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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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Mike Yaeger<br />
Robb Gorman<br />
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