White Box Heroes RPG
White Box Heroes RPG
White Box Heroes RPG
By Salvatore Macri
Cover Art: Rick Hershey Interrior Art: Maciej Zagorski (used with permission), Joe Calkins (used with permission) Proofreading: Cinzia D'Angelo, Lord Kilgore, Jim Adams Suggestions: the Island Kingdom players, Matthew J. Finch, Meepo, Lord Kilgore, NeilFord, Geordie Racer, RandallS, bat, and the rest of the S&W forum-goers Original System and Rules Authors: E. Gary Gygax and Dave Arneson Original Supplemental Material Authors: E. Gary Gygax, Dave Arneson, Joe Fischer, Doug Schwegman, Peter Aronson, Gordon Davidson, Roger Moore, and Ken Rolston System Reference Authors: Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt First Print Edition - June 2009
Companion Productions
Copyright 2009 Salvatore Macri Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch Cover Art: Copyright Rick Hershey, 2008 Rick Hershey, Standard Stock Art: Issue ERSPQC02 by Empty Room Studios Publishing Art: Maciej Zagorski, Copyright Maciej Zagorski, 2006. Stock Art, The Forge Studios. Joe Calkins, Copyright Joe Calkins, 2007 Neither I (Salvatore Macri) or Companion Productions are affiliated with Matthew J. Finch or Mythmere Games
Table of Contents
INTRODUCTION....................................................................1 Additional Godi Spells...............................................20 SUPPLEMENTAL CLASSES.................................................1 The Problematic Raise Dead....................................21 Thief..................................................................................1 Rune Spells...............................................................22 House Rule: Halfling Thief Variant..............................2 Rituals.......................................................................22 Paladin..............................................................................3 The 24 Divine Runes.................................................23 Paladin's Mount...........................................................3 Jester..............................................................................26 Assassin...........................................................................4 Jester Weapons........................................................27 Monk.................................................................................5 Jester Spell List.........................................................27 Druid.................................................................................6 Spell Descriptions (Jester)........................................28 Druid Spell List............................................................7 ORIGINAL CLASSES & RACES..........................................30 Spell Descriptions (Druidic).........................................8 Tunnel-Fighter................................................................30 ADDITIONAL CLASSES......................................................12 Buckler......................................................................30 Ranger............................................................................12 Summoner......................................................................31 Rule Variant: Expanded Favored Foe.......................12 Summoner Spell List.................................................32 Bard................................................................................13 Spell Descriptions (Summoner)................................32 Magical Instruments..................................................14 Demon/Devil Class Type ..........................................35 Illusionist.........................................................................15 Books on Summoning...............................................36 Illusionist Spell List....................................................15 Gnomes..........................................................................36 Spell Descriptions (Illusion).......................................16 Half-Orcs.........................................................................37 The Northern Godi..........................................................20
INTRODUCTION
Welcome to White Box Heroes, a supplement for the Swords & Wizardry: White Box rules from Mythmere Games. White Box Heroes began as an attempt to gather the additional classes from the Supplements and convert them for use with the Swords & Wizardry: White Box rules. With the classes from the Supplements done, I began looking at old periodicals as well as Classic and Advanced products for inspiration. As the number of supplemental classes grew, some in the S&W community expresses a desire to see these classes gathered into a single document, and so White Box Heroes was born. Hopefully the classes presented here will be of use to some, even if only for personal inspiration.
Inclusion of any of these classes is at the Referee's discretion. The Referee should carefully consider what effect including one of the additional classes will have upon his game. As always, the Referee has the final say as to whether or not one of these classes is appropriate for/allowed in his game.
Thief
The Thief is a specialized class adept at subterfuge and pilfering. With skills born from a lifetime of stealing, Thieves are morally Neutral at best if using the Law-Neutrality-Chaos alignment suggestion (S&W p.4). Thieves are, at best, Neutral. The Thief's penchant for larceny tends to make other party members weary of including such a class into the group. The Thief's low HD makes overt martial participation less favorable for this class which prefers to rely on subterfuge and judicious use of backstabing to prevail in combat.
SUPPLEMENTAL CLASSES
The following classes are additional classes which may be used with Swords & Wizardry: White Box rules. These classes were inspired by those found in the first few supplements.
1 2 3 4 5 6 7 8 9 10
1-3 1-4 1-5 1-7 1-8 1-9 1-11 1-13 1-15 1-17
1-2 1-3 1-4 1-6 1-7 1-8 1-10 1-12 1-14 1-16
1-2 1-3 1-4 1-5 1-7 1-9 1-10 1-11 1-13 1-15
1-7 1-7 1-10 1-10 1-10 1-10 1-13 1-13 1-13 1-13
*GMs may allow other characters a 1-3 chance on a d20 to successfully Hear Noises. Referees may allow characters with above average DEX scores (15 to 18) to add thier bonus from Dexterity to the success range given on Table 2. Example: A 1st level Thief with a Dexterity score of 17 (+1 bonus) would have a 4 in 20 chance of opening a lock as opposed to the standard 3 in 20.
chart, to be announced at the start of the adventure. Each day, the Halfling Thief may decide whether he will function as a Fighter or a Thief, adopting the BHB, ST, and Class Abilities of the chosen class. Halfling Thieves may advance up to fourth level in the Fighter class, and 6th level as a Thief. Another option is to allow the halfling greater advancement in the Thief class (up to 8th level). With this option, the halfling advances as a Thief only with all the benefits and limitations granted to the Thief class. In addition, the halfling retains his racial abilities.
Paladin perform any Chaotic act, his status of Paladin will be immediately revoked and may never be regained. The Paladin will thus lose all special abilities gained from the Paladin class and will continue as a normal Fighting-Man. Referees who do not use an alignment system will have to carefully gauge the Paladin's actions to insure he or she does not act contrary to the high morals required to belong to the class. Such strict adherence to lawful tenants makes traveling or adventuring with chaotic party members nearly impossible for the Paladin.
Paladin
Paladin's Mount
HD 4; AC 5[14]; Atk hooves (1d6); Save 15; Move 18; CL/XP 5/240; Special: High intelligence, Trained for combat. Dispel Evil & Detect Evil (9th): At 9th level the Paladin gains the innate abilities to Detect Evil (see 1st level Cleric spell of the same name, S&W p.22) and Dispel Evil (identical to the 5th level Cleric spell of the same name, S&W p.22). Holy Sword: If a Paladin comes to possess a Holy Sword, wielding the divine weapon will make the Paladin immune to spells. Limited Wealth: Paladins are limited to 4 magic items (not including armor and shield and up to 4 weapons). They may keep enough wealth to maintain themselves (and, at higher levels, their men and a modest castle or keep). Any excess wealth is donated to charitable or religious institutions. XP Bonus for Strength: This class bonus is due to a high Strength attribute.
Paragons of virtue, these knightly warriors are a bane to all things evil and unholy. Fighting-Men with a Charisma score of 17 may opt to follow the Paladin class. The decision to follow the path of the Paladin must be made at 1st level and may not be revoked or changed afterwards. In addition to the Charisma requirement, Paladins are also bound to a moral requirement. If using the Law-Neutrality-Chaos alignment suggestion, Paladins must be flawlessly Lawful. Should a
the risk of inciting a violent reactions from onlookers. Onlookers within 10' of an Assassin using a poisoned weapon have a 1-10 on d20 chance of recognizing the poisoned item. This recognition will provoke a ferocious attack from onlookers. Such attacks are made with a +4 bonus to-Hit and damage. Poison used in a more covert manner, such as hidden in food or drink, does not provoke such a reaction as long as the poisoning attempt remains undetected. Thief Abilities (3rd): Assassins may function as Thieves. The chance of an Assassin successfully performing a Thief's special ability is equal to the Assassin's level minus 2. Thus, a 4th level Assassin would have the same chance to Hide in Shadows as a 2nd level thief (1-3 on d20). Magic (10th): Assassins function as Thieves with regards to scrolls (see Thief Class Abilities, Use Scroll above). Cost: The payment an Assassin should demand for accepting a mission is given in the table below. The amount to be paid is based on the Assassin's level. Level 1 2 3 4 5 6 7 8 9 10 Payment per Mission (GP) 750/mission 1,000/mission 1,250/mission 1,500/mission 1,750/mission 2,000/mission 4,000/mission 8,000/mission 16,000/mission 32,000/mission
Assassin
Assassins are paid killers. Even more so than the Thief, the inclusion of this class into an adventuring group will most likely provoke extreme caution and mistrust (or even outright hostility) from the rest of the party members should the Assassin's true nature be revealed. Like the Thief, if using the Law-Neutrality-Chaos alignment suggestion, Assassins are, at best, Neutral. In order to qualify for this class, Dexterity, Intelligence. and Strength need to be 12 or more. An Assassin's Prime Attribute is Dexterity. Elves, Dwarves, and Halflings cannot be Assassins. Assassins may wear leather armor and use shields, and may use any weapons including any magic weapons.
Disguise: Assassin's may disguise themselves through dress and manners. A successful disguise will allow the Saving Throw: Assassins gain a +2 bonus on saving Assassin to conceal his likeness, pass of as a member of throws vs. death and poison. another class, or assume the guise of someone of the opposite sex. An Assassin has a 1-19 on d20 chance of XP Bonus for Dexterity: This class bonus is due to a high successfully disguising himself (1-18 on d20 is disguising as Dexterity attribute. a member of the opposite sex). This roll must be performed 1/day for every day the Assassin wishes to remain disguised. Victims of the disguise with an Intelligence score of 13-18 reduce the Assassin's chance of success by -1. A Wisdom score of 13-18 also reduces the Assassin's chances by -1. For example, a male Assassin trying to pass himself off as a high-born Lady to an astute captain of the guard (both Intelligence and Wisdom 13+) will have a chance of success of 1-16 on d20. Poison: Assassins often make use of poisons to facilitate the completion of their missions. Because of the insidious nature of poison, Assassins spied using such vile tactics run
Additional Experience Points: Upon successful completion of a mission, Assassins receive experience points (in addition to those gained from the assassinated victim) equal to 80% of the gold payed for the mission.
with the exception of armor (which they may not use). Monks may use magic weapons as well as rings but may not use potions or scrolls. Monks may not gain followers or hirelings until they reach 6th level. Afterwards, the Monk may have a number of followers as indicated in the Charisma chart. The Monk gains an additional follower for every level he has attained. These followers are limited to Monks (of the same order as the player character) and Fighting-Men who cannot be of higher level than the Monk's level -1.
Monk Hierarchy At any given time the number of Monks of 7th level and above is limited to 1. When a Monk gains enough experience 8 96,000 6+1 +3 6 points to reach 7th level (or higher), he temporarily gains the abilities of the new level but must seek out and defeat the 9 192,000 7 +4 5 Monk who currently holds that rank (level). These fights need 10 384,000 8 +5 4 not be to the death, and magic may be employed. The loser of such a confrontation drops in number of experience point to the level below. For example, a 7th level Monk wishing to Referees might find it more appropriate in certain situations to reduce the chance of a successful assassination down to a take the place of another 7th level Monk loses his confrontation. His experience points are reduced to 24,000 single roll as opposed to "playing out" the whole (6th level Monk). assassination. GMs who wish to do so may use the table below to determine the chance of success (on a d20) of a planed assassination. A roll equal to or under the number Monk Class Abilities shown, after cross referencing the Assassin's level with the victim's level, indicates a successful assassination. Referees Weapon/Armor Restrictions: Monks may use any should adjust this chance based on the situation. weapons. They may not wear any armor.
Weapon Bonus: Monks fighting with weapons gain a +1 bonus per 2 levels to damage up to a maximum of +5. Unarmed Combat: Monks fighting unarmed have a 1-15 on d20 chance of stunning their opponent (for 2d6 turns) if the number generated to hit is 5 or more than the minimum required. There is a 1-5 on d20 chance that such a blow will kill the victim. In addition, an unarmed Monk gains various abilities, such as increased movement, extra attacks, better unarmored AC, and increased unarmed damage based on level (see Monk Abilities Chart below). Thief Abilities: The Monk possesses the following Thief abilities (with bonus modifiers); Open Locks (+2), Remove Traps (+3), Listen, Move Silently, Hide in Shadows (+2). Climbing: Monks may climb as Thieves. At level 5, a Monk may fall 20 ft. without sustaining damage if a wall is within a reach of 2 ft. to break the Monk's fall. At 8th level the distance fallen increases to 40 ft. and the wall must be within 4 ft. Speak with Animals (4th): At 4th level a Monk may speak with animals. Simulated Death (5th): At 5th level the Monk may simulate death, lowering his heart beat and body temperature. He may remain in this state for d6/level turns. Heal Self (7th): Once per day, the Monk may heal himself of 1d6+1 points of damage. For each level beyond 7th, the Monk adds an additional +1 to the roll.
Monk
Monks are monastic martial artists who strive for physical and mental perfection. Humans with a minimum score of 15 in both Wisdom and Dexterity and 12 in Strength may become Monks. Although Monks prefer unarmed combat they may, if they wish, use any weapons. They may not wear any armor. Monks treat treasure and wealth as Paladins do
Speak with Plants (8th): At 8th level, a Monk may speak with plants. Immunity to Quest (10th): See Quest spell. Quivering Palm (10th): Once per week, by laying his palm upon a creature, the Monk may have the creature die on command. The creature may not have HD greater than the Monks level for this special ability to work. The command to die need not be given immediately, and the Monk can choose to withhold the command for a number of days equal to his level. Saving Throw: A successful saving throw allows the Monk to dodge missiles while a saving throw at -2 penalty allows the Monk to dodge magic missiles. XP Bonus for Wisdom: This class bonus is due to a high Wisdom attribute.
Druid
Druids are neutral Clerics who have retreated from the "civilized" areas of the world to pursue the worship of nature. Human characters of neutral bent possessing a Wisdom of 12 and a Charisma of 14 may elect to become Druids. Druids possess their own spell list (see Druid Spell List) independent of the Cleric's. Druids do not possess the Cleric's ability to Turn Undead but gain their own set of druidic special abilities. Druids may use daggers, sickles/crescent shaped swords (1d6), spears, and slings, and may make use of leather armor and wooden shields. They may use magic items usable by all classes as well as those usable by Clerics (excluding items in written form such as books and scrolls). Druids are devoted to protecting both plant and animal life, punishing those who transgress against either. The Druid's holy symbol is the mistletoe.
*2,1 = 2 attacks first round, followed by 1 attack on the second. 3,2 = 3 attacks first round, followed by 2 attack on the second.
when dealing with fire. Initiate Powers (2nd): At 2nd level the Druid gains the following abilities; identify pure water, identify plants, identify animals, and pass through overgrowth. Shape Change (6th): At this level, Druids may take the shape of a mammal, reptile, or bird. The Druid may shape change up to 3 times per day, but is limited to one type (bird, reptile, mammal) per day. The size of the animals the Druid shape changes into ranges from as small as a raven to as large as a small bear. Changing from one form to another heals the Druid of 1d6 X 10% points of damage previously sustained. Charm Immunity (6th): Druids at this level are immune to charm spells from woodland or water creatures such as dryads. XP Bonus for Wisdom: This class bonus is due to a high Wisdom attribute.
Level1
1 Know Weather 2 Locate Animals 3 Detect Snares & Pits 4 Detect Magic 5 Purify Water 6 Faerie Fire
Level 2
1 Produce Flames 2 Locate Plants 3 Speak with Animals 4 Cure Wounds I 5 Obscuring Mist 6 Create Water 7 Heat Metal 8 Warp Wood
Level 3
1 Pyrotechnics 2 Protection from Fire 3 Call Lightning 4 Cure Disease 5 Hold Animal 6 Plant Growth 7 Water Breathing 8 Neutralize Poison
Level 4
1 Produce Fire 2 Protection f/ Lightning 3 Speak with Plants 4 Walk Through Flora 5 Insect Plague 6 Temperature Change 10' 7 Cure Wounds II 8 Animal Summoning I 9 Hallucinatory Terrain 10 Dispel Magic
Level 5
1 Wall of Fire 2 Control Winds 3 Pass Plant 4 Hold Plant 5 Animal Growth 6 Commune with Nature 7 Anti-Plant Shell 8 Transform I 9 Sticks to Snakes 10 Animal Summoning II
Same as the magic-user spell Commune but must be performed outdoors and the answers received will only pertain to Nature.
Animal Summoning I
Spell Level: Range: Duration: D4 30 ft 1 hour
Control Winds
Spell Level: Range: Duration: D5 120 ft 6 turns + druid level
The Druid summons up normal animals to serve as his allies: 1 creature larger than a man (such as an elephant), 3 animals the size of a man or horse (such as a lion), or 6 animals smaller than a man (such as a wolf). The animals obey the Druids commands.
Animal Summoning II
Spell Level: Range: Duration: D5 30 ft 1 hour
A Druid my employ this spell to increase the force of, or calm, winds within 120' of the Druid. The center-point of the spell's effect is the Druid and follows the Druid's movements. Such affected winds may influence flying creatures and sailing ships (forcing them out of the air or halting their maritime travel). A Control Winds spell cast upon an existing Control Winds spell will negate it. The spell's range is increased to 320 at 10th level.
Create Water
Spell Level: Range: Duration: D2 Close 1 turn per level
Similar to the Druid spell Animal Summoning I except that 2 creatures larger than a man may be summoned, or 6 creatures the size of a man or horse, or 12 animals smaller than a man.
This spell is identical to the 4th level cleric spell Create Food and Drink, but does not create food.
Anti-Plant Shell
Spell Level: Range: Duration: D5 Self 2 hours
Cure Disease
Spell Level: Range: Duration: D3, C3 Touch IImmediate
Similar to the magic-user spell Anti-Magic Shell but instead of Identical to the Cleric's spell of the same name. protecting from spells, it protects against attacks from plants and living vegetables.
Call Lightning
Spell Level: Range: Duration: D3 360 ft 1 turn per level
Cure Wounds I
Spell Level: Range: Duration: D2, C1 Touch Immediate
This spell functions like the Cleric spell of the same name. In order for this spell to occur, the Druid must be within 360' of stormy weather. The lightning bolt inflicts 8d6 + druid level points of damage (GMs may wish to allow a successful saving throw to half the damage). The caster may target anyone within the spell's range. The Druid may call down 1 bolt of lightning per turn. This spell is only usable outdoors.
Cure Wounds II
Spell Level: Range: D4, C4 Touch
Duration:
Immediate
Heat Metal
Spell Level: Range: Duration: D2 30 ft 2 rounds
Detect Magic
Spell Level: Range: Duration: D1, C1, M1 60 ft 20 minutes
This spell is identical to the arcane and clerical spell of the same name.
This spell allows the caster to discover snares, pits, and other outdoor traps.
Heat Metal makes metal extremely warm. This spell affects 1 metal item weighing pound per level of the caster. A creature takes damage if it's holding or wearing equipment that is targeted by this spell. On the first round of the spell, the metal becomes searingly hot to the touch. Heated objects in contact with hands make the hand unusable for 1 day. If another body part (other than hands or head) is affected, the victim will suffer 1d6-4 (minimum 1) points of damage. If the searing metal is in contact with the victim's head, he'll take 1 point of damage and be dizzy. A victim still in contact with the searing metal for a second consecutive round will receive further damage. Hand held objects will render the victim's hand useless for 1d6-2 weeks. Other body parts (other than hands or head) receive an additional 1d6-2 points of damage. A head in contact with heated metal for a second round receives an additional 2 points of damage and the creature affected is struck unconscious for 1d6+1 turns.
Dispel Magic
Spell Level: Range: Duration: D4, M3 120 ft 10 minutes
Hold Animal
Spell Level: Range: Duration: D3 120 ft 1 hour + 10 minutes per level
Faerie Fire
Spell Level: Range: Duration: D1 60 ft 6 turns
Similar to the magic-user spell Hold Monster, Hold Animal affects mammals of up to 200 lb. X druid level, or reptiles, birds, and fish of up to 100 lb. X Druid level.
Hold Plant
Spell Level: Range: Duration: D5 30 ft + 10 ft/druid level 6 turns + druid level
Hallucinatory Terrain
Spell Level: Range: Duration: D4 Touch Immediate
Similar to the Magic-User spell Hold Monster but affects living, magical or animated plants. This spell affects both treants and fungoid life forms.
Insect Plague
Spell Level: Range: Duration: D4, C5 480 ft 1 day
This spell creates an illusionary forest covering an area of 30 ft . X 30 ft. per Druid level. Creatures within this area will absolutely believe they are in a forest, acting and reacting appropriately to their surroundings. A Referee may wish to allow victims of this illusion a saving throw to see through the illusion. Other Druids, magical woodland creatures, and treants are never fooled by this hallucinatory forest. A Dispel Magic or a reversal of Hallucinatory Terrain will dispel this illusion.
Know Weather
Spell Level: Range: D1 2 miles X 2 miles/ druid level
Duration:
Immediate
exists within the range of the spell, then the spell fails and the Druid simply re-emerges from the starting tree.
The Druid may forecast the weather in a given location (see range) with a chance of accuracy of 1-19 on d20. The forecast is for the next 12 hours.
Plant Growth
Spell Level: Range: Duration: D3, M4 240 ft Permanent
Locate Animals
Spell Level: Range: Duration: D1 60 ft + 10 ft per druid level 1 round per level
This spell is similar to the Locate Object spell but deals with animals as opposed to objects.
Produce Fire
Spell Level: Range: Duration: D4 30 ft 1 turn
Locate Plants
Spell Level: Range: Duration: D2 60 ft 20 minutes
This spell creates fire covering an area of 10 ft . X 10 ft. This spell may be reversed to extinguish fires covering the same area.
This spell is similar to the Locate Object spell but deals with plants as opposed to objects.
Produce Flame
Spell Level: Range: Duration: D2 Caster 2 turns per level
Neutralize Poison
Spell Level: Range: Duration: D3, C4 Referee's discretion 10 minutes
This spell allows the Druid to produce a small flame in the palm of his hand which illuminates as a small lantern. The flame may be hurled up to 30 ft. It may cause inflammables to combust.
Obscuring Mist
Spell Level: Range: Duration: D2 20 ft 1 turn per druid level
A misty vapor arises around the Druid. It is stationary once created. The vapor obscures all sight beyond 5 ft. The cloud covers 100 cubic feet per Druid level.
Pass Plant
Spell Level: Range: Duration: D5 480 ft 10 minutes
If cast upon a non-Druid, this spell renders the target invulnerable to normal fire. If cast upon a Druid, this spell also protects from magical fire, but such magical flames will immediately cancel the spell on the next turn.
Use of this spell allows the Druid to enter one tree and emerge from another of the same species. The base distance traveled this way is 480 yards + modifier based on the type (Oak +120 yards. Ash, yew, linden, and elm -120 yards. Other deciduous trees -180 yards. Coniferous trees -240 yards). The tree's girth must be large enough to engulf the Druid. Travel must be from one living tree to another. If no such tree
This spell negates the effects of electrical attacks. The spell ceases after such an attack.
Purify Water
Spell Level: D1
10
Range: Duration:
This spell is identical to the clerical spell Purify Food and Drink but is limited to water.
Pyrotechnics
Spell Level: Range: Duration: D3 240 ft 1 hour
The caster creates either fireworks or blinding smoke from a normal fire source such as a torch or campfire. The Referee will decide exactly how much smoke is produced, what effect it has, and what happens to it as its produced, but the amount of smoke will definitely be more than 20 cubic feet.
This spell allows the Druid to pass through thick/dense vegetation. This "doorway" (3 ft. X 6 ft.) is usable only by the caster, but another Druid or a dryad may follow. This spell may also be used to pass through solid trunks. The Druid may decide to stay within the truck for up to the duration of the spell as an effective way to hide from others.
Wall of Defense I
Spell Level: Range: Duration: D5, M4 120 ft 10 minutes
This spell is identical to the 2nd level Cleric spell of the same name.
Warp Wood
Spell Level: Range: Duration: D2 30 ft 1Permanent
Sticks to Snakes
Spell Level: Range: Duration: D5, C4 120' 1 hour
This spell allows the Druid to cause straight wooden shafts to bend. This spell affects an amount of wood equal to 1 spear shaft or 6 arrows per 2 Druid levels.
Water Breathing
Spell Level: Range: Duration: D3, M3 30 ft 2 hours
Allows the Druid to vary the temperature in a given area (10 ft. radius) by +/- 50 degrees. Mistletoe is required to cast this spell.
Transform I
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ADDITIONAL CLASSES
The following classes were inspired by classes culled from various sources, such as old periodicals, or later incarnations of the game. As always, the Referee has the final say with regards to any supplemental class' inclusion into his game.
Track (Outdoors): A Ranger has a 1-18 on a d20 chance of successfully tracking prey (animal, monster, or humanoid) outdoors. The chance of success decreases by 2 for each day old the tracks or signs are. Tack (Indoors): Rangers may use their tracking ability to track prey indoors as well (including in dungeons). In order to track a prey indoors, the Ranger must have observed the prey no more than 6 turns previously. The chance of successfully tracking the prey (on a d20) depends on the action the monster takes. Monster's Action Goes down a passage Goes through a door Goes throough a trap door Goes through a secret door Goes through a chimeny Chance to Track (d20) 1-13 1-11 1-10 1-6 1-8
Ranger
These hunters and woodsmen are a sub-class of FightingMen. In order to qualify or the Ranger class, both INT and WIS scores must be at least 12, and CON must be 15 or more. In addition to these requirements, a Ranger is expected to act in a lawful manner at all times. Should the Ranger's actions shift his alignment from lawful to Neutral or Chaotic, he will lose all Ranger benefits and abilities and will become an ordinary Fighting-Man. A Ranger's Prime Attribute is STR. If not specified otherwise, Rangers perform as Fighting-Men.
Alertness: Rangers reduce their chance of being surprised by half. Example; if the Referee declares the chance of being surprised by a particular ambush is 50%, the Ranger's chance of being surprised is decreased to 25%. Favored Foe: When fighting giant class foes, Rangers gain a bonus to their damage equal to their level.
12
Special Type (d20) 1-5 6-8 9-11 12-15 16-17 18-19 20 Ranger level 1d4+2 Unicorn Pegasus Werebear (lawful) Hill Giant Stone Giant Gold Dragon
5th 6th 7
th
song. Bards also possess some class abilities in common with other classes such as the Magic-User's spell casting ability and the Thief's thieving abilities (see Thief, above). To qualify for the Bard class, a character must have a STR and INT score of at least 9, and a CHA of at least 13. Bards with a DEX score below 9 see their thieving abilities halved. A Bard's Prime Attribute is CHA. At the Referee's discretion, Elves, Dwarves, and Halflings may become Bards but may not progress beyond 8th level. Bards may use any magic items usable by Fighting-Men, Thieves, and those usable by all classes.
Establish Stronghold (9th): A Ranger may establish a stronghold at 9th level much like the Fighting-Man. XP Bonus for Dexterity: This class bonus is due to a high Dexterity attribute.
Ranger Disadvantages
In addition the the special abilities possessed by this class, Rangers also possess certain disadvantages and limitations. Limited Wealth: Rangers may only own what they can carry with them, donating any excess to a worthy cause. Solitary and Self Sufficient: No more than two Rangers may operate together. Rangers will hire neither servants nor men-at-arms.
Bard
Part skald and part minstrel, the Bard is both a master musician and a keeper of legends and lore. Bards are knowledgeable in many areas and the ancient legends and obscure lore studied by the Bard gives this class insight into many things. In addition, by way of their great musical prowess, Bards may influence an audience through music or
13
party. A Bard may use his charm ability once per day per level. Suggestion: While a Bard has an audience charmed, he may attempt to implant a suggestion within the audience's subconscious. This suggestion acts in a similar manner to the arcane spell Suggestion. Victims are afforded a chance to save versus the suggestion. A successful save will result in the victim detecting the attempted suggestion and will most likely attack the Bard and his party. Lore: A Bard's Lore ability (see Bard Abilities table) gives the Bard's chance, on a d20, to use his wealth of knowledge of ancient legends and lore to discern the properties of magic items, as well as knowledge of locales and legends outside the dungeon. When trying to discern the properties of magic items he cannot use, the Bard's chances are halved. The lore ability isn't simply limited to discovering the properties of magic items but can be used to glean information on anything that knowledge of legend and ancient lore might assist. The Referee should assign a penalty to the bard's chance of success based on the obscurity of the information sought. Languages: A Bard may speak a number of additional languages equal to his INT score. Followers: Starting at 3rd level, and every 3 levels afterwards, Bards attract followers to follow him on his journeys. The table below gives what level followers the Bard attracts as well as the class of the followers. Bard Level 3 6 9 Roll (d20) 1-6 7-11 12-15 16-18 Followers 1 first level +1 second level +1 third level Follower's Class Bard Druid Fighting-Man Thief
Magical Instruments
The following are magical instruments are usable by Bards.
Magical Harp: This harp adds + 2 to the Bard's chance of successfully charming an audience. In addition, this harp 19-20 Magic-User possesses 3 songs which can each be played once per day. At fifth level, and for each 3 levels afterwards, the Bard may Although a Bard's followers do not need to be paid, when one play the songs one extra time per day. The first song playable on this magic harp is one of protection and is dies, the follower is not replaced. identical to an arcane Protection from Evil spell. The second XP Bonus for Charisma: This class bonus is due to a high song produces effects similar to a Shield spell. The third song mimics a Continual Light sell. A Bard must be of 2nd Charisma attribute. level or higher to play this harp. 1st level Bards attempting to do so receive 1d6 points of damage. Magical Harp, Greater: This harp adds + 4 to the Bard's chance of successfully charming an audience and possesses all the songs of the lesser harp. In addition, the greater magical harp possesses 2 additional songs. The first turns the Bard invisible for as long as he is playing (note that the sound of the harp playing will be heard while invisible, which
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will seem to others as if the music is coming out of thin air). The second song produces effects identical to an arcane Strength spell. Like the first song, the effects of this strengthgiving melody cease once the Bard stops playing (either willingly or through interruption). The two songs of the greater harp are playable once per day. At eighth level the Bard may play the songs one extra time per day. Bards of less than fifth level who attempt to this this harp suffer 3d6 points of damage. Magical Lyre: This magic instrument adds + 6 to the Bard's chance of successfully charming an audience. It possesses all the songs from both the magical harp and the greater magical harp. In addition, the magical lyre possesses 2 additional songs which can each be played once per day. When reaching 10th level the Bard may play the songs one extra time per day. The first song playable on the magic lyre allows the Bard to fly as if affected by a 3rd level magic-user Fly spell. The effects last for 1d6 turns +1 turn per Bard level, or until the Bard stops playing (either willingly or through interruption). The second song produces effects identical to a Dispel Magic spell (use the Bard's level to determine the chance of success). A Bard must be of 8th level or higher to play this lyre. Lower level Bards attempting to do so receive 5d6 points of damage.
Illusionist
Illusionists are a Magic-User sub-class who specialize in magical illusions. An Intelligence and Dexterity of 15 are required to qualify for this class. An Illusionist's prime requisite is Intelligence. Illusionists may only employ illusionist scrolls, Crystal Balls, and certain wands (fear, paralyzation, illusion, and magic detection). Illusionists possess their own spell list (see Illusionists Spell List) independent of the Magic-User's.
3 4 5 6 7 8 9 10
Level1
1 Phantasmal Force I 2 Light (Dark) I 3 Wall of Fog 4 Change Self 5 Reflection 6 Hypnotize 7 Detect Invisibility
Level 2
1 Phantasmal Force II 2 Invisibility I 3 Fog 4 Blind 5 Misdetection 6 Hypnotic Pattern 7 Detect Magic 8 Deafness
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Level 3
1 Invisibility II 2 Fear 3 Phantasmal Force III 4 Light (Dark) II 5 Paralyze 6 Non-Detection 7 Hallucinatory Terrain
Level 4
1 Invisibility III 2 Massmorph 3 Shadow Monster I 4 Shadow Magic I 5 Creation I 6 Emotions 7 Confusion 8 1st lvl M-U spells
Learning this spell allows the Illusionist to learn and use all 1st level Magic-User spells. He must seek these spells in the same manner as Magic-Users.
Level 5
1 2nd lvl M-U spells 2 Project Image 3 Summon Shadow 4 Creation II 5 Chaos 6 Shadow Monster II 7 Shadow Magic II 8 Create Specter
Learning this spell allows the Illusionist to learn and use all 2nd level Magic-User spells. He must seek these spells in the same manner as Magic-Users.
Blind
Spell Level: Range: Duration: I2 80 ft Until dispelled or removed by caster.
On a failed save, this spell causes blindness in a victim. The blindness will remain until it is either dispelled or removed by the caster.
Change Self
Spell Level: Range: Duration: I1 Self 10 + level + 1d6 turns
This illusion makes the caster appear to be a different creature. The illusionary guise must share the same general size and shape as the Illusionist.
Chaos
Spell Level: Range: Duration: I5 120 ft Concentration
This spell affects a 30 ft .X 30 ft. area. All those caught within the affected area will become confused until they leave the area. High level Fighting-Men and Illusionists are not affected by this spell.
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Create Specter
Spell Level: Range: Duration: I5 Near caster Permanent
Detect Magic
Spell Level: Range: Duration: I1, M1, C1 60 ft 20 minutes
This spell is used to raise a deceased person, causing him to become a specter with HD equal to 1/2 the deceased character's level (rounded up). The deceased character must have been at least 2nd level in order to be raised as a specter. The specter is raised with both its mind and memory intact. The specter does not come under the control of the illusionist and retains its independence. In order for this spell to work, the deceased must be raised within a number of turns equal to or less than 24 + 6 X Illusionist's level.
Emotions
Spell Level: Range: Duration: Battle Lust: I4 180 ft Concentration Makes targets fight as Berserkers (+1 to-Hit, +3 damage, and +5 temporary HP). Battle Lust may be countered by Fear. When used, it's effects are variable (d20 roll). A result of 1-4 = hate any enemy, 5-8 means the targets hate each other, 9-14 = hate both each other and any enemy, 15-16 = hate themselves (committing suicide), 17-20 = hate the caster. A person under the influence of Hate will attack whoever the dice roll indicates. Causes immunity to fear.
Creation I
Spell Level: Range: Duration: I4 Touch 4 + illusionist level in days Hate:
Creation allows an IIlusionist to create materials up to a hardness comparable to wood (much like a Djinn). The total amount of weight an Illusionist may create in a day equals 5 pounds X the level of the Illusionist.
Creation II
Spell Level: Range: Duration: I5 Touch 4 + illusionist level in days
Bravado:
Fear
Spell Level: Range: Duration: I3 180 ft Level + 1d6 turns
Similar to Creation I except the amount of material created in a day has a maximum weight of 15 pounds X the level of the Illusionist.
Deafness
Spell Level: Range: Duration: I2 80 ft Until dispelled or removed by caster.
This spell causes creatures who fail their saving throw to flee. The spell will affect 5d6 first level types, 4d6 second level, 3d6 third level types, 2d6 4th level, 1d6 5th level types, or 1d6-2 6th level types.
Fog
Spell Level: Range: Duration: I2 Mover 6 ft / minute 1 hour
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This magical fog acts in a similar manner to a Cloudkill except it simply obstructs vision as opposed to poisoning its victems. Fog is affected by winds in the same manner as Cloudkill is.
Hallucinatory Terrain
Spell Level: Range: Duration: I3, M4 240 ft Until touched or dispelled
Light (Dark) I
Spell Level: Range: Duration: I1, M1, C1 60 ft 1 hour + 10 min/level
Hypnotic Pattern
Spell Level: Range: Duration: I2 120 ft Concentration + 1d6+3 turns
Light (Dark) II
Spell Level: Range: Duration: I3, M3, C3 120 ft Permanent until dispelled
Conjures up a magical pattern before the Illusionist that will hypnotize all onlookers (save negates). Those ensorcelled by the hypnotic pattern will be held motionless. The spell affects 4d6 1st levels victims, 3d6 second level, 2d6 3rd or 4th level victims, or 1d6 victims of 5th or 6th level.
Massmorph
Spell Level: I4, M4 240 ft Until negated or dispelled Range: Duration:
Hypnotize
Spell Level: Range: Duration: I1 120 ft Until dispelled
This spell acts in a similar manner to the arcane spell Charm Person. Victims must be looking into the Illusionist's eyes in order for this spell to have an effect. Due to the powerful nature of this spell, victim's suffer a penalty of 2 to their saving throw when attempting to resist a Hypnotize spell.
Misdetection
Spell Level: Range: Duration: I2 120 ft 10 minutes
Invisibility I
Spell Level: Range: Duration: I2, M2 240 ft Until dispelled or an attack is made
This spell causes any detection spells (Detect Invisibility, Detect Magic, Detect Thoughts) to malfunction.
Non-Detection
Spell Level: Range: Duration: I3 Self 2 turns/level
Invisibility II
Spell Level: Range: Duration: I3, M3 240 ft Until dispelled or an attack is made
Prevents any detection spells from working on the Illusionist. This spell also negates detection through magic items such as Crystal Balls.
Paralyze
Spell Level: Range: I3 180 ft
Invisibility III
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Duration:
This spell paralyzes its targets. The number of creatures affected is equal to twice the Illusionist's level in HD. A successful save negates this effect.
Phantasmal Force I
Spell Level: Range: Duration: I1, M2 240 ft Until negated or dispelled
This spell allows the Illusionist to cast semi-real offensive spells which mimic the following real offensive spells; Lightning Bolt & Fire Ball Wall of Defense I Death Spell Do 1d6 points of damage for every 4 illusionist levels. 1d6 - 2 +1/every 4 illusionist levels. Affects 1d8 creatures of 1 HD.
Phantasmal Force II
Spell Level: Range: Duration: I2 240 ft Until negated or dispelled
Shadow Magic II
Spell Level: Range: Duration: I5 Same as mimicked spell Same as mimicked spell
Similar to Phantasmal Force I, this more powerful version of the spell allows the Illusionist to move about while employing the spell. In addition, the spell remains in effect for 3 turns after it has been negated.
Shadow Monster I
Spell Level: Range: Duration: I4 30 ft 1 round/level
This spell allows the caster to conjure semi-real monsters. Monsters summoned have 20% the number of HD of the Similar to Phantasmal Force II, this more powerful version of original (Original HD X 0.2. Any score of less than .4 is the spell allows the Illusionist to include sound, small, and rounded down, and any fraction of .4 or greater is rounded up temperature to his illusion. Unlike the lesser Phantasmal to 1 hit point). Shadow monsters have an AC of 9 [10], and Forces, this version is not destroyed by touch. In addition, the do not possess any of the original monster's special abilities spell remains in effect for 5 turns after it has been negated. (unless the victim believes the shadow monster is real). The illusionist may conjure a number of monsters whose combined original HD is/are equal to the Illusionist's level. Project Image Shadow Monsters take double damage from silver weapons. Spell Level: I5, M6 Range: Duration: 240 ft 1 hour
Shadow Monster II
Spell Level: Range: Duration: I5 30 ft 1 round/level
Reflection
Spell Level: Range: Duration: I1 80 ft 1 turn
Same as Shadow Monster I, but the shadow monsters summoned are have 40% of the original creatures HD. Also, their AC is increased to 8 [11]. With this version of the spell the Illusionist may conjure a number of monsters whose combined original HD is/are equal to the Illusionist's level X 1.5.
This spell acts as a mirror to counter the Petrifying Gaze of certain creatures such as Medusas or Basilisks.
Summon Shadow
Spell Level: I5
Shadow Magic I
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Range: Duration:
properly use a shield (adjust AC accordingly). In addition, this exhaustion reduces the target's Move by half.
Similar to an Invisible Stalker spell, but summons Shadows instead. The number of Shadows summoned is equal to 1 + 1 per level over 5.
Odin's Spear
Spell Level: Range: Duration: G2 150 ft Immediate
Wall of Fog
Spell Level: Range: Duration: I1 60 ft Concentration
The Illusionist creates an opaque wall of fog that blocks vision. The caster may choose to create the wall in a straight line running 60 ft. in length and 20 ft. in hight or a circular wall with a 15 ft. radius, also 20 ft. in hight.
A magical spear flies where the caster directs, with a range of 150ft. There are two versions of this spell, and your GM will specify which version is available in his campaign: in the first version, the godi must roll to hit the target with a +1 bonus to the roll. The divine spear inflicts 1d6+1 points of damage. In the second version of the spell, the spear hits automatically, doing 1d6-1 points of damage. The godi may cast an additional two spears for every 5 levels of experience. Thus, at fifth level, the godi is able to hurl 3 spears, and 5 spears at 10th level.
Thor's Hammer
Spell Level: Range: Duration: G2 Touch 10 rounds
When cast upon a war hammer, this spell adds a +2bonus to Hit and damage. If cast on any other weapon (including fists) the bonus is +1. Weapons affected by a Thor's Hammer spell give off a magical glow and may damage creatures only affected by magic weapons.
Berserker
Spell Level: Range: Duration: G2 Touch 10 rounds
The recipient of this spell (either the Godi, or another) becomes infused with a berserk battle-lust. For the following 10 rounds, those under the influence of a Berserker spell gain an extra attack each round. At the end of the spell's duration, the target is exhausted for 3 turns. During this exhaustion period, all attacks upon the the target receive a +2 bonus. The target of the spell is also too exhausted to
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that bringing these non-warriors back to life means stealing them from the Courts of Hel. Before a Raise Dead spell can be performed on noncombatants, the Godi must roll under the deceased subjects CHA score. A success means that the Godi deems the deceased worth the risk of attracting Hel's attention. The Referee may allow a modifier to this roll to reflect any bond of affection the godi might have towards the deceased (like a fellow adventurer).
In order for this spell to succeed, the Godi must perform the appropriate ritual (see below). Once properly inscribed, the rune may be activated with an Activate Divine Rune spell. The maximum number of divine runes the Godi may have inscribed at one time is equal to the number of 2nd evel spells he may cast (with a minimum of 1). For example, a seventh level Godi may have up to a maximum of 2 divine runes inscribed at one time. Inscribing more runes than the permitted limit will result in all runes currently inscribed to lose their magical properties and the current Inscribe Divine Rune ritual is ruined.
Rune Spells
Through the use of Rune Spells, along with the appropriate rituals, Godar may access the powers of divine runes. A Godi may use the Inscribe Divine Rune spell to place a divine rune upon an object, thus turning a mundane item into a magical item. To properly inscribe the rune, the Godi must have learned the rune through a Learn Divine Rune spell and must have performed he appropriate ritual. An Activate Divine Rune spell will activate the inscribed rune.
Through this spell the Godi may learn one of the 24 divine runes. This spell must be accompanied by the proper ritual (see below) in order to be effective. Each use of this spell The following spells (Rune Spells) are used by Godar to results in a permanent loss of 1 hit point. A successful Saving learn, harness, and master the powers of the 24 divine runes. Throw negates the HP loss. Rune Spells are available only to Godar, or Clerics converted to the worship of the northern pantheon. When a Godi is created, he does not begin play with any runes known. Knowledge of each divine runes must be acquired through play, in one of two ways. The Godi may find a fellow Godi who knows a rune and is willing to teach the character via the Learn Divine Rune Ritual, or the Godi may learn a rune by having an item at the ritual bearing the rune sought already properly inscribed (with the Inscribe Divine Rune spell).
Runic Divination
Spell Level: Range: Duration: G2 Touch Immediate
This spell allows the Godi to activate 1 divine rune that has been inscribed by a Godi (either himself or another) with an Inscribe Divine Rune spell. Activate Divine Rune will activate one of the various powers inherent in a divine rune. The specific power invoked must be specified before casting.
In order to use this spell, the Godi must possess a set of tiles depicting the 24 divine runes. These tile must be crafter by the Godi on material ranging from wood, stone, bone, or any other appropriate material. After casting this spell while throwing the tiles, the Godi interprets the throw in the hope of finding a divine answer to 1 question. This spell's effect is similar to the clerical Commune spell (see S&W:WB p.20). Unlike the Commune spell, Runic Divination is limited to 1 question, and does not carry the "once per week" limitation that Commune does. The Referee will determine the effects of this spell. It should be noted that the northern gods are a fickle lot, and will most likely tire of constant pleading for answers or overly frequent demands on their time. The Godi needs to tread lightly when making such demands for information, least he angers the gods.
Rituals
The following rituals must be performed to ensure the success of their associated runic spells. Failing to perform the rituals, or failing to perform them successfully, will result in negating the effects of the associated rune spells.
This spell will allow the Godi to inscribe a learned rune upon an object. The rune inscribed must be one that was previously learned by the Godi via a Learn Divine Rune spell.
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In order to properly inscribe a divine rune, the tools to be used, the object upon which the rune is to be inscribed, as well as the Godi himself, must all be ritually purified before the actual inscription. This purifying ritual takes 2d6 hours to perform. Following the purifying ritual, the godi may proceed with the inscription ritual, dedicating the object being inscribed to the god or gods. This inscription ritual takes 3d6 hours to perform, after which, the Inscribe Divine Rune spell is cast. Both the purifying and inscription rituals must be uninterrupted. Any disturbance during these rituals will disrupt the ritual and render the Inscribe Divine Rune spell ineffective.
u
Urur
This rune represents strength of wild beasts. 1. Causes one hostile wild animal to remain immobile. 2. Gives the Godi the strength of a bear (STR 18). 3. Causes all attackers within 30 ft to attack the Godi instead of others.
T
Thurs
This rune is the symbol of giant-kind. 1. Causes one giant to remain immobile. Giant may save every round to negate the effect. 2. Giantish creatures will have a favorable reaction towards the Godi. 3. The Godi grows to the size of a hill giant, acquiring all the giant's abilities. The Godi also acquires the giant's stupidity, brutality, and savagery (if alignment is used, the Godi will treat his alignment as Chaotic).
A
Ansuz
This rune is associated with the gods. 1. Grants a +2 to all saves. 2. Acts as a Protection from Demons scroll (S&W:WB p.55). 3. Reveals the true appearance of any supernatural creature or god.
Fehu
This rune signifies wealth, usually in the form of cattle owned. 1. Detect treasure within a 90 ft radius. 2. Indicates direction to a specific treasure. 3. Shields treasure from magical detection.
Raido
This rune signifies travel, riding, and the journey. 1. For 6 hours, the Godi may travel hard without being fatigued, and ignores the effects of any adverse weather conditions. 2. The Godi does not get lost, and ignores any negative effect to his sense of direction brought about by darkness or weather. 3. Any hostile creature coming within 100ft of the sleeping
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Kenaz
This rune is associated with fire, warmth, torches, and wildfires. 1. The rune burns like a torch. Heavy rain will not put it out, but if the rune is totally submerged in water, the torchlike light will be extinguished. 2. The rune will burn intensely. If it strikes an opponent, the rune will inflict 2d4 points of damage.
Naudiz
This rune represents danger, and the fortune to avoid it. 1. Confers a +2 bonus to saving throws. 2. Doubles the Godi's MOVE for the duration of the rune. 3. Once during the rune's duration, the godi may delay the effects of a single attack. The results of the delayed attack are applies at the end of the rune's duration. The godi must specify which attack is delayed, and this before the opponent's hit and damage rolls are made.
Gebo
The rune of gifts and giving. It signifies generosity and hospitality. 1. Will cause intelligent creatures to respond favorably o request for food and shelter. 2. Causes vengeful people to respond positively to offers of compensation or weregild for an offense or injury.
i
Isaz
This rune symbolizes ice and cold. 1. Causes 10 ft X 10 ft of surface water to freeze. The newly formed ice may support the weight of a man. If cast on moving water, the frozen section becomes an ice raft, moving with the current. The ice melts in 2d6 rounds after the rune's duration. 2. Creates a small hail storm centered around the Godi (10 ft radius). All within a 10 ft radius of the Godi suffer 2d6 damage (save halves damage) each round they are in the area of effect. The Godi suffers no damage from the hail.
w
Wunjo
This is the rune of joy. 1. Causes all intelligent creatures within a 20 ft radius to stop fighting. A successful save is required to resist this effect. 2. Causes 1 person to react favorably to a request for aid.
j
Jeran
This rune is associated with harvest time. 1. Will inform the Godi if specified plants and animals are edible or poisonous. 2. Within a range of one mile, the rune will direct the Godi to plants posessing magical or medical properties.
h
Hagla
This rune embodies the destructive side of nature. 1. Creates a lightning bolt, similar to the Magic-User spell, but does a fixed 3d6 of damage. A successful save halves damage. 2. Creates a small but violent storm centered around the Godi. All within a 20 ft radius of the Godi must succeed in a saving throw or be unable to act. The save is made
c
Ihwaz
This rune is associated with tracking, snaring, and hunters. 1. If inscribed upon a sling or bow, the rune will impart a +2 bonus to hit.
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2. The Godi may track any creature, regardless of terrain or weather conditions (up to the rune's duration).
duration. 2. An opponent failing a save will run in fear when confronted by the rune bearers might.
p
Pethro
This is the rune of concealment. 1. The Godi is aware of the presence of invisible beings within a 60 ft radius, but cannot see them. 2. Produces effects identical to a Magic-User Invisibility I spell. Duration is identical to the Invisibility I spell, up to 10 rounds. After 10 rounds, the invisibility ceases.
Berkanan
This rune signifies durability and vitality. 1. If unarmored (shield may still be used), treat the subject's AC as if it were 6[13] (+ shield, if any). 2. The Godi is healed of 2d6 damage. May only be used once per 10 round duration. 3. The Godi takes half damage from and magical, damage-inflicting attack.
q
Algiz
This is the symbol of the elk. This rune represents protection. 1. The Godi receives +3 to any saves versus magic or spells. 2. If inscribed on a weapon, the weapon may automatically parry 1 attack during the activated rune's duration. The specific attack to be parried must be declared before the opponent rolls to hit or damage. 3. If inscribed on a shield, grants a bonus of -1 [+1] to AC.
Ehwaz
This rune is associated with horses and equestrian mastery. 1. Attacks preformed from horseback receive a +1 bonus. 2. A designated steed may have its MOVE doubled for the duration of the rune (10 rounds). 3. A rider will gain a -1 [+1] bonus to AC while on horseback.
s
Sowelo
This rune is associated with the sun and represents healing and good health. 1. A healing spell cast by the Godi will cure the maximum amount of hit points. This cancels the rune's activation. 2. May be used to identify potions that heal, or those that possess other beneficial medical properties.
m
Mannaz
This is the rune of knowledge and wisdom. 1. Produces effects identical to a Read Languages spell (Magic-User). 2. The godi may rip the answer to 1 question out of a victim's mind, provided the victim knows the answer to the question. The victim is afforded a saving throw to negate the effects of this runic power. 3. Acts as a Locate Object spell with a fixed duration of 10 rounds (or until the object is located, whichever occurs first).
Tiwaz
This is the rune of war and might. 1. If inscribed on a weapon, the rune-inscribed weapon will inflict maximum damage and hit automatically (no roll to hit). May be used once during the rune's 10 round
Laukaz
This rune is associated with water.
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1. Allows the Godi to breath underwater for up to 10 rounds. 2. Allows the Godi to float in water, regardless of weight carried or encumbrance. 3. If carved upon a sailing vessel, the rune will protect the ship from shipwreck for up to 10 turns.
trademark, along with a host of special abilities that complement the class' calling. Jesters may use clubs, daggers, had axes, slings, staves, and swords (short and normal). They may also use two weapons exclusive to the class; the jester's scepter and laughing gas balls (see below), and may wear leather armor.
N
Ingwaz
This rune signifies growth. 1. Allows 1 animal to double in size. The animal's HP and damage are doubled and its MOVE is halved. After the rune's duration, the targeted animal reverts to its normal size. 2. Causes the surrounding plant-life around the godi to grow to monstrous proportions and encase the Godi. Anyone wishing to get to the Godi must first contend with the monstrous plant-barrier (AC 4[15]; HD 3d6).
d
Dagaz
This rune is associated with the day. 1. Illuminates an area of 200 ft radius. This effect is unaffected by magical darkness. 2. Acts in a similar manner to a Dark Vision spell for up to 10 turns.
O
Othala
This rune signifies nobility. 1. Acts in a manner identical to the Magic-User Charm Person spell. 2. Similar to a Suggestion spell, but the duration is only 10 rounds.
Jester
Clowns, Jokers, Tricksters, and Harlequins all fall under the Jester class. This absurd class lives by its wits, quick tongue, and ability to entertain, bedazzle, and influence an audience's mood. Comedy and mirth are the jester's
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XP Bonus for Dexterity: This class bonus is due to a high Dexterity attribute.
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Jester Weapons
Jester's Scepter: A Jester's Scepter resembles a rod topped with a sculpted, weighted head. The head of the weapon is usually crafted in the likeness of something fanciful, like a bell-capped jester's bust. A jester's scepter is treated as a mace in combat (see S&W:WB equipment list). Laughing Gas Balls: Small glass balls containing mystical laughing gas. When thrown, the glass ball shatters, releasing the laughing gas which affects 1 person. Victims failing their saving throw succumb to uncontrollable laughter which lasts for 1d4 rounds. During this time, the victim may perform no actions other than moving at 1/2 their normal pace. Laughing gas balls may only be purchased from Jester Academies, Clown Schools, certain circuses, and sometimes through a thieves guild. The cost for 1 laughing gas ball is around 15gp (depending from who they are purchased).
1 2 3 4 5 6 7 8 9 10
Level1
1 Charm Person 2 Sleep 3 Charm Animal 4 Giggle 5 Contortion 6 Beffudling Pun
Level 2
1 Magic Mouth* 2 Mirror Image* 3 Joke 4 Pyrotechnics* 5 Uncanny Contortion
Level 3
1 Hold Person 2 Suggestion* 4 Rope Trick*
Level 4
1 Belly Aching 2 Confusion 4 Extended Joke
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Level 5
1 Feeblemind 2 Gut Busting Joke 3 Greviouse Insult
Range: Duration:
Confusion (Arcane)
Spell Level: Range: Duration: J4, M4 120 ft 2 hours
The Jester utters a clever pun which, on a failed save, causes the victim to stand inert for 1 turn as he contemplates the esoteric pun.
Contortion (Jester)
Spell Level: J1
Range: self Causes a victim to laugh uncontrollable for a number of Duration: 1 turn or until Jester attacks rounds equal to 1d6 + Jester's Level. A successful save from a victim of 4 HD or less will half the duration. If the victim possesses more than 4 HD, a successful save will negate the The jester may magically contort his body, avoiding attacks for 1 turn. An attack by the Jester during the spell's duration spell's effect. will nullify the spell. During this time, the jester is treated as having an AC of 1 [18].
Renders Clerics ineffective for 1d6 rounds due to embarrassment (no save). Acts as a Giggle spell on nonclerics.
Extended Joke lengthens the duration of another Jester spell by 50%. Only Jester spells of level 1-3 can be affected by Extended Joke.
Feeblemind (Arcane)
Spell Level: Range: Duration: J5, M5 240 ft Permanent until dispelled
Identical to the Magic-User spell Charm Person, but affects normal (non-magical) animals instead of humanoids.
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Giggle (Jester)
Spell Level: Range: Duration: J1 20 ft 1d6 rounds
This spell affects thinking creatures of 1 or 2 HD within 20 ft of the Jester. Those failing their saving throw are overcome with an uncontrollable case of the giggles which lasts 1d6 rounds. While in this state, victims suffer a -2 to-Hit due to the distracting nature of their condition.
This enchantment is set upon an object, and the magic is triggered when certain conditions established by the caster are met. When that happens, a mouth appears on the object and speaks the message it has been commanded to speak. The message may be up to 30 words long.
This spell will have one of two effects upon it's victim. It will either cause the victim of the spell to flee in embarrassment, or it will send the target into such a fit of rage that he'll attack the Jester. There is an equal chance that the target's reaction will be embarrassment or rage (50% chance each).
The spell creates 1d6-1 (minimum of 1) images of the caster, acting in perfect synchronization with him like mirror images. Attackers cannot distinguish the images from the caster, and may attack one of the images instead of the caster himself (determine randomly). When a hit is scored upon one of the images, it disappears.
Pyrotechnics (Arcane)*
Spell Level: Range: Duration: J2, M2 240 ft 1 hour
Identical to the Jester's Belly Aching spell. In addition, 1d6-1 points of damage are inflicted on the target per round of uncontrollable laughter.
The Jester creates either fireworks or blinding smoke from a normal fire source such as a torch or campfire. The Referee will decide exactly how much smoke is produced, what effect it has, and what happens to it as it is produced, but the amount of smoke will definitely be more than 20 cubic feet.
Joke (Jester)
Spell Level: Range: Duration: J2 20 ft 1d6 rounds
The Jester tosses a rope into the air, and it hangs there, waiting to be climbed. The caster and up to three others can climb the rope and disappear into a small other dimension. The rope itself can be pulled into the pocket dimension, or left outside. If its left outside, someone may steal it, though.
Sleep (Arcane)
Spell Level: Range: Duration: J1, M1 240 ft Referee's discretion
The incantation for this spell is a magically charged joke. All those within the spell's range must successfully save or suffer an attack penalty of -4 (save negates the spell's effect).
Suggestion (Arcane)*
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hand axes, clubs, daggers, maces (light), spears, short swords, crossbows (light and heavy), darts, and slings. They may wear any armor except plate. No shield but may use buckler.
The Jester speaks a hypnotic suggestion to his intended victim. If the victim fails a saving throw, he will carry out the suggestion (as long as it can be performed within a week). The suggestion might not call for the action to be carried out immediately. A suggestion that the victim kill himself is never obeyed.
Buckler
This small shield adds -1 [+1] to AC only against the following weapons: Hand Axe, Club, Dagger, Mace (light), Spear, Short Sword. At the Referee's discretion, the following abilities may also be used in certain man-made environments such as sewers or dungeons. Maneuverability: A Tunnel-Fighter's Move is never affected by natural situational modifiers when in tunnels, caves, and caverns. In addition, the Dwarven Tunnel-Fighter's Move score is increased by +1 at third level, with an additional +1 granted at sixth level. Thus, a 3rd level Tunnel-Fighter will have an unencumbered Move of 10. At 6th level, the TunnelFighter's Move will become 11. Tracking: Tunnel-Fighters may track creatures within their favored environment in a manner similar to the Ranger's indoor tracking ability. In order to track a prey indoors, the Tunnel-Fighter must have observed the prey no more than 6 turns previously. The chance of successfully tracking the prey (on a d20) depends on the action the monster takes. Monster's Action Chance to Track (d20) 1-13 1-11 1-10 1-6 1-12
Same as the jester spell Contortion, but gives the jester an AC of -1 [20] for the duration of the spell.
Tunnel-Fighter
This class is available only to dwarves. The Tunnel-Fighter is a Dwarven Fighting-Man who specializes in combat within the tight confines of the tunnels, caverns, and dungeons which litter the bowels of the earth. This focus on combat within the restrictive environment of tunnels, low ceilings, tight hallways, winding passages, and stalagmite/stalactite ridden caverns, limits the Tunnel-Fighter's allowable weapons and armor. The Tunnel-Fighter may only use short or medium weapons which do not require much space to use. Regarding armor, Tunnel-Fighter's have access to all armor except plate (which is too bulky for the tight maneuverings required of this class) and shields (although they may use bucklers, see below). Other than the racial requirement, Dwarves wishing to pursue the Tunnel-Fighter class need to have an above average dexterity (13+). Like the Fighting-Man, a Tunnel-Fighter's Prime Attribute is STR.
Goes down a tunnel Goes through a door Goes throough a trap door Goes through a secret door Goes through a cave/cavern
Alertness: When within their favored environment (tunnels, caverns, and such), Tunnel-Fighters reduce their chance of being surprised by half. Example; if the Referee declares the chance of being surprised by a particular ambush is 50%, the Tunnel-Fighter's chance of being surprised is decreased to 25%. Defense: When in their favored environment, TunnelFighters may use the surrounding terrain features to increase their defense. Such features include stalactites, stalagmites, tunnel corners, low rises, pillars, support beams, jutting stone formations, and recesses in walls, passages, or tunnels. The Referee has the final say as to when enough favorable features are present in a given location to merit the AC bonus. By putting such features to use, the Tunnel-Fighter gains a -1 [+1] bonus to his AC. This bonus increases to -2 [+2] at 3rd level, and to -3 [+3] once the Tunnel-Fighter reaches 6th level. XP Bonus for Strength: This class bonus is due to a high Strength attribute.
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3 4 5 6 ST 16 15 14 13 12 11 7 8 9 10
+0 +0 +1 +1 +2 +2 +3 +3
13 12 11 10 9 8 7 6
Summoner
The Summoner is an arcane spell-caster like the Magic-User. A Summoner's magic focuses on summoning forth beings from elsewhere, be it another location or another plane, and binding the summoned creature to the Summoner's will. In addition to summoning creatures, the Summoner's magical repertoire also allows for the summoning of certain energies to produce various effects. The Summoner's spell list also includes spells allowing the Summoner to contact and commune with otherworldly beings. Contrary to the MagicUser, the Summoner's choice of spells and allowable spells per day is much more limited and narrowly focused. Both an Intelligence and a Wisdom score of 15 are required to qualify for this class. In all other regards, Summoners are treated as Magic-Users.
1 2 3 4 5 6 7 8 9 10
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Note: Although some spells are noted as affecting demons, this also includes devils. Mechanically, there is no in-game differences between the two.
Level1
1 Detect Magic 2 Light (Dark) I 3 Protection Chaos (Law) I 4 Read Magic 5 Sum./Banish Demon I*
Level 2
1 Detect Evil 2 Detect Invisibility 3 Monster Summoning I* 4 Phantasmal Force 5 Sum./Banish Demon II* 6 True Name* 7 Web
This spell lengthens the duration of a summoning spell by 50%. Only summoning spells without a duration based on concentration (like Monster Summoning) are affected by this spell. Extended Spell must be cast on the round preceding the summoning spell to be affected.
Legend Lore
Spell Level: Range: Duration: S6 Caster See below
Level 3
1 Dispel Magic 2 Extended Summoning* 3 Monster Summoning II* 4 Protection Chaos (Law) II 5 Paralyze 6 Sum./Banish Demon III*
Level 4
1 Create Food and Drink 2 Dimensional Portal 3 Monster Summoning III* 4 Sum./Banish Demon IV* 5 Wall of Defense 6 Wizard Eye
This spell allows the Summoner to call upon an otherworldly being's knowledge to gain information about some legendary person, place, or thing. The spells final result may be no more than a cryptic phrase or riddle, or it might be quite specific. This spell involves a long and arduous magical effort (1d100 days), at the end of which, the Summoner gains the answer sought.
Monster Summoning I
Spell Level: Range: Duration: S2 NA 6 rounds
Level 5
1 Commune 2 Conjure Elemental 3 Contact Other Plane 4 Dispel Evil (Good) 5 Insect Plague 6 Monster Summoning IV* 7 Passwall 8 Sum./Banish Demon V* 9 Wall of Defense II
Level 6
1 Control Weather 2 Invisible Stalker 3 Legend Lore* 4 Monster Summoning V* 5 Sum./Banish Horde*
The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The monster(s) summoned via this spell is randomly determined by a d6 roll. d6 Monster Summoned Evil Summoners may get the monsters in parentheses, at the Referees discretion. 1d6 Giant rats 1d6-2* Dwarves (goblins) 1d6-2* Elves (hobgoblins) 1d6 Kobolds 1d6-2* Orcs 1d6-2* Skeletons
1 2 3 4 5 6
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*Minimum of 1 creature
Duration:
6 rounds
Monster Summoning II
Spell Level: Range: Duration: S3 NA 6 rounds
The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The monster(s) summoned via this spell is randomly determined by a d6 roll. d6 1 2 3 4 5 6 *Minimum of 1 creature Monster Summoned 1 Gargoyle 1 Ogre 1 Centaur 1 Shadow 1 Lycanthrope, Werewolf 1 Wraith
The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The monster(s) summoned via this spell is randomly determined by a d6 roll. d6 1 2 3 4 5 6 *Minimum of 1 creature Monster Summoned 1d6-3* Hobgoblins 1d6-3* Zombies 1d6-3* Gnolls 1d6-3* Bugbears 1d6 Orcs 1d6 Skeletons
Monster Summoning V
Spell Level: Range: Duration: S6 NA 6 rounds
The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The monster(s) summoned via this spell is randomly determined by a d6 roll. d6 1 2 3 4 5 6 *Minimum of 1 creature Monster Summoned 1 Cockatrice 1 Manticore 1 Minotaur 1 Ogre Mage 1 Salamander 1 Troll
The caster summons allies, who serve him until slain (or until the duration of the spell expires). The allies do not appear immediately; there is a delay of 1 turn (10 minutes) before they appear. The monster(s) summoned via this spell is randomly determined by a d6 roll. d6 1 2 3 4 5 6 *Minimum of 1 creature Monster Summoned 1d6-2* Bugbears 1d6-3* Harpies 1d6-3* Ochre Jellies 1d6-3* Lycanthrope, Were-rats 1d6-3* Wights 1d6-3* Spiders, Giant
Summon/Banish Demon I
Spell Level: Range: Duration: S1 240 ft. Until dispelled, Banished, or killed.
Monster Summoning IV
Spell Level: Range: S5 NA
This spell allows the Summoner to summon a Class I demon or devil and bind it to his command (see Demon/Devil Class Types below). The summoned fiend obeys the Summoner only for as long as the Summoner concentrates on it; and when the caster ceases to concentrate, even for a moment,
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the demon or devil is released and will attack him. After a Summoner's concentration has been broken, the only way to be rid of the summoned fiend (other than killing it) is to have the Summoner cast a Banishing version of this spell. Only the Summoner who cast the spell which summoned the fiend may banish it. Only a Banish Demon/Devil of the same type as the target fiend's Class may effectively be used o banish a demon or devil. Thus, a Banish Demon/Devil I is required to banish a Class I fiend, which could only have been summoned via a Summon Demon/Devil I spell. A Banish Demon/Devil II will banish a Class II fiend, which the Summoner called forth with a Summon Demon/Devil II spell. While the Summoner's concentration remains unbroken, he may dispell the summoned fiend at any time without the use of a Banishing version of this spell.
Range: Duration:
Summon/Banish Demon II
Spell Level: Range: Duration: S2 240 ft. Until dispelled, Banished, or killed.
Allows the Summoner to call forth a horde of demons whose total individual HD does not exceed 16. For example, the Summoner may summon a horde of 16 Class I demons (1 HD each), or 1 Class IV demon (8 HD), 2 Class II demons (2 HD each), and 4 Class I demons (1 HD each) for a total of 16 HD. Like the Summon Demon spell, the demon horde will remain under the Summoner's control for as long as he concentrates. Any momentary loss of concentration will see the horde break free of the Summoner's control, and will then proceed to attack the Summoner. The Summoner may dispel the horde at any time, as long as his concentration hasn't been broken, otherwise, only a Banish Horde spell (or killing the entire horde) will rid the Summoner of the horde. True Name may not be used in conjunction with Summon/Banish Horde.
True Name
Spell Level: Range: Duration: S2 240 ft. Permanent
Same as Summon/Banish Demon I, but summons and banishes Class III demons.
Each time the Summoner casts a Summon/Banish Demon spell, he calls forth a different demon with randomly generated Hit Points and Special Abilities. In order for a Summoner to call forth a specific demon previously summoned, the Summoner must make use of the True Name spell in order to gain the specific demon's True Name. Whenever a Summoner summons a demon he wishes to be able to re-summon (either because the HP or Special Abilities generated might be put to use with a later summons, or because the knowledge possessed by a specific demon might need to be called upon later), he must cast True Name upon the summoned demon. This automatically breaks the caster's concentration resulting in the demon slipping from the Summoner's control (and subsequently attacking the Summoner). The targeted demon is afforded a chance to save versus this spell. A successful save means the caster was unable to force the demon to reveal its True Name. On a failed save, the Summoner gains the demon's true name, and any further casting of the appropriate Summon/Banish Demon spell will either allow the Summoner to call forth a randomly generated demon or a demon whose True Name the Summoner possesses. The maximum number of True Names the Summoner may know is equal to his INT score +1/ every 3 Summoner levels (3rd level, 6th level, and 9th level). Other than unearthing a demon's True Name in ancient books, scrolls, and texts, True Name is the only way a Summoner may gain a demon's True Name.
Summon/Banish Demon IV
Spell Level: Range: Duration: S4 240 ft. Until dispelled, Banished, or killed.
Summon/Banish Demon V
Spell Level: Range: Duration: S1 240 ft. Until dispelled, Banished, or killed.
Summon/Banish Horde
Spell Level: S6
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3 4 5 6
Quick (+3 to Move, incl. Flight if any) Energy attack, 3/day, 1d6 damage, range 50 ft. Tentacles (failed save immobilizes target) Fearsome Appearance (moral is halved)
Demon/Devil (Class I)
Armor Class: Hit Dice: Attacks: Special: Move: 9 [10] 1 Claw (1d6) 1 roll on the Special Abilities Table I 6
HDE/XP: 4/120* *The Referee should consider adjusting the XP value of the demon/devil based on the Special Abilities generated.
HDE/XP: 1/15* *The Referee should consider adjusting the XP value of the demon/devil based on the Special Abilities generated.
HDE/XP: 8/800* *The Referee should consider adjusting the XP value of the demon/devil based on the Special Abilities generated.
Move:
HDE/XP: 2/30* *The Referee should consider adjusting the XP value of the demon/devil based on the Special Abilities generated.
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Books on Summoning
Demon/Devil (Class V)
Armor Class: Hit Dice: Attacks: Special: Move: 2 [17] 16 Claw or Bite (3d6) 1 roll on Special Abilities Tables I, II, III, IV, and V 15 Books on Summoning are divided into two types with each type possessing a specific in-game effect. The first type of books on summoning are those that contain a demon or devil's True Name. These type of books allow the Summoner to summon the specific fiend described within the book, provided the Summoner knows the appropriate Summon/Banish spell required to summon a demon/devil of that Class. In essence, this acts as a True Name spell, without requiring that the demon or devil be present beforehand, nor does it allow the fiend in question a save to resist giving up its True Name. The second type of summoning books (or scrolls, tablets, etc) are those which grant the Summoner new Special Abilities tables from which to roll a summoned demon/devil's Special Abilities. Such books grant the Summoner the choice of using the Special Abilities tables described above, or the newly acquired tables unearthed from the demonic tome. Such tables always note what class of demon or devil they effect. The choice of using either the general Special Abilities table (above) or one of the new extra tables is made when the Summon/Banish Demon spell is cast. Here's an example of a new Special Abilities Table which could be found.
HDE/XP: 16/3200* *The Referee should consider adjusting the XP value of the demon/devil based on the Special Abilities generated.
Gnomes
Like their distant kin, the Dwarves, Gnomes are a short, bearded race, resistant to magic and adept at construction. Although resistant to magic, Gnomes have a legendary innate affinity for illusionary magic. Unlike dwarves, Gnomes prefer hilly regions where they burrow for gems and precious metals. The player-character Gnome possesses the same resistance to magic (+4 to save), as well as the ability to take note of the same stonework features, as their Dwarven kin (see Dwarves, S&W p.8). Gnomes also possess the ability to talk to any normal (non-magical) burrowing animals.
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Like the Elven adventurer, the Gnome may choose each day whether to use the capabilities of one of two classes. Whereas the Elven adventurer chooses between FightingMan and Magic-User, the Gnome chooses between FightingMan and Illusionist (see Elves, S&W p.9 for more information).
Brute Strength: Half-Orcs gain a +1 to damage rolls in melee combat. Hereditary Foes: Half-Orcs gain a +1 bonus to-Hit when fighting elves and dwarves.
Half-Orc Disadvantages
Reviled and Shunned: Half-Orcs are unwelcome in most communities. Their low CHA makes acquiring loyal hirelings difficult. A party which includes a Half-Orc sees each part member's Loyalty bonus reduced by -1 (see CHA, S&W:WB p.4). Most NPCs will have a negative reaction to Half-Orcs which will hamper the Half-Orc's dealings with commoners, specialists, merchants, and any other NPCs the character might come in contact with. This might range from prejudicial treatment, such as a merchant charging the Half-Orc more for his wares, to outright hostility.
Half-Orcs
The result of the unfortunate union of human and orc, the Half-Orc is a ferocious and savage warrior. Half-Orcs are shunned by most communities, including orcish tribes. Players wishing to play a Half-Orc may not possess a WIS score higher than 12 or a CHA score higher than 7. If these attributes are higher than the listed limit, they should be reduced to 12 and 7. Although most Half-Orcs are Fighting-Men, Half-Orcs with above average dexterity (15 or more) may chose to become assassins instead.
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are
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Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Swords & Wizardry: Whitebox by Matt Finch and Marv Breig, Copyright 2008, Matthew J. Finch White Box Heroes by Salvatore Macri, Copyright 2009, Salvatore Macri END OF LICENSE
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