 5/ 0<br />

Hit Dice:<br />

9** (M)<br />

Hit Points: 40<br />

Move: 120‟ (40‟)<br />

Attacks:<br />

1 ray or punch<br />

Damage:<br />

special or 3d6<br />

No. Appearing: 1 (1)<br />

Save As:<br />

F9<br />

Morale: 12<br />

Treasure Type: Nil<br />

Intelligence: 4<br />

Alignment: Neutral<br />

XP Value: 2,300<br />

Monster Type: Construct, Enchanted (Very Rare)<br />

A Radiance Golem resembles a hulking seven foot tall<br />

humanoid. Its body emits radiance energy. Ant creature<br />

within 10 feet of it takes 2d6 points of radiance damage<br />

(save vs. death ray for half damage). Its punch inflicts 2d6<br />

physical damage plus an additional 1d6 radiance damage.<br />

This golem may also fire rays of radiance energy inflicting<br />

3d6 points of damage. This attack requires a ranged attack<br />

roll by the golem. If the victim has received enough<br />

radiance equal his maximum hit points plus his constitution<br />

score, his body is reduced to ash and only a wish will allow<br />

him to be returned to life. If his ashes are dispersed, he<br />

becomes irreversibly dead.<br />

Radiance Mutant, Type I<br />

Giant Rat<br />

Armor Class: 4<br />

AC/AV: 7/3<br />

Hit Dice:<br />

7**** (M)<br />

Hit Points: 32<br />

Move: 120‟ (40‟)<br />

Swimming: 60‟ (20‟)<br />

Attacks:<br />

1 ray or bite<br />

Damage:<br />

3d6 or 1d3<br />

No. Appearing: 1d6 (0)<br />

Save As:<br />

F3<br />

Morale: 9<br />

Treasure Type: L<br />

Intelligence: 2<br />

Alignment: Neutral<br />

XP Value: 2,050<br />

Monster Type: Giant Rat Type I Radiance Mutant: Normal<br />

Animal (Very Rare)<br />

Terrain: Underneath Glantri City<br />

Sometimes, when an unfortunate creature is directly<br />

exposed to the Nucleus of the Spheres, it becomes horribly<br />

mutated. This mutation takes many forms, but some occur<br />

more consistently than others.<br />

The mutant‟s size and muscles increase in a manner that<br />

is disproportionate to its original anatomy. If the creature<br />

has fur, half of it has fallen out. Its surface veins bulge and<br />

glow with an eerie orange energy. This kind of mutation<br />

drive the creature insane unless it makes a successful saving<br />

throw vs. spells.<br />

A type I radiance mutant gains nourishment by<br />

absorbing energy form the surrounding area. This effect<br />

decreases the effectiveness of radiance spells and items by<br />

20% per mutant in within 20 feet of the affected item or<br />

caster.<br />

The mutant also emits a field of radiance energy from its<br />

body, inflicting [HD/2]d6 points of radiance damage to<br />

anyone within 5 feet of the mutant.<br />

When the mutant dies (reaches –CON hit points) it<br />

explodes. This explosion releases all of its stored radiance<br />

energy, inflicting [HD/2]d6 radiance damage.<br />

If the mutant is successfully attacked by any form of<br />

energy (cold, electricity, fire, force, heat, light – not acid,<br />

ice, or kinetic) the mutant must make a saving throw of the<br />

appropriate type. If the save is successful, the mutant adds<br />

the damage to its current hit points. These additional hit<br />

points can exceed its maximum hit points. However, any hit<br />

points above its maximum bleeds away at the rate of one<br />

point per round. These extra hit points also power its final<br />

ability… Its eye beams. By burning off one extra hit point,<br />

it may make a ranged attack inflicting 3d6 radiance damage.<br />

Standard mutation rules apply. Consult the section titled<br />

The Radiance and Mutation above in this book.<br />

The statistics for a type I radiance mutant are calculated<br />

as follows:<br />

Height: 1.5 to 2 times normal<br />

Hit Dice: +6<br />

Attacks: Normal or 1 ray<br />

Damage: Normal or [HD / 2 truncated]d6<br />

Number Appearing: 1d6 (0)<br />

Save As: Fighter of level equal to its Hit Dice; half level<br />

if unintelligent<br />

Morale: +1<br />

Terrain: Underneath Glantri City<br />

Radiance Mutant, Type II<br />

Giant Rat<br />

Armor Class: 4<br />

AC/AV: 7/3<br />

Hit Dice:<br />

56**** (L)<br />

Hit Points: 262<br />

Move: 240‟ (80‟)<br />

Swimming: 120‟ (40‟)<br />

Attacks:<br />

1 ray or bite<br />

Damage:<br />

12d6 or 4d3<br />

No. Appearing: 1<br />

Save As:<br />

F28<br />

Morale: 11<br />

71 of 75


Treasure Type: L x 4 at 2 x normal %<br />

Intelligence: 2<br />

Alignment: Neutral<br />

XP Value: 11,300<br />

Monster Type: Giant Rat Type II Radiance Mutant: Normal<br />

Animal (Very Rare)<br />

Terrain: Underneath Glantri City<br />

Sometimes, when an unfortunate creature is directly<br />

exposed to the Nucleus of the Spheres, it becomes horribly<br />

mutated. This mutation takes many forms, but some occur<br />

more consistently than others.<br />

The mutant‟s size and muscles increase in a manner that<br />

is disproportionate to its original anatomy. If the creature<br />

has fur, over 90% of it has fallen out. Its surface veins bulge<br />

and glow with an eerie orange energy.<br />

A type II radiance mutant gains nourishment by<br />

absorbing massive amounts of radiance form the<br />

surrounding area. This effect suppresses all radiance spells<br />

and items not between the Nucleus of the Spheres and this<br />

creature. This effect also guarantees that there can only be<br />

one type II radiance mutant in existence at any one time<br />

since only the one closest to the radiance would receive<br />

nourishment. If this creature is denied radiance energy, it<br />

looses 1d8 hit points per round until it is dead or its food<br />

supply is restored.<br />

The statistics for a type II radiance mutant are calculated<br />

as follows: Apply the Type I Radiance Mutant template, and<br />

then apply the Gargantua template (RC 177).<br />

Radiance Mutant, Type III<br />

Huge Blue Dragon<br />

Sphere:<br />

Energy<br />

Status:<br />

Exalted<br />

Power Points: 300<br />

Anti-Magic: 50%<br />

Armor Class: -10<br />

AC/AV: 3/13<br />

Hit Dice:<br />

192**** (L)<br />

Hit Points: 864<br />

Move: 150‟ (50‟)<br />

Flying: 360‟ (120‟)<br />

Attacks:<br />

4 claws / 2 bites or 1 ray<br />

Damage:<br />

12d10+32/4d10+12 or 48d6<br />

No. Appearing: 1<br />

Save As:<br />

IM1<br />

Morale: 12<br />

Treasure Type: H x 12, I x 8 at 2 x normal %<br />

Intelligence: 25<br />

Alignment: Neutral<br />

XP Value: 45,300<br />

Monster Type: Huge Blue Dragon Type III Radiance<br />

Mutant: Dragon (Very Rare)<br />

Terrain: Secluded Mountainous or barren regions.<br />

Spells: Immortal Level – Power Attack, Probe, Shield.<br />

One time in a million, when an unfortunate creature is<br />

directly exposed to the Nucleus of the Spheres, it mutates<br />

into a living radiance source. The features of this stage of<br />

mutation are very consistent.<br />

The mutant‟s size doubles. If the creature has fur, all of<br />

it has fallen out. Its eyes glow orange and the surface of its<br />

skin looks like a cracked crust of a blackened version of its<br />

original color with an eerie orange energy emanating from<br />

the cracks. It grows maple leaf shaped spinal ridges.<br />

A type III radiance mutant generates its own radiance<br />

energy. It acts like a radiance source with a far weaker range<br />

for Radiance-users. A radiance-user can access the radiance<br />

from this creature just like they can from the Nucleus of the<br />

Spheres, but at a much reduced range.<br />

Range (in 8 mile hexes)<br />

Nobility Rank<br />

0 Hexes Prince<br />

1 Hex Archduke<br />

2 Hexes Duke<br />

3 Hexes Marquis<br />

4 Hexes Count<br />

5 Hexes Viscount<br />

6 Hexes Baron<br />

The statistics for a type III radiance mutant are<br />

calculated as follows: Apply the Type I Radiance Mutant<br />

template, and then apply the Monster Ruler template (WotI:<br />

Codex of the Immortals, page 111). The number of Power<br />

Points available is always 300 and it gains 50% anti-magic.<br />

Standard<br />

Potions<br />

Magic Items<br />

Luck<br />

This potion makes the user lucky. The player of the<br />

character using this potion may roll twice for any one die<br />

roll and choose the most desired result (an attack, damage<br />

roll, saving throw, etc.). Other player‟s rolls cannot be<br />

affected. The effect lasts for 1 hour or until the luck is used.<br />

Swords<br />

Demons’ Wrath<br />

Gordon Bader III<br />

This powerful and intelligent glassteel normal sword +3,<br />

+5 versus fiends (with a 10,000 ruby in the pommel) has<br />

served the family of Walworth for several generations. This<br />

lawful intelligent sword is quite convinced of his superiority<br />

over any wielder. This attitude comes into evidence by his<br />

sarcastic critiques of the wielder when within close<br />

company or alone. When in public, it tends to announce<br />

72 of 75


itself in an ostentatious manner when initially drawn using a<br />

booming voice. When communicating in a normal manner,<br />

it speaks using a much lighter tone with a high-English<br />

accent.<br />

Demons‟ Wrath will not allow the wielder to attack<br />

anyone who has not attacked the wielder first. However,<br />

when the sword is used to attack, it will never miss its<br />

target. Since the wielder never needs to roll to hit, he will<br />

also never score a critical hit.<br />

Demons‟ Wrath was created to defeat or slay the fiends<br />

that plague Oerith. When in pursuit of this goal, any fiend<br />

struck by the sword must make a saving throw versus spells<br />

or be paralyzed.<br />

The following powers only function when the sword is<br />

in hand.<br />

Three times per day, Demons‟ Wrath may detect traps of<br />

all types within 10‟ range.<br />

Also, the sword can detect metal of any type requested<br />

up to a range of 60‟. It will point in the direction of the<br />

material, but it cannot detect the amount. This power may<br />

be used at will.<br />

The sword bestows the ability to send messages by mere<br />

thought to any creature within 90‟. The creature receiving<br />

the thought messages will understand them. (The creature<br />

may refuse to respond.) The wielder may also read the<br />

thoughts of a living creature within range. The wielder must<br />

concentrate on the creature, and he may not move or cast<br />

spells. If the creature fails a saving throw vs. spells (or<br />

permits the thought reading), the wielder will understand the<br />

creature‟s thoughts. This power may also be used at will.<br />

Special Purpose: Slay Fiends<br />

Paralyze<br />

Special Abilities: Detect Metal<br />

Find Traps<br />

Telepathy<br />

Speech:<br />

Abilities: Int 12<br />

Ego 12<br />

Alignment:<br />

Common (Oeridian)<br />

Old Oeridian<br />

Ancient Baklunish<br />

Will Power 25<br />

Lawful<br />

Radiance Sword<br />

The blade of this normal sword +4 is composed of pure<br />

radiance energy. If an opponent is killed by this sword, his<br />

body is instantly turned to ash and cannot be returned to life<br />

until a wish is used allow him to be returned to life. Also, if<br />

the ashes are scattered, the opponent becomes irretrievably<br />

dead unless a wish is used to gather the ashes.<br />

When an opponent is damaged by this sword, he will<br />

take an additional point of radiance damage every round for<br />

a number of rounds equal to the combat damage inflicted by<br />

this sword or until remove disease (for radiation sickness) is<br />

cast on the victim.<br />

Ship Modifications<br />

Motive Power<br />

SpellJammer Helms<br />

AD&D SpellJammer<br />

Cost: 100,000 Gp (Minor Helm)<br />

250,000 Gp (Major Helm)<br />

Each minor and major spelljammer helm allows the<br />

individual seated upon it to move a large mass through<br />

space by means of channeling spell energy directly into a<br />

motive force. This energy is somewhat useful for<br />

maneuvering the ship, but primarily it provides the push that<br />

makes the ship move foreword (or backward). Maneuvering<br />

comes primarily from the ship‟s sails and oars.<br />

The power of the force is translated into the ship‟s<br />

airspeed. A minor helm converts such energy at a rate of<br />

120‟ (40‟) for each 3 levels of experience. A major helm<br />

converts at a rate of 120‟ (40‟) for every two levels of<br />

experience.<br />

At low levels, the difference between using a minor and<br />

major helm is small. A third-level mage will give his ship an<br />

airspeed of 120‟ (40‟), regardless of whether a minor or<br />

major helm is used. The higher level the magic-user, the<br />

more important the difference between using major and<br />

minor helms. A tenth-level wizard, for example, can give<br />

his ship an airspeed of 600‟ (200‟) with a major helm, but<br />

only an airspeed of 360‟ (120‟) with a minor helm. A quick<br />

summary of levels is included below.<br />

Air Speed Using<br />

Major and Minor Helms<br />

Level of Major Minor<br />

Spell-Caster Helm Helm<br />

1 120' (40') 120' (40')<br />

2 120' (40') 120' (40')<br />

3 120' (40') 120' (40')<br />

4 240' (80') 120' (40')<br />

5 240' (80') 120' (40')<br />

6 360' (120') 240' (80')<br />

7 360' (120') 240' (80')<br />

8 480' (160') 240' (80')<br />

9 480' (160') 360' (120')<br />

10 600' (200') 360' (120')<br />

11 600' (200') 360' (120')<br />

12 720' (240') 480' (160')<br />

13 720' (240') 480' (160')<br />

14 840' (280') 480' (160')<br />

15 840' (280') 600' (200')<br />

16 960' (320') 600' (200')<br />

17 960' (320') 600' (200')<br />

18 1,080' (360') 720' (240')<br />

19 1,080' (360') 720' (240')<br />

20+ 1,200' (400') 720' (240')<br />

73 of 75


Using a helm prohibits any spell use by that character<br />

within that 24-hour period. As soon as a magic-user or cleric<br />

sits on the helm and becomes aware of the ship, he can cast<br />

no spells of any sort until after he has had a chance to rest<br />

and regain spells. In effect, the helm “drains” the helmsman<br />

of all his spells the moment it is activated.<br />

(In fact, this is not precisely what happens. The helm<br />

attunes itself to the brain patterns of the character that<br />

activated it. Once in synch, the helm siphons away any<br />

magical energy the moment it begins taking shape, not all at<br />

once. But until the character can rest, thereby breaking the<br />

link, then energy invested in any spell he tries to cast is<br />

immediately drawn away by the spelljamming helm. This<br />

effect occurs regarolless of range. Oddly, the helm can<br />

utilize the energy only if the character is seated in the helm.<br />

Why the helm can dray power from any range, yet gains<br />

benefits only from a helmsman actually in contact with it, is<br />

one of the foremost unsolved puzzles of spelljamming<br />

magic).<br />

An individual can use either type of helm for 12 hours<br />

without tiring. For each hour afterward, the airspeed drops<br />

by 120‟ (40‟) to a minimum of 120‟ (40‟). After 24 hours,<br />

the individual using the helm will pass out and not be able<br />

to use the helm again until fully rested.<br />

An individual seated upon a helm can talk and act<br />

normally. The sensation of using the helm is akin to being<br />

immersed in warm water. As a result of the magical nature<br />

of the helm, the spelljamming spell-caster using the helm<br />

can see things around the ship as if he were standing on the<br />

deck. The ship becomes an extension of his body, and<br />

responds to his demands in movement and maneuverability.<br />

The maneuverability of a craft is a reflection of both the<br />

spelljamming spell-caster‟s ability and the maneuvering<br />

factor of the ship.<br />

A minor helm can move a ship of up to 375 tons. A<br />

major helm can move one of up to 750 tons. In reality, most<br />

ship designers keep their craft under the 375-ton range,<br />

though there are large men-o-war and juggernauts that are<br />

larger than 375 tons.<br />

Only one helm may be in service at a time, though often<br />

a minor helm is kept as a back-up, should something happen<br />

to the major helm.<br />

Helms draw their magical energies directly from the<br />

user, and the speeds they can attain are determined by the<br />

level (or hit dice) of the individual. All helm-equipped ships<br />

travel at the same rate of speed over long distances, but their<br />

differences are apparent at the tactical level. In general,<br />

given two similar helms, a ship with the more powerful<br />

spelljamming magic-user or cleric is the faster ship.<br />

Helms can be easily installed in any ship, primarily by<br />

lugging them aboard and bolting them to the deck. The<br />

minimum hull size required for a helm is 1 ton.<br />

If an individual is slain while using the helm, the ship<br />

loses all power until a new spelljamming magic-user or<br />

cleric takes command. The ship will drift (at tactical speed)<br />

in a straight line until someone else takes the helm or the<br />

ship hits something.<br />

Major and minor helms are nearly (but not completely)<br />

indestructible. Their saving throws against all attacks are 2.<br />

Unfortunately, this protection does not extend to the<br />

individual seated in the helm. Diligent and crafty characters<br />

may find ways to destroy helms, but the process is not easy<br />

or quick.<br />

Resources<br />

Sources for this work include the following:<br />

AD&D: Monstrous Compendium Annual Volume<br />

2 by Jon Pickens<br />

AD&D: Player‟s Handbook by David “Zeb” Cook<br />

AD&D: Wizard‟s Spell Compendium Volume 1 by<br />

Mark Middleton<br />

Book of Unlawful Carnal Knowledge by various<br />

contributors<br />

D&D: Eldritch Wizardry by Gary Gygax and Brian<br />

Blume<br />

D&D: GAZ10, Orcs of Thar by Bruce Heard<br />

D&D: Master DM‟s Book by Frank Mentzer<br />

D&D: PC1, Tall Tales of the Wee Folk by John<br />

Nephew<br />

D&D: PC2, Top Ballista by Carl Sergent<br />

D&D: PC3, The Sea People by Jin Bambra<br />

D&D: PC4, Night Howlers by Ann Dupuis<br />

D&D: Psionics Handbook by Bruce R. Cordell<br />

D&D: <strong>Rules</strong> Cyclopedia by Allan Allston<br />

D&D: Wrath of the Immortals by Aaron Allston<br />

D20 and 3e Netbook to Sex in RPGs by Naked<br />

Blades<br />

Dragon Magazine #177<br />

Dragon Magazine #183<br />

Dragon Magazine #188<br />

F.A.T.A.L. Rulebook by Fatal Games<br />

Gamma World 1 st edition by James M. Ward and<br />

Gary Jaquet<br />

Gamma World 4 th Edition by Bruce Nesmith and<br />

James M. Ward<br />

GURPS Basic Set 3 rd Edition by Steve Jackson<br />

GURPS Compendium I by Sean Punch<br />

Naughty & Dice by Christine & Tim Morgan<br />

Acknowledgements<br />

I would like to extend a special thanks to all of the<br />

people who have contributed to or inspired the contents of<br />

this document.<br />

Ed Gruenwald (Ed Venture)<br />

Gordon Bader III<br />

Jeff Springer (Panthro)<br />

Joseph Montero (Taguiera)<br />

74 of 75


Mike Yaeger<br />

Robb Gorman<br />

75 of 75

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!