Castles & Crusades Players Handbook

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PLAYERS HANDBOOK
A Guide and Rules System for Fantasy Role playing
by

Davis Chenault & Mac Golden


With: Stephen Chenault, Mark Sandy, Todd Gray, Jason Vey and James M. Ward
Cover art: Peter “20 Dollar” Bradley and Jason Walton (Alternate)
Cover Design and Lettering: Tom Tullis
Interior Art: Peter Bradley, Zoe DeVos, Joel Chaim Holtzman and Vladimiro Rikowski
10th Printing Edited by: Finley J. E. Clayton, Jeremy Farkas

Contributions by: Casey Canfield, Casey Christofferson, Josh Chewning, Mike Stewart, Colin Chapman,
Kenneth J. Ruch, William D. Smith and the Entire Castles and Crusades Society. With a special thanks to Derrick
“Omote” Landwehr, JJ “CLG” Commisso, Brian Larson, Julia “Pixiebits”, Jack “Gronk” McCarthy,
and Neil “the Shoveler” Madaczky
For more information on Castles & Crusades, and related products please contact us at:
Troll Lord Games
1818 North Taylor, #143, Little Rock, AR, 72207
email at [email protected]
on the web at www.trolllord.com or www.castlesandcrusades.com
©2024 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing L.L.C., d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark Chenault & Gray Publishing L.L.C., d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2024.
10th Printing

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ACKNOWLEDGEMENTS
n the immortal days of our youth we found high adventure and fought many a campaign against all manner of

I villainy and evil. We slew dragons, brought down corrupt tyrants, explored uncharted territories and freed the
world of grotesque creatures of mythical proportions.

We were heroes on a crusade. These youthful adventures were brought to us by Gary Gygax through the medium of role
play and the fantastic game that made it all possible. We bring you our own game now, one that we hope captures those
early days of grand quests and exploration. The Castles & Crusades role playing game pulls on those early experiences
and makes them real again.

First and foremost, we would like to thank E. Gary Gygax for sharing his wonderful vision with the rest of us. Without
it, none would have followed. Our hats are off to you good sir.

It is impossible to thank every person who has helped see this project through and ensure that it was finally completed.
The Troll Lords are personally indebted to a great many members of the Castles and Crusades Society for such unflagging
support and help over the past year. There are no words which can suffice to express our heartfelt appreciation. So let
us just say Thank You!

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A SPECIAL THANKS TO
Casey (Fiffergrund) Canfield, Josh (Cheeplives) Chewning, Mike (Sir Sieg) Stewart, Robert (Serleran)
Doyel, Colin Chapman, Kenneth J. (Banabus) Ruch, Chris (epochrpg) Rutcowsky, Steve (bloodymage)
Willet, David (DCAS) Smith, David (Grubman) Bezio, Mark (Gutboybarrelhouse) Bittinger, Hiryu,
Mike (Maharvey) Harvey, Gabor (Melan) Lux, J. Mance (Melkor) Haines , Robert (SirUlfric) Fisher,
William (WDSmith) Smith

SHOTWICK MANOR DE EQUITES VULGARIS


John Behnken, Casey Canfield, Lorinda Sanford, Cindy Seiffert, J. Mance Haines (CK), Zachariah (Beazt) Hardilek, Chris
Keith Seiffert, Rob Dingman, Kelley Garcia, Dave VanVessem, (Two-Fisted Monkey) Lee, William (Super Size My Ass) Clark
Scott MacMillan
EMERALD FIRE
MINION OF ARIOCH Mike (CK) Stewart, Elizabeth (Valeris) Stewart, Robert
Kenneth Ruch (CK, Servant of Chaos), Maggie Ruch (Helga (Twiggy) Hall, Nick (Swiggy) Nelson, Chris (Danger Ranger)
Heals), R. Lee Crabtree (I’m not short I’m playing a gnome), Jesse Yard, Martha (You Dropped This!) Yard, Rita (I’m praying not
Crabtree (I’m play testing for two), Mike Fowler (who Da Monk), checking for traps!) Kelly, Chris (Mr. D6) Walker, Koni (I’m a
Rex Soderquist (I rolled a 1 again!) Dave Chismer (D man) fairy darn it!) Woodruff, Allen (Always a Dwarf) Woodruff, Eric
(Let ME open the door instead of the Thief!) Martin, Jennifer
FELLOWSHIP OF FORAGERS (Jayde) Hamilton, Heath (Lawful Good stinks!) Vercher
Marv Breig (Finarvyn, Earl of Stone Creek), Alan Bean (glassjaw
Captain Wee Willie) Anna Breig (Serendipity the Drow Druid), SAPPHIRE RUNE
Dardrae Breig (Dante the Defiler Sorceress), Kaylina Breig Jesse Hall, Vincent Watkins, Chris Hill, Edward Bromble
(Kaywen the Elven Princess), Ryan Breig (Rynolas the Elven
Archer), Paul Luzbetak (Bastion the Acquirer), Kristina Kober SOUTHRON
(Trasen the Elven Valkyrie of the Venom-dagger)
David Lunsford, Tim McKee, Rand Hargrove
JACKAL’S KNIGHTS
LUDDVILLE
Joseph (The Jackal) Hepler, Krystyna (Lady Banshee) Hepler,
Greg Geilman, Kara Geilman, Ray Quinn, Daniel Saldana, Ben
Bryan Clark, Jason (Shag) Zeh, Justin (Violentzeh) Zeh
Steele and Mary Watts
GRUBBYS GALS
ARCH FIENDS
David (Grubman) Bezio, Colette Bezio, Dana Cox
Lucias Meyer, George Albanis, Jeff Knight, Lauire Lesage-
Knight, Joe Selby, Jeff Waltersdorf
LORDS OF THE CUP
Steve Willet, Joe Costa, Mat Erwin, Grant Kopecki, Mike THE THRONG OF TEN
Peterson and Billy Vitro
Scott Moore, Tim Sullivan, David Wagner, Ed Bass, Cindy
Moore, Mark Golden
THE MAD TREPEKANS
Jason Coplen

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TABLE OF CONTENTS
Roll Playing and Role Playing Meet 8 Spell Lists 118
C&C: The RPG 9 Cleric Spells (Divine) 118
Creating the Character 12 Druid Spells (Divine) 119
Attributes 13 Wizard Spells (Arcane) 122
Attribute Modifiers 14 Illusionist Spells (Arcane) 124
Attribute Checks 14 Spell Format 128
Classes 15 Spell Descriptions 129
Class Description Terminology 16 The Castle Keeper & the Game 223
Barbarian 17 Style of Mood and Play 223
Bard 22 Maintaining Pace 224
Cleric 27 Types of Adventures 227
Druid 31 Resolution of Conflict 228
Fighter 36 With an Iron Thumb: Rules! 228
Illusionist 40 Attributes & the Game 229
Knight 44 Challenge Class 230
Monk 50 Using Attribute Checks 232
Paladin 55 Saving Throws 235
Ranger 60 Combat 238
Tracking 66 Combat Terms 239
Rogue 69 Combat Round 240
Wizard 74 Surprise & Initiative 240
Expanding the Class 78 Combat Actions 241
Assassin 78 Non-Lethal and Multiple Actions 241
Multi classing 83 Movement in the Combat Round 241
Class and a Half 84 Charging 242
Races 86 Melee & Ranged Combat 242
Completing the Character 96 Unarmed Combat 243
Persona 96 Situational Modifiers 243
Disposition 96 Armor Class 244
Choosing a Deity 98 Combat Maneuvers 245
Names 99 Narrative of Combat 247
Equipment 100 Hit Points 247
Starting Coin 100 Damage 248
Encumbrance 106 Rewards 252
Expert Weapons & Armor 107 Movement 253
Magic 109 Spell Resistance 253
The Nature of Magic 109 Languages 253
Wizards And Illusionists 111 Vision 253
Clerics And Druids 113 Time 254
Casting Spells 113 The Adventuring Party 255
Spell Description Format 115 Example of Play 256
Index 258

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WHERE ROLL PLAYING AND ROLE PLAYING MEET

I
run my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-
moving, heart-stopping combats. These many moments, actions, and interactions must be woven together over a night’s
play through exciting storytelling and player involvement. When the tale is woven tightly, emotions are awakened, creating
unforgettable moods. This is where “roll playing” and “role playing” meet, and the result is an electrifying evening of gaming.

Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a
thieves guild and a character seeking to pry information from him. The task involves descriptive text, acting, accents, and a great
number of things. The sounds of sword clashing upon shield, of flesh and bone grinding against metal, all this against a background
of a field awash in blood and combat are demanding to capture in narrative. How does one help players imagine the sound of a bow
creaking as the arrow is drawn back? How does one make them fear that sound? The tale in the game must cascade over the players,
engulfing them in a wash of emotions: fear, rage, courage, elation. Once you’ve captured everyone’s emotions, the game becomes
pure fun, like a good movie – one where you forget you’re in a theater.

The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that
detracts from that objective detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must
be easily understood. Ideally, the basic rules of the game should be easily grasped within about fifteen minutes. A player should be
able to sit down with another player, create a character, and have the basics of the game explained to them in just that time. As a
foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes later, much
like adding stories to a building. Start with a firm, square foundation and everything else follows.

The game must be adaptable as well. Gamers are diverse people, all with different imaginations, different tastes, and different desires.
They all want to play a game that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit
their needs without worrying about the effects those changes have on the workings of the rest of the game. There should only be a
few hard and fast rules. Everything else is extra.

The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story,
and even worse, the flow of the game. Rules do serve a purpose in that they codify actions and reactions during game play. However,
rules can also impede the imagination. They can reduce the element of uncertainty and the emotions that come with it. They can
describe too much and thus hinder the capacity for narrative development for all participants. At its worst, codifying too much into
game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, and thus you’ve lost the
heart of the game! An efficient and concise set of rules allows for easy play and adaptability and is a necessary ingredient.

A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so
unleashed, one can act without restraint to create a gaming environment that is fun for all. That is the core philosophy of this game
just as it is the core philosophy of the original game. At its heart, it was intended to be a fun game to play and this game adheres to
the same philosophy. Castles & Crusades is neither a realistic game nor a simulation but a fantasy game where imagination rules.

8 CASTLES & CRUSADES —

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C&C: THE RPG
WHAT IS A ROLE PLAYING GAME?

A
world of heroism and epic adventure lives inside each
of our minds. We can all imagine a world where stalwart A role playing game, or RPG, is a game in which the participants

THE RPG
knights battle ancient dragons, powerful wizards duel assume the role of characters such as a knight or a wizard and
one another with mighty magics and the brave-of-heart rescue create a story based upon the actions the characters take. Castles
mystic artifacts from the clutches of evil villains. These are & Crusades is a classic-style RPG in which all of the action and
the kinds of adventures many of us create in our minds on conflict occurs through verbal description. Role playing games
lazy afternoons, reading through our favorite novels. A pair of were originally extrapolated from the miniature wargaming
nefarious rogues make their way through serpentine alleys and hobby, and have been described by some as mature versions
rambling cities, seeking fortune and fame. A band of desperate of children’s games like “Cops and Robbers.” More recently,
heroes battle against an inevitable apocalypse, standing for some have described RPGs as impromptu theater. However
justice and honor as the world succumbs to chaos and evil. A one describes it, the players of an RPG develop fantastic stories
fellowship of brave adventurers descends into dungeons deep and adventures through interaction with one another and the
beneath the earth in search of treasure and glory or undertakes person running the game. The story’s content and nature is only
the eternal struggle against evil, battling foes across wasted and limited by the flow of the participants’ collective imagination.
barren plains. We imagine other worlds and mystical places
Most players in RPGs create a fictional character as one of the
fraught with danger. In these worlds of fantasy, magic is real and
protagonists of the story. Each player envisions the character
heroes abound.
they would like to play, and creates the character using the
With the Castles & Crusades role playing game, these game’s rules, recording information about that character onto
imaginings come to life as you play the role of a hero seeking paper. While the characters exist only on paper, each player
adventure in a fantastic world populated by mythic creatures helps to propel the story forward by imaginatively and actively
and legendary beasts. Or, as the Castle Keeper, you can design playing the character’s persona. In Castles & Crusades, players
the worlds and stories that make up the game, guiding friends assume the role of a character that might be typical of medieval
and fellow gamers through epic adventures in wondrous settings fantasy or sword-and-sorcery stories. Each character is defined
of your own making. in part by a series of die rolls that indicate various strengths
and weaknesses of the character. Other aspects of a character,

— PLAYERS HANDBOOK 9

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THE RPG
such as chosen profession, background, personality, abilities A very important player of the game is the Castle Keeper. The
or knowledge are determined by the player’s choices or simply Castle Keeper’s authorial role involves creating a setting and
made up to best suit the concept of the character. designing a plot for each adventure. The Castle Keeper also
assumes the role of all the other individuals who populate the
The player guides the character through the story or adventure story setting, such as supporting characters, villains, or monsters.
presented in the game. Like any story, adventures have a As the players describe what their characters do during the game,
beginning, middle and end, and the characters involved have a the Castle Keeper paints a verbal picture of the environment and
goal to achieve. Adventures can take the characters (and thus conveys the action through flavorful storytelling.
the players) from lost cities of magic and wealth to the dankest
of dungeon deeps, battling fearsome creatures and performing Throughout their adventures, characters are constantly
heroic acts along the way. As in any good story, a character’s challenged and must overcome obstacles of all types. These perils
actions have consequences: they may have an immediate effect could include fighting monsters, disarming traps, or outwitting
on the adventure, or perhaps they are simply the planting of villains. In some cases, the management of these obstacles is
a seed that may affect the future of the character or story. An covered in the rules and the outcome is determined by chance.
adventure may take one gaming session of several hours to But just as often, no dice are necessary to decide what happens.
complete, or it may last the course of several gaming sessions. Role playing can be used as a medium to determine the outcome
A series of adventures involving the same characters is called a of situations as well. As a player describes the actions of their
campaign, and can potentially last for years. or her character, the Castle Keeper in their role as referee fairly
assesses the meaning of those actions, and can often simply use
judgment, rather than dice, to determine the result.

Thus, an RPG is a game in which players assume the roles of


characters and undertake fantastic adventures, the outcomes
of which are partially determined by chance. Unlike traditional
games, there is no clearly defined winner. Even if a character
dies, or an adventure meets with disaster, there will always be
more characters and more adventures. The goal of the game,
for all participants, is to have fun developing characters, telling
stories, and pursuing adventure. The true treasure is a well-
played character and a well-crafted adventure.

Role playing games are a unique form of storytelling


entertainment, and the Castles & Crusades rules are designed
to be simple and fast, allowing the players to explore those
mythic worlds inside our imagination through a memorable and
fun gaming experience.

WHAT DO YOU NEED TO PLAY?


Unlike many other games, Castles & Crusades players require
only this book of rules, a pencil or pen, some paper, and a set
of dice. The Castle Keeper will need the Castles & Crusades:
Monsters & Treasure rulebook and will find the Castles &
Crusades: Castle Keepers Guide very handy as well. With these,
a few friends and a healthy imagination, you are set to begin.

There are other gaming aids that might make play more
interesting and manageable, and we would be remiss not to
make you aware of them. There are published adventures,
world settings, and reference screens that make the job of the
Castle Keeper easier. There are source books that aid players
in developing characters and enhancing game play, and there
are useful items such as pre-printed character sheets. Miniature
figures can be used to visually represent characters and monsters.
Vinyl mats offer a surface for placing miniatures and drawing
settings, and three-dimensional representations of dungeon or
castle scenery can also be used to aid visualization during the
game. All of these are optional, of course, but they may help
10 CASTLES & CRUSADES —

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THE RPG
enhance game play. As you read these rules and play through called “the party,” usually works together to overcome obstacles
adventures, you will be able to decide for yourself if additional during the game. They must make both group and individual
gaming aids would make your game more fun to play. choices about how and when a character should act to achieve

THE RPG
any given goal, while allowing each player to develop and play
their character as they wish. For the Castle Keeper, cooperation
DICE with the players is essential to running a rewarding game. It
is important for the Castle Keeper to remember that the tale
To play Castles & Crusades, several different types of dice belongs, in great part, to the players as well as the Castle Keeper.
are necessary. Dice with 4, 6, 8, 10, 12 and 20 sides are used
in Castles & Crusades. All can be found at many local game A vivid imagination is vital to being a good Castle Keeper, as is
stores. There are various notations in the rules telling what type a good grasp of the game rules. Castle Keepers need to develop
and how many dice should be rolled during game play. These the ability to improvise, and also need to exercise impartial
notations may appear cryptic to first-time roleplayers, but they judgment. The rules in this book help the Castle Keeper
are easily learned: d4 = four-sided die; d6 = six-sided die; d8 = decide what is possible in the game and what effects character
eight-sided die; d10 = ten-sided die; d12 = twelve-sided die; actions can have. Yet, it should be remembered that the rules
d20 = twenty-sided die; d100 = the result of 2 ten-sided dice are guidelines. In the end, the Castle Keeper has the ultimate
(before rolling, one die is designated the ‘tens’ and the other is authority in determining what happens in the game and its
designated the ‘ones’). story. This is a great responsibility but care must be taken to
avoid abusing this authority.
It is also possible to generate random scores for which no die
exists. The most common are d2 and d3. To roll a d2 by using It is not fun for one player to allow another to win in a traditional
a six-sided die, the results 1-3 would equal a score of 1, while game, nor is it good sport for a more skilled player to beat another
4-6 equal 2. To roll a d3 using a six-sided die, the results 1-2 are in an arrogant fashion. Likewise, a good Castle Keeper makes
equal to 1, while 3-4 equal 2 and 5-6 equal 3. the game challenging for the players by not allowing them to
easily overcome opponents and gather treasure. At the same
When the rules require it, rolls of more than one die will be time, a skilled Castle Keeper always allows for the possibility
expressed in the following format: [# of dice] die type [+/- any that the players have a chance of success. The Castle Keeper
modifiers]. For example, an instruction to roll 3d6 means that should apply the rules of the game fairly, but should also know
3 six-sided dice are rolled, and the results are added together. when to break them to make the game more enjoyable.
A notation to roll 3d6+3 means that 3 six-sided dice are rolled
and added together, then 3 is added to the total. Recognition of each participant’s involvement in the game is
likewise important. Players and the Castle Keeper should always
Sometimes, the rules might require rolling two different die strive to create opportunities for everyone at the gaming table
types, adding the results together, and then dividing by a set to be involved in the story of the game. Of course, there will
number. For example, the rules might require the results of 1d4 be times when the story dictates that a player sit quietly at the
and 1d6 to be added together and then divided by 2. Always table, their character unable to act while others are engaged in
drop the fraction unless the rules specify otherwise. If, in the action. However, no one should be consistently pushed to
this case, you rolled a 3 and a 4, the result would be 3.5, but the rear of the party, never given the chance to make the perfect
dropping the fraction gives a final result of 3. Exceptions to this arrow shot or to rescue the helpless victim.
are rare and are noted in the rules. One common exception, for
example, is that certain rules have a minimum result of 1. An easy way to keep everyone involved is to encourage a constant
dialogue among the players and with the Castle Keeper. Also,
acting the role of your character by speaking to the other players
HAVING FUN and informing the Castle Keeper of your character’s actions is
the meat and drink of any role-playing game. It also creates an
It is important to remember the main reason for playing RPGs
atmosphere of improvisation, with players and Castle Keeper
is to have fun. Ultimately, Castles & Crusades is an amusing
alike reacting spontaneously to one another. This environment
pastime in which family and friends gather to play a game and
helps to add to the game’s storyline and character development.
enjoy each other’s company. Again, one can never win or lose
a game of Castles & Crusades as it is not that type of game. A game does need rules. The key to this game, however, is
The only winners are those that go home happy every week simple: the more you get involved in playing your character,
after playing an entertaining game, have some stories to tell, and the less time you have to spend worrying about the rules
and are eager for the next game to learn what happens to their of the game, the more fun the game will become. With that in
character next! mind, let’s proceed to the next section of this book, and the
most important part of any role playing game: the process of
Cooperation plays a vital role in everyone’s enjoyment of
character creation.
the game during each session. For the players, cooperation is
essential to their characters’ survival. A group of characters,

— PLAYERS HANDBOOK 11

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THE RPG
Each of the thirteen classes has unique abilities and specialized
CREATING THE CHARACTER areas of knowledge:
ith the exception of the Castle Keeper, each person The Barbarian draws upon vestigial, primal will in combat.

W playing Castles & Crusades creates a character to use


during the game. To create this character, the player
begins by simply imagining the type of character they desire to
The Bard influences others through the power of words.

play, be it a wandering barbarian, reclusive wizard, traveling The Cleric is avowed to a deity and dispenses divine justice.
dwarf, noble elf, a dastardly villain or virtuous knight. The player
The Druid owes allegiance to the natural powers of the world.
begins by generating attribute scores with dice rolls. Attribute
scores define the character’s physical and mental traits. Next, the The Fighter is a warrior with great prowess on the battlefield.
player chooses a class, or profession, for the character that best
fits how the character is imagined. In the same manner, the player The Illusionist magically distorts the perceptions of others.
chooses a race which best fits both the persona and class desired.
Lastly, the player fills in the details: examples include technical The Knight is a natural leader and strong combatant.
game-related aspects of the character, such as combat bonuses,
The Monk conditions the body to withstand the rigors of
as well as the character’s persona and history. These steps are
war and the elements.
outlined below and detailed in their appropriate sections.
The Paladin is a warrior blessed by divinity, a paragon of good.

IMAGINE A CHARACTER The Ranger is an extraordinary woodsman and warrior.

Decide, in a general manner, the type of character desired. Is the The Rogue is a rapscallion and an opportunist.
character a noble dwarf fighter, a haggard half-orc barbarian, or
a disdainful elf knight? Literature, film, theater and comic books The Wizard is a practitioner of powerful arcane magics.
are rife with examples of heroes and villains that players can
The Assassin is an expert at killing and eliminating targeted
draw upon for inspiration for their characters. Yet, as the creator
enemies.
of your own character, you can build upon these examples to
create complex villainous montages or even more profoundly
heroic and noble characters. Stretch your imagination! Create
the character as you imagine them to be. In the end, imagination CHOOSE A RACE
is the only limit when creating a persona. Select a race that best fits your imagined character concept. In
Castles & Crusades, one can choose the versatile human, a
long-lived elf, a wilful dwarf, a curious gnome, a quick-footed
ROLL ATTRIBUTES halfling, a forlorn half-elf, or a pernicious half-orc. Each race
is unique and has its own special abilities, capacities, culture
Each character has six attributes, generated by rolling dice. The
and personality. Closely examine each race prior to making a
attributes are: strength, dexterity, constitution, intelligence,
selection. In particular, ensure that the race selected does not
wisdom and charisma. Each attribute has an impact on the
have cultural or personality characteristics that conflict harshly
game and can significantly influence class selection. After
with the persona of the character you wish to create.
rolling the dice to generate these scores, you can choose how
those scores are placed. Naturally, it is important to place the
scores in a manner that reflects your character concept, desired
class and desired race. HIT POINTS
Hit points represent a body’s ability to withstand damage. A
character’s hit points equals the amount of damage they can
CHOOSE A CLASS take before being killed or knocked unconscious. Hit points are
rolled at the beginning of play and for each level the character
A class is a basic concept upon which the character is modelled.
gains thereafter. The die to roll hit points is listed in the
This is one of the more difficult aspects of character creation
character class (see below). The standard rule calls for player to
because each class represents an archetype found in literature,
roll the appropriate die, as determined by their class description
film or within role playing games themselves. Each class
(see Classes). Their character’s constitution modifier is added
should be very broadly interpreted. It is possible to have wildly
or subtracted and the result is the character’s hit points. This
diverse characters that are members of the same class. Classes process is repeated for each level.
should be considered examples of archetypes that provide a
broad representation for the type of character desired. This is There are a number of optional rules the Castle Keeper may
necessary in order to accommodate the needs of the player and allow for generating hit points.
the setting where the character’s adventures occur.

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THE RPG
Optional Rule #1: the character begins play with maximum The Three Physical Attributes
hit points. Constitution modifier is added or subtracted.
Constitution: This attribute reflects overall health, and

THE RPG
Optional Rule #2: the player rolls their character’s hit point also represents a character’s ability to withstand pain, suffer
die the number of times equal to 1 plus their constitution bonus physical damage, avoid fatigue and fight off sickness or
(see Classes) and takes the highest roll. They do this at start poison. The modifier affects hit points, and it applies to all
of play and for each level thereafter. Constitution modifier is checks involving constitution.
added or subtracted.
Strength: This attribute reflects physical strength, including
the ability to lift or move heavy objects and make powerful
attacks. The modifier affects melee combat and damage,
FLESHING OUT THE CHARACTER and all checks involving strength. Characters can military
The most important step in character generation comes last: press 10 times their strength and dead lift 15 times their
detailing the character’s persona. The player fleshes out the strength score.
details of the character’s personality, physical description, world
view, background, goals and motivations – including the moral Dexterity: This attribute represents a character’s reflexes,
“disposition” best suited to the character’s personality. Then manual dexterity and hand-eye coordination, including
the character’s starting money is determined and the player the ability to dodge and defend against attacks. The
equips the character with clothing, armor, weapons and other modifier affects armor class, ranged combat and all checks
adventuring gear. involving dexterity.

The Three Mental Attributes


ATTRIBUTES Charisma: This attribute represents strength of attractiveness,
Attributes represent a character’s physical and mental traits. All willpower, personality, and leadership. It is the degree to
characters in Castles & Crusades have two types of Attributes: which a character is able to influence others. The modifier
Physical & Mental. affects a creature’s loyalty and reactions to the character,
the number of undead the character can turn and all checks
PHYSICAL ATTRIBUTES: Constitution (Con), Strength involving charisma.
(Str) & Dexterity (Dex)
Intelligence: This attribute reflects mental aptitude. It
MENTAL ATTRIBUTES: Charisma (Cha), Wisdom represents a character’s ability to learn quickly, apply that
(Wis) & Intelligence (Int) learning effectively and use deductive reasoning. The modifier
affects the number of arcane spells a character can cast each
Each attribute has a numeric score ranging from 3 to 18. Each day, the number of languages a character can learn and all
attribute score also has a corresponding modifier, which is a checks involving intelligence.
bonus or penalty added to or subtracted from certain die rolls
during the game as detailed throughout the rules. Wisdom: This attribute reflects depth of personal experience,
the ability to make well-considered decisions or judgments,
There are two types of attributes: primary and secondary. Of the and represents a spiritual connection to a deity. The modifier
six attributes each character has, the player selects a few to be affects the number of divine spells that can be cast each day,
primary attributes. The remaining attributes are secondary. The attempts to turn the undead and all checks involving wisdom.
distinction is important when determining the outcome of many
actions in Castles & Crusades. When a character uses a class Generating Attribute Scores
ability, such as a rogue attempting to pick a fat giant’s pocket or
a ranger tracking a brigand through a dark forest, an attribute Attribute scores are generated by rolling 3d6. The player adds
check is rolled to determine if the action is successful. Each the results of the three dice together to create a total score that
class ability has an attribute check associated with it. If the class ranges between 3 and 18. This process is repeated six times.
ability’s associated attribute is one of the character’s primary Once the six scores are generated, each score is assigned to
attributes, the character has a greater chance of successfully one attribute, in any order the player chooses. When assigning
performing the task. The same principle holds true for the other attribute scores, the player should consider the race and class
aspects of the game in which an attribute check is required. of the character being created. A character’s race may raise or
lower an attribute score, and certain attribute scores may affect
Attribute checks are explained in greater detail later. For now, a character’s class abilities.
just remember that the selection of primary and secondary
attributes significantly affects the possibility of success for many Normally, attribute scores only increase or decrease during the
actions in the game. Attribute checks associated with a primary course of a game as a result of magic, poison, curses or other
attribute are significantly more likely to succeed than those extraordinary events. Should an attribute score change during
actions performed with a secondary attribute. game play, the modifier changes to correspond to the new score,

— PLAYERS HANDBOOK 13

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THE RPG
if applicable. It is possible for an attribute score to fall below 3 fiers are added to this roll, as is the character level if applicable,
or exceed 18 during game play. However, attribute scores for which it almost always is. If the result is equal to or greater than
characters that fall outside of this range are rare, and are usually a number generated by the Castle Keeper, called the challenge
associated with monsters, powerful magical items or other class, then the attribute check is successful.
entities controlled by the Castle Keeper.
The challenge class is a number generated by the Castle
Keeper that represents the degree of difficulty for performing
that action. The challenge class is generated in two steps. The
ATTRIBUTE MODIFIERS first is ascertaining the challenge base. This is determined
Each attribute score has a corresponding modifier that can by whether or not the associated attribute is a primary or
alter die rolls in the game. The modifier is a number added to secondary one. If the associated attribute is a primary attribute,
(or subtracted from) a roll of the die when a character uses an the challenge base is 12 and if it is a secondary attribute, the
attribute to take an action, make a saving throw or use a class challenge base is 18. Next, the Castle Keeper adds or subtracts
ability. For example, a character attempting to bend the bars the challenge level to the challenge class. The challenge level
of a prison cell would have their strength modifier applied to represents the degree of difficulty the Castle Keeper believes
the roll. The amount of damage delivered to a foe is likewise appropriate for the action being taken. This usually ranges
affected by the attribute modifier. A positive modifier is called between 0 and 10, but can go higher. The sum total is the
a bonus and a negative modifier, a penalty. Higher attribute challenge class, and the player must roll higher than that to
scores have higher bonuses, and lower attribute scores have successfully perform the action.
larger penalties. So, whether fighting a nasty troll, a hungry
wyvern or avoiding the gaze of a gorgon, attribute modifiers play
Example: a 3rd level elf ranger with a 15 wisdom as a
a decidedly important role in the game.
primary attribute attempts to track a pair of wily kobolds
through a mountain pass. The player rolls a d20 and adds
the ranger’s level (+3), attribute modifier (+1) and racial
PRIMARY & SECONDARY ATTRIBUTES bonus (none) to the roll. If the number generated is equal
There are two types of attributes: primary and secondary. to or higher than the challenge class determined by the
Primary attributes are those physical or mental abilities in which Castle Keeper, the attempt is successful and the ranger is
a character is particularly well trained or very experienced in able to track the kobolds to their secret lair. The challenge
using. Secondary attributes are those the character uses with class is the combination of the challenge base (12) and the
only average skill. A player selects the character’s primary challenge level (assume a 3 as the trail is a few days old)
attributes after choosing a class and race. for a total of 15. The player rolls a 13 and adds 4 for a total
of 17. This is greater than the 15 necessary so the ranger
Human characters have three primary attributes. Demi-human successfully tracks the kobolds to their dark and foreboding
races (dwarf, elf, gnome, half-elf, halfling and half-orc) have lair atop craggy hill.
only two primary attributes. Each class has one primary attribute
associated with it that cannot be changed. The player selects the A more thorough discussion of the rules and use of checks,
others. So, a human character receives one primary attribute called the SIEGE Engine™, is located in the Castle Keeper’s
designated by the class and the other two are selected by the section of the rules (see Attributes and the Game). While
player. If playing a demi-human character, the player can select building the character, keep in mind that checks involving the
only one additional primary attribute. For example, the primary use of a primary attribute are far more likely to be successful
attribute for the ranger class is strength. If the player chooses to than checks involving secondary attributes.
play an elf ranger, they select one of the five remaining attributes
as the other primary attribute. If it were a human ranger, the ATTRIBUTE MODIFIERS
player would select two more primary attributes rather than just
one. The remaining attributes are considered to be secondary. 1 2-3 4-5 6-8 9-12 13-15 16-17 18-19
-4 -3 -2 -1 0 +1 +2 +3

ATTRIBUTE CHECKS
As mentioned before, the distinction between primary and
secondary attributes is important. Almost all non-combat
actions in Castles & Crusades for which the Castle Keeper
deems a roll is necessary to determine success or failure are
resolved by an attribute check.

Every check has an associated attribute. Whenever one of these


checks is made a d20 is rolled by the player. Attribute modi-

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CLASSES
T
he character classes each represent a broad archetype. ROGUES rapscallions and the like make their living through
Although each character of a particular class is bound nefarious and occasionally dastardly deeds. Living on the
by certain similarities, players should utilize the ethical edge and spending much of their lives avoiding harsh
archetype template to build a unique character and create a justice, these fearless villains are found in all walks of life.
unique persona. The class describes a character’s capabilities
WIZARDS delve into the mysterious worlds of the arcane and
in the game, and reflects only their chosen profession, training
wield magic like a weapon. They are often possessed of an
and way of life, not who they are as an entire person. Each
overwhelming thirst for knowledge and, as often as not, power.
player chooses a class that best applies to the hero they wish to

CLASSES
create and play in the game. From this, the player creates the
personality and traits that define the rest of the character. There EXPANDING THE IDEA
are many types of character classes:
Castles & Crusades encourages you to push the boundaries of
BARBARIANS live outside the civilized world. Neither your imagination, to adapt the game to your playing style and
ignorant nor savage, they are, rather, a people who relish make it your own. The nature of the class may evolve and the
freedom, actively despising the urbane for allowing the beliefs type of class you want to play as well.
of society to codify their behavior.
ASSASSINS are stealthy and cunning, expert killers who
BARDS are found in all cultures and societies. Through song, rarely have motives beyond the collection of payment for a
oration and action they inspire, pass on knowledge of history job well rendered. Although not always evil, they are typically
and tradition and influence the beliefs and behavior of others. indifferent to any suffering and pain they cause.
CLERICS are spiritually bound to a deity. They are usually MULTICLASSING/CLASS AND A HALF combine the
members of religious orders, though some choose to live skills, with some limitations, of two classes into one, allowing
as wandering hermits. They wield the magic of the divine the player to create their own archetype.
and, fortified with the armaments of war, become powerful
emissaries for their causes. The class descriptions define the parameters and abilities of
DRUIDS are called to a primeval spirituality. They turn to each class. It may be beneficial for a player to consult other
the world shaped by nature, and not men, for their guidance chapters for details about saving throws, combat or spell use
and wisdom. Often unconcerned with the needs of man, they before selecting a class. Each class description includes many
simply follow the principles of the natural order. features: the prime attribute, hit points, disposition, weapons
allowed and other aspects of the class. Most of the information
FIGHTERS are brave warriors who take up arms to meet their needed by players is in this section. Familiarization with the
foes in the crucible of battle. Fearless, they don themselves class and its features is essential to playing the class well.
in the accoutrements of battle, relying upon their superior
martial skills to overcome obstacles.
ILLUSIONISTS study the arcane and the nature of man CLASSES AND THE CASTLE KEEPER
and beast, using powers of oration and sorcery to twist the
minds of those around them. They conjure manifestations Before choosing a class, consult with the Castle Keeper. The
and dreams, making the unreal real to all but the canniest of type of adventure or the environment in which it occurs may
observers. help with this decision. For instance, if the CK plans a game
set in a dungeon environment, it would be disadvantageous
KNIGHTS are members of warrior-castes. As born leaders, to play a steppe barbarian. The CK should consider creating
they use their social standing, charisma, gallant actions and an adventure according to the classes chosen by the players.
honorable codes to set the tone of behavior for those around For example, if a player decides to play a rogue who is the
them. Through their actions, they often inspire people to scion of a wealthy family and decides that this rogue enjoys
great deeds. pilfering the treasuries of family acquaintances, then planning
MONKS are warriors who primarily rely upon the strength an adventure in a dungeon atop a remote mountain wouldn’t
of their bodies and willpower for survival. They are deadly work out too well.
combatants, having honed their bodies into lethal weapons.
Maintaining a constant dialogue between the Castle Keeper
PALADINS are the holiest of warriors, living lives of purity and the players is important to an enjoyable game of Castles &
and good while serving the religious precepts of their deity. Crusades. The Castle Keeper bears an awesome responsibility
They are dreaded by their foes for they serve as the martial in the role of entertainer. To manage this, the players and the
arm of religious justice. CK should come to an understanding prior to play to ensure
RANGERS are a lonely breed, expert at surviving in the that everyone’s needs are met to the greatest degree possible.
untrammeled places of the world and devoting themselves to The CK is also responsible for ensuring that the players are
protecting civilization from the depredations and incursions playing their classes properly, and for helping players choose a
of creatures of evil intent. class that best fits the type of adventurer they envision.

— PLAYERS HANDBOOK 15

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CLASSES
CLASS DESCRIPTION TERMINOLOGY Example: the rogue Felthing has grown up on the streets
PRIME ATTRIBUTE: There is one prime attribute of Margleburg and has never worn any armor other than
designated for each class. If the character is human, the player is leather and padded. When Felthing puts on his first
allowed to choose two more prime attributes for that character set of full plate mail, it is likely that a certain amount of
for a total of three. All other races allow the player to choose discomfort and restriction would hamper Felthing’s ability
only one more prime attribute for a total of two. to pick a pocket.

HIT POINTS (HP): This is the die type rolled, at each level, This does not mean that the rogue would be unable to wear
for the character’s hit points. The constitution modifier is plate mail, but that Felthing may suffer a penalty when using
added to, or subtracted from, the result whenever hit points any of his Rogue class abilities while wearing it. Likewise, if a
are rolled. The results are cumulative, so a 5th level barbarian wizard wears any armor, they cannot cast spells.
has 5d12 hit points.
In some cases wearing armor that does not appear in the list
DISPOSITION: The suggested disposition for the class. only limits the use of certain class abilities. The barbarian,
WEAPONS: All members of the class are proficient in the use ranger, rogue and assassin have variable effects as described in
of every weapon on this list. If a character uses a weapon that their class descriptions.
does not appear on this list, the character suffers a –4 penalty on ABILITIES: This is a list of abilities possessed by the class.
all “to hit” rolls with that weapon. Explanations are contained in the text for each class. An
ARMOR: All members of a class are proficient in the use of attribute in parentheses indicates that using the ability requires
every armor type on this list. Several classes have restrictions an attribute check.
on the type of armor they can wear. Class Reference Table: LEVEL: Characters advance in levels as they gain experience.
Armor, Shields, Helms is supplied below as a quick reference Their abilities, and their capacity to perform them, also increase.
for all of the classes.
BONUS TO HIT (BtH): This is the modifier that is added to
Armor use restrictions reflect that class archetype’s background, a “to hit” roll when making a melee or missile attack.
training and experience and the limitations of it. A character
may wear any armor, but if the armor type does not appear in EXPERIENCE POINT PROGRESSION (EPP): This
the list for their class, the character may not be able to use table lists the amount of experience points needed to gain each
all of their class abilities while the armor is worn, unless the level. For example, a fighter needs 17,001 experience points to
description of the ability states otherwise. reach 5th level.

CLASS REFERENCE TABLE: ARMOR, SHIELDS, HELMS


Class Armor Shields Helms
Assassin Leather, leather coat, padded (and see class) Small, pavis Leather coif
Barbarian Any Any Any
Bard Breastplates, chain shirt, cuir bouille, greek ensemble, hide, Small, medium Basinet, casquetel, chainmail and
laminar leather, leather, leather coat, padded, ring mail, studded leather coif, normal helm, pot helm,
leather war hat
Cleric Any Any Any
Druid Cuir bouille, laminar leather, padded, leather, leather coat, hide Any wooden Leather coif
Fighter Any Any Any
Illusionist None None None
Knight Any Any Any
Monk None None None
Paladin Any Any Any
Ranger Breastplates, chainmail hauberk & shirt, cuir bouille, greek Small, Benin, casquetel, chainmail and leather
ensemble, leather, chain coif, leather coat, padded, ring mail, medium, pavis coif, norman and pot helm, war hat
scale mail, studded leather
Rogue Leather, leather coat, padded (and see class) Small, Leather coif, war hat
medium, pavis
Wizard None None None

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CLASSES
BARBARIAN
PRIME ATTRIBUTE: Constitution
HIT POINTS: d12
DISPOSITION: Any
WEAPONS: Any
ARMOR: Any
Level HP BtH EPP Check Abilities

CLASSES
1 d12 +0 0 None Combat Sense: +2 bonus to surprise checks and halves an attacker’s
back attack bonus.
None Deerstalker: outdoor survival skills, determine direction, find shelter and
food, climbing and swimming.
Constitution Intimidate: -2 to 1 opponent’s combat rolls, attribute checks & saves.
None Primeval Instincts: immediate action gains +4 to any physical checks.
2 d12 +1 2,101
3 d12 +2 4,701 Constitution Intimidate: -2 to 2 opponents’ combat rolls, attribute checks & saves.
4 d12 +3 9,401 None Whirlwind Attack: attack two opponents of up to half the barbarian’s
level.
5 d12 +4 20,001
6 d12 +5 40,001 Constitution Intimidate: -2 to 4 opponents’ combat rolls, attribute checks & saves.
None Whirlwind Attack: attack three opponents of up to half the barbarian’s
level.
None Primal Will: when wounded gain an immediate 12 hit points.
7 d12 +6 80,001
8 d12 +7 170,001
9 d12 +8 340,001
10 d12 +9 600,001 Constitution Intimidate: -2 to 8 opponents’ combat rolls, attribute checks & saves.
None Whirlwind Attack: attack four opponents of up to half the barbarian’s
level.
None Ancestral Calling: give hit points to allies.
11 +5 HP +10 800,001
12 +5 HP +11 1,000,001

DESCRIPTION overcome foes. They are fearless in their own belief that their
strengths are unconquerable.
Beyond the walls of cities and towns, and well beyond the
bounds of civilization, dwell the barbarians. From windy steppes The supernatural dominates their culture and they see magic in
to mountain tops, from deep jungles to arid plains, barbarians many things. They are able to tap into the supernatural world
live in freedom, a part of the world around them rather than and often do so in the guise of charms, totems and the like.
a slave to it. Banded together in family clans or tribal nations, Conversely they will never rely upon it. Ever. Magic is a luxury
barbarians are a free people ruled by strength and custom alone, even as are the soft cushions and colored wines that besot the
subject to no state or empire. They judge others by their actions and men and women of cities and towns. It is a sign of weakness. At
deeds. To them deeds of valor are held in the greatest acclaim. their core the barbarian is a primordial creature who believes
that only their natural powers, abilities, and instincts stand
To a barbarian, “civilization” defines weakness. between them and a miserable fate or cowardly death.

Barbarians are born and raised in the wilder lands, outside the
ARCHETYPE influences of civilization. They are found in every climate and
Barbarian characters are fearsome warriors, closer to the every terrain, and have an acute knowledge of the environment
primordial life than are most others. They are fearlessly reactive, in which they are raised. They possess a general knowledge of
trusting that only through bold and decisive actions are the its weather patterns, the resources that are available, whether
fates confounded. Barbarians rely upon their individual skills plant or animal, the seasonal challenges and the various dangers
and instincts to carry them through difficult tasks or demanding posed. This knowledge is a second nature to them and allows
ventures, drawing upon their primeval instincts and powers to them to survive the rigors of life in the wilderness.

— PLAYERS HANDBOOK 17

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CLASSES
Barbarian adventurers are generally free of the bonds and
fetters that tie down most peoples, even their brethren in
their own tribal nations. Above all else, barbarians value their
independence and often maintain their own codes or beliefs.
Many have died from voicing opposition to tribal leaders, but
are respected all the more, for they spoke or acted upon their
beliefs. This cultural background fosters a willful nature and
temperament that many view as chaotic and ill disciplined.
Barbarians value the wind in their hair and victory in battle
over their enemies.

WEAPONS AND ARMOR


Utilitarian by nature, most barbarians rarely carry more than
necessary and accumulate little in the way of treasures and
properties – preferring instead cold steel blades, light armor, and
items of little bulk.

ABILITIES
Combat Sense: A barbarian has an uncanny sense for the
presence of foes in the immediate vicinity, reducing the
effectiveness of surprise, flank and rear attacks against them.
Barbarians gain a +2 bonus when rolling a surprise check against
foes attempting to surprise them. Also, attackers do not get any
bonus when attacking a barbarian from the flank. Similarly, any
bonus for back and rear attacks against a barbarian is halved,
including special attacks such as the rogue’s back attack. Thus,
for example, a rogue using the back attack ability against a
barbarian gains only a +2 bonus to hit instead of +4.

Deerstalker: This ability comes naturally to all barbarians and


covers a wide range of survival skills. In short it is their natural
ability to endure environments that lesser men would find harsh.

The Deerstalker is able to forage off the land, finding shelter,


food, and water for themselves, start a fire, and determine
direction. As long as adequate food, water, and shelter sources
are present in the environment, a barbarian can find these
resources without the need for an attribute check. This
requires 1d6+2 hours of hunting, foraging, building, and
Living in the wilds and at the whims of uncaring nature takes gathering. They can do this only for themselves. A barbarian
great fortitude, inuring barbarians to the physical demands can start a fire in 1d10 minutes by natural means, as long
of this life, so that they persevere through its inflictions and as the needed materials are available. A barbarian also can
its pains with steely determination. Possessed of a staggering determine true north in relation to the character, as long as
constitution, they are capable of absorbing damage that would they are in a wilderness environment.
kill their more civilized cousins.
With the deerstalker ability barbarians are capable of climbing
PURPOSE typical natural slopes and inclines, such as a steep, rocky
hillside cliff, without the need to make an attribute check.
Neither ignorant nor savage, barbarians are masters of their Barbarians can ford and swim typical rivers and bodies of fresh
destiny. A barbarian’s self-reliance and solitary nature however, water. When climbing or swimming, the barbarian moves at
does not lead them to abhor the company of others. They may one-half normal movement. When climbing or swimming a
be insular and suspicious of outsiders, but when a barbarian barbarian cannot wear armor weighing more than 25 lb, and
comes to trust others and call them friend, no stronger ally can must set aside any accoutrements that weigh over 25 lb or are
be found in all the world. unusually encumbering.

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CLASSES
Intimidate (Constitution): Barbarians offer an imposing
display of ferocious raw power. They instinctively realize that
victory lies in the wine-besotted, soft demeanors of their foe and
that brute force works best when combined with overwhelming
terror. Barbarians are able to project themselves as this brutal,
terrifying force. Whether through sheer force of will, or savage
decorum, a barbarian is able to strike fear into and intimidate
their opponents. While attacking and upon a successful
constitution check any creature equal to or lesser than the
barbarian’s level suffers -2 to all rolls, including but not limited

CLASSES
to initiative, attack, damage and attribute checks. This ability
takes effect as soon as the barbarian uses the ability. They must
announce it before rolling initiative. It has a 15 foot radius area
of effect. Intimidate is usable only once per combat encounter.
At 1st level, a barbarian can intimidate one creature. The
number of creatures intimidated increases with level as follows:
up to 2 creatures at 3rd level, up to 4 creatures at 6th level, up
to 8 creatures at 10th level, and up to 16 creatures at 15th level.
The intimidation ends the moment the barbarian fails to strike
the intimidated creature.

Primeval Instincts: Barbarians are able to tap into a strength


that goes beyond the physical and gives them a fearless
edge. This strength is primeval in its nature, driven by
instincts that are closer to those of animals than men. Under
difficult circumstances they tap into this primeval instinct in
attempting Herculean tasks. This ability is only accessible if
the barbarian throws themselves at the challenge, whether
in the beginning of the round or as a last ditch effort. Any
move on the character’s part to flee, hesitate, or to debate
the action, immediately negates the primeval instincts and the
barbarian cannot act upon them or use them to overcome the
action. When using this ability, if the physical action is of such
difficulty that the Castle Keeper requires a physical attribute
check (strength, dexterity, or constitution), the barbarian gains
a +4 to the check. The barbarian cannot use this ability if they
are wearing armor weighing 25 lb or more, or has fled from the
challenge. It is important to note that even if the situation is a last
ditch effort, if the barbarian has fled previously, they cannot use
primeval instinct.
attack is usable only once per combat encounter and replaces
This ability also allows the barbarian to hold their breath for a
their normal combat action. When used, the barbarian gains an
long period of time, run long distances, and survive longer in
attack roll against two opponents as long as those enemies are
extreme temperatures and weather conditions. None of these
within 5 feet or less of the barbarian and possess no more than
abilities require an attribute check. Instead, they are limited
one-half of the barbarian’s level. For example, two second level
in duration. Barbarians can hold their breath for a number of
fighters attempt to jump a barbarian in an alley; the barbarian
rounds equal to their constitution score. Barbarians can survive
may make a whirlwind attack, gaining one attack against each
in extreme environments, temperature, and weather conditions
of the fighters. The number of foes subject to the whirlwind
for one day more than a normal person could do so. And, a
attack increases as the barbarian rises in levels. At 6th level
barbarian’s great fortitude allows them to run long distances
the barbarian can attack up to 3 opponents, and at 10th level
without tiring easily. When calling upon this inner fortitude,
a barbarian can attack up to 4 opponents. The ability does not
the distance a barbarian can travel in a day is doubled.
progress beyond 10th level.
Whirlwind Attack: At 4th level, a barbarian’s combat sense and
Primeval Will: At 6th level, a barbarian’s stoic nature increases
athleticism merge in a fearsome and deadly ability. With this
their longevity on the battlefield. When fighting a hard pressed
ability, the barbarian can combat multiple enemies surrounding
combat with mounting wounds the barbarian can call upon
them. The barbarian must announce use of the ability before
this ability. To use the ability, the barbarian’s hit points must be
attacking and they cannot retreat before using it. The whirlwind
— PLAYERS HANDBOOK 19

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CLASSES
reduced to a specific number, as follows: 12 hit points or less at if a blow strikes the barbarian and reduces their hit point to -10
levels 6-9; 18 hit points or less at levels 10-14; and 24 hit points hit points or beyond, the primeval will ability cannot save the
or less at levels 15 and up. character. Also, removal of these hit points cannot reduce the
barbarian beneath 1 hit point.
When battle or circumstances reduce a barbarian’s hit points
to the specified number of hit points or less, the character can Ancestral Calling: At 10th level a barbarian’s reputation and
use this ability to immediately gain an additional 12 hit points. prestige allows them to call upon others to fight alongside the
Damage inflicted after the barbarian activates the ability is first barbarian with heightened ability. The affected creature gains hit
absorbed by the 12 hit points granted by primeval will. The points equal to the maximum of one extra level for the creature.
additional hit points last only for the duration of the combat. For example, an affected fighter would gain an additional 10 hit
When the affects of the ability wear off, the barbarian must points. The ability affects a number of creatures equal to twice
remove any hit points remaining from the 12. The ability can be the barbarian’s level. The ability only affects creatures equal to
used only once per day. or lesser than the barbarian’s level. The effect lasts for no more
than one day, or until completion of a specific task, or as long
Primeval will grants an additional, unique ability as well. It as the Castle Keeper allows. The barbarian can only use this
can save the barbarian from an attack that would normally ability once per week and it cannot be used in conjunction with
strike the character dead or unconscious. If a barbarian suffers another barbarian’s use of the same ability. It is important to
damage such that reduces the character to zero or negative hit note that this ability does not affect morale nor is it based upon
points before the barbarian can use this ability, it automatically a barbarian’s charisma. Instead, it is the barbarian’s force of will
activates and imparts an additional 12 hit points. If the and reputation that causes those around them to heed their call
additional hit points raise the barbarian character’s total hit and rise to the task set before them.
points to 1 or more, the barbarian may keep fighting. Note that

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CLASSES
BARBARIAN HIGH LEVEL PROGRESSION against even impossible odds. This struggle to survive knows
These warriors of the primeval world become titans whose no odds and situations do not arise where hopelessness or fate
philosophy of blood and iron straddles the world of the civilized factor into the narrative of life. The barbarian is very blessed,
and barbaric. These men channel an ever-greater power of raw and no matter the source of the power displayed against them,
force. In worlds where magic governs so many aspects of the their primeval instincts fight on in situations where even reason
balance, the barbarian’s power often falls upon the magical yields. Over time, these instincts evolve into a natural spell
world like an unrivaled force of nature. resistance. Beginning at 16th level, the barbarian gains a natural
SR of 2 (or, if the barbarian already possesses an SR, gains a bonus
of +2 to SR). For every three levels thereafter, the barbarian gains
ABILITIES an additional +1 to SR. At 19th level the barbarian has an SR of

CLASSES
Iron Sinews: Magic falters as the barbarian batters it down 3. At 22nd level SR improves to 4.
with their unbridled power. The barbarian’s constitution
Warlord: The road of adventure brings spoils of many kinds,
bonus compounds the force of their blows, allowing them
not the least of which is reputation. At 20th level a barbarian’s
to wield normal weapons as if they were magical. At 13th
reputation resonates throughout the many lands of their
level, the barbarian can, with a non-magical weapon, strike a
conquests. If opportunity presents itself, the barbarian can call
creature requiring magical weapons to be hit. The barbarian’s
up an army of 10-100 1st level barbarians. These barbarians
constitution modifier serves as their magical threshold bonus,
have AC 13 and are armed with swords or axes. For every
so they can only hit creatures within their modifier’s bonus
20 barbarians, there is one 3rd level barbarian. The barbarian
range. For instance, a barbarian with a 15 constitution could
must call up the army in an area where the local communities
use a non-magical weapon to strike any creature requiring a +1
know their name and their deeds. Furthermore, the area must
or better weapon to be hit; however, the constitution bonus is
have a population of 500 for every 10 men called up. These
not high enough to allow them to hit creatures requiring a +2
men fight for up to 30 days without pay, requiring only food and
or better weapon to be hit.
water. After that time, the army disbands, unless the barbarian
Constitution Bonus: At 15th level, the barbarian’s mastery of compels them to remain through payment.
their own will and primeval force increases their constitution
The barbarian can normally only use this ability once per
by 1 point.
month. At the Castle Keeper’s discretion, it may be used more
Force of Nature: The barbarian’s core beliefs are rooted in the often but many circumstances affect the outcome of the call.
animal world, where instincts often override reason, particularly For instance, a barbarian who calls up an army and subsequently
the instinct to survive. The primordial spirit overrides all leads it to disaster may find it more difficult to call up another
thoughts of suffering or pain and drives the barbarian to struggle band later. Repeated failures lead to the loss of this ability until
the barbarian regains their reputation.

Level HP BtH EPP Check Abilities


13 +5 HP +12 1,200,001 None Iron Sinews: can use a non-magical weapon to strike a creature requiring
a magical weapon to hit.
14 +5 HP +13 1,400,001
15 +5 HP +14 1,600,001 None Constitution Bonus: the barbarian gains 1 point of constitution.
16 +5 HP +15 1,800,001 Constitution Intimidate: -2 to 16 opponents’ combat rolls, attribute checks & saves.
None Force of Nature: gain a natural SR 2 or +2 SR.
17 +5 HP +16 2,000,001
18 +5 HP +17 2,200,001
19 +5 HP +18 2,400,001 None Force of Nature: gain 1 point of SR.
20 +5 HP +19 2,600,001 None Warlord: gain 10-100 1st level barbarian followers. For every 20 there is
one 3rd level.
21 +5 HP +20 2,800,001
22 +5 HP +21 3,000,001 None Force of Nature: gain 1 point of SR.
23 +5 HP +22 3,200,001
24 +5 HP +23 3,400,001

— PLAYERS HANDBOOK 21

Curtis Bilewitch (Order #44157457)


CLASSES
BARD
PRIME ATTRIBUTE: Charisma
HIT POINTS: d10
DISPOSITION: Any
WEAPONS: Broadsword, bows, club, dagger, dart, hand axe, hammers, javelin, longsword, rapier, scimitar,
short sword, sling, spear, staff
ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat,
padded, ring mail, studded leather
ABILITIES: Decipher script, exalt, legend lore, fascinate, exhort greatness

Level HP BtH EPP Check Abilities


Intelligence Decipher Script: decipher unfamiliar writing.
1 d10 +0 0 Charisma Exalt: inspire companions by exaltation. +2 to any one attribute check.
Charisma Legend Lore: check specific fact or event.
2 d10 +1 1,501
3 d10 +2 3,251
4 d10 +3 7,501 None Fascinate: fascinate two creatures, three times a day.
5 d10 +4 15,001 None Fascinate: charm person a fascinated creature.
6 d10 +5 30,001 None Fascinate: fascinate four creatures.
7 d10 +6 60,001
8 d10 +7 120,001 None Fascinate: implant suggestion into fascinated creature.
9 d10 +8 240,001 None Exhort Greatness: companion gains +2 to hit and 2 temporary levels.
10 d10 +9 450,001
11 +4 HP +10 625,001
None Fascinate: attempt antipathy/sympathy on fascinated creature. Fascinate
12 +4 HP +11 800,001
up to 10 creatures.

DESCRIPTION
Every age and people has a voice. That voice finds its measure to charm listeners with their tales. Many also possess training
in story, expressed in legend, tale, song, poem, battle cry or in feats of arms, whether intentionally acquired for a greater
speech. From wild barren steppes to the frozen lands at the tips poetic understanding of valor and mortal combat or learned
of the world, from taverns to town squares, and from city streets accidentally when they have found themselves in dire straits
to imperial residences, there are those blessed with the ability to and amongst dangerous foes.
artfully weave story and legend, moving the heart to great feats.
In recounting epic deeds of ages past, bards inspire listeners PURPOSE
to greater deeds as if by magical incantation. They captivate Bards possess artistic skills that are needed to convince an
hearts, cause tears to flow, and invigorate individuals and audience that what they see is more than what is shown. They
crowds. These storytellers are historians and lore masters with gain access to the various strata of society, both low and high,
oratorial skills guided by the muses. Some are powers behind walking among them to acquire knowledge and power. The
thrones, weaving future events through tales of the past. Others bard pays heed to the moods and tales of all, whether noble or
are the backbone for troops of soldiers, inspiring courage in villain, realizing the importance of even the meanest of peoples.
times of distress. But the most renowned are the warrior-poets, They are skalds, minstrels, troubadours, lore masters, poets,
whose adventures and escapades are legendary. These ply their chroniclers, schemers, sages, musicians and orators, blending
skills across the wide world, and are known as bards. fact and fiction to great effect.

ARCHETYPE Whether weaving tales or delivering odes, bards can effect


Bards can lead by example or deed, but they primarily influence changes in individuals and small groups, inspiring them to great
others with story, art or argument. Their skill of recitation deeds in combat or to humble behavior. They give voice to history,
borders on the magical, so much so that they are often able and weave tales establishing ethics and morals, reinforcing the
frameworks of societies. They possess a tremendous knowledge

22 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


CLASSES
of events great and small, of legends and the nature of
magics. Most bards teach much of what they know, but all
bards keep some knowledge to themselves, considering it a
source of power and prestige only to be dispensed with in
the most extraordinary of circumstances.

The bard’s role as historian and storyteller requires a


bending and twisting of fact and a weaving of fiction to tell
their tales well. They must be free of mind and spirit, with
agile and active imaginations. Bards are not bound by the

CLASSES
often moribund and strict interpretations of academics and
others who depend on the separation of fact and fiction.

Though bards are known to inspire others to greater


deeds, their lifestyle often leads them into conflict and
combat, where they often perform deeds of valor. In life
they prefer not to be encumbered by worldly goods. They
rarely take up permanent residence and are generally ready
to move on. Usually, their most prized possessions are the
instruments they carry, scrolls with great tales writ upon
them, or items to which they have attached great value
and through which they recall legends and tales.

WEAPONS AND ARMOR


Because they do not shy away from battle, a often love to
live the life of their song’s subjects, a bard uses armor that
suits their needs and the regions they are traveling through.

ABILITIES
Decipher Script (Intelligence): Bards often need to
decipher and interpret legends and secret writings to acquire
more knowledge. This ability allows the bard to decipher
writing in an unfamiliar language, a message written in an
incomplete or archaic form or a message written in code.
If the check succeeds, the character understands the
general content of a piece of writing. It takes ten minutes
to decipher each page of a script. A decipher script check
may be made only once per writing. A bard may use this
levels, the bonus imparted increases as well. It rises to +3 at 6th
ability to decipher and then use an arcane scroll, as a wizard
level, +4 at 12th level and +5 at 18th level.
or illusionist would, if a successful check is made at a penalty
of –10. This ability may not be used to decipher divine scrolls. Legend Lore (Charisma): Bards are lore masters of myth and
archaic knowledge. With a successful attribute check, a bard
Exalt (Charisma): This is the bard’s ability to inspire companions
gains or remembers some relevant information about local
and listeners, allowing them to surpass their normal level of
notables, a legendary item, a noteworthy place or any other
performance. Some bards invoke this ability through song and
relevant bit of information. Gaining the information may
music, while others do so through oration, battle cries or sheer
entail speaking to local inhabitants and/ or doing research. The
acting and demeanor. With a successful attribute check, a bard
information might prove useful in diplomacy, entertaining, or
can help allies succeed at a task. The ally gets a +2 bonus on
otherwise influencing others. The ability also might impart a full
any action requiring an attribute check, including class ability
or partial understanding of local or secret languages, including
checks, saving throws and standard attribute checks. This
rogue’s cant, the secret druidic language or ranger signs.
ability does not affect attack rolls. The allies must be able to
see and hear the bard, and must be within 60 feet. The Castle The check will not reveal the powers of a magic item, but may
Keeper may rule that certain uses of this ability are infeasible. give a hint to its history, general function or activation. The
The bard can use this ability once per day per level, and can Castle Keeper gauges the challenge level of the check based
maintain the effect for a number of rounds equal to the bard’s on whether the knowledge is:
level. The bard can take other actions while using this ability,
unless the Castle Keeper rules otherwise. As the bard rises in
— PLAYERS HANDBOOK 23

Curtis Bilewitch (Order #44157457)


CLASSES
Common: Common gossip, information, etc. known generally
around the area, talked about in taverns, of which most people
have some knowledge.
Uncommon: The is knowledge known only by a few, such as
the tavern keeper, priests, sages, etc.
Obscure: Like uncommon knowledge but lore that is rarely
discussed and rather archaic.
Extremely Obscure: Lore that few have ever had access to and
fewer still have access to. Those steeped in lore may know it,
such as a sage or wizard.

Fascinate: At 4th level, a bard gains the ability to place one


or two creatures into a trance. The creatures to be fascinated
must be able to see and hear the bard, and the bard must also
see the creature. The creatures must be able to pay attention to
the bard. The distraction of a nearby combat or other danger
will prevent the ability from working. The Bard can use music,
poetry, chanting, speech, whistling, playing an instrument or
any combination of the above to produce the intended effect
on the creature, as long as some verbal performance is included.
Bards can use this ability three times per day, and can maintain
the effect for a number of rounds equal to their level.

When a bard uses this ability, the target makes a charisma


saving throw to resist the bard’s spellsong. If the saving throw
fails, the creature sits quietly and listens to the bard for up to the
full duration of the effect. While using this ability, a bard must
concentrate, as if casting or maintaining a spell. While fascinated,
the target is treated as if prone and also suffers a -4 penalty to
all saving throws and a -5 to armor class. If the creature’s saving
throw succeeds, the bard cannot attempt to fascinate that
creature again for 24 hours. Any threat that is obvious to the
fascinated creature, such as the casting of a spell, drawing of a
sword or aiming of a weapon automatically breaks the effect.

As the bard rises in levels, the power of the fascination increases


as well, allowing the bard to further influence the listener through
suggestion. These specialized uses of the fascinate ability can
person for every two levels. At 11th level they can inspire 2
only be performed on creatures who are under the influence of
people, at 13th level 3 people and so on. They must use their
the bard’s fascinate ability. At 5th level, a bard may attempt a
voice or instrument to insnpire. The creature to be inspired
charm humanoid on a fascinated creature. At 8th level, a bard
must be able to hear the bard, and must be within 30 feet for the
may attempt to implant a suggestion into a fascinated creature. At
effect to take place. Any exhorted creature that remains within
12th level, a bard may attempt antipathy/sympathy on a fascinated
hearing of the bard’s voice or music gains temporary hit points
creature. At 18th level, a bard may attempt a suggestion in area on
and bonuses to their attack. This effect lasts for one minute,
fascinated creatures. In each case, the creature receives a saving
or six rounds, at 9th level, and the duration increases by one
throw to attempt to resist the spellsong.
additional round for every level beyond 9th. The creature can
As the bard gains experience, the number of creatures that can move out of the 30 foot radius once the exhortation has begun,
be affected by the fascination, or one of its specialized uses, but it must still be able to hear the bard at all times.
increases. The number of creatures is equal to two fewer than
The target creature gains a +2 bonus on all ‘to hit’ rolls, and
the level of the bard. A 4th level bard can fascinate 2 creatures,
gains temporary hit points as if two levels higher. Apply the
a 6th level bard can fascinate 4 creatures, and a 12th level bard
creature’s constitution modifier, if any, to each bonus hit point
can fascinate 10 creatures.
roll. The combat section has a detailed explanation of temporary
Exhort Greatness: At 9th level, a bard can inspire greatness hit points (see Combat – Hit Points).
in one other creature. The bard can inspire greatness in one

24 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


CLASSES
BARD HIGH LEVEL PROGRESSION First, the barrier acts as an anti-magic shell, making the area
The bard’s abilities of song and lute become only one chord in around the bard, up to a 40-foot radius, impervious to magical
their mastery of voice, music, and sound, and all their power. effects, including spells, spell-like abilities, magic from most
Their chords fire the soul of the willing and brandish iron in the items, and supernatural abilities. The bard must be singing,
minds of the unwary. orating, or playing an instrument for their words of power to
take effect. Any magical effect that enters the area must make a
successful charisma save at a CL equal to the bard’s level or fail.
ABILITIES
Second, the words of power erode illusions. On a successful
Sway Crowd: At 13th level, the bard’s ability to influence others
intelligence saving throw, the bard overcomes any illusions

CLASSES
is strong. When they spin tales, whether through their music or
present, except those that are components of the illusionist’s
voice alone, they can sway all who listen. When the bard uses
Magnum Opus ability. The time it takes to destroy illusions is
this ability, anyone listening to them must make a charisma save
equal in rounds to the original caster’s level.
or be spellbound by their tale or song. The bard simply holds
them in rapture, not allowing them to leave their presence Rally: At 18th level, the bard’s skill offers a cure to fear and
so long as they continue to perform. Additionally, the crowd disheartening events, and they can rally those who hear their
remains held for one round per level of the bard even after voice or music. Anyone within earshot of the bard’s rallying cry
they cease to perform. The bard affects up to 20 levels worth of can make a save against any type of fear or morale effects (even
targets at 13th level. This number exponentially doubles every if they previously failed the save or morale check), including
three levels thereafter, so that bards can charm 40 levels worth the pall of dragon fear. The bard may rally once per day, and
of targets at 16th level, 80 levels at 19th level, and a 160 levels they must be singing, playing, or talking to rally, and taking no
at 22nd level and so forth. They can affect any human, demi- other actions that round. Those who rally do not suffer from
human, or humanoid creature with their tales or songs, even if fear or morale for one round per level of the bard unless extreme
they do not speak the language. The lowest levels creatures are circumstances should weaken the rally’s effects.
affected first.
The CK is the final arbiter of what might constitute “extreme
Charisma Bonus: At 15th level, the bard’s mastery of their circumstances.” Such events might include witnessing the
abilities and their recitations of wonder increase their charisma following: the bard’s death, the collapse of an allied army,
by 1 point. the massive destruction of people or terrain via magic or
natural disaster, the arrival of a deity on the battlefield, or the
Words of Power: At 17th level, the bard’s ability with song and
occurrence of some world-shattering event. In such an instance
music allows them to wound a creature once a day by sending
the CK may allow a new save, with possible modifiers, for the
forth a word of power. The target must make a successful
rally to remain in effect for its full duration.
charisma save or suffer the effects below as determined by the
target’s level or levels. Quest: At 20th level, the bard can use their abilities to lay a
quest upon another. The target must make a successful charisma
Level Effect saving throw or have a geas placed upon them. This effect acts
4 or less Death in all respects as the geas spell.
5-7 Paralysis, Blindness, Deafness Change Disposition: At 22nd level, the bard can target and
8-11 Blindness, Deafness change the disposition of any non-player character. The target
12 or more Deafness must be willing to listen and the process takes time. The bard
must be in the company of that person for at least 1 hour per day
for a month and be able to communicate freely for that length
Deafness lasts 1d4 rounds. Blindness lasts 2d4 rounds. Paralysis
of time. After one month, the target makes a charisma check at
lasts 1d10 rounds, with the subject being unable to move or act in
a CL equal to the bard’s level. If successful, nothing happens,
any way. Death results in the target instantly dying, or if undead,
but if the target fails, the target changes disposition one step
being instantly destroyed. The bard cannot strike with normal
(chaotic to neutral, for example, or good to neutral).
weapons or use other abilities while doing so because the bard
must concentrate on the target, precluding most movement. This process goes on for as many months as the bard wishes
Being attacked, however, does not interrupt the ability to continue altering the target’s disposition. After the desired
change occurs, the bard must stay in contact with the recipient,
At 24th level, the bard can sing even greater words of power;
spending at least 1 hour per week with the target. If not, then
these words carry the weight of the world’s legends, and with
every week thereafter, the recipient must make a charisma
such, weave a mist of magic around the bard and those nearby.
save to break free of the disposition change; if successful, the
This potent song offers a barrier against other magic, whether
disposition change slowly fades and the target returns to normal
natural, illusionary, divine, or arcane. The bard can use this
disposition within several months (one gradation per month).
ability once a week and there are two variations of use:

— PLAYERS HANDBOOK 25

Curtis Bilewitch (Order #44157457)


CLASSES
Level HP BtH EPP Check Abilities
13 +4 HP +12 975,001 None Sway Crowd: hold crowd of up to 20 levels in rapture.
14 +4 HP +13 1,150,001
15 +4 HP +14 1,325,001 None Charisma Bonus: gain 1 point of charisma.
16 +4 HP +15 1,500,001 None Sway Crowd: hold crowd of up to 40 levels in rapture.
17 +4 HP +16 1,675,001 None Words of Power: paralyze, blind, deafen or kill enemies with voice.
18 +4 HP +17 1,850,001 None Fascinate: attempt mass suggestion on fascinated creatures.
None Rally: allows anyone within earshot to make save against fear.
19 +4 HP +18 2,025,001 None Sway Crowd: hold crowd of up to 80 levels in rapture.
20 +4 HP +19 2,200,001 None Quest: lay a quest on target that acts as geas spell. Target is allowed a
charisma save.
21 +4 HP +20 2,375,001
22 +4 HP +21 2,550,001 None Sway Crowd: hold crowd of up to 160 levels in rapture.
23 +4 HP +22 2,725,001
24 +4 HP +23 2,900,001 None Change Disposition: bard can change the disposition of any NPC they
meet.
None Words of Power: Create anti-magic sphere with voice.

26 CASTLES & CRUSADES —

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CLASSES
CLERIC
PRIME ATTRIBUTE: Wisdom
HIT POINTS: d8
DISPOSITION: Any
WEAPONS: Special, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace,
morningstar, quarterstaff, war hammer
ARMOR: Any

CLASSES
Level HP BtH EPP Check Abilities
1 d8 +0 0 None Spell Use: the ability to cast divine spells. With a wisdom of 13-15 one
extra 1st level spell. With a wisdom of 16-17 one extra 2nd level spell.
With a wisdom of 18-19 one extra 3rd level spell.
Wisdom Turn Undead: turn or destroy undead monsters.
None Weapon Selection: A cleric must wield the weapon of their deity.
2 d8 +1 2,251
3 d8 +1 5,001
4 d8 +2 9,001
5 d8 +2 18,001
6 d8 +3 35,001
7 d8 +3 70,001
8 d8 +4 140,001
9 d8 +4 300,001
10 d8 +5 425,001
11 +3 HP +5 650,001
12 +3 HP +6 900,001

DESCRIPTION of like mind and nature as the deity they worship. They never
Upon the fields of battle, where good and evil struggle, there falter in carrying out their duties lest they face the most horrible
stride holy warriors dedicated to the service of a deity, their of retribution and suffer the interminable revenge of an angered
martial ability enhanced by divine dispensation. They obey and betrayed power.
the will of the gods, and influence others through faith in their
deity’s tenets, actions on the field of battle, and by bringing Clerics who generally act in ways opposed to their deity’s
justice or retribution to their foes. disposition and purposes, and who grossly violate the code
of conduct expected by their deity, lose the use of all divine
abilities and capacities for advancement, wandering alone and
ARCHETYTPE
cursed until they atone for their wrongs.
Clerics are warrior-priests. They are religious by nature and
can be found in service to a pantheon of deities or eternally WEAPONS AND ARMOR
bound to serve only one. From their deity or deities, the cleric
receives divine powers and act as conduits of the power of Typically, a cleric wields the same weapon or type of weapon
their deity upon the planes of men. Yet these powers come at favored by the character’s deity or pantheon. They do this to
a high cost in service, devotion and loyalty. A cleric’s divine better follow the precepts of and emulate their deity. Beyond
connection to a deity is of supreme importance. This spiritual these, clerics prefer to use those weapons that allow them a
connection allows them to better understand the motives and better chance to subdue and convert enemies instead of killing
will of their deity and to more capably and earnestly enact the them outright. Through this they gain converts and servants to
deity’s desire. serve them and thence their deity. On the field of battle, where
clerics spend much of their lives, they wear any armor necessary
to see them through the day and on to victory.
PURPOSE
Deities can be of any ethos or morality: from good to evil, ABILITIES
and from lawful to chaotic. All of the deities have priests and
devotees who serve and worship them but the cleric is always Spells: The cleric uses divine magic. The spells available are
listed on the cleric spell list. A cleric is limited to a certain
— PLAYERS HANDBOOK 27

Curtis Bilewitch (Order #44157457)


CLASSES

Example: a 4th level cleric with an 18 wisdom receives four


0 level spells, four 1st level spells and three 2nd level spells.
No bonus 3rd level spell is acquired until the cleric reaches
5th level.

CLERIC SPELLS PER DAY


Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1
2 4 2
3 4 2 1
4 4 3 2
5 4 3 2 1
6 5 3 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 4 4 3 2 1
10 5 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 5 5 4 4 3 3 2
15 6 5 5 5 4 4 3 2 1
16 6 6 5 5 4 4 3 3 2
17 7 6 5 5 5 4 4 3 2 1
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
20 7 6 6 6 5 5 4 4 3 3
21 7 6 6 6 5 5 5 4 4 3
22 7 7 6 6 6 5 5 4 4 3
23 7 7 6 6 6 5 5 5 4 4
24 8 7 7 6 6 6 6 5 4 4

Turn Undead (Wisdom): A cleric has the ability to turn, or even


destroy, undead monsters. To turn undead, a cleric must declare
the attempt as an attack and then make a successful wisdom
attribute check. The character must display a holy symbol toward
the undead and utter a prayer, chant or other invocation of the
number of spells of each spell level per day. The Cleric Spells character’s deity. Turn undead is considered a special attack and
Per Day Table shows the number of spells per day a character takes one round. Turn undead has a maximum range of 60 feet.
of the class may cast. Clerics prepare spells each day through Turning undead consists of channelling divine power. The
prayer to their deity or deities, followed by contemplation and ability to channel divine power is measured by the cleric’s
study. own willpower. Accordingly, charisma, not wisdom, affects the
number of undead creatures that are turned with a successful
Bonus Spells: High wisdom indicates a greater divine turn undead check. In most cases, the number of undead turned
connection. Clerics with a high wisdom gain bonus spells. If will be 1d12 plus the cleric’s charisma modifier. When a cleric
they have a wisdom of 13-15 or higher, they receive an extra 1st is five or more levels higher than the undead being turned, the
level spell. If the wisdom score is 16-17 or higher, they receive undead are instead destroyed.
an extra 2nd level spell and if 18-19 or higher, an extra 3rd level
spell. Bonus spells can only be acquired if the cleric is at a high Evil clerics may turn undead or control them. An evil cleric
enough level to cast them. Bonus spells are cumulative. must be at least five levels higher than the undead they seek to
control. Evil clerics can also turn paladins.

28 CASTLES & CRUSADES —

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CLASSES
Turn undead is covered in greater detail in Turning Undead.

Weapon Selection: The cleric is only allowed to use certain


weapons. They can, if they choose, pick a weapon off the list
that is identical to the major weapon in use by the deity which
they worship. If no single deity is worshipped and a pantheon
is instead worshipped, weapon selection is limited to the
pantheon’s major deities or the deity most closely associated
with the activities the cleric intends to undertake.

CLASSES
CLERIC HIGH LEVEL PROGRESSION
High-level clerics are rare. They are lords and ladies of their
deities’ wills, and wisdom lies upon the long roads of their
careers. In them rests the good or evil of their sect, and they
grow to govern it, both literally and figuratively. High-level
clerics affect more than the world their feet so readily trod.

ABILITIES
Wisdom Bonus: At 15th level, the cleric’s power in their order
and their proven devotion to the deity increase their wisdom by
1 point.

Holy Campaign: Once a cleric gains 18th level, they can call
for a Holy Campaign. For each follower the cleric has, they
can raise 1-10 armed adherents with d8 hit points and gather a
further 1-100 unarmed adherents with d4 hit points (see Castle
Keepers Guide) to also follow them on whatever campaign they
deem important. The campaign must have a defined purpose,
such as overthrowing a rival temple or church, liberating a town
from an evil tyrant, assaulting a good church to recover an evil
text, besieging a forgotten catacomb to recover a lost relic, etc.
The campaign lasts for up to one week per point of the cleric’s
charisma. In battle, these troops receive a +1 bonus to all
checks including combat rolls, with the exception of damage,
so long as the cleric is present and still active. The point of
this ability is not to create a war-game adventure but to allow
the player to call upon an army for a short time to assault an
otherwise impenetrable fortress where other adventures can
occur and culminating events involving the cleric can happen.

As the cleric advances in levels, the ability to call for a holy


campaign increases; at 19th level, the number of followers
doubles, and the bonus increases to +2; and at 23rd level, it
quadruples, with the bonus increasing to +3. For every 20 zero
level troops, there will be a 1st level leader. For every 20 1st level
successful wisdom check (CL 0) to recall and cast the spell and
troops, there is a 2nd level leader, and for every 20 second levels,
they can only recall a specific spell once that day. For instance,
there is a 3rd level leader, etc.
a cleric who successfully recalls an endure elements spell cast
The Castle Keeper must manage the details of the holy earlier may only recall it for one additional casting that day. At
campaign, because the movement and calling up of troops 24th level, clerics can recall any previously cast 1st level spells at
taxes any society, government, or region. Within the Castle will. They must make a successful wisdom check as with 0 level
Keepers Guide are rules for NPCs, followers, loyalty, morale, spells (CL 0) .
and warfare. Please refer to those sections for a general idea on
Banish (Wisdom): At 21st level the cleric gains the ability to
how to manage this ability.
banish extra-planar creatures. Banish acts like turn undead and the
Perfect Recall (Wisdom): At 20th level, clerics can recall any cleric must make a successful wisdom check to banish the target
previously cast 0 level cleric spells at will. They must make a creature or creatures. The banishment drives the target creature

— PLAYERS HANDBOOK 29

Curtis Bilewitch (Order #44157457)


CLASSES
Divine Monolith: At 22nd level, the cleric is such a paragon of
the deity that they emanate an aura of holy or unholy energy.
The high-level cleric radiates a magic circle in a 20-foot radius
that does the following: the cleric is immune to all death attacks,
including but not limited to those by spell, item, class abilities,
and poison. The cleric gains a +3 to all turn checks within the
radius of divine monolith. The cleric gains +2 to all attributes
checks and saves. This spell-like ability cannot be dispelled or
dismissed, and it has a permanent duration.

Mark of the Saint: At 23rd level, the cleric’s order, sect, or deity
recognizes them as a saint - no matter the cleric’s disposition.
The cleric’s word becomes law to the faithful. Lower ranking
members of the order flock to the saint’s side. The saint gains
1d10 followers per point of wisdom. For every 10 followers
gathering at the cleric’s call, a 1st level cleric heeds the call, as
well. When 40 followers have been attracted, a cleric of at least
4th level is also attracted. When 80 followers gather, a cleric of
8th level joins the saint. When over 100 followers have gathered,
a 10th level cleric is attracted. The saint must have a church,
abbey, temple or some other consecrated site for the faithful
to gather, or they lose these followers. These followers are in
addition to those mentioned previously, and they are different
in that they are of undying loyalty, never question their purpose,
and are quite willing and eager to lay down their lives in the
name of the sainted cleric.

Sainthood has other benefits, as well. The saint gains additional


spells over their standard allotment. Once a week, without
recourse to prayer, the Saint can cast heal, cure blindness, and
cure disease; and once per day they can create holy water. In
from the material plane. It cannot immediately return. For every addition to these properties, the saint may speak a holy/unholy
level of the cleric, the banished creature must linger on the outside word once per day to drive away evil or good, and once per week
for at least 1 day. A 21st level cleric banishes a creature for 21 days, they can return the dead to the living realm with resurrection.
etc. It affects 1d12 minor demons or devils, 1d6 major demons or
greater devils, and 1 demon lord or arch devil.
Level HP BtH EPP Check Abilities
13 +3 HP +6 1,150,001
14 +3 HP +7 1,400,001

15 +3 HP +7 1,650,001 None Wisdom Bonus: gain 1 point of wisdom.


16 +3 HP +8 1,900,001
17 +3 HP +8 2,150,001
18 +3 HP +9 2,400,001 None Holy Campaign: call a holy campaign of 1-100 d8 HP NPCs and 1-100
d4 NPCs. All get +1 bonus on checks.
19 +3 HP +9 2,650,001 None Holy Campaign: call a holy campaign of 2-200 d8 HP NPCs and 2-200
d4 NPCs. All get +2 bonus on checks.
20 +3 HP +10 2,900,001 Wisdom Perfect Recall: recall previously cast 0 level spell once per day.
21 +3 HP +10 3,150,001 Wisdom Banish: banish extraplanar creatures as turn undead.
22 +3 HP +11 3,400,001 None Divine Monolith: radiates a 20-foot anti-magic sphere.
23 +3 HP +11 3,650,001 None Holy Campaign: call a holy campaign of 4-400 d8 HP NPCs and 4-400
d4 NPCs with 1st, 2nd and 3rd level leaders. All get +3 bonus on checks.
None Mark of the Saint: gather army, cast heal, restore sight/Hearing and remove
malady.
24 +3 HP +12 3,900,001 Wisdom Perfect Recall: recall previously cast 1st level spell once per day.
30 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


CLASSES
DRUID
PRIME ATTRIBUTE: Wisdom
HIT POINTS: d8
DISPOSITION: Neutral (any)
WEAPONS: Bows, club, dagger, dart, hand axe, hammers, scythe, sling, sickle, spears, sword (any), staff
ARMOR: Cuir bouille, laminar leather, padded, leather, leather coat, hide

CLASSES
Level HP BtH EPP Check Abilities
1 d8 +0 0 None Spell Use: the ability to cast divine spells. With a wisdom of 13-15 one
extra 1st level spell. With a wisdom of 16-17 one extra 2nd level spell. With
a wisdom of 18-19 one extra 3rd level spell.
None Bonus Language: speak druidic language.
Wisdom Nature Lore: find shelter or forage for food and identify species of plant
and animal.
2 d8 +1 2,001 None Resist Elements: gain +2 versus air, earth, fire water, lightening, cold
attacks.
3 d8 +1 4,251 None Woodland Stride: move through thick woodland without impediment.
4 d8 +2 8,501
5 d8 +2 17,001
6 d8 +3 35,001 None Totem Shape: shape change to small animal once per day. Selection
permanent.
7 d8 +3 70,001 None Totem Shape: shape change to small additional animal once per day.
Selection permanent.
8 d8 +4 180,001 None Totem Shape: shape change to small additional animal once per day.
Selection permanent.
9 d8 +4 275,001
10 d8 +5 400,001
11 +3 HP +5 525,001
12 +3 HP +6 650,001 None Totem Shape: once a day shape change into large version of previous
totem and heal 5d8 damage.

DESCRIPTION PURPOSE
Beyond the confines of walls and city battlements, within the Druids live in harmony with nature, revering its power and
vast expanse of the wilderness areas of the world are many folk beauty. Although they are sometimes termed priests of nature,
who live contented, outside the confines of civilization. Those the druid is much more. They allow nature to determine the
who push aside material culture to live in harmony with nature fate of its creatures, for good or ill. Some druids revere nature
often draw upon its forces for spiritual guidance and commune and its elements alone, some promote the beliefs of one or more
with its spirits. These are the druids, and they offer guidance and nature deities, and some bind their animistic faith to a strict
wisdom about the order of life and the world, the cycle of life code of personal conduct. All are devoted to their life’s calling
and death, and acceptance thereof. Druids are feared by many, and possess specialized wilderness lore, including knowledge of
for they call upon powerful elemental and nature spirits, and the animal and plant kingdoms. Their divine dispensations are
they can gather great hosts of nature to fight for their causes. gifts from the spirits of the wood, rock, water and wind.

Storms rage across the plains, seas thunder against coasts, and the
ARCHETYPE
grasses of the wild steppe wave ceaselessly: none knows a motive.
Druids seek to protect the wilderness and its beasts from the Druids must be able to relate to this balance and neutrality in
encroachments of civilization, lest the order of the natural world nature. From this closeness to their surroundings, druids possess
be upset. They find the myriad artificial creations of civilized specialized knowledge of wilderness environments, particularly
peoples abhorrent, for they believe that reliance upon the those in which the druid lives or was trained.
unnatural creates people who are weak and dependent upon a
material culture. They are fiercely individualistic, and are often Should a druid cease to revere nature, or ignores their code, the
found among the barbarian peoples of the world. wrath and fury of the spirits of the wild descend upon the errant
druid in vengeance.
— PLAYERS HANDBOOK 31

Curtis Bilewitch (Order #44157457)


CLASSES
WEAPONS ABILITIES
A druid may use weapons crafted from nature’s raw materials, Bonus Languages: Druids have a secret language used for
such as wood, leather, stone and cold-forged metal. Traditionally communicating with one another. They are forbidden from
forged weapons are antithetical to druidism. Some druids prefer teaching this language to any but their brethren.
to use a weapon identical to that wielded by the deity whom
they worship. In war and combat, druids often wield cold-forged Additionally, if a druid has a high enough intelligence to learn
pure metal weapons fashioned of beaten iron or copper, but not an additional language, the following languages are available to
of beaten steel or bronze. them: aquan, auran, elf, fey, giant, gnome, sylvan and terran.
The druid must have lived in or near a community of those
ARMOR whose language they seek to learn.
Likewise, a druid prefers armor crafted from items found in Nature Lore (Wisdom): Druids are connected to the forces
nature, such as leather and wood. They view armors forged by of nature. They mystically coexist with their environment,
advanced metal-smithing techniques as tainted and impure. gradually becoming a larger part of it. This relationship imparts
These impure items make one dependent upon them and, in to them a specialized knowledge of the wilds. The druid
consequence, weak. possesses knowledge of all plants and animals without fail in the
type of environment where the druid was trained or currently
lives. In unfamiliar environments, the druid must succeed at a
wisdom check to successfully use this ability.

32 CASTLES & CRUSADES —

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CLASSES
This identification ability allows the druid to determine the At 7 and 8 levels, the druid gains a new totem shape. Each
th th

species of a plant or animal and the special qualities or abilities shape can be assumed once per day. At 12th level, the druid
of the species. The druid can detect water contaminated gains the ability to take the shape of a large version of one of the
with bacteria, viruses, or other toxins, natural and unnatural. previously chosen totem forms. This large form can be assumed
Additionally, druids can find shelter and forage for food. A once per day, and the druid can decide between the three forms
druid always succeeds in finding basic shelter and enough food each time this ability is used. When assuming the large version
for individual daily sustenance. If the druid wishes to support of a totem form, the druid heals 5d8 hit points. At 15th level,
additional people, they must spend 6 hours hunting and the druid can take a totem shape twice per day and at 18th level,
gathering to produce enough food and water to feed 2d4 people three times per day.
for a day. If the druid wishes to feed or shelter a larger group

CLASSES
DRUID SPELLS PER DAY
of people than the die indicate, a successful wisdom check is
necessary. If successful, the druid must spend an additional Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
6 hours gathering food to feed and water an additional 2d4 1 3 1
people. A third attempt to gather food can be made. A wisdom 2 4 2
check at -4 is made but if successful, another 6 hours of searching
3 4 2 1
can feed an additional 1d4 people. This additional effort allows the
4 4 3 2
druid to gather food and water for up to 5-20 creatures total. The
druid can only hunt and forage for food three times per day. 5 4 3 2 1
6 5 3 3 2
Spells: The druid uses divine magic. The spells available are 7 5 4 3 2 1
listed on the druid spell list. Each druid can cast a limited
8 5 4 3 3 2
number of spells from each spell level per day. The Druid Spells
Per Day Table shows the number of spells per day a druid 9 5 4 4 3 2 1
may cast for each spell level. Druids prepare and cast spells by 10 5 4 4 3 3 2
praying for them. This process is covered in greater detail in the 11 6 5 4 4 3 2 1
Magic – Preparing Spells section. 12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
Bonus Spells: High wisdom indicates a greater divine or
spiritual connection to their deities, so druids with high wisdom 14 6 5 5 4 4 3 3 2
gain bonus spells. If the character has a wisdom between 13-15 15 6 5 5 5 4 4 3 2 1
or higher, they receive an extra 1st level spell. If the wisdom 16 6 6 5 5 4 4 3 3 2
score is 16-17 or higher, they receive an extra 2nd level spell and 17 7 6 5 5 5 4 4 3 2 1
if 18-19 or higher, they receive an extra 3rd level spell. Bonus
18 7 6 6 5 5 4 4 3 3 2
spells can only be acquired if the druid is at a high enough level
to cast them. Bonus spells are cumulative. 19 7 6 6 5 5 5 4 4 3 2
20 7 6 6 6 5 5 4 4 3 3
Example: a 4 level druid with an 18 wisdom receives four
th 21 7 6 6 6 5 5 5 4 4 3
0 level spells, four 1st level spells and three 2nd level spells. 22 7 7 6 6 6 5 5 4 4 3
No bonus 3rd level spell is acquired until the druid reaches 23 7 7 6 6 6 5 5 5 4 4
5th level.
24 8 7 7 6 6 6 6 5 4 4

Resist Elements: At 2 level, druids gain a +2 bonus to saving


nd
DRUID HIGH LEVEL PROGRESSION
throws against fire, water, earth, air, cold and lightning attacks.
Long journeys in their wilderness domains bring druids into
Woodland Stride: At 3rd level, the druid can pass through a symbiotic relationship with their environments. They gain
any wilderness area with ease. Natural flora finds no purchase greater knowledge of flora and fauna, master the elements, and
on the druid’s flesh, clothes, or equipment, giving away upon learn the wisdom of creatures great and small.
contact. Natural obstacles such as briar patches do not impede
the druid’s movement. There is no trail left behind either as the ABILITIES
wilderness seems to brush off the druid’s passage as if it were
Advanced Nature Lore: At 13th level, this ability allows the
wind. Enchanted vegetation however will impede movement.
druid to expand their knowledge of flora and fauna to cover
Totem Shape: Once the druid reaches 6th level, they can change another region or regional type. Advanced Nature Lore
their shape into and from that of an animal, small or medium, functions identically to the 1st level Nature Lore ability, except
once per day. This ability operates like the spell polymorph own the druid may use any and all abilities of Nature Lore in the new
person. Upon attaining this ability, a druid must choose a totem region or regional type, including gathering food. At 21st level,
shape. The selection is permanent, and cannot be changed. Each the druid gains a third area of expertise.
time a druid uses this ability, the character regains 1d4 hit points.
— PLAYERS HANDBOOK 33

Curtis Bilewitch (Order #44157457)


CLASSES
Advanced Resist Elements: This ability functions identically equal to the attack’s original damage. Thus, the spell attack of
to the 2nd level resist elements special ability with increased the caster is negated, and instead the druid turns the spell back
modifiers. At 13th level, the druid’s resist elements modifier upon the caster. For example, a 6-die fireball spell would cause
increases to +3. This modifier increases to +4 at 18th level and 6d6 points of damage against the caster or the druid’s chosen
to +5 at 23rd level. target. The selected target must, of course, be within the spell’s
range as measured starting from the druid.
Wisdom Bonus: At 15th level, embracing the indifferent power
of nature and learning to channel that power combine to Language of the Wilderlands: At 21st level, druids master the
increase the druid’s wisdom by 1 point. language of all birds, beasts, trees, and growing things. “Speaking”
with these creatures or plants does not involve normal talking,
Dismiss Woodland Creatures (Charisma): At 18th level, the but rather an understanding of their method of communication.
druid gains the ability to dismiss any wilderness creatures falling These beings might communicate through sounds (not words),
into the following categories: animal, beast, plant, or vermin. motion, or even via a sort of communion. CKs should decide the
The creatures must be native to one of the regions of the being’s appropriate vehicle of communication. Most creatures
druid’s Nature Lore for the druid to be able to dismiss them. To have low intelligence and little understanding of the world
successfully dismiss creatures, the druid must make a charisma as understood by the various races, so unless made aware or
check at a CL equal to the total number of levels of creatures awakened, they can only relate things in very simple ideas and
to be dismissed. Each day, at no penalty, the druid can dismiss with limited understanding of events or things they encounter.
a number of levels worth of creatures equal to 10 plus their For instance, a tree might relay to the druid that something hit
charisma bonus. Creatures flee from the druid, leaving the area and hurt it - and it might communicate this by rustling its leaves
and not returning until after the druid departs. and moving its branches; a tree, however, would not be able to
impart what that something looked like, smelled like, or any
Example: Morgana, an 18th level druid, has a charisma other more detailed information about it.
of 17. Charisma is not a prime attribute for Morgana.
Awaken Woodland Spirit: At 24th level, druids develop a deep
She encounters two owlbears (level 5) destroying a field
bond with the natural world through which they walk. Long
she particularly enjoys lounging in. Morgana attempts to
experience has taught them the language of things, both plant
dismiss the creatures. Morgana needs to roll a 28 to dismiss
and animal, and has given them a deep understanding of these
both creatures (CB 18 + 10 for their combined levels). She
beings. Druids can awaken both flora and fauna, making them
has +20 for her level and attribute bonus. Any roll of eight
aware of the greater world around them and unleashing a level of
or better successfully dismisses the creatures.
consciousness on par with that of humans. The awakened plants
or animals can see the world, hear it, touch it, feel it, and voice
Perfect Recall (Wisdom): At 20th level, druids can recall any their thoughts about their experience of it. Druids must spend
previously cast 0-level druid spells at will. They must make a several days with the creature for it to achieve the awakening.
successful wisdom check (CL 0) to recall and cast the spell, and
they can only recall a specific spell once that day. For instance, The druid can communicate perfectly with the awakened
a druid who successfully recalls a create sustenance spell cast creature or plant, and it can speak in the druid’s native
earlier may only recall it for one additional casting that day. At tongue and clearly confer its life experiences to the druid. An
24th level, druids can recall any previously cast 1st level druid empathetic bond develops between the druid and the awakened
spells at will. They must make a successful wisdom check as being, and it always looks favorably upon the druid, so long as
with 0 level spells (CL 0). the druid does not abuse or cause it harm. The being will fight
Elementary Mastery: At 20th level, this ability confers for and defend the druid if necessary. If possible, the awakened
immunity to the damaging effects of one of the following: fire, being stays with and serves the druid as best it can for as long
heat, electricity, ice, cold, earth, water, or air. The player must as the druid desires. After it leaves or is dismissed, it retains a
choose the element. Any spell-based attacks using the druid’s deep-seated loyalty to the druid for the duration of its life.
chosen element no longer cause damage to the druid. For
Furthermore, awakened creatures or plants are empowered, their
example, should a druid choose resistance to fire, fireball spells
new-found knowledge granting them strength and endurance
no longer cause damage to the druid; furthermore, the druid
beyond their normal ken. Such awakened beings receive two
can walk through fire without taking any damage. Likewise, a
additional levels; maximum hit points; and a +2 bonus to their
cone of winter’s blast no longer affects a druid who has selected
armor class, all damage rolls, and all saving throws.
to resist ice or cold.
This ability increases as the druid gains levels. For every two
With this mastery comes control of that one element as well.
levels after 24th level, druids can awaken one additional animal
When attacked with spells of the selected element, the druid can
or plant. Levels measure the maximum number of beings a druid
make a successful wisdom save at a CL equal to the attacker’s
can have under their command. Druids can have a maximum
level or levels to counter-attack the opponent. If successful, the
of 5 times their charisma attribute score in levels under their
druid gathers the force of the attack and hurls it back at a target
command. A druid with a 12 charisma could have up to 60
of the druid’s choosing, including the wielder, doing damage
levels of creatures under their command.
34 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


CLASSES
Level HP BtH EPP Check Abilities
13 +3 HP +6 825,001 None Advanced Nature Lore: acts as 1st level but in new region.
None Advanced Resist Nature: 2nd level resist elements bonus to +3.
14 +3 HP +7 1,000,001
15 +3 HP +7 1,175,001 None Totem Shape: shape change twice a day.
None Wisdom Bonus: gain 1 point of wisdom.
16 +3 HP +8 1,350,001
17 +3 HP +8 1,525,001

CLASSES
18 +3 HP +9 1,700,001 None Advanced Resist Nature: 2nd level resist elements bonus to +4.
Charisma Dismiss Woodland Creatures: dismiss animal, beast, plant or vermin.
None Totem Shape: shape change three times a day.
19 +3 HP +9 1,875,001
20 +3 HP +10 2,050,001 Wisdom Perfect Recall: recall previously cast 0 level spell once per day.
None Elemental Mastery: immune to damage of one chosen element.
21 +3 HP +10 2,225,001 None Language of the Wilderlands: can speak with birds, beasts, trees and all
growing things.
None Advanced Nature Lore: acts as 1st level but in a third region.
22 +3 HP +11 2,400,001 None Advanced Resist Nature: 2nd level resist elements bonus to +5.
23 +3 HP +11 2,575,001
24 +3 HP +12 2,750,001 None Perfect Recall: recall previously cast 1st level spell once per day.
None Awaken Woodland Spirit: make plants and animals self aware.

— PLAYERS HANDBOOK 35

Curtis Bilewitch (Order #44157457)


CLASSES
FIGHTER
PRIME ATTRIBUTE: Strength
DISPOSITION: Any
HIT POINTS: d10
WEAPONS: Any
ARMOR: Any

Level HP BtH EPP Check Abilities


1 d10 +1 0 None Weapon Specialization: choose 1 weapon to specialize in. +1 bonus to
hit and a +1 bonus to damage when being used.
2 d10 +2 2,001
3 d10 +3 4,001
4 d10 +4 8,501 None Combat Dominance: extra 1 attack against Level 1 or less monsters.
5 d10 +5 17,001
6 d10 +6 34,001
7 d10 +7 68,001 None Weapon Specialization: the bonuses increase to +2 to hit and a +2 to
damage.
8 d10 +8 136,001 None Combat Dominance: extra 2 attacks against Level 1 or less monsters.
9 d10 +9 272,001
10 d10 +10 500,001 None Extra Attack: one additional attack per combat round.
11 +4 HP +11 750,001
12 +4 HP +12 1,000,001 None Combat Dominance: extra 3 attacks against Level 1 or less monsters.

PURPOSE
DESCRIPTION
Fighters depend on heavy armor and weaponry that require great
From the maelstrom of war and conflict great warriors arise, tested strength and skill to wield properly. Whether sallying forth with
on and mastering the brutal fields of battle. These combatants a massive double bladed battle axe, or a delicately balanced saber
nobly make war against cruel overlords and barbarous hordes, of the finest steel, whether sheathed in plates of shiny metal,
or are driven to conquest and brutish slaughter by depraved or hefting only a shield on the blood washed fields of combat,
spirits and malignant desires. Found in all societies and the mighty arms of these warriors rise and the weak fall beneath
amongst all peoples for whom battle is a constant, these are them. And it is that strength that carries fighters through the
those who turn to the sword and might of arm to defeat their laborious contests of steel that mark their daily lives.
foes and fulfil their desires. Kings and tyrants, warriors and
brigands, foot soldiers and raiders, adventurers and treasure WEAPONS
hunters; these are all fighters.
Many cultures have unique weapons, and warriors in those
cultures are often trained in their use, wielding them as if
ARCHETYPE
extensions of their bodies. However, all weapons, regardless
The fighter is the archetypical warrior, superior to all other of make, function to the same end and the well-trained and
classes in armed combat. Fighters come from every geograph- highly skilled fighter intuitively knows the best manner in
ic region and occupy all social strata. They are born with a which to use them. Fearsome with any weapon, the fighter is
strength of will and spirit that leads them to seek the field an opponent that only the foolish underestimate and the weak
of battle. They find the clash of metal and the ring of steel regret offending.
invigorating at times, and necessary at others. Fighters do not
live in fear of the melee; they face their foes with gritted teeth ARMOR
and steely determination, longingly anticipating the next test
As with weapons, the use of heavy armor is demanding upon the
of their strength and skill. All fighters, regardless of back-
body. When worn by those unfamiliar with its weight and bulk,
ground, are characterized by the will and ability to use their
armor can be a hindrance to movement. It requires great strength
brute strength and swift sword to solve problems or overcome
and knowledge to properly wear any armor and maintain one’s
foes. Fighters are a unique breed and make their own way in
skill of hand while so donned. Fighters are accustomed to the
the world, for ill or good.
bulk and weight of armor, knowing how to manage and adjust

36 CASTLES & CRUSADES —

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CLASSES
+1 bonus to hit and a +1 bonus to damage when being used. At
7th level, the bonuses increase to +2 to hit and +2 to damage,
and increase again to +3 to hit and +3 to damage at 19th level.

Combat Dominance: At 4th level, the fighter gains an extra


attack with any weapon when fighting opponents with 1 level
or less. In order to use this ability, the fighter must direct all
attacks in a combat round against opponents that meet these
criteria. The fighter can split the available attacks among
qualified opponents as desired. This ability improves as the

CLASSES
fighter progresses in levels. The fighter gains an additional
attack for every four levels gained after 4th level. So, at 8th
level, the fighter is allowed a total of three attacks, and at
12th level, the fighter is allowed four attacks against these
opponents. This ability does not combine with the Extra
Attack ability described below. This ability is only usable with
melee weapons and cannot be applied to ranged combat.

Example: an 8th level fighter is battling 5 kobolds in a


dank cavern. The kobolds have level 1. When it comes
time to attack, the fighter is allowed three swings against
the kobolds; one swing for the class and two swings for
the Combat Dominance ability. The fighter can choose to
attack one kobold three times or three different kobolds
one time each.

Extra Attack: At 10th level, the fighter gains one additional


attack each combat round with any weapon. This ability does
not combine with Combat Dominance. When in a combat
where both abilities could be used, the player must choose to use
either the Extra Attack or Combat Dominance ability during
each round. The Extra Attack ability is usable with melee and
ranged weapons.

FIGHTER HIGH LEVEL PROGRESSION


Fighters continue to hone their skills in battle as they advance in
levels. Long years of experience through many grueling combats
their thrusts and parries when wearing it. Once trained, a fighter allow them to understand the use of weapons and armor. Even
knows how to adjust their fighting style to the weight and load of beyond that, their experience translates into something similar
any armor in order to use it effectively. to an instinctive response when in individual combat. Masters
of individual combat tactics, they dominate the fields of inter-
personal combat. Furthermore, their long years of use hone
ABILITIES their attributes, improving their muscles and reflexes.

Weapon Specialization: At 1st level, the fighter can choose Battle Space: At 13th level, fighters gain greater control over
one weapon with which to specialize. All weapons are eligible, their battle space. Through use of peripheral vision, anticipation
including ranged weapons such as the bow or sling. The weapon of their rival’s maneuvers, and a clear understanding of the
with which the fighter specializes is usually common to the advantages and limitations of their equipment, experienced
fighter’s culture or society, but it need not be. The Castle fighters develop a keen, almost instinctive, understanding of
Keeper and player should consult to determine which weapons their battle space. This allows fighters to coordinate their own
are available for specialization, bearing in mind culture, location defensive and offensive actions in such a way that if they carry
and availability. a second weapon, use a shield, or even use something as simple
as a chair leg, they can use it defensively, without it affecting
The fighter can only choose one weapon with which to the use of their primary weapon. This grants fighters a +1
specialize. Once chosen, the weapon cannot be changed. For bonus to their AC. This bonus does not apply if the fighter
fighters between 1st and 6th level, this specialization imparts a is using any two-handed weapon, such as a polearm, bow,

— PLAYERS HANDBOOK 37

Curtis Bilewitch (Order #44157457)


CLASSES
crossbow, etc. It does combine with the shield bonus, so use of
a shield and Battle Space would grant an extra 2 to AC, one
for the shield and one for the Battle Space ability.

At 17th level, the fighter’s control of their battle space increases,


allowing them to better master combat maneuvers. They gain
the following bonuses: dodge +3, disengage -1, evade +5,
flank +2, and a rear attack +3. At 22nd level, another increase
occurs: dodge+4, disengage 0, evade +6, flank +3, and a rear
attack +4.

Advanced Weapon Specialization: At 13th level, a fighter


chooses another weapon for specialization. This ability is
identical to the 1st level Weapon Specialization ability. The
ability imparts a +1 bonus to hit and +1 bonus to damage
when using the second chosen weapon. The fighter can
choose to double specialize in the weapon initially chosen for
specialization at 1st level; the bonus adds to the already existing
bonus of +2 to hit and +2 to damage (gained at 7th level) for a
total of +3 to hit and damage. At 19th level this specialization
imparts a further bonus of +1 to hit and +1 to damage.

Example: a 19th level fighter with specialization in two


weapons would have a +3 bonus to hit and +3 bonus to
damage with the weapon chosen at 1st level, and a +2
bonus to hit and +2 bonus to damage with the weapon
chosen at 13th level. If that fighter had chosen to double
specialize in the weapon chosen at 1st level, they would
have a +5 bonus to hit and +5 bonus to damage.

Shield Blow: At 14th level, fighters can employ medium or


large metal shields as weapons. Combining the weight of the
shield with their skill, they can strike an opponent with the
shield. Upon a successful strike, the victim suffers 1d6 points
of damage with a large shield, or 1d4 points of damage with a
medium shield. The shield does not count as a second weapon;
therefore, the fighter does not suffer to hit penalties when using
the shield, but when the shield is used offensively, it also does
not confer its standard AC bonus. This ability is in addition to
the fighter’s Extra Attack ability gained at 10th level, effectively
allowing them three swings a round if employing a shield, and
it augments the Battle Space ability when using the shield. It
does not add any extra attacks if the fighter is using Combat
Dominance. Buckler and small shields are too small and light to
bash, while the pavis is too large and heavy.

Strength Bonus: At 15th level, the fighter’s long use of armor


and weapons and their combat experience increase their
strength by 1 point.

Advanced Combat Dominance: This ability functions


identically to the 4th level Combat Dominance ability. At 16th
level this ability functions on level 2 creatures. At 20th level
this ability functions on level 3 creatures, and at 24th level this
ability functions on level 4 creatures.

Attribute Bonus: At 19th level, the fighter gains 1 point in


either strength or dexterity.
38 CASTLES & CRUSADES —

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CLASSES
Level HP BtH EPP Check Abilities
13 +4HP +13 1,250,001 None Advanced Weapon Specialization: the fighter gains a second weapon
specialization for +1 to hit and +1 damage.
None Battle Space: gain an additional +1 to AC unless using a 2-handed weapon.
14 +4HP +14 1,500,001 None Shield Blow: the fighter can use a shield as a second weapon for damage
without penalty.
15 +4HP +15 1,750,001 None Strength Bonus: gain 1 point of strength.
16 +4HP +16 2,000,001 None Combat Dominance: extra 4 attacks against level 1 or less monsters.

CLASSES
None Advanced Combat Dominance: extra attack against level 2 monsters.
17 +4HP +17 2,250,001 None Battle Space: Gain the following bonuses dodge +3, disengage -1, evade +5,
flank +2, and rear attack +3.
18 +4HP +18 2,500,001
19 +4HP +19 2,750,001 None Weapon Specialization: the bonuses increase to a +3 to hit and +3 to
damage.
None Advanced Weapon Specialization: second weapon specialization bonuses
increase to +2 to hit and +2 to damage.
None Attribute Bonus: gain 1 point of either strength or dexterity.
20 +4HP +20 3,000,001 None Combat Dominance: extra 5 attacks against level 1 or less monsters.
None Advanced Combat Dominance: extra 2 attacks against level 2 monsters,
extra attack against level 3 monsters.
21 +4HP +21 3,250,001
22 +4HP +22 3,500,001 None Battle Space: Increase bonuses to dodge +4, disengage 0, evade +6, flank
+3, and rear attack +4.
23 +4HP +23 3,750,001
24 +4HP +24 4,000,001 None Combat Dominance: extra 6 attacks against level 1 or less monsters.
None Advanced Combat Dominance: extra 3 attacks against level 2 monsters,
extra 2 attacks against level 3 monsters, extra attack against level 4 monsters.

— PLAYERS HANDBOOK 39

Curtis Bilewitch (Order #44157457)


CLASSES
ILLUSIONIST
PRIME ATTRIBUTE: Intelligence
DISPOSITION: Any
HIT POINTS: d4
WEAPONS: Club, dagger, dart, staff
ARMOR: None
Level HP BtH EPP Check Abilities
1 d4 0 0 None Spell Use: the ability to cast arcane spells. With an intelligence of 13-15
one extra 1st level spell. With an intelligence of 16-17 one extra 2nd level
spell. With an intelligence of 18-19 one extra 3rd level spell.
Charisma Disguise: disguise themselves and impersonate others.
None Sharp Senses: +1 bonus to all illusion saving throws.
2 d4 +1 2,601
3 d4 +1 5,201
4 d4 +1 10,401 None Sharp Senses: +2 bonus to all illusion saving throws.
5 d4 +1 20,801
6 d4 +2 42,501
7 d4 +2 85,001 None Sharp Senses: +3 bonus to all illusion saving throws.
8 d4 +2 170,001
9 d4 +2 340,001
10 d4 +3 500,001 None Sharp Senses: +4 bonus to all illusion saving throws.
11 +1 HP +3 750,001
12 +1 HP +3 900,001

DESCRIPTION
In a profession where skill is measured by power, there are PURPOSE
those magi who use their powers to make a mockery of reality Powerful illusionists make loyal soldiers out of brigands, and
itself. Rare indeed are the illusionists. These are spellcasters fools out of professional military men and can, with their magic,
who use the arcane to blend and blur and twist what is, with empower rabble to sweep trained armies from the field.
what may be. They ply the minds of others and twist desire and
perception into deceptive and often deadly illusions. Faced with A keen intelligence and a depth of perception unknown to
the illusionists’s spells and incantations, few can unravel the most men are required for the illusionist to master the complex
truth from their own fears or desires. Greatly feared for their relationships between magic, the mind and the mundane.
mind influencing spells, the illusionist is heralded as one of the Further, an empathy for those around the illusionist is
greatest and most mysterious of the magi. indispensable for the illusionist to create masterful illusions and
to warp another’s perception of reality.

ARCHETYPE An illusionist may choose any disposition. They are not bound
to follow any particular creed, culture or religion. They come
An illusionist uses magic to alter the perceptions of others and from all walks of life and, due to their meddling in the minds of
even reality itself. This magic deceives the senses, creates false others, they frequently have a greater empathy for all castes of
images and sounds, changes sensory qualities, affects the mind’s people than any of the other classes.
perceptions, and in some cases fashions arcane energies into
something real. The illusionist is an uncommon and, more often
than not, underestimated type of spell caster. They are greatly WEAPONS
valued for their understanding of the mental caprices of most
lllusionists are generally untrained in martial warfare, and
intelligent races. Illusionists are often found in high places of
are thus limited in their choice of weapons. In any case, most
government using their skills to enchant those of both high and
illusionists view the use of weapons as vulgar. It takes little
low birth, twisting the desires of any that may be of use.

40 CASTLES & CRUSADES —

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CLASSES
intelligence, so they have convinced themselves, to wield a ILLUSIONIST SPELL BOOKS
weapon in combat, so eschew them.
The number of spells that a an illusionist has in their spell
book at the beginning of play is equal to the number of
ARMOR spells they can cast at first level. A 1st level illusionist with
Almost all spells require somatic and verbal actions and these 14 Intelligence can cast four 0 level spells and three 1st level
complex gestures and intonations cannot be performed unless spells (2 + 1 bonus). So, the character would begin play
the illusionist is free to move and speak. Indeed, any use of with a spellbook containing four 0 level and three 1st level
armor or shield prevents the illusionist from casting spells. spells. The spells in the spell book can either be chosen by

CLASSES
the Castle Keeper, the player, agreement between the two
ABILITIES or randomly.

Spells: An illusionist casts arcane spells like a wizard; however,


illusion magic is inherently different and requires a unique spell Bonus Spells: With a high intelligence score, an illusionist gains
list. Like a wizard though, an illusionist is limited to a certain bonus spells. If the character has an intelligence of between 13-
number of spells of each spell level per day. The Illusionist 15, they can memorize an extra 1st level spell. If the intelligence
Spells Per Day Tableshows the number of spells per day an score is 16 or 17, they can memorize an extra 2nd level spell and
illusionist may cast. An illusionist must prepare spells before if 18 or 19, they can memorize an extra 3rd level spell. The bonus
casting them. This is done by studying spells from a spell book. spells can only be acquired if the illusionist is at a high enough
While studying, the illusionist decides which spells to prepare level to cast that spell level. Bonus spells are cumulative.
for the day. Spell memorization and descriptions are covered in
the Magic – Preparing Spells section. Example: a 4th level illusionist with an 18 intelligence
receives four 0 level spells, four 1st level spells, and three
2nd level spells. No bonus 3rd level spell is acquired until the
illusionist reaches 5th level.

ILLUSIONIST SPELLS PER DAY


Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2
2 4 3
3 4 3 1
4 4 3 2
5 5 4 2 1
6 5 4 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 5 4 3 2 1
10 6 5 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 6 5 4 4 3 3 2
15 6 6 5 5 4 4 3 2 1
16 7 6 5 5 4 4 3 3 2
17 7 6 5 5 5 4 4 3 2 1
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
20 7 7 6 6 5 5 4 4 3 3
21 7 7 6 6 5 5 5 4 4 3
22 7 7 6 6 6 5 5 4 4 3
23 8 7 6 6 6 5 5 5 4 4
24 8 7 7 6 6 6 5 5 4 4

— PLAYERS HANDBOOK 41

Curtis Bilewitch (Order #44157457)


CLASSES
Sharp Senses: An illusionist’s innate ability to distinguish the
real from the unreal imparts a +1 bonus to all illusion saving
throws. The bonus increases to +2 at 4th level, +3 at 7th level,
+4 at 10th level, +5 at 13th level and +6 at 16th level.

Disguise (Charisma): Using magic and props, the illusionist


can disguise himself and impersonate others. The effort requires
1d3x10 minutes of work. A disguise can include an apparent
change of height or weight of no more than one-tenth the original.
The Castle Keeper makes the character’s check secretly, so that
the player is not sure if the disguise is successful. Illusionists can
use spells, like alter one’s person lesser, to augment their disguise
and give them a greater chance of success. The following modifiers
are applied to a disguise check when appropriate: sex difference
-2; race difference -2; age difference -2 per 10 years.

Success indicates a disguise good enough to fool normal


observers. The Castle Keeper may allow a suspicious observer an
intelligence check to see through the disguise. If the observer is
familiar with the person being impersonated, they gain a bonus of
+4 to the intelligence check. If the person being impersonated
is a close associate or friend of the observer, the check is made
at +8. Additionally, disguises must be occasionally changed to
remove suspicion.

ILLUSIONIST HIGH LEVEL PROGRESSION


The borders between what is real and what is not blur to the
long-experienced illusionist; reality becomes little more than a
state of mind. This blurring of reality allows the illusionist to see
where others cannot and to hear the essence of things.

ABILITIES
See Invisible (Intelligence): At 13th level, the Illusionist has
learned to distinguish shades of light, and because of this, has a
chance to see any invisible object or person. The illusionist must
make a successful intelligence check to see the invisible object
or person; even then, the illusionist does not see the object as if
wholly revealed, for the illusionist can only ascertain its general
location and movement. Periodic attribute checks are required
to continue viewing it. There is no time limit on this ability;
it works continuously. At 18th level, the illusionist’s abilities
improve so that, after a successful check, they can ascertain the
shape and size of the target. At 24th level the master illusionist’s
innate ability to distinguish the real from the unreal reaches a
supernatural level. The illusionist gains a second sight and may
permanently see the reality of things as per the true seeing spell.

Intelligence Bonus: At 15th level, the illusionist’s mastery


of the real and unreal, what constitutes the ethereal world of
magic and the tactile world of the mundane, increases their
intelligence by 1 point.

Detect Magic (Intelligence): Starting at 16th level, the


illusionist’s long career allows them to detect the telltale signs
of magic without casting a spell; after five rounds of study and

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concentration, they can see the essence of an item, determining ritual drawing power from the plane of shadow and combining
whether or not it is magical. With a successful intelligence the spells , , , , and , master illusionists blend what lies in their
check, the illusionist can ascertain the magic’s origins, whether mind’s eye with that of the world around them.
made by dwarves, elves, ancient civilizations, alchemy, wizardry,
divine creation, or other methods. This aspect of the ability Magnum opus allows the illusionist to create any one object or
presupposes the illusionist has encountered this type of magic being, or one area up to 10 ft. by 10 ft. per level, with this ritual.
before. For example, an item crafted by the ancient Kingdom An illusionist can create a being with a number of levels equal
of Ethrum will not reveal itself to an illusionist even upon a to half or less than the illusionist. It possesses all the powers a
successful intelligence check if that illusionist has not previously normal creature of its type would. For instance, if a manticore
encountered magic from Ethrum. At 18th level, the illusionist is created, it can fly, shoot spikes, etc. The illusion reflects

CLASSES
can determine the power of the item, whether great or small, as perfection; so great is the power of the illusion that it cannot be
well as its nature in so far as its importance to a people, history, dispelled for 1 day per level of the caster, except by a wizard or
cult, or similar entity. illusionist of equal or greater abilities. The ritual blends the line
between reality and phantasm; the illusionist’s power breathes
Change Self: At 19th level, illusionists have so long walked in life into the illusion. The ritual effect has a 1% chance per the
the worlds of illusion that they may now alter their own persons, illusionist’s level to become real. If the image becomes real, it
shaping themselves into a different guise, shape, or form. cannot be dispelled or disbelieved, and a paladin’s cleanse soul
Illusionists may change self as the spell once per day. Unlike ability will not reveal it as ever having been an illusion.
the spell, however, this innate ability allows them to alter their
racial appearance as well as the smell, sound, and even the
Example: An illusory sword created to slay a powerful
tactile sensations of their new identity. Additionally, the effect
monster may indeed become a physical object; a landscape
lasts until the illusionist dispels it.
created by this ritual may become a real place, with all
Perfect Recall (Intelligence): At 20th level, illusionists can recall thermal and environmental conditions present. A “person”
any previously cast 0-level illusionist spells at will. Recalled spells created by this spell has a chance of becoming a real, living,
allow illusionists to cast spells beyond their regular allotment. breathing being. The master illusionist Cascalian and her
They must make a successful intelligence check (CL 0) to recall brother Priussan are said to be products of this ritual; each
and cast the spell, and they can only recall a specific spell once claims to be the true “person,” while the other is the result
that day. For instance, an illusionist who successfully recalls a of the magnum opus taking on a life of its own.
spell they cast earlier may only recall it for one additional casting
that day. At 24th level, illusionists can recall any previously cast Illusionists may only attempt the magnum opus once per month.
1st level spells at will. They must make a successful intelligence They must spend a day in the casting and remain undisturbed.
check as with 0 level spells (CL 0). Unless the illusion becomes real, illusionists can only have one
magnum opus at a time.
Magnus Opus: At 24th level, illusionists reach their magnum
opus, the height of their spell-casting prowess. In a day-long

Level HP BtH EPP Check Abilities


13 +1 HP +3 1,050,001 Intelligence See Invisible: see invisible object or person.
14 +1 HP +4 1,200,001
15 +1 HP +4 1,350,001 None Intelligence Bonus: gain 1 intelligence point.
16 +1 HP +4 1,500,001 Intelligence Detect Magic: determine if an item is magical, with intelligence check
determine its nature.
17 +1 HP +4 1,650,001
18 +1 HP +5 1,800,001 Intelligence Detect Magic: determine relative power of magic item and importance
to a people.
19 +1 HP +5 1,950,001 None Change Self: once per day as spell.
20 +1 HP +5 2,100,001 None Perfect Recall: recall previously cast 0 level spell once per day.
21 +1 HP +5 2,250,001
22 +1 HP +6 2,400,001
23 +1 HP +6 2,550,001
24 +1 HP +6 2,700,001 None Perfect Recall: recall previously cast 1st level spell once per day.
None Magnum Opus: combine spells to create master illusionary scene.

— PLAYERS HANDBOOK 43

Curtis Bilewitch (Order #44157457)


CLASSES
KNIGHT
PRIME ATTRIBUTE: Charisma
HIT POINTS: d10
DISPOSITION: Any
WEAPONS ALLOWED: Any except Code of Conduct limitations
ARMOR ALLOWED: Any
Level HP BtH EPP Check Abilities
1 d10 +0 0 None Birthright Mount: starts with a birthright mount, fully equipped.
Dexterity Horsemanship: trained in mounted combat: fight, deflect, cover, fall
softly, leap, charge.
None Inspire: inspire, giving companions bonus to hit equal to charisma bo-
nus of knight.
2 d10 +1 2,251
3 d10 +2 4,501 None Embolden: embolden all in 30 ft. radius for bonus to abilities.
4 d10 +3 9,001
5 d10 +4 18,001 None Demoralize: demoralize opponents who suffer -4 to charisma checks.
6 d10 +5 36,001
7 d10 +6 72,001
8 d10 +7 150,001 None Battlefield Dominance: can use inspire, embolden and demoralize in
same round.
9 d10 +8 300,001
10 d10 +9 600,001 None Call-to-Arms: the knight can call 2d10 followers to arms.
11 +4 HP +10 725,001
12 +4 HP +11 900,001

DESCRIPTION knight able to supply their fellows with fresh mounts, armor,
Upon windswept battlefields where armies struggle for and weaponry is respected far more than one who hoards
supremacy, there are those who make war their daily bread. They wealth. The knights’ ability on the field of battle makes them
are the professional soldiers who lead and guide in war and in leaders in almost any situation.
peace. They serve kings, emperors, lords, nobles, merchants and
A knight’s power flows from their strength of will, leadership and
guild houses. War is their vocation, the battlefield their home,
individual charisma. The latter is the most salient characteristic
and death is their constant companion.
of all knights. They are men and women of great bearing and
powerful demeanor. Knights are as constant and unyielding in
their codes as they are upon the field of battle.
ARCHETYPE
The knight is the archetypical military leader. They are
trained from an early age in the use of weapons, armor, siege PURPOSE
engines, tactics, strategy and horsemanship. They live by a
Knights follow codes of conduct and honor, dictated by culture
code of behavior that sets them apart from normal warriors.
and environment. These can vary in many aspects, and the
Though this code may vary between cultures, it follows several
details of a knight’s patterns of behavior, acceptable battlefield
basic tenets: courage in the face of battle, service to one’s lord,
conduct and use of weapons are unique to their culture and
honor, faith, humility, generosity and loyalty. Knights are not
caste; but a knight’s virtues stem from certain universal values,
necessarily nobles, though they may be of noble birth. They
strict adherence to their code, bravery, honor and faith. They
are a caste of professional, mounted warrior-leaders. They
serve both evil lords and good kings, but all must follow the
do not judge another’s wealth in terms of land or money, but
tenets of their code, or risk losing their knighthood. An example
rather by action and deed. To a knight, a pauper who unseated
of the typical virtues present in a knightly code of conduct
forty foes in a tournament is wealthier than a potentate whose
appears below. Knights must conform to this strict code of
foot has never touched a field of battle. By the same token, a
conduct, known as courtesy, at all times.

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CLASSES
WEAPONS pick out the strongest, fastest or all-around best horse. When
A knight’s selection of weapons is limited by the knightly fighting from a war-trained mount (light to heavy war horse),
code of conduct. A knight may use any melee weapon except a knight can direct the mount to attack and still make their
whips, the sap, chains or the like. In general, they cannot use attack normally.
weapons associated with cowards or cowardly deeds. Bows With a successful check, and by foregoing any attack or
are rarely used by knights, though occasion does permit their other action, knights may direct their mounts to perform the
use in siege warfare or at a tourney. The Castle Keeper should following actions while mounted: cover, deflect, fall softly, leap
make that determination. and charge.

CLASSES
ARMOR Cover: A knight can drop and hang alongside a mount,
using it as three-fourth’s cover.
From an early age, knights train in the art of war. They master
the use of armor and weapons; they inure themselves to the This grants a +6 bonus to the knight’s armor class from those
trials and tribulations of battle, becoming fearless through on the opposite side of the horse. The knight cannot attack
confidence. Knights prefer an honorable death in combat to a or be holding anything while using this ability.
long life lived as a coward. Deflect: This entails the mount being moved between the
opponent and the knight or positioned to offer maximum cover
As a member of a caste of warriors, the knight may expect for the knight, while at the same time allowing the mount to
noblesse oblige, or hospitality, from any other knight. At avoid blows. This maneuver gives a +4 bonus to the knight’s
times, even knights in conflict will extend this hospitality to armor class and a +2 bonus to the mount’s armor class.
one another. The knight, however, is expected to return such
courtesy in kind, even to an enemy. Fall Softly: A knight can attempt to take no damage after
falling from a mount, by rolling to the side or leaping off,
At least 10% of a knight’s income must be given as scutage to including when the mount itself falls. A character takes 1d6
the knight’s superior lord or order as soon as possible after it is points of falling damage on any failed attribute check.
acquired. Leap: The knight may direct a mount to leap obstacles as
part of its movement. The obstacles jumped can be no taller
than two thirds the height of the horse.
ABILITIES
Charge: A knight is well trained in the use of a lance. When
Birthright Mount: A trained and healthy mount is important to fighting from a mount and charging, a knight inflicts triple
a knight’s station and status. In addition to their starting money, damage upon a successful hit when wielding a lance.
knights begin play with a fully outfitted riding horse (saddle,
blankets, saddlebags, bit and bridle, harness, horseshoes, and
Inspire: The mere presence of a knight upon the field of battle
meal). The mounts are hardier than most, having 2d8+2 hit
can alter the mood of armies and change the tide of combat.
points. A riding horse is not trained for combat, and a knight has
This gives the knight the ability to inspire companions and
some difficulty fighting from a riding horse (see mounted combat).
followers. Any person friendly to a knight’s immediate endeavor
Riding Horse (Their vital stats are levels 2d8+2, AC 13, gains a bonus to hit equal to the knight’s charisma modifier.
MV 60. Their primary attributes are physical. They attack with This ability can be used once per day and lasts a number of
2 hooves for 1d4+1 points of damage.) rounds equal to the knight’s level. The number of persons that
are affected increases as the knight gains levels. At 1st level,
Light War Horse (Their vital stats are levels 3d10, AC14, the knight can affect up to 12 creatures. The ability affects up
MV 60. Their primary attributes are physical. They attack with to 25 creatures at 3rd level, up to 50 creatures at 5th level, up
2 hooves for 1d4+2, or a bite for 1d4 points of damage.) to 250 creatures at 7th level, up to 1000 creatures at 9th level,
up to 5,000 creatures at 12th level and 20,000 creatures at 16th
Horsemanship (Dexterity): Knights are trained in mounted level. This ability cannot be used in conjunction with embolden
combat and are familiar with all types of horses, from mounts or demoralize.
used for riding to heavy war horses. Without the need for an
attribute check, knights can saddle, mount, ride and dismount; Embolden: At 3rd level, the knight’s confidence and fearlessness
perform simple leaps and obstacle maneuvers (no more than 3 in the face of danger instills courage in their companions and
feet in height and move around small items such as barrels); followers. Any companions or followers within 30 feet of the
fight from a mount during combat (melee and ranged) without knight gains a bonus of +1 to strength, constitution, dexterity,
penalty; control the mount in combat; guide a mount with the and intelligence saving throws, and a +2 to wisdom and
knees; and stay in the saddle when a mount rears or bolts. When charisma saving throws. This ability can be used once per day
viewing a horse or a group of mounts, knights can determine and lasts a number of rounds equal to the knight’s level. This
the strengths and weaknesses of each horse, and can generally ability cannot be used in conjunction with demoralize or inspire.

— PLAYERS HANDBOOK 45

Curtis Bilewitch (Order #44157457)


CLASSES
level. The number of creatures that can be affected increases as
the knight gains levels. At 5th level, the knight can affect up to
25 creatures. The ability affects up to 100 creatures at 7th level,
up to 250 creatures at 9th level, up to 1,000 creatures at 12th
level and 5,000 creatures at 16th level. This ability cannot be
used in conjunction with embolden or inspire.

Battlefield Dominance: At 8th level, the knight can use


demoralize, embolden and inspire in the same round. This is in
addition to their regular use individually.

Call-to-arms: At 10th level, a knight reaches a level of


renown that allows them to attract followers to their cause. By
establishing a stronghold, a knight can attract 2d10 followers
of 0 level every month. For every 40 followers that flock to the
knight’s standard, a 1st level knight heeds the call as well. When
80 followers have been attracted, a knight of at least 5th level
is attracted. This cycle repeats until the knight can no longer
pay for the upkeep of their followers. Thus, when 120 followers
are reached, another 1st level knight comes, and when 160
followers are reached, another 5th level knight arrives.

Followers must be supported or they leave. 0 level followers


require 2gp per month and 1st level knights cost 100gp per
month. Every knight of a higher level requires 100gp per level
per month.

KNIGHT HIGH LEVEL PROGRESSION


The knight’s knowledge of war increases with time and
experience; the application of this knowledge allows them to
master the art of war, improving their leadership skills as well
as their personal combat skills. Epic knights begin to set aside
their normal desires for adventure in favor of becoming Lords
or Ladies of the Realm.

Knights are excellent troop leaders, and their skills are very
much suited to mass combat.

ABILITIES
Expert in Arms: The knight’s experience in the art of war
consumes their waking hours and the battlefield hones their skills
in the use of weapons and armor. Their thoughts, ever geared
toward tactics and leadership, are not squandered on improving
their own abilities, rather are more attuned to utilizing the skills
of others. At 13th level, during any combat where the knight is
fighting alongside others, such as friends or allies, the knight
can exert themselves for one round, thereby improving the
combat maneuvers of the party or group with them. All allies
within 40 feet of the knight gain a ±1 modifier to any combat
Demoralize: At 5th level, the knight causes fear and dread in maneuver as appropriate for the maneuver. For example, if the
the ranks of foes and enemy forces. Enemies to the knight’s maneuver typically results in a bonus, a +1 is gained, but if
immediate endeavor suffer a penalty of -4 to charisma checks. In it typically results in a negative modifier, an additional -1 is
addition, the affected foes must successfully save versus fear at gained. However, the knight must take command of the group
a -4 penalty or suffer a -1 penalty to hit. This ability can be used to provide this modifier. Any group member failing to follow
once per day and lasts a number of rounds equal to the knight’s the knight’s orders does not receive the modifier. When the

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knight achieves 17 level, the modifier improves to +2. This
th

modifier can be added to any other in-place bonuses benefiting


characters or NPCs, including the fighter’s battle space ability.
It does not improve the knight’s bonus.

Charisma Bonus: At 15th level, the knight’s knowledge of the


battlefield and their natural lordship over others increase their
charisma by 1 point.

Honor Attack: At 17th level, knights can deal an honor attack.

CLASSES
In any formal situation, such as a joust, one-on-one combat, or
any fight in which knights are involved in individual combat,
they can call upon their noble spirit to disconcert their foe. So
long as the battle is nobly fought and the knight does not yield
or retreat, the knight’s renown disconcerts their foe so much
that their opponent’s AC for the honor attack is reduced by
the knight’s charisma modifier and the knight can strike a
blow, adding their charisma modifier to their bonus to hit and
dealing double their normal damage, including any strength
and magical modifiers. The knight may use the honor attack
multiple times each day, but only once on any one target in a
single day.
Battle Lord: At 20th level, the knight achieves a level of
battlefield mastery that allows them to influence their troops
as never before; men look to them for guidance and act upon
their cues. The knight’s battle lord ability does not affect other
player characters.

All mass combat rolls receive the knight’s charisma bonus


to their to hit and damage rolls and provide allies with a +1
to their armor class. Furthermore, any troops, great or small,
required to make a morale check add the knight’s charisma
modifier to their roll. The troops must be able to see the knight
upon the field. The knight must place themselves prominently
upon the field, fight, and lead vigorously. If the knight leaves
the battle due to wounds or by choice, the modifier is lost. If the
knight dies, the troops must make a morale roll in the following
round. The knight’s charisma bonus is no longer in effect;
furthermore, the knight’s death demoralizes the troops, and
they consequently suffer a -4 penalty on their morale checks. At
24th level, the mass combat bonus equals double the knight’s
charisma bonus. Furthermore, it provides a +2 bonus to allied
troops’ armor class and a +2 bonus to the morale of those who
can see them on the battlefield.

Conversion to Knighthood: At 21st level, knights gain


the extraordinary ability to confer an extraordinary form
of knighthood upon chosen NPCs. Converts must desire
knighthood and act courageously. They must also be of like
disposition with the knight (good or evil, lawful or chaotic) and
be aware of the knight’s own renown.
NPCs with classes must choose whether or not they will continue
NPCs without classes, such as peasants, become 1st level in their normal class or take up the new role of knight at 1st level.
knights that are bound to the knight. They must obey them and It is important to note that not all knights begin their career this
follow the knightly code even under dangerous circumstances, way. If the knight confers knighthood upon the NPC, treat the
or the knight will strip them of their knighthood. These knights character as being multi classed. These knights do not gain the to
advance in level according to their own experiences and gain a hit and armor class bonuses given to classless NPCs.
permanent +1 bonus on their to hit rolls and armor class.

— PLAYERS HANDBOOK 47

Curtis Bilewitch (Order #44157457)


CLASSES
Breaking the code of knighthood is a serious offense to the shun the knight, refusing to attack; and if the knight approaches
granting knight. The granting knight must hunt down and either them, they flee before the knight’s righteousness.
slay the offending knight or force them to atone for their offense.
Furthermore, once a month, the knight can alter the weather
Path of Greatness: This is a permanent ability and one the as the control atmosphere spell, casting as a 10th level spellcaster.
knight must choose to take. They can choose to take the path to Those friends and allies who can see the knight or are aware of
greatness at 24th level. If chosen, the knight is now of such great their presence never suffer from poor morale, and they do not
renown and so powerful that they have become legendary. The flee so long as the knight remains on the battlefield.
knight is emblematic of a desire, hope, or dream. The knight
may never back down from a fight or challenge, no matter how If a knight on the path of greatness ever shows cowardice in the
great or small, and must strike with righteous fury at any who face of adversity, quits the field, or flees in the face of certain
personally dishonor or oppose them. When in a fight against death, their path is ruined, and they lose all of their knightly
stronger opponents the knight receives the level differential as abilities, becoming a normal fighter of equal level. They do
a bonus to both to hit and damage rolls. Creatures of animal or not gain any of the fighter class abilities but do retain their hit
lower intelligence, or anyone of up to half the knight’s level, points as a knight.
must make a successful charisma or intelligence check, or they

Level HP BtH EPP Check Abilities


13 +4 HP +12 1,075,001 None Expert in Arms: all allies within 40 feet gain a ±1 to combat maneuvers.
14 +4 HP +13 1,250,001
15 +4 HP +14 1,425,001 None Charisma Bonus: gain 1 point of charisma.
16 +4 HP +15 1,600,001
17 +4 HP +16 1,775,001 None Honor Attack: reduce AC of one opponent by charisma bonus, then add
charisma bonus to attack roll against that opponent and strike them for
double damage.
None Expert in Arms: all allies within 40 feet gain a ± to combat maneuvers.
18 +4 HP +17 1,950,001
19 +4 HP +18 2,125,001
20 +4 HP +19 2,300,001 None Battle Lord: add knight’s charisma bonus to mass combat and allies gain
+1 AC and +1 to morale checks.
21 +4 HP +20 2,475,001 None Conversion to Knighthood: turn any NPC into a 1st level knight.
22 +4 HP +21 2,650,001
23 +4 HP +22 2,825,001
24 +4 HP +23 3,000,001 None Battle Lord: add double knight’s charisma bonus to mass combat and
allies gain +2 AC and +2 to morale checks.
None Path of Greatness: gain attack bonus based on opponent levels, control
weather, encourage allies, cause fear.

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CLASSES
TYPICAL KNIGHTLY VIRTUES
AND CODE OF CONDUCT

The Castle Keeper and the player should develop the details and expectations for a knight character prior to play as courtesy will
vary from campaign to campaign. The following is a typical code of conduct for a knight.

Courage: To flee in fear from a battle or from a struggle that might be won is dishonorable and
churlish. So long as any hope remains, the knight is bound to fight until death or victory is won.

CLASSES
Personal interests bow to service of the cause. Courage however, is guided by wisdom and truth.
Defense: A knight should defend liege, nation, family and all those who depend upon the knight, or
all those deemed worthy of their protection. Sacrificing oneself for these would be considered a
worthy and noble death.
Discreetness: A knight is discreet in affairs with friends and others. Slander is uncalled for, and
that which is not seen or heard personally should not be repeated. A knight should not demean
others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
Excellence: The knight should strive for excellence in everything, whether the art of war or the
gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
Faith: Knights must have faith in their beliefs, for only faith provides courage and loyalty. A
knight’s faith provides a shield against the darkness of despair.
Honor: A knight should be honest in dealing with others, being quick to remedy or make restitution
for injustice. A knight keeps his word and follows through on commitments. A knight performs
deeds that bring honor to his or her liege and to the office of knighthood. A knight shall not attack
an unarmed foe, or one asking for mercy.
Humility: A knight values the contributions of others and their deeds of reknown. Telling the
deeds of others glorifies the office of knighthood. It is unseemly for knights to boast of their
own deeds, for a knight’s reknown, if truly earned, will be noted by peers. Only the weak trumpet
their own accomplishments.
Justice: A knight should seek the path of “right”, unencumbered by personal bias and interest. A
knight strives to punish the guilty, while remembering that justice without mercy can itself be
unjust. A knight treats others with fairness and honesty, and mediates disputes without malice.
Largesse: A knight is expected to be as generous as possible. A knight should be willing to provide
aid to friends and allies, and even to other knights, with no thought of repayment, for those of a
chivalrous demeanor will repay the knight in kind and in full measure.
Loyalty: The knight’s word is a bond, and an oath once sworn should never be refuted, save when an
oath-bond is broken by the other party. A knight should be unwavering in commitment to liege and
cause, family and faith, code and ideals. A knight keeps sacred any confidence entrusted.
Nobility: A knight seeks stature by upholding the virtues of knighthood, though knowing that
perfection is impossible. Only by striving for perfection, however, does a knight achieve greatness
of character and spirit.
Valor: A knight seeks to uphold the office of knighthood, and faces death with valor.

— PLAYERS HANDBOOK 49

Curtis Bilewitch (Order #44157457)


CLASSES
MONK
PRIME ATTRIBUTE: Constitution
HIT POINTS: d12
DISPOSITION: Any
WEAPONS: Aclis, blowpipe, bola, bows, brass knuckles, cat-o-nine-tails, cestus, cleaver, club, dagger, dart,
dirk, falchion, hafted hook, hand axe, hatchet, hook-sword, javelin, katar, knife, light flail, light mace, nine-ring
broadsword, polearms, rock, sap, sickle, scimitar, scythe, sling, spear, spiked gauntlet, staff, whip
ARMOR: None

Level HP BtH EPP Check Abilities


1 d12 +0 0 None Fast Movement: move 35 feet a round.
None Iron Body: +1 versus poisons, toxins, paralysis, polymorph, petrification & death.
None Stun Attack: Stun once per round and per level per day for 1d4 rounds.
None Hand to Hand Combat: unarmed attack & AC, +2 bonus overbearing/grapple.
2 d12 +1 1,751 Dexterity Deflect Missiles: dodge or deflect missiles once per round.
3 d12 +2 4,001 None Fast Movement: move 40 feet a round.
None Iron Body: +2 versus poisons, toxins, paralysis, polymorph, petrification & death.
None Iron Fists: fists strike as +1 magic weapon.
4 d12 +3 8,501 None Slow Fall: reduce fall damage by 20 feet.
5 d12 +4 20,001 None Iron Fists: fists strike as +2 magic weapon.
6 d12 +5 40,001 None Fast Movement: move 50 feet a round.
None Feign Death: appear as if dead.
None Iron Body: +3 versus poisons, toxins, paralysis, polymorph, petrification & death.
Dexterity Deflect Missiles: dodge or deflect missiles twice per round.
None Hand to Hand Combat: gain a secondary attack.
None Slow Fall: reduce fall damage by 25 feet.
7 d12 +6 80,001 None Fast Healing: a monk heals 1d4+1 per level a day.
8 d12 +7 160,001 None Iron Fists: fists strike as +3 magic weapon.
9 d12 +8 325,001 None Iron Mind: +3 against confusion, charm, fear and spells that affect the mind.
None Slow Fall: reduce fall damage by 30 feet.
10 d12 +9 550,001 None Fast Movement: move 60 feet a round.
None Iron Body: +4 versus poisons, toxins, paralysis, polymorph, petrification & death.
None Death Strike: strike opponent for instant death. Usable once a week.
11 +5 HP +10 750,001 Dexterity Deflect Missiles: dodge or deflect missiles 3 times per round.
None Iron Mind: +4 against confusion, charm, fear and spells that affect the mind.

12 +5 HP +11 1,250,001 None Iron Fists: fists strike as +4 weapon.


None Death Strike: will when target dies, or make touch attack to release death strike.

DESCRIPTION combat, be it wrestling, boxing, kung-fu or any of the other


Adventuring is fraught with danger, and most heroes gird martial arts styles. Some monks’ dedication to the martial arts
themselves with weapons and armor. There are those, however, flows from a strong spirituality, and they often live by stringent
who reject steel and iron when entering the fray. They instead personal or organizational codes of conduct. Others show only
rely upon their bodies and minds for survival in combat, honing disdain for religion and structure, but look to training and
themselves into unbreakable weapons of war. personal perfection to bring their lives meaning. While there
is no standard that a monk must follow, all are devoted to the
use of the body as the best weapon on the field, and the mind’s
ARCHETYPE
control of the body as the best weapon of all.
The monk is devoted to the perfection of the body and the
mastery of mind over body. The monk is an expert in unarmed

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CLASSES
PURPOSE ARMOR
Monks seek a perfect balance between physical strength and Monks cannot wear bulky and heavy armors or objects that weigh
mental control of the body. When in unison, the monk has them down and restrict their movement. Instead, they rely upon
achieved the perfect, unbeatable weapon; but the path to attain their speed and skill at predicting a foe’s movements and attacks
this state is difficult and exhausting. Only those with great so as to deflect and avoid blows intended to inflict mortal harm.
stamina and fortitude achieve it.
ABILITIES
To achieve a harmonious balance of mind and spirit, the
monk must not be susceptible to wild urges, emotions or other Fast Movement: A monk moves faster than normal. A monk
distracting mental conditions. A physical and mental harmony carrying a medium or heavy load loses this extra speed and

CLASSES
must be maintained in order to function at peak ability. moves at 30’. See the Monk Special Abilities Table for a
To manage this, a monk will usually adhere to their code, monk’s movement rate.
master routines necessary to train the body and mind to work
together, and undertake strict physical and mental regimens of Hand-to-hand Combat: A monk specializes in hand-to-
purification required to achieve perfect control of the body. hand combat, be it boxing, brawling, wrestling, or a complex,
disciplined martial art. This martial skill imparts the unique
ability to attack with hand, foot, other body part, or the whole
WEAPONS body, and aids in defense.
The monk generally prefers to engage only in hand-to-
hand combat. Some might use simple or mundane weapons The monk’s hand-to-hand attacks and damage are shown in the
that appear innocuous but when mastered, become deadly Monk Special Abilities Table. A monk begins with a single
extensions of the body. The choice of weapon reflects a hand-to-hand attack, and at 6th level gains an additional off-
philosophy common to all monks: the desire to take that hand, secondary attack. The amount of damage these attacks
which is commonly perceived as weak and harmless and inflict is shown in the table. A monk character may choose
mold it into something strong and lethal. whether damage inflicted by a successful hand-to-hand attack
inflicts normal damage or subdual damage as described in the
Damage entry of The Castle Keeper & The Game section of
this book.

Armor Class: A monk’s martial skill and body control allows


them to use their body for defense. A monk’s base armor class
increases with experience as indicated on the table.

Overbearing/Grapple: The monk adds +2 to all overbearing


and grappling attacks.

Iron Body: A monk’s training and bodily control creates a


hardiness and toughness that makes the monk more resistant
than normal to harmful toxins and diseases as well as effects
that control, paralyze, or kill. At 1st level, the character gains
a +1 bonus to saving throws versus disease, poison, paralysis,
polymorph, petrification and death attack. The bonus increases
to +2 at 3rd level, +3 at 6th level, +4 at 10th level, and +5 at
15th level.

Stun Attack: Monks can focus a hand-to-hand attack so as


to stun an opponent. The monk must make clear before the
attack occurs that they are making a stun attack. The target,
once successfully hit, is allowed a constitution save. If they fail
they are stunned for 1d4 rounds.Those struck by a stun attack
take normal unarmed attack damage. The monk can do a stun
attack once per level each day, but only once per round. A
missed attack counts against the monk’s daily limitation of use
of the ability. The first stun attack must be the primary attack.

Deflect Missiles (Dexterity): At 2nd level, a monk’s reflexes


and body control allows them the ability to deflect non-magical
missiles, including but not limited to, arrows, axes, bolas, bolts,
bullets, clubs, daggers, darts, hammers, harpoons, javelins, nets,

— PLAYERS HANDBOOK 51

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CLASSES
Slow Fall: At 4th level, a monk’s body control allows them to
slow their fall if within 10 feet of a vertical surface. By using
the wall or surface, the monk breaks their fall and takes less
damage than normal. Fall damage is calculated as if the fall
were 20 feet shorter. As the monk progresses in levels, the
damage reduction increases as follows: 25 feet at 6th level,
30 feet at 9th level, 35 feet at 13th level, and 40 feet at 18th
level.

Feign Death: At 6th level, a monk has mastery over vital bodily
functions, and can slow them until they appear to be dead. The
monk may maintain this state of feigned death for a number of
minutes equal to the character’s level.

Fast Healing: At 7th level, a monk’s body naturally heals faster


than normal. Each day, a monk heals 1d4+1 hit points per level
as long as rest, sleep and meditation is possible. The monk must
be in a calm environment, under no physical duress or mental
stress, able to sleep undisturbed for 12 hours, and generally rest
without exertion for another 6 hours. Food and water should be
readily available.

Iron Mind: At 9th level, a monk gains a +3 bonus to saving


throws against confusion, charm, fear, and spells that affect
the mind. The bonus increases to +4 at 11th level, and +5 at
14th level.

Death Strike: At 10th level, a monk gains a fearsome attack


capable of dealing death with a single blow. The monk can use
this attack once per week. The attack must be announced before
rocks, and spears. The monk is allowed to make a dexterity an attack roll is made and the monk’s level must be higher than
check to deflect any missile that scores a hit. Upon a successful the target’s level. If the monk successfully deals damage with the
check the monk knocks the missile aside and takes no damage. attack, the death strike succeeds and unless the victim makes a
They have to have one free hand to take this action. This can constitution check, the victim is immediately slain.
be done once per round for levels 2-5, twice per round for levels At 12th level, after a successful death strike, the monk can
6-10, three times per round for levels 11 to 15, four times per choose to delay the victim’s death by up to 1 round per level.
round for levels 16-19, and five times per round for levels 20 The monk merely wills the target to die at any point within the
and up. alloted time. However, if the monk wishes, the monk need not
The monk must be aware of the attack to use this ability. inflict death on their victim. Instead, the monk can release the
An attempt to deflect a ranged weapon counts as a monk’s victim from the death sentence upon a successful touch attack.
primary unarmed attack. If a monk is high enough level to For instance, a 12th level monk successfully strikes a 5th level
have a secondary unarmed attack, the monk may still make fighter. The monk can will the fighter to die any time within the
the secondary attack if the deflect missile ability has only been following twelve rounds. Or, the monk can release the fighter
used once or twice. If three or more missiles are deflected, the from the death strike by a successful touch attack.
secondary attack is considered used. This ability cannot be used The death strike has no effect on undead, oozes, elementals or
against siege weapon ammunition. creatures that can only be struck by magic weapons, unless the
Iron Fists: Beginning at 3rd level, a monk has begun to master monk is able to hit the creature with the iron fists ability.
their martial ability to such an extent that their unarmed attacks Monk Special Abilities: These tables track the growth of the
strike as if dealt by a magic weapon. Thus, the monk can strike monk’s special abilities as they gain level. They include armor
and damage creatures hit only by magic weapons. At 3rd level, class increase per level, the Damage inflicted by Primary and
the monk’s unarmed attack is equal a +1 magic weapon. This Secondary Attacks as well as increased movement rate for Fast
ability improves as the monk rises in levels as follows: +2 at Movement.
5th, +3 at 8th, +4 at 12th and +5 at 17th. This ability does not
confer any actual bonus to hit and damage.

52 CASTLES & CRUSADES —

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CLASSES
Monk Special Abilities one more action at the end of every round, such as attacking
or moving half their movement rate. Monks may only make a
Level Armor Primary Secondary Fast
ranged attack if they have a ranged weapon already in hand.
Class Attack Attack Movement
Regular actions, such as rummaging through a backpack,
1 11 1d4 35’ generally require too much time so the monk cannot perform
2 12 1d6 35’ them with the second action. CKs may rule on individual
actions; for example, grabbing a pinch of powder from a belt
3 12 1d6 40’
pouch is within reason; stopping to open a chest and look
4 13 1d8 40’ through its contents is not.

CLASSES
5 13 1d8 40’
Weaponry Master: At 20th level, monks can hone their
6 13 1d8 1d4 50’ weapons skill. They can choose one weapon to master,
7 14 1d10 1d4 50’ learning to use it to its fullest extent. When using the
8 14 1d10 1d4 50’ mastered weapon, the monk receives a bonus of +1 to all
to-hit, damage, and attribute rolls. In effect, the weapon
9 14 1d10 1d6 50’ becomes a part of the monk, allowing them to reach further
10 14 1d10 1d6 60’ and faster than normal; where before they broke their fall
11 15 1d10 1d6 60’ with their own hands and feet, now they use the weapon
as a tool to slow their descent, enhancing their attributes.
12 15 1d10 1d6 60’
Furthermore, the weapon becomes an extension of the monk,
allowing them to extend the reach of their extraordinary
MONK HIGH LEVEL PROGRESSION abilities; with a weapon in hand, the monk can stun, deflect
missiles, slow fall, and launch a death strike.
The monk’s manifold abilities continue to evolve at higher
levels, allowing the monk to learn new skills and master battle
techniques. With experience, the monk’s body becomes honed Example: Karaghi chooses the staff for his weapon mastery.
to rapid action, and they can use the world around them to While moving through the ruins of an old monastery up a
their advantage. trail along the Mistbane River, he encounters a group of
orcs. The orcs immediately launch a volley of arrows at him.
ABILITIES
He attempts to deflect the arrows and, with a successful
Deflect Blow (Dexterity): At 13th level, the monk gains the dexterity save, knocks two of them aside with his staff as
ability to deflect a blow when struck. To do so, the monk must it is an extension of his deflect missiles ability. He then
make a dexterity check at a CL equal to or greater than the uses the staff to pole vault up onto a broken wall. He runs
opponent’s BtH. If successful, the monk deflects the blow the length of the wall, and then drops down into a roofless
completely. An attempt to deflect a weapon counts as a monk’s corridor using the staff as a balance bar. Running the length
primary unarmed attack. This ability does not work against of the corridor, he vaults up and out of it at the end of the
ranged attacks, spells, or breath weapons. corridor, all the while using the staff as an extension of his
abilities; it also enhances all his attribute checks by +1.
Constitution Bonus: At 15th level, the monk’s mastery of mind
over body increases their constitution by 1 point.
Monk High Level Special Abilities
Catch Weapon (Dexterity): Once a round, at 17th level, the
monk can attempt to catch a weapon in combat. To do so, the Level Armor Primary Secondary Tertiary Fast
monk must make a normal attack using their dexterity instead Class Attack Attack Attack Move
of their strength. The monk must successfully hit an armor class 13 15 1d10 1d8 60
of 15 + the opponent’s BtH to catch a weapon. If successful, 14 15 1d10 1d8 60
the monk has grabbed whatever the opponent is holding, or 15 16 1d10 1d8 60
has caught it in mid-air. In the following round, the monk can
16 16 1d10 1d8 1d4 60
attempt to wrench it from their opponent’s hand by making
17 16 1d10 1d8 1d4 60
a constitution check. For the opponent to wrest the weapon
back, they must make a successful strength check. The target 18 16 1d10 1d10 1d4 60
can release the weapon at any time, as the monk is holding the 19 16 1d10 1d10 1d6 60
weapon, not the original wielder. The wielder can use any of the 20 16 1d10 1d10 1d6 60
weapon’s magical effects while the monk is holding it. 21 17 1d10 1d10 1d6 60
Quick Reaction: At 18 level, monks add +1 to their
th 22 17 1d10 1d10 1d8 60
initiative roll. At 24th level, this bonus increases to +2. After 23 17 1d10 1d10 1d8 60
24th level, should the result be an 11 or higher, monks can take 24 17 1d10 1d10 1d8 60

— PLAYERS HANDBOOK 53

Curtis Bilewitch (Order #44157457)


CLASSES
Level HP BtH EPP Check Abilities
13 +5 HP +12 1,500,001 Dexterity Deflect Blow: deflect a blow.
None Slow Fall: reduces fall damage by 35 feet.
14 +5 HP +13 1,750,001 None Iron Mind: +5 against confusion, charm, fear and spells that affect the mind.
15 +5 HP +14 2,000,001 None Constitution Bonus: gain 1 point of constitution.
None Iron Body: +5 versus poisons, toxins, paralysis, polymorph, petrification &
death.
16 +5 HP +15 2,250,001 Dexterity Deflect Missiles: dodge or deflect missiles four times per round.
17 +5 HP +16 2,500,001 Dexterity Catch Weapon: grabs held weapon or catches weapon hurled at them.
None Iron Fists: fists strike as +5 magic weapon.
18 +5 HP +17 2,750,001 None Quick Reaction: +1 to initiative roll.
None Slow Fall: reduces fall damage by 40 feet.
19 +5 HP +18 3,000,001

20 +5 HP +19 3,250,001 Dexterity Deflect Missiles: deflect missiles five times per round.
None Weapon Mastery: choose one weapon to master and gain +1 bonus to hit and
damage, and +1 on all attribute checks.
21 +5 HP +20 3,500,001
22 +5 HP +21 3,750,001
23 +5 HP +22 4,000,001
24 +5 HP +23 4,250,001 None Quick Reaction: +2 to initiative roll with possible extra action.

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CLASSES
PALADIN
PRIME ATTRIBUTE: Charisma
HIT POINTS: d10
DISPOSITION: Lawful good
WEAPONS: Any
ARMOR: Any

CLASSES
Level HP BtH EPP Check Abilities
1 d10 +0 0 None Cure Disease: cure disease once per week.
None Detect Evil: detect evil up to 60 feet.
None Divine Aura: emanate divine aura +2 AC and saves against evil , and
cannot be touched, by evil creatures.
None Divine Health: Immune to disease.
None Lay on Hands: heal 2 hit points per level once per day.
2 d10 +1 2,701
3 d10 +2 5,501 Wisdom Turn Undead: can turn undead as 1st level cleric.
4 d10 +3 12,001 None Divine Mount: gain a divine mount.
5 d10 +4 24,001
6 d10 +5 48,001 None Aura of Courage: immune to fear, gives allies within 10’ a bonus of +4
to saves against fear.
None Cure Disease: cure disease twice per week.
7 d10 +6 95,001
8 d10 +7 180,001
9 d10 +8 360,001 None Smite Evil: once per day add charisma modifier to hit, +1 damage per
level against evil creature.
10 d10 +9 700,001
11 +4 HP +10 1,000,001
12 +4 HP +11 1,300,001 None Cure Disease: cure disease three times per week.
None Divine Healing: once per week cure all damage, disease, blindness,
deafness, poison and other ailments.

DESCRIPTION PURPOSE
In the constant battle between good and evil, a select few, The paladins serve their code alone. They are defined by their
through their selfless devotion, courage, nobility of spirit and actions, and their actions are dictated by their code. These holy
unyielding faith, rise to the forefront of the struggle. These holy warriors are driven by virtue, courage, nobility and the quest to
warriors strike terror in the hearts of evil creatures, and inspire combat evil in all forms. They ride for no master but their deity
others to greater good. The paladin’s consistency and strength or cause. The greater good guides their actions, and victory is its
knows only the limits of their deity and code. own honor. Paladins fight on lonely battlefields and protect the
weak. These warriors fight and die for the greater good; often
unsung, alone and beyond the reach of succor.
ARCHETYPE
Though paladins are often maligned for their zealous actions,
The paladin is a holy warrior chosen for adherence and absolute or feared for their powers, all hold them in high regard, for they
devotion to a deity or similar holy cause. Some are trained in all wage an unflagging war against evil. A paladin’s power flows
the arts of combat, serving in the vanguard of many wars and from strength of will and the ability to project divine power
movements. Their belief in the tenets of their deity gives them against the enemy.
strength and divine powers beyond those of other warriors. A
paladin’s code requires them to respect legitimate authority, act Their purpose, if misunderstood by many, is quite clear to them,
with honor, help those in need and punish those that harm or and always guides their actions. They are servants of the law,
threaten innocents. They can serve priests, temples, religious and are bound to their code forever. They serve the greater good
houses or other religious authorities, but obey only one calling. and always place it above all else.

— PLAYERS HANDBOOK 55

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CLASSES
ABILITIES
Cure Disease: At 1st level, the paladin can cure any disease, no
matter the origin, once per week. This ability improves as the
paladin rises in levels. At 6th level, the paladin can cure disease
two times per week, and at 12th level, three times per week.

Detect Evil: Beginning at first level, paladins have the ability to


detect evil in the same manner as the spell. However, this ability
is innate and no spell casting is involved. A paladin simply
concentrates for one round on an area or individual within 60
feet to use the ability. The paladin must face toward the area or
individual being examined. The paladin can do this as often as
desired, but must be able to concentrate for at least one round
to do so.

Divine Aura: Paladins emanate a permanent divine aura


that wards against attacks from evil, summoned or conjured
creatures. It creates a magical barrier around the paladin that
conveys a +2 bonus to armor class and a +2 bonus on all
saving throws against evil creatures. The divine aura also
prevents bodily contact by summoned or conjured creatures.
This causes the natural weapon attacks of such creatures
to fail, and the creatures to recoil, if such attacks require
touching the warded creature. Good elementals and
outsiders are immune to this effect.

Divine Health: Paladin’s possess a divine immunity to any


disease of any origin.

Lay On Hands: A paladin can cure 2 hit points per level once
per day. This ability can be used on the paladin or on others, but
the healing cannot be divided among multiple recipients.

Turn Undead (Wisdom): At 3rd level, the paladin gains the


ability to turn undead as a cleric of 1st level. When making a
wisdom check to turn undead, a paladin adds their “turning
WEAPONS AND ARMOR level” to the roll, not the character’s actual level. This ability
improves with each level, so a 5th level paladin turns undead
Every deity or pantheon has a moral code that dictates what
like a 3rd level cleric, etc.
is acceptable on the battlefield. A paladin’s weapons of choice
are generally those of the paladin’s deity or of a knightly sort, Divine Mount: At 4th level, the paladin gains the ability to call
for paladins eschew cowardly combat and believe facing one’s a divine warhorse or other mount. A paladin’s deity confers
enemy in battle is the highest honor. They never use weapons this grace upon the paladin as a reward for faithful service.
associated with thieves or the cowardly, and generally refuse to The divine mount is always healthy, intelligent, devoted,
use ranged weapons, though some of them are not averse to and ready to serve the paladin’s war against evil or chaos.
using them if absolutely necessary. For medium-sized paladins a heavy war horse is called. For
small-sized paladins a war pony is called. If the divine mount
Paladins never knowingly associate with evil characters under
dies, a year and a day must pass before another can be called.
any circumstances. A paladin ends all associations with those
The Castle Keeper provides information about the mount that
who consistently offend their moral code or refuse to help in the
responds to the paladin’s call.
causes the paladin considers worthy.
Aura Of Courage: At 6th level, a paladin is immune to fear
A paladin who ceases to perform their duties or strays from the
(magical or otherwise). Allies within 10 feet of the paladin gain
path of righteousness, who wilfully commits an evil act or who
a +4 bonus on saving throws against fear effects.
grossly violates the code of conduct loses all abilities, including
the service of the paladin’s divine mount. The character is Smite Evil: At 9th level the paladin gains the ability to smite
outcast and cursed, and no longer advances in strength or evil. Upon declaring a target the paladin gains a bonus to hit
power. Only by atoning for these violations of the code may equal to their charisma modifier against that target. If they score
such a paladin regain the status and powers. a successful hit, they inflict +1 damage per level of the paladin.
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This ability can be used once per day, in one single attack, and
only on creatures of evil disposition. Example: Angrod’s battle with the ogre went poorly. With a
great blow, the ogre split Angrod’s helm, delivering a grievous
Divine Healing: At 12th level, a paladin can call upon their wound to the dwarf’s skull, dropping Angrod to -5 hit points.
deity to aid those in need of healing. Divine healing enables His companion, Meredith, brings him to the Temple of St.
the character to wipe away disease and injury. It completely Luther, where the elder paladins see to Angrod’s care. The
cures all diseases, blindness, deafness, hit point damage and Lord Paladin there bequeaths virtue to a golden coin and
all temporary ability damage. It neutralizes poisons in the places the coin in Angrod’s hand. The paladins then allow
subject’s system, so that no additional damage or effects are the dwarf to rest for 24 hours, after which Angrod’s hit points
suffered. It dispels the effects of a feeblemind spell. It cures rise to zero. His friend Meredith uses her lay on hands ability

CLASSES
those mental disorders caused by spells or injury to the for 2 additional points of healing, bringing Angrod back to
brain. Only a single application of the ability is needed to the land of the living. The Lord Paladin who bequeathed the
simultaneously achieve all these effects. The ability does not coin suffers the loss of one point of constitution, but by the
remove negative levels, restore permanently drained levels following day, the point has returned.
or restore permanently drained ability scores. The paladin
can use the ability once per week.

PALADIN HIGH LEVEL PROGRESSION


The paladin exemplifies the holy champion, a noble warrior-
priest without peer. Evil fears the paladin, shunning their very
presence, but the distraught turn to them for succor. Their long
road leads them to the halls of sainthood.

ABILITIES
Bequeath Virtue: The essence of law and good graces every
paladin. At 13th level, this grace manifests as a virtue which the
paladin passes on to small items of great beauty, such as flowers,
a maiden’s hair, garments of silk or soft cottons, and other such
innocuous items. These items become imbued with a calming
goodness, which immediately soothes the soul of the person to
whom the paladin bestows the item. The item’s enchantment
lays a guise of healing upon the person, passing the grace as a
virtue on to the individual. So long as the person is at rest, they
heal at double the normal rate up to half the paladin’s hit points
before the item loses its grace and wilts.

Furthermore, the virtue can bring someone back from negative


hit points. After holding a virtuous item for 24 hours, any
individual who has between -1 and -5 hit points returns to zero
hit points. When a paladin reaches 18th level, their bequeath
ability extends to -7 hit points; when they reach 20th level, it
extends to -9 hit points. The virtue stops all bleeding as well as
heals the one holding the virtue.

A paladin can make one virtuous item a day and the paladin
can only have a number of virtuous items equal to their level, at
any given time. Every time the paladin bequeaths an item, they
temporarily lose a point of constitution that requires one day
to heal; magical healing has no effect on this restoration. The
item itself wilts after it passes on its virtue unless the paladin
chooses to permanently lose a point of constitution; in this case,
the virtue and its effects are permanent. The paladin cannot
personally use these items, nor may any other paladin.

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Also, at 20th level, the paladin can reverse the effects of aging. Advanced Aura of Courage: This ability functions identically
They can imbue an item with such restful virtue that it lays a to the 6th level Aura of Courage special ability but the range of
deep enchantment of sleep upon it. Anyone so willing sleeps its effect increases. At 15th level, the range extends to 30 feet.
for a full year, and in that time, the sleeper regains five years of At 20th level, the range extends to 50 feet.
life as if they were five years younger. The paladin temporarily
suffers 5 points of constitution loss each time they use this Advanced Smite Evil: This ability functions identically to the
ability; each constitution point requires 1 month to heal. 9th level Smite Evil special ability, except for the number of
times per day it can be used. At 15th level the paladin can use
Divine Intervention: At 13th level, the paladin achieves a this ability twice per day, and three times per day at 20th level.
rank in the hierarchy of their order that draws the attention
of the deity, allowing the paladin to call upon the deity for aid. Charisma Bonus: At 15th level, the paladin’s holiness, the light
The paladin may call upon divine intervention for one of three that shines from within, increases their charisma by 1 point.
following purposes:
Divine Will: At 20th level, the paladin earns the right to
1. The intervention allows the paladin to re-roll one dice roll. compel others to engage in holy acts or call for a holy war.
The dice roll is restricted to the following: to hit, damage, Once per month, the paladin can use divine will and force any
saving throw, turning undead, or attribute check. who can hear their voice to take up whatever cause they call
upon them to do. Individual CKs must determine how many
2. The intervention grants the paladin a +4 bonus to hit and can hear the paladin’s voice; in very noisy environments,
doubles any damage for 1 round. only as few as a half-dozen may hear their call; if an army
quietly listens to the paladin, then their call may compel many
3. The intervention reduces all the damage the paladin suffers hundreds to join them.
in that round by half.
Recipients of this divine will suffer as if geased unless they
The paladin can use this ability once a week at 13th level, twice make a successful charisma check at a CL equal to the paladin’s
a week at 17th level, and 3 times a week at 22nd level. level. Not all the restrictions of a geas apply to the divine will,
for those compelled willingly put themselves into harmful

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situations, and if so called upon, they willingly sacrifice their target’s eyes and knows the target for who and what they are, no
lives. The geas only lasts as many days as the paladin has levels matter the deceptions.
unless some outside force dispels it (such as dispel magic cast
upon the targets), or the paladin himself dispels it. Once cleanse soul reveals the full scope of the creature to
the paladin, they may choose to exorcise the creature. If they
Divine Will does not affect evil creatures, NPCs, or player successfully do so, the paladin forces any madness or evil out of
characters. the host. Many targets die from such an event, but others the
paladin wholly cures, and they are brought back to the path
Cleanse Soul: The 24th level paladin gains mastery over other of the righteous. The recipient of the cleansing must make a
men’s minds. This ability reveals deception and disposition, successful charisma save at a CL equal to the paladin’s level or

CLASSES
penetrates any disguise or illusion, reads minds, can lift charms they succumbs to the paladin’s power. Inherently evil creatures,
or any other bemusements, dispels magic, and exorcises evil from such as vampires, demons, or devils, are completely destroyed
those unnaturally possessed. The power lays the dead to rest, by the cleansing. Others, such as lycanthropes, are cured by
atones for actions, and allows the paladin to commune with others. the cleansing. The dead, such as wraiths, ghosts, and specters,
gain eternal peace and their souls are released from bondage -
Upon attempting to cleanse soul, the paladin must constrain
unless they were evil in life - in which case they are banished
the target for a number of rounds equal to the target’s level and
to whatever hell awaits them. Any creature who survives the
make a successful charisma check at a CL equal to the target’s
exorcism casts the paladin out of its mind and is freed from all
level, with any applicable bonuses. The paladin must also
the effects of the cleanse soul, including the paladin’s ability to
overcome the target’s spell resistance, if any. If successful, the
know the target’s true self. Thereafter, the paladin can never
paladin automatically knows the target’s state of mind. They
again attempt to cleanse soul on that creature.
can detect their disposition (good, evil, chaotic, neutral, or any
combination); knows their disposition, whether angry or fearful; The paladin must rest one hour for every level of the creature
the paladin can see through any illusions; the paladin can detect they cleanse or attempt to cleanse. The rest must come
if the target is under any mind-altering spell or spell-like effect; immediately after for the cleansing drains the paladin of their
they can read the creature’s thoughts, seeing the target’s origins, fortitude. They are bedridden and unable to fend for themselves
hopes, fears, and dreams; in short, the paladin sees out of the during this rest.
Level HP BtH EPP Check Abilities
13 +4 HP +12 1,600,001 None Bequeath Virtue: enchant item to heal & rest, return up to -5 to 0 hit points.
None Divine Intervention: once a week choose either reroll, +4 to hit and double
damage, or reduce damage suffered by half for one round.
14 +4 HP +13 1,900,001
15 +4 HP +14 2,200,001 None Advanced Smite Evil: use smite evil twice a day.
None Advanced Aura of Courage: immune to fear, gives allies within 30’ a bonus
of +4 to saves against fear.
None Charisma Bonus: gain 1 point of charisma.
16 +4 HP +15 2,500,001
17 +4 HP +16 2,800,001 None Divine Intervention: twice a week choose either reroll, +4 to hit and double
damage, or reduce damage suffered by half for one round.
18 +4 HP +17 3,100,001 None Bequeath Virtue: enchant item to heal & rest, return up to -7 to 0 hit points.
19 +4 HP +18 3,400,001
20 +4 HP +19 3,700,001 None Bequeath Virtue: enchant item to heal and rest, return up to -9 to 0 hit
points. Reverse 5 years of aging.
None Advanced Smite Evil: use smite evil three times a day.
None Divine Will: call upon others to join in attack.
None Advanced Aura of Courage: immune to fear, gives allies within 50’ a bonus
of +4 to saves against fear.
21 +4 HP +20 4,000,001
22 +4 HP +21 4.300,001 None Divine Intervention: three times a week choose either reroll, +4 to hit and
double damage, or reduce damage suffered by half for one round.
23 +4 HP +22 4,600,001
24 +4 HP +23 4,900,001 None Cleanse the Soul: reveal deception, disposition, disguise, or illusion; reads
minds, lift charms and other mental spells, dispels magic and exorcises evil.

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RANGER
PRIME ATTRIBUTE: Strength
HIT POINTS: d10
DISPOSITION: Any
WEAPONS: Any
ARMOR: Breastplates, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather, chain coif, leather coat,
padded, ring mail, scale mail, studded leather
Level HP BtH EPP Check Abilities
1 d10 0 0 None Combat Marauder: +1 damage against Humanoids per level.
Dexterity Conceal: conceal themselves in wilderness areas.
Wisdom Delay/Neutralize Poison: create natural remedies for poison.
Dexterity Move Silently: move silently in wilderness areas.
Dexterity Scale: scale and climb natural surfaces and inclines. Climb dangerous inclines
with successful check.
Dexterity Traps: detect, build and disable simple wilderness traps. +2 bonus to checks
when actively searching.
Wisdom Survival: find shelter, food and water in wilderness areas for themselves and
others, determine direction, start a fire.
Wisdom Track: track creatures or hide tracks in wilderness, determine number and
type of tracked creatures.
2 d10 +1 2,251
3 d10 +2 4,501 None Track: can discern distinguishing characteristics of tracked creatures.
4 d10 +3 9,001
5 d10 +4 18,001 Dexterity Conceal: can move silently while concealed with a -5 penalty.
Wisdom Track: identify specific type of creatures.
6 d10 +5 40,001 None Favored Enemy: +2 to Hit/AC/Tracking against one creature.
7 d10 +6 75,001
8 d10 +7 150,001
9 d10 +8 250,001
10 d10 +9 500,001
11 +4 HP +10 725,001
12 +4 HP +11 950,001

DESCRIPTION ARCHETYPE
Every king, prince, general or mercenary captain needs The ranger occasionally finds employment with a lord, baron,
specialized warriors whose skills go beyond sword and shield. or other leader, and is usually commissioned to guard large
It is knowledge of a foe, including their strengths weaknesses, tracts of land against interlopers or to serve as a scout for
movements, encampments and intentions, that is often vital large armies. As often, rangers have committed themselves to
to defeating an enemy. A ranger specializes in gathering this a forsaken, bloody, yet noble cause – defending civilization,
information and often fulfills this need for prince and king. at all costs, against those creatures that would overrun them.
Rangers are also inspired by causes or creeds, whether noble The willingness of most rangers to take extreme measures in
or ignoble, to battle enemies along the frontiers of their this defense ostracizes them from their more urbane brethren.
civilization, keeping in abeyance the vile depredations of
evil marauders or mean beasts. They spend their lives in the
trackless wastes and wilderness of the world traveling barren PURPOSE
escarpments and dense forests in search of their foe, while Often waylaying and combating these enemies alone or in small
studying, tracking and gaining an intimate knowledge of their groups, with or without the knowledge or permission of their
manners and ways. liege lords, the ranger can be driven by a cause greater than that
of feudal loyalty. These brave and stalwart souls often live lonely

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and brutal lives far from the places they deem worthy of their WEAPONS
protection. This isolation occasions skepticism and distrust The ranger’s ability in combat is renowned. They take up
from those who benefit from their vigilance. sword and spear to stride stone battlements and fight alongside
The ranger is a warrior skilled at combating particular creatures the best of warriors. However, a ranger’s true weapons lies
which pose the greatest threats to the lands they protect. They elsewhere and requires skills of a nature wholly unknown to
have honed their skills at combating these foes through years of others; hunting, interdiction, escape and evasion are often
constant surveillance and combat – their knowledge extending the ranger’s most powerful weapons. Compound this with a
well beyond fighting their enemies. Rangers can track their ranger’s focus on their foe’s weaknesses, and it makes them a
enemies, speak their tongues when possible, and learn their truly fearsome enemy.

CLASSES
ways. The ranger’s distance from cities and towns requires them
to be dependent upon the land for sustenance and excellent ARMOR
outdoorsmen and are capable of living off land others may find Rangers must be able to move quickly through a variety of
barren or empty. terrains. Heavy or bulky armor can seriously impair mobility,
and so some restrictions apply to the armor types available
Rangers are found in the service of many disparate types of for use by rangers. A ranger may utilize any medium shield or
people and causes, whether good or evil, lawful or chaotic. helmet. However, the use of any shield larger than a medium
Knowledge of subterfuge and combat prowess are not restricted shield, or the wearing of a helmet larger than a normal helm,
to those who are of a noble nature, and some are desperate may limit mobility and restrict the use of abilities as the Castle
outlaws confounding local authorities and merchants alike. Keeper deems fit.

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ABILITIES poison in the victim. The afflicted creature suffers no additional
Combat Marauder: Rangers possess an extraordinary ability to damage or effect from the poison. Any temporary effects are
combat their most common foes, humanoids and giants, due to ended, but the neutralization of the poison does not reverse any
intense training and study of their enemy’s fighting techniques. damage or effects that have already occurred.
When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, Move Silently (Dexterity): The ranger is able to move silently
kobolds, orcs and the like) or giants (giants, ogres and the like), in wilderness areas with a successful dexterity check. The
a ranger inflicts extra damage. This damage bonus is +1 at 1st ranger can move up to one-half the character’s normal speed
level, with an additional +1 gained at every level beyond first. at no penalty. At more than one-half and up to the character’s
For instance, a 5th level ranger would inflict an additional 5 hit full speed, the character suffers a -5 penalty. It’s practically
points of damage for each successful hit against a humanoid or impossible (-20 penalty) to move silently while running
giant. The use of this ability is dependent upon the armor worn. or charging. Rangers cannot perform this ability indoors.
Wearing armors other than those allowed reduces the ranger’s See conceal above for information on moving silently while
mobility and swiftness of arm such that they cannot effectively attempting to conceal oneself.
use this ability.
This ability cannot be used if armors other than those allowed
Conceal (Dexterity): Rangers can conceal themselves extremely are worn.
well in wilderness areas. With a successful dexterity check,
rangers can camouflage themselves so well as to be unnoticeable Scale (Dexterity): With this ability, rangers can climb and
by most passers-by. Rangers cannot conceal themselves and scale typical natural slopes and inclines, such as steep but rocky
move silently at the same time until they reach 5th level. At hillsides. No attribute check is needed to scale such surfaces.
this level and beyond, a ranger can attempt both but must
make a successful conceal and move silent check at -5 penalty. Additionally, this extraordinary ability allows a ranger
In this case, movement is reduced to one quarter the normal to climb up, down, or across a dangerous natural slope or
movement rate. inverted incline that others would find impossible to climb.
When doing so, the ranger moves at one-half the character’s
Rangers cannot conceal themselves if being observed, even normal speed. A failed scale check means that the character
casually, before the conceal check is attempted. If the observer makes no progress. A check that fails by 5 or more means
is momentarily distracted, the ranger can attempt to use this that the character falls from the currently attained height
ability. While the observer averts its attention, the character and must suffer falling damage.
can attempt to get to a hiding place of some kind. The attribute
check, however, is at a -10 penalty because the character has to In both situations above, nothing can be carried in the ranger’s
move quickly to the hiding place. hands while climbing. Also, the ability cannot be used if armors
other than those allowed are worn.
This ability cannot be used if armors other than those allowed
are worn. Traps (Wisdom): A ranger is able to detect and build simple
traps in a wilderness environment. When passing within 25 feet
Delay/Neutralize Poison (Wisdom): A knowledge of flora and of a wilderness trap, a ranger is entitled to an attribute check to
fauna enables a ranger to identify dangerous toxins and their spot it. When actively searching for traps, the ranger receives a
symptoms, and rangers can apply remedies to slow or even +2 bonus to the check. It takes one round to locate a trap in a
nullify their effects. This ability can only be used with natural 5 by 5 foot area, or one minute spent searching to locate a trap
poisons (animals, plants, fungi, etc.) familiar to the ranger in a 25 by 25 foot area. A ranger cannot find magical traps with
– usually those found in the region where the ranger spends this ability.
most of their time, be it forest, desert or mountain. The only
manufactured poisons with which a ranger is familiar are those A ranger can set simple traps in a wilderness environment.
produced by their favored enemy (see below). To succeed at this These include snares, pit traps and similar devices. Rangers
task, the ranger must have access to herbs and antidotes. The cannot set complicated mechanical traps such as those found
Castle Keeper must decide if the herbs are available or antidotes on treasure chests or on doorways. On a successful traps check,
can be produced. the ranger successfully builds and conceals a snare or pit trap.
Snares can capture and hold creatures of up to medium height,
On a successful delay poison roll, the ranger can temporarily and pit traps can be dug to deliver 1d4 points of damage (halved
delay the effect of poisons. The onset or continuation of the if the creature falling in it makes a successful dexterity saving
effects of the poison are delayed for one hour per level of the throw). Rangers can also disable simple wilderness traps (of any
ranger. This does not cure any damage the poison may have type they can build) with little or no effort. No traps check need
already caused. It takes one round to perform this action and be made to do this.
the ranger may make only one attempt at this task.
Survival (Wisdom): In wilderness environments the
If the delay poison roll exceeds the total score needed for success character can find shelter, food and water for themselves,
by 6 or more, then the ranger has successfully neutralized the start a fire, and determine direction. As long as adequate

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food, water, and shelter sources are present in the At 3 level, a ranger can ascertain distinguishing characteristics
rd

environment, the ranger can find food, water and shelter about the creatures tracked, such as whether they are
without the need for an attribute check. Also, a ranger can wounded, exhausted, carrying heavy objects or wearing
start a fire in 1d10 minutes by natural means, as long as the certain armor. The ranger might even be able to determine
needed materials are available. A ranger also can determine if a spellcaster is in the group being tracked. The marks or
true north in relation to the character, as long as they are in characteristics determined are limited only by the Castle
a wilderness environment. Keeper’s imagination and desire to provide or enhance story
elements during game play.
A ranger can also provide decent food and water for several
people without the need for an attribute check unless it is a At 5th level, a ranger can identify the specific type of creature(s)

CLASSES
large number of people. The ranger must spend 8 hours hunting being tracked if belonging to one of the following categories
and gathering to produce enough food and water to feed 2d4 and with which the ranger has had some interaction: beast, fey,
people for a day. If the ranger wishes to feed or shelter a larger giant, humanoid, plant or vermin.
group of people than the die indicate, a successful wisdom check
is necessary. If successful, the ranger must spend an additional Favored Enemy: At 6th level, a ranger chooses one specific type
8 hours gathering food to feed and water an additional 2d4 of creature as a favored enemy. For example, a ranger might
people. This additional effort allows the ranger to gather food choose goblin, or gnoll or hill giant. The Castle Keeper should
and water for up to 4d4 creatures. The ranger can only hunt and require the player to choose an enemy that is consistent with
forage for food twice per day. the past history and storylines involving the character; ideally, a
type of creature that the character has encountered and fought
on several occasions in past adventures.
Example: a ranger is attempting to feed 12 people. For 8
hours of effort, the ranger feeds 2d4 people automatically. Knowledge of the favored enemy confers numerous bonuses to
The result is a 6, so the ranger has to feed 6 more people. the ranger’s ability checks. When combating a favored enemy,
On a successful wisdom check, the ranger can forage for the ranger gains additional combat bonuses due to an advanced
another 8 eight hours and feed 2d4 more people. fighting style developed through the experience of repeatedly
fighting that type of creature. The ranger gains a +2 bonus to
Track (Wisdom): The ranger can successfully track any hit against a favored enemy. The ranger also receives a +2 bonus
creature in a wilderness setting that leaves a discernable trace to armor class when fighting a favored enemy. Further, when
with a successful wisdom check. They can also determine tracking the favored enemy, the ranger receives a +2 bonus to
characteristics about the creature being tracked. The Castle the tracking check. The ranger is also able to neutralize poisons
Keeper may require multiple checks over time and distance. of the favored enemy, whether manufactured or natural.
The ranger can also hide tracks with a similar successful check.
The combat bonus of this ability cannot be used if armors other
When tracking or hiding tracks from humanoids or giants, than those allowed are worn.
a ranger receives a +2 bonus to the attribute check. The
Castle Keeper may apply bonuses or penalties for varying
conditions, such as the length of time elapsed since the tracks RANGER HIGH LEVEL PROGRESSION
were made, weather conditions, the number of creatures Understanding the wilderness is a constantly evolving skill. The
tracked and whether the tracked creature moved through ranger’s ability to eek a living out of even the most inhospitable
water or a secret door. environments, find paths through strange country, and pursue an
enemy with deadly intent all continue to grow with experience.
A successful track check may also impart information about A ranger’s high-level abilities reflect this deepening knowledge.
the creature(s) being tracked. Once a trail is found, a track The ranger’s combat skills do not grow as rapidly at these levels,
check can determine the general number and type of creatures for the ranger’s true gifts lie in their wilderness abilities.
being tracked. The number of creatures tracked should be
disclosed to the player by using one of the following categories:
individuals (1-6), band (6-30), troop (20-100), or army ABILITIES
(100+), and also one from the following categories: beast,
fey, giant, humanoid, plant, vermin, or other (aberration, Find Passage: At 13th level, the rangers’ wilderness skills allow
construct, dragon, elemental, magical beast, ooze, outsider, them to find the least obstructed method of moving through an
shapechanger, or undead). For many creatures, the ranger can environment. This does not equate to finding secret passages
not identify its exact type; only that it is a creature of such or hidden paths. Find passage allows rangers to examine their
nature until some experience has been gained tracking it. A environment and, through their knowledge of the natural order
ranger can identify specific animal tracks with no effort. After of things, find the easiest way forward. Find passage allows
having tracked a particular type of creature several times, the rangers to halve any movement penalties existing for any terrain.
ranger can later identify its tracks. This ability also applies to their climbing ability. In order to use
this ability rangers must have some experience in the terrain

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and the terrain itself must be terrestrial. Anyone traveling with level, this ability increases to a +4 bonus to detect traps when
the ranger can follow them, but not as skillfully; their penalties searching, and create traps that cause 3d4 points of damage;
are reduced by one-fourth the normal penalty. at 24th level, it increases to a +6 bonus to detect traps when
searching, and create traps that cause 4d4 points of damage.
Advanced Favored Enemy: This ability functions identically to Rangers can only detect traps in wilderness environments and
the 6th level Favored Enemy ability. At 13th level, the ranger’s they cannot detect magical traps.
favored enemy bonus for to hit, track and AC increase to
+3. Furthermore, at 20th level, rangers can intimidate their Survival Instincts (Wisdom): At 15th level, the ranger
favored enemies with a successful charisma check; successfully becomes more in tune with their environment, developing a
intimidated enemies become disconcerted while battling the sixth sense for danger. The ranger can sense that something is
ranger, suffering a -2 penalty to all to hit, damage, and attribute wrong but may not be able to pinpoint the exact nature of the
check rolls. Rangers cannot intimidate more than 15 favored danger. An errant smell, an overturned leaf, or an unnatural
enemies at a time. quiet all might alert experienced rangers to danger, making it
increasingly difficult to surprise them. They receive a +2 bonus
Expert Trapper (Wisdom): At 13th level the ranger’s ability to their wisdom check when making a check to see if they are
to spot traps increases to a +3 bonus when actively searching. surprised. This bonus increases by one point for every two levels
Furthermore, the ranger can create traps that cause 2d4 points thereafter (+3 at 17th level, +4 at 19th level, and so on).
of damage and can trap or ensnare large animals. At 18th

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Strength Bonus: At 15 level, the ranger’s long journeys
th
Furthermore, the ranger can anticipate the movement of those
of hardship in the wilderness and exposure to the elements that they track. Most animals and humans are predictable in
increase their strength by 1 point. their habits, and recognition of those habituations enables the
ranger to figure out where foes may be heading or what they
Advanced Tracking (Wisdom): At 17th level, a ranger’s are planning. The ranger has a chance of predicting their
tracking skills surpass even those of many animals. Once rangers foes’ preferred direction of travel from point “A” to point “B.”
find a trail with a successful track check, their knowledge of In this case, if the ranger has successfully tracked, they must
tracking is such that they can determine accurately the number make a second successful track check (+1 only and +1 per
in the party they are tracking, the make-up of the party (war level thereafter) to determine the enemies’ correct path.
band, hunting party, etc.), whether they are well or lightly Furthermore, the ranger, knowing their foes’ habits, can predict

CLASSES
armed, their speed, and their habits (what and how often they their eventual destination. The destination has to be knowable
eat, stop to rest, precautions they take, etc.). Rangers can to the ranger, meaning they must know the area and its possible
determine whether tracked beings belong to one of the following destination points based upon the method, direction, and speed
categories: beast, fey, giant, humanoid, plant, vermin, or other of the party’s travel. A successful wisdom check after the above
(aberration, construct, dragon, elemental, magical beast, ooze, indicates the ranger has surmised their foes’ chosen destination.
outsider, shape changer, or undead).

Example: The ranger Rutifix makes a successful wisdom


Example: With a successful track check, the 18th level check and picks up the tracks of a lycanthrope in a rural
ranger determines they are pursuing a war band of 11 agricultural community. He tries to guess the direction in
humans; four ride on unshod light ponies, and seven travel which it travels. Rutifix has been fighting them for some
on foot; one of the ponies is lame, lagging behind the others. time and knows their habits well, and a second successful
Those on foot wear light armor, and two carry pole arms. wisdom roll means he accurately guesses the direction. The
The group rests infrequently, and they cover vast distances ranger knows three thorps, each with their own distinctive
in short spells of time. They are eating lightly, and they stop flavor, lie in that direction. The lycanthrope, being hungry,
to water whenever they have the chance. headed toward one of the villages. With a third successful
wisdom check, the ranger picks the correct village—but
Rutifix will not know he was successful until he arrives to
find the lycanthrope.

Level HP BtH EPP Check Abilities


13 +4 HP +12 1,175,001 None Find Passage: halve any movement penalties in difficult terrain.
Wisdom Expert Trapper: active search bonus to spot traps increases to +3, built
traps do 2d4 damage.
None Advanced Favored Enemy: Favored Enemy bonus increases to +3.
14 +4 HP +13 1,400,001
15 +4 HP +14 1,625,001 None Survival Instincts: +2 bonus to surprise checks.
None Strength Bonus: gain one point of strength.
16 +4 HP +15 1,850,001
17 +4 HP +16 2,075,001 None Survival Instincts: +3 bonus to surprise checks.
Wisdom Advanced Tracking: determine number and make-up of party,
armaments, speed, habits, and category. Further checks to anticipate
direction and destination.
18 +4 HP +17 2,300,001 Wisdom Expert Trapper: active search bonus to spot traps increases to +4, built
traps do 3d4 damage.
19 +4 HP +18 2,525,001 Wisdom Survival Instincts: +4 bonus to surprise checks.
20 +4 HP +19 2,750,001 Charisma Advanced Favored Enemy: intimidate up to 15 of the favored enemy
who suffer -2 penalty to all to hit, damage, and attribute check rolls.
21 +4 HP +20 2,975,001 None Survival Instincts: +5 bonus to surprise checks.
22 +4 HP +21 3,200,001
23 +4 HP +22 3,425,001 None Survival Instincts: +6 bonus to surprise checks.
24 +4 HP +23 3,650,001 Wisdom Expert Trapper: active search bonus to spot traps increases to +6, built
traps do 4d4 damage.

— PLAYERS HANDBOOK 65

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CLASSES
TRACKING SIGNS
Following one’s opponent into the wilderness, through a Rangers look for particular signs when tracking. These range
dungeon, or even through the tangled streets of a dirty town from scattered water, to scat, or the reflection of grass in the
is one of the constants in Castles & Crusades. The ranger is a afternoon sun. Below is a sampling of tracking signs that rangers
master at it, but others may attempt it from time to time, not may find and of which they would definitely take note.
fully understanding that tracking is a skill that takes years to
learn and real experience to perfect. We’ve all heard the ranger
shout “don’t trample the area until I track,” but tracking goes far Large Sign
beyond keeping the trail pure. It is not simply looking in the dirt Large sign represents easily noticed marks or signs of passage;
to see if the tracks of some beast blaze the trail in one direction where creatures usually walk, hunt, feed, or drink.
or the other. Rather, it is a science that involves gathering and
interpreting mountains of information. Trails: Areas that see high traffic for one type of creature,
usually going to a feeding area or water source.
The skilled tracker knows when to track, and this goes beyond
knowing that it is easiest to track in the light snow or after a Runs: A normal area of traffic, usually to a favorite feeding
rain. They also know that tracking in the early morning dew ground or water source.
yields the best results as an animal’s spoor is more noticeable
then than in the late afternoon. Experience teaches them Pushdowns: An area of brush that is broken and crushed,
about the terrain and tells them how the terrain looks before usually going off trail and representing where a creature fled.
a creature crosses it. Does the bark on the tree flake naturally, Eat-Through: Where a creature begins eating at the beginning
or do the flakes of bark on the ground denote that a beast of a of an area, such as a berry patch, and eats straight through the
certain height passed recently? They learn, as well, about the patch, moving on afterward.
spoors of hosts of beasts, how many toes they have, if they are
clawed or not, how long their stride is, or if they move fast or Bed/Den: An area in thick brush that shows signs of frequent
slow. They know that most creatures, when wounded, travel or constant use.
downhill, rarely going uphill.

Bringing tracking into the game can be fun and challenging. Medium Sign
The more detail that the CK places in the encounter or in
describing the use of the character’s skill, the more realistic and These are less noticeable signs of passage such as a damaged
gripping it can become. Below are items of detail that the CK tree, hair, claw marks, chewing, and similar instances. These
may want to use when describing the trail the ranger follows. signs are where a greater understanding of tracking, and what
Furthermore, a more detailed understanding of the challenge to look for, mark the ranger as the true expert.
level of any particular situation can often be very helpful. Rubbing: These marks are small signs left on the sides of trees
Take note that too much detail, and laboring over it for too and rocks that denote where a creature passed and rubbed off
long, may bring the focus of the game away from hunting and the normal bark, dust, or film on the item in question.
into a more esoteric discussion of tracking; keeping the actual Chewing: The way an animal chews at a tree or in the dirt
text and descriptions brief is the best way. marks what it is doing and what type of creature it is. A clean
cut in the bark denotes incisors, usually a rodent. Serrated edges
Non-Ranger Tracking are animals that pull on the grass or leaves, breaking them apart
Any non-ranger making a tracking check suffers an automatic rather than cutting them. No particular order in the bite marks
-10 penalty to any die roll. denotes a predator chewing up something to extract minerals
within or mark its territory. A clean break denotes plant life that
The Tracking Stick has been broken but not chewed at all.
Many skilled rangers carry tracking sticks, small measuring Breaking: This damage marks where an animal has passed,
devices with marks on them, so they can determine the stride breaking small limbs, grass blades, knocking of bark, or any
of an animal. This helps them when they lose a trail as they can similar disturbance of the trail.
determine from the creature’s stride where the next track most
likely landed and guide them where to look. Any ranger using a
tracking stick gains a +1 on their ability check for the first track Small Sign
check after losing a trail. Small sign often consists of tiny depressions in the earth or
To determine the success of a tracking check, the ranger makes disturbed dust. These signs are only noticeable by a skilled ranger.
a normal track check; however, the following circumstances Dust: A fine layer of dust settled on plant or rock that has been
reveal more detailed information. disturbed may give a ranger a sign even though no track exists.

66 CASTLES & CRUSADES —

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CLASSES
The dust settles once it is disturbed by the original creature’s
passing. The dust is not in the track itself, and the ranger
determines where the track is by where the dust is not.

Scat
Almost all creatures leave signs of their passing in their scat. By
breaking the scat apart and conducting a careful examination
the ranger may determine the time it was dropped, the food last
eaten, and how much they ate. Every creature leaves different

CLASSES
types of scat. In determining the type of scat a monster may
leave, reference the below notations and place the monster in
the family in which you feel it best fits.

Tube: Scat in a long tube shape denotes a canine or similar creature,


as well as raccoons, skunks, opossum, wolverines, and bears.

Teardrop and Tapered: This scat belongs to any creature in the


cat family. The manticore would most likely have this type of scat.

Tapered Tube: This scat belongs to anything in the fox family.


A good sample of this type of scat might be the lamia.

Fattened Threads: These thin bits represent weasels, wolverines,


and similar creatures. Dragons would most likely have this type of scat.

Pellets, Round: Rabbits and hares drop round pellets when


passing. It is very frequent as well, forming a trail of sorts. A
xorn would perhaps leave such pellets behind.

Pellets, Oblong: These generally represent deer or similar


hooved beasts. The pellets may have a nipple on the end. A
satyr might leave oblong pellets behind.

Pencil Lead: Small pellets about the size of a pencil lead belong
to rats, mice, and similar rodents. The stirge might leave these
behind it.

Ghost Signs
These consist of faint, telltale signs left in the grass, on leaves,
or similar places. When creatures pass they disturb the normal
terrain, which itself changes throughout the day. Rangers make
use of disturbances in these time-of-day dependent conditions
to glean clues about the creatures being tracked.

Dulling: This consists of disturbed morning dew. Anything


crossing through the dew wipes it from the trail or at least
scatters it.

Shining: In the afternoon, grass is dry, stands generally straight


and, in this posture, reflects the sunlight. Areas where there
is no shine mark out where grass has been depressed. This
depressed grass only lasts a few hours. Rangers may note the
lack of reflection from several dozen feet away.

Leaf Sign: Weight on a leaf presses it into the ground, leaving


a clear mark in the earth. The leaf itself may bounce back but
usually remains somewhat depressed. Looking from the side,
along a trail, the skilled ranger may discern this sign.
— PLAYERS HANDBOOK 67

Curtis Bilewitch (Order #44157457)


CLASSES
TRACKING TABLES NUMBER ENCOUNTERED
When attempting to determine the CL of any track check, the No. Encountered CL
CK may wish to assign an arbitrary number, or they may wish to 1 4
assign a value that takes more details into account. If the latter
is the case, refer to the following tables. It will be necessary to 2-4 2
pre-determine the information, such as the time of day the 5-13 1
creature passed, before the roll is made. 14+ 0
TERRAIN*
WEATHER CONDITIONS
Terrain CL
Weather CL
Depressions 2
Dry 0
Desert 2
Raining -1
Forest, Deciduous 0
Snowing -3
Forest, northern or southern 0
Lowlands 1
Mountains & Hills 4
GROUND CONDITIONS*
Conditions CL
Rivers and Their Courses 3
Clay 4
Wetlands 4
Dry 0
*If the ranger is experienced in any particular type of terrain, the CL is
automatically 0. Muddy -2
Pushdown 1
TIME TRACK CHECK IS MADE
Run 1
Time CL
Snow -5**
Morning -1
Trail 0
Mid-Morning 0
*These conditions can be cumulative.
Noon 1
** If it is snowing and there is snow on the ground, the two are not cumulative;
Mid Afternoon -1 they both together count for a -5.

Afternoon 0
Dusk 2
Night 9

TIME ELAPSED
Time CL
6hrs -2
12hrs 0
18hrs 2
24hrs+ 4

WEIGHT OF CREATURE
Size/Weight* CL
Tiny 7
Small 3
Medium 0
Large -3
Gargantuan -5
*C&C does not have sizes for tiny or gargantuan; however, for very small
creatures, such as a rat, or very large creatures, such as a dragon, use these sizes.

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ROGUE
PRIME ATTRIBUTE: Dexterity
HIT POINTS: d6
DISPOSITION: Any
WEAPONS: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dagger, dart, light hammer, hand axe, hand
crossbow, javelin, knife, light crossbow, longsword, mace, main gauche, quarterstaff, rapier, sap, shortbow, short
sword, sickle, sleeve tangler, spiked gauntlet, sling, whip

CLASSES
ARMOR: Leather, leather coat, and padded (see special rule above)
Level HP BtH EPP Check Abilities
1 d6 0 0 None Special: can wear leather, padded or leather coat without penalty.
None Back Attack: +4 bonus to hit and double damage with successful move
silently or hide check.
None Cant: speak cant in coded words and gestures.
Dexterity Climb: climb any surface.
Intelligence Decipher Script: decipher script/ language/ code.
Dexterity Hide: conceal themselves from others.
Wisdom Listen: hear noise up to 30 feet.
Dexterity Move Silently: move silently indoors and outdoors.
Dexterity Open Locks: open mechanical lock.
Dexterity Pick Pocket: remove contents of pouch or pocket, perform sleight-of-hand.
Intelligence Find/Disable Trap: find, disable or set trap.
2 d6 +1 1,251
3 d6 +1 2,501 Wisdom Hide: can move silently while hidden with a -5 penalty to both checks.
4 d6 +1 6,001 None Sneak Attack: bonus +2 to hit and +4 to damage against unsuspecting
target.
5 d6 +2 12,001 None Back Attack: +4 bonus to hit and triple damage with successful move
silently or hide check.
6 d6 +2 24,001
7 d6 +2 48,001
8 d6 +3 80,001
9 d6 +3 120,001 None Back Attack: +4 bonus to hit and quadruple damage with successful
move silently or hide check.
10 d6 +3 175,001
11 +2 HP +4 325,001
12 +2 HP +4 450,001

DESCRIPTION
Rogues are simply the ultimate thieves.
Ancient cities with high towers and crumbling walls, sprawling
towns along coastal highways, villages, castles and hamlets ARCHETYPE
all have one thing in common. They all have rogues in their
environs. Their names vary: thieves, rapscallions, cut-purses, The archetypical ne’er-do-wells, rogues can be scions of the
footpads, confidence men, fences, burglars sharpers, pick- wealthiest families or simple street urchins. Some make their
pockets or highwaymen. Their methods vary as widely as their living by burglary, robbing wealthy merchants and pilfering
names, but their goals and the theme of their lives are constant. the goods of many a palace. Others pick the pockets of the
Rogues steal from others. They gather ill gotten goods for their unwary, from the simple traveler to the noble lord. Still others
own pleasure or needs and care not a whit for payment or find their skills best suited to plundering dungeons, unraveling
compensation of those they take from. Rogues make their living riddles in dark caves, and stealing treasure from forgotten
in the shadows, through stealth, deceit, thievery, or at times places, and avoiding the laws and lawmen of the more civilized
in service to some greater purpose known only to themselves. areas of the world.

— PLAYERS HANDBOOK 69

Curtis Bilewitch (Order #44157457)


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PURPOSE WEAPONS
To perform the many acts of daring rogues manage on a Rogues try to avoid combat as much as possible. Though not
routine basis, they must be exceedingly dextrous. Rogues must cowardly, they simply find the phrase “better to live and fight
be nimble of hand and foot. They must be quick of wit and another day” more meaningful and applicable than anything
mind. When these traits are perfectly combined into a seamless to do with honor, pride or recognition of their martial prowess.
coordination of mental acumen and hand-eye coordination, the Further, one might actually die in combat, and that has little
rogue becomes a foe to be feared and friend never to be trusted. value to anyone, especially to the rogue in question. As such,
their weapons are generally of the smaller variety and not very
It is true that there is no honor among these rogues. Every impressive, being knives, daggers, saps and such, or those that
valuable is a potential source of income, and every circumstance can be used from a great distance such as bows, slings and darts.
an enticement to misdeed. They are driven by an anarchic soul
and the outcast’s disdain for common ethics where few laws are
considered sacred and no oath is made that is not to be broken. ARMOR
Their only brotherhood is that of their confederations and guilds
Rogues have little regard for shields and armor as these hinder
of like minded thieves, who are as loyal to one another as they are
movement and make even simple tasks difficult. And, since
to anything else. These guilds provide protection and organized
rogues avoid combat as much as possible, armor becomes a
rackets, but have little more staying power than the strength of
useless accoutrement in most cases and in a city, attracts more
their leadership to manage an unruly and rebellious membership.
attention than most rogues desire.
There are the rare exceptions to this generally dispiriting
lot. There are burglars who steal only from wealthy and evil
overlords, rob dragon hoards, or pilfer the treasuries of malicious ABILITIES
and cruel tyrants. However, they too are driven by the same Special: Rogues favor light armor, as it allows them to better
forces that inspire other rogues, for it takes a wily and wilful ply their stealth abilities. Rogues may wear leather armor, a
individual to crawl down dark forbidding corridors and face leather coat, or padded armor, and can employ small shields
down dragons for a peek at their hoards. without any penalty to the use of their abilities. They may
also wear leather helmets. A rogue may wear any other type
of armor, but the character may suffer a penalty when using
class abilities and wearing these armors as noted in the ability
description. The penalty is equal to -1 for each point above
armor class 12 that the armor confers. Restricted helmets and
shields cause the rogue to suffer a -1 penalty to all abilities. All
penalties are cumulative.

Example: a rogue wearing chainmail, which confers a 15


armor class, suffers a -3 penalty to all ability checks (15-
12=3). The same rogue using a large shield suffers a -4
penalty to all ability checks. If the same rogue used a metal
great helm as well, the total penalty would be -5.

Back Attack: A rogue normally avoids face-to-face combat if


possible, preferring instead to use stealth to catch an opponent
unaware. A rogue able to attack an opponent from the rear,
who is unaware of the rogue’s presence, gains a bonus to hit
and to damage. To catch an opponent unaware, a rogue must
make a successful move silently check to sneak up behind
the foe, or make a successful hide check while behind the
opponent. A rogue that succeeds in one or the other of these
can make a back attack at a +4 bonus to hit. A successful hit
inflicts double the normal damage.

When making a back attack, a rogue must use a close-quarters


melee weapon. This weapon must be shorter than the character’s
arm. A rogue can only use this attack on creatures with a
discernible back. The rogue must be able to see the target well
enough to pick out a vital spot, and then must be able to reach it.

70 CASTLES & CRUSADES —

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As the rogue gains experience, the damage inflicted increases. Rogues cannot hide and move silently at the same time until
At 5th level, a back attack deals triple damage, and at 9th level a they reach 3rd level. At this level and beyond, a rogue can
back attack inflicts quadruple damage. A back attack cannot be attempt both but must make a successful conceal and move
combined with the sneak attack ability. silent check at -5 penalty. In this case, movement is reduced to
one quarter the normal movement rate.
Cant: Rogues often use a street language known only to those
in the trade, called cant. Code words, hand signals, demeanor, Wearing armor not on the rogue armor list affects this ability.
and other signs comprise the cant. The cant can be used to
convey complex ideas. The language may vary to some degree Listen (Wisdom): A rogue can use this ability to listen intently
both geographically and culturally, making cants unique to each and hear noises that others might not detect, even through an

CLASSES
region, city, or even within a city. obstacle such as a door. Success indicates the rogue can hear
soft sounds, like a whisper or cat stalking, while outside or in
Climb (Dexterity): This extraordinary ability allows a rogue the open and up to a range of 30 feet. It also indicates success if
to climb up, down, or across a slope, wall, steep incline (even the rogue is listening for sounds on the other side of a door, but
a ceiling with hand holds), or unusually angled natural or man the rogue must be adjacent to the door. However, exactly what
made slope or incline that others would find impossible to climb. is heard is up to the Castle Keeper’s discretion as each case is
When doing so, the rogue moves at one-half the character’s unique. If listening through a stone wall, the rogue suffers a -10
normal speed. A failed climb check means that the character penalty to the check. For other materials, vary the penalty as
makes no progress. A check that fails by 5 or more means that the appropriate. A rogue can retry this ability once a round.
character falls from the currently attained height, and must suffer
falling damage. Rogues can not carry anything in their hands This ability is affected by wearing a metal or large helmet.
while climbing. When climbing typical natural slopes and man
Move Silently (Dexterity): This ability allows a rogue to move
made inclines, such as a cliff faces or steep steps, a rogue does not
so silently that others cannot hear the movement. The rogue
need to make an attribute check to climb the surface.
can use this ability both indoors and outdoors. A rogue can
Wearing armor not on the rogue armor list affects this ability. move up to one-half the character’s normal speed at no penalty.
At more than one-half and up to the character’s full speed, the
Decipher Script (Intelligence): This ability allows a rogue to character suffers a -5 penalty. It’s practically impossible (-20
decipher writing in an unfamiliar language, a message written penalty) to move silently while running or charging.
in an incomplete or archaic form or a message written in
code. If the check succeeds, the character understands the To move silently and hide, see the hide ability.
general content of a piece of writing. It takes 2d8 minutes
Wearing armor not on the rogue armor list affects this ability.
to decipher each page of a script. The attempt may be made
only once per writing.

A rogue may use this ability to decipher arcane script if a


successful check is made at a penalty of -10. If successful they
can read the spell but not cast the spell. This ability may not be
used to decipher divine scrolls.

Hide (Dexterity): Rogues use this ability to conceal themselves


from others. A successful check means that the rogue is hidden
so well as to be almost invisible. The rogue can move up to
one-half normal speed and remain hidden. Hide checks suffer
no penalty in this circumstance. At more than one-half and up
to full speed, the character suffers a -5 penalty to the check to
remain hidden. It’s practically impossible (-20 penalty) to hide
while running or charging.

If the character is being observed, even casually, they cannot


hide. If observers are momentarily distracted however, the
character can attempt to hide. While the observer averts its
attention from the character, the character can attempt to get to
a hiding place. This check, however, is at a -10 penalty because
the character has to move quickly to the hiding place. A rogue
cannot hide if there is nothing to hide behind or conceal oneself
with. Deep shadows can count as concealment at the Castle
Keeper’s discretion.

— PLAYERS HANDBOOK 71

Curtis Bilewitch (Order #44157457)


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Open Lock (Dexterity): A rogue can use this ability to open To set a trap, or to reset a previously disabled trap, a rogue must
any sort of mechanical lock that would normally require a key make a successful traps check. If a rogue is resetting a trap that
to open. A successful check indicates the lock has been opened. was previously disabled, the rogue gains a +5 bonus to the check.
This ability requires the use of a set of rogue’s tools, including The amount of time required to set or reset a trap depends on the
picks, blank keys, wires or other appropriate tools. A rogue may complexity of the trap, typically taking 1d4 rounds.
only make one attempt per lock. If that attempt fails, the rogue
cannot try to open the same lock again until gaining one more Locating traps is not affected by the armor worn. However,
level as it is beyond the current ability of the rogue to pick it. disabling and setting traps is affected by wearing armor not on
the armor list for the rogue.
This ability is affected by wearing metal or large gloves.
Sneak Attack: At 4th level, a rogue has learned to adapt back
Pick Pocket (Dexterity): A rogue can use this ability, on a attack skills to more general situations. When an opponent or
successful dexterity check, to remove the contents of a pocket victim is aware of the rogue, but unsuspecting of an attack, a
or pouch (or otherwise take something from a person) without rogue can use the sneak attack ability. For example, a rogue could
being noticed. Success may require the rogue to cut the purse or be having a conversation with a potential victim while hiding a
pouch from the target. A penalty to check is equal to the level poisoned stiletto up their sleeve, intending to strike once a piece
or hit dice of the targeted victim. of vital information is learned. Or, a rogue could be perched in
the shadows of a tree, waiting for the perfect opportunity to
This ability also allows the rogue to perform “sleight of hand” fire a crossbow. Unlike the back attack, sneak attack situations
maneuvers. A successful dexterity check indicates the rogue has do not necessarily require a previously successful hide or move
hidden or moved an item in such a manner so that observers silently check, although the Castle Keeper could require success
are not aware of where the item has been hidden. Such in one or both, depending upon the circumstances if necessary.
typical maneuvers are hiding a coin, sliding a card up a sleeve, The opponent is not allowed to roll for initiative until the round
performing the shell game, and the like. A penalty to the check following the attack.
may be applied if there is an observer present that is determined
to note where an item is moved. This penalty is equal to the A rogue making a sneak attack gains a +2 bonus to hit and a
wisdom attribute bonus for the observer. +4 bonus to damage. Ranged weapons can be used for sneak
attacks if the target is within 30 feet. A rogue cannot aim with
Wearing armor not on the rogue armor list affects this ability. deadly accuracy from beyond that range. A sneak attack cannot
be combined with back attack.
Traps (Intelligence): A rogue has three ways to use this ability:
finding, disabling or setting traps. Each use requires a separate Wearing armor not on the rogue armor list affects this ability.
attribute check and each check may be made only once in a
given circumstance. The player must also describe how the
actions are being performed to use this ability. ROGUE HIGH LEVEL PROGRESSION
To find a trap, a rogue spends time intently studying and Rogues hone their skills as they advance in levels. Years of
searching an area to deduce possible trap locations. It takes exploring secret places, moving through the shadows, learning
one round to locate a trap in a specific area such as a lock to watch and listen, and hiding and striking their enemy when
or a doorknob, and one minute to locate a trap in a 10 by 10 they least expect it refines their skills. They do not master many
foot area. A successful check indicates the rogue finds one new combat skills as they progress, but they come to perfect
trap, if any are present. The trap discovered is the simplest what they learned as striplings.
or most obvious trap in the area. If multiple traps are in an
Note: Unless otherwise noted, armor affects the rogue’s abilities.
area, multiple successful checks are required to find them all.
A rogue can find magical traps with this ability, although it
may be much more difficult than finding mundane traps. The ABILITIES
Castle Keeper determines any penalties to the check basing
those penalties on the level of those who set them. Back Attack: Rogues’ to-hit and damage bonuses on their back
attack ability increase as they gain levels. At 14th level, the
To disable a trap, a rogue must first know its location. Once rogue gains a +6 to hit and inflicts quintuple damage. At 20th
a trap is located, a successful check means the rogue has level, the rogue gains a +7 to hit and inflicts sextuple damage.
disarmed the trap. The attempt can only be made once and
failure indicates that the rogue set off the trap. A rogue can Sneak Attack: The rogue’s to hit and damage bonuses for the
disarm a magic trap, although it may be much more difficult sneak attack increase as the rogue gains levels. At 13th level,
than disarming a mundane trap. In most cases, rogue’s tools the attack is made at +3/+6; at 18th level, it is made at +4/+7,
are needed to disarm a trap. Generally, it takes 1d4 rounds to and at 23rd level, it is +5/+9. The effective range remains
disarm a trap, depending on its complexity. unchanged.

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Detect Concealed and Secret Doors: At 15 level, a rogue
th
penalty. At more than one-half, and up to the character’s full
can notice secret and concealed doors, similar to an elf’s ability, speed, the rogue suffers a -4 penalty. This penalty is reduced to
by just walking past them. The rogue must be within 10 feet of -3 at 19th level, -2 at 21st level, -1 at 22nd level, and no penalty
a concealed door or within 5 feet of a secret door to make the at 24th level.
check. The rogue does not have to be actively looking for such
doors but is merely allowed a check to find them. A successful Quick Reaction: At 18th level, rogues add +1 to their initiative
wisdom check means the rogue discovers the door. If the rogue roll. At 24th level, this bonus increases to +2. After 24th level,
is actively searching for the secret door or concealed passage, should the result be an 11 or higher, rogues can take one more
they add +2 to the check. action at the end of the round, such as attacking or moving half
their movement allowance. They can only take a ranged attack

CLASSES
Dexterity Bonus: At 15th level, the rogue’s skills have long if they have the ranged weapon in hand. Regular actions, such
become habits, improving their speed and reflexes, thereby as rummaging through a backpack, generally require too much
increasing their dexterity by 1 point. time so rogues cannot perform them with the second action.
CKs may rule on individual actions. For instance, grabbing a
Sixth Sense: At 14th level, the rogue has become much more pinch of powder from a belt pouch is within reason. Stopping to
in tune with their environment, developing a sixth sense for open a chest and look through its contents is not.
danger. They can sense if something is wrong, but may not be
able to pinpoint the exact nature of the danger. An errant smell, Evasive Maneuver: At 20th level, the rogues’ heightened
a shadow, or an unnatural quiet all might alert experienced combat senses allow them to make evasive maneuvers in
rogues to danger, making it increasingly difficult to surprise combat. They are quicker, able to anticipate blows and offensive
them. They receive a +1 to their wisdom check when making a maneuvers with such skill that they gain a +4 to their AC. This
surprise check. This ability increases by 1 point for every 4 levels ability does not impair their ability to attack and is in addition
thereafter (+2 at 18th level, +3 at 22nd level, etc.). to their normal armor class. The rogue must be actively using
this ability and cannot use it while using ranged attack weapons
Hide and Move Silently: At 17th level, the rogue’s abilities or any rogue ability, such as pick pocket, climb, or open lock.
to hide and move silently increase. A rogue can move up to They cannot use evasive maneuver if surprised.
one-half the character’s normal speed and remain hidden at no

Level HP BtH EPP Check Abilities


13 +2 HP +4 575,001 None Sneak Attack: bonus increase to +3 to hit and +6 damage.
14 +2 HP +5 700,001 None Back Attack: bonus increases to +6 to hit and quintuple damage.
None Sixth Sense: +1 bonus to surprise checks.
15 +2 HP +5 825,001 Wisdom Detect Secret and Concealed Doors: spot check within 10 feet of
concealed or 5 feet of secret doors. +2 if actively searching.
None Dexterity Bonus: gain 1 point of dexterity.
16 +2 HP +5 950,001
17 +2 HP +6 1,075,001 None Hide and Move Silently: Hide and Move Silently: hide and move up
to one-half normal speed with no penalty. -4 penalty at more than half
speed.
18 +2 HP +6 1,200,001 None Sneak Attack: bonus increase to +4/+7.
None Sixth Sense: +2 bonus to surprise checks.
None Quick Reaction: +1 bonus to initiative.
19 +2 HP +6 1,325,001 None Hide and Move Silently: hide and move up to one-half normal speed
with no penalty. -3 penalty at more than half speed.
20 +2 HP +7 1,450,001 None Back Attack: bonus increases to +7 to hit and sextuple damage.
None Evasive Maneuver: +4 to AC during melee combat.
21 +2 HP +7 1,575,001 None Hide and Move Silently: hide and move up to one-half normal speed
with no penalty. -2 penalty at more than half speed.
22 +2 HP +7 1,700,001 None Hide and Move Silently: hide and move up to one-half normal speed
with no penalty. -1 penalty at more than half speed.
None Sixth Sense: +3 bonus to surprise checks.
23 +2 HP +8 1,825,001 None Sneak Attack: bonus increase to +5 to hit and +9 damage.
24 +2 HP +8 1,950,001 None Hide and Move Silently: hide and move at normal speed with no penalty.
None Quick Reaction: +2 bonus to initiative. A roll of 11+ gains an extra
action.

— PLAYERS HANDBOOK 73

Curtis Bilewitch (Order #44157457)


CLASSES
WIZARD
PRIME ATTRIBUTE: Intelligence
DISPOSITION: Any
HIT POINTS: d4
WEAPONS: Club, dagger, dart, staff
ARMOR: None
Level HP BtH EPP Check Abilities
1 d4 0 0 None Spell Use: the ability to cast arcane spells. With an intelligence of 13-15
one extra 1st level spell. With an intelligence of 16-17 one extra 2nd level
spell. With an intelligence of 18-19 one extra 3rd level spell.
2 d4 +1 2,601
3 d4 +1 5,201
4 d4 +1 10,401
5 d4 +1 20,801
6 d4 +2 42,501
7 d4 +2 85,001
8 d4 +2 170,001
9 d4 +2 340,001
10 d4 +3 500,001
11 +1 HP +3 750,001
12 +1 HP +3 1,000,001

DESCRIPTION competitors in the quest for arcane lore. In wind-swept towers or


Among all peoples are those who strive to understand the oft- dank dungeons, far from the din of civilization, such wizards find
forbidden and widely feared arcane magics of the multiverse. the solitude, quiet and safety necessary to pursue their research
These few must have no fear in their quest for knowledge, as and carry out their oft-times dangerous experiments.
delving into the arcane involves powers and energies poorly
Woe to the foes of these powerful magic-users. Incurring their
understood by those bound to mortal planes. If not harnessed
wrath can mean the unleashing of horrid and terrible magics
with care, unleashing these magics can cause catastrophes of
few can comprehend, and fewer still are capable of combating.
great proportion and slay those who dabble in this art. The
A wizard’s enemies are laid waste by balls of blue flame and bolts
reward, however, for the diligence and willingness to plumb
of lightning called from elemental planes or even by servants
the depths of these magical energies is potentially great indeed.
of the rulers of the nether worlds, conjured forth to act on the
Wizards bind themselves to this task, seeking to master eldritch
wizard’s behalf. They can make objects disappear and transport
sorceries and unravel the riddles and meanings of the world.
themselves many miles away, see into the darkness and build
They use their powers to reshape the world around them and
walls of force no man can pass. The greatest of wizards are
bring princes and kings to their knees.
powerful beyond measure.

ARCHETYPE
PURPOSE
Wizards are the archetypical magic-users, and they are vastly
superior to all others at understanding and harnessing the magic Though they come from many walks of life, all wizards have a
that ebbs and flows through the multiverse. They come from all few characteristics in common. They are intelligent, observant,
social strata and can be found in all positions in society. They diligent and have an exacting eye for detail. Their unyielding
are often employed by kings, nobles, religious houses or other search and thirst for knowledge of the eldritch powers often
powerful individuals to whom they act as guides and advisors. In generates a self-serving egomania in the most powerful
court, many seek to dominate courtly politics, and often succeed. of wizards. And, as they become ever more competent in
More often though, wizards work in solitude, far away from the harnessing eldritch sorceries and bending the world about them
prying eyes and keen ears of enemies, spies and other wizards to their will, they suffer little distraction and afford interlopers
who often consider them to be untrustworthy and dangerous little forgiveness when their work is interrupted.

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CLASSES
WEAPONS ARMOR
A wizard’s pursuits and studies, along with their intense focus Almost all spells require somatic and verbal actions and these
upon the arcane, mean a life of laboring over ancient tomes of complex gestures and intonations cannot be performed unless
knowledge. This leaves wizards little time to learn and become the wizard is free to move and speak. Indeed, any use of armor
proficient in any but the most common of weapons, and not or shield prevents the wizard from casting spells.
at all capable of using armor that hinders the intricate somatic
movements needed to cast some of their most powerful spells.
Yet this matters little to them, as wizards realize their wits and ABILITIES
arcane powers are far more powerful than any sword, and that Spells: The wizard uses arcane magic. Wizards can only cast

CLASSES
conjured servants offer far more protection than any armor a limited number of spells, from each spell level, per day. The
could possibly manage. Wizard Spells Per Day Table lists the number of spells per day
a wizard may cast of each spell level. A 5th level wizard can cast
five 0 level spells, four 1st level spells, two 2nd level spells and
one 3rd level spell per day.

— PLAYERS HANDBOOK 75

Curtis Bilewitch (Order #44157457)


CLASSES
In order to cast a spell the wizard must preparte them before WIZARD SPELL BOOKS
hand by studying from a spell book. While studying, the wizard
decides which spells to prepare. Spell memorization and spell The number of spells that a wizard has in their spell book at
descriptions are covered in detail in the Magic – Preparing the beginning of play is equal to the number of spells they
Spells chapter. can cast at first level. A 1st level wizard with 14 intelligence
can cast four 0 level spells and three 1st level spells (2 + 1
Bonus Spells: With a high intelligence score, a wizard gains bonus). So, the character would begin play with a spellbook
bonus spells. If the wizard has an intelligence of between 13-15, containing four 0 level and three 1st level spells. The spells in
they can memorize an extra 1st level spell. If the intelligence score the spell book can either be chosen by the Castle Keeper, the
is 16-17 or higher, the wizard can memorize an extra 2nd level player, agreement between the two or randomly (use the Spell
spell, and if 18-19 or higher, the wizard can memorize an extra List Charts below).
3rd level spell. Bonus spells can only be acquired if the wizard is
at a high enough level to cast them. Bonus spells are cumulative.
WIZARD HIGH LEVEL PROGRESSION
For example, a 4 level wizard with an 18 intelligence
th
Magi are arguably the most powerful of the epic adventurers.
receives four 0 level spells, four 1st level spells, and three Their sorcery delivers extreme punishment. It opens gates to
2nd level spells. No bonus 3rd level spell is acquired until the other realms and it tampers with the fabric of time. Wizards can
wizard reaches 5th level. command the very world around them. Very powerful wizards
are few in number, but those who exist are truly forces of nature
in and of themselves.

WIZARD SPELLS PER DAY


Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2
2 4 3
3 4 3 1
4 4 3 2
5 5 4 2 1
6 5 4 3 2
7 5 4 3 2 1
8 5 4 3 3 2
9 5 5 4 3 2 1
10 6 5 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 6 5 4 4 3 3 2
15 6 6 5 5 4 4 3 2 1
16 7 6 5 5 4 4 3 3 2
17 7 6 5 5 5 4 4 3 2 1
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
20 7 7 6 6 5 5 4 4 3 3
21 7 7 7 6 6 5 5 4 4 3
22 7 7 7 6 6 5 5 4 4 3
23 8 8 7 7 6 6 5 5 4 4
24 8 8 7 7 6 6 5 5 4 4

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CLASSES
ABILITIES attempt to counter any spell which they can correctly identify
Detect Magic (Intelligence): Starting at 13 level, the wizard’s
th cast at them by another wizard or illusionist. To use this ability
long career allows them to detect the telltale signs of magic without the wizard must make a successful intelligence check at a CL
casting a spell. After five rounds of study and concentration they equal to the level of the spell’s caster to determine whether they
can see the essence of an item, determining whether or not it recognize the spell. If successful, the wizard can possibly cast
is magical. With a successful intelligence check, the wizard can a counterspell. The player determines the best spell to stop or
ascertain the magic’s origins, whether made by dwarves, elves, mitigate the effects of the spell cast at their wizard character.
ancient civilizations, alchemy, wizardry, divine creation, or other To successfully cast the counterspell, the wizard must win
methods. This aspect of the ability presupposes the wizard has initiative that round or come close enough to allow the casting
of a quicker spell. The CK determines the final impact of the

CLASSES
encountered this type of magic before. For example, an item
crafted by the ancient Kingdom of Ethrum will not reveal itself to counterspell, including whether it counteracts the opponent’s
a wizard, even upon a successful intelligence check, if that wizard cast spell or not.
has not previously encountered magic from Ethrum. At 18th Note: This ability can add a great deal of excitement to the
level, the wizard can determine the power of the item, whether game; however, in order to avoid tremendous frustration, the
great or small, as well as its nature insofar as its importance to a Castle Keeper should give the player a few minutes to determine
people, history, cult, or similar entity. This ability does not act the best spell to foil the opponent’s casting. It is not reasonable
as the spell and does not have an area of effect; the wizard must for the CK to assume the player has an in-depth knowledge of
concentrate on the item, be it door, sword, or stone. all the spells in their character’s arsenal.
Intelligence Bonus: At 15th level the wizard’s mastery of their Perfect Recall (Intelligence): At 20th level, the wizard can
craft and the ever-growing complexity of their spells increase recall any previously cast 0 level wizard spells at will. Recalled
their intelligence by 1 point. spells allow the wizard to cast spells beyond their regular
Counterspell (Intelligence): Sorcery is a practiced craft in allotment. To recall a spell, wizards must make a successful
which the wizard channels magic through the use of willpower, intelligence check at CL 0 to recall and cast the spell, and they
components, gestures, and language. Long turns of experience can only recall a specific spell once that day. For instance, a
ingrain wizards with an intimate knowledge of almost any wizard who successfully recalls a discover poison spell they cast
spell, allowing them to readily determine the exact spell others earlier may only recall it for one additional casting that day. At
are casting. At 17th level, the wizard, using this knowledge, 24th level, the wizard can recall previously cast 1st level spells
can attempt to counter an opponent’s casting. A wizard can at will. The wizard must make a successful intelligence check as
with 0 level spells (CL 0).

Level HP BtH EPP Check Abilities


13 +1 HP +3 1,250,001 Intelligence Detect Magic: detect magic after study. With check determine origins
and value.
14 +1 HP +4 1,500,001
15 +1 HP +4 1,750,001 None Intelligence Bonus: gain 1 point of intelligence.
16 +1 HP +4 2,000,001
17 +1 HP +4 2,250,001 Intelligence Counterspell: determine what spell another wizard is casting and cast a
counter to it.
18 +1 HP +5 2,500,001 Intelligence Detect Magic: determine the power of an item and its importance to a
people.
19 +1 HP +5 2,750,001
20 +1 HP +5 3,000,001 Intelligence Perfect Recall: recall previously cast 0 level spell once per day.
21 +1 HP +5 3,250,001
22 +1 HP +6 3,500,001
23 +1 HP +6 3,750,001
24 +1 HP +6 4,000,001 Intelligence Perfect Recall: recall previously cast 1st level spell once per day.

— PLAYERS HANDBOOK 77

Curtis Bilewitch (Order #44157457)


EXPANDING THE CLASS

T
he assassin turns the idea of hero on its head and multi
classing or even class and a half allows you to combine
classes quickly and with little impact on the other classes.

ASSASSIN
PRIME ATTRIBUTE: Dexterity
HIT POINTS: d6
DISPOSITION: Any non-good
WEAPONS: Any
ARMOR: Leather, leather coat, and padded (see special)
ABILITIES: Case target, climb, death attack, disguise, hide, listen, move silently, poisons, sneak attack, traps
Level HP BtH EPP Check Abilities
1 d6 0 0 None Armor: can wear leather, padded or leather coat without penalty.
Wisdom Case Target: casing for weakness/info about opponent.
Dexterity Climb: climb any surface.
None Death Attack: Kill target instantly upon successful sneak attack.
Charisma Disguise: able to conceal/change identity.
Dexterity Hide: hide themselves from others.
Wisdom Listen: hear faint or obscure sound.
Dexterity Move Silently: check to move quietly indoors and outdoors.
Intelligence Identify Poison: identify and make poisons.
None Sneak Attack: +2 to hit and +4 damage.
Intelligence Traps: check to find, disable or set trap.
2 d6 +1 1,751
3 d6 +1 3,501
4 d6 +1 7,001
5 d6 +2 14,001
6 d6 +2 25,001
7 d6 +2 50,001
8 d6 +3 90,001
9 d6 +3 150,001
10 d6 +3 200,001
11 +2 HP +4 350,001
12 +2 HP +4 500,001

DESCRIPTION
Assassins can be either heroes to the downtrodden or knaves They view life and death as the natural course of things, and
reviled by the elite. They stalk unwary victims through grim think little on the matter, if at all. Though not all assassins kill
city streets or gilt palaces, striking them down. They can lay without regret, they do kill for a reason. Whether for pay, duty,
in hiding for days, weeks, months or even years awaiting the revenge or mere pleasure assassins carry out missions that others
perfect opportunity to slay their targets. The assassins serve find impossible and immoral.
both the weak and the strong, the good and the evil. They are
killers who walk in the shadows as the poor man’s justice or the PURPOSE
wealthy man’s retribution.
Quick reflexes and swift movements are essential to the assassin’s
ARCHETYPE trade. They must be able to move with speed and grace when
going for the kill to avoid being detected and giving the victim
Like mercenaries assassins seldom have motives of their own
a chance to react. The best assassins are highly intelligent and
beyond collecting a reward. Although they are not necessarily
focused individuals, capable of undergoing extreme duress and
evil, they are typically indifferent to the world around them.
great stress to perform their missions. Whether working in

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CLASSES
disguise or slinking down alleys, it is patience, intelligence and
speed that are the assassin’s stock and trade. Whether these
actions are for the greater good or altogether evil, assassins
kill without hesitation and with little or no regard for the
consequences of their actions. Assassins are usually blind to the
moral and ethical quandaries their profession engenders in the
minds of other, more thoughtful, people.

WEAPONS

CLASSES
The assassin’s weapons of choice are many and varied. Many are
chosen for a particular job or victim while others reflect their own
skills or profession. Of particular note is an assassin’s reliance on
poisons to accomplish the tasks set before them. There is no
hesitation to use this most abhorrent of weapons. Whatever the
case, assassins are well trained in all weaponry. However, the
most important and valuable weapons in the assassin’s arsenal
are guile, deceit, patience, willpower, swift action and cunning
movements. With these, the assassin becomes the most lethal
killer in all the world, and the most feared and dreaded of foes.

ARMOR
Assassins have little use for shields and armor as these hinder
movement and reveal some greater purpose. They attempt to
avoid being noticed. Light armors are more than enough for the
assassin, something they may hide beneath their clothes.

ABILITIES
Special: Assassins must be prepared to wait in hidden places
for long hours and move swiftly and quietly when attacking.
Heavy armor that is uncomfortable, noisy or bulky precludes
optimum performance. An assassin may wear leather armor, a
leather coat, or padded armor, and can employ small shields
without any penalty to the use of the character’s abilities. They
may also wear leather helmets. An assassin may wear any other Climb (Dexterity): This extraordinary ability allows an assassin
type of armor, but the character may suffer a penalty when using to climb up, down, or across a slope, wall, steep incline (even
class abilities and wearing these armors as noted in the ability a ceiling with handholds), or unusually angled natural or man
description. The penalty is equal to -1 for each point above made slope or incline that others would find impossible to climb.
armor class 12 those armors confer. Restricted helmets and When doing so, the assassin moves at one-half the character’s
shields cause the assassin to suffer a –1 penalty to all abilities. normal speed. A failed climb check means that the character
All penalties are cumulative. makes no progress. A check that fails by 5 or more means that
the character falls from the currently attained height, and must
Case Target (Wisdom): Using this ability, the assassin can suffer falling damage. Assassins can not carry anything in their
determine information and weaknesses about a potential hands while climbing. When climbing typical natural slopes and
opponent or target through detailed observation and deductive man made inclines, such as a cliff faces or steep steps, an assassin
reasoning. An assassin must spend 1d3x10 minutes observing does not need to make an attribute check to climb the surface.
an opponent before a check is allowed. A successful check
results in knowledge of the approximate level of the opponent Wearing armor not on the assassin armor list affects this ability.
within 10%, disposition, hidden weapons or unusual items,
distinguishing habits and mannerisms, and any other details Death Attack: If an assassin studies a victim for 3 rounds and
that might not be apparent to normal observation. The CK makes a sneak attack (see below) that successfully deals damage,
must decide what the assassin can learn about the target and the sneak attack can potentially kill the target instantly. While
deems appropriate to convey. This check can be adjusted by the studying a victim prior to an attack, the assassin can undertake
level of the observed creature. other actions, but must stay focused on the target. If the target
knows the assassin is present, a death attack is not possible. The
This ability is unaffected by wearing armor not on the assassin victim of such an attack must make a constitution saving throw.
armor list but is affected by helmets. If the saving throw fails, the victim dies instantly. If the saving
throw succeeds, the attack is treated as a normal sneak attack.
— PLAYERS HANDBOOK 79

Curtis Bilewitch (Order #44157457)


CLASSES
After completing 3 rounds of study, the assassin must attack Assassins cannot hide and move silently at the same time until
within the next 3 rounds to use this ability. If a death attack is they reach 3rd level. At this level and beyond, an assassin can
attempted and fails because the victim succeeds at the saving attempt both but must make a successful hide and move silent
throw, the assassin cannot make another attempt at a death check at a -5 penalty. In this case, movement is reduced to one
attack in this circumstance because the victim will almost quarter the normal movement rate.
certainly be aware of the assassin’s status as an enemy. If the
assassin attacks and misses (and the target is not aware of the This ability is affected by wearing armor not on the assassin
attack), or if the assassin does not launch the attack within armor list.
3 rounds of completing the study, 3 new rounds of study are
Listen (Wisdom): An assassin can use this ability to listen
required before attempting another death attack.
intently and hear noises that others might not detect, even
Disguise (Charisma): With a successful check in this ability, through an obstacle such as a door. Success indicates the
assassins can disguise themselves or impersonate people. The assassin can hear soft sounds, like a whisper or cat stalking,
ability allows the assassin to impersonate general types of while outside or in the open and up to a range of 30 feet. It
people, as well as individuals. For example, a human assassin also indicates success if the assassin is listening for sounds on
might impersonate a taller elf mage, or perhaps a traveler, even the other side of a door, but the assassin must be adjacent to
though the assassin is a local. For a general impersonation the door. However, exactly what is heard is up to the Castle
such as a beggar or merchant, the effort requires a few props, Keeper’s discretion as each case is unique. If listening through
makeup, and 1d3x10 minutes of work to complete. Where a stone wall, the assassin suffers a -10 penalty to the check. For
specific individuals are being impersonated, at least one month’s other materials, vary the penalty as appropriate. An assassin can
preparation time is required to avoid detection. A disguise can retry this ability once a round.
include an apparent change of height or weight of no more
This ability is affected by wearing a metal or large helmet.
than one-tenth the original height or weight of the assassin.
The Castle Keeper makes the character’s disguise check secretly Move Silently (Dexterity): This ability allows an assassin to move
so that the character is not sure of its success. The following so silently that others cannot hear the movement. The assassin
penalties are applied to a disguise check when appropriate: sex can use this ability both indoors and outdoors. An assassin can
difference -2, race difference -2, and a -2 for an age difference move up to one-half the character’s normal speed at no penalty.
of more than ten years. At more than one-half and up to the character’s full speed, the
character suffers a -5 penalty. It’s practically impossible (-20
A successful disguise does not fool an observer in all instances.
penalty) to move silently while running or charging.
Success indicates that the assassin is disguised well enough to
fool normal, non-suspicious observers. If a suspicious individual This ability is affected by wearing armor not on the assassin
observes the assassin, the CK may allow the observer an armor list.
intelligence check to see through the disguise. If an assassin
is impersonating a particular individual, all who know that Poisons (Intelligence): An assassin can identify and make poisons
individual are permitted to make an intelligence check to detect and antitoxins. An assassin can identify a poison or antitoxin on
the disguise. If the observer would recognize the impersonated a successful check. To make a poison or antitoxin, the assassin
individual on sight, the check is made at +4. If the observer needs some alchemical equipment and raw materials costing one
is a friend or close associate, the check is made at +8 and if third of the street value of the poison or antitoxin to be made.
intimate, the check is at +12. An assassin’s training in the use of poison means that an assassin
never risks accidental poisoning when applying poison to a blade.
Hide (Dexterity): Assassins use this ability to conceal Moreover, assassins train with poisons of all types, and they slowly
themselves from others. A successful check means that the grow more resistant to their effects. This is reflected by a +1
assassin is hidden so well as to be almost invisible. The assassin bonus to saving throws versus poisons gained at 3rd level. Some
can move up to one-half normal speed and remain hidden. Hide common poisons, their effects and costs are listed below.
checks suffer no penalty in this circumstance. At more than
one-half and up to full speed, the character suffers a -5 penalty Types Of Poison
to the check to remain hidden. It’s practically impossible (-20 Mild poisons that cause skin irritation, drowsiness, nausea
penalty) to hide while running or charging. I
and similar effects.
Mind altering concoctions that cause hallucinations,
If the character is being observed, even casually, they can’t hide. II
confusion, memory loss and similar effects.
If observers are momentarily distracted however, the character
can attempt to hide. While the observer averts its attention from III Serious poisons that impair abilities and cause minor damage.
the character, the character can attempt to get to a hiding place. Severe toxins that can incapacitate, cripple, or cause major
IV
This check, however, is at a –10 penalty because the character damage.
has to move quickly to the hiding place. An assassin cannot hide V Deadly poisons that cause permanent damage or kill.
if there is nothing to hide behind or conceal oneself with. Deep Rare potions or substances that cause massive permanent
VI
shadows can count as concealment at the CK’s discretion. damage or kill.

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COST AND POISON EFFECTS
Name Cost* CL Successful Save** Duration Failed Save Duration
I 5gp 2 no effect Not applicable -1 physical attributes, -1 initiative 1-3 days
II 15gp 2 no effect Not applicable -1 mental attributes, -1 initiative 1-3 days
III 45gp 4 1d4 dmg, -1 all secondary attributes 1-2 days 1d8 dmg, -2 all primary attributes 2-6 days
IV 150gp 8 1d8 dmg, -1 all attribute checks 2-4 days 2d8 dmg, comatose 3-9 days
1d10 dmg, perm. lose 1 point from class’s secondary Death*** or 2d12 dmg & perm. loose
V 900gp 12 1-6 days 2 week
attribute 2 points from class’s primary attribute

CLASSES
4d10 dmg, perm. lose 1 point from all primary
VI 1800gp 16 Instant Death Permanent
attributes, 2 points from all secondary attributes
Note on Poison Gas: See below Liquid & Gas Damage, Effects of Dangerous Liquid and Effects of Gas tables.
* Cost per dose.
** Saves are made against constitution, all attribute and level bonuses are added.
***Requires second save against constitution, failure means death, success means damage.

Sneak Attack: Assassins are capable of quick and deadly strikes can disarm a magic trap, although it may be much more difficult
upon unsuspecting targets. When an opponent or victim is than disarming a mundane trap. In most cases, rogue’s tools
aware of the assassin, but unsuspecting of any attack, this ability are needed to disarm a trap. Generally, it takes 1d4 rounds to
can be used. For example, an assassin could casually walk next disarm a trap, depending on its complexity.
to a target, quickly stabbing him with a poisoned blade. These
situations do not necessarily require a previously successful To set a trap, or to reset a previously disabled trap, an assassin
hide or move silently check, although the Castle Keeper could must make a successful traps check. If an assassin is resetting
require success in one or both skills, depending upon the a trap that they previously disabled, the assassin gains a +5
circumstances. The opponent is not allowed to roll for initiative bonus to the check. The amount of time required to set or reset
until the round following the attack. a trap depends on the complexity of the trap, typically taking
1d4 rounds.
An assassin making a sneak attack gains a +2 bonus to hit and
a +4 bonus to damage. Ranged weapons can be used for sneak Locating traps is not affected by the armor worn, however,
attacks if the target is within 30 feet. An assassin cannot aim disabling and setting traps is affected by wearing armor not on
with deadly accuracy from beyond that range. the assassin armor list.

This ability is affected by wearing armor not on the assassin ASSASSIN HIGH LEVEL PROGRESSION
armor list. Mercenaries with abilities beyond those of normal warriors,
assassins, over time, evolve their skills. They often develop
Traps (Intelligence): An assassin may use this to do one of the peculiar habits, signatures whereby others can recognize their
following: find, disable or set traps. Each use requires a separate handiwork. With experience, their knowledge of their targets
attribute check and each check may be made only once in a increases and their ability to kill extends beyond the simple
given circumstance. knife in the dark.
To find a trap, an assassin spends time intently studying and
searching an area to deduce possible trap locations. It takes ABILITIES
one round to locate a trap in a specific area such as a lock or a Surprise: At 13th level, the assassin’s ability to surprise their
doorknob, and one minute to locate a trap in a 10 by 10 foot opponents more often and more successfully increases. If an
area. A successful check indicates the assassin finds one trap, assassin attempts to surprise an opponent, the opponent or group
if any are present. The trap discovered is the simplest or most suffer a -1 to their wisdom check to determine if they are surprised.
obvious trap in the area. If multiple traps are in an area, multiple The opponent’s penalty increases every five levels by an additional
successful checks are required to find them all. An assassin can -1 to the check: at 18th level, they suffer a -2; at 23rd level they
find magical traps with this ability, although it may be much suffer a -3; and so on for every five levels the assassin gains
more difficult than finding mundane traps. The Castle Keeper
determines any penalties to the check basing those penalties on Sneak Attack: At 13th level, the sneak attack increases to +3
the level of those who set them. to hit and +6 to damage. At 19th level, the bonus increases to
+4 to hit and +7 to damage; at 23rd level, it increases to +5 to
To disable a trap, an assassin must first know its location. Once hit and +9 to damage.
a trap is located, a successful check means the assassin has
disarmed the trap. The attempt can only be made once and Signature Style: Most adventurers develop certain styles, use
failure indicates that the assassin set off the trap. An assassin of weapons, or tactics with which they are most comfortable.

— PLAYERS HANDBOOK 81

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CLASSES
These signature styles, honed to a near-perfect art, define their Slow Kill: At 20th level, the assassin can utilize their learned
work and skill. They are a calling card of sorts. At 15th level, skills of anatomy to strike opponents in areas difficult to heal.
the assassin can perfect a signature style enabling them to more These wounds bleed profusely, draining the target of energy and
effectively eliminate targets. This only works with one type of life. Upon a successful blow the opponent takes normal damage
attack, whether by weapon, poison, or tactic. The assassin must from the weapon. In the following round, the target continues
be familiar with the style, using it frequently throughout their to suffer damage from that same blow, losing 1d6 HP in blood
career. It often behooves the player to choose the style at an loss, whether internal or external. The target continues to
earlier level, allowing the assassin to immediately utilize the lose 1d6 HP per round thereafter unless healed or bandaged.
signature style upon achieving 15th level. Any time the assassin To use this ability the assassin must strike before the intended
strikes with a death attack with this signature style, they increase target does. Though the ability’s results are cumulative, the
their own CL by 2. The target must make a constitution saving assassin can only successfully strike any one opponent four
throw against a challenge level equal to the assassin’s level +2. times with the slow kill attack; they may attempt a slow kill
against a particular target as many times as necessary to make
Dexterity Bonus: At 15th level, the assassin’s constant need to four successful slow kill attacks. After four successful attacks,
move quickly through the shadows increases their dexterity by it is assumed the assassin has struck all the victim’s vulnerable
1 point. areas. Slow kill works in conjunction with sneak attack. At
24th level, an assassin using slow kill causes wounds so severe
Quick Reaction: At 18th level, the assassin adds a +1 to
they heal (even magically) at only half the normal rate and can
initiative rolls. At 24th level, this bonus increases to +2. After
cause incapacitation, such as loss of the use of a limb. Upon an
24th level, should the result be an 11 or higher, the assassin can
assassin’s successful slow kill attack the opponent must make a
take one more action at the end of the round , such as attacking
successful constitution check (CL equal to the assassin’s level),
or moving half the assassin’s movement rate. The assassin may
or they suffer an incapacitating blow and the ability to use a
only use the additional action to make a ranged attack if a ranged
limb (assassin’s choice) until healed.
weapon is already in hand. Regular actions, such as rummaging
through a backpack, generally require too much time so the Note: This ability does not work on non-bleeding creatures,
assassin cannot perform them with the second action. CKs such as the undead or oozes. Furthermore, it does not work
may rule on individual actions; for example, grabbing a pinch on creatures the assassin has no direct or indirect knowledge
of powder from a belt pouch is within reason while stopping to about. The Castle Keeper serves as the final arbiter in which
open a chest and look through its contents is not. creatures the slow kill affects.

Level HP BtH EPP Check Abilities


13 +2 HP +4 650,001 None Surprise: gain a +1 to surprise checks.
None Sneak Attack: bonus increase to +3/+6.
14 +2 HP +5 800,001
15 +2 HP +5 950,001 None Dexterity Bonus: gain 1 point of dexterity.
None Signature Style: during death attack increase CL by 2.
16 +2 HP +5 1,100,001
17 +2 HP +6 1,250,001
18 +2 HP +6 1,400,001 None Surprise: gain a +1 to surprise checks.
None Quick Reaction: +1 to initiative.
19 +2 HP +6 1,550,001 None Sneak Attack: bonus increase to +4/+7.
20 +2 HP +7 1,700,001 None Slow Kill: Cause internal bleeding for 1d6 extra damage a round.
21 +2 HP +7 1,850,001
22 +2 HP +7 2,000,001
23 +2 HP +8 2,150,001 None Surprise: gain a +1 to surprise checks.
None Sneak Attack: bonus increase to +5/+9.
24 +2 HP +8 2,300,001 None Quick Reaction: +2 to initiative. A roll of 11+ gains an action.
None Slow Kill: wounds heal a half rate, even magic healing is halved.

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7. Armor: Multi-class characters can use any armor from

T
he occasion may arise in which the 13 archetype
characters provided fail to serve the needs and any of the combined classes’ armor allowed list; however,
desires of the game. The Game develops its own they still suffer any penalties mentioned for a class ability
internal dialogue and folklore where the rules such as with the rogue’s pick pocket. The Wizard or
of the game mesh with the tales and desires of illusionist may cast any spells while armored; however,
the players. Hence, there is a desire to meld the archetypical any spells which allow a save give the targete a bonus
classes to create those generated purely in the gameverse. Thus, to the save roll equal to the base AC bonus of the armor
we have multi classing. So that, in the world of literature the worn. Ie: a wizard wearing a chain shirt (+4 AC) casts hold
warrior/wizard is rare, in the gameverse the warrior/wizard in place on an orc, the orc gets his save with a +4 bonus.
becomes an archetype.

CLASSES
8. Starting Gold: To determine the starting gold for a
There could be any number of reasons to justify a character multi class character, simply roll for each class, add the
having the abilities of more than one class, which can be an results and divide by 2 or 3 depending on the number of
interesting part of the character’s history. Some cultures may classes the character has multi classed in.
require all adults to serve a term in the army, even if they intend
to join the clergy. Perhaps a period of lean times and hard luck 9. Bonus to Hit: Multi class characters use the most
may have forced the character to take up thievery. A character favorable BtH of the classes chosen.
trapped in the wilderness may have learned basic survival skills
10. Hit Points: A d4, d6, d8, d10 and d12 are used to
just to stay alive. Or maybe the character simply wished to
establish the hit points of the archetypes. For the multi class
expand his horizons a bit.
character, a combination of these are used to determine that
Presented below are two different approaches to combining the character’s hit points. Please refer to the table below and
character archtypes: multi classing and class and a half. cross reference the die used for the classes to determine the
hit points for the multi class character. For those characters
with three classes, take the highest and lowest and cross
reference on the chart to get your dice to roll hit points.
MULTI CLASSING
Multi-classing is a means by which a player can create a character The number after the ‘/’ reflects the hit point progression at 11th
with a wider range of abilities by combining two classes. level and beyond.

THE BASIC UNIVERSAL RULES Dice d4/1 d6/2 d8/3 d10/4 d12/5
1. Rule One: The Castle Keeper is the ultimate arbiter d4/1 d4/1 d6/2 d6/2 d6/2 d8/3
of which classes can be combined and how they are d6/2 d6/2 d6/2 d6/2 d8/3 d8/3
combined. The Castle Keeper can (and should) amend
the rules to fit their needs and their restrictions trump d8/3 d6/2 d6/2 d8/3 d8/3 d10/4
any rules presented here. d10/4 d6/2 d8/3 d8/3 d10/4 d10/4
2. Decision: The decision to multi class must be made d12/5 d8/3 d8/3 d10/4 d10/4 d12/5
during the character creation process.
3. Combinations: Humans can combine up to three
classes and demi-humans can combine two classes. Example: For a knight/cleric combination cross, refer to the
chart and cross reference d10 and d8. A d8 result meaning
4. Disposition: Any classes can be combined that do
this character has a d8 for hit points. If this were a knight/
not have conflicting dispositions. If the Castle Keeper
cleric/barbarian character, one would simply take the d8
has removed disposition restriction in their game, then
hit points from the first cross reference and cross reference
any combination is possible.
that with a d12 for a final result of d10.
5. Prime Attributes: The character must have the
prime attribute for the classes chosen.
11. Level Progression and Experience Points As
with the normal classes, multi class characters must
Example: A fighter/rogue/bard combination requires acquire experience points to progress in levels. Multi-
that the character have strength, dexterity and charisma class characters are considered a single class and advance
as prime attributes. A rogue/assassin/wizard combination as a single class irrespective of differing experience point
requires the character have dexterity and intelligence as a progressions for their core classes.
prime attribute.
The experience point progression for a multi class character
6. Weapons: The character can use any weapon from any is equal to a combination of the core classes’ experience point
of the combined classes’ weapons allowed list at no penalty. progression at each level plus the additional EXP listed below.

— PLAYERS HANDBOOK 83

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CLASSES
Experience points needed for level advancement are determined
Level 2 classes 3 classes
by adding the XP of the principal class to one half the XP of the
2nd 200 300 supporting class. Hit point dice is determined by averaging the
3rd 400 600 dice of the two classes, rounding in the direction of the principal
class, or see the table below.
4th 600 900
5 th
800 1200 Principal Supporting Class Die Type/Level
6 th
1000 1500 Class
Dice d4/1 d6/2 d8/3 d10/4 d12/5
7 th
1200 1800
d4/1 d4/1 d4/1 d6/2 d6/2 d8/3
8 th
1400 2100
d6/2 d6/2 d6/2 d6/2 d8/3 d8/3
9th 1600 2400
d8/3 d6/2 d8/3 d8/3 d8/3 d10/4
10th 1800 2700 d10/4 d8/3 d8/3 d10/4 d10/4 d10/4
11 th
2000 3000 d12/5 d8/3 d10/4 d10/4 d12/5 d12/5
12 th
2200 3300 d*/**
13 + per level
th
2400 3600 d* = type of dice for the class
** = fixed HP gained after 10th level

Example: A fighter/wizard advancing to 2nd level must The concept of the Class and a Half is that the character is
acquire 4,802 experience points. At this point, the character considered a single, enhanced class. Traditional multi class
acquires the benefits of a 2nd level fighter and 2nd wizard. systems (usually the only way to gain the abilities of two classes)
generally advance the character equally (and irrevocably) in
the two classes, at a heavy cost of XP and a thinning of the
hit points. In many cases, the character cannot combine the
CLASS AND A HALF abilities of the two classes. All in all, very discouraging. Who
wants to play a fighter-wizard who has to take his armor off
The Class and a Half system allows the player to choose one
every time he casts a spell?
class for his character, and supplement it with some of the
abilities of another. This system allows a more lenient manner of combining these
abilities, in the spirit of creating new class concepts that,
The player picks two classes; one will be designated the principal
hopefully, are appealing without being too powerful.
class, and will essentially be the character’s “real” class. The other
will be designated the supporting class. For example, a character QUICK RULES:
combining fighter and wizard classes could choose to be either a
fighter who knows a few spells, or he could choose to be a wizard 1. Rule One: The Castle Keeper is the ultimate arbiter of
with some training in armor and weapons. Character will advance which classes can be combined and how they are combined.
in the supporting class, and perform skill checks of that class, at The Castle Keeper can (and should) amend the rules to fit
half the rate of the principal class. A first level character would their needs and their restrictions trump any rules presented
have the abilities of the supporting class at level zero. here.

2. Primary Attribute: The character only needs the


Level Principal Class Supporting Class prime attribute of his principal class.
Level Level
1 1 0 3. BtH: The character uses the best to hit bonus, and best
weapon proficiency list.
2 2 1
3 3 1 4. Armor: There are some armor restrictions. They are as
4 4 2 follows:
5 5 2 The character may only use a shield if allowed by the
6 6 3 principal class.
7 7 3
Wizard or illusionist supported by an armor proficient class
8 8 4 may cast spells while armored, however, any spells which
9 9 4 allow a save are granted a bonus to the save equal to the
10 10 5 base AC bonus of the spell-caster’s armor. This principal
also applies to druids who wear metal armor.

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An armor proficient class supported by a wizard or illusionist 6. Class Combinations must follow the following
class cannot cast spells while armored which allows a save restrictions:
or cause damage. This principal applies to druids wearing
metal armor. Fighter, ranger, cleric, bard, and monk may align with any
other class.
Monk aligned with an armor proficient class may use his
unarmed attack ability, iron fists and stunning attack while Rogue and assassin may not support knight or paladin.
armored, but not unarmored defense, and he receives a
Barbarian may not support knight, or align with wizard or
penalty to his attack equal to one half the base AC bonus
illusionist.
of the armor. Monk supported by an armor proficient

CLASSES
class may also use iron body, feign death and iron mind. Wizard, illusionist, or druid can only support knight or
All other abilities are prohibited while armored. (Use this paladin if the character is an elf or half-elf of elven lineage.
scratch test: if the monk can do it while tied up, he can do
it armored). Other class combinations may require some justification,
and some are less than practical. For example, using a
Rogue or assassin plus a class proficient in heavier armor fighter to support knight or paladin. The gain is not worth
may wear armor with up to a base +3 to AC without the cost in experience.
penalty to class abilities affected by armor. Penalties are
determined by value over +3. 7. 0-Level Supporting Abilities:

Barbarians may not use primeval instincts while wearing Spell casters can cast 2 0 level spells.
armor usually prohibited by the class.
Starting class abilities that involve an attribute check are
Rangers may not use scale or move silently while wearing made with +0 level bonus. Zero level characters do not get
armor usually prohibited by the class. class abilities that do not require an attribute check until 1st
level.
5. Class Abilities: The class and a half’s supporting class
abilities are gained, or not gained, as follows:

Rogue, assassin, cleric, wizard, and illusionist gain all


abilities.

Fighter supporting gains weapon specialization, but he


must specialize in a weapon allowed by the principal class.
He does not gain combat dominance or extra attack.

Ranger supporting gains all abilities except combat


marauder and favored enemy.

Barbarian supporting gains combat sense, deer-stalker, and


primeval instincts, but no other abilities.

Monk supporting gains hand-to-hand combat (including


secondary attacks at high level), stunning attack, and iron
fists, but no other abilities.

Druid supporting gains all abilities except totem shape


(unless a ranger or barbarian), nor does he know the secret
druidic language.

Knight supporting only gains horsemanship abilities, but is


not bound by any Virtues or Codes.

Paladin may only be taken as a principal class.

Bard supporting does not gain fascinate or exhort greatness.

— PLAYERS HANDBOOK 85

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T
here are seven races: human, dwarf, elf, gnome, half-elf, Attribute Modifiers: This refers to a bonus or penalty to the
halfling, and half-orc. Choosing a race is a vital part base attribute score for all members of a given race.
of character creation. Race establishes a character’s
abilities and weaknesses. In a more literary sense, the character’s Class Modifiers: Several of the races have modifiers that apply
race helps to define the character’s identity. Where attributes to class abilities.
and class answer very important questions about the character,
The races described in the Players Handbook all age at differing
race is an equally if not more important defining factor in a
rates. Elves and humans have significantly different life spans,
character’s persona. Imagine a short, stocky, dour-faced,
shown in the table below. Ages are given in years. The ages listed
bearded warrior girded in iron, with a fearsome axe and rimmed
below denote the age at which that race enters that age category.
shield – you could very well be imagining a dwarf. Imagine a
For example, a 1001 year old elf is considered old. The ages listed
character that is tall and lithe, clear of vision, has golden hair, and
below should be considered default ages but the Castle Keeper is
is wrapped in the mysticism of the fey, and you could be imagining
encouraged to adjust them as fits their campaign.
an elf. Characters that are small and nimble, with strong hearts,
might just be halflings. If your image is of a tall bearded man, When using the age of a character as a significant part of
wrapped in the shimmering folds of a vermilion robe while leaning their background, the Castle Keeper should be aware of the
on a staff, it’s probably a human. A broadly built character of grim significant impact that lengthy ages of several decades or more
countenance, brutish lineage, and mean disposition may be a half- would have on that character’s personality. Such a character’s
orc. These are a few of the many possibilities that the player can worldly knowledge and even the way they interpret and perceive
select. The races are designed to have some latitude, allowing the the world around them would be affected. Further, a character’s
player room to create a personal flavor for their character. realization that they have only a few decades to live as opposed
to several dozen decades further impacts their personality.
When choosing a race, the player should make an effort to
understand the basic personality and culture of the selected race.
Racial Ages
Whether using the social descriptions developed for Castles &
Crusades, or creating your own societies and cultures, successful Race Middle Old Venerable Limit
role playing results from a melding of the character’s personality Dwarf 225 350 550 +2d%
with its racial background. Furthermore, each race has a number Elf 500 1000 1500 +6d%
of inherent racial abilities. These range from full vision in
inky blackness, to finding hidden doors, to hiding well in the Gnome 175 260 350 +3d%
wilderness. Read the description of each race carefully, to gain Half-Elf 100 150 200 +1d%
familiarity with their extraordinary abilities and limitations. Halfling 50 75 100 +5d20
Each race has certain characteristics that make it unique. These Half-Orc 30 45 60 +2d10
characteristics are not only reflected in their various abilities, Human 35 53 70 +2d20
but also in their basic attributes. For ease of reference, each race
has a standard descriptive block that briefly describes the racial
appearance, society and culture, and other racial traits Height and Weight by Race
Languages: This is a list of languages that members of the race Race Height Weight
are likely to learn in typical circumstances. The languages on Dwarf 3’ 10” to 5’ 2” 140-180
this list can change at the Castle Keeper’s discretion. Characters Elf 4’ 0” to 6’ 0” 100-135 lb.
with high intelligence have the potential to learn a number of
additional languages. The number of additional languages is Gnome 3’ 6” to 4’ 8” 70-90 lb.
equal to the intelligence modifier. Half-Elf 4’ 2” to 6’ 2” 90-175 lb.
Halfling 3’ 0” to 4’ 6” 45-70 lb.
Size: Each race varies in size, but all fall into the broad categories
of small or medium. Small indicates a height of between 3’6” Half-Orc 4’ 10” to 6’ 5” 120-180 lb.
and 4’5”. Medium refers to a height of between 4’5” and 6’9”. Human 4’ 8” to 6’ 8” 100-200 lb.

Movement: The movement rate for each race is provided in


feet. It refers to the distance a character can normally move DWARF
in one round. Jogging doubles the listed movement rate, and

D there for ages beyond count. Much like the stone they
running or sprinting quadruples the normal movement rate. warves hail from the depths of the earth, and have lived

Typical Classes: Each race is most commonly associated with resemble, dwarves possess great fortitude and an indomitable
the listed classes. This list of preferred classes can be changed will of granite. They are a proud, loyal, and honorable people,
at the Castle Keeper’s discretion, but both Castle Keeper and with lives said to be as long as the tunnels they delve beneath
player should confer prior to making a decision. wind-scoured mountains. Renowned for their stonework and

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metal crafting, dwarves expend much of their lives perfecting Dwarven stubbornness is nothing more than an expression of
their skills and mining ever deeper for rare ores and gems. the codes of loyalty, debt, obligation and the determination they
There, in those dark recesses, the dwarves have unearthed project into their daily lives. Dwarves are slow to shift loyalties
many abominations and clashed with ferocious enemies, for and loathe breaking oaths, doing so only in dire circumstances.
the underworld is home to innumerable, and usually baneful The word of a dwarf is as valuable as gold and gems, flowing
creatures, who consider dwarves their mortal foes. from generations of tradition and belief. Many mistake the
dwarven disposition for greed and avariciousness, and some
Description: Dwarves resemble the rock and stone they so love. believe dwarves simply take advantage of all they can in both
They are short, stocky and muscled from years of labor at the business and war. In reality, the dwarven personality stems
forge, or from tunnelling through the earth. Dwarves grow long from a sense of duty, loyalty and just compensation enforced by
beards and moustaches that are considered a symbol of maturity centuries of tradition.
and honor; the most renowned dwarves have great, thick beards
sweeping to their feet. Dwarven skin is a varied as the stone they Racial Affinities: Dwarves associate with many demi-humans
work. Their deep-set eyes tend to be blue, hazel or gray and sharp and humanoids, though their relations are poor with almost
enough to pierce the gloom of the underworld. all of them. Relations with elves are often strained – dwarves
do not understand elven psychology, and do not consider their
Personality: Dwarves are bound by codes of honor that obligate codes of honor to be particular or reliable. Dwarves work well
them to kin and kingdom. They consider themselves eternally

RACES
with halflings in business matters, but tend to limit interactions
beholden to their parents and immediate kin, for their parents to commercial relationships. Human cultures and society vary
brought them into the world. Likewise, the dwarven kingdom widely, so dwarven relationships with humans vary widely as
serves as both guardian and a source of succor, so an enormous well. To dwarves, humans can appear as honorable as any dwarf,
debt is also owed to the dwarf’s kingdom and homeland. These or as loathsome as a goblin. Dwarves often consider gnomes to
are debts many dwarves consider irredeemable. At its most be their friends and allies. Gnomish culture most closely mirrors
extreme, the code obliges dwarves to sacrifice all in the name of dwarven social and cultural mores. However, certain gnomish
kith, kin and kingdom, even if the cause is unjust or hopeless. characteristics can ignite a dwarf’s short temper, particularly if
gnomes and dwarves find themselves coveting the same resources.
The dwarves are also bound to another code that, at its
simplest, requires just compensation to be paid for service Dwarves bear great enmity for goblins, orcs and their kin, for
dutifully rendered. This code guides all of their business and they are locked in a timeless struggle beneath the earth. With
interpersonal dealings. these creatures, dwarves have few dealings other than by the
sharp edge of a sword or axe. Another hated enemy of the
Dwarves place high value on their skills both as craftsmen and
dwarves are the ogres and giants often found in mountainous
warriors – and rightly so. Dwarves are meticulous and patient. All
passes. Giants treat dwarves as a tasty food source, and ogres
possess an expert’s attention to detail, and granite determination,
prey upon tempting dwarven caravans. Dwarves are always
regardless of the undertaking at hand. Their expertise in
wary of these enemies, and war with them constantly.
crafting metal or stone is without equal in the world, and their
steadfastness in battle is as certain as a mountain is strong. Environment: Most often, dwarves live beneath the earth
in great halls of stone, stretching for miles under expansive
mountain chains. These dwarven kingdoms often extend deep
into the bowels of the earth as they mine ever further for precious
metals and stones. Some clans, however, spend much of their
lives above ground, building tunnels only for mining, and not as
abodes. These dwarves live in areas where massive underground
stoneworks are difficult to build, due to lack of proper stone or
simple impracticality. Small dwarven communities can be found
in even the most remote of environs, for dwarves explore the
world’s borderlands, ever searching for new veins of ore.

RACIAL TRAITS AND ABILITIES


Animosity (Elves): The disparate personalities of dwarves and
elves have resulted in eons of misunderstandings, squabbles and
even wars between the two races. Dwarves consider elves to be
disloyal and untrustworthy partners in war or trade. As a result,
dwarves suffer a -2 penalty to charisma checks when dealing
with elves to whom they are not closely associated.

— PLAYERS HANDBOOK 87

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Deepvision: Ages spent beneath the earth in the dark and quiet feet of one of these features is entitled to a wisdom check at
places of the world have imbued dwarves with the ability to see +2 to recognize the feature, as if actively looking for it. Should
in darkness where a human would find it impenetrable. This a dwarf actively search for these features, the bonus to the
vision extends up to 120 feet in even the darkest of nights and wisdom check is +4. When examining a feature, a successful
deepest of tunnels. Colors tend to erode with deepvision, and wisdom check reveals other bits of knowledge, such as which
objects appear in shades of gray. It is otherwise like normal sight, race created the feature, its approximate age, and if applicable,
and dwarves can function well with no light at all. Bright lights, the approximate value of a stone or metal object.
such as from a lantern or other light source, spoil deepvision.
A dwarf requires one minute to adjust their eyes when a light Languages: Common, Dwarven, Gnome, Goblinoid, Halfling,
source is extinguished before gaining full use of deepvision. Elven, Ogrish, Giant, Troll
Size: Small
Determine Depth And Direction: The world beneath
mountains and in the deeps of the earth is the natural home Movement: 20 Feet
of the dwarf. Dwarves can sense their approximate depth Typical Classes: Fighter, Rogue, Barbarian, Cleric, Bard
underground as naturally as a human can sense which way is up.
Attribute Modifiers: +1 Constitution, -1 Dexterity
The dwarf can determine direction underground just as easily.
Class Modifier: +2 Find Traps In Structures Only
Enmity (Goblins/Orcs): Eternal wars against goblins and
orcs have created an undying crucible of hatred for these vile
creatures. When in combat against goblins or orcs, this fury and ELF
hatred allows dwarves a +1 bonus to hit these creatures. Dwarves

E the grace and beauty of the natural world: as well as its


have a similar distrust of half-orcs. Dwarves find inter-breeding lves are an ancient, almost timeless, race. They embody
with goblinoids to be the worst of all sins, and their powerful
antipathy towards pure goblinoids negatively affects dwarven strength and, at times, its unremitting wrath and fury. Elves
relations with half-orcs. Dwarves suffer a -4 to charisma checks live exceedingly long lives, giving them a degree of patience
when interacting with half-orcs, goblins and orcs. unknown to other races, affording them the opportunity to
acquire a vast knowledge of the world and its history. This makes
Defensive Expertise (Giants/Ogres): Long regarded as a food elves well informed and sage-like in their depth of knowledge
source by many giants, dwarves have developed considerable and perspective. This, combined with their natural dexterity
expertise in fighting them. Combined with their small size, and lithe movement, makes them appear almost ethereal to
this tactical expertise allows dwarves to offer resistance to the those who behold them for the first time.
powerful giants. When fighting giants or ogres, dwarves receive
a +4 bonus to armor class. Description: Elves vary in size and coloration, depending on
their nature. Elves range from dark to light skinned in color,
Resistant To Arcane Magic: As unshakeable as granite or iron, although light green, or even a bluish tint skin hues are not
dwarves are particularly resistant to arcane magic. They receive unknown. At maturity they average 5 feet 6 inches in height,
a +3 bonus to all saving throws against arcane spells and spell- and weigh around 115 lb. Their “ethereal” nature lends them
like effects. an unnatural grace and beauty. Elves have thin, sharp facial
features with large, searching eyes that can vary widely in color.
Resistant To Fear: Dwarven loyalty, duty, stubbornness and Their ears are long, tapering to a point at the ends, and they
honor lend them courage where other races might falter. often wear their hair long and unrestrained.
Dwarves receive a +2 bonus to all saving throws against fear.
Personality: Elves, being long-lived, possess tremendous
Resistant To Poisons: Dwarves are imbued with great patience. An overriding sense of near-immortality affects an
constitutional fortitude. Poisons that might fell a normal human elf’s every thought and action. Other races misinterpret this
are less likely to affect a dwarf. Dwarves receive a +2 bonus to patience as indolence, laziness and an uncaring attitude, since
all poison saving throws. other races cannot afford to wait decades to act on a matter.
Elves know that they have time to act, for the centuries stretch
Stonecraft (Wisdom): Dwarves spend much of their lives before them where other races have mere decades. When
carving halls, castles and underground fortresses out of solid pressed, however, elves are capable of quick deliberation and
rock, so they possess an extensive knowledge of stoneworking speedy action, though usually not as quick as their shorter-lived
and construction. They possess almost a sixth sense in this allies might prefer.
regard which gives them various bonuses and abilities.
Elves relish beauty, both natural and crafted. Their farsighted
Dwarves are capable of spotting unusual or unique construction vision allows them to see the shapes of things to come, and
or stonework features including new construction, unfamiliar more, they can see the shapes of things that could be. Where
architecture, sliding walls, stonework traps, unsafe stone others might see a young sapling that one day must grow into
surfaces, unstable ceilings and secret or concealed doorways a great oak, an elf sees a sapling that, molded with care and
constructed or disguised as stone. A dwarf passing within 10 patience, can grow into a tree of great trunk and arching

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desire to control and even stop the advancement of time, the
forge of their life’s creation and the crucible of their doom. In
many ways, elves become mired in their history, and change little
as the world changes around them. At times, this leads elves to
avoid many situations that don’t directly threaten them, or that
they feel would bring unnecessary harm to their creations.

Racial Affinities: Most elves prefer the company of other elves.


They associate well with halflings and gnomes, but generally do not
live in close proximity to settlements of those races.

Humans present interesting dilemmas for elves to ponder, for


humans combine the most noble and ignoble aspects of all
creatures. As such, elves are very selective about their human
associations and have a guarded approach to their interactions
with humans. Dwarves are treated with an aloofness bordering
on disdain, for elves find them nearly unfathomable save for one
commonality, a dislike of all goblinoid races.

RACES
Environment: Elves prefer living in serene environments, far
branch that will lord over the forest. This sight grants them from turbulent, troubled lands. Often associated with forests
the patience to make a craft of their natural environment. and wilderness areas, elves will also live in open savannah or
They shape the rocks where they dwell and cultivate trees and dense urban environments of their own making. Elvish cities
gardens over many years, thus molding their surroundings to are different from human settlements, having more in kin with
create a garden of beauty in the natural world. They apply this dwarven settlements – both races tend to incorporate natural
same care to shaping and drawing out the natural beauty in all surroundings into both their architecture and living spaces in
things, from simple stones and gems to gardens, forests and hills. their communities.
Likewise, the same attention is given to the crafting of weapons
and armor, to spells, and even to the care of beasts. All things RACIAL TRAITS AND ABILITIES
flourish under an elf’s care if given time and safety from the
Enhanced Senses: Elvish physiology is blessed with enhanced
world’s interruptions.
vision and hearing. Elves can see farther than humans in just
An elf’s shaping of the world is accomplished with time. Time about every circumstance, including torchlight, and can see
is the essential element in creating any item of beauty and time clearly enough to read a road sign or spot a shield device up to
is something many elves have. The same applies to an elf’s use two miles distant when outside in the day. They can also hear very
of magic. When magic is crafted by an elf, it is treated with the well, and receive a +2 bonus to all checks involving listening.
same care and patience that the elves apply to all things. Time
Twilight Vision: Even under starlight, moonlight or torchlight,
is the forge upon which arcane forces are shaped and bent to
elves have exceedingly good vision. They can distinguish color
perfection. Flawless and powerful magical spells and items are
and detail under these conditions for up to one mile but only if
greatly valued and coveted by the other peoples of the world
they are outside.
and by elves as well. When complete, elven magics are of divine
perfection and immense power; but more than this, their beauty Move Silently (Dexterity): This ability allows an elf to move
is beyond comparison and oft times, beauty is the source of its silently in wilderness areas. The elf can move up to one-half
magical power. normal speed at no penalty. At more than one-half, and up to
the character’s full speed, the character suffers a -5 penalty
This love for beauty and the desire to shape the world brings
to the check. It’s practically impossible (-20 penalty) to move
elves their greatest joy and greatest sorrow. Their timeless vision
silently while running or charging.
allows them to see both the beauty and the tragedy in all things,
so that elves are filled with overflowing joy and limitless sorrow. Spell Resistance: Elves are particularly resistant to spells and
Looking into their future, they see their lives and creations spell-like abilities that charm or unnaturally cause sleep. When
becoming marred and spoiled by others, be they dwarf, human, making saving throws against these types of spells, an elf receives
orc or even the ravages of time. a +10 bonus. Elf spell resistance allows a saving throw against
sleep, even though sleep normally does not have a saving throw.
These qualities imbue most elves with a deep fatalism. Their
near-immortality creates a peculiar unease with death for their Spot Hidden Doors (Wisdom): Elvish vision and keen senses
attachment to the living world is more profound and deeply allow them to spot secret, hidden and concealed doorways. An
felt than that of most other races. Together, these conflicting elf merely passing within 5 feet of a secret, hidden or concealed
notions of time create a burgeoning and even contradictory doorway is entitled to a wisdom check to spot the door, as if the

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elf were actively looking for it. When an elf actively searches for gather from time to time to feast and make merry, and pass the
such doorways, the bonus to the wisdom check is +2. news of the day. All are welcome at these gatherings and it is
not odd to see elves, halflings, dwarves or even humans sitting
Weapon Training: Elves are taught the ways of combat at a young amongst the gnomes and sharing in stories and tales of great
age, and their long lives allow them to become skilled in weapons escapades. Gnomes are famous for their songs, dances, drinks,
favored by their society. Elves begin play with a +1 bonus to hit speeches and many other disparate forms of entertainment.
with one of the following weapons: composite longbow, composite
shortbow, longbow, shortbow, longsword or shortsword. In fact, gnomes encourage others to sit at tables with them as
they struggle to glean information from all and sundry folk. For
Languages: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and this reason, gnomes are careful in their speech and possess great
Orc skills in extracting all manner of information from their guests,
Size: Medium whether their guests intend to reveal it or not. These skills are
not limited to civil conversation, but are as often used to glean
Movement: 30 Feet
secrets and even concessions from others. Conversely, gnomes
Typical Classes: Fighter, Ranger, Rogue, Wizard, Druid, Knight, are loath to give up information and rarely do so without a
Bard price. Knowledge gained in this manner is rarely used for evil
Attribute Modifiers: +1 Dexterity, -1 Constitution purposes, but is tucked away for the proverbial rainy day. At
such times it is brought forth to the immense enjoyment of the
Class Modifier: +2 Listen, +2 Move Silent, +2 Find Traps gnome and often to the embarrassment of the victim.

Gnomes tend to be clannish, living in extended, though tightly


GNOME knit family units. These families are not restricted to blood
relations or even to the race of gnomes. Once trust is given
G halflings. In fact, gnomes have more in common with elves
nomes are often mistaken for offshoot species of dwarves or
or earned, gnomes welcome friends of almost any race into the
and the fey, for they are closely bonded to nature and its essence inner confidence. Their love of gatherings and their skills in
as much as elves are. Even the most renowned sages can only say story telling help to bind these clans together through shared
that gnomes emerged long ago from primordial forests and from folklore and public exchanges of appreciation.
under the deep roots of massive trees. Small even by dwarven
standards, gnomes have the potential to be powerful friends and Gnomes are accounted as great craftsmen and they take pride in
deadly foes despite their size. Although partial to forests and the creation of all manner of objects, from musical instruments,
mountains, gnomes can be found living in other remote locations exotic papers, and colorful inks to noisy clocks and other such
as well. Afflicted with wanderlust, many gnomes are world goods. But their greatest craftsmen focus on religious edifices.
travelers and enjoy visiting strange, foreign lands in search of new These are large stone menhirs shaped and carved over decades,
information about the world in which they live. and placed within sacred groves or upon windy heights. At
these spots, gnomes gather on summer and winter solstices to
Description: The gnome is small in stature, averaging 3 feet 6 offer tidings unto their deities and thanks for lives well lived.
inches tall. They have wide eyes and small noses with rounded
ears that afford them excellent hearing. Their skin tones Racial Affinities: Preferring a simple and static world, gnomes
range as widely as humans and elves. Gnomes tend to enjoy are friendly with most of the benign peoples with whom they
loose-fitting clothing that leaves arms and legs free to move.
They enjoy accouterments of all descriptions woven into their
clothing, belts, sashes, and the like. They sport tattoos as well,
often marking themselves with inks that range in meaning.
Some tattoos may be deeply personal, others may have origins
in their clan, others may mean nothing at all.

Personality: Considered pranksters or mischief-makers in


many circles, gnomes are generally more concerned with
relaxation and mirth than with most other matters. The gnome
is occasionally serious, although this demeanor is normally
reserved for times of war and great stress. Even in these grave
situations, gnomes remain light of heart compared to the other
races. Keenly intelligent, curious and observant, gnomes involve
themselves in all manner of travels and experiments to fulfil an
unremitting curiosity.

This thirst for knowledge often brings gnomes and their friends
together in great concourse. Individuals, families and clans

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come into contact. Gnomes, however, have contentious HALF-ELF
relations with those who are destructive and aggressive. They

T occasion, arising from unique circumstances or events.


particularly abhor goblins and kobolds. Gnomes consider elves he pairing of human and elf is an extraordinary and rare
to be distant and elitist cousins. They find dwarves marginally
acceptable, but wish they would quit digging so many holes Elves are very guarded in their approach to humans, for they
in the earth before it collapses. As for halflings and humans, deem them strange in thought and deed. For love to be born
gnomes consider one just a shorter, more polite and better fed of the two races, an elf must find a human of great renown and
version of the other. They typically relate well with both. surpassing beauty. Thus the half-elf is the rarest of all races.
Indeed, each half-elf differs so markedly in origin, background
Environment: Gnomes prefer wild regions that are peripheral to and physiology from others that generalizations are near
urban or settled lands, including high mountains, hills, deserts, impossible to make.
forests or, more rarely, marshes.
Description: Half-elves vary greatly in appearance, acquiring
RACIAL TRAITS AND ABILITIES characteristics from both parents. One commonality among
half-elves, however, is that each significantly favors either
Animal Empathy: The gnomish relationship with nature and the human parent or the elf parent, inheriting many more
its creatures allows them to communicate with burrowing characteristics from one than the other. In some cases, the
mammals (badger, fox, mole, rabbit, etc.). The communication is dominance of one lineage is so strong that these half-elves can

RACES
more telepathic and empathic than it is conversational, though pass as a full member of that lineage unless closely observed.
posture and sounds can communicate emotions such as stress
and fear. The information communicated must be relatively Half-elves also vary greatly in height, ranging from that of the
simple, taking place on the animal’s level of understanding and shortest elves to that of the tallest humans. Likewise, any variety
comprehension, not the gnome’s. of body style, hair color or eye tint found in humans or elves can
occur in a half-elf, in any combination. The single consistent
Combat Expertise (Goblins, Kobolds): Gnomes have battled physical feature shared by half-elves is a natural balance and
goblins and kobolds in the forests and mountains since the dawn ease of movement inherited from the elven parent.
of their race. Because of these frequent and bloody encounters,
gnomes have developed special techniques for fighting goblins Personality: Half-elves are intelligent, perceptive and possess
and kobolds. Gnomes receive a +1 bonus to hit kobolds and quick minds. They are able to master many crafts and skills,
goblins using hand held weapons in melee combat. Using missile be these as mundane as cabinet making, or as extraordinary
weapons does not confer a bonus. as the wielding of magic. They exhibit an almost supernatural
empathy for the world around them giving them an uncanny
Darkvision: In a similar manner to dwarves, gnomes can see in understanding of people. Their shared lineage also grants them
complete darkness for up to 60 feet. Darkvision produces images the ability to think on many levels simultaneously – an ability
that are in shades of gray, but it is otherwise like normal sight. that makes them difficult to deceive.
Gnomes can function well with no light at all. Bright lights,
such as from a lantern or other light source, spoil darkvision. Long-lived by human standards but short-lived for elves, half-
A gnome requires one minute to adjust their eyes when a light elves exist in a nebulous world between both races. They often
source is extinguished before gaining full use of darkvision. find themselves uncomfortable in either culture and are far too
rare and unique to develop societies of their own. Elves tend
Enhanced Hearing: Gnomes have keen ears, often likened to look upon them as strange creatures, treating them with
to those of a fox. No one knows whether this is due to gnome indifferent curiosity or even with outright hostility. Human
physiology, or because gnomes are such close observers of their reactions are as varied as their cultures, sometimes accepting
environment. Gnomes receive a +3 bonus to all listening checks. half-elves without note, sometimes venerating them, and as
often rejecting them with violence.
Spells: Gnomes have an innate ability to cast the following
spells once per day as a 1st level caster: dancing lights, ghost Much of the reaction is determined by the half-elf’s lineage. Half-
sound, and prestidigitation. These innate spells are in addition to elves that favor a human lineage can vary widely in personality,
any spells available to gnomes of spellcasting character classes. while those with a dominant elf lineage tend to exhibit elven
values, ethos and interests. Because of their longer life spans,
Language: Common, Dwarf, Elf, Gnome, Goblin, Kobold
half-elves are generally well-educated and knowledgeable about
Size: Small history and geography, although this is not always the case.
Movement: 20 Feet
Their life spans, however, present problems. Human friends
Typical Classes: Rogue, Illusionist, Druid, Bard often die of old age when half-elves are but middle-aged. The
Attribute Modifiers: +1 Intelligence, -1 Strength long-lived elves, on the other hand, possess a psychology like
that of near immortals which half-elves have a difficult time
Class Modifier: +3 Listen understanding. This creates a loneliness and melancholy in
half-elves, and sometimes, the fatalism so strongly pronounced
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in elves manifests itself in half-elves as well. In some instances, Half-elves with a elven lineage possess these
a half-elf spurns both humans and elves, instead seeking the abilities:
company of other races and cultures entirely.
Attribute Modification: +1 to dexterity and -1 to constitution.
Racial Affinities: Half-elves tend to enjoy the company of Enhanced Senses: Half-elves of elven lineage can see farther
those of their favored lineage, but often have problems adapting than humans in just about every circumstance, including
and existing in either human or elf societies. Half-elves tend to torchlight, and can see clearly enough to read a road sign or
be solitary, preferring not to congregate with other half-elves. spot a shield device that is up to two miles distant when outside
A group of half-elves always attracts an enormous amount of during the day. They can also hear very well, and receive a +2
attention, and tends to highlight their status as misfits. Perhaps bonus to all checks involving listening.
because of their exposure to discrimination, half-elves harbor
few prejudices. They freely associate with dwarves, halflings, Spell Resistance: Half-elves of elven lineage are particularly
gnomes and others. Their unique position occasionally allows resistant to spells and spell-like abilities that charm or
them to act as intermediaries between groups and races. unnaturally cause sleep. When making saving throws against
these types of spells, a half-elf receives a +4 bonus. Half–Elf
Environment: Half-elves can be found anywhere, from human spell resistance allows a saving throw against sleep, even though
cities to woodlands. They live in all types of rural areas as well. sleep normally does not have a saving throw.
Social ostracism tends to make them natural wanderers; many
half-elves make no home, moving about the world looking for a Languages: Common, Elf, and three of the following: Dwarf,
place to fit in, at least for a time. Gnome, Goblin, Halfling, and Orc.
Size: Medium
RACIAL TRAITS AND ABILITIES Movement: 30 feet
The mixed lineage of half-elves affects the specific traits that Classes: Any
a half-elf inherits. Players choose a human or elf lineage that
dominates their character. Racial abilities modifiers are based Class Modifier: +2 find traps, +2 listen (elf lineage), +2
on which lineage the player chooses. move silent

All half-elves possess the following three abilities:

Empathy: A half-elf’s uncanny ability to empathize with others


HALFLING

H nourished humans. They share many of the mannerisms


is reflected in a +2 bonus to all charisma checks. This ability alflings appear, upon first sight, to be small, well-
can be combined with attribute check modification.
and habits of their larger cousins, but a closer look reveals
Move Silently (Dexterity): This ability allows silent movement
they have large, hairy feet and rather wide eyes displaying the
in wilderness areas. Half-elves can move up to one-half the
temperament of wily farmers. Halflings are generally an agrarian
normal speed at no penalty. At more than one-half and up to
people, preferring open pastures and lush farmlands to cities or
the character’s full speed, the character suffers a -5 penalty to
other places crowded with tall folk. They get along well with
the check. Any faster movement is practically impossible (-20
most peoples, but rarely leave the safety of their homes and
penalty).
communities. Even when they do, it is generally only at the
Spot Hidden Doors (Wisdom): This ability allows half-elves to behest of others. Meticulous and prosperous, halflings enjoy
spot secret, hidden and concealed doorways. A half-elf passing good food, relaxation and a quiet life.
within 5 feet of such a doorway is entitled to a wisdom check.
Success means that the half-elf notices the door as if actively Description: Halfings average 3 feet in height and have wide,
searching for it. When a half-elf does actively search for such round eyes and large feet, which are well padded and hairy.
doorways, the bonus to the wisdom check is +1. Halflings seldom need to wear shoes except in very cold weather.
Halflings range in skin color, though all are at home in the sun.
Half-elves with a human lineage possess these This, their curly hair, and their thick hands all fit their agrarian
abilities: lifestyle like a well-worn frock coat. Most halflings prefer dull-
colored clothing so they won’t attract attention to themselves,
Attribute Check Modification: The human lineage is reflected but the wealthy or prideful wear finer, brightly colored clothes
in a greater versatility than their elven kin, but not quite as to denote their status.
their human relatives. Half-elven characters are allowed to
choose one secondary attribute for which they gain a +2 bonus Personality: Halflings are jovial, friendly and hospitable, yet
to all attribute checks. they prefer their own culture to those of others. They typically
Spell Resistance: Half-elves of human lineage are somewhat eat too much and develop paunches early in life. Indeed, to have
resistant to spells and spell-like abilities that charm or unnaturally a great paunch is considered a sign of good breeding and wealth.
cause sleep. When making saving throws against these types of Normally, halflings eat often during the day. They start the day
spells, a half-elf of human lineage receives a +2 bonus. by enjoying a breakfast, followed by a brunch and then lunch.

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live beneath the earth in expansive underground houses built
into the tops of hills and underneath large mounds.

RACIAL TRAITS AND ABILITIES


Fearless: Halflings, for the most part, lead sequestered lives
and are often considered naive. This is not entirely accurate;
halflings are not raised with fears and trepidation imparted
to them by myth and fancy, but are reared on tales of self-
dependence and the overcoming of life’s many hurdles. For
either or both reasons, halflings possess stout hearts and are not
easily frightened, even in dire circumstances. This trait imparts
a +2 bonus on all saving throws against fear.

Hide (Dexterity): Halflings are practised at avoiding the prying


eyes of others in outdoor settings. A successful check allows
the halfling to hide making them almost invisible. If a halfling
decides to move while attempting to remain concealed, they

RACES
can still hide, but will suffer a penalty to the check. At up to
one-half their movement rate, halflings suffer a -5 penalty to the
This often precedes an afternoon snack of cake and tea, to be check. At one-half their normal movement rate to full speed,
followed by supper and then a late dinner. It is said that halflings they suffer a -10 to the check. It is impossible for a halfling to
can keep time by the grumbles and rumbles of a hungry belly. move faster than normal speed while hiding. If the halfling is
Halflings also work diligently on their farms, houses, gardens, being observed, even casually, the character cannot hide. If the
fences and other projects pertaining to their needs; “Relaxing observers are momentarily distracted, however, the halfling can
requires a lot of work,” many halflings are wont to say. attempt to hide. This check, however, has a -10 penalty because
the character has to move quickly into hiding.
Slow to anger, halflings prefer to settle disputes through legal
means whenever possible, by appropriate compensation when Move Silently (Dexterity): Halflings, being naturally small
necessary and through other measures only if unavoidable. and dexterous, can move as quietly as a breeze upon a summer
morn. With a successful dexterity check, halflings can move
A halfling’s desire for quiet and safety carries over to their personal silently. They can move up to one-half their normal movement
lives, with only the occasional adventurous halfling leaving home rate with no penalty to this check. For moving at one-half of
to travel the world. A mystery to their brethren, these halflings their normal rate up to the character’s full speed, the character
often find themselves in the most unusual of escapades and suffers a -5 penalty to the check. It’s practically impossible to
adventures. These situations can reveal one of the least known move silently while running or charging, so this type of action
qualities of halflings: a heart as stout as the strongest warrior and incurs a -20 to the check.
a courage unflagging to the point of foolhardiness.
Duskvision: Halflings, with their large and piercing eyes, can
Racial Affinities: Halflings are insular, and generally prefer only see in starlight and moonlight just as a human can at dusk. They
the company of fellow halflings. Of the other races, halflings retain the ability to distinguish color and some detail under
prefer humans most of all, for they do much business with them, these conditions, though everything is cast in shadows. They
and they find that human farmers and herdsmen often share have no enhanced vision underground, in torchlight, or under
similar values. They are also favorably disposed towards gnomes, similar conditions of poor illumination.
whose temperament resembles that of halflings more than any
of the other races. Elves fascinate halflings, but they are far Resistant: A lifetime of good food, when combined with hard
too ‘magical’ to be considered respectable. Halflings grudgingly work and a self-reliant spirit, makes for a healthy people. Halflings
admire dwarves, but find them a bit too gruff, hard-headed and are more resistant to the ills of life than most other races, so they
clannish for their personal tastes. Halflings do not relate well to receive a +1 bonus to all constitution saving throws.
goblins and their kind, whom they passionately dislike.
Languages: Halfling, Common, Dwarven, Gnome, Elvish, Syl-
Environment: Most halflings prefer lush, green lands with fertile van, Goblinoid
soil, abundant water and mild seasons, and they strive to dwell Size: Small
in areas far removed from the troubles of the world. Yet, the
world is broad, and some must live in proximity to other peoples Movement: 20 Feet
and the troubles they create. There are halflings who make their Typical Classes: Fighter, Ranger, Rogue, Cleric, Druid, Bard
homes in the coarser areas of the world, including towns or even
Attribute Modifiers: +1 Dexterity, -1 Strength
cities, though these halflings are rare. Halfling houses tend to be
small and made of brick when built above ground, while others Class Modifier:+ 2 Conceal, +2 Hide, +2 Move Silent

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HALF-ORC

H humans, orcs or others. Half-orcs are the offspring of a


alf-orcs exist on the edges of society, little cared for by

pairing between an orc (or other goblinoid) and a human, and


are generally a dispirited and angry lot, accustomed to doing
dangerous jobs for others. Indeed, most half-orcs only make
consistent contact with others when their famed fighting skills
are needed.

Half-orcs can be found in many regions of the world, haunting


the periphery of settled lands. They often find orc tribes and
kingdoms to their liking, as those humanoids are an easy group
to dominate. Within human communities, their roles range
from hunted outcasts to elite warrior castes.

Description: Half-orcs combine the worst features of humans


and orcs. Most have an unpleasant demeanor, and some are
repulsive and even hideous to look at. They typically have
massive jaws, coarse hair and dark, penetrating eyes. Their
skin tends to be a ruddy, dark color, and resembles the rough
textured skin common among orcs. Physiologically, however,
half-orcs combine the best features of both their parent races. orcs tend to be found in larger human settlements, where, if
Half-orcs mirror humans in height, or stand even taller. They they are lucky, they can find a certain degree of anonymity.
are naturally muscular and agile, and do not suffer from light
Environment: Half-orcs are found in most climes. They have
sensitivity as orcs do.
no preference for any one environment and adapt well to any
Personality: Half-orcs are unsavory and contentious climate. They tend to live alone, even in larger cities, where
individuals. As outcasts, they have few friends or allies, and they are often found in ghettos, slums and other areas where
often live miserable and lonely lives, wary of all. Even amongst officials rarely patrol and thieves wander the night.
themselves, there is little trust and great fear, as they jockey
for positions of acceptance and status as mercenaries or in RACIAL TRAITS AND ABILITIES
more nefarious professions. The social stigma that half-orcs Darkvision: In a similar manner to dwarves, half-orcs can see in
encounter throughout their lives, when combined with the complete darkness for up to 60 feet. Darkvision produces images
militant aggressiveness of orcs and the competitiveness of that are in shades of gray, but it is otherwise like normal sight.
humans, produces a nearly fearless warrior and a relentless foe. Half-orcs can function well with no light at all. Bright lights, such
as from a lantern or other light sources, spoil darkvision. A half-
As outcasts, half-orcs find themselves in a constant search for orc requires one minute to adjust their eyes when a light source is
like-minded individuals and others in whom they can place extinguished before gaining full use of darkvision.
their trust and faith. As such, they are occasionally found in
the company of travelers, mercenary bands, adventurers and Enhanced Sense Of Smell: This ability allows half-orcs to
others who, either willingly or by accident, are ostracized from detect the presence, but not the specific location, of creatures
their society. Friendly relations with half-elves are, uncannily, within 30 feet or within 60 feet if the other creature it is
not uncommon for the two share similar social stigma. Half-orcs upwind. Strong scents, such as smoke or rotting garbage, can
are a breed apart. be detected at twice those ranges. Overpowering scents, such
as skunk musk, can be detected at three times these ranges. If a
Half-orcs are unswervingly loyal to those they trust and in half-orc becomes familiar with an individual, they can learn the
whom they place their faith. On the other hand, to those who individual’s scent and recognize it. It should further be noted
break that faith, half-orcs have an undying enmity and no effort that false, powerful odors can easily mask other scents and
will be spared in righting a wrong and taking revenge upon completely spoil this ability.
their enemies. Half-orcs can be both a friend and companion of
immense value or a foe of terrible power. Martial Prowess: Half-orcs come from very violent societies in
which fights and contests of strength are common and necessary
Racial Affinities: Half-orcs typically care for themselves and for survival. This has inured them to great amounts of pain and
themselves alone, avoiding even their own kind. No race finds given most a great capacity to fend off blows and fight unarmed.
them likeable, and they return the favor. Half-orcs are often As such, half-orcs receive a +1 to their armor class whenever
found with orcs or smaller goblinoids, as those are the least they are not wearing armor of any type. This ability combines
discerning of the races, and are easily dominated. Other half- with magical rings, robes and other similar devices that confer

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RACES
an armor class bonus but are not armor. This bonus adds to the Humans are born with an innate spirit of competition that
unarmored armor class of half-orc monks. configures itself into a race for grand achievements, and a
constant striving to rise above their circumstances. Whether to
Resistant To Disease: Half-orcs possess a resistance to disease the benefit or detriment of those around them, many humans
passed down from their goblinoid parent. They receive a +2 act only with regard to their own needs and from a sense of
bonus to all disease saving throws. superiority over all other races and beasts.
Language: Common, Goblin, Orc Racial Affinities: Humans interact well with most other races.
Size: Medium They have no innate prejudices, but are often taught at a young
age who is an enemy and who is a friend. A human’s enemies
Movement: 30 Feet
and friends are determined more by expediency and mutual
Typical Classes: Fighter, Ranger, Rogue, Assassin, Barbarian, benefit rather than any innate prejudice.
Monk, Cleric, Knight
Environment: Humans can be found in any environment or
Attribute Modifiers: +1 Constitution, +1 Strength, -2 Charisma
climate, though they usually prefer to live above ground.
Class Modifier: +2 Track
RACIAL TRAITS AND ABILITIES

RACES
Primary Attributes: Because of the unique nature of
HUMAN humankind, humans choose an additional primary attribute, for

H and power derives from their adaptability to different


umans are the most diverse of the races. Their strength a total of three.

environments, cultures and societies. Where the other races Language: Common
are tied to the world around them in one manner or another, Size: Medium
humans alone have no innate affinity for the world, beyond that
Movement: 30 Feet
of a master craftsman to their tools and creations. Their ability
to adapt allows humans to maintain close contact, and even Typical Classes: Any
intermingle with demi-humans and humanoids, if they deem it Attribute Modifiers: None
necessary, expedient, or desirable. Diversity is a hallmark of this
race and humans can be any class. Class Modifiers: None

Description: Humans range greatly in height and weight, and


in other physical features such as skin and hair color. Males
typically stand between 5 feet 6 inches and 6 feet 2 inches, with
females being slightly shorter, although both sexes occasionally
exceed the average height. Humans tend to adapt physically to
their environments, leaving some with pale skin coloration in
cold climates and others with darker skin coloration in warmer
climates. Since humans are exceedingly migratory, however, these
generalizations do not always apply. Human weight also varies
extraordinarily and is as much dependent on diet as culture.

Personality: As with their physical traits, humans range greatly


in temperament. They seem to the longer-lived races to move
through life with a speed born of desperation. Their short lives
give them a burning desire to create and control the world
around them and their own mortality. This causes humans to
see the world in a unique fashion. All things are tools to humans
in their quest for immortality.

Humans lack empathy for the other races, especially elves.


Their short lifespans create an awareness of the importance of
things few others understand. Life is precious, and the wealth
of it must not be wasted on frivolous things. In the passage of
history, death marks one’s life and can give it meaning and only
through a life well spent can one gain immortality. Oft times the
world’s greatest heroes are humans, who consider themselves to
be in conflict rather than harmony with the world, and willingly
lay their lives low in that eternal struggle.
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T
he last and most important step in character creation is develop the character within the framework of the game. As the
to create the character’s persona. Attributes, class and characters survive, they accumulate history. This enhances the
race are the framework of the character. Finishing the development of the character’s personality. Keep in mind that
character requires adding details to the character that dice or spending countless hours laboring over a first level character’s
rules have little impact on. The character’s persona is made up by personality, motivations and background can be time poorly
their motivations and fears, their looks and alignment, their deity, spent if death follows hard on the heels of the game’s beginning!
name and purchasing equipment, etc. This can be done in great
detail or more generally, according to players preference. In finalizing a character’s persona, imagine how the culture
and environment in which the character was raised may have
After generating the final statistics related to class and race, the affected them. The interaction of culture and persona converge
player should determine the character’s physical description, into a world view, or alignment as discussed below.
decide on any particular mannerisms and at least get in mind
the basics of a personality. Some players may want to go further
and develop a world view, background and motivations. Some DISPOSITION
of the character’s traits are quantified in game terms such as
alignment, which summarizes the character’s overall worldview. Disposition represents the most basic and essential aspects of
Finally, the player equips the character with clothing, armor, a character’s worldview and moral outlook. Disposition is a
description of the fundamental moral outlook of every sentient
weapons and adventuring gear, and then chooses spells.
creature. Is the character good or evil? Chaotic or lawful? They
may even be neutral. Disposition is a very basic description and
acts as an ethical and motivational guide for characters, non-
PERSONA player characters, and monsters.
The character’s persona and appearance are entirely the choice of
the player designing that character, keeping in mind the campaign Disposition categories are general and there is a lot of room
for interpretation within each category. A character with a
setting and the needs of the Castle Keeper and other players. A
character’s appearance is the perfect opportunity to establish
the persona the player envisions for the character. Choose hair
and eye color, body size, build, looks, and mannerisms. Does the
dwarf have a pot belly with a crooked nose or stocky with broad
shoulders? Pay attention to the type of equipment the character
will use. Does the fighter carry a simple wooden warboard or heavy
kite shield? These small details help to establish a character’s
personality and is an excellent manner to convey it.

Once the appearance is finished, consider the character’s


personality traits. Is the character hot-tempered, mild
mannered, mean spirited, slow witted, determined, arrogant or
any other of the vast sum of traits to choose from? The list of
personality traits is inexhaustible. It is worth bearing in mind
that personality traits may be influenced by both the character’s
race and class: a roguish character of halfling ancestry is likely
significantly different than a roguish character of elven ancestry.

It is easy to become dependent on abilities and magical items to


distinguish the personalities of two characters of the same class
and race. This usually results from a lack of persona development,
and can lead to a lack of interest in the character. A weakly
developed character persona can be detrimental to a game, as
statistics and abilities become the defining characteristics of
the character and the rolling of dice takes pre-eminence over
the game’s narrative. So, some amount of attention should be
given to this step. Develop a character’s history and personality,
complete with desires, goals, dreams and fears.

Players will also develop some of a character’s personality traits


as the game progresses. Beginning play with only a basic idea
of the character is beneficial, in that it allows the player to

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disposition of law/good may be a wandering knight devoted to GOOD AND EVIL
the service of their liege lord or some higher calling, intent upon
stamping out evil in the land. On the other hand, wizards with The second aspect of disposition – good, neutral, or evil –
a disposition of law/good may devote themselves to acquiring generally represents behavior and how characters express
ancient arcane magic to create a library for the benefit of all. A or impose their ideals on others, whether lawful, neutral, or
rogue with a disposition of chaos/evil may be a bandit robbing chaotic. Again, these are broad categorizations. The following
anyone and anywhere they can for their hedonistic desires are general traits of each aspect. Good implies altruism, respect
or a cleric, devoted to the wanton destruction of society’s for life, and a concern for the dignity of sentient beings. Good
accomplishments and the eradication of those with whom they characters make personal sacrifices to help others. Good
disagree. There is great variation within each of the disposition characters and creatures protect innocent life. Evil implies
categories described below. They should be used as a general hurting and oppressing others, and selfishness. Some evil
guideline for motivations, actions, ethos, and worldview. creatures simply have no compassion and kill without qualms.
Others actively pursue evil, killing for sport or out of duty to
Castles & Crusades breaks disposition down into three some evil deity. Evil characters and creatures debase or destroy
categories: law/chaos, good/evil, and neutral. Every sentient innocent lives, whether for fun or for profit. Neutral characters
creature has a primary disposition, and most, though not all, fall somewhere in between, but most are committed to others
have a secondary disposition. A secondary disposition means by personal relationships. A neutral person may sacrifice himself
they have traits that lean toward this way or that, but which to protect his family or homeland, but he would not do so for
do not govern their character as a whole. The disposition strangers who are not related to him. Some neutral characters
listed first is the primary, anything following the backslash is are simply selfish.
secondary. If only one is listed that is the primary disposition.
For example: a primary disposition of chaos/evil, means they are
primarily chaotic with evil tendencies. A primary disposition of

CHARACTER
good/law, means they are primarily a good creature with lawful POSSIBLE COMBINATIONS
tendencies. A character with primary disposition of good, but a Although characters of the same disposition possess the same
secondary disposition of chaos, will function as a good and lawful general worldview and behave similarly, each is unique, varying
individual for the most part, but might have some devious traits in terms of psychology and life experiences.
such as impulsive lying, kleptomania, or occasional recklessness.
Some creatures have only one disposition, law, chaos, evil, good, Possible Combination are:
or neutrality.
LAW/GOOD OR GOOD/LAW: Characters of this
disposition are dedicated to following the strictures of society,
and respecting law and order. They act for the benefit of others
LAW AND CHAOS and society, placing great value on truth, honor, and life. Those
who list LAW first believe the rule of law is vital, but that if
The first aspect of disposition - lawful, neutral, or chaotic -
it is not moral and just it is doomed to fail. For those who put
generally represents a character’s ideals and worldview. These,
GOOD first, a moral society is paramount, and law without
however, are broad categorizations that go to the character’s
morals must be rebuilt to support goodness and morality.
core beliefs. Thus, not all lawful characters are the same, nor
are all chaotic characters. Each might exhibit traits typically LAW/NEUTRAL OR NEUTRAL/LAW: Characters of
associated with the opposite. The following are general traits this disposition place primary importance on ultimate order,
of each aspect. “Law” implies honor, trustworthiness, obedience structure, and regulation of behavior. Good and evil are largely
to authority, and reliability. Lawfulness can also include irrelevant for characters of this disposition because everything
closemindedness, reactionary adherence to tradition, and a lack flows from the order of law. For those who list LAW first, good
of adaptability. Lawful characters tell the truth, keep their word, and evil may be considered, but it is always ancillary to their
respect authority, honor tradition, and judge harshly those who thoughts and secondary to order. Those who list NEUTRAL
fall short of their duties. Lawful characters can still follow their first are unconcerned with factors of good, evil, law, and order
conscience and can favor new ideas. “Chaos” implies freedom, (depending on whether neutrality is their ethical or moral bent),
adaptability, and flexibility. Chaos can include recklessness, but may have a nuanced view between the extremes, may have
resentment toward legitimate authority, arbitrary actions, and a more self-centered worldview that does not consider morality,
irresponsibility. Chaotic characters follow their consciences, or may actively believe that a delicate balance between the
resent being told what to do, favor new ideas over tradition, extremes must always be maintained.
and do what they promise only if they feel like it. Yet, chaotic
characters can still be honorable and trustworthy. “Neutral” LAW/EVIL OR EVIL/LAW: Characters of this disposition
implies a normal respect for authority, with neither a compulsion value structure and order, and place no moral limit on attaining
to obey nor to rebel. Neutral characters are honest but can be it, especially if the goal is to their benefit. They do not value
tempted into lying to or deceiving others. Animals and other life or concern for others. Ultimately, they seek to impose their
creatures incapable of moral action are neutral. ideals on others through strict regulation. Those who list LAW

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COMPLETING THE CHARACTER
wants for themselves, making life what you want it to be, and
crushing anyone in the way.

CHAOS/GOOD OR GOOD/CHAOS: Characters of this


disposition view the greatest good as being attainable through
freedom and individual liberty. Thus, they place primary
importance on individuality and liberty of action over that
of any law or societal structure. Those who list CHAOS first
uphold individual freedom as the ultimate condition, surpassing
any concept of an organized structure, but still understand that
individual freedom only exists to bolster life and happiness
for all people. While it is important to aid and uplift the
downtrodden, it is not the place of ivory tower nobles to dictate
such behavior; it must be chosen by noble people. Most societal
ills, they believe, come from reactions against efforts to control
the people. Those who list GOOD first believe that while
personal liberty is important, it must be sometimes sacrificed for
the greater good. Strictures and rules are to be railed against,
and should only be applied to the extent that they foster the
general welfare.

CHAOS/NEUTRAL OR NEUTRAL/CHAOS: Characters


first believe the rule of law is vital, and the law they adhere to of this disposition value individual freedom. They have no
need not be moral or just. Those who put EVIL first, view law qualms about achieving it by whatever means necessary, good,
only as the means to their end - the end, of course, being that or otherwise. For those who list CHAOS first, good and evil
they are the ones who hold power, and only through such rigid may be considered, but they delight in randomness, chance,
control can they maintain their power. individual freedom, and keeping others guessing. They may lie
and cheat just for fun, with no care as to their gain, so long as it is
NEUTRAL/GOOD OR GOOD/NEUTRAL: Characters their choice to do so. They are anarchists who hate the confines
of this disposition have a healthy respect for both law and of law and order and will seek to bring them down wherever
freedom, typically choosing a road between the two to achieve they can. Those who list NEUTRAL first most likely view the
benefits and mercy for all. Those who list NEUTRAL first cosmos as something that is inherently chaotic. They may have
emphasize the way in which goodness fosters balance in society a nihilistic worldview; they are not committed to individual
– and believe that only through moral behavior can all things liberty or chaos; they simply believe it is the unavoidable nature
otherwise be equal. Those who list GOOD first emphasize of the cosmos.
morality, life, and happiness over any sort of social order or
balance. Evil must be actively stamped out, even if it means CHAOS/EVIL OR EVIL/CHAOS: Characters of this
stepping outside of the law. disposition tend not to value anything, disdaining others and
often seeking to destroy for their own selfish reasons. They seek
NEUTRAL: Characters of this broad disposition typically power and the ability to wield it as they see fit. Those who list
believe in a balance between law and chaos, and between good CHAOS first have a complete disdain for all things structured,
and evil. Some seek to maintain existing social institutions, from behavioral norms to governance. Theirs is a world
while others simply wish to keep to themselves. Some neutral undefined and unshaped by any dictates, and they believe that
characters disdain the perceptions of other sentient beings, there is no high moral authority or code. The weak exist only
finding that truth lies in nature and its animals. Others follow to serve at the blind whim of the strong. Those who put EVIL
their own code, which changes with the situation, tending to first purposely inflict suffering on others. If they do not delight
favor those that benefit them the most. in random suffering, they certainly take grim satisfaction in it.
NEUTRAL/EVIL OR EVIL/NEUTRAL: Characters of These are the people who want nothing more than to watch the
this disposition typically follow a road that benefits themselves world burn and may even delight in the idea that they, too, will
instead of others. This is a path of pure selfishness that manifests burn along with the world.
in one of two ways: disdain for cosmic struggles, or disdain for
other people. Those who list NEUTRAL first have an utter
disdain for law or chaos, viewing either as being in their way - CHOOSING A DEITY
those who hide behind rules are afraid to embrace their power. In fleshing out the character, it helps to choose a deity or
Those who embrace chaos cannot realize their potential. Those pantheon of deities whom the character calls upon (or even
who list EVIL first have an utter disregard for life and other curses) in times of need. A deity adds a depth to the character
people. Nothing in the world matters except taking what one that cannot be captured in any other way. When Quintus

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Marius Antoninus draws his gladius to give combat, he calls
to his ancestors to welcome him on the Elysian Fields, where
he may live in happiness, free of care, forever. A shout like this
from a player before a combat begins is likely to charge everyone
at the table and capture both the spirit of the character and the
game. Here is a man who fears war, but never death, for at the
end of the sword lies his reward. It’s a simple matter that goes
a long way toward developing the character’s personality and
background and inherently adds theater to game play.

Choice of a deity is not required. Yet, in a world of fantasy where


deities are presumed to exist, it is an oft overlooked aspect
of character creation. After all, what is a Norseman without
Valhalla? Note that if you find yourself shouting for Valhalla or the
Elysian Fields every morning before you plunge your spoon into
your cereal, then you should be pleased by the rich imagination
you have and revel in it.

Players should consult with their Castle Keeper when choosing


their deities. You should not feel restricted to the mantra of having
one deity, or even a named deity. The ancient Athenians paid
homage to Athena, but they sacrificed to Poseidon before they
crossed the sea. The same principle applies to the game. Garnok,

CHARACTER
a half-orc fighter, might call upon Kain, the god of war, whilst he
wades with sword and shield through a howling pack of iron-clad
goblins. When he must choose whether to leap across a 60 foot
chasm while wearing iron mail, he seeks aid from Finarkin, the
god of wisdom. All the while, he’ll still be carrying a small pouch
around his neck with iconographic figures of his totems in it.

Polytheistic societies tend to be open in their religious devotion,


with gods rising and waning in power. In monotheistic societies,
one deity reigns supreme. Animistic societies turn to a host of
spirits for their explanations of the world. In short, take into
deity or act against them are denied their spells and abilities.
consideration the kind of religious society the character comes
from. Consult with the CK to work out what is best for the theme Clerics and some druids require holy symbols or icons representing
of the game and the idea of the character, and choose accordingly. their deities or the supernatural powers. These symbols and
icons serve as a conduit between the deity and the character.
Clerics and druids draw their power from the deity, pantheon
For clerics they vary in size, shape and form, and can be worn as
of deities or whatever supernatural forces they have allegiance
necklaces, pendants, bracelets, rings or any other jewelry. Rods,
to. In choosing a deity, consultation with the Castle Keeper is
staves, wands, scepters and even weapons can serve as holy
necessary to learn more about a particular deity or pantheon and
symbols. The shape and design of the symbol should be limited
what benefits they can give a cleric as well as what is required
only by the type of deity, style of game, and the imagination
of that cleric. Though clerics are restricted in their choice of
of the player. Druids may use holy symbols like clerics, or they
weapons, it is not uncommon for this restriction to be ignored,
may harvest them from the world around them when need, or
allowing the character to wield a weapon similar to that of their
they may channel the magic through the natural world they
deity worshiped. Odin bore a spear in his battles with the giants
occupy. For example, a druid’s symbol could be a rod with the
and Kali is often seen with a bow. Their devoted followers might
deity symbol, or it could be a holly branch, desert flower, lily
likewise accouter themselves. Castle Keepers may allow clerics
pad, or anything they find. Consult with the Castle Keeper for
to use a weapon associated with a patron deity.
particulars of the druid’s holy symbol or icon or even if they
The cleric and druid must hold true to the common belief system need one.
of their deity. They must be the same alignment as their deity
and possess the same world view. A cleric who pays homage
to a goddess of wisdom should not approach problem-solving NAMES
with unreasoned violence, but rather with wisdom. A druid Much like a character’s appearance, names should reflect who
who needlessly destroys flora and fauna is certainly breaking a the character is. Meeting Thorirson of Grani immediately
covenant with their deity. Clerics and druids who break with their conjures up a norseman of some type, an image that you might

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COMPLETING THE CHARACTER
not want to convey for a wizardly advisor, a narcissistic potentate same may be said of items such as clothing, armor and weapons.
or imperial knight. Choosing a name sounds easy, however it is In sum, individualize the equipment purchased through
often a difficult and painful process and sometimes the most description rather than associated statistics.
difficult aspect of character creation. Choosing just the right
name for a character is very difficult. Characters should also keep in mind that they are attempting to
prepare themselves for whatever should befall them and should
In creating the name, attention must be given to the culture equip themselves accordingly. A foray into a dungeon is much
and geography from which the character comes. Consistency different than a trek across a frozen plateau. Combine the two
and conformity in naming conventions add greatly to a milieu and equipping a character becomes a challenge.
and help to limit the seemingly endless choices of names. To
more easily manage this, it may be easier to select a historical It is difficult to accommodate the player and Castle Keeper with
real world language from which to draw those names. From every piece of equipment that might be desired. However, the
there, bear in mind that shorter names are usually associated Castle Keeper should be able to determine if an item the players
with warriors while longer names with more scholarly types. are seeking is available based upon technology, location and
The name should convey the character of the character! the skills of local inhabitants. If it is to be available, estimate
the price of the item by comparing it to similar items on the
Giving your character a surname or nickname can be very equipment list considering weight, material and technology.
useful in adding even more depth to your character. Bringing
your character, Erik, into the game leaves little impression of So, it is very important to have a wide variety of equipment
the personality of the character on the minds of other players to accommodate many needs. In this game, we do not work
or the Castle Keeper. But bringing in Erik Bloodaxe immediately under the assumption that characters carry a standard pack
conjures an image that others won’t soon forget. Choosing a name of equipment. Nothing is given! If an item is not listed on
like Bloodaxe may best be left to the character’s in game history the character’s sheet, then the character does not have that
as earning such a title is far more thrilling than choosing it. particular item. There is much sorrow in the demise of an ill-
equipped character.

EQUIPMENT
STARTING COIN
P
erhaps one of the most enjoyable aspects of character
creation is purchasing equipment before beginning Every character begins the game with some coin of the realm. The
play. This step is often overlooked in terms of its amount depends upon the character’s class and is listed below.
ability to personalize a character. When purchasing equipment, However, that can be amended to fit the needs of the campaign. Less
characters are, in part, constrained by their class, race and coin should be made available in grittier or low fantasy campaigns
persona. A wizard would not look like a fighter, nor would a and more coin made available in high fantasy campaigns. Social
dwarf appear as an elf. When developing a character, the class, standing can also affect the amount of coin available.
race and persona should differ from character to character, and
this should be reflected in the items they carry. Starting Gold
Another consideration is the culture in which the character Fighter, Ranger 30-240gp (3d8x10)
lives. All societies have their peculiarities and own identifying Rogue, Assassin, Bard 30-120gp (3d4x10)
types of equipment, weapons and armors. Lanterns purchased in Barbarian, Monk 20-80gp (2d4x10)
medieval Bavaria were of significantly different appearance than
those purchased in Baghdad bazaars. Equipment should also Wizard, Illusionist 10-100gp (1d10x10)
range in appearance and structure (though not function) from Cleric, Druid 20-200gp (2d10x10)
one culture and society to the next. Personalizing equipment in Knight, Paladin 60-240gp (6d4x10)
this manner goes a long way in establishing milieu and context.
Coins exchange at the Gold (gp) 10gp = 1 Platinum piece (pp)
rate listed to the right. All 10 sp = 1 gold piece (gp)
As such, when equipment is purchased, consider the character’s coins equate to about one
Silver(sp)
personality, background, goals, culture and social status. All ounce in weight. Copper(cp) 10 cp = 1 silver piece (sp)
these aspects should play a role in purchasing decisions. The
equipment needs to reflect the character. The following equipment list contains the cost, effects, weight
and encumbrance value for each item. It is not an exhaustive
Regarding this, a certain degree of latitude should be taken in list, so the Castle Keeper should expand it as needed, basing
the actual appearance of the items purchased. The equipment prices on comparable items in this list.
list is generic for a reason: it allows the players to develop and
describe for themselves what the items purchased look like,
to conform with campaign and character needs. For example,
swords come in many shapes, with different guards, hilts and
ornamentation, though all perform similarly in combat. The

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HELMS Cost AC* Weight EV SHIELDS Cost AC Weight EV
Armet 10 gp +6 7 lb. 1 Buckler 2 gp +1 (1)
2 lb 2
Bacinet 15 gp +4 7 lb 1 Shield, Small Steel 9 gp +1 (1) 5 lb 2
Benin 8 gp +2 5 lb 1 Shield, Small Wooden 3 gp +1 (1)
3 lb 2
Casquetel 10 gp +2 8 lb 1 Shield, Med. Steel 15 gp +1 (2) 10 lb 3
Coif, Chain Mail 15 gp +4 5 lb 1 Shield, Med. Wooden 5 gp +1 (2)
6 lb 3
Coif, Leather 4 gp +1 2 lb 1 Shield, Large Steel 20 gp +1 (3) 15 lb 4
Helm, Great 20 gp +7 8 lb 2 Shield, Large Wooden 7 gp +1 (3)
10 lb 4
Helm, Normal 10 gp +5 4 lb 1 Pavis 55 gp +6 (4) 90 lb 12
Helm, Norman 8 gp +3 7 lb 1 1 Armor class bonus is applicable against one foe in a round.
Helm, Pot 5 gp +2 6 lb 1 2 Armor class bonus is applicable against two foes in a round.
War Hat 7 gp +2 6 lb 1 3 Armor class bonus is applicable against three foes in a round.

* Armor Class adjustments for helmets apply to strikes against the head only, they 4 Made to be rested on the ground and fired over, like a mobile wall. The AC
do not otherwise adjust armor class. See Helms. bonus applies to all foes in front of the shield.

Some of the armors include helms at no additional cost: Scale Mail includes a WEAPONS Cost DMG. RNG.1 WGT. EV
Leather Coif; Chain Mail includes a Chain Mail Coif; Plate Mail includes a
Normal Helm; Full Plate and Polish Hussar includes a Great Helm. Axe, Battle 10 gp 1d8 — 3.5 lb 3
Axe, Bearded (10) 20 gp 3d4 — 7 lb 4
ARMAMENTS
Axe, Hand/Throwing
4 gp 1d6 20 ft. 4 lb 2
ARMORS Cost AC Weight EV (1)

CHARACTER
Padded Armor 5 gp +1 10 lb 2 Axe, Piercing 17 gp 1d8+1 — 7 lb 3
Leather Coat 7 gp +1 10 lb 2 Axe, Two-Handed (10) 20 gp 1d12 — 15 lb 4
Leather Armor 10 gp +2 15 lb 2 Bardiche (10) (12) 15 gp 2d4 — 10 lb 4
Ring Mail 30 gp +3 20 lb 3 Bec De Corbin (2) (10) (12) 12 gp 1d10 — 4 lb 5
Hide 20 gp +3 25 lb 4 Bill or Billhook (10) (12) 12 gp 2d4 — 6 lb 5
Studded Leather 25 gp +3 20 lb 3 Brass Knuckles 1gp 1d3 — 1 lb 1
Laminar, Leather 55 gp +3 25 lb 2 Cat-O-Nine-Tails 9 gp 1d3 — 1 lb 2
Chain Mail Shirt 100 gp +4 25 lb 3 Cestus 1 gp +1dmg — — 1
Scale Mail 50 gp +4 30 lb 4 Cleaver 5sp 1d4 — 1 lb 2
Cuir Bouille 45 gp +4 25 lb 4 Club (1) — 1d6+1 20 ft. 1 lb 2
Breastplate, bronze 95 gp +4 20 lb 3 Crowbill 15 gp 1d6 — 6 lb 2
Brigadine 85 gp +4 25 lb 4 Dagger (1) 2 gp 1d4 20 ft. 1 lb 1
Breastplate, steel 300 gp +5 30 lb 3 Dirk 3 gp 1d4+1 — 1 lb 1
Chain Mail Hauberk 150 gp +5 35 lb 4 Fauchard (10) (11) (12) 6 gp 1d6 — 6 lb 5
Coat of Plates 100 gp +5 45 lb 4 Fauchard Fork (10) (11) (12) 15 gp 1d8 — 6 lb 5
Ensemble, Greek (1) 120 gp +5 40 lb 4 Fist — 1d2 — — —
Banded Mail 250 gp +6 40 lb 4 Flail, Heavy (10) 15 gp 1d10 — 8 lb 4
Splint Mail 200 gp +6 45 lb 4 Flail, Light 8 gp 1d8 — 5 lb 3
Ensemble, Greek (2) 230 gp +6 50 lb 4 Flatchet (long knife) 5 gp 1d6+1 — 12 lb 3
Ensemble, Roman (3) 240 gp +6 30 lb 4 Fork, Military (10) (12) 10 gp 1d8 — 7 lb 5
Full Chain Suit 200 gp +6 45 lb 4 Gauntlet, Spiked 5 gp 1d3 — 2 lb 1
Plate Mail 600 gp +7 45 lb 4 Glaive (10) (11) 8 gp 1d8 — 15 lb 5
Ensemble, Roman (4) 650 gp +7 45 lb 4 Glaive Guisarme
(10) (11) (12)
15 gp 2d4 — 8 lb 5
Full Plate 1000 gp +8 50 lb 4
Polish Hussar 1750 gp +8 50 lb 3 Godentag (10) 15 gp 1d6+3 — 7 lb 3

1 Greek, bronze armor leg greaves, arm greaves, breastplate and medium helm Guisarme (10) (11) (12) 10 gp 2d4 — 15 lb 5

2 Greek, iron leg greaves, iron arm greaves, iron breastplate and iron medium helm. Halberd (10) (12) 10 gp 1d10 — 15 lb 5

3 Roman Scale body armor, copper leg and arm greaves, copper helmet. Hammer, Light (1) 1 gp 1d4 30 ft. 2 lb 2
4 Roman Segmented body armor, iron leg and arm greaves, iron helmet. Hammer, War 6 gp 1d8 — 8 lb 4

— PLAYERS HANDBOOK 101

Curtis Bilewitch (Order #44157457)


COMPLETING THE CHARACTER
Hatchet 1 gp 1d4 — 2 lb 2 4 This weapon can be used in melee as normal or can be used to trap a medium
sized or small opponent. In the latter case, the wielder must decide beforehand to use
Hook, Hafted (12) 5 gp 1d6 — 3 lb 4 it as such and must strike an armor class 15 or better plus the opponent’s level. A
Katar 3 gp 1d4+1 — 1 lb 2 successful hit indicates the opponent is trapped and cannot move unless a successful
dexterity check is made. In the latter case, whether successful or not, the opponent
Knife (1) 3 sp 1d2 20 ft. 1 lb 1
receives 1-4 points of damage.
Lance, Heavy (7) 10 gp 1d8 — 10 lb 7 5 This weapon is designed to disarm opponents. Anyone proficient in this weapon’s
Lance, Light (7) 6 gp 1d6 — 5 lb 5 use can attempt to disarm an opponent as described in Combat Maneuvers but with
a +3 to their roll.
Lucerne Hammer (10)
6 This weapon can be used for melee, to disarm or overbearing. The wielder
(12)
60 gp 1d12 — 8 lb 5
must decide beforehand which attack will be used. In the case of disarming and
Mace, Heavy 12 gp 1d8 — 6 lb 4 overbearing, use normal attack procedures but add +3 to the to hit roll.
7 Deals double-damage if used from a charging mount.
Mace, large (7) 25 gp 1d10 — 5 lb 4
8 Deals double-damage if firmly set to receive a charge.
Mace, Light 5 gp 1d6 — 6 lb 3 9 The bastard sword does 1d12 damage when used with two hands.
Main Gauche 25 gp 1d4+1 — 1 lb 2 10 These weapons must be used two-handed.
11 These weapons are over 10 feet long.
Man Catcher (4) (10) 45 gp 1d4 — 6 lb 4
12 These weapons are considered pole arms.
Maul (10) 12gp 1d10 — 15 lb 5
Morningstar 8 gp 2d4 — 8 lb 3 MISSILE
Cost DMG. RNG. WGT. EV
Partisan (10)(11)(12) 10 gp 1d8 — 5 lb 5 WEAPONS
Pick, Heavy 8 gp 1d6 — 6 lb 4 Aclis 1 gp 1d4 20 ft. 1 lb 2
Pick, Light 4 gp 1d4 — 4 lb 3 Arrows (20) 2 gp as bow — 3 lb 2
Pike (8) (10) (11) 5 gp 1d8 — 14 lb 6 Arrows (12) 15 sp as bow — 2 lb 1
Poniard 25 gp 1d4+1 — 1 lb 1 Arrow, Silver (2) 2 gp as bow — 0.2 lb 1
Ranseur (10) (12) 8 gp 2d4 — 15 lb 5 Blowpipe 1 gp 1 10 ft. 1 lb 3
Sap 1 gp 1d3 — 1 lb 1 Bolas 5 gp 1d4 20 ft. 2 lb 2
Scythe 18 gp 2d4 — 12 lb 4 Bolts (12) 1 gp as x-bow — 1 lb 1
Sickle 6 gp 1d4 — 3 lb 3 Bow, Long 75 gp 1d6 100 ft. 3 lb 4
Sleeve Tangler (5) (12) 100 gp 1d10 — 7 lb 5 Bow, Long Composite 100 gp 1d8 110 ft. 3 lb 4
Spear 7 1 gp 1d6 30 ft. 3 lb 2 Bow, Short 30 gp 1d6 60 ft. 2 lb 3
Spear, Long (1) (8) (11) (12) 5 gp 1d8 — 9 lb 4 Bow, Short Composite 75 gp 1d8 70 ft. 2 lb 3
Spear, Wolf (1) 3 gp 1d8 20 ft. 4 lb 3 Crossbow, Light 35 gp 1d6 80 ft. 6 lb 4
Staff — 1d6 — 4 lb 4 Crossbow, Hand 100 gp 1d4 30 ft. 3 lb 2
Sword, Bastard (9) 25 gp 1d10 — 3.5 lb 4 Crossbow, Heavy 50 gp 1d10 120 ft. 9 lb 5
Sword, Broad 12 gp 2d4 — 4 lb 4 Dart 5 sp 1d3 20 ft. 0.5 lb 1
Sword, Falchion 40 gp 2d4 — 3 lb 3 Harpoon 1 gp 1d6 20 ft. 4 lb 5
Sword, Flamberg (10) 75 gp 2d4+2 — 4 lb 4 Javelin 1 gp 1d4 30 ft. 2 lb 3
Sword, Hook (6) 25 gp 1d4+1 — 4 lb 3 Rock — 1d2 30 ft. — —
Sword, Long 15 gp 1d8 — 3.5 lb 3 Sling — 1d4 50 ft. — 1
Sword, 9 Ring Broad 30 gp 1d10 — 4 lb 3 Whip 1 gp 1d2 15 ft. 2 lb 2
Sword, Rapier 20 gp 1d6 — 1 lb 3
TRANSPORT & TACK AC Cost WGT. EV
Sword, Scimitar 15 gp 1d6 — 3 lb 3
Barding, Chain (1)
+5 500 gp 125 lb 6
Sword, Great Scimitar
(10)
55 gp 2d6 — 6 lb 4 Barding, Full Plate (1)
+8 4,000 gp 250 lb 8

Sword, Short 10 gp 1d6 — 2.5 lb 2 Barding, Leather (1)


+3 50 gp 50 lb 5

Sword, Two-Handed (10) 30 gp 2d6 — 6 lb 5 Barding, Padded (1) +1 20 gp 25 lb 5

Trident (1) (11) (12) 10 gp 1d8 10 ft. 5 lb 5 Barding, Studded (1)


+3 100 gp 60 lb 6

Tulwar 8 gp 1d6 — 2 lb 2 Bit and Bridle 1 gp 1 lb 2

Voulge (9) (12) 8 gp 2d4 — 6 lb 5 Boat, Long 500 gp — —


1 Melee weapons with indicated range can also be used as missile weapons. Boat, Row 50 gp 75 lb 25
2 This weapon receives a +2 when used against chain, plate or scale armors. Boat, Skiff 300 gp — —
3 This weapon can be used as a melee weapon or alternately, can confer a +1 to
the wielder’s armor class. The decision should be made by the wielder prior to the
Boat, Small 250 gp — —
beginning of a round. Canoe 35 gp 50 lb 23

102 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


COMPLETING THE CHARACTER
Cart 15 gp 200 lb — Chisel 1 gp 0.5 lb 1 —
Chariot 100 gp 350 lb — Cord (50 feet) 5 gp 0.5 lb 2 —
Coach 200 gp — — Crowbar/Prybar 2 gp 5 lb 2 —
Donkey 8 gp — — Diggery-do 1gp .25 lb — —

Feed (per day) 5 cp 10 lb 2 Drum 9 gp 8 lb 5 —

Harness 1 gp 2 lb 2 Dust, Bag of — 1 lb 1 —

Horse, Heavy 200 gp — — Fife 2 gp 1.5 lb 1 —


File, Small, Metal 1 gp 0.5 lb 1 —
Horse, Light 75 gp — —
File, Larger, Metal 2 gp 0.5 lb 1 —
Mule 25 gp — —
Firewood, per day 1 cp 20 lb 8 —
Ox 18 gp — —
Fishing Gear
Pony 30 gp — — 5 sp 1 lb 2 —
(hook, line, etc.)
Raft 100 gp 100 lb — Flask 3 cp 0.1 lb 1 (1) 1 pt
Saddle 20 gp 30 lb 5 Flint and Steel 1 gp 0.5 lb * —
Saddle Bags 4 gp 8 lb 3 Flute 15 gp 0.5 lb 1 —
Saddle Blanket 5 sp 1 lb 1 Gong 18 gp 3 lb 3 —
Sled 20 gp 300 lb — Gord 3 sp 1 lb 1 1
Wagon 35 gp 400 lb — Grappling Hook 1 gp 4 lb 2 —

Walrus 350 gp — — Grease, Crock (per pound) 2 cp 1 lb 1 —


Hammer 1 gp 2 lb 2 —
Warhorse, Heavy 400 gp — —

CHARACTER
Hammer, Sledge 6 gp 8 lb 4 —
Warhorse, Light 150 gp — —
Hammock 8 gp 8 lb 4 —
Warpony 100 gp — —
Harp 35gp 4 lb 4 —
1 Barding for a pony is 1/2 the cost and 2/3 the weight of horse barding. Reduce
Holy Symbol, Silver 25 gp 1 lb 1 —
EV by one as well.
Holy Symbol, Wooden 1 gp 0.5 lb 1 —
EQUIPMENT, Holy Water, Flask 30 gp 1 lb 1 (1) 1 pt
Cost WGT. EV CAP.
GENERAL Hook, Iron 1 gp 0.5 lb 1 —
Armor and Weapon Oil 1 gp 1 lb 1 — Horn 5 gp 3 lb 2 —
Awl 1 gp 0.5 lb 1 — Incense, Stick 1 gp — * —
Backpack 2 gp 2 lb 2 8 Ink (1 ounce) 8 gp 0.1 lb * —
Bagpipe 35 gp 8lb 4 — Kettle, Iron 1 gp 4 lb 3 —
Bandages (2 wounds) 1 sp 0.5 lb * — Lamp, Open 3 gp 2 lb 2 —
Barrel, Large 4 gp 45 lb 9 9 Lantern, Bullseye 12 gp 3 lb 2 —
Barrel, Small 2 gp 30 lb 6 6 Lantern, Hooded 7 gp 2 lb 2 —
Basket 4 sp 1 lb 2 2 Lodestone 25 gp 1 lb 1 —
Bedroll 1 sp 5 lb 3 — Manacles 15 gp 2 lb 1 —
Belt Pouch, Large (1) 1 gp 1 lb 1 2 Mandolin 10 gp 4 lb 2 —
Belt Pouch, Small (2) 5 sp 0.5 lb * 1 Marbles (bag of 25) 1 gp 0.1 lb * —
Belt Pouch, Spell Mirror, Small Steel 10 gp 0.5 lb 1 —
10 gp 0.5 lb 2 —
Component (1)
Mortar and Pestle 3 gp 2 lb 2 —
Blanket, Winter 5 sp 3 lb 2 —
Mug or Tankard 2 cp 0.5 lb — —
Bottle 2 gp 0.5 lb 1 1
Nails, Iron (50) 5 sp 1 lb 1 —
Broom 5 cp 1 lb 3 —
Oil, Flask of 1 gp 1 lb 1 (1) 1 pt
Bucket 5 sp 2 lb 2 3
Pack, Shoulder 2 gp 2 lb 3 10
Candle (5 sticks) 5 cp 0.1 lb 1 —
Padlock and Key 25 gp 1 lb 1 —
Canteen 2 gp 2 lb 11 ½ gallon
Panpipes 11 gp 1 lb 1 —
Case, Map or Scroll 1 gp 0.5 lb 11 10 sheets
Paper (10 sheets) 10 gp — * —
Casket 2 gp 15 lb 4 6
Parchment (10 sheets) 5 gp — * —
Chain (20 feet) 2 gp 4 lb 12 —
Pickaxe, miner’s 3 gp 10 lb 4 —
Chalk (per piece) 1 cp 0.5 lb 1 —
Pipe 5 gp 0.1 lb * —
Chest, Large 5 gp 40 lb 12 8
Pitons/Spikes (5) 5 sp 2 lb 1 —
Chest, Small 2 gp 25 lb 4 6

— PLAYERS HANDBOOK 103

Curtis Bilewitch (Order #44157457)


COMPLETING THE CHARACTER
Pole (10 ft) 2 sp 8 lb 5 — Cloak 5 sp 3 lb 1
Pot 3 gp 8 lb 4 — Cowl 2 sp 1 lb 3
Prayer Beads 2 gp — — — Dalmatic 5 sp 4 lb 2
Quill 1 sp — — — Doublet 1 gp 3-5 lb 1
Quiver, Dozen 2 gp 1 lb 2 12 projectiles Frock 5 sp 1-10 lb 2
Quiver, Score 4 gp 1 lb 2 20 projectiles Girdle 7 sp 3 lb 1
Razor 5 sp — 1 —
Gloves, Cloth 2 sp — *
Rogue’s Tools 30 gp 1 lb 1 —
Gloves, Leather 8 sp — *
Rope, Hemp (50 feet) 1 gp 15 lb 3 —
Gown 1 gp 5-20 lb 4
Rope, Silk (50 feet) 10 gp 5 lb 2 —
Jewelry varies — *
Sack, Large 5 sp 1 lb 2 10
Leggings 5 sp 0.5 lb 2
Sack, Small 1 sp 0.5 lb 1 6
Mantle 1 gp 3-5 lb 1
Saw, Metal 5 gp 1 lb 2 —
Robe 1 gp 4 lb 2
Sealing Wax 1 gp 0.1 lb * —
Sewing Kit (needle, thread, Scarf 5 cp 0.5 lb *
5 sp 1 lb 1 —
etc.) Shoes, Normal 2 sp 1 lb 1
Shovel 2 gp 8 lb 3 — Signet Ring 15 gp — —
Soap (per bar) 5 sp 1 lb 1 — Skirt 4 sp 0.5 lb 1
String (50 feet) 4 sp 1 lb 2 — Smock 3 sp 0.5 lb 1
Tent, Large 45 gp 50 lb 10 5 person Trousers 4 sp 0.5 lb 1
Tent, Medium 25 gp 30 lb 7 3 person Tunic 3 sp 0.5 lb 1
Tent, Small 10 gp 20 lb 4 1 person Vest 2 sp 0.5 lb 1
Tinder Box (10 fires) 1 gp 4 lb 2 (1) —
Winter Clothing, Set 5 gp 6 lb 4
Tongs 6 sp 1 lb 1 —
Items marked with a * have no appreciable EV. If carried in bulk (more than
Torch 1 cp 1 lb 1 — 10) treat the EV as 1 per 10 items carried.
Trap, Large Animal, Metal 35 gp 25 lb 9 —
PROVISIONS & LODGING Cost Weight EV
Trap, Medium Animal, Metal 15 gp 12 lb 6 —
Trap, Small Animal, Metal 7 gp 3 lb 3 — Ale, Mug 5 cp 1 lb 1

Trunk, Travel 2 gp 10 lb 3 5 Beer, Mug 2 cp 1 lb 1

Vellum (10 sheets) 15 gp — * — Cheese, Block 2 sp 1 lb 1


Vial (1 ounce) 1 sp 0.1 lb * 1 ounce Grains, Bag 4 sp 5 lb 3
Waterskin (1 gallon) 1 gp 4 lb 3 (1)
1 gallon Liquor, Cask 25 gp+ ½ gallon 5
Wedge, Splitting 2 cp 5 lb * — Liquor, Shot 2 sp — —
Whetstone 1 gp 0.5 lb 1 — Lodging, Common Inn 5 sp — —
Whistle 5 sp — * — Lodging, Good Inn 2 gp — —
Wolvesbane 2 gp 0.1 lb * — Lodging, Poor Inn 1 sp — —
Zither 40 gp 5 lb 3 — Mead, Mug 2 sp 1 lb 1
Items marked with a * have no appreciable EV. If carried in bulk (more than 10)
treat the EV as 1 per 10 items carried.
Rations (1 day) 5 sp 1 lb 1

1 The EV for these items is listed as if they were full. If they are empty, reduce the Rations (1 week) 3 gp 7 lb 4
EV by 2, to a minimum of 1. Tavern Meal, Common 2 sp — —
2 A human-sized character cannot place more than two large pouches and one
small pouch on a belt. Large belt pouches equal one scabbard, one quiver, two small Tavern Meal, Good 1 gp — —
pouches, or one spell component pouch in size. Tea Leaves, 1 lb 1 sp 1 lb 1
Tobacco, 1 lb 5 sp 1 lb 1
CLOTHING Cost Weight EV
Wine, Common (Bottle) 2 sp 1 lb 1
Belt 6 sp 1 lb *
Wine, Fine (Bottle) 10 gp 1 lb 1
Belt, Baldric 2 sp 3 lb *
Boots, Heavy 1 gp 4 lb 1
Boots, Soft 4 sp 2 lb *
Caftan 3 sp 2 lb 1
Cap/Hat 4 sp — *
Cape 8 sp 1 lb *

104 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


COMPLETING THE CHARACTER

CHARACTER

— PLAYERS HANDBOOK 105

Curtis Bilewitch (Order #44157457)


COMPLETING THE CHARACTER
This Encumbrance Rating is the total amount of Encumbrance
ENCUMBRANCE Values the character can carry before being Burdened.

A character is considered Unburdened, Burdened, or Overloaded

E
ncumbrance is an indication of how much a character
is carrying. The rules are used to help determine the according to the amount of EV they are carrying. If the
amount of equipment, material and treasure a character character is carrying less than their Encumbrance Rating in EV,
can reasonably carry without suffering movement, attribute then they are Unburdened. If they are carrying more than their
check or combat penalties. The following guidelines include Encumbrance Rating, but less than triple their ER then they are
several facets in determining how much a character can carry. Burdened. A character that is carrying more than three times
their Encumbrance Rating is considered Overburdened.
There is only so much a person can carry. Equipping a character
should always be done, first and foremost, by using both common Encumbrance Category Weight
sense and reason. As purchases are made and treasures collected, Unburdened Up to 1x ER
there is a natural inclination on the part of players to prepare for
Burdened 1x ER to 3x ER
all possible needs. This often overshadows the actual capacity of
characters to equip themselves sensibly. This usually results in Overburdened More than 3x ER.
characters attempting to haul obscene amounts of material and
what they carry, when placed on anything other than a donkey Example: the ancient and wizened priest of Thoth, Memnon, has
or barge, becomes comically impossible. a strength score of 7 and constitution as one of his primes. His
ER is 10, due to his strength score of 7, modified by +3 for his
Imagine the famous gnome rogue, Inkole, creeping down a constitution prime. On a trip to an ancient burial ground to lay a
narrow and darkened corridor with a huge bag of recently soul properly to rest, Memnon expects trouble so he is carrying a
pilfered coins tied to a belt, along with clanking candelabras lot of material with him.
strapped to a backpack, a bow, arrows, a lantern, knives strapped
to bandoliers, poking out of boots and tied to the forearms and His equipment’s encumbrance values add up to 17. Memnon’s
categories for encumbrance are: Unburdened: 0 to 10, Burdened:
one might begin to envision a problem. Add to this poles, food, a
11 to 30, and Overburdened: 31+. With an EV total of 17,
tent, frying pan and other sundries dangling off his body like the Memnon is lightly encumbered and suffers the penalties for
detritus of a tinker’s wagon and a picture of comic proportions that category. If Memnon later picked up a statue with an EV
begins to emerge. Considering this, it is unlikely this famous of 20, his Encumbrance would then be 37 and Memnon would
rogue Inkole would be able to sneak past a puddle of algae much be Overburdened. Meanwhile, his brawny companion Suryc has
less that restive ogre guarding the exit to its lair. Give him a a strength of 16 and both strength and constitution as Primes.
chest to haul and Inkole is not going anywhere. Suryc has an Encumbrance Rating of 22, 16 for his strength score,
modified by +6 for having both strength and constitution as
The easiest manner to determine how much a character can primes.
carry is simply to imagine what is being carried and decide
whether or not it makes sense to have that much equipment Suryc’s categories for encumbrance are: Unburdened: 0 to 22,
and how that potentially affects the character’s movement and Burdened: 23 to 66, and Overburdened: 67+. If Suryc carried with
ability to perform certain actions. Having a player describe where him the same equipment as Memnon, he would be Unburdened
since EV 17 is less than his ER of 22. If Suryc then picked up the
the many items being hauled are located on the character’s
EV 20 statue he would only be Burdened.
body and then have them imagine it should suffice to maintain
control over the amount of material being carried and players
eventually begin setting their own limits. AD HOC ENCUMBRANCE
However, situations inevitably arise which require a concrete Encumbrance is a function of the size, weight and bulk of
determination of a character’s encumbrance and the effects an object. Encumbrance values for some common items are
these have on the ability to move, fight or perform other actions. provided in the equipment list. But, it might come up during a
The following guidelines are supplied for just that purpose, yet game session that the Castle Keeper must quickly determine the
bear in mind the rules must always give way to reason, common EV of an object that isn’t listed on the equipment list. To do so,
sense or narrative development. a relatively quick system has been developed.

To determine the EV for an item not on the equipment list, get


a general idea of the dimensions of the object in feet and use the
DETERMINING ENCUMBRANCE largest of the dimensions as the base EV. So a statue that was
A character has an Encumbrance Rating equal to their strength 5’x2’x1’ would have a base EV of 5. After determining the base
score. This is then modified by the character’s prime attributes. EV, add a +2 modifier to that number for every dimension that
If the character has either the strength or constitution is greater than 1’. So, the 5’x2’x1’ statue would add a +2 for
attributes as prime, they may add 3 to their Strength Score the 2 feet dimension, giving it a final base EV of 7. If the item
to determine their Encumbrance Rating. If the character has has all of its dimensions as less than a foot, use a base EV of 1.
both strength and constitution as prime, then they may add 6. Finally, the weight, balance and materials the items are made up
of should be factored in.
106 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


COMPLETING THE CHARACTER
Weight Modifier Weight Note (example) Encumbrance
Effect
Very Light -2 EV Under 1 lb total (feathers) Category
Light -1 EV Under 6 lb (cloth) Unburdened No Effect
Heavy +3 EV Under 24 lb (steel) -10 ft to character’s Move Score (minimum of 5 ft),
Burdened +2 to Challenge Level of all Dexterity Based Checks
Very Heavy +5 EV 25 lb and up (marble)
Move reduced to 5 feet per round, Automatically
Bulk Modifier Example
Overburdened fail all Dexterity Based Checks, Lose Dexterity
Balanced -1 EV Most Weapons bonus to AC
Bulky x2 EV Barrel, objects more than half-man sized
Example: Returning to Memnon and Suryc, Memnon is attempting
Formless -1 EV Cloth, objects with mutable forms to avoid setting off a CL 5 trap. If he were Unburdened Memnon
Narrow x½ EV Less than 2 inches in width would only have to worry about rolling to beat the CL 5 trap.
However Memnon is Burdened with his ER of 17, meaning that
in addition to his movement being 10 feet per round less, the CL
Example: a dagger would have a base EV of 2 (most daggers are 5 trap is now treated as if it were CL 7 due to the +2 to Challenge
about one or two feet long and a few inches wide and deep), –1 Level penalty for being Burdened. If Memnon were to carry along
EV due for their weight (they usually don’t weigh more than a his EV 20 statue he found, he wouldn’t be able to avoid setting off
couple of pounds) giving them an EV of 1. Meanwhile, a 5’x5’x1’ the trap at all unless he were to let go of the statue. His friend Suryc
marble statue that weighs around 100 lb would have a base EV of in the same situation and carrying the same equipment would suffer
5 (five feet tall), +2 EV (five feet wide), +5 EV due to its weight, no penalties whatsoever since Suryc’s ER is much greater than
and x2 EV for being so bulky. Therefore the statue has a total Memnon’s. Even if Suryc were to pick up the EV 20 statue and
EV of 24, which is quite impressive. Finally, a fine silk tablecloth carry it, he still would only suffer the +2 penalty to Challenge Level
would have a total EV of 3: Its base of 6 (it’s about six feet long), in addition to the reduced movement rate. So ideally Memnon

CHARACTER
+2 for being about 4 feet wide, –2 EV for being very light, and –1 wants to give the statue to his friend Suryc to carry.
EV for being formless. This gives a total EV of 5, which is then
multiplied by ½ due to it being narrow, giving it a final EV of 3.
EXPERT WEAPONS & ARMOR
Skilled blacksmiths are able to create exceptional weapons and
Worn and Capacity Objects armor. These items are rare and expensive. Crafting them is time
Items that are designed to carry and redistribute the weight and consuming, requiring a master blacksmith who usually must
bulk of other items are called Capacity Items. Capacity Items can employ a number of journeymen smiths and use finely tempered
carry a number of items equal to their Capacity. Furthermore, a metals. For these reasons expert items cost ten times that of a
Capacity Item cannot carry any item whose EV is equal to or normal item. They are almost never found for sale in a merchant’s
greater than it’s Capacity rating. So a Backpack, with a Capacity shop and must be specially ordered. Expert weapons and armor
of 8, can carry up to 8 items whose EVs are 7 or less. Items that are not magical in nature but are so finely crafted that they can
are carried in a Capacity item do not have their EV included in grant the possessor a bonus in damage, attack or armor class.
the character’s Encumbrance Total. Instead, the character only
notes the EV of the Capacity item. So the character wearing an Weapons
EV 2 Backpack that has a Bedroll (EV 3), hammer (EV 2), 50
nails (EV 1), and one torch (EV 1) has five items in the Backpack Expert weapons include a variety of well crafted items: swords
(and thus has space for three more items). The character’s with razor sharp edges, keenly balanced arrows, axes with
Encumbrance Rating is only increased by 2 when they carry the weighted heads that cleave armor and bone, spears with extra
Backpack, ignoring the EVs of the items inside of it. points etc. These items gain a +1 to hit or a +1 to damage
bonus. These expert weapons cost 10 times the amount of a
normal item. In some rare instances weapons are so crafted that
Coins they gain a +1 to damage and a +1 to hit bonus, however these
There is no way to determine exact weights and encumbrance items cost 25 times the amount of a normal item. These are called
of coin. Use the following for a baseline. Each coin in C&C greater expert weapons. For example, an expert longsword that
is roughly 1 ounce. This would make gold coins, as the metal gains a +1 damage bonus, or a +1 to hit, would cost 150gp. A
is heavier, smaller than silver coins, whose metal is lighter. greater expert longsword that gains a +1 to damage and +1 to
Every 16 coins is equal to a pound. However coins have hit bonus would cost 375gp.
almost no bulk to them, but may have weight. A single coin,
or a pound of coins, has no appreciable EV. Ten pounds, or Armor
160 coins, is equal to 1 EV.
Expert armors include: balanced shields, personalized suits of
armor, mail hauberks with tightened rings, etc. These items give
Effects of Encumbrance the wearer a +1 bonus to their AC. Such an item costs 10 times
The effects of carrying too much equipment are potentially the amount of a normal item. In some instances armor is so well
hazardous to characters. Much care needs to be given to how crafted that it can absorb one point of damage from a single
much is being hauled around. The penalties to movement and blow. These greater expert armors cost 25 times a normal item.
attribute checks are listed on the chart.
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clerics receive their magic from deities, who may limit or place

M
agic lies at the heart of fantasy and so too does it in special restrictions on its use. Druids gain their magic ability
Castles & Crusades. Of greatest importance for from more varied sources, be they primal forces, nature gods,
the players is the acquisition of magic spells and an or elemental powers. Thus, clerics and druids act as a conduit,
explanation of how spells are used in the game. The following is channeling and focusing magic originating from a higher entity.
a list and brief description of terms relating to magic in Castles This similarity can be seen in the replication of specific spells or
& Crusades with which the players and Castle Keepers should spell types in their spell lists. Clerics and druids often cast the
be familiar. same spells in a similar manner.
ARCANE MAGIC: The type of magic learned by wizards The magic used by wizards and illusionists is classified as arcane
and illusionists. Wizard and illusionist spells are referred to because it is learned from ancient knowledge, and passed down
as arcane spells. from one generation of magic-users to the next, either through
DIVINE MAGIC: The type of magic granted to clerics and apprenticeship or textual record. Wizards and illusionists,
druids by a deity or other mystical forces. Cleric and druid unlike clerics and druids, share very few spells in common; the
spells are referred to as divine spells. two forms of arcane magic are quite distinct from one another.
Wizards use their mystical knowledge to create and give form,
ILLUSION MAGIC: The type of magic mastered by or to enhance or physically alter form, whereas illusionists alter
illusionists. Illusion magic is a type of arcane magic, but is one’s perception of form and reality.
inherently different from a wizard’s magic as it affects the
mind’s perceptions, deceives senses or creates arcane energies. The source of arcane magic may vary from game to game. Some
may portray arcane magic as negative or positive energy channeled
COMPONENTS:The aspects, elements and ingredients from other planes of reality. Others may portray it as existing in
involved in casting a spell, whether verbalizing magical and around all things. No matter the source, the arcane magic of
intonations, hand gestures, or a material item to channel or a wizard is quite distant from that of an illusionist.
focus the magic through.
Wizardly magic deals with direct manipulation of the real and
SPELL: The formula a character uses to harness magic and concrete. Wizards use magic to create and give form, or to
give it form, and the casting of which results in a specific enhance or physically alter form. They funnel it, channel it,
magical effect. and redirect it. A wizard’s magic is based on the metaphysical,
SPELL SLOTS:The number of spells at each spell level that a properties of the world around them. Even though a wizard may
character can prepare each day, as reflected on the character alter reality, it is most important to remember that such reality is

MAGIC
class tables. perceived in the same way by all who view it, whether the caster,
the recipient, the victim, or anyone viewing the spell effect.
BONUS SPELLS: The number of additional spells that can
be cast each day as the result of a high score in the related In contrast, illusionists utilize a very different type of magic.
attribute. Illusionists alter the perception of form and reality to each
creature who is subjected to it or views it. An illusion is every
KNOWN SPELLS: The spells in a wizard’s spell book or bit as real to the spell’s recipient or viewer as a physical creation.
the spells allowed by a cleric or druid’s deity, from which a Indeed, an illusionist calls forth their magic and gives it a form
character can select and prepare spells each day. that can be more easily perceived to the senses. The actual
illusion is the comprehensible form the magic is given.
PREPARED SPELLS: The spells memorized or prayed for
that are ready for a character to cast. Thus, it could be argued that illusionist magic is the most
powerful of all magics, as it can allow those affected by it to defy
SPELL RESISTANCE: A special ability possessed by certain
nature and its physical laws, even beyond those that exist in a
monsters and characters that may make them resistant to
fantasy universe. In practical terms, the illusionist convinces a
both arcane and divine magic spells.
spell recipient that what they sense is real by altering and giving
comprehensible form to magic. A rope, though illusionary, is
real to the one climbing it. A bridge, though illusionary, is real
THE NATURE OF MAGIC to the one crossing it. An illusionist can even trick the mind to
In Castles & Crusades, four classes can cast spells: Clerics, such an extent that the physical body responds. The alteration
Druids, Illusionists, and Wizards. Before addressing the specific of the recipient’s perception brings about actual, physical effect
spells or their use and acquisition by characters of these classes, through the force of the illusionist’s magic. Thus, illusions can
it is important to understand the fundamental nature of and cause damage and can heal damage with lasting effect.
differences between the types of magic they utilize.
These fundamental differences between the spell-casting classes
The magic used by clerics and druids is classified as divine, affect game play in different ways. Each spell description cannot
because it is granted to them after prayer or supplication to a cover all situations that may arise during a game. But players, and
deity or other powerful entity or elemental force. In most cases, more importantly Castle Keepers, need to keep the above discussion

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in mind when such situations do arise and necessitate a ruling so restful. The caster cannot overly exert themselves with travel
that the game may continue without long debate and discussion. exceeding a quarter mile, carrying large loads, combat, casting
spells or defending against them, long intellectual debates or
Many spells appear on both the cleric and druid spell lists, any mental exercises, or any other activity that would tax their
whereas wizards and illusionists do not share as many spells. physical or mental strength. Interruptions that do tax them
The cleric and illusionist share a few spells. Yet, even when the cause the rest period to be extended another hour. The Castle
same spell appears on more than one class spell list, it should be Keeper will determine the impact of any interruption. When
understood that the nature of the magic, and sometimes even the character memorizes spells for the coming day, all spells the
the casting and effect of the spell, are different. character has cast within the last eight hours count against the
character’s daily limit of spells of a specific level.
Example: Angrod is wounded in battle. He risks the chance
of death if not healed soon. Imach, an illusionist, comes Once the caster has rested for 8 hours, they must read over and
forward casting heal serious wounds upon the dwarf. Angrod study their spells. This allows them to memorize them. For any
is amazed to see his wounds heal. Imach has cured through spell they are familiar with they must study it for 5 minutes, for
magic and altered the perceivable reality so that the mind of spells they are unfamiliar with they must study it for 15 minutes.
the dwarf and those viewing the healing can understand it. Memorization is formulating a ritual incorporating every spell
The power is nothing like the cleric’s healing, though it has you are preparing for the day. When you cast the spell during
the same game results. the day, it completes the ritual for that spell and releases the
magic. A familiar spell is defined as a spell the caster has cast at
Preparing Spells least five times. Alternatively, the CK can rule that it takes one
hour to memorize the daily spells through study.
Methods for preparing and casting spells are generally the
same for characters of all spellcasting classes. Spellcasters must The caster must be able to concentrate in order to study and
prepare their spells for casting on a daily basis and they utilize memorize their spells. Any violent attack on the caster during
roughly the same process to do so. study disrupts it. Other interruptions may or may not disturb
the study, as determined by the Castle Keeper.
Wizards And Illusionists
Until a character prepares spells from a spell book, the only
Wizards and illusionists learn complex, arcane formulas to
spells available to cast are the ones that the character already
harness magic and give it effect. Their spells are known as had prepared from the previous day and has not yet used. During
arcane spells, and both classes inscribe them, in their own the study period, a wizard chooses which spells to prepare. If a
unique language, in a spell book. Each wizard and illusionist character already has spells prepared from the previous day that
begins play possessing an arcane tome of spells containing have not been cast, the character can abandon some or all of
those which spells they know how to prepare and cast. The them to make room for new spells.
number of spells of each level in the book is equal to the
number of spells of that level the caster can prepare at one It is possible to memorize a single spell multiple times a day
time (including bonus spells). A wizard’s spell book is typically though each memorization counts towards the daily limit for
quite large averaging about four pages per spell. New spells each spell level. If a spell has multiple versions, the character
may be learned and added to spell books through gaining a must choose which version to use when the character prepares
level, by copying from another spellbook, or from scrolls and it, unless the spell description specifies that the choice is made
through research. upon casting.

Each day, wizards and illusionists memorize the spells they The caster need not prepare all their spells at one time. They
intend to cast during the day. The number of spells an arcane can leave some of their spell slots open and fill them with desired
spellcaster can memorize and cast each day is determined spells later in the day. To do so requires at least one hour of rest
by their level and intelligence. A high or low intelligence before memorization and 5 or 15 minutes per spell, depending
score might grant bonus spells or take away from the typical on familiarity. They cannot swap out spells, abandoning one
number of daily spells memorized. they have already memorized for a new one. They cannot
memorize a spell to replace one they cast during the day. In
In order to memorize a spell, a wizard or illusionist must have short, the spell caster can never memorize more spells in a day
access to a magical book or scroll. The book or scroll must be than they have slots available.
familiar to them, one they have used before or at least read.
If they use another’s book or scroll they must first cast read Spells remain with the caster until they are cast. Casting the
arcane script on each spell in the book or scroll before they can spell completes the ritual which began with memorization, once
memorize them for casting (see Acquiring New Spells). done the spell leaves the caster’s mind and is spent. Outside
influences may erase a spell before it is cast. Other spells,
A character needs to rest for a total of 8 hours each day before certain monsters, magic items, traumatic events, any of these
memorizing spells. Resting includes, for anyone other than may destroy a spell before it is cast. Also, a caster’s spells are all
elves, at least 5 hours of sleep. The time spent resting must be lost if they die.
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The caster need not prepare all their spells at one time. They
can leave some of their spell slots open and fill them with desired
spells later in the day. To do so requires at least one hour of rest
before memorization and 5 or 15 minutes per spell, depending on
familiarity. They cannot swap out spells, abandoning one they
have already memorized for a new one. They cannot memorize
a spell to replace one they cast during the day. In short, the spell
caster can never memorize more spells in a day than the amount
of slots they have available.

Acquiring New Spells


Spellcasters, both arcane and divine, seek to add new spells to
their repertoire, but the process for adding new spells is different
for each.

WIZARDS AND ILLUSIONISTS


Most arcane spellcasters desire, beyond all other treasure, the
acquisition of new spells for their spell books. Wizards and
illusionists learn and add new spells through several methods.

Gaining a Level: Just as a fighter constantly practices with


their weapons, a wizard or illusionist spends time researching
and learning about arcane magic and spells. When a character
gains a new level, they choose one new spell to add to their spell
book. The spell chosen must be of a level the character can
cast. For example, upon attaining second level, a wizard may
add one additional first level spell to the character’s spell book.
The wizard automatically knows the spell and can prepare it.

MAGIC
Deciphering Spells: To decipher spells in another’s spell
book or a scroll, a character must first cast read magic on the
spell to be deciphered. Once the character successfully casts
Clerics and Druids read magic, the character can learn or attempt to learn a new
Clerics and druids gain their spells through prayer and spell and add it to a spell book. The rules for adding new spells
meditation. They do not require spell books. Once they have to a spell book depend upon the source of the spell. Even reading
prayed, the cleric or druid chooses which spells they have prayed spells already known by a character contained in another’s spell
for from the appropriate spell lists. Unlike arcane magic-users book requires the casting of read magic, because no two spells
whose choice of spells is limited to those in their spellbook, a are inscribed alike.
cleric or druid may pick any spell from the applicable spell lists
unless the character’s deity imposes a restriction. When an acrane caster deciphers a magic book, scroll, or a spell
written on any surface, they do not need to repeat the process
The time required for a divine spellcaster to prepare spells is for that spell. It is considered known to them so much so that
the same as for a wizard. There must be eight hours of rest each they understand its effects, although the character must still
day, 5 of which must be sleeping, before prayer. For any spell memorize the spell in order to cast it. If the magical writing is a
they are familiar with, they must study for 5 minutes, for spells scroll, the wizard can cast the spell from the scroll.
they are unfamiliar, with they must study for 15 minutes. A
familiar spell is defined as a spell the caster has cast at least five Learning and Copying Spells: A character must
times. Alternatively, the CK can rule that it takes one hour to first decipher the spells contained in a spell book or scroll as
memorize the daily spells through study. described above. Thereafter, the character can learn the new
spell from the book by spending one day plus one day per level
There must be a relatively peaceful environment in which to to study and learn the spell. If the person who created the spell
pray. The caster must be able to concentrate in order to study book is on hand to help the reader, the reader can learn the
and memorize their spells. Any violent attack on the caster spell in one-half the normal time. The number of days necessary
during study disrupts it. Other interruptions may or may not to learn the spell is reduced by a number of days equal to the
disturb the study, as determined by the Castle Keeper. character’s intelligence modifier, with a minimum of one day.
The Castle Keeper may choose to require the character to make

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a successful intelligence check to learn a new spell (after the it from memory, but can prepare it from a borrowed spellbook,
necessary period of study). Once the new spell is learned, the scroll, or similar device. Memorizing and copying spells to
character can copy it into a spell book, as described below. The duplicate a spell follows the same procedure, costing 100 gold
process of copying leaves the spell book or scroll from which it per page and spell in the new book.
was copied unharmed.
Research: Deligent casters can study and research a new
Writing Spells: Once an arcane spell caster has read a spell spell, allowing them to write an existing spell into their book, or
via read arcane script and memorized it, the spell can be copied create a new one. At the end of the process, the character must
into a spell book. This takes some time, usually one day for each write the spell into a spell book.
spell level, a half-day for zero level spells. Consider each spell
fits upon a single page. Spell books range in size from a few Reading a Scroll into a Spellbook: A character must
pages to several hundred. Most spell books have 150-200 pages first decipher the spell contained on a scroll by casting read
in them, but most of the pages are blank, ready to for the caster arcane script. Because a scroll is magical, and the reduction of
to fill them with new spells. It costs 100 gold in ink to write a the spell to the scroll involves all the necessary components
spell into a book. for casting the spell from the scroll, a character can simply
read a scroll into a spell book. Doing so copies the spell to the
Replacing Spellbooks: This process is very similar to character’s spell book, but destroys the scroll in the process.
writing spells. Once a spell is committed to memroy, it can be
written into a new spell book. The ink costs about 100 gold per Magic of the Illusionist
spell. The spell is transfered from the caster’s mind to the book
and they cannot cast it, unless the memorize it from the book. Illusionist spells tend to baffle and confuse players and Castle
If the spell is not prepared, the character may not reconstruct Keepers alike. The source of the illusion is often as confusing
as the illusion itself. The word “illusion” itself seems to connote
the magic user’s magic is purely illusionary, unreal, meaning a
strong or schooled mind can see through the illusion’s trickery
as machinations and entirely ignore its effects. Yet, this could
not be more wrong. Some of the illusions are, in fact, simple
illusions, while others are the mind’s conquest over matter, and
still others are channeled magic displayed with such force that
their conjured elements are as real as a wizard’s magic missile or
a cleric’s spiritual weapon.

To understand the illusionist’s spells, we must first understand


the illusionist. The illusionist is a magic-using class whose title
does not necessarily equate to their skill set. “Illusionist” is a
class description, a generalized word establishing distance from
the wizard. It defines a class that uses magic in a subtle but
very different manner than the wizard, druid, or cleric. They
are not tricksters. The illusionist has no skills that allow them
to “fool” or “trick” targets into believing something is what it
isn’t. Such skills belong in the domain of a street urchin, jester,
or some other buffoon who has no recourse in making a way in
the world other than tricking others through sleight of hand.
The illusionist is a master of magic; they bend their back in
years of study to rise to the level of even a beginner in the
craft. The illusionist is a master of time and substance. Their
abilities transcend the simple “illusions” of a trickster; rather
the illusionist conjures material from the essence of the world
around them. The “illusions” are not simple parlor tricks to
fool the weak of mind, but are powerful incantations drawing
upon their own powerful mind; they weaves these musings with
magic drawn from the world around them, thereby fabricating
the very stuff of reality. Illusionists can literally create something
from nothing.

Note: A misconception exists that someone knowing an


illusionist is an illusionist would, therefore, possess some kind of
immunity to their illusions; this idea is an absolute misreading of

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the class’ descriptor. First, no illusionist would introduce himself the illusionist’s power solely resides in the illusionist. Illusionists
as an illusionist. That would be as silly as someone introducing heal through their own magic, while a cleric channels the magic
himself as an “assassin,” “rogue,” or “thief.” Such titles would of a deity, serving as a bridge between the deity and the target
immediately make others wary of the individual, and in some to heal it. An illusionist channels or controls the natural magic
cases, could prove to be an automatic death sentence. of the world around them, using the target’s own mind as a
bridge between the magic and the target; the more powerful the
Second, an illusionist’s magic does not require belief. As noted illusionist, the greater their ability to cross that bridge.
above, this is a misconception of the class and its abilities;
the illusionist is no trickster, and one cannot simply choose
to “disbelieve” the illusionist’s magic, thereby rendering their
spells ineffective. This is simply not the case. Though some
CLERICS AND DRUIDS
of the illusionist’s spells are hypnotic, many if not most of the Deities reward prayers, devotion, and sacrifice shown by divine
illusionist’s spells have real, tangible effects regardless of their casters with new spells. Whenever a divine spell caster advances
victim’s belief. in level, the character has access to and can prayer for the new
spells from that level. For example, a cleric reaching third level
The illusionist is not a less-than-adequate mage; they are an is granted knowledge of all spells on the second-level cleric spell
adventurer with the ability to wield powerful sorcery, summoning list by their deity.
and shaping the world around them like no other, bringing to
life reality created by their own mind. Their power does not Divine casters can, through mediation and entreaties to the
reside within the victims of their spells; instead, the illusionist’s divine, create their own spells. Once they have done so, only
power lies within the illusionist and their ability to manipulate they can cast them. If they decide to share the spell with other
the world around them and the magic inherent in the world. If divine casters, their temples, holy men, paladins, or the like,
anything, the illusionist is superior to the standard mage, as they they must first write the spell down in a book or on a scroll.
can fabricate something from nothing. Other divine casters can cast it if they read the spell and pray
for it, provided they are high enough level to cast the spell. The
Additionally, it is worth noting that not every spell the illusionist process requires the cleric or druid decipher the writing (see
casts is an “illusion,” and all illusions do not work the same way. Divine Magical Writings).
As with many things in the C&C game, the CK and players
must use their imagination and allow some creative latitude
when dealing with illusions. It is up to the Castle Keeper, often
consulting with the player, to determine the nature of the
CASTING SPELLS

MAGIC
illusionist and their spells. Each spell may be different than the A character who wishes to cast a spell announces their
next, but some understanding of this must be arrived at before intention to the Castle Keeper during the character’s initiative
the game begins. turn. A character must make all pertinent decisions about a
spell (range, target, area, effect, etc.) when the character begins
For more on the illusionist magic consult the Castle Keepers casting, unless the spell specifies otherwise. The character must
Guide where four types of illusions are presented: photonic, make some choice about whom the spell is to affect or where
plasmic, hypnotic, and mental. the effect is to originate, depending on the type of spell. The
Castle Keeper applies whatever results a spell entails using the
Illusionist & Healing spell’s description.
C&C has taken a wholly unique approach to illusionary magic To cast a spell, the character must be able to speak (if the
in making the illusion real. This is not because of the weakness spell has a verbal component), gesture (if it has a somatic
of the target, nor because of their inability to discern the real component), and manipulate the material components or focus
from the unreal. It rests in the power of the illusionist. The more (if any).The spell descriptions indicate which components are
powerful the illusionist, the greater the impact the illusionist necessary. Additionally, the character must concentrate to
and their spells can have on the game. If the illusionist is an cast a spell (see below). If something interrupts the character’s
actual spellcaster capable of manipulating the world around concentration while casting, the spell is lost and marked off the
them, then logic and the enterprising player eventually arrive character’s list of prepared spells. If the character ever tries to
at the healer’s door. cast a spell in conditions where the characteristics of the spell
(range, area, etc.) cannot be made to conform, the casting fails
In C&C illusionists can heal damage. They heal damage in the
and the spell is wasted.
same manner in which they cause damage—not by tricking their
targets but rather by projecting their own magical power into Many spell durations are measured in rounds, minutes, hours,
the target and changing the nature of time and substance. They or some other increment. When the duration expires, the spell’s
do not trick the target’s mind into psychically healing itself; effect ends.
that assumption assumes the target is mentally able to do such a
thing. The power of the illusionist does not reside in the target;

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Concentration There are some limitations on the use of scrolls, of course. A
character must be of a class that can cast the type of spells
Casting a spell requires concentration. If the caster is interupted
contained on the scroll. For instance, a druid cannot cast wizard
during casting, the spell is lost and marked off the character’s
spells from a scroll.
list of prepared spells. Sometimes, the Castle Keeper may allow
a concentration check (against the appropriate ability, typically A character can cast a spell from a scroll that they have not
intelligence or dexterity) to see if the spell is simply disrupted learned or recorded in their spell book, however, the character
(and not lost) or even not interrupted (casting is completed). must be of a high enough level to cast the level of spell found
on the scroll.
Combat can be severely disruptive to spell casters, both arcane
and divine. If they take damage from any melee or missile weapon,
fail a saving throw, or suffer a damaging or distracting magical Example: a 2nd level wizard finds a scroll and casts read arcane
attack during spell casting, their spell casting is disrupted. The script on it, revealing that it contains the 1st level spell magi’s
Castle Keeper may allow a concentration check to keep or lose missile. The wizard had not previously learned magi’s missile,
the spell. If the caster wins initiative and casts before taking and does not have it recorded in his spell book. The wizard,
damage or being disrupted the spell goes off as normal. If the however, can cast 1st level spells and thus can cast magi’s
spell requires casting over several rounds, concentration can missile from the scroll.
be broken by a damaging event. Characters casting spells that
A character can attempt to use a scroll to cast a spell of a level
require several rounds and concentration cannot cast other
they are not normally able to cast, but they must first make an
spells, they must remain focused on the first spell.
intelligence check to do so. A penalty to the intelligence check
The caster cannot cast spells while they are grappling, being equal to the level of the spell is applied to the roll. Failure indicates
pinned, held, or in similar straights unless the spell can be cast that the spell fails and the scroll is destroyed.
by the spoken word alone, of if by word and a component and
the component is in hand. Even so, the Castle Keeper will often Example: the 2nd level wizard deciphers a scroll bearing
require a concentration check for the character to cast the spell. teleport, which is a 5th level spell the wizard cannot normally
Sometimes moving, as in a wagon, on a horse, being carried, or cast. The wizard attempts to cast the spell from the scroll,
floating down a river may require a concentration check. but must first make a successful intelligence check with a
challenge level of five.
Using Scrolls
Spells can be learned and copied from scrolls normally, and
Scrolls are spells reduced to a portable form. Scrolls do not doing so does not destroy the scroll.
merely contain the spell’s text, all the components except verbal
having been magically incorporated into the scroll. Before using Divine Magical Writings: Clerics and druids can write
a scroll, a character must decipher it by casting read magic. down divine spells much as arcane casters do, however, read
The character can then read the scroll aloud, casting the spell arcane script is not used to read divine writings. Instead, the
contained on it just as if the character had the spell prepared. character can decipher and learn the new spell from the scroll
The spell’s casting time, range, area of effect, duration and all by spending one day plus one day per level of the spell being
other details and limitations are no different. A spell contained learned in study of it. Divine casters can cast spells from a scroll
on a scroll may only be cast once. When a spell is cast from a provided the spell is one available to their class.
scroll, the spell disappears or destroys the scroll.

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SPELL DESCRIPTION FORMAT MAGIC

A
s mentioned, each spell is defined by a description of
the effect it causes and a set of terms necessary for game
play. The spell descriptions appear after the class spell
lists. A summary reminder on spell format and terms appears
prior to the spell descriptions, but the following provides more
detail and information on spell terms.

CASTING TIME
Most spells take one round to cast. A spell that takes one
round (CT 1) to cast comes into effect during the caster’s
initiative turn for that round. Complex spells may take more
time to cast, and such casting times are expressed in rounds
(rd), minutes (min), hours (hr), turns (tn), or days (d). For
relative understanding of casting time, a round is 10 seconds
and a turn equals 1 minute or 6 rounds.

Spells that take more than one round to cast come into effect
during the caster’s initiative turn on the last round of the casting
time for the spell.

Example: Cardom the Chromatic rolls a 6 for initiative and


he acts third in that round after his fighting companion,
Quinn, and the Ogre they are fighting. Cardom casts a spell
with a casting time of one round. The spell takes effect that
round. If Cardom chose to cast a spell with a casting time
of two, then the spell would take effect in the next round range expressed in feet. A few spells have an unlimited range,
of combat during Cardom’s turn for the next round. So, if meaning the spell reaches anywhere on the current plane.
Cardom acted first in the next round the spell would take

MAGIC
effect then, but if he acted last, then it would take effect after For spells that summon or create monsters or items, the caster
all others had taken their action. designates the exact location where they are summoned or
created. They can appear at any point designated up to the listed
Most Castle Keepers make you announce at the beginning range. If the creature or item is mobile it can move immediately
of the round whether you are going to cast a spell. If so, and upon being summoned without regard to the spell’s range.
you roll a low initiative roll, then you have a chance of being
struck before the spell goes off. For those Castle Keepers who
do not require announcement, some disallow any spell in the TARGET OR AREA OF EFFECT
same round in which you were hit before your initiative turn. Spells that do not affect the caster personally generally have a
For Castle Keepers who do neither of the above, it would target or affect a certain area. This part of a spell description
be more a situation of simultaneous swings with an enemy defines the number of creatures, dimensions, volume, weight
or some sort of environmental or magical effect situation and so on that the spell affects, if it is not otherwise obvious
disrupting the spell. from the spell’s description.

Targeted Spells: These spells are directed at specific


RANGE creatures, items, or areas. The spell may have specifics on what
can be targeted. The caster must be able to see the target or
Range refers to the maximum distance from the caster that touch it if in the dark. They must vocalize what the target is on
both the spell effect occurs and/or the point of origin of a spell casting. Some targets may have spell resistance forcing the spell
occurs as designated by the caster. The character aims a spell by to fail. If the spellcaster targets themselves, they need not make
making some choice about whom the spell is to affect or where a saving throw nor is there any spell resistance.
the effect is to originate, depending on the type of spell. If a part
of the spell’s affect goes past the range, it is wasted. Area Spells: Certain spells have an area of effect. The
caster can direct where the spell’s point of origin is, so long as it
Sometimes the range of a spell is listed as personal (affecting remains within range, however, they have no ability to control
only the caster) or touch (requiring the caster to touch the what creatures the spell affects. The spell description defines
target), as noted in the spell description. Many spells have a this area, if it does not refer to the following categories:
— PLAYERS HANDBOOK 115

Curtis Bilewitch (Order #44157457)


MAGIC
Burst: Casters select a specific origin point or center. The Those spells that directly affect creatures, continue to affect
spell bursts outward from that point, affecting everthing caught them even if the creature moves or travels, the effect travels
in the area. with them. It ends when the spell’s duration ends. These spells
Cone: The magic materializes in front of the caster and shoots can be dismissed or overcome before the duration ends. The
outward from them in the designated direction, widening as the spell that affects an area remains with the area as long as the
further out the magic travels. Some spells affect all creatures in spell’s duration. Anyone entering the area suffers from the spell.
an area rather than individual creatures. In general, a cone’s Some spells must be triggered.
width at any given point along its length is equal to that point’s
distance from the point of origin, or unless specified differently
in the description of the spell. SAVING THROW
Cylinder: The spell manifests as a horizontal circle and the Creatures affected by spells are often allowed to make a saving
caster must chose its center point, with range. The spell shoots throws to mitigate or terminate the spell’s effect. The spell
out from that point, filling the cylinder. description details whether the spell allows a saving throw, what
type of saving throw is made, and the effect of a successful save.
Emanation: These spells act like a burst but their magical
If a spell does not include a saving throw entry, then assume no
effect radiates from the spell’s point of origin for the spell’s
saving throw is allowed.
duration. Some spells affect objects within an area the caster
selects, Some spells spread out like a burst, but can turn corners; Any creature that succeeds at a saving throw against a spell is
the caster selects the point of origin, and the spell spreads out aware that something happened, what that was, even whether
for a given distance in all directions. it was magical or not remains a mystery. In some cases, the
CK may allow an attribute check to see if the character can
Obstacles: Some spell effects, like rays, bursts, and cones
discern what had happened. In such cases where the target
are affected by obstacles. The caster must have a clear line of
succeeded at their saving throw the caster of the spell senses
sight in order to designate a specific target or point of origin for
the spell failed. This latter does not hold true for area spells.
any spell that calls for it. Burst, cone, cylinder, or emanating
spells cannot affect areas blocked by obstacles, such as walls, Saving throw challenge level: A spell’s challenge level
within their area of effect. For the spell to circumvent the is always equal to its caster’s level, unless specified otherwise.
obstacle, the obstacle must have a 1 square foot hole in it
Negates: The successful saving throw completely negates
Rays act differently when selecting targets. The ray acts very the spell’s effects.
much like ranged weapons. They can be shot through fog, into Partial: The successful saving throw causes the spell to
the dark, etc, with the hopes of hitting their target. The caster have limited effect.
need not see the target. Targets cannot be targeted through
solid objects. Half: Any damage delt by the spell is halved with a successful
saving (round down).
Bursts and cones spread from the point of origin as designated None: The target is not allowed a saving throw.
by the spell or caster. The spell’s effect can extend into areas
the caster cannot see, including around corners. The caster Object: The object the spell was directed against receives
must designate the point of origin for such an effect if the spell saving throw if it is magical or the spell calls for it.
description does not specify one. Harmless: A parenthetical (h) indicates a harmless spell.
The spell does not harm the target, however, the target can
make a saving throw if so desired.
DURATION Voluntarily giving up a saving throw: Any creature
Duration measures how long a spell’s effect lasts. Durations is can choose not to make a saving throw and simply let the spell
are measured in rounds, minutes, hours, days, weeks, or years. work. Characers with spell resistance can supress that as well.
When the alloted duration ends the spell ends. Some spells Items surviving after a saving throw: Sometimes a
have a permanent duration, and some require the caster to spell specifies whether items in the area of effect for the spell are
concentrate in order to maintain the spell’s effect. A character potentially damaged. These items are required to make a saving
can typically dismiss personal spells at will before the duration throw or are destroyed.
ends, or if the spell description so states.

A few spells outlast the time necessary to concentrate on


them, they end when their duration ends. Spells cannot be SPELL RESISTANCE
maintained beyond their duration, even if the caster continues Spell resistance is a resistance to magic. A defender’s spell
to concentrate. resistance is like an armor class against magical attacks. All
creatures have a minimum SR of 1.

116 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


MAGIC
If a defender possesses spell resistance the caster of the spell Castle Keeper rules otherwise. Any physical component used
must roll a d20. The result of that d20 roll must be equal to or during the casting, excluding holy symbols, holy items and
greater than the spell resistance of the target for the spell to take holy trappings, is destoryed when the spell is cast. Some spells
effect. Spell resistance does not work against all spells. Each require specific holy items, if so those items cannot be used to
spell entry notes whether SR applies or not. cast other spells.

Spell resistance applies even if a given spell also allows the SPOKEN WORD: The spoken word is an incantation that
target creature a saving throw. The effects of spell resistance, channels the magic through a single word, phrase, stanza, or
if any, are applied first, and then the creature may also make a even poem.
saving throw. In most cases, a creature’s spell resistance applies SOMATIC GESTURES: Somatic gestures are movements
if the creatures is specifically targeted with the spell. It is not of the fingers and hands that help focus the magic in a direction
applicable if the creature encounters a spell already in place. or for the caster. The caster must have one hand free to cast
Spell resistance is inante and is applied against any spell unless spells that require a gesture.
the one with SR wishes to surpress it. They must do so in order MATERIAL ELEMENT: A material item focuses a spell
to receive helpful spells like healing. If a spell does not include caster’s energies during the casting process. The component is
a spell resistance entry, then assume no spell resistance check generally destroyed in the process of casting the spell.
is allowed. FOCUSING ELEMENT: A focusing element is a component
very similar to a material element but is one that is not destroyed
during casting. The focusing element remains after the spell is
COMPONENTS cast and can be used again. The cost of a focus component is
Casting a spell requires certain components: the spoken word, negligible unless otherwise listed.
somatic gestures, material and focusing elements, holy symbols, HOLY SYMBOL: A holy symbol is an item that bears religious
religious trappings, and herbs. Casting the spell requires one or significance to the caster and their deity. The holy symbol may
more of these components, or any other special components be made of any substance and can be fashioned by the bearer.
listed. The last paragraph of each spell entry lists the necessary Druids tend to have plants significant to their calling, mistletoe,
components for that spell. If the components are not used, holly flowers, a sprig of pine needles, or similar item. Some CK’s
the casting fails. A components cost is listed as well, if not cost may not require the druid to have any holy symbol as nature
is listed assume the item can be readily and is free, unless the acts as in that regard.

MAGIC

— PLAYERS HANDBOOK 117

Curtis Bilewitch (Order #44157457)


SPELL LISTS 4.
DARKNESS*
Creates 20 ft. radius supernatural darkness.
141
DELAY TOXIN
5. 141
CLERIC SPELLS (DIVINE) Stops poison from harming subject for 1 hour/level.
DISCOVER TRAPS
0 LEVEL CLERIC SPELLS 6. 143
Reveals traps along a path 50 ft. long.
HOLD IN PLACE
CREATE SUSTENANCE* (Water Only) 7. 156
1. 139 Holds one person helpless; 1 round/level.
Creates 2 gallons/level of pure water. RESTORATION
DETECT DISPOSITION* 8. 161
2. 141 Dispels attribute damage effects for one attribute.
Reveals aura of creatures, spells or objects. RESTORE MOVEMENT
DISCERN MAGIC 9. 176
3. 142 Frees one creature from paralyzing effects or slow spell.
Detects magical aura and its strength along 50 ft. path. SILENCE
DISCERN POISON 10. 181
4. 142 Negates sound in 15 ft. radius.
Detects poison in one creature or small object. SPEAK TO THE FALLEN
ENDURE COLD/HEAT 11. 182
5. 147 Corpse answers questions.
Protection from natural elements and weather. SPIRITUAL AEGIS
12. 183
FIRST AID Divine weapon attacks on telepathic command.
6. 150
Bandages bleeding wound. Cures 1d2 damage.
LIGHT 3RD LEVEL CLERIC SPELLS
7. 161
Object shines like a torch.
ANIMATE CORPSE*
PURIFY 1. 129
8. 173 Creates and controls undead skeletons and zombies.
Purifies 1 cu. ft./level of food or water.
CONTINUAL FIRE
2. 138
1ST LEVEL CLERIC SPELLS Makes a permanent, heatless flame.
CREATE SUSTENANCE*
3. 139
BESTOW* Feeds three humans (or one horse)/level.
1. 133
Allies gain +1 to hit and +1 on saves against fear. DISPEL MAGIC
4. 140
BESTOW WATER* Cancels magical spells and effects.
2. 134 GLYPHS
Makes holy or unholy water. 5. 144
COMMAND Inscription harms those who pass it.
3. 136 HEAL CRITICAL WOUNDS*
Subjects obey one-word command for 1 round. 6. 152
DISCOVER SECRET DOORS Cures 3d8 damage.
4. 140 LOCATE ITEM*
Reveals hidden doors within 60 ft. 7. 161
DISCOVER UNDEAD Senses direction toward object (specific or type).
5. 142 MAGIC CIRCLE (Against Chaos, Evil, Good, Law)
Reveals undead within 60 ft. 8. 162
HEAL MINOR WOUNDS* As 10 ft radius protection spell.
6. 143 PRAYER
Cures 1d8 damage. 9. 171
INVISIBILE CLOAK OF THE UNDEAD Allies gain +1 on most rolls, and enemies suffer -1.
7. 159 REMOVE SIGHT AND HEARING*
Undead can’t perceive subject. 10. 175
PROTECTION FROM DISPOSITION Cures subject.
8. 172 REMOVE BANE*
+2 AC and saves, plus other defences. 11. 175
Frees person or object from curses.
REMOVE DISPAIR*
9. 175 REMOVE MALADY*
Protects from fear; grants new save vs fear. 12. 175
Cures all diseases.
RESIST ONE ELEMENT
10. 176
Grants +2 bonus to saves vs selected element. 4TH LEVEL CLERIC SPELLS
SANCTUARY
11. 177
Opponents can’t attack the caster. AIR/WATER STIRDE
1. 127
SHIELD OF THE DIVINE Subject treads on air or water.
12. 180
Aura grants +2 bonus to AC and saves. CONTROL LIQUIDS
2. 138
SOUND STORM Raises or lowers bodies of water.
13. 182
A pulse of sound that causes 1d8 damage. DISCRY LIES*
3. 143
Reveals deliberate falsehoods.
2ND LEVEL CLERIC SPELLS DISMISSAL
4. 144
Forces a creature to return to native plane.
AID
DIVINATION
1. +1 to hit, +1 on saves against fear, 1d8 temporary 127 5. 144
Provides useful advice for specific proposed actions.
hit points.
FREEDOM MOTION
AUGURY 6. 151
2. 132 Moves normally despite impediments.
Learns whether an action will be good or bad.
HALLOW*
CONSECRATE* 7. 154
3. 137 Designates location as holy with array of effects.
Makes location holy, turning and harming undead.

118 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Spell Descriptions - MAGIC
HEALING SPHERE* HOLY UTTERANCE*
8. 155 2. 153
Cures 2d8 damage in circle around caster. Kills, paralyzes, blinds, or deafens non-good subjects.
NEUTRALIZE TOXIN REFUGE
9. 167 3. 153
Detoxifies venom in or on subject. Alters item to transport its possessor to the caster.
RESTORATION* REGENERATE
10. 177 4. 156
Restores drained level and attribute reducing effects. Subject’s severed limbs grow back.
SEND REPULSION
5. 174
11. Delivers short message to creature anywhere, 179 Creatures can’t approach the caster.
instantly. RESTORATION
6. 174
TONGUE* Restores all levels and attribute losses.
12. 191
Speak any language. RESURRECTION
7. 176
Fully restores dead subject.
5 TH
LEVEL CLERIC SPELLS SCRYING
8. 177
ATONEMENT As scrying, but faster and longer.
1. 131
Removes burden of misdeeds from subject.
COMMUNE WITH THE GODS 8TH LEVEL CLERIC SPELLS
2. 137
Deity answers one yes-or-no question/level.
CREATE COMMON UNDEAD
DEATH MASK 1. 139
3. 140 Mummies, spectres, vampires, or ghosts.
Grants immunity to death spells and effects.
DISCOVER LOCATION*
DISPEL DISPOSITION* 2. 143
4. 141 Learn exact location of creature or object.
Grants +4 AC and dispel one spell.
EARTHQUAKE
ETHEREAL JUMP 3. 146
5. 144 Intense tremor shakes, 50 ft. circular area.
The caster becomes ethereal for 1 round/ level.
FLAMING TEMPEST
FLAME OF THE DIVINE 4. 150
6. 147 Raging flame fills area for 1d6/level damage.
Smites foes with a column of flame (1d6/level).
HEAL IN AREA*
HEAL GREVIOUS WOUNDS* 5. 156
7. 150 As heal, but with several subjects.
Cures 5d8 damage.
HOLY GLAMOUR*
INSECT SWARM
8. 159 6. +4 AC and saves, SR 16 against evil spells and 164
Limits vision, prevents spellcasting, inflicts damage.
more.
PLANAR TRAVEL
9. 169 SUMMON DIVINE AID
Up to eight subjects travel to another plane. 7. 187
Divinely calls allies up to 16 levels.
RAISE
10. 174 SYMBOL
Restores life to subject who died up to 1 day/lvl. ago. 8. 188
Triggered runes have array of effects.
SCRY
11. 178
Spies on subject from a distance. 9TH LEVEL CLERIC SPELLS
TRUTH REVEALED
12. 192
See all things as they really are. ANTIPATHY*
1. 130
Object or location attracts/ repels certain creatures.
6 TH
LEVEL CLERIC SPELLS ASTRAL TRAVEL
BANISH 2. Projects the caster & companions into astral 131

SPELLS
1. 132 plane.
Banishes level 2 extraplanar creatures.
BLADE GUARD GATE
2. 133 3. 147
Blades encircling the caster deal 12d6 damage. Connects two planes for travel or summoning.
CREATE EXTRAORDINARY UNDEAD LEVEL DRAIN
3. 139 4. 151
Ghouls, shadows, ghasts, wights, or wraiths. Subject loses 2d4 levels.
FIND TRAIL* MIND WARD
4. 149 5. Immunizes against mental/emotional magic and 165
Shows most direct way to a location.
GEAS scrying.
5. 152 RESURRECTION OF THE DESTROYED
Forces creature to fulfill a quest. 6. 182
HEAL* As resurrection, where the remains aren’t needed.
6. 155 SOUL TO GEM
Cures all damage and most everything else. 7. 191
WIND TRAVEL Traps newly dead soul to prevent resurrection.
7. The caster and the caster’s allies turn vaporous 196 TRAP ENTITY
8. 192
and travel fast. Imprisons subject within gem.
WORD OF SANTUARY
8. 197
Teleports the caster back to designated place. DRUID SPELLS (DIVINE)
7 TH
LEVEL CLERIC SPELLS 0 LEVEL DRUID SPELLS
CONTROL ATMOSPHERE
1. 138 CREATE SUSTENANCE* (Water Only)
Changes weather in local area. 1. 139
Creates 2 gallons/level of pure water.

— PLAYERS HANDBOOK 119

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
DETECT DISPOSITION HEAT ANY ALLOW*
2. 142 9. 155
Reveals creatures, spells, or objects. Hot metal damages those who touch it.
DISCOVER POISON HOLD FAUNA & FLORA
3. 142 10. 155
Detects poison in one creature or small object. Holds one animal helpless for 1 round/level.
ENDURE COLD/HEAT PRODUCE FIRE
4. 147 11. 172
Protection from natural elements and weather. Fire in hand deals 1d4+1 damage, touch or thrown.
FIRST AID SPEAK WITH FAUNA
5. 150 12. 182
Bandages bleeding wound. The caster can communicate with animals.
KNOW THE PATH SPIDER WALK
6. 160 13.
The caster discerns north. Grants ability to walk on walls and ceilings.
LIGHT SUMMON INSECTS
7. 161 14. 187
Object shines like a torch. Insect or vermin attack and disrupt foes.
PURIFY WARP*
8. 173 15. 195
Purifies 1 cu. ft./level of food or water. Bends and makes wood (weapons, door, etc.) useless.
WEB OF THE SPIDER
1ST LEVEL DRUID SPELLS 16. Area fills with sticky webs, trap creatures in 20 ft.
X 20 ft. area.
ALARM
1. 127 3RD LEVEL DRUID SPELLS
Wards an area and alerts caster to intruders.
ANIMAL BOND
2. 128 CONJURE LIGHTNING
Gain permanent animal companion. 1. 134
Directs lightning bolts (1d10/ level) during storms.
CALM BEASTS
3. 134 FLORA GROWTH*
Calms animals, beasts, or magical beasts. 2. 165
Grows vegetation, improves crops.
DISCOVER SNARES AND PITS
4. 142 MELD
Reveals natural or primitive traps. 3. 167
The caster and the caster’s gear merge with stone.
ENTANGLING VEGITATION
5. 147 NEUTRALIZE TOXINS
Plants entangle everyone in 50 ft. circle. 4. 169
Detoxifies venom in or on subject.
FAERIE GLAMOUR
6. 148 PROTECTION FROM ELEMENT ATTACKS
Outlining light +1 to hit and cancels concealment. 5. 173
Absorb 12 points of damage/level from one element.
GOOD FRUIT
7. 153 PYROTECHNICS
2d4 berries each cure 1 hit point (max 8 HP/day) 6. 173
Turns fire into blinding light or choking smoke.
INVISIBILITY, FAUNA
8. 159 REMOVE MALADY*
Animals can’t perceive warded subject. 7. 175
Cures all diseases.
MAGIC SLING
9. 163 SHAPE STONE OR WOOD
Three stones gain +1 attack, deal 1d6+1 damage. 8. 180
Sculpts stone or wood into any form.
OBSCUR WITH MIST AND BRUME
10. 168 SNARE
Fog surrounds caster, obscuring all sight. 9. 182
Creates and conceals magical trap that binds victims.
PASS WITH WOODLAND STRIDE
11. 168 SPEAK WITH FLORA
Subject leaves no tracks or scent. 10. 182
The caster can talk to normal plants.
SHILLELAGH
12. 181 WALL OF ELEMENATAL WIND
Makes club a +1 weapon (1d6+1 damage). 11. 195
Deflects arrows, smaller creatures, and gases.
2ND LEVEL DRUID SPELLS 12.
WATER GILLS
196
Subjects can breathe underwater.
ANIMAL COURIER
1. 128 4TH LEVEL DRUID SPELLS
Sends a small animal to a specific place.
BARK
2. 132 ANTI FLORA SPHERE
Grants +3 AC, or caster looks like tree. 1. 130
Keeps plant creatures at bay.
CHARM MONSTER
3. 135 CONTROL FLORA
Makes one person or animal the caster’s friend. 2. 138
Talk to and control plants and plant creatures.
DARKNESS*
4. DISPEL MAGIC
Creates 20 ft. radius supernatural darkness. 3. 140
Cancels magical spells and effects.
DELAY TOXIN
5. Stops poison from harming subject for 1 hour/ 140 FREEDOM MOTION
4. 144
level. Move normally despite impediments.
FIRE SNARE HEAL GREVIOUS WOUNDS
6. 141 5. 151
Opened object deals 1d4 +1/level damage. Cures 3d8 damage.
GUST QUENCH
7. 6. 173
Blows away or knocks down smaller creatures. Extinguishes non-magical fires or one magic item.
HEAL MINOR WOUNDS* REINCARNATE
8. 150 7. 175
Cures 1d8 damage. Brings dead subject back in a random body.
REPULSION
8. 176
Insects stay 10 ft. away.
120 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Spell Descriptions - MAGIC
SCRY 7TH LEVEL DRUID SPELLS
9. 178
Spies on subject from a distance.
SLEET CHANGE STAVE TO TRENT
10. 181 1. 135
Hampers vision and movement. The caster’s staff becomes treant-like.
SPIKE SPELL CONTROL ATMOSPHERE
11. 182 2. 138
Creatures in area take 1d8 damage, may be slowed. Changes weather in local area.
SUMMON FAUNA CREEPING SWARM
12. 184 3. 140
Calls animals to fight on caster’s behalf. Carpet of insects attacks at the caster’s command.
FIRE TEMPEST
5TH LEVEL DRUID SPELLS 4. 150
Raging flame fills area for 1d6/level damage.
ANIMAL ALTERATION* SCRYING
1. 128 5. 153
Animals double in size, level. As scrying, but faster and longer.
AWAKEN SUMMON FAERIE
2. 132 6. 187
Animal or tree gains human intellect. Calls magical beings to fight on caster’s behalf
BIND ELEMENTAL TRANSMUTE METAL TO WOOD
3. 7. 191
Traps elemental to perform task. Metal within 40 ft. becomes wood.
COMMUNE WITH NATURAL WORLD WIND TRAVEL
4. 137 8. 196
Learn about terrain for one mile/level. The caster and allies turn vaporous and travel fast.
CONTROL AREAL CURRENTS 8TH LEVEL DRUID SPELLS
5. 139
Change wind direction and speed.
DEATH MASK ANIMAL FORMS
6. 140 1. 129
Grants immunity to all death spells and effects. One ally/ level polymorphs into chosen animal.
HARROW THE EARTH COMMAND FLORA
7. 2. 136
Digs trenches and builds hills. Plants animate and vegetation entangles.
HEAL SERIOUS WOUNDS FATAL GESTURE
8. 141 3. 149
Cures 5d8 damage. Kills one subject.
ICE STORM REGENERATE
9. 157 4. 174
Hail deals 5d6 damage in cylinder 50 ft. across and tall. Subject’s severed limbs grow back.
INSECT SWARM REBUT ALLOY AND STONE FROM PATH
10. Insect horde limits vision, inflicts damage, and 159 5. 176
Pushes away metal and stone.
weak creatures flee. SUN FLARE
SUMMON FLORA OR FAUNA 6. 188
11. 184 Blinds within 10 ft., deals 3d6 damage, harms undead.
Calls beasts or plants to fight on caster’s behalf. WHIRLWIND
TRANSMUTE SOFT SOIL TO STONE 7. 196
12. 191 Cyclone inflicts damage and can pick up creatures.
Change mud into rock, or vice-versa. WORD TO SANCTUARY
WALL OF BRAMBLE & HEDGE 8. 197
13. 193 Teleports the caster back to designated place.
Thorns damage anyone who tries to pass.
WALL OF ELEMENTAL FIRE 9TH LEVEL DRUID SPELLS
14. Fiery curtain or ring deals damage to those near or 195 ANTIPATHY*
passing through. 1. 130

SPELLS
Object or location attracts/repels certain creatures.
6TH LEVEL DRUID SPELLS ASTRAL TRAVEL
2. 131
Projects the caster & companions into astral plane.
ANTI LIFE SPHERE EARTHQUAKE
1. 130 3. 146
10 ft. field hedges out living creatures. Intense tremor shakes 50 ft. circular area.
FLAME SEEDS HEAL*
2. 149 4. 155
Makes acorns/ berries into bursting weapons. Cures all damage and most everything else.
IRONLIKE POLYCHROMATIC WALL
3. 160 5. 172
Magical wood is strong as steel. Wall’s colors have array of effects.
REPEL WOOD FROM PATH SHAPESHIFT
4. 176 6. Transforms caster into any creature; can change once 180
Pushes away wooden objects.
STONE SPEAK per round.
5. 183 STORM
Talk to natural or worked stone. 7. 183
SUMMON ELEMENTAL BEING Storm rains acid, lightning, and hail.
6. 843 SUMMON ELEMENTAL HORDE
Calls 12th level elemental to service. 8. 184
TRANSPORT THROUGH FAUNA Summons multiple elementals.
7. Move instantly from one plant to another of the 191
same species.
WALL UNBREACHABLE
8. 194
Creates a stone wall that can be shaped.

— PLAYERS HANDBOOK 121

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
READ ARCANE SCRIPT
WIZARD SPELLS (ARCANE) 15.
Read magical writings, scrolls, and spellbooks.
174

SHIELD
0 LEVEL WIZARD SPELLS (Cantrips) 16. 180
Invisible disc raises AC and blocks magic missiles.
ARCANE RUNE SHOCK
1. 131 17. 181
Inscribes a personal rune (visible or invisible). Electric touch deals 1d8 +1/level damage.
DANCING ORBS SLEEP
2. 140 18. 181
Creates figment torches or other lights. Put 2d4 levels of creatures into comatose slumber.
DISCERN MAGIC SPIDER WALK
3. 142 19. 182
Detects magical aura and its strength along 50 ft. path. Grants ability to walk on walls and ceilings.
DISCOVER POISON SUMMON WIZARD’S FAMILIAR OR MINION
4. 142 20. 184
Detects poison in one creature or small object. Summons & binds unique companion to wizard.
ENDURE COLD/HEAT UNSEEN ID
5. 147 21. 192
Protection from natural elements and weather. Creates invisible force that obeys the caster’s commands.
GHOST NOISE
6. 152 2ND LEVEL WIZARD SPELLS
Figment sounds.
LIGHT ACIDIC BOLT
7. 161 1. 127
Object shines like a torch. Make ranged attack to deal 2d4/ two lvls acid damage.
MAGE’S REACH CONTINUAL FIRE
8. 162 2. 138
Five-pound telekinesis. Makes a permanent, heatless flame.
MENDING DARKNESS*
9. 165 3. 141
Makes minor repairs on an object. Creates 20 ft. rad. supernatural darkness.
MESSAGE DISCERN THOUGHTS*
10. 165 4. 142
Short, whispered communication at a distance. Allows “listening” to surface thoughts.
OPEN OR SHUT ENHANCE M/P ATTRIBUTE*
11. 168 5. 147
Opens or closes small or light things. Raises attribute score for 1 hr/level.
PRESTIDIGITATION FOG
12. 171 6. 151
Performs minor tricks or tasks. Fog obscures vision.
INVISIBILITY
1ST LEVEL WIZARD SPELLS 7. 150
Subject is invisible until it attacks.
ALTER HEIGHT AND WEIGHT* KNOCK IT OPEN*
8. 160
1. Object or creature grows or shrinks 10%/level 127 Magically opens door, item, chest, etc.
(max 50%). LEVITATE
ALTER ONE’S PERSON LESSER 9. Subject moves up and down at the caster’s 161
2. 134
Changes the caster’s appearance. direction.
ARCANE ARMOR LOCATE ITEM*
3. 10. 161
Makes one person the caster’s friend. Senses direction toward object (specific or type).
BURNING FLAMES MAGI’S VISAGE
4. 135 11. 163
1d2 +1/level fire damage. Speaks once when triggered.
CHARM HUMANOID MIRRORED SELF
5. 135 12. 166
Makes one person the caster’s friend. Creates 1d4+1 decoy duplicates of the caster.
COMPREHENSION PROTECTION FROM NORMAL MISSILES
6. 137 13. 173
Understands spoken and written languages. Subject immune to most ranged attacks.
ERASE PYROTECHNICS
7. 147 14. 173
Mundane or magical writing vanishes. Turns fire into blinding light or choking smoke.
FEATHER LIGHT RAY OF WEAKENING
8. 149
Objects or creatures fall slowly. 15. -1 to hit and -1 to damage rolls for every four levels 174
FLYING SAUCER of the caster.
9. 150
3 ft. diameter horizontal disk that holds 1000 lb. ROPE DIMENSION
16. 177
HOLD BAR & GATE Up to eight creatures hide in extradimensional space.
10. 156
Holds door shut. SCARE
17. 177
IDENTIFY Panics one creature up to level 5.
11. 157
Determines single feature of magic item. SEE HIDDEN OR INVISIBILE
18. 179
JUMP Reveals invisible creatures or objects.
12. 160
Make astounding leaps 1 min/level. SHATTER
MAGI’S MISSILE 19. Sonic vibration damages objects or crystalline 180
13. 163
Strikes for 1d4+1 damage; +1 missile/two levels. creatures.
PROTECTION FROM DISPOSITION WEB OF THE SPIDER
14. 172
+2 AC and saves, plus other defenses. 20. Area fills with sticky webs, trap creatures in 20 ft. 196
X 20 ft. area.

122 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Spell Descriptions - MAGIC
3RD LEVEL WIZARD SPELLS HALLUCINATORY GROUND
9. 154
Makes type of terrain appear like another.
BLINK ICE STORM
1. 134 10. 157
Makes harder to hit and other effects. Hail deals 5d6 damage in cylinder 50 ft. across and tall.
CLAIRAUDIENCE/ CLAIRVOYANCE LOCATE OTHER
2. 135 11. 161
Hear or see at a distance for 1 min./level. Indicates direction to individual/type of creature.
DISPEL MAGIC MANA POOL
3. 144 12. 166
Cancels magical spells and effects. Caster prepares or retains additional spells.
EXPLOSIVE MARK MINOR GLOBE OF SPELL RESISTANCE
4. 148 13. 167
Deals 6d6 damage when read. Stops 1st to 3rd-level spell effects.
FIREBALL POLYMORPH
5. 149 14. 170
1d6 damage/level in 40 ft. diameter sphere. Gives caster or one subject a new form.
FLY REMOVE BANE*
6. 150 15. 175
Subject flies at speed of 90. Frees person or object from curses.
GAS FORM RESILIENT GLOBE
7. 151 16. 176
Subject becomes insubstantial and can fly slowly. Force globe protects but traps one subject.
GUST SCRY
8. 154 17. 178
Blows away or knocks down smaller creatures. Spies on subject from a distance.
HASTE* SHOUT
9. 155 18. 181
Doubles move and number of attacks. Deafens all within cone and deals 2d6 damage.
HOLD IN PLACE WALL OF ELEMENTAL FIRE
10. 156
Holds one person helpless; 1 round/level. 19. Fiery curtain or ring deals damage to those near or 193
INVISIBILITY ORB passing through.
11. 159
Makes everyone within 10 ft. invisible. WALL OF ELEMENTAL ICE
LIGHTNING 20. 194
12. 161 Creates very hard sheet or hemisphere of ice.
Electricity deals 1d6 damage/ level.
MAGIC CIRCLE (against Chaos, Evil, Good, Law) 5TH LEVEL WIZARD SPELLS
13. 162
As protection spell, but 10 ft. radius.
NON DETECTABLE ANIMATE Corpse*
14. 167 1. 129
Hides subject from divination, scrying. Creates and controls undead skeletons and zombies.
STENCH BIND ELEMENTAL
15. 183 2. 133
Nauseating vapors that make helpless & limit sight. Traps elemental to perform task.
SUGGESTION CLOUD OF PESTILENCE
16. 183 3. 136
Compels subject to follow stated course of action. Poison fog 3 levels or less; 4-6 levels save or die.
SUMMON MONSTEROUS ALLY CONE OF WINTER’S BLAST
17. 186 4. 137
Calls 3 levels or less monsters to aid caster. 1d6 cold damage/level.
TINY REALM CONTACT OTHER WORLDS
18. 190 5. 137
Creates shelter for 10 creatures. Ask questions of extraplanar entity.
TONGUE* FAITHFUL WATCH DOG
19. 191 6. 148
Speak any language. Phantom dog can guard, attack.
FEEBLEMIND

SPELLS
WATER GILLS 7. 149
20. 196 Subject’s Int drops to below an animal’s.
Subjects can breathe underwater.
HOLD CREATURE
8. 155
4TH LEVEL WIZARD SPELLS As hold person, but any creature.
MAGI’S VESSEL
ARCANIST VISION 9. 162
1. 130 Enables possession of another creature.
Caster can see with invisible, moving eye.
PASSAGE
CHARM MONSTER 10. 168
2. 135 Creates temporary passages through walls.
Makes monster believe it is the caster’s ally.
PERMANENCE
CONFUSION 11. 168
3. 137 Makes certain spells permanent with a cost.
Makes subjects behave randomly for 1 rd/level.
SECRET CONTAINER
DISCERN SCRYING 12. 178
4. 142 Hides magic chest for caster to retrieve when needed.
Alerts caster of magical eavesdropping.
SUMMON MONSTEROUS ALLY
DIMENSION LEAP 13. 187
5. 143 Calls 6 levels or less monsters to aid caster.
Teleports caster (and 500 lb.) up to 450 ft.
TELEKINESIS
FEAR 14. 189
6. 149 Lifts or moves 25 lb./level at long range.
Subjects flee for 1 round/level.
TELEPATHY
FLAME SHIELD* 15. 189
Link lets allies communicate.
7. Attackers take damage; protects against cold 150
TELEPORTATION
attacks. 16. 189
Instantly transports the caster anywhere.
FLAME SNARE TRANSMUTE SOFT SOIL TO STONE
8. 150 17. 191
Opened object deals 1d4 +1/level damage. Change mud into rock, or vice-versa.

— PLAYERS HANDBOOK 123

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
WALL OF WILLS 8TH LEVEL WIZARD SPELLS
18. 194
Wall, sphere, or hemisphere is immune to damage.
WALL OF RESILIENT ALLOY ANTIPATHY*
19. 194 1. 130
Creates vertical sheet of tough iron. Object or location attracts/repels certain creatures.
WALL UNBREACHABLE BIND
20. 194 2. 133
Creates a stone wall that can be shaped. Array of techniques to imprison a creature.
CHARM IN AREA
6TH LEVEL WIZARD SPELLS 3. 136
Multiple creatures believe they are caster’s ally.
ANTI-MAGIC SPHERE CLONE
1. 130 4. 158
Creates mobile sphere that negates magic. Duplicates a creature.
CHAIN LIGHTNING INSCEND
2. 134 5. 163
Deals 1d6 damage/level; strikes multiple targets. Smoke deals 4d6 damage/rd. and limits vision.
CONTROL ATMOSPHERE MAZE
3. 138 6. 164
Changes weather in local area. Traps subject in extradimensional maze.
DISINTEGRATE MIND WARD
4. 143 7. 165
Destroys one creature or object. Subject is immune to mental magic and scrying.
GEAS POLYMORPH CREATURE AND THINGS
5. 152 8. 169
Forces creature to fulfill a quest. Changes any creature or object into anything else.
GLOBE OF SPELL RESISTANCE POWER OF THE SPOKEN WORD: BLIND
6. 152 9. 171
Stops 1st to 4th level spell effects. Creatures with up to 100 HP are blinded.
GUARDS AND WARDS SYMBOL
7. 153 10. 188
Array of magic effects protect area. Triggered runes have array of effects.
HARROW THE EARTH TELEPORTATION FIELD
8. 160 11. All creatures inside circle teleport to designated 190
Digs trenches and builds hills.
LEGENDARY TALES spot.
9. 164 TRAP ENTITY
Learn tales about a person, place, or thing. 12. 191
PROJECTION Imprisons subject within gem.
10. 167
Illusory double can talk and cast spells.
SUGGESTION IN AREA 9TH LEVEL WIZARD SPELLS
11. 172
Compels one subject/level to follow course of action.
ASTRAL TRAVEL
TRANSFORM FLESH TO STONE* 1. 131
Projects the caster & companions into astral plane.
12. Turns subject creature into statue, or restores petrified 191
creature. DISJUNCTION
2. 143
Dispels magic, disenchants magic items.
7TH LEVEL WIZARD SPELLS 3.
GATE
151
Connects two planes for travel or summoning.
DELAYED FIREBALL
1. 141 IMPRISON*
1d6 +1/ level fire damage, can delay for 5 rds. 4. 158
Entombs subject beneath the earth.
FATAL GESTURE
2. 149 METEORS
Kills one subject. 5. 165
Multiple fireballs deal damage in path.
INSTANT ITEM
3. 153 POWER OF THE SPOKEN WORD: SLAY
Prepared object appears in the caster’s hand. 6. 171
One tough subject or many weak ones die.
IVISIBILITY IN AREA
4. 159 POLYCHROMATIC SPHERE
As invisibility, but affects all in range. 7. 171
Multi-colored protective sphere.
PHASE THROUGH OBSTRUCTION
5. 161 REFUGE
Invisible passage through wood or stone. 8. 174
Alters item to teleport its possessor to the caster.
POWER OF SPOKEN WORD: IMMOBILIZE
6. 164 SHAPESHIFT
Creatures with up to 120 HP are stunned. 9. 180
Transforms caster into any creature once per round.
SCRYING
7. 169 TEMPORAL INERTIA
As scrying, but faster and longer. 10. 190
Puts subject into suspended animation.
SEQUESTER
8. 171 TIME CONTROL
Subject is invisible to sight and scrying. 11. 190
The caster stops time and acts freely for 1d4+1 rounds.
SUMMON MONSTERROUS ALLY
9. 179 WISH
Calls 9 levels or less monsters to aid caster. 12. 197
Alters reality as desired, but with risk.
TELEPORT ACCURATELY
10. 186
As teleport, but no off-target arrival.
11.
VANISH
190 ILLUSIONIST SPELLS (ARCANE)
As teleport, but affects a touched object.
12.
WISH, MINOR
193 0 LEVEL ILLUSIONIST SPELLS (Cantrips)
Alters reality within spell limits.
ARCANE RUNE
1. 131
Inscribes a personal rune (visible or invisible).

124 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Spell Descriptions - MAGIC
DANCING ORBS UNDETECTABLE AURA
2. 140 19. 192
Figment torches or other lights. Masks magic item’s aura.
DISCERN ILLUSION VENTRILOQUISM
3. 141 20. 193
Detects illusions along 50 ft. path. Throws sound or voice.
DRAGON MARK WARD’S TEMPORARY STRENGTH
4. 145 21. 195
Creates dragon sounds on other side of door. Strength +1 for 1 minute/level.
FIRST AID
5. 150
Bandages bleeding wounds. 2ND LEVEL ILLUSIONIST SPELLS
GHOST NOISE
6. 152 ALTER ONE’S PERSON GREATER
Figment sounds. 1. 127
As change self, plus more drastic changes.
INFLUENCE
7. 158 ANGELIC IMAGE
Temporary charm. 2. 128
Delays undead.
LIGHT
8. 161 BLUR
Object shines like a torch. 3. 134
MAGIC GLAMOUR +2 bonus to Armor Class against attacks.
9. 162 DARK WHIPS
Grants object false magic aura. 4. 140
MESSAGE Whiplike tendrils cause 6 HP damage, last 2 rds.
10. 165 DETECT MAGIC
Short, whispered communication at a distance.
MEND ITEM 5. Detects magical aura & its strength along 50 ft. 140
11. 165 path.
Makes minor repairs on an object.
PRESTIDIGITATION DISCERN THOUGHTS
12. 171 6. 142
Performs minor tricks. Allows “listening” to surface thoughts.
DRAGON BITE
1ST LEVEL ILLUSIONIST SPELLS 7.
Bite like dragon, 2d6 damage.
142
ALTER ONE’S PERSON LESSER EYES OF CHAOS
1. 135 8. 145
Changes the caster’s appearance. Fiery eyes provide light and scare enemies.
ARCANE ARMOR FALSE SNARE AND TRAP
2. 9. 148
Makes one person the caster’s friend. Makes item seem trapped.
CHARM HUMANOID FOG
3. 135 10. 148
Creates magic armor +3 or +3+level to caster. Fog obscures vision.
COLORS HEAL MINOR WOUNDS
11. 151
4. Knocks unconscious, blinds, or stuns creatures 136 Cures 1d8 damage.
equal to 1d4 plus the caster’s level. HYPNOTIC IMAGERY
12. 156
DARKNESS* Fascinates up to 2d4+1 levels of creatures.
5. 141
20 ft. radius of supernatural darkness. ILLUSION
13. 159
DAZE Image, plus some sounds and smells.
6. 141
A creature of level 4 or less loses next action. INVISIBILITY
DRAGON ARMOR 14. 163
7. 145 Subject is invisible until it attacks.
Phantom armor grants +1 AC to those touched. MAGI’S VISAGE
DRAGON IMAGE 15. 166

SPELLS
8. 145 Speaks once when triggered.
Cone of fire deals1d6 damage. MIRRORED SELF
ERASE 16. 166
9. 147 Creates 1d4+1 decoy duplicates of the caster.
Mundane or magical writing vanishes.
MISDIRECTION
FAERIE REFLECTION 17. 166
10. 148 Misleads divinations for one creature or object.
Makes another appear as illusionist.
PYROTECHNICS
HEAD FOG 18. 173
11. 155 Turns fire into blinding light or choking smoke.
Victim suffers -4 to hit for 1d4+1 rd.
REMOVE SIGHT AND HEARING*
HYPNOTISM 19. 175
12. 156 Makes subject blind or deaf.
Fascinates 2d4 levels of creatures.
ILLUSIONARY HOUNDS WARD’S TEMPORARY INVISIBILITY
13. 157 20. 195
Two hounds distract opponents. Make objects invisible for 1 minute/lvl.
MINOR DARK WHIPS 3RD LEVEL ILLUSIONIST SPELLS
14. 165
Whiplike tendrils cause 3 HP damage, last 2 rds.
OBSCURE WITH MIST & BRUME BLINK
15. 168 1. Caster moves in/out of ethereal plane and is 134
Fog surrounds the caster.
READ ARCANE SCRIPT difficult to hit
16. 174 CONTINUAL FIRE
Read scrolls and spellbooks. 2. 138
SEE HIDDEN OR INVISIBILE Makes a permanent, heatless torch.
17. 179 DISPEL MAGIC
Reveals invisible creatures or objects. 3. 144
SILENT REFLECTION Cancels magical spells and effects.
18. 181
Creates minor illusion of your design.

— PLAYERS HANDBOOK 125

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
DISCERN ILLUSION PHANTASMAL
4. 144 13. 169
Cancels illusion spells and effects. Illusion kills subject or deals 3d6 damage.
DISPLACED RAINBOW
5. 144 14. 174
Creates copy of creature to draw attacks. Prevents 24 levels of creatures attacking or fleeing.
DOUBLED TREASURE SEEMING
6. 145 15. 178
Viewer believes treasure hoard is doubled. Changes appearance of one person/two levels.
DRAGON MOUNT SHADOW CONVOCATION
7. Can carry 4 creatures; fly, swim, or walk 60 ft. 145 16. 179
Shadow monsters attack foes.
movement.
SHELTER
EXPLOSIVE MARK 17. 179
8. 148 Creates sturdy, furnished cottage.
Deals 6d6 damage when read.
SWIRLING FOG
HALLUCINATORY GROUND 18. 182
9. 154 Blocks vision and slows movement.
Makes one type of terrain appear like another.
HOLD IN PLACE TREASURE
19. 192
10. 156 Victims grab illusionary treasure and run.
Holds one person helpless; 1 round/level.
ILLUSION WARD’S ILLUSIONARY PORTAL
11. 157 20. 195
As silent image, plus sound, smell & thermal effects. Dimensional portal for items to illusionist’s home.
ILLUSIONARY HELP
12. 157 5TH LEVEL ILLUSIONIST SPELLS
Summons situational aid.
ILLUSORY WRITING DRAGON BREATH
13. 159 1. 145
Only intended reader can decipher. Breath like dragon for 5d6 damage.
INVISIBILITY ORB DRAGON SHADOW
14. 163 2. 145
Makes everyone within 10 ft. invisible. Shadow grants +2 AC and bites for 3d6 damage.
NON DETECTABLE
15. 167 DREAM
Hides subject from divination, scrying. 3. 145
Sends message to anyone sleeping.
ROPE DIMENSION
16. 177 FAITHFUL WATCH DOG
Up to eight creatures hide in extradimensional space. 4. 148
Phantom dog can guard, attack.
SCARE
17. 177 FALSE SCRYING
Panics one creature up to 5 levels. 5. 148
SECRET SCRIPT Fools scrying with an illusion.
18. 178 CONJURE PHANTASM
Changes one page to hide its real content. 6. 153
SUGGESTION Strong shadow monsters attack foes.
19. 183 GUARDS AND WARDS
Compels subject to follow stated course of action. 7. 153
TONGUE Array of magic effects protect area.
20. 191
Speak any language. HOLD CREATURE
8. 155
As hold person, but any creature.
4 TH
LEVEL ILLUSIONIST SPELLS HUMANOID REFLECTION
9. 156
CHARM MONSTER Locates humanoid over far distance.
1. 135
Makes monster believe it is the caster’s ally. MAJI’S CONJURING
10. 163
CONFUSION As minor creation, plus stone and metal.
2. Makes subjects behave randomly for 1 rd/level. 137
SUGGESTION IN AREA
DRAGON SCALES 11. 164
3. As suggestion, plus one/ level subjects.
+4 AC to caster and allies within 15 ft. radius. 140
MIRROR WALL
EMOTION 12. 166
4. Impenetrable, mirrored wall.
Arouses strong emotion in subject. 145
NEUTRALIZE TOXINS
FEAR 13. 167
5. 147 Detoxifies venom in or on subject.
Subject flees for 1 round/level. NIGHTMARE
HEAL GREVIOUS WOUND 14. 167
6. 149 Sends vision dealing 1d10 damage, fatigue.
Cures 3d8 damage.
PERSEVERUING ILLUSION
IDOL OF DEATH 15. 168
7. 157 As major image, but no concentration required.
Clay figure absorbs 3 HP melee damage
PROJECTION
ILLUSORY BARRIER 16. 172
8. 158 Illusory double can talk and cast spells.
Surface looks real but anything can pass through.
SECRET CONTAINER
INVISIBILITY HEIGHTENED 17. 178
9. 158 Hides magic chest for caster to retrieve when needed.
As invisibility but can attack & stay invisible.
SHADOW SORCERY
MAJOR DARK WHIPS 18. 179
10. 163 Mimics certain wizard spells.
Whiplike tendrils cause 10 HP damage, lasts 2 rds.
MAJI’S CONJURING TRUE REVEALED
11. 166
19. 192
Creates one cloth or wood object.
See all things as they really are.
MIRAGE WARD’S EXTENDED INVISIBILITY
12. 166
20. 195
As hallucinatory terrain, plus structures.
Make objects invisible for 1 day/lvl.

126 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Spell Descriptions - MAGIC
6TH LEVEL ILLUSIONIST SPELLS CHARM IN AREA
2. 144
Multiple creatures believe they are caster’s ally.
ANTI ILLUSION SPHERE DISTORT
1. 129 3. 149
Negates illusions within 10 ft. Alters reality within spell limits.
CLOAK OF SMOKE AND DARKNESS FINING TRAIL*
2. 4. 158
Protective shadows cause 15 HP dmg to attackers. 135 Shows most direct way to a location.
CONJURE PHANTASM INCEND
3. 5. 163
Mimics certain wizard spells. 140 Smoke deals 4d6 damage/rd. and limits vision.
FEEBLE MIND POLYMORPH
4. 149 6. 170
Subject’s Int drops to below an animal’s. Gives caster or one subject a new form.
GEAS POWER OF THE SPOKEN WORD: BLIND
5. 152 7. 171
Forces creature to fulfill a quest. Creatures with up to 100 hit points are blinded.
HEAL SERIOUS WOUND POLYCHROMATIC WALL
6. 153 8. 172
Cures 5d8 damage. Wall’s colors have array of effects.
ILLUSIONARY LIONS SCREEN
7. 157 9. 178
Two lions distract and attack. Illusion hides area from vision, scrying.
MISGUIDE SUN FLARE
8. Turns the caster invisible and creates illusory 167 10. Blinds within 10 ft., deals 3d6 damage, harms 188
double. undead.
PERPETUAL ILLUSION TRAP ENTITY
9. 168 11. 191
Includes sight, sound, and smell. Imprisons subject within gem.
PROGRAMMED ILLUSION WIND TRAVEL
10. 172 12. The caster and the caster’s allies turn vaporous and 196
As major image, plus triggered by event.
SHADE travel fast.
11. 179
Powerful shadow monsters attack foes.
VEIL 9TH LEVEL ILLUSIONIST SPELLS
12. 193
Changes appearance of group of creatures.
ASTRAL TRAVEL
1. 131
7TH LEVEL ILLUSIONIST SPELLS Moves caster and companions into astral plane.
BINDING
2. 133
AWE Array of techniques to imprison a creature.
1. 132 CLONE
Enemies suffer loss of 1 in each attribute, loss of primes 3. 136
INSANITY Duplicates a creature.
2. 158 DREAMING
Subject suffers continuous confusion. 4. 146
INVISIBILITY IN AREA Convinces subject that they are dreaming.
3. 164 HEAL*
As invisibility, but affects all in range. 5. 155
MAZE Cures all damage and most everything else.
4. 164 MIND WARD
Traps subject in extradimensional maze. 6. 165
POLYCHROMATIC SPHERE Subject is immune to mental magic and scrying.
5. 171 POLYMORPH CREATURES AND THINGS
Rays hit subjects with variety of effects. 7. 169

SPELLS
POWER OF SPOKEN WORD: IMMOBILIZE Changes creature or object into anything.
6. 172 POWER OF THE SPOKEN WORD: KILL
Creatures with up to 120 HP are stunned. 8. 171
RESTORATION* One tough subject or many weak ones die.
7. Restores drained level and attribute reducing 177 POLYCHROMATIC SPHERe
9. 171
effects. Multi-colored protective sphere.
SEQUESTER REGENERATE
8. 179 10. 174
Subject is invisible to sight and scrying. Subject’s severed limbs grow back.
SHADOW JOURNEY SYMBOL
9. 180 11. 188
Step into shadow to travel rapidly. Triggered runes have array of effects.
SIMULACRIUM WEIRDING
10. 181 12. Fearsome illusion kills subjects in area or deals 196
Creates clone, but weaker and without all memory.
TELEPATHATHY damage.
11. 189
Link lets allies communicate.
VISION
12. Quickly reveals legends about person, place, or 193
thing.

8TH LEVEL ILLUSIONIST SPELLS

ANTIPATHY*
1. 130
Object or location attracts/repels certain creatures.

— PLAYERS HANDBOOK 127

Curtis Bilewitch (Order #44157457)


SPELL
MAGIC FORMAT
in rounds (rd), minutes (min), hours (hr) or days. For relative

E
ach spell below are listed alphabetically. Eash spell
includes a description of the spell and suggestions on understanding of casting time, a round is 10 seconds.
how it might look in casting, a paragraph describing
what the spell does and how it behaves upon casting. That is RANGE: the maximum distance that the caster can cast the
followed by a paragraph with highlighted text for the time it spell, expressed in feet.
takes to cast the spell, range, duration, whether or not there is DURATION: this is the length of time the spell lasts expressed
a saving throw allowed, spell resistance, and the area of effect. in rounds (rd), hours (hr), days, weeks (wks), months (mth),
Important information that appears in each spell: or years (yr). For relative understanding of time, a round is 10
seconds.
NAME: the spell’s name. A spell that is reversible is indicated
with an asterisk (*) symbol next to the name. Some spells have SAVING THROW: most harmful spells allow an affected
more than one variation, which are sometimes indicated in the creature to make a saving throw to avoid some or all of the
name of the spell. effect. The spell clearly states if there is a saving throw or
not. A parenthetical (h) indicates a harmless spell, one that
CASTER AND SPELL LEVEL: specifies each class that is usually beneficial but still allows a targeted creature to
can cast the spell as well as the spell’s level. attempt a saving throw if it wishes. If a spell does not include
a saving throw entry, then assume no saving throw is allowed.
CASTING TIME: this is the amount of time, expressed in
rounds (from 1 to 5), that it takes to cast the spell. Complex spells SPELL RESISTANCE: whether or not spell resistance (SR)
may take more time to cast, and such casting times are expressed is permissible as a defense against this spell. A parenthetical
(h) indicates a harmless spell, one that is usually beneficial but
still allows a targeted creature to attempt to resist the spell if it
wishes. If a spell does not include a spell resistance entry, then
assume no spell resistance check is allowed.

DESCRIPTION: Offers details about what the spell does and


how it works. The first paragraph offers suggestions on how the
spell might act and look once cast.

TARGET/AREA OF EFFECT: A listing of the area


impacted by the spell. It includes specfics where necessary. For
spells marked self, the caster does not need to make a saving
throw, nor does SR apply.

COMPONENTS: Casting a spell requires certain


components: the spoken word, somatic gestures, material and
focusing elements, holy symbols, religious trappings, and herbs.
Casting the spell requires one or more of these components,
or any other special components listed. The last paragraph of
each spell entry lists the necessary components for that spell. If
the components are not used, the casting fails. A components
cost is listed as well, if not cost is listed assume the item can
be readily and is free, unless the Castle Keeper rules otherwise.
Any physical component used during the casting, excluding
holy symbols, holy items and holy trappings, is destoryed when
the spell is cast. Some spells require specific holy items, if so
those items cannot be used to cast other spells.

128 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


SPELL DESCRIPTIONS
When walking on water, the caster may travel underwater,

A however their movement is reduced by half. If they cast the spell


upon themselves while submerged, they rise to the surface at
6d10 per round.
Acidic Bolt, Level 2 wizard Casting this spell requires the caster’s combat action for the
By casting a drop of acid in the air, uttering arcane words, and round. The spell’s range is touch with a duration of 10
articulating certain gestures, the caster unleashes a bolt of minutes per caster level round. A wisdom save negates. The
acidic energy at a single target. spell is affected by spell resistance if the target resists.

This bolt inflicts 2d4 points of damage upon a successful touch The casting components are speech, hand gestures, and their
attack (ranged). Unless somehow neutralized, the acid remains holy symbol.
on its target for an additional round and deals another 2d4
points of damage for every two caster levels (2 rounds at 3rd to Alarm, Level 1 druid
4th level; 3 rounds at 5th to 6th level, and so on). Alarm allows a druid to place a veil over an area of wilderness
which intones items that generate noise such as an animal
Casting this spell requires the caster’s combat action for the
which chirps or squeaks, thereby allowing them to set an alarm
round. The spell’s range is 450 feet with a duration of 1 round
against any that might cross beneath it. The druid uses the same
+1 for every two levels. There is no saving throw. The spell is
item which they wish to sound the alarm to initiate the spell.
affected by spell resistance if the target resists.
The alarm sounds within the druid’s mind up to a mile from
The casting components are speech, hand gestures, and a drop
where the spell was cast, or troubles their dreams if they are
of acid or corrosive substance.
asleep. If they choose, it may sound aloud for all within the
veil, or within 60 feet of the veil, to hear. The alarm mimics the
Aid, Level 2 cleric
sound the druid used to create the spell. Any creature given
By placing a hand upon a single target, the cleric imparts aid a password, as set by the druid, may pass beneath the veil.
unto their subject. Creatures can use dimensional or planar travel to cross into the
veil undetected. Walls and doors will muffle the alarm.
Aid allows the cleric to encourage the target to fight and
improves their ability to face off doubt. The recipient gains a Casting this spell requires the caster’s combat action for the
+1 bonus to any attack rolls and a +1 bonus to any charisma round. The spell’s range is 50 feet with a duration of 2 hours
check. They also gain 1d8 temporary hit points. per level. There is no saving throw. The spell is unaffected by
spell resistance.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 1 minute The casting components are speech, hand gestures, a holy symbol,
per level of the caster. There is no saving throw. The spell is and an item of divine focus such as a bell or small animal.
affected by spell resistance if the target resists.
Alter Height and Weight*, Level 1 wizard

SPELLS
The casting component is a holy symbol.
The caster alters the height and weight of the intended target
Air/Water Stride, Level 4 cleric
by gesturing up to increase its size or down to decrease it.

With holy symbol in hand and through uttered prayers, the The target increases 10% of its normal height and weight for
caster alters the nature of air or water beneath the target’s feet. every caster level. A creature may only be increased or decreased
in size and weight by half as much as their normal sizes and
This spell increases the surface tension of the substance beneath weight. The spells does not change magical abilities, hit points
the caster’s feet, whether it is liquid or air. As they walk, the air/ or level. It only increases or decreases a creature’s strength.
liquid solidifies under their feet so long as their feet are on it. Creatures cannot be crushed if they are increased within a room
The caster must choose the version of the spell desired upon the too small to contain them. They gain a +1 strength for every
initial casting of the spell. They can move normally over either 10% increase, or lose -1 one for every decreased 10% up to 50%
substance. +/-5. An object up to 10 cubic feet may be altered.
When walking on air, they may only ascend or descend at a Casting this spell requires the caster’s combat action for the
maximum incline of 45-degrees. Going up or down inevitably round. The spell’s range is 50 feet with a duration of 1 minute
slows their movement to half their normal move speed. A per level. A constitution save negates. The spell is affected by
strong wind, anything 21 miles per hour or stronger, can knock spell resistance.
them back or even propel them forward. They are moved in the
direction of the wind 1d10 feet per round. The casting components are speech and hand gestures.

— PLAYERS HANDBOOK 129

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Alter One’s Person Lesser, Level 1 wizard, 1 Animal Bond, Level 1 druid
illusionist
Using food, a calm voice and soothing hand gestures the caster
With incantations and hand gestures the caster alters their encourages an animal to approach them, once it eats the food
own image, changing their visage to appear as someone wholly and the caster touches it, the spell takes effect.
different.
Once the caster establishes a bond, the creature treats them
The spell alters the caster, and they take on a new form, but as a member of their pack, flock, herd or whatever group they
within the same species. A human must change into a human travel in. They turn to the caster as they would any other pack
and so forth. The alteration includes all their possessions, member of their own species. The caster can use this bond to
both magical and mundane. The spell does no impart new teach the animal 3-6 simple actions. It generally takes 1-8 days
mannerisms, or the sounds the caster or their equipment makes. for an animal to learn an action. No matter what the actions are,
the creature remains an animal with an animal’s intelligence
Casting this spell requires the caster’s combat action for the and aversion to danger or death.
round. The spell’s range is personal with a duration of 10
minutes per level. An intelligence save negates. The spell is Attack: The animal attacks apparent enemies. The character
unaffected by spell resistance. may point to a particular creature and direct the animal to
attack that creature. Normally, an animal will not attack
The casting components are speech and hand gestures. unnatural creatures (though it will defend people, guard
places and protect characters against them). Teaching an
Alter One’s Person Greater, Level 2 animal to attack unnatural creatures counts as two tricks.
illusionist
Come: The animal comes to the character, even if the animal
With incantations and hand gestures the caster alters their normally would not do so such as following the character
own image, changing their visage to appear as someone wholly onto a boat.
different.
Defend: The animal defends the character or is ready to
This spell acts as alter one’s person lesser except the caster can defend the character if no threat is present.
change into creature’s similar to themselves. A human can Down: The animal breaks off from combat or otherwise
change into a dwarf, an elf into a halfling and they gain the backs down.
creature’s extraordinary special attacks and abilities, such as
Fetch: The animal goes and gets something. The character
dark vision, +1 bow use, twilight vision and so on. They do not
must point out a specific object or the animal fetches some
gain any super natural abilities, such as plane travel.
random object.
Casting this spell requires the caster’s combat action for the Guard: The animal stays in place and prevents others from
round. The spell’s range is personal with a duration of 10 approaching.
minutes per caster level. There is no saving throw. The spell
Heel: The animal follows the character closely, even to places
is unaffected by spell resistance.
where it normally wouldn’t go.
The casting components are speech and hand gestures. Perform: The animal does a variety of simple tricks like
sitting up, rolling over, roaring and so on. Each of these must
Angelic Image, Level 2 illusionist be taught separately.
The illusionist forces both the seen and unseen vapors in front Protect: The animal follows and protects a specific character.
of them to coalesce, forming an angelic figure that rises before Seek: The animal moves into an area and looks around for
the undead. anything unusual.
This angelic image appears wherever the illusionist decides. Stay: The animal stays in place waiting for the character to
Any undead that can see it feel the need to move toward and return. It does not challenge other creatures that come by,
attack the image. On a successful saving throw they ignore it. though it still defends itself if it needs to.
Any affected undead who make an attack against the image Track: The animal tracks the scent presented to it.
(successful or not) realize it is a trick and won’t go after it again
for the duration of the spell.” The caster can bond with multiple animals, the limit being twice
their level in hit dice. If abandoned for more than a month,
Casting this spell requires the caster’s combat action for the the animal forgets the bond and has little memory of the caster
round. The spell’s range is 50 feet with a duration of 1 round unless the caster makes a successful charisma save to reignite
+1 per level. A charisma save negates. The spell is unaffected the bond.
by spell resistance.
Casting this spell requires the caster’s combat action for the
The casting components are speech and hand gestures. round. The spell’s range is 50 feet with a duration that lasts

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Spell Descriptions - MAGIC
as long as the druid does not betray or harm the animal. way of communicating that they are not natural to the animal.
A charisma save negates. The spell is unaffected by spell For instance, if transformed into a crow, they can fly, walk, caw,
resistance. gesture with their wings, but they cannot speak.

The casting components are speech, hand gestures, and a small The subject does retain their own hit points, level, attributes
bag of food to initiate contact. and other stats. Their equipment becomes one with the animal
form and they cannot use it. They can cast spells provided the
Animal Alteration, Level 5 druid form they have been transformed into is able to gesture, speak,
The spell caster’s speech and gestures unleash a power borne or use items. For instance, a wizard transformed into chimpanzee
within all beasts, manifesting the animal’s own desire for power, could cast spells.
increasing the beast by twice its original size.
Casting this spell requires the caster’s combat action for the
The spell affects up to 8 animals. Each of them grows to twice round. The spell’s range is 550 feet with a duration of 1 hour
their normal size. Their hit dice doubles, and with it their per level. There is no saving throw. The spell is affected by
bonus to hit and saving throws. The animal’s damage increases spell resistance if it chooses to resist. The spell’s area of effect
by a third. The spell’s area of effect is 25 feet x 25 feet. When is 25 feet x 25 feet.
the animals return to normal size any damage they took while
altered is reduced by half. The casting components are speech, hand gestures, and use of
the caster’s item of divine focus.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 1 minute Animate Corpse*, Level 3 cleric, 5 wizard
per level. There is no saving throw. The spell is affected by By intoning prayers to the gods of the dead and taking a small
spell resistance. bag of bones, often etched with the holy symbols of those gods,
and casting them in the midst of the fallen, the caster animates
The casting components are speech and hand gestures. the fallen.

Animal Courier, Level 2 druid The caster can animate skeletons and zombies with this spell,
refer to Monsters & Treasure for their statistics. The caster
Luring a small animal to them with food, coaxing words and
controls the animated corpses, directing them to follow them,
hand gestures, the caster then feeds and befriends the beast.
guard an area, or perform some other task. The animated corpse
Once befriended they impart the idea of a destination to the
remains until destroyed. A caster can animate a number of hit
creature, and off it flies or scurries.
dice equal to their level. For multiple castings they can only
The druid does not in this way charm the monster, but only control 2 hit dice worth of creatures per caster level.
impels it to go to a certain designated spot. The animal does so
Casting this spell requires the caster’s combat action for the
without fail, unless it is slain in the process or cannot physically
round. The spell’s range is 50 feet with a duration that is
make the journey (across a river for instance). The druid is able
permanent. There is no saving throw. The spell is unaffected
to attach a small note or message to the creature and it will
by spell resistance.
allow others to remove it once the destination is reached.

SPELLS
The spell’s area of effect is 25 feet x 25 feet.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 1 day per The casting components are speech, hand gestures, and a small
level. The animal can travel any distance it can travel within bag of bones.
the duration of the spell. There is no saving throw. The spell is
affected by spell resistance. Preserve Dead: This spell may only be cast by divine spellcasters,
and has two effects. First, the spell serves to preserve the target
The casting components are speech, hand gestures, and a small corpses to prevent decay, for one day per level of the caster.
bag of food. This keeps the corpse fresh for raising by magical means for
an extended period of time. The spell can even be used on
Animal Form, Level 8 druid individual body parts, severed limbs, partial corpses, and the
By holding their divine focus aloft the caster unleashes a wave like. Second, the spell permanently prevents the target corpses
of animalistic transformation, altering their desired targets into from being animated by an animate dead spell. If a target corpse
an animal of their choosing. is preserved, and then raised from the dead or resurrected, the
spell ends.
The druid transforms creatures, 1 per caster level, into an animal
form of the caster’s choice. Their subjects must be willing for Anti Illusion Sphere, Level 6 illusionist
the spell to work. The subject regains 1-4 hit points and all
Through words spoken quietly but exhaled forcefully, the caster
the physical and natural abilities of the animal they have been
creates a sphere of reality around them that combats all illusions.
transformed into. The subject retains its own mind but it has no

— PLAYERS HANDBOOK 131

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
This spell affects all illusions, not matter their origin, temporarily Antipathy*, Level 8 wizard, 9 cleric, 9 druid
suppressing them and exposing reality. The sphere moves with
With gestures and intonations, the caster imbues an area or
the caster. Any illusions cast in an area which the caster enters
object with rage and hate, love or want, in order to repel or
are suppressed. It keeps out illusionary creatures, exposing those
attract creatures of specific alignments.
within the sphere.
The caster must announce what creatures they are affecting
Illusions created by gods or demigods are not always affected,
during casting. They must be specific, such as orc or goblin.
consult the Castle Keeper.
They cannot use general terminology such as humanoid. They
Casting this spell requires the caster’s combat action for the round. can use specific alignments such as law/good or good.
The spell’s personal with a duration of 1 minute per level. There
When antipathy is cast, the area or object is laced with rage
is no saving throw. The spell is unaffected by spell resistance.
and hate conjuring supernatural fears that force the creature
The spell’s area of effect is a 20 foot diameter sphere.
away or keeping them from approaching the object or area. The
The casting components are speech and hand gestures. opposite is true for sympathy, when cast, it draws the creature to
the object or area as if conjured some long subconscious desire.
Anti Life Sphere, Level 6 druid They are compelled to be in the area or near the object.
By holding their divine focus above their head and intoning Antipathy and sympathy dispel one another.
the power of the natural world the caster creates a pall of fear
around them. Casting this spell requires the caster’s combat action for one
full hour. The spell’s range is 50 feet with a duration of 2
All living creatures are affected. Undead, constructs such as hours per level. A charisma save negates. The spell is affected
golems, and extra-planar beings are not affected. The shell by spell resistance.
moves with the caster. The sphere is visible.
The spell can be cast on an object or area, if an area its area of
Casting this spell requires the caster’s combat action for the effect is a 10 x 10 square area per level of the caster.
round. The spell’s range is 450 feet with a duration of 1 minute
per level. There is no saving throw. The spell is affected by The casting components are speech, hand gestures, the caster’s
spell resistance. holy symbol, a magnet or loadstone, and 1,500 gold worth of gems.
The spell’s area of effect is a 20 foot diameter sphere.
Anti Flora Sphere, Level 4 druid
The casting components are speech, hand gestures, and their By holding their divine focus above their head and intoning
divine focus or holy symbol. the power of the natural world the caster creates a pall of fear
around them.
Anti Magic Sphere, Level 6 wizard
The sphere keeps animated plants or plant creatures from
Through carefully intoned words spoken in conjunction with entering the area of effect. The sphere is vaguely visible
intricate hand gestures, the wizard creates a magical ward around surrounding the druid and moves with the caster. The sphere
themselves that protects them from magic of almost any kind. does not affect normal plants. It expels plant creatures and
The ward appears as a vaguely transparent sphere and animated plants it comes into contact with.
immediately suppresses any magical affects from spells, abilities, Casting this spell requires the caster’s combat action for the round.
natural abilities, or magic items. The magic is not dispelled The spell’s personal with a duration of 1 minute per level. There
but does not work within the sphere. Duration of any magic is is no saving throw. The spell is affected by spell resistance.
impacted by being in the sphere. No creature can be conjured or
summoned within the sphere. Anything summoned, conjured The spell’s area of effect is a 20 foot diameter sphere.
or magically constructed can enter the sphere, but their magical
abilities are suppressed while within it. The casting components are speech, hand gestures, and their
divine focus or holy symbol.
Dispel magic does not affect anti-magic sphere. Artifacts, relics
and gods are not affected by the sphere. Arcanist Vision, Level 4 wizard

Casting this spell requires the caster’s combat action for the By rolling the dried husk of an eye between finger and thumb
round. The spell’s personal with a duration of 1 minute per while muttering words of far seeing, the wizard manifests an eye
level. There is no saving throw. The spell is affected by spell in front of them. The eye exists only in two dimensions and none
resistance. The spell’s area of effect is a 20 foot diameter may see it but from the side, and then for only a fleeting moment.
sphere.
The eye travels where the wizard directs and allows the wizard
The casting components are speech and hand gestures. to see anything that the eye sees. The eye moves at the wizard’s

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Spell Descriptions - MAGIC
movement rate, though it cannot charge. They wizard sees what Casting this spell requires the caster’s combat action for the
the eye does, so if it moves quicky, the wizard will only be able round. The spell’s range is touch with a duration permanent.
to discern some details (though a perfect recall spell cast later A charisma saving throw negates. The spell is affected by
would assist in this matter). The eye cannot pass through solid spell resistance.
objects but can pass through small cracks and holes as small as
small coin (1/2 inch diameter). The wizard keeps most of their The casting components are speech and hand gestures.
focus on the eye, if they fail to do so it hangs in the air until the
spell’s duration banishes it. Astral Travel, Level 9 all
The caster pulls words from their subconscious through intricate
Others can detect the eye on a successful intelligence check.
hand gestures, and in so doing pulls their astral body from their
Any gaze attack on the eye transfers to the caster, however
material one and sets it upon a journey to the other planes.
blindness, darkness and other such spells only impact the
floating eye. When casting the caster can bring others with it, so long as
they are physically touching. The touch of the caster transfers
Casting this spell requires the caster’s combat action for the
through others. They can bring 1 creature for every two levels
round. The spell’s range is unlimited with a duration of
of experience. If the caster is killed or incapacitated, his fellow
1 minute per level. There is no saving throw. The spell is
travelers are stranded in the plane they were in.
unaffected by spell resistance.
The astral form of the caster and any who travel with them
The casting components are speech, hand gestures, and an eye
pass into the astral plane. They take their conscious selves with
as a material component.
them. What remains are the physical bodies that house that
consciousness. They remain connected to their bodies via a
Arcane Armor, Level 1 wizard, 1 illusionist
single cord of consciousness, nothing more than a strand of who
With voiceless words spoken through scattered dust the caster they were. If this cord is cut, the body dies and the astral form
but clenches their fist the spell imbues the caster’s aura with the becomes lost and mad, becoming little more than a ghost that
strength of iron. haunts the plane it was in upon its form’s death.

The spell creates a magical field around the target that duplicates Once they have traveled to the astral plane, they can pass on
the power of regular armor. If cast upon someone other than the in their astral form to other planes. When they move to other
caster, it grants +3 bonus to any amor. If used upon themselves planes where physical bodes are desired, they can manifest
it grants a +3 AC that increases with the caster level. The AC themselves physically, with flesh and gear, including magic. This
bonus increases by 1 for every 3 caster levels. When the caster second form remains connected to the first. Any equipment lost
is 4th level the AC bonus is +4, at 7th level the AC bonus is in the second form is lost permanently. If the cord to the second
+5 etc. form is cut, the second form dies, and the first awakens, its astral
form returned to it.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration that lasts 1 Casting this spell requires the caster’s combat actions for 30
round per level. There is no saving throw. The spell is affected minutes. The spell’s range is touch with a duration lasts as

SPELLS
by spell resistance. long as the caster holds it or until terminated by an outside
force. There is no saving throw. The spell is affected by spell
The casting components are speech, hand gestures and a pinch resistance.
of dust of any metal, wood, or leather.
The casting components are speech and hand gestures.
Arcane Rune, Level 0 wizard, 0 illusionist
With their finger imbued with power and through voiced Atonement, Level 5 cleric
commands the caster traces runes into a surface, leaving them By placing their hand upon the brow or chest of the recipient
visible or invisible as desired. and channeling the power of their gods through prayer they
atone the individual for past deeds, curing them of ill effects of
The caster can write up to six characters to spell a word or the weight of the past.
equation, or whatever they desire. They can be no more than half
a dozen inches tall. The caster chooses the language if necessary. Atonement is used to remove curses, real and imagined,
When detected they glow slightly. They caster can chose to erase debilitating judgements, and guilt that is associated with an
the spell or they can be dispelled or magically erased (CL equal to action or actions. The one being atoned must truly desire the
4 times the caster level). When cast on a living creature, they are atonement and seek to correct any misdeeds. Atonement does
allowed a charisma save to prevent it. If they fail the mark fades help any who took an action unknowingly or through their
in several weeks. Read magic reveals the inscription. action caused evil unknowingly. Known evils may, at the CK’s
choice, debilitate the caster for up to a week.

— PLAYERS HANDBOOK 133

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
By using a suitable focus, worth at least 25 gold, the caster will
get a sense of whether a specific action will have a good or bad
outcome for the caster in the immediate future. The caster
must make a wisdom check. If successful they gain one of four
responses: 1) the dust turns blue reflecting a good outcome; 2)
the dust turns red, reflecting a bad outcome; 3) the dust turns
purple reflecting possibly both good and bad outcome; 4) they
see their own reflection, which means the spell failed.

Note that if a caster sees their own reflection, they do not know
if it is because they failed their wisdom check or the spell simply
gave that response.

Casting this spell requires the caster’s combat action for the
round. The spell’s range is personal with an immediate
duration. There is no saving throw. The spell is affected by
spell resistance.

The casting components are speech, hand gestures, their holy


symbol, and a gem worth 25 gold.

Awaken, Level 5 druid


By placing their hand upon a plant or animal and intoning words
of wisdom and power the druid awakens the consciousness of
their subject.

The spell imparts a human-like sentience to the animal or plant.


To do this the caster must make a successful wisdom check, the
challenge level being equal to the plant or animal’s hit dice.
The awakened is friendly toward the caster, though it does not
pick up the caster’s purpose or serve them in any specific way.
With a successful charisma check, +4, the caster may attempt
to convince it to take certain actions.
Atonement works in a metaphorically as well as in a game
mechanical sense. A divine knight who lost their mana due to An awakened tree gains the ability to move their limbs, roots,
some misdeed has that mana restored. A wizard cursed by a vines, creepers, and other components, and has senses similar to
ghost has the curse removed. It restores lost abilities and powers. a human’s. It possesses 3d6 intelligence. An awakened animal
gets 3d6 intelligence, a +1 charisma bonus, and +2 levels. An
It acts as a confession as well, allowing creatures to redeem
awakened creature, be it plant or animal, always shares one
themselves. When cast upon one who has committed acts of
language in common with the caster.
evil, they may choose, after the spell is cast to change their
alignment. Casting this spell requires the caster’s combat action for 1 day.
The spell’s range is touch with a duration is permanent. A
Casting this spell requires the caster’s combat action 1 hour
wisdom saving throw negates. The spell is affected by spell
plus 1 hour per level of recipient. The spell’s range is touch
resistance.
with a duration is permanent. There is no saving throw. The
spell is affected by spell resistance if they choose to resist. The casting components are speech, hand gestures, an item of
divine focus.
The casting components are speech, a holy symbol, an item
worth 500 gold and a ceremonial item worth 100 gold.
Awe, Level 7 illusionist

Augury, Level 2 cleric By balling up their fists, placing them against their chest and
gesturing outward with fingers splayed the illusionist changes
Holding a small gem, cut or uncut, in one hand, and a holy
their visage to one of terror and nightmare.
symbol in the other they intone prayers to their gods. The gem
is turned to dust and in the dust the caster sees into the future. Any who wish the illusionist harm become ill with fright.
They temporarily lose 1 in each of their attribute scores, and
The spell tells the caster if the next action, up to 30 minutes in
loses primary attribute status for any checks or saving throws
the future, will be good or bad.
involving or against the illusionist.

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Spell Descriptions - MAGIC
Casting this spell requires the caster’s combat action for two of action. It is important to note that this is not an illusion and
rounds for the round. The spell’s personal with a duration that the caster can dispel it at any time. Upon the caster’s death
that lasts 3 rounds per caster level. A charisma save negates or being rendered unconscious the spell runs out, also reversing
the spell after three rounds. The spell is affected by spell if its duration ends.
resistance.
Casting this spell requires the caster’s combat action for the
The casting components are speech and hand gestures. round. The spell’s range is personal with a duration of 10
minutes per caster level. There is no saving throw. The spell
is affected by spell resistance, if it chooses to resist.

B
The casting components are speech, hand gestures, a small
piece of bark and the caster’s holy symbol if they have one.

Bestow Water*, Level 1 cleric


Banish, Level 6 cleric
Filling a small vessel with water the cleric breaths holy words
With their divine focus held high and shouting words of terror, over it to bestow their god’s blessings or curses upon it.
the caster drives an extra planar creature from the material
plane back to its home plane of existence. The spell creates holy water in a vessel. It creates up to one
pint of holy water. The spell can also create unholy water as it
For every level of the caster, they can banish up to 2 hit dice bestows the curses of the gods.
or levels of creature. Upon failing its saving throw and its SR
overcome, the creature is cast out. It feels intense pain during Casting this spell requires the caster’s combat actions for one
the banishment, howling in pain or shouting curses as it is driven minute. The spell’s range is touch with a permanent duration.
to his home plane. For every scourge item the caster holds up There is no saving throw. The spell is unaffected by spell
the target suffers a -2 to its saving throw. resistance.

Casting this spell requires the caster’s combat action for the The casting components are speech, hand gestures, a cup or
round. The spell’s range is 50 feet with a permanent duration. flask of water, and a holy symbol.
A charisma save negates. The spell is affected by spell
resistance. The spell’s area of effect is 25 feet x 25 feet. Bind Elemental, Level 5 wizard, 4 druid

The casting components are speech, hand gestures, a holy After speaking arcane words, the caster takes a small vial of
symbol, and a scourge, which is an object the target hates or the element, water for water, air for air, ash for fire, and earth
fears. for earth, and casts it into the air, calling upon the elemental it
wishes to bind.
Bark, Level 2 druid
Once cast, the druid or wizard summons an elemental from
Crushing a piece of bark in their hand and intoning words of the desired plane to themselves. There must be enough of the
power the druid turns the bark to dust, allowing them to scatter element for the elemental to materialize with for its size. A large

SPELLS
it on themselves or blow it upon another, imparting to them the fire for a 12the level fire elemental, or small pond for a 12th
armor of an old tree. level water elemental. The smaller the element the smaller the
elemental.
The bark chosen as the divine focus represents the bark that
serves as armor or as the living tree. The elemental is not kindly disposed to its summoner and looks
for any opportunity to rebel. So long as the caster concentrates
The spell takes one of two forms, either armor or tree. The on the elemental, they can control it. If however, they are
caster chooses. distracted or their attention forced away, the elemental breaks
free of the spell and attacks the caster. If the caster is attacked
If armor is chosen, the bark touches the skin and hide, granting
or someone attempts to distract them they are allowed a
a +3 AC for soft barked trees such as maple and a +4 for hard
primary attribute check (CL equal to the elemental’s level) to
barked trees such as blackjack oaks. The bonuses increase by
keep their focus on the elemental. Accumulating wounds make
+1 at 6th level and a further +1 at 12th level.
this increasingly difficult. For every 4 hit points of damage they
If tree is chosen, the target transforms into a small tree. They suffer, they suffer a -1 from their check
possess their same hit points and level, but cannot move, talk,
Casting this spell requires the caster’s combat action for 10
or take any actions other than those a tree could take. They
minutes. The spell’s range is 50 feet with a duration of 10
can hear and discern things around them. In tree form they
minutes per level. There is no saving throw. The spell is
gain a +10 to their AC, though they lose any AC bonus gained
unaffected by spell resistance.
through dexterity or magic items that increase AC due to speed

— PLAYERS HANDBOOK 135

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
The casting components are speech, hand gestures, and a vial The casting components are speech, hand gestures, and a pinch
with containing the proper element. of iron dust.

Bind, Level 8 wizard, 9 illusionist Blade Guard, Level 6 cleric


By casting a pinch of iron dust in the air and chanting words of The cleric crystalizes their uttered prayers where they seek a
binding, the caster creates invisible chains that incapacitate a divine barrier and shatter them. The shattered thoughts become
creature. If others join the caster, the spell proves all the more blades of iron or glass to any who seek to cross its path. This wall
powerful. of blades cannot be moved. Any creature who passes through it
suffers 12d6 points of damage. Creatures within the wall when it
The spell binds one target. If other casters join the primary is cast are allowed a dexterity save assuming the flee the barrier.
caster and cast suggestion, it increase the caster’s level by 1 for
the purposes of this spell. If other casters join the primary caster Casting this spell requires the caster’s combat action for the
and cast charm it increases the primary caster’s level by 2 for round. The spell’s range is 150 feet with a duration of 3
the purposes of this spell. Up to six total casters can join the rounds per level. A dexterity save negates for those caught in
primary caster. the initial casting The spell is affected by spell resistance. The
barrier can be up to 30 feet in height and 60 long and 5 thick.
There are six possible types of binding, the caster chooses the
one they wish to use. They also choose the words or conditions The casting components are speech, hand gestures and a holy
that release the target from its binding. Game mechanics such symbol.
as hit points cannot be used as conditions.
Bless*, Level 1 cleric
Iron Restraints: Chains bind the creature to the ground upon
which it stands. These changes act as the antipathy spell for all Simple prayers uttered to their gods, quietly under the breath,
purposes. Only the caster may approach without cause. These or shouted for all to hear, drive their allies to further feats of
chains hold it for a year. heroism.

The Dreaming: The creature slips into the dreaming where it is Anyone within ear shot, and friendly to the caster gains a +1 on
lost for a full year per caster level. Its body does not suffer from all attribute checks, saving throws and to hit rolls. If the spell’s
malnutrition or any harm caused by time, the environment, or reverse is cast, the caster’s enemies suffer a -1 on all attribute
attacks. The creature gains a+1 to its initial saving throw. checks, saving throws and to hit rolls.

Iron Bound Dreams: The two above combined. It lasts for one Casting this spell requires the caster’s combat action for the
month for each caster level. The creature gains a+3 to its initial round. The spell’s range is 50 feet with a duration of 1 minute
saving throw. per caster level. There is no saving throw The spell is affected
by spell resistance if they choose to resist.
The Prison: The creature is forced into a cell of confinement
from which it can only escape unless released or the caster is The casting components are speech, hand gestures, and a holy
slain. The prison is permanent, though its saving throws are symbol.
made at +4.
Blink, Level 3 wizard, 3 illusionist
Unmaking: The creature’s physical body is unmade, leaving
Uttering words arcane, the caster opens a small window to the
only its face hovering in a small wedge of light, or dark mist. It
ethereal planes, that both pulls them in and casts them out
is often put in a jar or container. The creature is fully cognizant
again.
and sentient. It can talk and communicate however it cannot
use any of its magical or extraordinary abilities. The bind is The blinking effect of the spell makes it nearly impossible to
permanent. The creature gains a+5 to its initial saving throw. focus on the caster. It effectively increases their AC by 10
against normal attackers. If the attacker can see invisible
Tiny Form: The creature is cast into a small gem of no more
creatures or attack ethereal or astral creatures the AC increase
than an inch high. The creature does not suffer any debilitating
by 2. If the attacker can do both the AC does not increase at
effects from not eating, drinking, breathing or age. The binding
all. Spells directed at the caster have a 50% chance of missing
is permanent. The creature gains a+1 to its initial saving throw.
unless the attacker can target ethereal or invisible creatures.
Casting this spell requires the caster’s combat action for Area attacks such as dragon’s breath cause full damage.
one minute. The spell’s range is 50 feet with a duration is
The caster suffers as well. All attacks are at -2. Their spells
dependent on the type of bind. If the target’s hit dice are equal
cast while blinking have a 50% chance of going off in the
to at least half the caster’s adjusted level, a charisma save (with
ethereal plane.
any applicable bonuses) negates. This spell is affected by spell
resistance.

136 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Spell Descriptions - MAGIC
The caster can interact with creatures on the ethereal plane, Once the spell is unleashed the caster can strike a designated target
even when they are on their original plane. They can pass with one bolt every 10 minutes until the spell ends. Everything
through walls up to 5 feet thick, any walls larger than that they within 10 feet of the strike suffers 1d10 points of damage per
are cast out of into the nearest open area and the spell ends. caster level. As the storm builds for a second or third strike, the
caster can take other actions. They need not concentrate on the
Casting this spell requires the caster’s combat action for the spell or storm. They can fight, talk, cast spells, and then when the
round. The spell’s range is personal with a duration of 1 spell is sufficiently charged strike again.
round +1 for every two levels. There is no saving throw. The
spell is unaffected by spell resistance. Casting this spell requires the caster’s combat actions for 10
minutes +1 round per bolt. The spell’s range is 450 feet with a
Speech is the only casting component. duration of 10 minutes per level. A dexterity save reduces the
damage by half. Successful spell resistance negates any damage.
Blur, Level 2 illusionist
The casting components are speech and hand gestures.
By speaking simple words of confusion, the caster blurs the
outline of the creature touched, making it difficult for anyone
to focus on them. Calm Beasts, Level 1 druid
The caster lowers their head and keens quietly, gesturing
The blur grants +2 to the AC. A truth revealed spell can see innocently with several hand and arm motions to calm beasts
through the blur, but other spells do not. around them.
Casting this spell requires the caster’s combat action for the The spell affects animals, beasts, and magical beasts. The
round. The spell’s range is touch with a duration of 1 minute creatures must be of the same species, designated by the caster
per caster level. A wisdom save negates. The spell is affected at the beginning of the round. They can affect the number of
by spell resistance. hit dice equal to their level plus 1d4, with a further 1d4 upon
a successful wisdom check (CL 0). Animals are automatically
Speech is the only casting component.
affected, while dire animals and magical beasts can make a
saving throw. All impacted beasts immediately calm and quiet
Burning Flames, Level 1 wizard
down, becoming docile, defending themselves only if attacked.
Intoned words of fire coupled with sharp gestures, sends a sheet
of flame from the caster’s outstretched fingers that cascades Casting this spell requires the caster’s combat action for the
across their foes. round. The spell’s range is 50 feet with a duration of 1 minute
per level. A charisma save negates. The spell is affected by
This intensely hot flame inflicts damage equal to 1d2 +1 spell resistance. The spell’s area of effect is 25 feet x 25 feet.
per level of the caster to anyone caught in the area of effect.
Flammable materials, from paper to thin wood, ignite. Thicker The casting components are speech and hand gestures.
materials may catch on fire per the CK’s discretion.
Chain Lightning, Level 6 wizard
Casting this spell requires the caster’s combat action for the

SPELLS
The wizard conjures his arcane powers into an electrical bolt
round. The spell’s range is 5 feet with an instant duration.
that courses down their arms and erupts from the tips of fingers
There is no saving throw. The spell is affected by spell
scored by sorcery, arcing out to strike their intended target
resistance. The area of effect is a semicircle 5 feet long and
where it balls and leaps to anything nearby.
10 feet wide.
The lightning deals 1d6 points of damage per caster level to
The casting components are speech and hand gestures.
its primary target. It then launches toward any secondary
targets designated by the caster. The caster can strike a number
of secondary targets equal to their level. The damage on the
secondary bolt is equal to 1d3 points of damage per caster level.

C The caster directs who the secondary targets are and can choose
fewer than there are bolts.

Casting this spell requires the caster’s combat action for the
Conjure Lightning, Level 3 druid
round. The spell’s range is 450 feet with a instant duration. A
During a storm, or just before or after one strike, the druid dexterity save negates. The spell is affected by spell resistance.
gathers themselves for a long while, muttering words of the The spell’s area of effect includes everything within 50 feet
divine, summoning and focusing the power of the storm to of the target.
strike when and where they will it.
The casting components are speech and hand gestures.

— PLAYERS HANDBOOK 137

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Change Stave to Treant, Level 7 druid Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with a duration of 1 day per
Taking a stave of wood, specially chosen, the caster transforms
level. A charisma save negates. The spell is affected by spell
it into a treant-like creature.
resistance. This spell’s area of effect is a 50-foot x 50 foot.
The caster must prepare the staff for one month, spending
The casting components are spoken word and hand gestures.
all their waking days hours passing power into the staff. They
cannot take on any onerous tasks during this time. Once done,
the spell animates the staff, transforming it into a treant. The Charm Monster, Level 4 wizard, 4 illusionist,
creature is essentially a treant for all combat purposes, but 2 druid
cannot speak with other tress or control any flora and obeys the By soothing voice and gentle gestures, the caster attempts to
caster’s commands. charm an animal or beast such that it treats the caster as one
of its own.
The creature survives until destroyed or the duration of the spell
runs out. If the duration runs out, the staff can be used again. The charmed monster looks upon the caster as one of its own,
part of its pack, pride, or herd. It trusts the casters insofar as it
Casting this spell requires the caster’s combat action for 1 will not attack them or flee from them unless the caster attacks
minute. The spell’s range is touch with a duration of 1 hour them. At that point the spell is broken. The spell grants the
per level. There is no saving throw. The spell is not affected caster no special power of control over the beast.
by spell resistance.
The caster can try to give the subject orders, but the caster must
The casting components are speech, hand gestures, and a succeed at a charisma check to convince it to do something
specially prepared staff. beyond the scope of what it would normally do. Anything the
caster or their apparent allies do that threatens the charmed
Charm Humanoid, Level 1 wizard, 1 illusionist, creature breaks the spell. Note also that the creature must be
2 druid able to understand any instructions given to it if they are to
The caster laces their calming words with magics arcane or be carried out, and thus complex commands are unlikely to
divine, and sends them toward the target with peaceful gestures succeed.
in order to calm and charm the humanoid.
Casting this spell requires the caster’s combat action for the
The charmed humanoid looks upon the caster as a friendly round. The spell’s range is 50 feet with a duration of 1 day per
creature. It trusts the caster insofar as it will not attack them level. A charisma save negates and any creature being actively
or flee from them unless the caster attacks them. Should this attacked by the caster gains a +5 to their saving throw. The
happen, the spell will be broken. The spell grants the caster no spell is affected by spell resistance.
special power of control over the beast.
The casting components are speech and hand gestures.
The caster can try to give the subject orders, but the caster must
succeed with a charisma check to convince it to do something Clairaudience/Clairvoyance, Level 3 wizard
beyond the scope of what it would normally do. Anything the Through words barely audible, but laced with the echo of
caster or their apparent allies do that threatens the charmed memories, the caster waves their hand to conjure an image of
creature breaks the spell. Note also that the caster and the place familiar to them in real time, making it as if they were
spell’s target must share a language if commands are to be there at that moment.
communicated effectively.
The spell allows the wizard to see what is happening in the
Casting this spell requires the caster’s combat action for the locale they picture when casting the spell. They can see or hear
round. The spell’s range is 50 feet with a duration of 1 hour what is happening there. They choose which. Magical sight does
per level. A charisma save negates and any creature being not work through the spell, though twilight and dark visions,
actively attacked by the caster gains a +5 to their saving throw. as well as any natural sights do. The spell can be blocked by
The spell is affected by spell resistance. various metals such as lead or in the case of sound thick cloths.
It cannot be used to see or hear off plane.
The casting components are speech and hand gestures.
Casting this spell requires the caster’s combat action for the
Charm in Area, Level 8 wizard, 8 illusionist round. The spell’s range is limited only to place familiar to
The caster laces their calming words with magics arcane or the caster with a duration of 1 minute per level. There is no
divine, and sends them toward the target with peaceful gestures saving throw, The spell is not affected by spell resistance.
in order to calm and charm the humanoid.
The casting components are speech and hand gestures.
This spell acts as charm monster or charm humanoid however it
can affect a number of creatures up to double the caster’s level.
138 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
Cloak of Smoke and Darkness, Level 6 movement. A stout wind, 25 miles per hour or more, dissipates
illusionist the cloud immediately.
Splaying fingers wide the arcane languages summons the Casting this spell requires the caster’s combat action for the
darkness that lingers on the edge of all light, creating a shroud round. The spell’s range is 150 feet with a duration of 1 minute
that envelopes them in a cloak that writhes as if alive. per level. For creatures of 4 levels and above a constitution
save to negates. The spell is affected by spell resistance. It
Anyone or anything that touches the cloak, including
affects a 20 foot high x 30 foot wide x 20 foot thick area.
equipment and weapons, suffers 15 points of damage. This
includes allies and foes alike. A successful intelligence save The casting components are speech and hand gestures.
reduces the damage by half.

Casting this spell requires the caster’s combat actions for five Colors, Level 1 illusionist
rounds. The spell’s range is personal with a duration of 5 The caster holds up their hands and intones words of color in
rounds. An intelligence save negates. The spell is affected by the arcane languages of the past, unleashing a cone of spiraling
spell resistance. colors to confound, confuse and immobilize their foes.

The casting components are speech and hand gestures. The spell captivates those who see it, placing them in a dreamlike
trance. Those closest to the caster are affected before those
Clone, Level 8 wizard, 9 illusionist further back. The spell captivates 1d4 plus the level of the caster
creatures. The target’s level or hit dice reflects the outcome.
Setting the material component on a slab of stone or iron, or
Anything with 2 or less stares blindly at the color spray and
any flat surface, the caster musters the words of life and growth
collapses for 2d4 rounds. Creatures of 3 and 4 levels are blinded
and uses their fingers to draw forth the substance of it in order
for 1d4 rounds. Anything greater than 4 is stunned for 1 round.
to create a clone of a creature.
Casting this spell requires the caster’s combat action for the
Clone creates a copy of another creature. It takes 1-2 months to
round. The spell’s range is 25 feet with an instant duration. A
create a clone. Once done, the clone returns much as it was at
wisdom saving throw negates for creatures of 5 levels and higher,
death. It functions in every way as the original, however, it only
any creatures less than that are not allowed a save.. The spell is
has the memories and abilities it had at death.
affected by spell resistance. The cone is 5 feet wide at the base
Casting this spell requires the caster’s combat actions for 1 and its width is equal to its length at any point to 25 feet.
hour. The spell’s range is touch with a permanent duration.
The casting components are speech, hand gestures, and a small
There is no saving throw. The spell is unaffected by spell
colored object.
resistance.

The casting components are speech, hand gestures, and a small Command, Level 1 cleric
piece of dried flesh of the creature to be cloned. It costs a further The caster through a simple verbal command reveals the power
5,000 gold for exploring the best method and environment for of their deity and forces a creature to obey its word.
cloning the creature.

SPELLS
The caster is allowed to use one word to command the target
Cloud of Pestilence, Level 5 wizard to take that action. They can affect 1 creature for every two
caster levels. The command word must be simple and easy to
The caster raises their arms in the air, and through verbal
follow. Commands like die or explode cause the creature to fall
incantations summons the stink of death from a designated
unconscious for 1 round. The spell can counteract other spells
spot. The stench coalesces into a cloud of pestilence to hound
such as sleep, commanding a victim to awake.
any in the area of effect.
Casting this spell requires the caster’s combat action for the
The cloud obscures all natural vision, restricting it to 5 feet
round. The spell’s range is 25 feet with a duration of 1 round. A
visibility such that creatures can hide in the cloud. Anyone
charisma save negates. The spell is affected by spell resistance.
caught up in the cloud’s stench smells first the rot of death, then
experiences a sudden, violent collapse of their lungs, followed Speech is the only casting component.
by death. Any creatures with 1-3 hit dice or levels die in the
following round, choking in their final moments. Level four and Command Flora, Level 8 druid
above creatures are allowed a constitution save, failing that,
they too die. Those that make their save suffer a d12 worth of By placing their divine focus or holy symbol in the dirt and
damage so long as they stay in the cloud. intoning words of power, the natural world is awakened and
follows the druid’s bidding.
The cloud slowly moves away from the caster, at 10 feet per
round, though a moderate wind or gust of air doubles this The spell takes three forms as the druid channels their magic.
The caster must pick one or roll it randomly if not designated.
— PLAYERS HANDBOOK 139

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Awaken: The spell awakens small trees, long vines, and tall Commune with the Natural World, Level 5
shrubs in the area of effect. These act as treants with AC equal druid
to those creatures, though levels are halved. In total the caster
The druid focuses their attention on the world around them,
can animate 1-3 trees, 1-4 tall shrubs or 1-6 long vines. The
blotting out all distractions through repetitive phrases and song,
flora is awakened for one hour.
in this way they learn the lay of the land.
Charm Flora: The spell allows the caster to command plants in
The spell allows the druid to commune with nature, plants,
the area of effect, asking them to do his bidding. They plants do
still and flowing bodies of water, birds, the very air and ground,
not animate, but they will, upon request release toxins or stop
elementals, and other supernatural beings in order to learn the
releasing toxins as well as any other natural attacks they have.
lay of the land around them. The caster gains a general idea
The charm lasts 1 day per caster level.
of the terrain, its foliage and climate as well as three specific
Enhanced Entangle: The plants in the area of effect explode ideas that concern dominate animals, dangers such as pit falls or
with sudden growth, entwining any caught in the spell. Vines, monsters, terrain hazards, current weather patterns, and similar
grasses, shrubs, and other plants wrap up and around those aspects of the area.
in the area. Any creature caught is immobilized. A successful
The spell does not work in heavily urbanized areas.
dexterity save means they avoided the tangle. They must make
a save each round they are in the area. Failure means becoming Casting this spell requires the caster’s combat action for 10
immobilized. Any creature immobilized must make a strength minutes. The spell’s range is 1 mile per level outdoors and
check to break free. 100 feet per level underground with a permanent. There is
no saving throw. The spell is unaffected by spell resistance.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration that changes The casting components are speech, hand gestures, and an
(see description). For the effect of saving throws see each version object of divine focus.
of the spell. The spell is unaffected by spell resistance. The
spell’s area of effect is a 50 foot diameter circle. Comprehension, Level 1 wizard

The casting components are speech and a holy symbol. Through a moment’s concentration and uttered words of
archaic origins the caster becomes familiar with a foreign
The caster causes plants, fungi, and plant creatures to do language, spoken or written.
the character’s bidding. There are three versions of the spell
described below. Once cast, the spell enables the wizard to read or understand
a single language unfamiliar to them. They understand the
Commune, Level 5 cleric words, but not the nuance of emotion, ques or body language.
It does not allow the wizard to speak the language or write the
The caster places themselves in a quiet, meditative state of
language. It reveals magical script as magical only, it does not
mind as they reach out to capture the attention of their god or
allow the wizard to read it. It does not answer riddles or reveal
goddess.
hidden characters and the like.
Once a connection is made they ask the deity simple questions
Once the spell ends the wizard is left only with a vague
that can be answered with a yes or no. Any question more
intimation of the language making it easier to learn it in the
complex than that is treated as a no. They can ask a number
future (this is up to the Castle Keepers discretion).
of questions equal to their caster level. Any break with the
questions, caused by combat, other interjecting, pauses for Casting this spell requires the caster’s combat action for the
conversation, breaks the spell as the deity assumes the commune round. The spell’s range is personal with a duration of 10
is over or becomes irritated at being interrupted. minutes per caster level. There is no saving throw. The spell
is unaffected by spell resistance.
Casting this spell requires the caster’s combat action for 10
minutes. The spell’s range is metaphysical with a duration The casting components are speech and hand gestures,
that expires after the last question is asked. There is no saving
throw. The spell is unaffected by spell resistance. Cone of Winter’s Blast, Level 5 wizard

The casting components are speech, hand gestures, a stick of Tossing the water in the air and breathing words of the cold
incense and the caster’s holy symbol or some religious item. waste across the vapors, turns the water into a sheet of ice, sleet,
and snow, hurling it toward the intended target.

Anyone caught within the ice sheet suffers 1d6 points of damage
per caster level. It fans out from the caster in a cone 5 feet wide
from the wizard’s outstretched hands, that expands to a width
equal to its length at any point up to 50 feet.
140 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
Casting this spell requires the caster’s combat action for the The two spells counteract one another.
round. The spell’s range is from caster with a duration of 1
round. A dexterity save halves the damage of the blast. The Casting this spell requires the caster’s combat action for three
spell is affected by spell resistance. rounds. The spell’s range is 50 feet with a duration of 2 hours
per level. There is no saving throw. The spell is unaffected by
The casting components are speech, hand gestures, and a small spell resistance. The spell’s area of effect is 50 feet x 50 feet.
amount of water.
The casting components are speech, hand gestures, and religious
Confusion, Level 4 wizard, 4 illusionist
material worth 25 gold.

Intoning words in a seemingly nonsensical manner, which is Contact Other Worlds, Level 5 wizard
nonetheless laced with the arcane magic they are so versed in,
the caster causes confusion and delay in those who fail their The wizard enters a state of meditation, clearing their mind
save. of thoughts of the world around. Once achieved, they utilize
a language unknown to mortal ears and speaks arcane words
Those effected by the spell become hesitant, lost in their of eldritch origin, casting their mind out upon distant worlds
thoughts and actions. Roll on the following table to determine and planes both known and unknown, there to speak with the
their response: powers that reside behind the clouds of reality.

1d10 Behavior The spell allows the wizard to contact other planes of existence
and ask questions of the denizens there. Though they may
1 Wander away for 1 minute (unless prevented) not speak the same languages they can readily understand
2-3 Attempt mundane task, like cooking, for 1 round each other, and the spell compels the denizens to answer the
4-6 Do nothing for 1 round questions, whether they like it or not. At times this makes them
angry and desirous of visiting harm upon the caster, but time
7-8 Try to locate lost items for 1 round
and distance often preclude this.
9 Attack nearest creature for 1 round
10 Act normally for 1 round When first making contact, the caster must make a successful
intelligence save. If they fail, the caster is lost in the cosmos
Creatures who wander away, break all contact and head in a for the duration of the spell, unable to return. The caster’s
different direction, becoming convinced some other task awaits intelligence and charisma scores are decreased as indicated on
them. Attacking someone under the influence of the spell reaps the table below for one week’s duration. Lowering of intelligence
a surprise attack bonus for the attacker, but causes the individual can result in the loss of bonus spells, and if reduced to 8 or less,
to defend themselves in the following and subsequent rounds. the loss of daily spells entirely. Additionally, the caster may go
insane when contacting a plane other than an elemental plane.
Casting this spell requires the caster’s combat action for the A saving throw failed by 5 or more means the caster was unable
round. The spell’s range is 150 feet with a duration of 1 round to return from their journey. A saving throw roll of natural 1
per level. A wisdom save negates. The spell is affected by spell always results in insanity.
resistance. The spell’s area of effect is 50 feet x 50 feet.

SPELLS
Insanity lasts as follows:
The casting components are speech and hand gestures.
Astral:1 week Demigod: 1d4 weeks
Consecrate*, Level 2 cleric
Lesser Deity: 2d4 weeks Greater Deity: 3d4 weeks
The cleric takes religious material relevant to their beliefs and
sets it upon the corners of the area they intend to consecrate, If successful the caster can ask 1 question for every 2 levels the
by uttering prayers they conjure the good will of their deity and possess, rounded up. The answers are generally short, a simple
sanctify the ground. word or phrase, however, some very powerful creatures may
wish to expand a little, though often providing more confusion
Consecrate: The ground that they consecrate becomes a than aid. The Castle Keeper may choose to pick the entity the
fortress against the undead. Any undead that pass into the caster is speaking with and respond to the questions accordingly,
consecrated area suffer a -1 from all rolls, including initiative. If or it may be random. In any event, each question comes with
and when the cleric attempts to turn the undead they gain a +4 an intelligence check (CL 0), if successful the answer must be
against common undead and a +3 against extraordinary and true. If unsuccessful the answer can be the truth, a lie, a random
unique undead. If the consecrated ground is a holy site for the thought or some other response, the characters will not know
deity, the bonuses are doubled. which is which.
Desecrate: This acts the opposite from consecrate. The undead Note: If they desire, the CK can make the check for the player;
gain a +1 on all actions and turns are made at -4 and -3 this ensures the player will never know whether they are getting
respectively. Penalties and bonuses doubled in a holy site. the truth from the entity.
— PLAYERS HANDBOOK 141

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Casting this spell requires the caster’s combat action for 10 per caster level. When cast in a larger body of water than they
minutes. The spell’s range extends to other planes with a can affect, the water on the sides pours in, creating a violent
duration of 1 round per every 2 levels. There is no saving whirlpool, threatening to pull anything nearby into the gulf.
throw. The spell is unaffected by spell resistance.
Raising: Lifting up a liquid forces a bulge to appear in the surface
The casting components are speech and hand gestures. and the liquid to course down the sides. Anything caught on
the bulge may slide down. Ships can be moved in this fashion.
Continual Fire, Level 2 wizard, 3 illusionist,
3 cleric Casting this spell requires the caster’s combat action for the
round. The spell’s range is 450 feet with a duration of 10
Through words arcane or divine, the caster taps into the minutes per level. There is no saving throw. The spell is
elemental fires that lie seething just beyond the material plane unaffected by spell resistance.
to ignite an object with tongues of fire and flame.
The casting components are speech, hand gestures, a vial of
The spell creates a flame the brightness of a freshly lit torch. warm water liquid and holy symbol.
Though it looks like a normal flame, it burns without heat and
requires no oxygen. One cannot quench or douse the flame, Control Atmosphere, Level 7 cleric, 7 druid,
though it can be covered or hidden. 6 wizard
Casting this spell requires the caster’s combat action for the After tossing the hair of a storm giant on high and muttering
round. The spell’s range is 5 feet with a permanent duration. words of summoning to the elements and gods, the caster takes
There is no saving throw. The spell is affected by spell control of the weather in their local area.
resistance.
The spell allows the caster to manipulate the weather in the
The casting components are speech and hand gestures. given area. They must maintain weather that is appropriate to
the area and time of year, however, and it is important to note
Control Flora, Level 4 druid that many regions suffer extreme weather patterns through
much of the year. The Castle Keeper serves as the final arbiter
The druid must place naked flesh, a palm or foot for instance,
for what weather patterns can manifest.
in the soil and intone words into the earth to allow them to
control the fauna within the noted range. The caster can make it sunny and warm, bring snow, rain, violent
storms, or any affect desired. The patterns change gradually, 10
The spell allows the druid to converse with the plants in the
minutes after casting begins. If the spell casting is interrupted,
area, learning what they know in their own terms. They can
the weather abates slowly, but upon a successful wisdom check
learn of creatures passing that do so with a heavy hand, or with
the caster can pick it back up where they left off, so long as it is
a light. Their treatment. Recent weather and other similar
done within half an hour.
notions. The druid can also force plants to move out of the way
if so desired, or alternatively to crowd an area out. Though they Druids casting the spell double the range, duration, and area
do not lift up and walk away, the trees bend back branches, of effect.
shrubs and vines move off or into the desired path. Plant-like
creatures are affected as well if the caster makes a successful Consult the Castle Keeper Guide for a complete break down of
charisma check (CL equal to the plant-like creature’s hit dice). weather patterns per season.

Casting this spell requires the caster’s combat action for the Casting this spell requires the caster’s combat actions for 10
round. The spell’s range is 50 feet with a duration of 1 minute minutes. The spell’s range is 2 miles with a duration of 4d12
per level. A charisma save negates. The spell is affected by hours. There is no saving throw. The spell is unaffected by
spell resistance. The spell’s area of effect is 25 feet x 25 feet. spell resistance. The spell’s area of effect is 2 miles x 2 miles
centered on caster.
The casting components are speech and hand gestures.
Control Aeriel Currents, Level 5 druid
Control Liquids, Level 4 cleric, 4 druid
By guiding their speech into the air above the druid and
By pouring the warm water over their hands and intoning the entreating eldritch forces, the druid allows the wind to steal
echo of the water god’s name the caster gains control over liquid their voice and thereby gains control of the wind, much like a
such as water, alcohol, molten metals and the like. conductor an orchestra.
Control liquid is a method of controlling the amount of liquid The spell allows the druid to control the speed of the wind and
in a container or area. the direction it originates and flows in. They are able to create
a windstorm center, from which the winds emanate, driving
Reducing: When reducing a liquid, the caster can affect 2
temperature and moisture before them.
cubic feet per level. The caster can reduce that area by 2 feet
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Spell Descriptions - MAGIC
The druid can create one of the following winds: Create Sustenance*, Level 3 cleric, 3 druid
Calling upon the intercession of the gods the cleric mutters
A violent, powerful wind that blows words of prayer and with their holy symbol in hand creates a
Straight Line Wind
horizontally across the land board of food for all to eat and drink.
A column of wind that drives down from
Downdraft The spell allows the caster to manifest a day’s worth of food
above
for three people, or enough to feed 1 horse, per caster level.
A wind laced with moisture that causes
The food is good and simple, usually meats, fruits, and breads.
Gust Front sudden temperature changes and
Enough water appears as well.
erratic wind shifts
Characterized by spinning winds and Spoil Sustenance: The reverse of the create substance, spoil
Whirlwind
tornadoes sustenance, spoils the same amount.

The power of the wind is ranked by its speed. The caster can Casting this spell requires the caster’s combat actions for
raise or lower it one rank for every three levels 10 minutes. The spell’s range is 50 feet with a permanent
duration. There is no saving throw. The spell is unaffected by
Moderate 5-10 miles per hour spell resistance.
Bad 11-49 miles per hour
The casting components are speech, hand gestures, and their
Severe 50-74 miles per hour divine focus.
Tornado 75+ miles per hour
Creates Sustenance (Water Only)*, Level 0
Casting this spell requires the caster’s combat action for the
cleric, 0 druid
round. The spell’s range is centered on druid with a duration
of 10 minutes per caster level. There is no saving throw. The By taking some type of vessel, such as a gord or flask, or an
spell is unaffected by spell resistance. The area of effect is a area with a depression that can hold water, the caster mutters
500 foot diameter sphere plus 50 feet per caster level. prayers to their deity and conjures clean drinking watre.

The casting components are speech and hand gestures. The spell creates 2 gallons of water for each level of the caster,
roughly enough to fill four water skins.
Create Common & Extraordinary Undead, Spoil Sustenance (Water): The reverse of the create substance
Level 6 cleric (water), spoil sustenance (water), spoils the same amount.
During the darkling hours the cleric mutters baleful words over
the corpse or corpses they wish to animate, all the while having Casting the spell requires the caster’s combat actionsf for 1
their holy symbol prominently displayed. round. The spell’s range is 50 feet with a permanent duration.
There is no saving throw. The spell is unaffected by spell
This spell allows the caster to create common and extraordinary resistance.
undead as defined in the Players Handbook. They do not gain

SPELLS
immediate control of the undead but must first make a successful The casting components are speech and hand gestures.
wisdom save, CL equal to the undead’s hit dice.
Create Unique Undead, Level 8 cleric
Level Type During the darkling hours the cleric mutters baleful words over
11 ghoul the corpse or corpses they wish to animate, all the while their
12 shadow holy symbol prominently displayed.
13 ghast This spell allows the caster to create unique undead as defined
14 wight in the Players Handbook. They do not gain immediate control
of the undead but must first make a successful wisdom save, CL
15 wraith
equal to the undead’s hit dice.
Casting this spell requires the caster’s combat actions for 1 hour.
The spell’s range is 50 feet with a permanent duration. There Level Type
is no saving throw. The spell is unaffected by spell resistance, 13 mummy
but the caster must overcome the target’s spell resistance.
15 specter
The casting components are speech, hand gestures, a holy 17 vampire
symbol, 100 gold and a corpse. 19 ghos t

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MAGIC - Spell Descriptions
Casting this spell requires the caster’s combat actions for 1 hour. Casting this spell requires the caster’s combat action for the
The spell’s range is 50 feet with a permanent duration. There round. The spell’s range is 150 feet with a duration of 1
is no saving throw. The spell is unaffected by spell resistance, minute. For any who interact with the spell a wisdom save
but the caster must overcome the target’s spell resistance. negates. The spell is unaffected by spell resistance.

The casting components are speech, hand gestures, a holy The casting components are speech and hand gestures.
symbol, 100 gold and a corpse.
Dark Whips, Level 2 illusionist
Creeping Swarm, Level 7 druid
With hands gripped as if holding a pommel, the caster utters words
The druid hums a song of storm and fire, conjures a swarm of of binding, so manifesting long whip-like tendrils in each hand.
insects, small biting reptiles, and a swarm of arachnids. The
swarm rises around the druid and moves out like a carpet of The caster uses these tendrils as whips, striking any who they
madness. desire. The whips deal an automatic 6 points of damage to
anyone who fails their saving throw. The target is allowed a
This spell summons a swarm of biting creatures 1000 strong that second saving throw for each attack by a tendril.
can move slowly over an area that extends out 20 feet on either
side of the druid, and continues to do so until it is 20 feet deep. Casting this spell requires the caster’s combat action for the
The swarm moves slowly, covering only 10 feet per round round. The spell’s range is 10 feet with a duration of 2 rounds.
An intelligence save negates. The spell is affected by spell
Anyone caught in the swarm suffers 1d10 points of damage resistance.
in the first round. In every round after that they suffer 3d6
points of damage as the swam crawls up legs and arms and The casting components are speech and hand gestures.
begins to devour them. For every one point of damage inflicted
one swarm member dies. They continue attacking up to 150 Darkness*, Level 2 cleric, 2 wizard, 1
feet away from the druid, until they have all died or the spell’s illusionist
duration runs out. Whispered words of darkness are cast into dust that is in turn
sprinkled upon the ground or an object. A darkness clouds the
Casting this spell requires the caster’s combat action for the
area, rising rapidly to snuff out the light.
round. The spell’s range is 150 feet with a duration of 1 minute
per level. There is no saving throw. The spell is unaffected by This spell creates a pall of complete darkness. Normal vision,
spell resistance. twilight vision, dark vision, and dusk vision are completely
blocked. Natural fires short of volcanic and sixth level and
The casting components are speech and hand gestures.
lower spell effects are also blocked.

Daylight: this version of the spell acts opposite to darkness


flooding the area of effect with light. Daylight’s larger area

D of effect is 50 feet. This spell impacts any creature that is


vulnerable to light.

Daylight and darkness cancel each other out. If they overlap then
Dancing Orbs, Level 0 wizard, 0 illusionist
individuals with dusk vision only can see in it. Normal vision,
Conjuring lights in the mind’s eye, the caster visualizes them, twilight and dark vision are blocked.
and empowering the vision with arcane language they manifest
where desired. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with a duration of 10
The spell creates orbs of lights that mimic the powers of a will minutes per level. There is no saving throw. The spell is
o’ wisp. These orbs hover in the air stationary, or as directed unaffected by spell resistance. The area of effect is a 20 foot
by the caster. The orbs appear as soft light, as if derived from a radius sphere.
torch, or lantern or other globe wherein the light emanates from
within. The caster may arrange them to appear as a vaguely The casting components are speech, hand gestures, and glass
human shape, the light mingling one with the other so fashion dust from a broken mirror. Clerics and druids also need a divine
the silhouette. The caster moves them at will, they can move focus or holy symbol.
up to the caster’s charge movement (3 times their base) but the
orbs must stay close to each other, roughly 25 feet. The light Daze, Level 1 illusionist
winks out the moment it passes outside of range. The caster can The illusionist mutters words of power and hurls them at their
take on other tasks while the orbs are active intended targets. They strike with force, stunning them into a daze.

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The spell stuns anyone or monster 4 levels and lower who fails objects, and melts anything with a low melting point such as
their saving throw. It has no effect on 5 levels and above. Treat bronze, copper, silver, lead, or gold. The explosion creates almost
anyone who fails their save as stunned, with accompanying no pressure. A small lump of coal is required to cast the spell.
bonuses to hit, etc.
The fireball can detonate immediately in the same round that
Casting this spell requires the caster’s combat action for the the spell is cast, or the caster can choose to delay the explosion
round. The spell’s range is 25 feet with a duration of 1 round. for up to 5 rounds. The caster chooses the length of the delay
An intelligence save negates. The spell is affected by spell when the casting of the spell is completed, and the delay cannot
resistance. be changed once it has been set. Unlike the fireball spell, impact
against a solid barrier does not cause early detonation. If the
The casting components are speech, hand gestures, and a bit caster chooses a delayed explosion, the glowing bead stays at its
of wool. destination until the given time elapses, whereupon it explodes.
A creature can pick up and throw the fireball as though it
Death Mask, Level 5 cleric, 5 druid were a marble. If the caster attempts to send the ball through
The caster channels the power of their deity through voice and a narrow passage, such as an arrow slit, the character must hit
gesture to paint an individual with an invisible ward. with a ranged attack roll, or else the bead strikes the barrier and
falls to a resting point until detonation.
The spell creates a death mask, visible or not caster’s choice,
over the individual. The mask protects them from any sort of Casting this spell requires the caster’s combat action for the
death spells, death attacks by monsters, and magical death round. The spell’s range is 450 feet with a duration of 5
affects from abilities. It does not protect them against any other rounds. A dexterity save for half damage. The spell is affected
attacks that might cause death such as poison. by spell resistance. The spell’s area of effect is a 40-foot
diameter sphere.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 1 round The casting components are speech, hand gestures and a small
per level. There is no saving throw. The spell is affected by piece of coal.
spell resistance if the target chooses to resist.
Detect Disposition*, Level 0 cleric
The casting components are speech, hand gestures, and a holy
The caster fixes their vision upon a single point, touches their
symbol.
holy symbol, and utters a query to their deity to reveal what lies
before them.
Delay Toxin, Level 2 cleric, 2 druid
Holding the flesh of the target, the cleric or druid utters words The spell detects the disposition of creatures in front of and in
of prayer to channel the power of their deity into the blood of the visual field of the caster, up to 150 feet away, not including
the afflicted. their peripheral vision, resulting in a roughly V-shaped area of
perception. It reveals the disposition of creatures in front of
The caster grants immunity to all toxins, including natural and them. If it is mixed the signal is mixed.
manufactured. It protects them from the damaging effects of

SPELLS
toxins they have injected, consumed, or been exposed to as well Chaos radiates a wave-like aura, whereas law’s aura is
as from any they are exposed to during the spell’s duration. It constant. Good’s aura creates pleasurable emotion, whereas
does not damage already caused by the toxin. evil’s aura creates brief irritation and anger in the caster. The
strength of each aspect’s aura will be revealed as faint, strong,
Casting this spell requires the caster’s combat action for the or overwhelming if it is supernatural. The spell can penetrate
round. The spell’s range is touch with a duration of 1 hour per barriers, but 1 foot of stone, 1 inch of common metal, a thin
level. A constitution save negates if the target resists. The spell sheet of lead or gold or 3 feet of wood or dirt blocks it.
is affected by spell resistance if the target chooses to resists.
Casting this spell requires the caster’s combat action for the
The casting components are speech, hand gestures, and holy round. The spell’s range is 150 feet with a duration of 10
symbol. minutes per level. There is no saving throw. The spell is
unaffected by spell resistance.
Delayed Fireball, Level 7 wizard
The casting components are speech, hand gestures, and holy
With a gesture, the caster sends a small ball of fire hurtling symbol.
through the air to detonate with a low roar at the height and
distance the caster desires, as long as it is within the spell’s Discern Illusion, Level 0 illusionist
maximum range. The explosion fills the area with intense fire
and heat, causing 1d6 +1 per level fire damage to all creatures The mind of the illusionist is a twisted realm of the real and
and objects within the area. It ignites combustibles, damages unreal. By uttering certain eldritch words of power, and through

— PLAYERS HANDBOOK 145

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MAGIC - Spell Descriptions
a series of hand gestures, the illusionist can discern what is real Discover Poison, Level 0 druid, 0 wizard
and what is illusionary.
By taking measure of the air the caster able to utter simple
The spell discerns illusions in front of them and in their visual words and find any poisons in their area.
field up to 150 feet away, not including their peripheral vision,
This spell allows the caster to determine if there are any poisons
resulting in a roughly V-shaped area of perception. It reveals the
plants or creatures in the area, both mundane and magical.
disposition of creatures in front of them. If it is mixed the signal
With a successful wisdom check they can determine the type
is mixed. The spell can be cast on another by touch.
and its potential damage. The spell can penetrate barriers, but 1
The strength of the illusion detected will be revealed as foot of stone, 1 inch of common metal, a thin sheet of lead or 3
lingering, faint, moderate, strong, or overwhelming. The spell feet of wood or dirt blocks it.
can penetrate barriers, but 1 foot of stone, 1 inch of common
Casting this spell requires the caster’s combat action for the
metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.
round. The spell’s range is 50 feet with a duration of 10 minutes
Illusory areas, multiple types of illusion or strong illusory per level. There is no saving throw. The spell is unaffected by
emanations may confuse or conceal weaker auras, although the spell resistance. The area is equal to 25 feet x 25 feet.
Castle Keeper may allow the caster to spend additional rounds
The casting components are speech and hand gestures.
concentrating to decipher the confusion or reveal auras. The
Castle Keeper may require an intelligence check to do so
Discern Scrying, Level 4 wizard
Casting this spell requires the caster’s combat action for the Mumbling eldritch words like runes of recognition laced with
round. The spell’s range is personal or touch with a duration arcane magic, the wizard creates a mental reflection of their
of 1 minute per level. There is no saving throw. The spell is own mind and is thus able to discern others watching the
unaffected by spell resistance. through their magical means.
The casting components are speech and hand gestures. Discern scrying reveals any type of magical scrying, from natural
abilities, to spells, to spell-like abilities, and magic items. The
Discern Magic, Level 0 cleric, 0 wizard, 2 spell reveals a wolf hidden in the woods watching the caster as
illusionist well as the distant necromancer plotting their death through a
The caster fixes their vision upon a single point, touches their crystal ball. If the watcher is within 150 feet, the wizard knows
holy symbol, and utters a query to their deity to reveal what lies exactly where it is.
before them.
Casting this spell requires the caster’s combat action for the
The spell discerns magic in front of them and in their visual round. The spell’s range is unlimited with a duration of 1
field up to 150 feet away, not including their peripheral vision, day. There is no saving throw. The spell is unaffected by spell
resulting in a roughly V-shaped area of perception. It reveals the resistance.
disposition of creatures in front of them. If it is mixed the signal
The casting components are speech and hand gestures.
is mixed. The spell can be cast on another by touch.

The strength of the magic detected will be revealed as lingering, Discover Secret Doors, Level 1 cleric, 1
faint, moderate, strong, or overwhelming. The spell can druid
penetrate barriers, but 1 foot of stone, 1 inch of common metal, With eyes wide shut they walk the length of a wall or flat surface,
a thin sheet of lead or 3 feet of wood or dirt blocks it. Inherently casting out with their mind and so mentally feeling their way
magical areas, areas with multiple types of magic, or areas along stone and wood revealing any secret doors.
near strong local magical emanations may interfere with and
obfuscate lesser auras, although the Castle Keeper may allow The spell reveals hidden or concealed doors, secret
the caster to spend additional rounds concentrating to decipher compartments, and hidey holes in front of the caster. The caster
the confusion or reveal weaker auras. The Castle Keeper may can walk and even converse while the spell is in effect. Anything
require an intelligence check to do so. beyond sight, as in beyond a wall, is revealed, but not its exact
location. After a door is found, if the caster spends one round
Casting this spell requires the caster’s combat action for the concentrating on the door the spell reveals the mechanism to
round. The spell’s range is 50 feet plus 10 feet per level with a open it. It does not however, unlock it, solve any riddles that
duration of 1 minute per level. An intelligence save negates. may be needed to open it, or assist in the opening of said door
The spell is affected by spell resistance. in any other way.
The casting components are speech and hand gestures. This spell can penetrate barriers of up to 1 foot of stone, 1 inch
of metal, a thin sheet of lead or 3 feet of wood or dirt.

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Spell Descriptions - MAGIC
Casting this spell requires the caster’s combat action for the Casting this spell requires the caster’s combat action for the
round. The spell’s range is 60 feet with a duration of 1 minute round. The spell’s range is 50 feet with a duration of 10
per level. There is no saving throw. The spell is unaffected by minutes per level. There is no saving throw. The spell is
spell resistance. affected by spell resistance.

The casting components are speech and hand gestures. The casting components are speech, hand gestures, and an item
to concentrate on such as a small copper coin or small marble.
Discover Snares and Pits, Level 1 druid
The caster fixes their vision upon a single point, touches their Discover Traps, Level 2 cleric, level 2 druid
holy symbol, and utters a query to their deity to reveal what lies The caster fixes their vision upon a single point, touches their
before them. holy symbol, and utters a query to their deity to reveal what lies
before them.
The spell reveals snares, such as pits, vegetation tangles that will
impede movement, deadfalls, quicksand, mud slicks, sinkholes The caster discovers any traps, natural, magical, or manmade
and any similar natural hazards and traps set by creatures such that lie in front of them and in their visual field up to 150 feet
as giant spiders The caster discovers any in front of them and away. This does not include their peripheral vision, not including
in their visual field up to 150 feet away, not including their their peripheral vision, resulting in a roughly V-shaped area of
peripheral vision, resulting in a roughly V-shaped area of perception.
perception.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of
It does not detect magical traps, pits or snares or reveal how to common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.
disarm anything.
Casting this spell requires the caster’s combat action for the
The spell can penetrate barriers, but 1 foot of stone, 1 inch of round. The spell’s range is 50 feet with a duration of 1 minutes
common metal, a thin sheet of lead or 3 feet of wood or dirt per level. There is no saving throw. The spell is unaffected by
blocks it. spell resistance.

Casting this spell requires the caster’s combat action for the The casting components are speech and hand gestures.
round. The spell’s range is 50 feet with a duration of 10
minutes per level. There is no saving throw. The spell is Discover Undead, Level 1 cleric
unaffected by spell resistance.
The caster fixes their vision upon a single point, touches their
The casting components are speech and hand gestures. holy symbol, and utters a query to their deity to reveal what lies
before them.
Discern Thoughts*, Level 2 wizard, 2 The caster may thereby discover any undead creature that is
illusionist
in front of them and in their visual field up to 150 feet away,
The caster slips into a meditative state and casts their mind out. not including their peripheral vision, resulting in a roughly
While rubbing the small coin, marble or other token between V-shaped area of perception. The strength of the undead will be

SPELLS
fingers and thumb and uttering arcane words, they cast out of revealed as faint (level 1 or less), moderate (level 2-4), strong
their own mind and can read the minds of others. (level 5-10), or overwhelming (level 11+).

The caster discerns the general surface thoughts of individuals The spell can penetrate barriers, but 1 foot of stone, 1 inch of
in front of them and in their visual field up to 150 feet away, not common metal, a thin sheet of lead or 3 feet of wood or dirt
including their peripheral vision, resulting in a roughly V-shaped blocks it.
area of perception. Anyone in that area is subject to a reading,
though the caster must concentrate on the individual at least Casting this spell requires the caster’s combat action for the
mentally to pick up their thoughts. It detects the absence of round. The spell’s range is 50 feet with a duration of 1 minute
thoughts as well. Through this they can gain the level of per level. There is no saving throw. The spell is unaffected by
intelligence of the individual as follows: animal, very low, low, spell resistance.
average, high, very high, genius, supra-genius, or deific.
The casting components are speech, hand gestures and a divine
The spell can penetrate barriers, but 2 feet of stone or metal, 2 focus or holy symbol.
inches of common metal, a thick sheet of lead or 5 feet of wood
or dirt blocks it. Dimensional Leap, Level 4 wizard
The wizard takes a split second to focus on a spot, mental or
Hide Thoughts: Obscures a subject’s thoughts and counters
otherwise, and through arcane utterances rips a hole through
detect thoughts.
space, through which they step, coming to their desired
destination.
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MAGIC - Spell Descriptions
Dimensional leap allows a character to instantly move from one Disintegrate, Level 6 wizard
spot to another in visual range up to 450 feet away. If for some
With the feather of the cockatrice in hand, the utterance of arcane
reason they accidently land in spot where there is a physical
words, and a finger directed at the target, a thin beam of colored
body, they are ejected several feet and stunned for one round.
light slices through the air, casting the target in a thin glow.
Solid walls are not a barrier. They can transport up to 500 lbs.
in the leap. The beam disintegrates the one living target, turning it into ash
and dust that falls or is swept away by the wind. Upon striking
Casting this spell requires the caster’s combat action for the round.
an object it can disintegrate up to a 10 foot cube, such as a wall,
The spell’s range is 450 feet with an instant duration. There is no
door, landslide, etc. The matter disintegrated can be mundane,
saving throw. The spell is unaffected by spell resistance.
magical, or have magical origins.
Speech is the only casting component.
A successful save reduces the damage from total to 5d6.
Discern Lies*, Level 4 cleric Casting this spell requires the caster’s combat action for the
The caster must concentrate on an individual and utter words round. The spell’s range is 150 feet with an instant duration.
of prayer in order to reveal the truth of things. A charisma save negates partial. The spell is affected by spell
resistance.
The spell allows the caster to instantly know someone is lying
to them. It takes one round per subject, and unless they make The casting components are speech, hand gestures and a
a successful charisma save, the spell reveals truthfully whether cockatrice feather.
they are lying or not. It only reveals intentional lies, not the
misunderstandings of those poorly informed on a subject. Disjunction, Level 9 wizard
Muttering archaic words of chaos and disorder, whose tones are
Cover lies: this spell acts opposite to discern lies.
laced with the arcane power of the wizard, the caster unleashes
Casting this spell requires the caster’s combat action for the a destructive wave of magic into the area of effect.
round. The spell’s range is 50 feet with a duration of 1 round
The spell breaks the bonds between magic and items, between
per level. A charisma save negates. The spell is affected by
spells and people. The magic dissolves and the item or person
spell resistance.
they affected are left with only their mundane items and skills.
The casting components are speech, hand gestures and a holy Spells cast to aid or protect end. Magic items are destroyed
symbol. unless they make a successful breakage check (see Castle
Keeper Guide for equipment wastage). Artifacts may be broken
Discover Location*, Level 8 cleric
as well but this lies entirely in the purview of the Castle Keeper.
Disjunction does not. If cast at spells like anti-magic sphere the
The cleric, through a repetitive, chant communes with their caster must make a successful charisma save (CL equal to 20
deity for aid in mentally casting their mind forth to find the plus the defending caster’s level). The anti-magic sphere does
specific location of a person or thing. protect items and spells cast against the disjunction.
The caster must have seen the person at some point or be in Casting this spell requires the caster’s combat action for the
possession of something that belonged to them. For an object, round. The spell’s range is 50 feet with a duration of 1 round
they must have had a hand on it at some point. No distance is per level. A charisma save negates. The spell is unaffected by
too great, nor do anti-scrying devices or spells protect the object spell resistance. The spell’s area of effect is 25 feet x 25 feet.
or person from location.
Speech is the only casting component.
Conceal Location: Obscures the location of a person or object
from detection by spell, crystal ball, or other means of scrying. Dismissal, Level 4 cleric

Casting this spell requires the caster’s combat action for With clear and decisive tones and prayers to their deity, the
10 rounds. The spell’s range is unlimited with an instant cleric manifests power and hurls it at the intended target.
duration. There is no saving throw. The spell is unaffected by
spell resistance. The spell banishes one extraplanar creature from any plane on
which it is not naturally born and back to its plane of origin. The
The casting components are speech, hand gestures and holy transportation does no harm to the creature but is instantaneous.
symbol. It may not return to the plane it was banished from for a number
of years equal to 1 plus the cleric’s wisdom bonus. The year is
counted as time on the plane it was banished from.

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Spell Descriptions - MAGIC
Casting this spell requires the caster’s combat action for the The spell counteracts active spells, effects of spell-like abilities,
round. The spell’s range is 50 feet with an instant duration. A the powers of magic items, and some magical abilities. The
charisma save negates. The spell is affected by spell resistance. caster must make a successful intelligence check against each
spell, effect, object, or creature in the area of effect to succeed.
The casting components are speech, hand gestures, divine focus
that is distasteful to the subject, and a holy symbol. Restrictions to dispel magic are as follows: the caster cannot
dispel spells with an instantaneous duration; the spell only
Dispel Disposition, Level 5 cleric affects 1st-5th level illusionist spells; artifacts are unaffected.
Magic items are suppressed for 1d4 rounds. Summoned monsters
The cleric summons the power of their deity through prayer and
dismissed back to their original plane.
placing their holy symbol upon their body. They are shrouded in
a light holy to their deity. The caster can choose to automatically dispel their own spells.
The spell protects against one of five alignments chaos, good, Casting this spell requires the caster’s combat action for the
evil, law, neutral. They characters must choose which. Once round. The spell’s range is 150 feet with a special duration.
chosen, they gain protections against any creatures with There is no saving throw. The spell is affected by spell
that alignment. For instance if they choose chaos, they gain resistance. The spell’s area of effect is 30 feet x 30 feet x 30
protections against creatures of chaos/evil, evil/chaos, chaos/ feet.
good, good/chaos, chaos/neutral/neutral chaos. The cleric gains
+4 AC against. Further, upon a successful touch attack they The casting components are speech and hand gestures.
can dispel one spell or spell-like effect as in dispel magic or they
can banish one as is dismissal. Displace, Level 3 illusionist
The illusionist through muttered words that are both sharp and
Casting this spell requires the caster’s combat action for the unclear, and hand gestures that draw attention and point away
round. The spell’s range is touch with a duration of 1 round from the caster, unleashes a wave of magic that impacts those
per level. There is no saving throw. The spell is unaffected by around them.
spell resistance.
The illusionist can, with this spell, make a single target each
The casting components are speech, hand gestures, and holy round seem displaced, as if it were a few inches to the left or
symbol. right, just enough to distract an opponent. Any such displaced
creature gains a +4 to their AC. The illusionist can displace
Dispel Illusion, Level 3 illusionist one target per round for as long as the spell lasts.
The caster waves his hands and orders their mind with arcane
language in such a way as to reveal the truth of the illusions Casting this spell requires the caster’s combat action for the
before them. round. The spell’s range is 50 feet with a duration of 1 round
per level. An intelligence save negates. The spell is affected
The spell reveals all illusions in the area of effect. The caster by spell resistance.
must focus on each illusion in order to end it. Ending each
The casting components are speech and hand gestures.

SPELLS
illusion takes one round per illusion. The caster must succeed
at an intelligence check to dispel each illusion. If they fail they
assume the illusions is real. Any illusions cast by lower level Distort Reality, Level 8 illusionist
casters are instantly dispelled. Some illusions, as noted in their The illusionist unleashes his mind with arcane words, flooding
descriptions cannot be dispelled with this spell. the area around them with errant thoughts of what could be
and all its manifold possibilities.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration until all The spell touches on everything within the area of effect,
illusions in area of effect are dispelled. There is no saving recasting it in a slightly different light. Colors and shapes change
throw.. The spell is affected by spell resistance. The spell’s gradually, into something similar but not the same. Floors may
area of effect is 30 feet x 30 feet x 30 feet. slant, windows vanish, shrubs seem taller, everything is touched
the area. The effect washes over living creatures as well. A
The casting components are speech and hand gestures. sword may seem to break, the straps of a shield fall away, a spell
wound instead of heal, all things seem off.
Dispel Magic, Level 3 cleric, 3 illusionist, 3
wizard, 4 druid The distorted reality confuses and confounds friends and foes
The caster projects their power through speech and powerful alike, impeding their movement, forcing them to second guess
gestures, putting forth their divine or arcane power in a wave themselves, to question what is happening. Anyone in the area
that washes over all the magic in the area of effect. of effect must make an intelligence saving throw or suffer -4
from all rolls, initiative, to hit, damage, checks as they stumble

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MAGIC - Spell Descriptions
through their actions. Distortions directed at individuals force Dragon Armor, Level 1 illusionist
that individual to act accordingly. If their sword seems to break,
Speaking words of dragon lore laced with arcane magics, the
then they must act accordingly.
caster conjures the images of overlapping scales, thick and hard.
The illusionist must concentrate on the spell and any attack
The recipient appears to be wearing armor (including helm,
that causes damage requires the caster to make an intelligence
gauntlets, greaves, and pauldrons) formed of a dragon’s scales,
save (CL 10) or the spell is broken. Intelligent illusionists will
with the helmet formed of a dragon’s head. The effect adds +2
distort themselves out of the picture.
to the recipient’s AC unless any attackers make their saving
Casting this spell requires the caster’s combat action for five throw.
rounds. The spell’s range is 50 feet with a duration of 1 round
Casting this spell requires the caster’s combat action for the
per level. An intelligence save negates. The spell’s area of
round. The spell’s range is touch with a duration of 1 minute
effect is 30 feet x 30 feet x 30 feet + 10 pe level.
per level. An intelligence save negates unless the target is
Speech is the only casting component. willing. The spell is affected by spell resistance.

The casting components are speech and hand gestures.


Divination, Level 4 cleric
The cleric takes a small flask of holy water and pours it into a Dragon Bite, Level 2 illusionist
basin, a shallow spot in the rocks, or anywhere that holds the
Throwing their hand out toward the intended target the
water, then prays to their deity for insight. Touching the water
shouting words of power, a dragon is summoned, small and
with a wave of their hand opens a window to the future.
ferocious its neck stretches with toothy maw wide.
The spell allows the caster to see into the future up to a full
The illusionist seems to summon a small dragon. The dragon
week and ask their deity for guidance in a quest or goal. The
lunges and bites a victim of the caster’s choosing within range.
questions can be as complex or as simple as they diviner desires
If the victim fails their intelligence save, they suffer 2d6 points
but he simpler questions generally yield simpler answers. The
of damage. The illusion disappears immediately after the attack.
spell succeeds upon a successful wisdom check, the CL is
determined by the Castle Keeper and based on the difficulty Casting this spell requires the caster’s combat action for the
and complexity of the question. If the spell fails the cleric is round. The spell’s range is 25 feet with a duration of 1 day
very aware that the window never opened properly and no per level. An intelligence save negates. The spell is affected
information is forthcoming. by spell resistance.
Casting this spell requires the caster’s combat action for 10 The casting components are speech and hand gestures.
minutes. The spell’s range is personal with a permanent
duration. There is no saving throw. The spell is unaffected by Dragon Breath, Level 5 illusionist
spell resistance.
With hands thrown high and reckless words of dragonkin the
The casting components are speech, hand gestures, and holy caster seems to open a portal before them, out of which lunges
water. an enraged dragon.

Doubled Treasure, Level 3 illusionist


The caster seems to summon a red dragon which breathes fire in
a cone. The cone is 5 feet wide at the base, 50 feet long, and 20
By uttering simple words of desire and want, the illusionist feet wide at the end. All in the cone who fail a save suffer 1d8
passes their hand over a treasure to make it appear greater than damage per caster level. The image vanishes after the attack.
it is.
Casting this spell requires the caster’s combat action for the
This spell is cast on a mass of treasure and unless those observing round. The spell’s range is 25 feet with an instant duration.
the treasure make a successful saving throw, it appears to them An intelligence save negates. The spell is affected by spell
as if there is double the amount of treasure in a hoard. resistance.
Casting this spell requires the caster’s combat action for two The casting components are speech and hand gestures and a
rounds. The spell’s range is touch with a duration of 1 day small piece of dragon hide, scale, or other part of a dragon.
per level. An intelligence save negates. The spell is affected
by spell resistance. Dragon Mark, Level 0 illusionist

The casting components are speech and hand gestures. Words have memory, and setting them upon the floor through
arcane means, the illusionist sets the memory of dragonkin in
the room or area.

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The illusion is placed on a door. Any who approach and fail Dragon Shadow, Level 5 illusionist
their save hear, smell, and otherwise sense the presence of a
Weaving their hand through the air the caster traces the outline
dragon on the other side of the door, and are afflicted as though
of a small dragon, such that the shadowy form appears before
failing a save against a dragon’s frightful presence (see Monsters
them with one shouted word.
& Treasure). It remains until dispelled or deactivated.
The illusion of a shadowy dragon appears, accompanying the
Casting this spell requires the caster’s combat action for one
caster as a companion. This shadow guards the caster, providing
round. The spell’s range is touch with a duration of 1 day per
+2 to AC. Any time the caster is attacked, the head bites at
level. An intelligence save negates. The spell is affected by
the attacker so long as they are within 15 ft. If the victim fails
spell resistance.
an intelligence save, they suffer 5d6 damage. A successful save
The casting components are speech and hand gestures. negates the damage and the AC bonus as well.

Casting this spell requires the caster’s combat action for the
Dragon Mount, Level 3 illusion round. The spell’s range is 450 feet with a duration of 1 round
A piece of dragon gripped firmly in hand allows the illusionist per level. An intelligence save negates. The spell is affected
to bond with its memory, using that to manifest desires, through by spell resistance.
arcane utterings, to become a dragon rider.
The casting components are speech, hand gestures, and a piece
The caster appears to summon a dragon which the caster and of a dragon.
up to three other human-sized creatures can mount. It flies,
walks, or swims at 60 feet per round. It can also make a single Dream, Level 5 illusionist
breath weapon attack, dealing 3d6 damage in a cone. The cone
Whispering soothing words laced with the arcane the caster
is 5 feet wide at the base, 25 feet long, and 10 feet wide at the
places themselves or one other into a dreamlike trance.
end. A save negates the damage. It vanishes immediately after.
Speaking the name of an individual, identified through locale,
Casting this spell requires the caster’s combat action for two dress, or other habit they pass through the world of waking into
rounds. The spell’s range is touch with a duration of 1 minute the dreaming, the land of dreams.
per level. An intelligence save negates. The spell is affected by
The spell is cast on the illusionist or another and allows them
spell resistance if the target chooses to resist.
to enter the dreams of a sleeping individual anywhere. If the
The casting components are speech, hand gestures, and a piece individual is not asleep the messenger can choose to linger in the
of a dragon. land of dreaming until the individual goes to sleep or they can
break of the spell. If they choose to wait, their own body remains
Dragon Scales, Level 4 illusionist
in a dream like stance. Any attack on the messenger frees them
from the dreaming and they cannot deliver the message. Attacks
With gestures both calm and subtle, an illusionist changes on the messenger are treated as if stunned and prone.
their own demeanor to one of quiet reflection and acceptance
of doom, even as a portal seemingly opens before them and a Once there, they can freely converse with the individual as

SPELLS
dragon crawls out. if it were reality. They can convey any message, thought or
instructions to the sleeping individual. Though the sleeper
The caster appears to summon a small dragon, a dozen feet cannot speak to the messenger, nor convey any thought or
long, which guards their companions. The dragon moves to emotion, they do wake fully cognizant of the dream message.
absorb attacks against them and grants +4 to the AC of all
allies within range until the spell ends. Attackers who succeed Casting this spell requires the caster’s combat action for the
at an intelligence save negate the AC bonus against themselves round. The spell’s range is unlimited with an instant duration.
thereafter. There is no saving throw. The spell is affected by spell
resistance if the target chooses to resist.
Casting this spell requires the caster’s combat action for two
rounds. The spell’s range is 50 feet with a duration of 1 day The casting components are speech and hand gestures.
per level. There is no saving throw. The spell is affected by
spell resistance. The spell’s area of effect is 15 feet radius of Dreaming, Level 9 illusionist
the caster
Through a gentle touch and words both deadly and soothing,
The casting components are speech, hand gestures and a piece the illusionist casts this powerful dreamer and places the target
of a dragon. into a comatose dream state. They then enter the victim’s
dreams, and if the illusionist wishes, attack the victim in his
dreams or seek out hidden knowledge and secrets.

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The illusionist must make a successful touch attack for the spell knocking creatures down, collapsing structures, and opening
to take effect. The victim is not allowed a saving throw. If the gaping fissures. The earthquake affects standing creatures in its
touch attack is successful, the victim’s body becomes comatose area in a variety of ways. All creatures standing in the area must
while the victim’s mind wanders through the creature’s dreams make a dexterity save or fall. Even if they remain standing, they
and nightmares. The victim does not believe they are in a suffer a -10 penalty to any actions attempted during the spell’s
dream, but instead believes they are awake and experiencing duration, and find it impossible to move at more than half their
reality. normal speed, if at all. All spellcasters standing in the area find
it impossible to cast spells while the earthquake is in effect, and
Once the illusionist has placed the victim in a comatose lose any spells they were in the process of casting.
state, the illusionist has two options. The more powerful
option requires the illusionist to keep touching the victim to Fissures rip open in the ground without warning, with a 25%
successfully manipulate the magical dreams. chance of opening beneath each creature in the area. Such
creatures must make dexterity saves to avoid falling into the
If the illusionist ceases to touch the victim, the victim will fissure, taking 1d6 damage if they fail. The worst threat, however,
remain comatose and unable to act or interact with anyone is that all such fissures grind shut with impossible force at the
in any way until the spell ends or until they are successfully end of the round, crushing any trapped creatures to death.
awakened by another. The victim can only be awakened if
struck with a force that causes damage. If so struck, the victim The earthquake also has additional effects based on the terrain:
is allowed an intelligence saving throw to awaken and come out
of the dreaming. Buildings, Caves, Dungeons, Tunnels: The building must
make necessary saves or collapse. Each building should make
If the illusionist, however, has continued to touch the victim a strength check (CL equal to caster level) or suffer collapse
since the spell began, then the victim cannot be awakened. or partial collapse. If the structure is sound the CB is 12, if the
Instead, the illusionist convinces the victim that they have structure is unsound the CB 18.
awakened into a dream and they slip back into a comatose state.
Material Bonus
While continuing to touch the victim, the illusionist also can
Stone +8
assault the victim’s mind with deadly attacks that cause damage
or seek out information. The illusionist does so by casting spells Reinforced Stone +12
into the dream. The spells are limited to those with verbal Wood +6
and/or somatic components only. If such a spell deals damage Adobe +4
or death, the victim is allowed a normal saving throw to resist
the spell’s effect. If the spell seeks information from the victim, If the building collapses, anyone beneath suffers 1d12 points of
which typically will require both the spell and role playing the damage per foot of roof, walls, etc. A successful dexterity save
dream encounter, the victim suffers a -6 to any allowed a saving reduces damage by half.
throw.
Cliffs: The cliffs may crumble. As with other structures,
Casting this spell requires the caster’s combat action for the determine the relative strength of the cliff for its CB. Roll
against a CL equal to the caster level. If the cliff collapses, it

SPELLS
round. The spell’s range is touch with a duration of 1 round
per level. There is no saving throw. The spell is affected by tumbles down in huge blocks of stone that deal 4d12 points of
spell resistance. damage to any caught in the path. A dexterity save reduces this
by half.
The casting components are speech, hand gestures, and the
blood of a nightmare. Slope: A slope rattles loose and a landslide ensues. The rubble
catches in below dealing 6d6 points of damage, dexterity save
for half.

E
Wetlands (including rivers, ponds, lakes, etc.): The water
is shaken violently, washing up over the surrounding ground,
flooding halls, filling holes and the so on. There is a 1 in 4 chance
that a fissure opens beneath the water, causing it to redirect and
Earthquake, Level 9 druid 8 cleric pour into the fissure. In such cases anyone caught within 10 feet
Humming words of power and grasping the stone of a giant, of the fissure must make a dexterity save or suffer being pulled
the caster channels the vibrations of their voice into a mighty into it and possibly drowned. The CK must determine the depth
wave of power that is unleashed when the stone is tossed upon of the fissure.
the ground.
Casting this spell requires the caster’s combat action for 10
Drawing upon elemental forces, this spell creates an intense minutes. The spell’s range is 450 feet with a duration of 1
but highly localized tremor, that ripples through the ground, round. A dexterity save may mitigate some effects. The spell

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MAGIC - Spell Descriptions
is unaffected by spell resistance. The spell’s area of effect is a The casting components are speech, hand gestures, and a holy
50 foot diameter circle. symbol.

The casting components are speech, hand gestures, a holy Energy Drain, Level 9 cleric
symbol, and a chip of stone cast by a giant.
The cleric channels the power of their god through word and
Emotion, Level 4 illusionist
form, drawing forth the energy that makes them who they are.

The caster speaks in a loud, clear voice, but couches their This spell drains 2d4 levels from the victim. If cast upon the
speech in rage or hate, fear or despair. Once done, they lace it undead it grants them greater power, giving them 6d8 temporary
with arcane power and unleash a wave of emotion. hit points.

This spell induces a powerful emotion in the hearts and minds Casting this spell requires the caster’s combat action for the
of the creatures it effects, eclipsing their natural feelings. The round. The spell’s range is 50 feet with a duration of 1 round
caster may choose which emotion to inflict: per level. A constitution save negates. The spell is affected by
spell resistance.
Despair: A lack of all hope crushes the targeted creatures’
morale. They suffer a -2 penalty to all saves, attacks, attribute The casting components are speech, hand gestures and holy
checks, ability checks and damage rolls. Despair dispels Hate. symbol.

Fear: Fear of the caster grips the hearts of the targeted creatures. Enhance Mental or Physical Attribute*,
They flee as if subject to a fear spell. Fear dispels Rage. Level 2 wizard
Hate: Fiery hate and bile rise in the targeted creatures. They Speaking words of power into their hand, and placing it upon
react poorly to others and may become antagonistic or hostile. the target, they release it and the power of the word into the
They gain a +2 bonus to saves, attacks, attribute checks, ability willing flesh, imbuing it with power or wisdom, intelligence or
checks and damage rolls. Hate dispels Despair. health.

Rage: Sheer blind fury and wrath engulfs the targeted creatures, The spell temporarily enhances one attribute of the caster’s
and they are compelled to fight, heedless of danger. They gain a choice on one individual. The spell’s effect differs depending
+2 bonus to strength and constitution scores, and a +1 bonus upon whether the attribute to be raised is a prime attribute
to saves against fear, but suffer a -1 penalty to armor class. Rage or non-prime attribute. The spell raises prime attributes by
dispels Fear. 1d4+1 points, but only raises non-prime attributes by 1d2+1
points. The material component is a hair or piece from an
Casting this spell requires the caster’s combat action for the animal considered strong, dexterous, tough, intelligent, wise, or
round. The spell’s range is 150 feet with a duration lasts as appealing.
long as the caster concentrates. A charisma save negates. The
spell is affected by spell resistance. The spell’s area of effect is Diminish Attribute: A creature failing a constitution save suffers
25 feet x 25 feet. a loss of 1d4+1 points in a prime attribute or 1d2+1 points in
a non-prime attribute.
The casting components are speech and hand gestures.
Casting this spell requires the caster’s combat action for the
Endure Cold/Heat, Level 0 cleric, 0 druid, round. The spell’s range is touch with a duration of 1 round
0 wizard per level. A constitution save negates if the target chooses
to resist. The spell is affected by spell resistance if the target
Calming words laced with magics divine or arcane raise or lower
chooses to resist.
their body’s endurance to the weather, be it cold or hot.
The casting components are speech, hand gestures and a small
This spell allows the caster to endure extreme temperatures of
lock of animal hair.
hot or cold, down to subzero. They do not need to dress for cold
weather, nor worry about overheating in the warmth. It serves
as a blanket of protection even against natural hazards such as Entangling Vegetation, Level 1 druid
blizzards or volcanic lava. It does not however, protect against Through voice, sung or intoned, the druid wakens the vegetation
direct damage to the person. One could not, for instance, touch around them and allows their own power to flow through them
lava. to it, so that it grows rapidly and wildling, ensnaring any within
the area in a tangle of plants.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is personal with a duration of 24 This spell animates all plants in the affected area, causing
hours. There is no saving throw. The spell is affected by spell them to attempt to intertwine about and entangle any creature
resistance. within, or moving through, their location. The plant will

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thus try to hold its victim fast, but a successful dexterity save material world attract the attention of those of the ethereal,
means that the creature manages to avoid becoming entangled which are not always friendly.
for that particular round. An entangled creature suffers a -2
penalty to attack, a -4 penalty to effective dexterity, and cannot Casting this spell requires the caster’s combat action for the
move, making the casting of spells with a somatic component round. The spell’s range is to the ethereal plane with a
impossible. Breaking free requires a successful strength check. duration of 1 round per level. There is no saving throw. The
Each subsequent round, the plants will continue to try and spell is unaffected by spell resistance.
entangle all living things that they can reach. They will go
The casting components are speech and hand gestures.
viciously after those who have avoided or escaped entanglement
thus far.
Explosive Mark, Level 3 wizard, 3 illusionist
Casting this spell requires the caster’s combat action for the The caster carefully etches eldritch words upon a surface, lacing
round. The spell’s range is 450 feet with a duration of 1 minute them with their own desires of vengeance.
per level. A dexterity save negates. The spell is unaffected by
spell resistance. This spell’s area of effect is a 50 foot diameter This spell allows the caster to inscribe innocuous-looking runes
circle. which detonate when they are read. The spell is used to protect
and prevent access to a book, map, scroll, or similar object
The casting components are speech, hand gestures and holy containing written information. When read, the runes explode
symbol. causing 6d6 points of damage to the reader.

Erase, Level 1 wizard, 1 illusionist Whatever object the runes were written suffers like damage.
Consult the CKG for equipment wastage for the necessary saves.
The caster must touch parchment or paper, book or scroll, and
through arcane utterances return the paper to its original state. Anyone specifically designated by the caster at time of casting
can read the runes without triggering them. Likewise the caster
The spell erases all written material, on any surface and of any
has the option to remove the runes. They can be dispelled by
language. Magic writing must be touched and the caster must
dispel.
concentrate on the item. If it is magical it erases, if however, the
magic itself is dangerous, such as explosive runes of glyph, the Casting this spell requires the caster’s combat action for one
caster must make a successful intelligence save against the level minute. The spell’s range is touch with a duration until
of the individual who created the explosive mark or glyph. If the detonated. There is no saving throw for the reader, all within
level is unknown, assume CL 10. 10 feet dexterity save for half. The spell is affected by spell
resistance.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with a permanent duration. The casting components are speech, hand gesture, some form of
There is no saving throw. The spell is unaffected by spell liquid to make the runes.
resistance.

The casting components are speech and hand gestures. Eyes of Chaos, Level 2 illusionist

SPELLS
The illusionist imbues their eyes with a demonic fervor, flooding
Ethereal Jump, Level 5 cleric them with a baleful light of burnt orange that glow as a predator
at night.
The cleric opens pathways between the material world and the
ethereal using imprecations to their deity, reinforcing them with The spell floods the area in front of the caster with the same
gestures and focusing them with their holy symbol. burnt orange glow, allowing all to see in the area of effect. The
eyes dismay any creature of 2HD or levels and less so that they
The spell opens a brief doorway between the ethereal and
attack anything but the illusionist.
material worlds. The cleric can step through to the ethereal,
traveling on that plane, only to step back through another door Casting this spell requires the caster’s combat action for the
into the material. This allows them to pass through walls, doors, round. The spell’s range is personal with a duration of 1
and other solid objects. They can elect to remain in the ethereal round per level. An intelligence saving throw negates fear.
plane, using jump again to pass back into the material at a later The spell is unaffected by spell resistance. The area of effect
date. is 10 foot wide and 20 long.
If for some reason the cleric misjudges their distances and The casting components are speech and hand gesture.
returns to the material plane and lands inside a solid object,
they are forcefully ejected and suffer 1d6 points of damage.

It much be cautioned however that travel on the ethereal plane


comes with hazards. Distances are hazy and creatures from the

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MAGIC - Spell Descriptions

F Casting this spell requires the caster’s combat action for two
rounds. The spell’s range is 50 feet with a duration of 1 hour
per level, until the dog barks and then it is 1 round per level.
There is no saving throw. The spell is unaffected by spell
Faerie Glamour, Level 1 druid
resistance.
The druid conjures memories of the fading sun and casts words
of power out upon the area, casing all within in a thin, yellow- The casting components are speech, hand gestures and the dust
white glow. of the bone of a dog.

Anyone in the area of effect radiates a yellow-white glow, this False Snare or Trap Level 2 illusionist
includes creatures that are concealed, hidden, invisible, or magically By placing a bit of string and speaking jumbled words of
hidden with sorcery that might make them invisible or hard to see. confusion, the caster cloaks one object with a shroud of magic,
Attackers gain a +1 against anyone glowing from the spell. making it appear trapped to any creature seeking to detect traps
by mundane means.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 1 minute To cast false trap, the illusionist needs the shattered fragments of a
per level. There is no saving throw. The spell is affected by deliberately distorted mirror (5gp) placed in a small bowl of water,
spell resistance. The spell’s area of effect is 10 foot x 10 foot. and a pinch of powdered moonstone (50gp) cast into the air. Any
manipulation or attempt to disarm the trap breaks the spell and
Speech is the only casting component. dispels the illusion. Magical detection will indicate that there is no
trap, possibly causing confusion if visual inspection follows.
Faeries Reflection, Level 1 illusionist
The caster speaks their own name or some other key word Casting this spell requires the caster’s combat action for the
backwards, lacing the words with arcane magic, a simple round. The spell’s range is 50 feet with a duration of 1
gesture from them sends their own reflection to blanket another minute per level. An intelligent check detects illusion if the
individual. individual attempting to find the trap is higher level than the
caster. The spell is unaffected by spell resistance. The spell’s
The spell creates an illusory doppelganger of the illusionist of area of effect is 25 feet x 25 feet.
whomsoever the illusionist gestures toward. The doppelganger
mimics the actions of the illusionist who cast the spell, cloaking The casting components are speech, hand gestures, a small
whatever actions they are actually taking. piece of string.

Casting this spell requires the caster’s combat action for the False Scrying, Level 5 illusionist
round. The spell’s range is touch with a duration of 2 rounds By placing the powdered dust of a moonstone in a small bowl of
per level. An intelligence save negates if they choose to resist. water, channeling their power through hand motions made over
The spell is affected by spell resistance if they choose to resist. the water and breathing words of confusion into it, the caster
The casting components are speech and hand gestures. cloaks the area in a shroud of magic.

Everything within the area is undetectable to any scrying. Also,


Faithful Watchdog, Level 5 wizard, 5 illusionist, upon a successful intelligence check (CL equal to the individual
3 druid scrying) the caster detects that they are being scried and can
By scattering the dust of the bone upon the ground and uttering conjure an illusionary form. This form is what the scrying
words of summoning the caster calls to them a hound of baleful individual sees.
and mean countenance.
Casting this spell requires the caster’s combat action for the
The watchdog guards either the caster or an area the caster round. The spell’s range is 50 feet with a duration of 1 minute
assigns. They can command to switch during the duration of per level. There is no saving throw. The spell is unaffected by
the spell. If anyone that the caster has not marked as a friend spell resistance. The spell’s area of effect is 25 feet x 25 feet.
approaches within 50 feet of the caster or area, the dog begins
baying at them, howling. Those within the area must make a The casting components are speech, hand gestures, dust of the
successful charisma save or suffer -2 on attack rolls due to the moonstone and fragments of a distorted mirror.
unsettling nature of the howl.
Fatal Gesture, Level 7 wizard, 8 druid
The dog attacks any deemed a threat who approach within 12 The spell channels all the arcane and divine power of the caster,
feet. The dog bites with 2d6+3 points of damage. It continues wilting the very life of the target.
to attack until killed or until the intruder flees. The hound’s AC
is 18 and its hit points reflect those of the caster at max. The caster points or gestures at one figure, uttering a powerful,
life ending curse, and killing them instantly. If they make their

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Spell Descriptions - MAGIC
saving throw they survive but suffer 3d6 points of damage +1 Feeblemind, Level 5 wizard, 6 illusionist
per caster level.
A simple pointing gesture, coupled with arcane words of chaos
Casting this spell requires the caster’s combat action for the and doubt, reduces the target’s mind to little more than a
round. The spell’s range is 50 feet with a duration permanent. gibbering mess.
A charisma save for damage only. The spell is affected by
This spell drains the target’s higher intellect, reasoning, and
spell resistance.
even base cunning, reducing the target to an intelligence
The casting components are speech and hand gestures. of 2, below that of even an animal. Still, even at such low
intelligence, the spell’s target instinctively recognizes friends,
Fear, Level 4 wizard, 4 illusionist and can follow them and protect them in a very primitive
With simple arcane words and gestures, the caster blankets manner. The unfortunate victim remains in this state until a
their visage in an illusion that reflects the greatest fear of those heal, restoration, wish, or equivalent are used to dispel it.
who look up on them. Casting this spell requires the caster’s combat action for the
Panic and terror race through the hearts of the creatures round. The spell’s range is 150 feet with a duration of 1 round
affected by this spell, causing them to flee from the caster as fast per level. A charisma save negates. The spell is affected by
as possible. The creatures cower in abject horror if cornered, spell resistance.
and if forced to confront the caster, any effected creature suffers The casting components are speech and hand gestures.
a -2 penalty to all rolls.

Casting this spell requires the caster’s combat action for the Finding Trails*, Level 8 illusionist, 6 cleric,
round. The spell’s range is 50 feet with a duration of 1 round 6 druid
per level. A charisma save negates. The spell is affected by Taking a small stick in hand, the caster lifts it and utters words
spell resistance. The spell’s area of effect is 25 feet x 25 feet. of eldritch understanding to the four winds, revealing to them
the safest path to take to their destination.
The casting components are speech and hand gestures.
The path unfolds before the caster, revealing the safest and
Feather Light, Level 1 wizard shortest route to their destination. It warns the caster of any
The caster utters a single word, transforming their weight in an dangers on the trail or path, and course corrects them if they
instant. shift from the path, revealing secrets and traps, both magical and
mundane, even revealing safe words for spells. In short, it guides
Creatures and objects affected by this spell fall gently, drifting them on their trail to the intended destination keeping them
downwards through the air much like a feather. Subjects affected from becoming lost or slain. The character can even intuit by
by the spell take no damage from a fall of any height. The spell this magic the optimal direction to go to arrive at their intended
may be cast with the utterance of a single word, making it fast destination at a given time, or during specific conditions. This
enough to save the caster in case of an unexpected fall of any can enable the spell’s target to escape labyrinths, underground
notable height. A total weight of up to 1500 pounds can be tunnel networks, and mazes, be they magical or mundane. This

SPELLS
affected. The creatures and objects affected by the spell fall at spell also instantly counters and dispels the maze spell.
a rate of 50 feet per round. Should the spell end while they are
still falling, they fall normally from that point and take damage Hide the Path: This spell makes the subject lost, no matter
only for that distance fallen. the place being sought. The subject wanders aimlessly, always
straying off the path. The subject can be led by someone else, or
The spell only affects free-falling objects, like a boulder could even use a map if normally able to do so.
tumbling from a great height, and thus could not be used to
affect things acting under forces other than gravity. It could not, Casting this spell requires the caster’s combat action for
for example, slow a sword blow or cause a flying dragon to drift three rounds. The spell’s range is touch with a duration of
about aimlessly. It might have effect upon a ranged weapon or 10 minutes per level. There is no saving throw. The spell is
projectile, at the Castle Keeper’s discretion. affected by spell resistance if the target chooses to resist.

Casting this spell requires the caster’s combat action for the The casting components are speech, hand gestures, and a
round. The spell’s range is 150 feet with a duration of 1 round Y-shaped stick for focus.
per level. There is no saving throw. The spell is affected by
spell resistance if they choose to resist. It affects a 20-foot First Aid, Level 0 cleric, 0 druid, 0 illusionist
diameter sphere.
Uttered prayers or arcane mutterings allow the caster to
Speech is the only casting component. encourage flesh to mend itself, increasing the natural healing
powers of all living things.

— PLAYERS HANDBOOK 157

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MAGIC - Spell Descriptions
When the caster lays hands upon a living creature, this minor
Casting this spell requires the caster’s combat action for the
healing spell magically bandages any wound on the creature’s
round per seed. The spell’s range is 50 feet for acorns and 25
body, preventing further loss of hit points from bleeding. It
feet for holly berries with a duration of 1 minute per level. A
prevents infection, and cures 1d2 points of damage. No saving
dexterity save for half. The spell is affected by spell resistance.
throw is needed when the spell is cast by a cleric or druid.
The casting components are speech, hand gestures, a pinch of
The illusionist version of the spell acts in the same manner as the
ash, and acorns or holly berries.
cleric and druid versions; however, the illusionist must make a
successful attribute check to heal someone. The CL is equal to the
level of the target or as otherwise determined by the Castle Keeper. Flame Shield*, Level 4 wizard
The caster mutters words that open a temporary gate to the
Casting this spell requires the caster’s combat action for the elemental plane of fire and unleash the power therein, such that
round. The spell’s range is touch with a permanent duration. it encases them in a protective sheet of nearly translucent flame.
A dexterity save negates. The spell is affected by spell
resistance if the target chooses to resist. Anyone who engages in close quarter melee combat with the
recipient of flame shield runs afoul of the spell. Any successful
The casting components are speech and hand gestures. melee attack, done within 4 feet, triggers the shield to glow
intensely hot and burns the attacker for 1d6+1 per level points
Fireball, Level 3 wizard of damage. Spell resistance counteracts the damage.
With a gesture by fingers coated in ash or coal dust, the caster
The flame-clad character gives off light like a dim torch, the
sends a small ball of fire hurtling through the air to detonate
color of which is selected by the caster. Characters surrounded
with a large explosion of intense heat and fire.
by a hot shield take only half damage from cold-based attacks,
The fireball causes 1d6 points of damage per caster level. The and no damage if the attack allows a save for half damage and
flame is hot enough to ignite all combustible materials in the the caster succeeds.
area of effect. Any items with a low melting point suffer damages,
Characters surrounded by a cold shield take only half damage
partially melting beneath the red-hot heat. The fireball follows
from fire-based attacks and no damage if the attack allows a
a straight path and cannot be sent around corners or through
save for half damage and the caster succeeds.
objects. If it comes into contact with an object before it strikes
its designated target, it detonates. Sending a fireball through Casting this spell requires the caster’s combat action for the
an arrow slit for instance, is therefore challenging and requires round. The spell’s range is personal with a duration of 1
a ranged touch attack. If the caster fails, the fireball blows up round per level. There is no saving throw. The spell is affected
on the wall. by spell resistance.
Casting this spell requires the caster’s combat action for the The casting components are speech, hand gestures, and an
round. The spell’s range is 450 feet with a duration instant. A open flame.
dexterity save for half damage. The spell is affected by spell
resistance. It affects a 40 foot diameter sphere. Flaming Tempest, Level 8 cleric, 7 druid
The casting components are speech, hand gestures and ash or The divine caster, with words of prayer and fire unleashes the
coal dust. power of the elemental planes of fire.

Flame Seeds, Level 6 druid Raging elemental flame fills the area of effect, causing 1d6
The druid takes acorns or berries, dips them in ash, and through damage per caster level. The flames are harmless to natural
words of fire and air imbues them with the power of small flora, ground cover, and plant creatures in the area, unless the
burning projectiles. caster so desires.

Acorns: If acorns are used, the druid can enchant four of them. Casting this spell requires the caster’s combat action for the
Upon a successful ranged touch attack the acorn explodes in a round. The spell’s range is 150 feet with an instant duration.
wash of fire that deals 4d8 points of damage and ignites cloth, A dexterity save halves damage. The spell is affected by spell
paper, and similar materials. resistance. The spell’s area of effect is 10 feet cubes per level.

Holly Berries: If these berries are used, the druid may enchant The casting components are speech and hand gestures.
up to 8 of them. They are placed or hurled and upon contact
inflict 2d8 points of damage to any creature near them (5 feet). Flame Trap, Level 4 wizard, 2 druid
The flame from the burning berries ignites cloth, paper, and To cast the spell the caster needs fragments of flint and a stick of
similar materials. charcoal, the latter used to draw around the closure, the former
scattered over it, this process leaves no visible runes.

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Spell Descriptions - MAGIC
Set upon any closeable item, a fire trap erupts into flame when two mile radius of the caster. This usage can affect a given area
anyone other than the caster and any other caster-selected only once per year.
characters open the item that the spell is warding. When the
object is opened, it triggers the trap, releasing a gout of flame Casting this spell requires the caster’s combat action for three
and fire that burns anyone within 5 feet of the trap dealing rounds. The spell’s range is 450 feet with a permanent
1d4+1 per level points of damage. The flame is more elemental duration. There is no saving throw. The spell is unaffected by
than real, so that it does not catch combustibles on fire, nor spell resistance. At the caster’s option, the area can be a circle
does it harm the object it was meant to protect. Knock does not with a radius of 100 feet, a semicircle with a radius of 150
interfere with the trap. feet or a quarter circle with a radius of 200 feet.

Casting this spell requires the caster’s combat action for 10 The casting components are spoken word, hand gestures, and
minutes. The spell’s range is touch with a duration remains holy symbol.
until triggered. A dexterity save halves damage. The spell is
affected by spell resistance. The spell’s area of effect is a 10 Flying Saucer, Level 1 wizard
foot diameter sphere. Taking a metal disk or glass, the wizard sets it spinning on their
forefinger, only to breath words of weightlessness across it so
The casting components are speech, hand gestures, and a piece
that it floats on its own. As it spins it grows.
of flint or charcoal.
The flying saucer is shaped much like a plate, with two ridges
Flame of the Divine, Level 5 cleric to hold its contents. The disk is 3 feet in diameter and sturdy
Through their divine focus and prayers, the cleric channels the enough to carry all manner of gear and loot. It can hold 1,000
power of the deity, engulfing their target in sheets of divine flame. pounds of material. It hovers several feet off the ground, and
moves with and next to the caster. The caster may command
The flame of the divine causes 1d4 points of damage per caster the disk to halt, and it will remain in place, but if the caster
level to anyone caught within the sheets of flame. Anyone caught moves over 70 feet away, the disk vanishes and everything it
in the column may save for half damage. Protections against holds falls to the ground.
magical fire may reduce this damage further. A further 1d4 points
of damage is inflicted by the divine power of the deity and though Casting this spell requires the caster’s combat action for the
they can save for half, no protections against fire, magical or round. The spell’s range is 10 feet with a duration of 1 hour
mundane, reduce this damage caused by divine power. per level. There is no saving throw. The spell is unaffected by
spell resistance.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with instant duration. A The casting components are speech, hand gestures, and a glass
dexterity save halves damage for part of damage. The spell is or metal disk worth 5 gold.
affected by spell resistance. The area of effect is 10 feet in
diameter and 40 feet high. Fly, Level 3 wizard
By taking a feather and casting it with words of power, the caster
The casting components are speech, hand gestures and holy

SPELLS
is imbued with the power of flight.
symbol.
The spell allows the caster to raise off the ground and fly. They
Flora Growth, Level 3 druid can move up to 90 feet per round, ascend at a maximum of a
The druid unleashes the power of the sun, water, and earth 45-degree angle per round, or dive 180 feet per round. Once the
upon the affected area, springing the local flora to life and spell is cast, the character flies normally, walking, running, etc.
greater growth. They can take other actions while the spell is ongoing, including
casting other spells.
The spell encourages rapid growth of normal plants. The plants
quickly choke out paths, streams, and each other in a tangled Casting this spell requires the caster’s combat action for the
web of growth. There must be some brush to start the spell. round. The spell’s range is touch with a duration of 1 minutes
Winter castings work but all impediments listed below are per level. There is no saving throw. The spell is affected by
halved. The growth remains as if it were natural growth. spell resistance if the target chooses to resist.

The plants impede movement by reducing it to 10 feet a round, The casting components are speech, hand gestures and a feather.
though smaller creatures may be able to move through normally.
Giants and other large creatures can move 20 feet a round. It Fog, Level 2 wizard, 2 illusionist
impedes tracking, increasing any track check by CL 10. With muttered words and gestures, the caster summons a fog,
both thick and palatable.
Alternately, plant growth can be used to create a 50%
improvement in the vitality and production of all crops within a

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MAGIC - Spell Descriptions
The fog spreads rapidly, filling the area of effect. It reduces
visibility to 5 feet as it blankets all those in the area of effect
with a cold, wet dew. Dark and twilight vision are blocked, but
G
dusk vision functions up to 10 feet.
Gas Form, Level 3 wizard
A dense bank of bilious fog flows out from the point the caster With complex gestures the wizard enchants one individual,
designates, obscuring all sight (including special vision abilities) transforming them into a mist.
beyond 5 feet, partially concealing creatures within 5 feet, and
totally concealing those further away. This individual retains their form, they are now made of mist,
moistureless but noticeably cool. Nothing can physically touch
The fog drifts very slowly across the ground, and is blown by the transformed individual, and any objects simply pass through
the wind (if there is any) but cannot be blown back towards it. A hand might feel the cool mist and some of it cling to the
the caster. A moderate wind (11+mph) disperses the fog in 4 offending object as it exits the form, but this mist is harmless. All
rounds, and a strong wind (21+mph) disperses it in 1 round. equipment is transformed as well, including magic items. The
The fog produced by this spell always sink to the lowest level of transformed individual can move at 10 feet a round, floating
the land, even pouring down openings such as sinkholes. just above the ground instead of walking.
The cloud slowly moves away from the caster, at 10 feet per The transformed may pass through very tiny apertures, such as
round, though a moderate wind or gust of air doubles this key holes and beneath doors. They cannot attack or cast spells,
movement. A stout wind, 25 miles an hour or more, dissipates and are subject to environmental conditions.
the cloud immediately.
Certain magical attacks may impact the gas form.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 10 Casting this spell requires the caster’s combat action for the
minutes per level. There is no saving throw. The spell is round. The spell’s range is touch with a duration of 1 minute
unaffected by spell resistance. The spell’s area of effect is 50 per level. An intelligence save negates. The spell is affected by
feet x 20 feet x 20 feet. spell resistance if the target chooses to resist.
The casting components are speech and hand gestures. Hand gestures are the only casting component.

Free Motion, Level 4 cleric, 4 druid Gate, Level 9 wizard, 9 cleric


The divine caster takes their divine focus in hand and unleashes The caster channels their arcane or divine power through
the power of their deity, or natural world, removing impediments sharply worded phrases that hold the essence of the plane they
to their movement. wish to open a gate into, and coupling these words to intricate
hand gestures, they open a gate to other realms.
Whether underwater or moving through some other liquid,
or impeded by spells such as hold person or web, the creature The gate itself is an interplanar portal that opens a rift between
affected by this spell can move and attack normally for the the plane the caster is on, and the plane they wish to have access
spell’s duration. No benefits other than free movement are to. The gate takes the shape the caster desires, often ringed in a
conferred, and a character freely moving underwater still needs color reflective of the connecting plane. The gate can be oval,
to find some other means of breathing. round, door shaped, as or otherwise as desired. It is generally 5
feet in diameter, though the caster can increase that by 1 foot
Casting this spell requires the caster’s combat action for the per caster level. The caster must concentrate to hold the gate
round. The spell’s range is touch with a duration of 10 minutes open and can take no other actions other than speaking while
per level. There is no saving throw. The spell is affected by they do so. They can hold it open for 1 round per level.
spell resistance if the target chooses to resist.
The gate serves one of two purposes.
The casting components are speech, hand gestures and holy
symbol. Travel: Anything and anyone moving through the gate instantly
transports to the other plane.

Summoning: The gate may be used to summon an individual


creature or type of creature from the plane to which the gate
is connected. The caster names the creature, either naming a
particular individual or a type or species upon casting, and the
gate opens near the individual or creature. This spell does not
give the caster any control over creatures summoned through
the gate. The actions of a summoned creature vary depending
upon the situation, the caster’s motive, alignment and perhaps,
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Spell Descriptions - MAGIC
additional spells that may be active. Deities and other unique that result in certain death. The creature affected must be able
entities are under no compulsion to come through the gate to understand the caster’s command, or the spell fails. A geased
unless they choose to. An uncontrolled being acts as it pleases, creature is bound with the spell until the task is completed,
often to the detriment of the caster, and may return to its home no matter how long it takes, but if the instructions involve an
plane at any time. When used in this manner, the gate remains open-ended task that the character cannot complete through
open only until the summoned creature(s) passes through the its own actions, the spell ends after one day.
gate. Neither the caster nor anyone or anything on the caster’s
plane may enter the gate. If a creature ignores the geas, or is prevented from obeying
it, they suffer consequences. A creature will lose 1 point of
Typically, the caster will ask a summoned creature to perform strength and suffer a -1 penalty to all saving throws for every
a service. It is easier to gain service from creatures weaker day during which the quest is not undertaken. If they again take
than the caster. Deities and beings with a strong will are often up the quest, the penalties cease. If a creature ignores a quest for
ill-disposed toward the caster for interfering with their life’s 5 days in a row, they must make a constitution save or sicken.
activities. A sickened character moves at half their normal speed, suffers
a -4 penalty on constitution and dexterity, naturally heals no
Even if a service is given, the creature may return to its home damage, and cannot benefit from magical healing.
plane, at will, whether the service is completed or not, unless
the caster has used some other spell to bind the creature and A sickened character must also again make a constitution
force servitude. Contractual service is entirely more involved, save after a number of days have passed equal to the creature’s
but more likely beneficial for the caster, because the summoned normal constitution score. Failure means the creature is
creature is less likely to be ill disposed towards its summoner disabled, unable to move or act beyond a crawl. All of these
when some form of recompense is offered. The negotiation of a effects end 1 day after the character deliberately attempts to
contract must be roleplayed, bearing in mind the nature of the resume the quest.
creature, its desires, and its intellect. Few such creatures have
any need for gold or coin, and their desires may seem alien at A geas and its effects can be removed magically by remove curse
best, or utterly vile. Some creatures may attempt to subvert their (but only if the caster of the remove curse is at least two levels
contract, especially if they feel they have been tricked or treated higher than the level of the character who cast the geas, and the
poorly, interpreting a contract in ways that will hopefully cause caster of the remove curse makes a successful charisma check),
the caster distress or peril. or a wish. Dispel magic does not affect a geas.

Failure to fulfil a contract on the caster’s part can have terrible Casting this spell requires the caster’s combat action for the
consequences. A creature, its liege, or master may all attempt to round. The spell’s range is 10 feet with a permanent duration
enact some measure of revenge at a later time. Or, if the caster unless remove curse is cast. A charisma save negates. The
violates his alignment or code, or fails to uphold a sworn oath, spell is affected by spell resistance.
the caster’s deity may impose some penalty or dishonor.
The casting components are speech and holy symbol.
Casting this spell requires the caster’s combat action for two
rounds. The spell’s range is 50 feet with a duration of 1 round Ghostly Noise, Level 0 wizard, 0 illusionist

SPELLS
per level and must concentrate. There is no saving throw. Filling their voice with the echo of meandering thoughts the
The spell is unaffected by spell resistance. caster hurls it out and away with arcane powers to imitate
whatever ghostly sounds they desire.
The casting components are speech and hand gestures.
Eerie rattles and wails, wolfish howls, warm laughter, quiet
Geas, Level 6 cleric, 6 wizard, 6 illusionist conversation, the rumble of thunder and clash of swords, the
“Do as I desire or suffer the consequences” is the essence of this soft patter of bare feet, all such sounds can be created with this
spell! spell. Virtually any type of sound can be produced, emanating
from anywhere within range, though the volume cannot exceed
The caster places a magical command on the spell’s target, as much noise as four normal humans could produce. The
through means magical, divine, and mental, to execute some sounds move to and froe, rising up, dropping down, and carrying
quest or service, or to refrain from some activity or course of away as the caster desires.
action. If the geased individual fails to do as instructed, they
sicken and will most likely die. A geas must be carefully worded Casting this spell requires the caster’s combat action for the
by the caster, or it may lead to a quest with unintended ends, or round. The spell’s range is 150 feet with a duration of 1 round
the spell may simply fail altogether. The caster of the geas may per level. An intelligence save negates. The spell is affected
release the effected creature from it at any time. by spell resistance.

Although a geas can command almost any course of activity, The casting components are speech, hand gestures and a small
it cannot compel a creature to commit suicide or perform acts piece of ear wax.

— PLAYERS HANDBOOK 161

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MAGIC - Spell Descriptions
Globe of Spell Resistance, Level 6 wizard Divine Power: The cleric sets any 1st-3rd level spell into the
glyph. They must have prayed for the spell that day and have
With a small bead somewhere on their person, a rapid gesture
it available to cast. The spell triggers as soon as someone
and words of shielding, the wizard throws up a dome of
comes within 5 feet, and thereafter acts as if the spell were cast
protective magic.
normally.
The spell instantly blocks all 1st-4th level spells, spell-like
Casting this spell requires the caster’s combat action for ten
abilities, and spell-like effects. Though it does not actively
minutes. The spell’s range is touch with a duration until
dispel any ongoing spell, it does nullify their power so that they
triggered. For saving throws see below. The spell is affected by
wash over the caster’s globe harmlessly. The caster, or any spell
spell resistance. It can encompass an area up to 25 feet x 25 feet.
caster with the wizard, may cast spells out of, in or through the
globe without impediment. Dispel magic destroys the globe. The casting components are speech, hand gestures and a bit of
The globe has no effect on any spells, spell-like effects, or spell- oil, incense, or powdered gem significant to the cleric’s deity.
like abilities. The globe moves with the caster.

Casting this spell requires the caster’s combat action for the Good Fruit, Level 1 druid
round. The spell’s range is personal with a duration of 1 round Taking fruit (fresh or otherwise) in their hand, the druid
per level. There is no saving throw. The spell is unaffected by breathes power into the food with word and gesture.
spell resistance. The sphere is 10 feet in diameter.
The druid enchants their desired fruit, packing it with nutrients
The casting components are speech, hand gestures, a sphere and curative properties. They may enchant berries (2d4), or
bead worth 1 gold, and a glass sphere worth 2 gold. other fruit such as apples, pears etc. (1). Berries heal 1 hit point
and act as if a full meal was eaten. Any larger fruit heals 8 hit
Glyphs, Level 3 cleric points and sustains the individual for 2 full days. In either case
the spell does not provide a replacement for needed water. If an
Mixing a concoction of oil and powdered gemstone, speaking
apple is consumed it temporarily imparts a +1 to wisdom checks.
words of breaking, and through intricate scribal gestures, the
cleric inscribes an object with magical glyphs set to ensnare or Casting this spell requires the caster’s combat action for the
destroy their enemy. round. The spell’s range is touch with a duration of 1 day
per level. There is no saving throw. The spell is unaffected by
Whatever the cleric inscribes the glyph upon becomes magically
spell resistance.
warded so that if anyone passes over it, touches it, attempts to
open it, or moves it (either with their own person or with an The casting components are speech, hand gestures and a divine
object such as a stick), it triggers the glyph. focus.
Glyphs can be set to permit or ward against a specific individual
or individuals, or even entire species or groups of species. Guards with Wards, Level 6 wizard, 5
They can be set to admit only characters of certain faiths or illusionist
alignments, or carrying certain items, wearing certain garments, Carefully wrapping a key in silk cloth the caster sets words
colors, or signs, or uttering certain passwords. Any creature of power upon it, creating a powerful warding spell for any
violating the warded area is subject to its magic. interlopers not versed in the password or ritual.

Most creatures, including invisible ones, trigger the glyph. This mighty spell is a useful tool in the defense of towers,
Creatures traveling through dimensional space, or through strongholds, and other dwellings. The caster must be within the
planes like the ethereal do not trigger it. Anyone able to confines of the area they desire the guard and once cast the
read magical script or use read magic can identify the glyph as area is impregnated with magical power that cannot be easily
dangerous, upon a successful intelligence check, but if they read dispelled. Each effect listed below requires a separate dispel
it, it triggers the glyph. Dispel magic can dispel the glyph. magic. Disjunction however destroys the spell entirely.

Multiple glyphs cannot be written on the same object; however, The spell has the following effects:
one may write glyphs on separate objects and place them close
to one another. 1. It is easy to lose one direction, unless a successful wisdom
save is made, anyone caught in the spell has a 50% chance
Once triggered the glyph has one of several effects as chosen by of going in the wrong direction. SR: Yes.
the caster. 2. All corridors within the area of the spell fill with an eerie
Burst: A burst of divine power is unleashed washing anyone fog, obscuring all sight, including darkvision, beyond 5
within 5 feet of the glyph in the ire of the cleric’s deity. They feet. A creature within 5 feet has one-half concealment,
suffer 1d4 points of damage, a wisdom save reduces the damage creatures farther away have full concealment. SR: No.
by half. 3. All doors are subjected to the lock spell (see knock). SR: No.

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Spell Descriptions - MAGIC
4. One door per caster level is covered by an illusion so that reduced by half and the suffer a -4 to hit and -2 to damage.
upon opening it, it appears as if there is a blank wall behind Flying creatures that are airborne and are small or medium
it. A successful intelligence save reveals what actually lies suffer a -4 to their saving throws.
beyond. SR: No.
Casting this spell requires the caster’s combat action for the
5. There are webs everywhere, clinging to the ceiling and round. The spell’s range is 150 feet with a duration of 1 round.
walls, spanning door jams and frames, even on the floor. A strength save negates. The spell is unaffected by spell
Movement is slowed as per the web spell. One can cut resistance. The wind blows out to 10 feet high and 10 feet wide.
them or burn them away, however they will return within
10 minutes.. SR: No. The casting components are speech and hand gestures.
6. The caster may also select one of the following:
a. A gust in one corridor or room. SR: No.
b.
c.
An arcane visage, twice. SR: No.
A cloud of stench twice. The stench lingers where the
caster chooses. If dispersed it returns in 10 minutes.
H
SR: Yes. Hallow*, Level 4 cleric
d. A suggestion in one area. The caster selects a 10 square The cleric chooses their ground and, through the familiar
feet area (or less), and those that enter the area hear trappings and rituals of their deity, places the word of their god
their own voice speaking to them, encouraging them upon it.
to take the action suggested. SR: Yes.
The spell purges the affected area of all evil or good and creates
e. Dancing orbs in four corridors. These can linger and
holy or unholy ground. The caster must choose how the
move chaotically or they can follow a set routine for
hallowed ground wards against, good, evil, law, chaos and so on.
the duration of the spell. The caster must determine
It has the following effects:
which. SR: No.
Creates a magic circle: All creatures in the circle receive a +2
Casting this spell requires the caster’s combat action for 30
AC against any attacks by creatures of the warded alignment.
minutes. The spell’s range is 450 feet with a duration of 1
Warded creatures cannot be possessed or mentally controlled
hour per level. The saving throw varies. The spell resistance
and it stops summoned creature from bodily attacking
varies. The spell radiates out and away from the caster in a 20
or touching them unless the warded creature attacks the
foot/level diameter sphere.
summoned creature first. However a summoned creature’s
The casting components are speech, hand gestures, spider silk SR can overcome the magic circle. None of these effects are
(20gp), an ounce of fine wine (2gp), a decorated silver key cumulative with other protection spells.
(5gp), and one page of fine parchment (1gp) to be lit.
Turning: Those attempting to turn undead gain a +3 to their
roll, attempts to command the undead suffer a -3 to their roll.
Gust, Level 3 wizard

SPELLS
Holding their hands out as if they were a funnel, the caster blows Protections: Anyone interred in the area that has been hallowed
magical words into them, unleashing a wind which rolls forth. cannot be turned into any undead creature.

A powerful, howling blast of air originates from the caster in the Divine Magic: The character may choose to affix a single spell
direction they are facing. It acts as a straight-line wind. This gust effect to the hallowed site. The character must cast the spell
automatically extinguishes candles, torches, and similar small when casting hallow. As with the hallow spell itself the divine
unprotected flames. Larger protected flames are bent in the magic lasts one year. The caster can set trigger conditions on
direction of the gust, potentially igniting anything combustible the spell as well, such as it only impacts creatures who worship
in the vicinity. Any fuel feeding those flames is scattered in a the cleric’s deity. After a year, if the ground is hallowed again,
shower of sparks, potentially spreading a wider fire (the CK’s the divine magic spell automatically returns. Any spell may be
choice, depending on environmental conditions). Wooden cast into the hallowed ground; however, the Castle Keeper has
objects are battered by the wind, if not secured, anything chair final choice on the viability of this.
size or smaller is picked up and hurled by the wind, other items
Unhallow: This spell provides the above effects, but against
must succeed at a strength check or be blown over (refer to the
good creatures. Any dead body buried in an unhallowed area,
Castle Keepers Guide Equipment Wastage for guidelines).
however, will rise as a zombie in 24 hours.
Any creature caught in the wind must make a strength save.
Casting this spell requires the caster’s combat action for one day.
If they are small and fail, they are thrown back, lifted, tossed,
The spell’s range is touch with a duration of 1 year. There is
and thrown to the ground. Medium and larger creatures can
no saving throw. The spell is affected by spell resistance. The
withstand the wind, but failing their save, their movement is

— PLAYERS HANDBOOK 163

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
spell’s area of effect is 150 foot radius from point touched. Head Fog, Level 1 illusionist

The casting components are speech, gestures, a holy symbol, The illusionist focuses on a single target, speaking babbling
and religious trappings worth 1,000 gold. words that cut and confound, coupled with gestures which
manifest the arcane magics of their craft.
Hallucinatory Ground, Level 4 wizard, 3 The target’s vision clouds and blurs as if they were caught in a
illusionist fog. Their eyes turn milky white and everything around them
Taking the item of a fae in hand and blowing words of careful seems dull, distant, and unclear. The victim cannot see clearly
design across it, the caster creates a powerful hallucination. and suffers a -2 on initiative, and -4 on attack rolls. They are
allowed a saving throw once a round.
This spell recasts the terrain so that it takes on a different guise.
A forest glade might look like a marshy bog, a desert hole like Casting this spell requires the caster’s combat action for the
an oasis. The imagined terrain smells like it should, and has round. The spell’s range is 50 feet with a duration of 1d4
a rich and appropriate soundscape, for example night frogs rounds per level. An intelligence save negates. The spell is
and morning birds might be heard. The spell does not affect affected by spell resistance.
structures in the area, a barn in a forest glade would appear as a
barn in a marshy bog. Creatures and gear are also not changed. The casting components are speech and hand gestures.

Casting this spell requires the caster’s combat action for 10 Heal*, Level 6 cleric, 9 druid, 9 illusionist
minutes. The spell’s range is 150 feet with a duration of 1
The caster places their hands upon the desired target and
round per level. An intelligence save negates. The spell is
channels the power of their deity or mind, wiping away the
unaffected by spell resistance. The spell’s area of effect is 10
suffering turmoil of the afflicted.
feet by 10 feet.
This powerful curative enables the caster to heal the target of
The casting components are speech, hand gestures, and a fas’s
all afflictions, healing all hit point damage, cure any disease,
possession.
return sight to hose blinded and hearing as well. It restores
attribute points, so long as the damage is temporary. It cures
Haste*, Level 3 wizard any mental illness or brain injury. It stops any toxin or poison
Taking a hawker feather in hand and violently pulling it against from causing further damage. It heals debilitating effects caused
the direction of the barbules, through an open hand, the wizard by spells or spell-like abilities. Heal does not restore lost levels,
fills their palm with the speed of the hawk. Blowing it toward a permanently drained hit points or attributes.
target laced with words of speed grants the target tremendous
speed. The illusionist version of the spell acts in the same manner with
two important exceptions. The recipient of the spell must make
Haste doubles a single target’s movement rate and the number an intelligence saving throw. If the creature fails the saving
of attacks they can take in any given round. Nothing else is throw, the spell acts normally. If the creature makes the saving
accelerated, e.g., speech, spell casting, and non-combat oriented throw, the spell fails as the creature realizes that the spell is an
special abilities. illusion. Also, the illusionist version has no effect on undead.

The haste spell runs the risk of damaging the cells of the one it A heal spell cast upon an undead creature affects it as if the
is cast upon. Once the spell wears off, the individual must make harm spell were cast upon it. A harm spell cast upon an undead
a successful constitution save or lose 1 hit point permanently. creature affects it as if a heal spell were cast.

Slow: Acts opposite to haste, reducing movement and attacks Harm: This spell drains the target of all but 4 hit points and
by half. It does not do cell damage however. causes disease in the subject (see remove disease).

A haste spell and slow spell cancel each other out. Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a permanent duration.
Casting this spell requires the caster’s combat action for the There is no saving throw. The spell is affected by spell
round. The spell’s range is 50 feet with a duration of 1 round resistance if the target wishes to resist.
per level. A constitution save negates if the target chooses
to resist. The spell is affected by spell resistance if the target The casting components are speech, hand gestures, and holy
chooses to resist. symbol.

The casting components are speech, hand gestures, and a Heal in Area*, Level 8 cleric
hawker feather.
The caster places their hands upon their holy symbol, calling
forth and channeling the power of their deity, wiping away the
suffering turmoil of the afflicted.
164 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
This powerful curative enables the caster to heal all creatures The spell cures 3d8 points of damage. Divine casters can cause
in the target area of all afflictions, healing all hit point damage, the same damage to undead.
curing all disease, returning sight to those blinded, and returning
hearing to those deafened. It restores drained attribute points, The illusionist version of the spell acts in the same manner as
so long as the damage is temporary. It cures any mental illness the cleric and druid version; however, the illusionist must make
or brain injury. It stops any toxin or poison from causing further a successful attribute check to heal someone. The CL is equal to
damage. It heals debilitating effects caused by spells or spell-like the level of the target or as otherwise determined by the Castle
abilities. Heal in area does not restore lost levels, permanently Keeper. An illusionist cannot cause damage to undead.
drained hit points or permanently reduced attributes.
Inflict Serious Wounds: This spell causes 3d8 hit points damage
A heal in area spell cast upon an undead creature affects it as to living creatures. In those situations, a successful wisdom save
if the harm in area spell were cast upon it. A harm in area spell indicates half damage if cast by a cleric or druid, or no damage
cast upon an undead creature affects it as if a heal in area spell if cast by an illusionist.
were cast.
Casting this spell requires the caster’s combat action for the
Harm in Area: This spell drains the target of all but 4 hit points round. The spell’s range is touch with a permanent duration.
and causes disease in the subject (see remove disease). There is no saving throw. The spell is affected by spell
resistance if the target chooses to resist.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 25 feet with a permanent duration. The casting components are speech, hand gestures, and holy
There is no saving throw. The spell is affected by spell symbol.
resistance if the target wishes to resist. The spell’s area of
Heal Grievous Wound*, Level 3 cleric, 4 druid, 4 illusionist
effect is 25 feet by 25 feet.
The caster simply lays hands and channels the power of their
The casting components are speech, hand gestures, and holy
deity or magic into the wounded.
symbol.
The spell cures 5d8 points of damage. Divine casters can cause
Heal Minor Wound*, Level 1 cleric, 2 druid, the same damage to undead.
2 illusionist
The illusionist version of the spell acts in the same manner as
The caster simply lays hands and channels the power of their
the cleric and druid version; however, the illusionist must make
deity or magic into the wounded.
a successful attribute check to heal someone. The CL is equal to
The spell cures 1d8 points of damage. Divine casters can cause the level of the target or as otherwise determined by the Castle
the same damage to undead. Keeper. An illusionist cannot cause damage to undead.

The illusionist version of the spell acts in the same manner as Inflict Grievous Wounds: This spell causes 5d8 hit points
the cleric and druid version; however, the illusionist must make damage to living creatures. In those situations, a successful
a successful attribute check to heal someone. The CL is equal to wisdom save indicates half damage if cast by a cleric or druid, or

SPELLS
the level of the target or as otherwise determined by the Castle no damage if cast by an illusionist.
Keeper. An illusionist cannot cause damage to undead.
Casting this spell requires the caster’s combat action for the
Inflict Minor Wounds: This spell causes 1d8 hit points damage round. The spell’s range is touch with a permanent duration.
to living creatures. In those situations, a successful wisdom save There is no saving throw. The spell is affected by spell
indicates half damage if cast by a cleric or druid, or no damage resistance if the target chooses to resist.
if cast by an illusionist.
The casting components are speech, hand gestures, and holy
Casting this spell requires the caster’s combat action for the symbol.
round. The spell’s range is touch with a permanent duration.
There is no saving throw. The spell is affected by spell Healing Circle*, Level 4 cleric
resistance if the target chooses to resist. The cleric places their clenched fist in an open palm, or stomps
their foot or staff upon the ground, and so summons the power
The casting components are speech, hand gestures, and holy
of their deity such that a wave of healing energy flows out from
symbol.
their person.
Heal Serious Wound*, Level 5 cleric, 5 This spell releases waves of energy in all directions from the
druid, 6 illusionist caster curing 2d8 points of damage to all living creatures in
The caster simply lays hands and channels the power of their the area of effect, including allies and enemies. The curative
deity or magic into the wounded. version of this spell deals the same damage to undead.

— PLAYERS HANDBOOK 165

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Harming Circle: This spell deals damage to living creatures. Hold Fauna and Flora, Level 2 druid
In those situations, a successful wisdom save indicates half
Plucking a small strand of spider silk from the morning dew or
damage. Harming circle heals undead creatures.
the wall, the druid blows words of wizening across the silk and
Casting this spell requires the caster’s combat action for the toward their target.
round. The spell’s range is around caster with a permanent
The spell triggers a creature’s instincts to blend in with its
duration. There is no saving throw for healing circle. There is
environment, be it plant or animal. The creature holds fast,
a saving throw for harming circle. The spell is affected by spell
breathing with shallow breaths, motionless. The creature still
resistance if the target chooses to resist. The spell’s area of
has the ability to think but cannot move.
effect is a 20 foot radius sphere around caster.
Casting this spell requires the caster’s combat action for the
The casting components are speech and hand gestures.
round. The spell’s range is 50 feet with a duration of 1 round
per level. A wisdom save negates. The spell is affected by spell
Heat any Alloy*, Level 2 druid resistance.
Bound to the elements of the natural world the druid need
chant some few words of magic and with a simple gesture force The casting components are speech, hand gestures and a small
a slight vibration in the substructure of any metal, making it strand of spider silk.
ever hotter or cooler.
Hold Creature, Level 5 wizard, 5 illusionist
Through this spell the druid increases the ambient temperature
Balling spider silk in hand, the caster whispers words of binding
of any metal, be it iron, steel, bronze, brass, fabricated or natural.
over it and casting it toward their foe, holds them fast in a grip
The spell engages one living target for every 2 caster levels or
of arcane magic.
an area 2 x 2 square feet for every 2 caster levels. If more than
one individual is engaged, they must be within proximity of one This spell immobilizes one monstrous target. The spell affects
another, 20-25 feet. any monster type. The creature freezes in place, whether
walking, running, swimming, or flying. The creature can take
It takes one solid round for the spell to heat or cool the alloy.
no physical action, though it still breathes, is aware of its
In the following round anyone touching or wearing the metal
surroundings, blinks, etc. If held during flight the creature falls
suffers 1d4 points of damage. In the 3rd-5th rounds they suffer
to the earth, but glides as much as it falls, suffering half fall
a blistering heat or cold and 2d4 points of damage per round.
damage.
Any flesh that the alloy touches suffer severe nerve damage and
extreme disabling pain. Anyone so afflicted for the full duration Casting this spell requires the caster’s combat action for the
of the spell is disabled for 1d-4 days, though a successful round. The spell’s range is 50 feet with a duration of 1 round
constitution save halves that time. In the final round the metal per level. An intelligence save negates. The spell is affected
cools or warms and no damage is inflicted. by spell resistance.
It does not affect magical items. The casting components are speech, hand gestures and a piece
of spider silk from a giant spider.
Cool any Alloy: this spell lowers the temperature on metal
items. Acts as the opposite of heat any alloy in all regards.
Hold in Place, Level 3 wizard, 2 cleric, 3
One can counteract the damage being caused by the spell if illusionist
a heat or cold based spell is cast on the afflicted during the 7 Taking the strand of spider silk in two hands and blowing words
rounds, stopping damage on a point for point basis. of power and knowledge over it, the caster sends the spell
toward their intended target.
Underwater, heat metal deals half damage and boils the
surrounding water, and chill metal deals no damage, but ice The spell immobilizes one small or medium sized humanoid,
immediately forms around the affected metal, making it more dulling their natural flight or fight response and freezing the
buoyant. creature in place. The victim, breathing shallow breaths, with
wild heart palpitations, cannot move. They can speak haltingly,
Casting this spell requires the caster’s combat action for the
but cannot cast spells. They are mentally aware.
round. The spell’s range is 50 feet with a duration of 7
rounds. There is no saving throw. The spell is unaffected by Casting this spell requires the caster’s combat action for the
spell resistance. The area of effect is 2 square feet or one round. The spell’s range is 50 feet with a duration of 1 round
individual every 2 caster levels. per level. A wisdom save negates. The spell is affected by spell
resistance.
The casting components are speech and hand gestures.
The casting components are speech, hand gestures, and a piece
of silk from a giant spider.
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Spell Descriptions - MAGIC
This spell holds a single medium-sized or less humanoid target creatures in the area of effect to their home planes. The
rigidly in place. It is aware and breathes normally, but cannot creatures need not hear the word or even see the cleric, being
take any physical action. It can, however, execute purely mental in the presence of the power of the deity is enough to incur the
actions. The illusionist version of this spell simply tricks the deity’s wrath.
victim’s mind into believing they are held.
Banished creatures cannot return for at least 1 day of time on
Hold Bar & Gate, Level 1 wizard
the plane from which they were banished.

Pointing toward a gate, door, or portal, the wizard but speaks For those evil creatures in the area who hear the word and are
careful utterances of time and longevity, swelling the object in not banished, all non-extraplanar creatures, suffer according to
its place. the following chart.

The spell binds any door, window, sash, shutter, gate, portal, Level Effect Duration
or similar structure. Treat the door as if it were jammed shut,
12 or more Deafened 1d4 rounds
requiring a strength check to break it down. Dispel magic or
knock counteract the spell. If the target door is open, the spell Less than 12 Blinded, deafened 2d4 rounds
slams it shut and holds it. The door must be made of natural Less than 8 Paralyzed, blinded, deafened 1d0 min
material. It does not hold magical portals or gates unless the Less than 4 Killed permanent
Castle Keeper allows.
Unholy Utterance: Acts the same as holy utterance, but against
Casting this spell requires the caster’s combat action for the good disposed creatures.
round. The spell’s range is 50 feet with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by Casting this spell requires the caster’s combat action for the
spell resistance. round. The spell’s range is personal with a varied duration.
There is no saving throw. The spell is affected by spell
The casting components are speech and hand gestures. resistance. The area of effect is a 25-foot radius.

Holy Glamour*, Level 8 cleric Speech is the sole casting component.


With their holy symbol prominently displayed, the cleric
unleashes a globe of power around them, giving them strength
Humanoid Reflection, Level 5 illusionist

against contrary dispositions. The illusionist conjures the image of their hated enemy and
manipulates it to cause confusion and delay.
Anyone protected by the spell receives a +4 AC, +4 on their
saves and attributes checks, and an SR 16 against evil creatures, The image conjured must be familiar to the illusionist. The
whether they are evil, law/evil, chaos/evil, neutral/evil, evil/law, image assumes the exact visage of their enemy, including their
etc. Anytime a warded creature is struck by an evil creature, a smell, the sound of their voice, and their common mannerisms.
burning flash of light blinds the attacker, unless they make an It cannot mimic very specific traits that are unknown to the
intelligence save. The spell wards any mental possession spells illusionist. For instance, it could mimic a commonly known

SPELLS
or abilities. facial tick, but could not mimic certain grammar usages the
humanoid uses in conversation with his minions…unless the
Unholy Glamour: This spell protects subjects with an evil illusionist was aware of it.
disposition but otherwise functions identically to holy glamour.
Creatures with an intelligence of 10 or higher and who
Casting this spell requires the caster’s combat action for the are familiar with the mimicked humanoid are allowed an
round. The spell’s range is 450 feet with a duration of 1 round intelligence saving throw to see through the illusion. If the
per level. An intelligence save mitigates blindness. The spell illusion conducts itself in ways completely antithetical to its
is unaffected by spell resistance. The area of effect is a 25- nature, then creatures who receive a saving throw gain a +5.
foot radius from caster. Obvious breaks from the creature’s habits shatter the illusion.
For instance, if an attacking orc chieftain suddenly called off
The casting components are speech, hand gestures and holy
the attack and directed his orcs to attack each other, the spell
symbol.
would come undone.

Holy Utterance*, Level 7 cleric Casting this spell requires the caster’s combat action for three
With their holy symbol on their person, the cleric lifts their rounds. The spell’s range is 1 mile with a duration of 1 round
voice on high and channels the power of the deity. per level. There is no saving throw. The spell is affected by
spell resistance.
A powerful cleric uttering a holy (good) or unholy (evil) word,
speaks with the voice of their deity banishing all extraplanar The casting components are speech, hand gestures, and
possession of the target.
— PLAYERS HANDBOOK 167

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Hypnotic Imagery, Level 2 illusionist
The caster through gentle motions, often punctuated by ups
and downs of hand and arm, unleashes a wave of hypnotic
I
energy designed to enthrall any who watch. Ice Storm, Level 4 wizard, 5 druid

The caster creates a pattern of shifting and weaving colors, mists, By sending incantations through the air and casting a single drop
or fogs before them. Effected creatures gaze at the lights, doing of pure water into it, the caster freezes the air and unleashes a
nothing and heedless of all else. Each creature in the area gets meteorological ice storm.
an intelligence save to avoid the spell’s effect, but the caster can
affect no more than 2d4 levels of creatures plus an additional The air above the affected area becomes instantly cold,
level for each of the caster’s level. Creatures with fewer levels crystalizing and unleashes a storm of sleet and hail upon those
are affected first. Any creature that is blind or sightless or for below. The hail ranges from the size of a grape to grapefruit,
reason cannot see the patterns is unaffected. pounding all below, denting armor, flaying flesh, ripping clothes,
and bruising muscle and bone. Anyone caught in the storm
Casting this spell requires the caster’s combat action for the suffers 5d6 points of damage.
round. The spell’s range is 50 feet with a duration as long
as the caster concentrates. An intelligence save negates. The
spell is affected by spell resistance. The spell’s area of effect is The storm lasts only one round, however, all movement in the
25 feet x 25 feet. area is reduced by half for 1 round per caster level.

Hand gestures are the sole casting component. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with duration of 1 round
per level. There is no saving throw. The spell is affected by
Hypnotism, Level 1 illusionist
spell resistance. The spell’s area of effect is a 50 foot diameter
Through a softly monotonous voice, laced with repetitive cylinder that is 50 feet tall.
word’s whose origins lie in the arcane, and weaving a small item
or their hand back and forth, the caster lulls their target into an The casting components are speech, hand gestures, and a drop
otherworldly trance. of water.

The illusionist can hypnotize 2d4 levels of creatures, the lower- Identity, Level 1 wizard
level creatures become enthralled first. The creatures have to
be able to see and hear the illusionist, though they do not need The caster must acquire gem dust, bone dust of a lich, or a
to understand the language of the caster. It does not work in similar item, and sprinkle it upon an area. Speaking words of
the thick of combat or any highly stressful situation, such as arcane origin, they set the item they seek to identify in the dust,
falling over a water fall. Hypnotized creatures cannot move asking it to reveal its true nature.
or act, though they can be “snapped out of it” if attacked or This spell reveals a single function of one magic item for each
disturbed in any way. Hypnotized creatures will not remember round it is in effect. The most basic functions are revealed
being entranced first, including how to activate that function on the item,
The caster may elect to suggest some course of action to the and how many charges remain. For a weapon, this will be the
enthralled. The action must be mundane, non-dangerous, modifiers to attack and damage. If a magic item has more than
and somewhat in alignment with the creature’s own desires, one function, each of which are similar in potency, the Castle
otherwise the hypnotized will not take the action and can make Keeper determines which is first identified. Multiple castings of
another saving throw, +2 this time, to break the spell. If the this spell may be cast at the same time, taking 10 minutes per
suggestion is reasonable, it can influence the subject’s actions, spell. After casting this spell, the caster becomes exhausted, and
according to the discretion of the Castle Keeper. The Castle loses 1d4 points of constitution.
Keeper may allow additional intelligence saves for the subject After resting for 1 hour per each identify cast, constitution is
if the suggestion is less than reasonable. Once the spell ends, returned to normal.
and assuming any suggestions were reasonable, the hypnotized
remains somewhat disposed to carry out the action suggested. Casting this spell requires the caster’s combat action for 10
minutes. The spell’s range is 5 feet with a duration of 1 round
Casting this spell requires the caster’s combat action for the per level. There is no saving throw. The spell is unaffected by
round. The spell’s range is 25 feet with a duration of 1d2 spell resistance.
rounds plus 1 round per level. An intelligence save negates.
The spell is affected by spell resistance. The spell’s area of The casting components are speech, hand gestures, and
effect is 25 feet x 25 feet. materials valued at 100 gold.
The casting components are speech and hand gestures.

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Spell Descriptions - MAGIC
Idol of Death, Level 4 illusionist area of effect is a 40-foot cube + 10 cubic feet per caster
level.
The illusionist takes the small lump of clay, reimagining it as
themself to thereby create a ward against attacks. The casting components are speech and hand gestures.
The caster creates a fist-sized image of themself out of clay.
As the magic settles on the clay, the image becomes an exact Illusionary Help, Level 3 illusionist
unmoving copy of the caster. The clay figure absorbs three The illusionist manifests their needs and desires in the form of a
points of damage inflicted by every attack upon the caster in humanoid, holding whatever is needed.
a single battle. Any area of effect attacks, however, do double
damage to the caster as it affects the clay and the illusionist. An illusion of a human or humanoid appears holding in its
The spell is negated if the clay image moves more than ten feet hands whatever is needed to help, limited only by the caster.
away from the caster. The spell does not have a cumulative If the caster is in a pit, the illusion has a knotted rope. If the
effect and any new spell of the same nature can’t be cast on the caster was wounded, the illusion has salves that heal 2 HP. If the
illusionist while the first spell is active. caster is fighting for his life, the illusion has a shield and acts as
another target to be hit. It cannot create illusory magic items.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 1 minute Casting this spell requires the caster’s combat action for the
per level. There is no saving throw. The spell is unaffected by round. The spell’s range is 200 feet with a duration of 1 round
spell resistance. per level. An intelligence save negates. The spell is affected by
spell resistance if the target chooses to resist.
The casting components are speech, hand gestures, and a small
lump of clay. The casting components are speech and hand gestures.

Illusion, Level 2 illusionist Illusionary Hounds, Level 1 illusionist

The caster conjures an image to their mind’s eye and with Through calls behind them, with words carrying arcane
gesture and spoken arcana, unleashes it upon the unsuspecting. intonations, the illusionist summons a pack of hounds that seem
to arrive from behind something, such as the shadows or the
The caster summons the vision of person, monster or some type unknown.
of entity or a minor event such as a gust of wind, a door in an
open doorway, a torch, or similar images. The image can cause The caster appears to summon a pack of illusory hounds. They
damage to those who fail their saving throw. The image persists appear in every way to be large war dogs, with AC 12 and
for a few rounds after they cast as noted below. dealing 1d4 points of damage to any who fail an intelligence
save. If an illusory hound is struck in combat, it falls bleeding
When cast by a 2nd level caster, the illusion consists of some and apparently dead until all are defeated, at which point the
type of entity or event, such as a gust of wind, that the caster pack vanishes.
imagines. The illusion is limited, with only minor sounds and
little language. It emits no smell and has no real tactile nature. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 20 feet with a duration of 1 minute

SPELLS
The image can cause up to 1d4 points of damage per round.
per level. An intelligence save negates. The spell is affected
When cast by a 3rd level caster, the illusion consists of all by spell resistance.
the above, but includes objects such as a chest, desk, or
The casting components are speech and hand gestures.
weapon. It is potent enough to project complex sounds and
other sensations, such as scent, texture, and temperature.
It can even produce simple phrases and words. The Illusionary Lions, Level 6 illusionist
image can cause up to 1d6 points of damage per round. The caster imagines a pride of lions and speaks power to his
thoughts through arcane utterances, and with a series of
When cast by a 5th level caster, the illusion consists of all the gestures brings them to life.
above, but can also simulate complex speech patterns and
account for variables such as shifting winds. It is also interactive, The caster appears to summon a pride of 1d6 illusory lions.
such that if they attempt to pick an illusory flower, a petal might They appear in every way to be real lions, have AC 18 and deal
fall of its own volition. The image can give off its own light. The 3d6 damage on an attack against any who fail an intelligence
image can cause up to 1d8 points of damage per round. save. If an illusory lion is struck in combat, it falls bleeding and
apparently dead until all are defeated, at which point the pack
Casting this spell requires the caster’s combat action for the vanishes.
round. The spell’s range is 450 feet with a duration 2 +1 per
caster level after concentration ends. An intelligence save
negates. The spell is unaffected by spell resistance. The spell’s

— PLAYERS HANDBOOK 169

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Casting this spell requires the caster’s combat action for two This spell requires a successful touch attack to affect the target,
rounds. The spell’s range is 40 feet with a duration of 1 who is then entombed in a state of suspended animation in a
minute per level. An intelligence save negates. The spell is small pocket dimension that lies upon the same plane that upon
affected by spell resistance. which they were captured. For the victim, time ceases to flow.
The creature does not grow older, its body functions virtually
The casting components are speech and hand gestures. cease, it does not need food or water and no force or effect can
harm it.
Illusory Writing, Level 3 illusionist
Most divinations will not reveal the creature, but discover
With quill in hand the illusionist puts special inks to parchment,
location does. Powerful spells such as wish reveal the nature of
writing words imbued with the power of their arcane language,
the imprisonment, though not where the creature is held. If
creating a script that is both beautiful and magical.
freedom is cast upon the location or where the imprison spell was
The writing is designed to relay messages or instructions to first cast, it frees the creature, returning them where they were
individuals designated to read them. It hides the words through when imprison was cast.
jumbled ordering, and anyone attempting to read it, who is not
The imprisoning spell only succeeds if the caster knows the
designated to do so, must make a successful intelligence save
target’s name and some facts about their life.
or fall under the sway of a powerful suggestion spell that bids
them to forget the script and take up some other tasks. The Freedom: This spell frees someone from an imprisonment spell.
suggestion lasts half an hour.
Casting this spell requires the caster’s combat action for the
A dispel magic spell destroys the script. Truth, combined with round. The spell’s range is touch with a permanent duration
other spells like comprehension, reveals the secret message. An of 1 round per level. There is no saving throw. The spell is
illusionist can recognize that the illusory writing was cast, but affected by spell resistance.
not read it.
The casting components are speech and hand gestures.
Casting this spell requires the caster’s combat action for one
minute. The spell’s range is touch with a permanent duration Incendiary Flow, Level 8 wizard
of 1 round per level. A dexterity save negates. The spell is
unaffected by spell resistance. With a powerful gesture the wizard drives the air before them,
unleashing words of fire and ash and heated misery, creating a
The casting components are speech, hand gestures, special inks wall of burning gas.
valued at 50 gold.
The spell summons a pyroclastic flow filled with burning gases,
Illusory Barrier, Level 4 illusionist
hot dust, embers, and ash that washes over an area and obscures
all forms of sight, including twilight, dusk, and dark vision up
Breathing thoughts to life by passing arcane words of a splayed to 5 feet. A creature within 5 feet has one-half concealment;
fingers, the caster summons a wall before them. creatures farther away have total concealment. The cloud
moves slowly, roughly 10 feet a round.
The caster creates a wall of stone, wood, adobe, or another
construction material in front of them. The apparition may be a The cloud inflicts 4d6 points of fire damage each round someone
wall, floor, or ceiling. Though the illusion looks real to any who is within the cloud. A strong wind, anything 21 miles per hour
view it, it is not, and physical objects can pass through it. The or stronger, can disperse the cloud. It moves in the direction of
spell is made to hide doors, pit traps and the like. The illusion the wind 1d10 feet per round.
can be detected by touch, when the hand or some object passes
through it. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 1 round
Casting this spell requires the caster’s combat actions for one for every 2 levels. A dexterity save halves damage. The spell
minute. The spell’s range is 50 feet with a permanent duration is affected by spell resistance. The spell’s area of effect 20 feet
of 1 round per level. An intelligence save negates. The spell is high by 30 feet wide and 30 feet long.
unaffected by spell resistance. The spell’s area of effect is 10
feet x 10 feet x 1 foot. The casting components are speech and hand gestures.

The casting components are speech and hand gestures. Influence, Level 0 illusionist

Imprison*, Level 9 wizard


Through carefully chosen words, laced with arcane magic and
spoken in a calm voice the illusionist temporarily bewitches
By speaking a creature’s name and revealing knowledge of them, their target.
the wizard is able to unleash powerful words of binding and cast
the desired target into a dimensional pocket, imprisoning them.

170 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
The spell convinces one individual that the illusionist is an ally The insects swarm in an airborne, crawling mass of stinging,
and friend. The target is allowed a charisma saving throw, and biting, fluttering, caterwauling wave of every kind of insect
if they are being attacked by the caster or their other allies, the imaginable, gathered in a 180-foot diameter circle. Within the
target gains a +5 on their saving throw. The target must be circle, vision is reduced to a mere dozen feet. Spell casters are
human sized or smaller for the charm to work. so hounded that casting any spell proves utterly impossible.
Anyone within the swarm suffers bites and stings that amount
Influence is not potent enough to empower the caster to control to 1 hit point of damage per round. Any 1st or 2nd level creatures
their victim as if they were an automaton, but the subject flee the cloud as quick as they can move, in a direction they
perceives the caster’s actions and any directions as if from a choose randomly. 3rd - 5th level creatures flee as well, unless they
trusted friend. The caster can try to give the subject orders but make a successful charisma save.
must succeed at a charisma check in order to convince them
to do something that puts them in harm’s way or goes against The swarm remains in the place it was summoned, swirling
their nature. Any act by the caster or the caster’s apparent around in madness. A very heavy fire with smoke scatters the
allies that threatens the influenced creature breaks the spell. swarm in 4-8 rounds. A strong wind too can scatter the insects.
Note also that the caster must speak the creature’s language to A fireball or similar spell incinerates a host of the insects but
communicate or give commands. does not notably weaken the swarm. Four or five fireballs would
destroy it.
Casting this spell requires the caster’s combat action for one
round. The spell’s range is 25 feet with a duration of 3 Casting this spell requires the caster’s combat action for the
rounds. A charisma save negates. The spell is affected by spell round. The spell’s range is 450 feet with a duration of 1 minute
resistance. per level. A dexterity save negates. The spell is unaffected by
spell resistance.
The casting components are speech and hand gestures.
The casting components are speech, hand gestures, and holy
Insanity, Level 7 illusionist symbol.
The illusionist unleashes a wave of emotive energies, jumbling
the memories of the chosen target into a mass of babbling Instant Item, Level 7 wizard
confusion, triggering insanity. The wizard but utters a single word of retrieval, and a previously
ensorcelled item is returned to their waiting hand.
The spell triggers a madness in a single target. Roll on the
following chart for the type of insanity. This spell allows the caster to summon one pre-prepared item
from virtually any location directly to the caster’s hand. Unless
1 Dementia it is the caster’s personal staff, the item cannot weigh more than
2 Hallucinatory 10 pounds, and cannot be over 6 feet in length, width, or depth.
To do this the wizard sets a mark, known only to them, upon
3 Hebephrenia the item and upon a gem worth 2,500 gold, and binds the two
4 Catatonia. through their magical speech. This allows them to summon the
item by crushing the gem.

SPELLS
Consult the Castle Keepers Guide for the type of insanity and
impact it has on the target. The madness may linger from a day The item is summoned to the caster’s hand. No one else can
to a year. Insane creatures do not suffer as if they were stunned. use the gem, even if they know the magical words inscribed
If they are attacked they return the attack, often more violently up on it. It cannot retrieve an item someone else has taken
than they normally would. possession of, but does reveal to the caster who possesses their
item. Summoned items can travel across planes.
Wish, heal and other similar spells cure the insanity.
Casting this spell requires the caster’s combat action for 1
Casting this spell requires the caster’s combat action for the minute. The spell’s range is personal with a duration of 1
round. The spell’s range is 50 feet with a permanent duration. round per level. There is no saving throw. The spell is affected
An intelligence save negates. The spell is affected by spell by spell resistance.
resistance.
The casting components are speech, hand gestures, and a gem
The casting components are speech and hand gestures. worth 2,500 gold.

Insect Swarm, Level 5 cleric, 5 druid Invisibility, Level 2 wizard, 2 illusionist


Through words of power filled with divine retribution, the Eye in hand, the caster mutters words of secret and stealth, and
caster opens a portal to a world of madness, unleashing a wave lacing them with eldritch sorcery they cloak a target from all
of insects upon their unfortunate victims. the world.

— PLAYERS HANDBOOK 171

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
The recipient of this spell, including their carried gear, vanishes Invisibility in Area, Level 7 wizard, 7
from all forms of natural sight, including dark vision, deep illusionist
vision, and twilight vision up to 10 feet from the invisible
Eye in hand, the caster mutters words of secret and stealth, and
creature. Any item that leaves the invisible creature’s person,
lacing them with eldritch sorcery they cloak a target from all
falling to the ground, or intentionally left, becomes instantly
the world.
visible. They vanish again if picked up. Anyone who sees the
item, cannot help but notice that it appeared out of nowhere. This spell acts exactly as the heal spell but it affects all creatures
Light as cast by a torch, lantern or magic spell is not cloaked, in the area of effect. The area moves with the group. If any
and remains visible, appearing as a will o’ the wisp, floating in one member moves 200 feet away from the area they become
the air. The subject is not silenced, and noise can render the visible. If any single member from the invisibility in area attacks
recipient detectable, as can other commonsense factors (e.g., everyone become visible.
stepping in a puddle).
Casting this spell requires the caster’s combat action for the
Any attack by the invisible creature breaks the power of the round. The spell’s range is 50 feet with a duration until one
spell. This includes physical attacks, spells, or use of spell-like invisible creature attacks or moves 200 feet away from
abilities directed at a foe that cause damage of any type, to the group. An intelligence save negates if the target chooses to
target or its equipment. resist. The spell is affected by spell resistance if the target
chooses to resist. The spell’s area of effect is 25 feet x 25 feet.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration lasts until The casting components are speech, hand gestures, and an eye
the individual attacks. There is no saving throw. The spell is wrapped in tar, clay, or another similar substance
affected by spell resistance.

The casting components are speech, hand gestures, and an eye


Invisibility Orb, Level 3 wizard, 3 illusionist

wrapped in tar, clay, or similar substance. The caster holds the eye tightly in hand and utters words of
deflection, laced with arcane powers. A simple touch imparts
Invisibility Heightened, Level 4 illusionist an orb of invisibility to the touched and all those around them.
Taking the small eye in hand, the caster unravels the light All creatures and their carried gear within 10 feet of the
around a target, making it vanish from sight. recipient vanish from all forms of natural sight, including dark
vision, deep vision, and twilight vision, etc. Any item that
The recipient of this spell, including their carried gear, for the
leaves the invisible creature’s person, falling to the ground, or
duration of the spell vanishes from all forms of natural sight,
intentionally left, becomes instantly visible. They vanish again
including dark vision, deep vision, and twilight vision up to 10
if picked up. Anyone who sees the item, cannot help but notice
feet from the invisible creature. Unlike other forms of invisibility,
that it appeared out of nowhere. Light as cast by a torch, lantern
invisibility heightened allows the recipient to attack, cast spells or
or magic spell is not cloaked, and remains visible, appearing as
use magic items offensively without causing the spell to end.
a will o’ the wisp, floating in the air. The subject is not silenced
The invisibility is effective against all forms of natural vision.
and noise can render the recipient detectable, as can other
Any item that leaves the invisible creature’s person, falling to commonsense factors (e.g. stepping in a puddle).
the ground, or intentionally left, becomes instantly visible. They
Any attack by the invisible creature breaks the power of the
vanish again if picked up. Anyone who sees the item, cannot
spell. This includes physical attacks, spells, or use of spell-like
help but notice that it appeared out of nowhere. Light as cast
abilities directed at a foe that cause damage of any type, to the
by a torch, lantern or magic spell is not cloaked, and remains
target or its equipment.
visible, appearing as a will o’ wish, floating in the air. The subject
is not silenced and noise can render the recipient detectable, as Casting this spell requires the caster’s combat action for the
can other commonsense factors (e.g., stepping in a puddle). round. The spell’s range is touch with a duration so long as
those within it do not attack. There is no saving throw. The
Casting this spell requires the caster’s combat action for the
spell is affected by spell resistance. All creatures and gear
round. The spell’s range is touch with a duration of 1 minute
within 10 feet of recipient.
per level. There is no saving throw. The spell is affected by
spell resistance. The casting components are speech, hand gestures, and an eye
wrapped in tar, clay, or similar substance
The casting components are speech, hand gestures, and an eye
wrapped in tar, clay, or another similar substance.
Indivisibility to Fauna, Level 1 druid
With a gentle touch and a twist of the energy around a creature,
the druid can suppress the natural senses of any animal, sight,
scent, touch, hearing, and even taste.

172 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
The spell suppresses an animal’s ability to sense the targeted spell is unaffected by spell resistance. The spell can be used to
individual, making them completely undetectable through alter 5 pounds of material per level of the caster.
natural senses. Magical abilities an animal may possess are not
suppressed. The casting components are speech, hand gestures, and a pinch
of iron dust.
If the warded creature attacks or even reaches out and touches an

J
animal, the spell is broken. Note, that if an animal accidently brushes
up against the individual, then that does not break the spell.

Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 10 minutes Jump, Level 1 wizard
per level. There is no saving throw. The spell is affected by
spell resistance. Taking a small material component firmly between thumb and
forefinger, the wizard channels the power of that creature,
The casting components are speech and holy symbol. translating it through words eldritch and known into themself.

This spell empowers the creature touched with the ability to


Invisible Cloak of the Undead , Level 1 cleric
jump forward, backward and up. Their forward leap carries
The cleric summons the power of their own hallowing and with them up to 25 feet. They can leap backward up to 10 feet. They
words of concealment cloaks their body from the undead. can leap vertically up to 10 feet, so that their feet are 10 feet
off the ground. A vertical leap that sends the jumper up and
Any common undead such as zombies, ghouls, skeletons and straight back down runs the risk of fall damage, only allayed
the like perceive the cloaked individual as one of their own, with a successful dexterity check.
and thus do not attack them or act aggressively toward them
in any way. More intelligent undead, such as vampires, take no Casting this spell requires the caster’s combat action for the
notice unless they make a successful intelligence check. Special round. The spell’s range is touch with a duration of 1 minute
circumstances may allow unique or extraordinary undead can per level. There is no saving throw. The spell is affected by
see the cloaked individual. The Castle Keeper will determine if spell resistance.
such circumstances exist.
The casting components are speech, hand gestures, and the
The spell is destroyed if the cleric attempts to attack, turn, or hind leg of a leaping animal such as a cricket.
command the undead.

Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 10 minutes
per level. These is no saving throw. The spell is affected by
K
spell resistance.
Knock to Open*, Level 2 wizard
The casting components are speech and holy symbol. With a simple word laced with unbinding magic, the wizard

SPELLS
opens a latch or door.
Ironlike, Level 6 druid
The spell opens almost any door, latch, lid, drawer, hatch, gate,
The druid sprinkles a pinch of iron dust upon a piece of wood, portal, wicket, or any other door-like structure designed to keep
breathing words of strength and will into it, making it like iron. someone out or in. The spell opens magically bound door-like
structures and secret ones. It can also open locks that hold
This spell strengthens normal wood, of any type, so that it has
chains. It does not unravel knots or lift doors like a portcullis.
the same tensile strength as iron. The druid can make simple
Knock to open can open two door-like structures. Magical doors
wooden items, such as a shield, act as if they were made of iron.
close or relock after 10 minutes
The item is counted as wood for the druid and usable by them,
though such items must be complete before the spell is cast Lock to Seal: This spell acts in the opposite to knock to open. It
upon them. can be counteracted with a knock to open or dispel magic spell. The
spell locked door does not prevent the caster from using it freely.
It is heavy like iron, with the same melting point as iron, and
it is not flammable. However, the ensorcelled wood does not Casting this spell requires the caster’s combat action for the round.
suffer from spells that affect iron, such as heat any alloy, it does The spell’s range is 50 feet with a permanent duration. There is
however suffer from spells like warp. no saving throw. The spell is unaffected by spell resistance.
Casting this spell requires the caster’s combat action for 10 Speech is the only casting component.
minutes +1 minute per pound. The spell’s range is touch
with a permanent duration. There is no saving throw. The

— PLAYERS HANDBOOK 173

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Know the Path, Level 0 druid The spell gives the caster the abilities to rise off the ground and
move through the air as if they were walking. When cast on
The druid speaks words of the northern wind and instantly has
themself, the wizard can move up or down at a rate of 20 feet
their bearings.
per round. It does not give them ability to walk horizontally,
Once performed, the caster immediately knows which way is however they could pull themself along some dungeon wall,
north, and can use this to get their bearings and find their way cliff, or forested path.
without fail.
The wizard can direct the spell at another person or object,
Casting this spell requires the caster’s combat action for the lifting up to 100 pounds per caster level and moving it up or
round. The spell’s range is personal with a duration of 1 day. down at 20 feet per round.
There is no saving throw. The spell is un affected by spell
Casting this spell requires the caster’s combat action for the
resistance.
round. The spell’s range is touch with a duration of 10
minutes per level. An intelligence save negates. The spell is

L affected by spell resistance if the target chooses to resist.

The casting components are speech, hand gestures, and slender


gold wire valued at 5 gold.
Legendary Tales, Level 6 wizard
Great deeds, events and powers are writ large in legend, and with Light, Level 0 wizard, 0 cleric, 0 druid, 0
this spell the caster can draw upon these great tales, bringing to illusionist
light knowledge about a legendary person, place, or thing. The caster palms a small piece of quartz and uttering words of
power into it, and with a final gesture, releases the light wither
With this spell the caster uncovers hidden truths, legends and
they desire it to go.
stories about a specific item, a locale, or a person. They must
choose one subject and concentrate on that. While the spell This spell causes an object to shed light, clearly illuminating
and research are ongoing, the characters can do little else but the area around it as much as a torch, albeit with clear, white
rest, eat, and perform simple chores. Once the spell duration light. The light itself remains attached to the object it was cast
ends and the knowledge gained, they are free to continue on upon. If the object moves, the light moves. If the object is taken
their normal more complicated activities. into an area where a darkness spell or magical darkness exists, it
dims the light by half, causing it to flicker as well.
The caster is not limited to items on the material plane, or
even the plane they occupy, and as such they can learn about a Casting this spell requires the caster’s combat action for the
person, place, or thing from another plane. round. The spell’s range is 150 feet with a duration of 10
minutes per level. There is no saving throw. The spell is
Subjects lacking legendary importance provide no information
unaffected by spell resistance.
whatsoever. As a general rule, characters of 10th level and
higher are legendary, as are the class of creatures they strive The casting components are speech and piece of clear quartz
against, the major magical items they carry, and the places worth 5 gold.
where they performed their great or nefarious deeds.

Casting this spell requires the caster’s combat action for 1d4 Lightning, Level 3 wizard

x 10 minutes for a person, place, or thing that the caster has The wizard channels a powerful arcane charge through a piece
physical possession of or is close enough to touch or 1d12 of iron, directed at their target, unleashing a massive bolt of
days for a person, place, or thing that the caster has detailed electricity.
information about but is not near or 1d2 months for a person,
place or thing that the caster has little or no knowledge of. The caster unleashes a blinding, sizzling arc of forking electricity
The spell’s range is limitless with a permanent duration as that deals 1d6 points of damage per caster level. The bolt
concerns the knowledge gained. There is no saving throw. The erupts from the caster’s fingertips, staff, rod, or wand. It strikes
spell is unaffected by spell resistance. creatures and objects along its sinuous path and even a couple
of feet to either side, igniting combustibles, sundering wooden
The casting components are speech, hand gestures, a magic doors, and melting soft metals
item, incense, blank parchment, ink, a quill or silver pen, and
250 gold worth of powdered gems. The lightning strike can burst through a barrier, if it does so,
any energy it still maintains continues striking any on the other
Levitate, Level 2 wizard
side. If it does not break through, it rebounds toward the caster.
If there is enough length and the bolt is (im)properly aligned, it
Palming a slender wire, incanting words of air upon it, the caster may strike the caster.
uses their voice to lighten their own or another’s body.

174 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
Casting this spell requires the caster’s combat action for the Spells designed to hide objects, alter or polymorph them fool a
round. The spell’s range is 10 feet wide x 50 feet long or 5 locate item spell.
feet wide x 100 feet long, with instant duration. A dexterity
save halves damage. The spell is affected by spell resistance. Obscure Item: This spell may be cast on an object, thereby
preventing it from being located by spells of this type, or by
The casting components are speech, hand gestures, and a small divinatory means such as scrying, for the duration of the spell.
iron rod that has been left out in a thunderstorm.
Casting this spell requires the caster’s combat action for the
Locate Other, Level 4 wizard
round. The spell’s range is 450 feet + 450 feet per level with
a duration of 1 round per level. There is no saving throw. The
The caster takes the item once possessed by the creature they seek spell is unaffected by spell resistance.
to find, and after mumbling words of the familiar bound in arcane
power, they cast their mind out to find the nearest creature. The casting components are speech, hand gestures, and holy
symbol and a glass lens or opaque crystal worth 2 gold.
Using this spell, the caster may locate the nearest creature
of a known type that they have encountered before (such as
a human or unicorn), or a specific individual creature whom

M
the caster has met, provided it is within range. The caster must
possess part of the creature type sought (such as a goblin’s
tooth), or part or all of an item, garment, or part of an individual
creature sought (such as a lock of hair, a strip of cloth from an
individual’s cloak, etc.) in order to use the spell. Magi’s Reach, Level 0 wizard

The spell locates the nearest creature of a given type if more than Through arcane utterances the wizard channels their own
one such creature is within range. Running water blocks the spell, power to move objects afar.
and it can be fooled by spells that mislead or alter or hide the This spell allows the caster to move objects weighing less
creature. It cannot detect objects. It can be used in conjunction than 10 pounds from afar. They can move them any direction
with summon familiar in order to find a specific familiar. (providing there are no physical obstacles in the way) up to 15
Casting this spell requires the caster’s combat action for the feet. They cannot move the object through solid surfaces. If the
round. The spell’s range is 450 feet + 450 feet per level with object moves beyond 15 feet, either by accident, interference or
a duration of 10 minutes per level. There is no saving throw. on purpose, the spell comes to an end.
The spell is unaffected by spell resistance. Casting this spell requires the caster’s combat action for the
The casting components are speech, hand gestures, and part of round. The spell’s range is 25 feet with a duration that last as
the sought after creature (as described above). long as the caster concentrates. There is no saving throw. The
spell is affected by spell resistance.
Locate Item*, Level 2 wizard, 3 cleric The casting components are speech and hand gestures.

SPELLS
The caster visualizes what they seek and speaks words of power
into a small piece of crystal or lens, thus revealing the item they Magi’s Glamour, Level 0 illusionist
desire to find. With simple words of arcane origin, the caster bends light
With this spell, the caster need never fear misplacing his tower around a single target.
key again, for it enables the caster to find an object, or one which The illusionist sets a glamour upon an object, making it appear
they can visualize clearly. This could be anything from jewelry as though it were magical in nature to any detection spells
to tools, weapons, a chest or even so mundane an implement as or magical senses. An identify spell reveals the nature of the
horse shoe. The spell may be used to find specific items such as a illusionist’s glamour.
hammer or more general items such as the stairs that lead down.
With a successful attribute check, it may find very specific items Casting this spell requires the caster’s combat action for the
such as stairs that lead down to safety. round. The spell’s range is touch with a permanent duration.
There is no saving throw. The spell is affected by spell
If the caster seeks a unique object, such as Gideon Thorne’s resistance if the target chooses to resist. The area of effect is
gold-plated quill, they must have seen it up close or have found 5 pounds per level.
a detailed account of the item with illustrations. Even then,
they must make a successful primary attribute check (their class The casting components are speech, hand gestures, and a
primary attribute) in order to locate it (CL determined by the chosen item.
Castle Keeper).

— PLAYERS HANDBOOK 175

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Magic Circle (disposition), Level 3 cleric, 3 be of at least 1,000 gold in value, leaving the caster’s own body
wizard lifeless. The caster may then attempt to take control of a nearby
body, forcing the target’s soul into the vessel. To vessel must be
The caster etches a rough circle around themself, a target, or an
within range of the caster for the spell to work.
area, and unleashes the verbal magic of their arcane or divine
language upon it to imbue protective powers. While in the vessel they can attempt to transfer their soul from
the vessel and into another body. To do so they must be within
This spell creates a magical barrier around the subject, up to a
10 feet + 10 per caster level of the intended target. The target
distance of 10 feet, which offers protection against one axis of
succeeds at their charisma save, the caster’s soul is stuck in the
alignment (evil, good, chaos, or law) which is decided at the
vessel, and any attempt to take over the target fails. Once in the
time of casting. Only one such protective spell can be in effect
vessel the wizard cannot see their target, but only sense them.
in one place at the same time, even if each protects against a
They can tell roughly, what level they are, 4 higher or 4 lower
different alignment.
than the caster and whether they are good or evil. Once they
The barrier moves with the subject and grants a +2 bonus to have picked a target, they ‘attack’ it by transferring their soul
armor class and saving throws against creatures of the chosen from the vessel to the target, thereby forcing the target’s soul
alignment. It protects the caster from physical attacks or even out and into the vessel. There is no attack roll, but protection
touching from any creature that is summoned or conjured. The spells may block the attempted takeover.
melee attacks of such creatures fail, and the creatures recoil
Once an attack is successful, the target’s soul is forced out and
from the protective magic. The spell’s protections cease if the
into the vessel, and the caster’s soul leaves the vessel and enters
caster attacks or dives the barrier against their opponents. A
the target.
creature with SR can overcome the magic of the circle with a
successful SR check. The caster transfers all their abilities, spell uses, attributes, hit
points and level to the new body. They do not gain any of the
The magical circle also blocks any attempt to possess or
captured bodies abilities, be they natural or magical.
exercise mental control over the warded creature by foes of
any alignment. The protection does not prevent casting a spell The caster may move back to the jar, returning the trapped soul
that gains mental control, but it prevents the caster of such to its body, at any time; and may thereafter attempt to possess
a spell from mentally commanding the protected creature. If another body. The spell ends when the caster chooses to return
the protection ends before the mental control does, the enemy to the caster’s own body (leaving the receptacle empty).
caster can exercise mental control over the creature. Likewise,
the barrier keeps out a possessing life force, but does not expel If the captured host is slain the caster’s soul is hurled back into
one if it is in place before the spell is cast. the vessel, so long as the vessel remains within range. If the
captured host is slain beyond the spell’s range, both caster and
The caster can bind a target by reversing the direction of the captured die and their spirit becomes lost, wandering listless
barrier. The creature caught cannot escape the circle. The as a ghost. If the vessel is destroyed while the caster occupies
caster must make a successful SR check in order for the barrier another body, the caster and captured host die and their again
to work. Furthermore, the barrier cannot contain creatures their spirit becomes a ghost. Dispelling the vessel causes all
larger than the circle. souls to be violently wrenched back to their respective bodies,
assuming they are within range.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 3 rounds Casting this spell requires the caster’s combat action for the
per level. There is no saving throw. The spell is affected by round. The spell’s range is 150 feet with a duration of 1 minute
spell resistance if cast on another creation to bind them per level. A charisma save negates. The spell is affected by
in one spot, in such cases the caster must overcome the spell resistance.
creature’s SR.
The casting components are speech, hand gestures, and a gem
The casting components are speech, hand gestures, a pinch of worth 1000 gold.
salt, and a holy symbol.
Magi’s Missile, Level 1 wizard
Magi’s Vessel, Level 5 wizard
The caster summons their arcane power and drives it toward
By taking a chosen vessel, setting magic upon it, and breathing their target with purpose!
dimensional magic into it, the caster sets the stage to transfer
their soul into an object, and thence to leap from there and take This spell projects a beam of energy, colored as the caster desires,
control of another’s body. toward a chosen target. The missile inflicts 1d4+1 points of
damage. The missile strikes without fail, unless the wizard fails
By casting magi’s vessel, the caster places their own soul into a to overcome the creature’s SR. They cannot do special or called
gem, large crystal, or similar item, called the vessel, which must shots with the missile. The caster can hit multiple targets if they

176 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
are all within 25 feet diameter area. Caster chooses the target. If The casting components are speech, hand gestures, and an item
the target has an SR, the caster must roll for each target. to be thrown.

At 1st level the caster has 1 missile. They gain one extra missile Magi’s Conjuring, Level 5 illusionist
for every 2 levels of experience, so that at 3rd level they can
unleash 2 missiles, at 5th level they can unleash 3 missiles, at 7th The illusionist summons a memory or thought of some item and
level they can unleash 5 missiles and so on. through empowered breath brings it to the world for all to see.

Casting this spell requires the caster’s combat action for the The spell creates 1 cubic foot of natural material per level of the
round. The spell’s range is 150 feet with instant duration. caster. Simple items such as stones, stumps, branches, and the
There is no saving throw. The spell is affected by spell like are easily created; however, more complex materials, such
resistance. Maximum 25 feet diameter circle. as a wheel and axle require a successful intelligence check.

The casting components are speech and hand gestures. Casting this spell requires the caster’s combat action for 10
minutes. The spell’s range is 10 feet with a duration of 1 hour
Magi’s Visage, Level 2 wizard, 2 illusionist
per level. There is no saving throw. The spell is unaffected by
spell resistance.
Conjuring a visage of fair or foul disposition, the caster uses
arcane powers to set it upon a chosen surface. The casting components are speech, hand gestures, and a
ghost’s breath.
The caster uses this spell to create a visage upon any chosen
surface. The visage takes the shape desired, evil, and demonic, Major Dark Whips, Level 4 illusionist
kind, and gentle, filled with hilarity, whatever the caster
imagines. The visage is given a message to deliver to all who With hands gripped as if holding a pommel, the caster utters
trigger it. The message must not be more than a few short words of binding manifesting into long, whip-like tendrils in
phrases, totaling up to 50 words, but within these confines each hand.
can be whatever the caster desires. The trigger too is set by
The caster uses these tendrils as whips, striking anyone they
the caster. The caster chooses what language the message is
wish to. The whips automatically inflict 10 points of damage
delivered in, but the caster must be fluid enough in the language
to anyone who fails their saving throw. The target is allowed a
to speak it themself.
second saving throw for each attack by a tendril.
The caster sets the trigger and any trigger, complex or simple,
Casting this spell requires the caster’s combat action for three
works. The trigger can be fooled, assuming it is visual, by spells
rounds. The spell’s range is 15 feet with a duration of 2
that blind, such as darkness. The same goes for audible triggers
rounds. An intelligence save negates. The spell is affected by
and abilities and spells designed to hide sound.
spell resistance.
Casting this spell requires the caster’s combat action for the
The casting components are speech and hand gestures.
round. The spell’s range is touch with a permanent duration.
There is no saving throw. The spell is affected by spell
Maze, Level 8 wizard, 7 illusionist

SPELLS
resistance if the target chooses to resist. The visage reacts to
anything up to 5 + 5 feet per caster level. With hypnotic whispers of arcane madness, coupled with
intense gaze the caster unleashes a trap upon their victim.
The casting components are speech, hand gestures, and a piece
of a dragon. The caster conjures up an extra-dimensional labyrinth,
superimposed upon the material world and the subject vanishes
Magic Sling, level 1 druid into it. The subject’s intelligence score determines the time it
takes to find a way out of the maze: under 3 takes 2d4 days;
The druid takes up a simple pebble or small stone, awakens it,
3-5 takes 1d4 days; 6-8 takes 5d4 hours; 9-12 takes 4d4
and hurls it as if from a sling.
minutes; 13-15 takes 3d4 rounds; 16-17 takes 2d4 rounds;
Each enchanted rock strikes for 1d6+1 points of damage. The 18 takes 1d4 rounds.
druid must successfully hit with a ranged attack, however, they
Once they escape from the maze they step back into the world.
receive a +1 on their attack, plus any other bonuses they may
If they step back into a space filled with a solid object, they are
have. Against the undead the stone deals double damage. They
shunted to the side. No spells allow one to escape the maze into
may enchant up to 3 stones.
their own plane, and the use of a spell such as dimensional leap
Casting this spell requires the caster’s combat action for the will simply move them to a different part of the maze. While
round. The spell’s range is touch with instant duration. There one cannot shift into their own plane, one may plane shift to
is no saving throw. The spell is unaffected by spell resistance. another plane out of the maze. Some beasts of legend are not
confused by the spell. The minotaur is one such creature.

— PLAYERS HANDBOOK 177

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Casting this spell requires the caster’s combat action for the Casting this spell requires the caster’s combat action for the
round. The spell’s range is 25 feet with a duration dependent round. The spell’s range is 25 feet with a permanent duration.
upon their intelligence. There is no saving throw. The spell is There is no saving throw. The spell is unaffected by spell
affected by spell resistance. resistance.

The casting components are speech and hand gestures. The casting components are speech and hand gestures.

Meld, Level 3 druid Message, Level 0 wizard, 0 illusionist


The druid leans into the earth or stone and unleashes the The caster whispers into their hand and casts the message out
elemental powers of the plane of earth to step into and meld to whomsoever they wish to hear it.
with the substance.
The caster can send a message to one chosen individual. The
The spell allows the druid to meld with stones, rocks, or patches message is inaudible to anyone else, but then again someone
of earth which are as large as or larger than the caster. While could read the casters or recipient’s mind (minimum CL 7). The
melded, the druid maintains their own identity and is aware caster delivers their message and the recipient can reply. This can
of the passage of time, but cannot speak or see anything that continue for the duration of the spell. The caster must be able to
is going on around them. They can hear, but only as subtle see the recipient of the message. Magic can break the spell.
vibrations carried to them through the substance they have
melded with. They must make a successful wisdom check (CL Casting this spell requires the caster’s combat action for the
5) to clearly hear anything said beyond the melding. round. The spell’s range is 450 feet with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by
The caster can step out of the melded substance whenever they spell resistance.
desire. They are ejected when the spell ends. A successful dispel
magic ejects them from the melded substance. The casting components are speech and hand gestures.

The caster can be physically driven from the melded substance Meteor Shower, Level 9 wizard
if it is heavily damaged. If attacks upon the substance reduce
The wizard balls their fist and summons the arcane power of the
its size to less than that of the caster, then the caster will be
elemental plane of fire, and unleashing it with a word, it shrieks
ejected from it. If, for instance the druid is melded with stone,
across the open space to its intended targets.
and attacks cause it to crack, the caster suffers 5d6 points of
damage, and if it is destroyed, they are expelled and are slain Meteor-like fireballs, spewing sparks and leaving a fiery trail,
(constitution save to survive +3). streak in a straight line from the caster toward a chosen spot.
The caster may choose either four large 2-foot diameter or eight
While melded, some spells can cause damage or expel the
small 1-foot diameters spheres. Any creature in the straight-line
caster: transmute stone to flesh expels the caster and deals
path of these spheres takes 9d6 points of fire damage with no
5d6 damage; shape deals 3d6 damage but does not expel the
save allowed. The large spheres follow a path 10 feet wide, and
character; transmute earth and stone expels and slays the caster
the small spheres follow a path 5 feet wide.
unless a constitution save at +3 is made; pass through expels but
causes particular harm. After the spheres successfully strike their target they burst into
a spread. Each spread indicated below creates overlapping areas
Casting this spell requires the caster’s combat action for the
of effect, and creatures in an overlap area must save against each
round. The spell’s range is personal with a duration of 10
sphere separately or suffer damage. A successful dexterity save
minutes per level. There is no saving throw. The spell is
reduces damage by half for the burst damage indicated below.
unaffected by spell resistance.
The large spheres spread out and detonate where directed. Each
The casting components are speech, hand gestures, and holy
explosion covers a 30-foot diameter area. Any creature caught
symbol.
in the explosion suffers 3d12 points of damage. Creatures caught
in the overlapping areas suffer damage from all spheres.
Mend Item, Level 0 wizard, 0 illusionist
The caster takes up any mangled items and passes their arcane The large spheres spread out and detonate where directed. Each
power into it, mending it. explosion covers a 30-foot diameter area. Any creature caught
in the explosion suffers 4d4 points of damage. Creatures caught
The spell mends small tears, breaks, cuts, slashes, rips in in the overlapping areas suffer damage from all the spheres they
garments as well and fixes broken hafts, handles, wheel spokes come into contact with.
etc. Anything under 5 pounds is repairable by mending. It
repairs the item as if an expert in the field were working Casting this spell requires the caster’s combat action for the
with it, a blacksmith welds broken links, so does the spell, a round. The spell’s range is 450 feet with instant duration of 1
leatherworker sews torn leathers, so does the spell.

178 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
round per level. A dexterity save for half damage. The spell is The casting components are speech, hand gestures, and a tiny
affected by spell resistance. piece of the material world.

The casting components are speech and hand gestures. Minor Globe of Spell Resistance, Level 4
wizard
Mind Ward, Level 9 cleric, 8 wizard, 9
illusionist
With a small bead somewhere on their person, a rapid gesture,
and words of shielding, the wizard throws up a dome of
The caster throws up a mental wall of wards, filled with memories protective magic.
not their own and which utterly confounds and confuses mental
attacks. The spell instantly blocks all 1st-3rd level spells, spell-like
abilities, or spell-like effects. Though it does not actively dispel
The spell protects the caster from all spells that probe the mind, any ongoing spell, it does nullify their power so that they wash
including detection, discerning and discovery magic, whether over the caster’s globe harmlessly. The caster, or any spell caster
from a spell, spell-like ability, ability, or magical item. It also the original caster allows to do so, may cast spells out of, or in
protects the caster from any mind effect spells, spell-like abilities, through the globe without impediment. Dispel magic destroys
abilities, or magic items. It stops any wish or other powerful spell the globe. The globe has no effect on any spells, spell-like
from learning about or influencing the caster’s mind. A scrying effects, or spell-like abilities. The globe moves with the caster.
spell scries the area around the warded individual but fails to
detect them. Casting this spell requires the caster’s combat action for the
round. The spell’s range is personal with a duration of 1 round
Casting this spell requires the caster’s combat action for the per level. There is no saving throw. The spell is unaffected by
round. The spell’s range is 25 feet with a duration of 1 day. A spell resistance. The sphere is 10 feet in diameter.
charisma save negates if the target chooses to resist. The spell
is affected by spell resistance if the target chooses to resist. The casting components are speech, hand gestures, and a sphere
bead worth 1 gold and a glass sphere worth 2 gold.
The casting components are speech and hand gestures.
Mirage, Level 4 illusionist
Minor Dark Whips, Level 1 illusionist
The caster sprinkles the dust in the air and drives arcane words
With hands gripped as if hold a pommel the caster utters words through it, distilling reality into a fantasy of their conjuring.
of binding manifesting to long whip-like tendrils in each hand.
The spell recasts any natural terrain, making it appear as
The caster uses these tendrils as whips, striking anyone they something different. The illusionist must have some knowledge
wish to. The whips automatically inflict 3 points of damage to of the terrain they are mimicking, but the mirage includes smells
anyone who fails their saving throw. The target is allowed a and noises natural to the terrain, such that the area feels natural
second saving throw for each attack by a tendril. and, in all respects, appears real. With this spell the caster can
add simple manmade structures to the scene, a barn, a shed,
Casting this spell requires the caster’s combat action for three
an outhouse, and so on. These appear lifelike and abandoned
rounds. The spell’s range is 5 feet with a duration of 2 rounds.

SPELLS
or recently occupied. Any creature in the illusions is not
An intelligence save negates. The spell is affected by spell
automatically changed or altered to appear natural, they appear
resistance.
as they normally do, however they can hide in the new terrain
The casting components are speech and hand gestures. if they so desire.

Casting this spell requires the caster’s combat action for five
Minor Concoction, Level 4 illusionist
minutes. The spell’s range is 150 feet with a duration persists
The illusionist conjures simple matter through arcane words until dispelled or disbelieved by an intelligent creature. An
and gestures that both summon and construct. intelligence save negates. The spell is unaffected by spell
resistance. The area of effect is 10 square feet per level.
This spell creates small amounts of vegetable matter, already
picked, and harvested. The matter can be little more than 2 The casting components are speech, hand gestures, and dust of
pecks of matter (roughly equal to 1 dry gallon or 4 dry quarts or the arrow of a fae.
half a bushel) of matter per caster level. The vegetable matter is
non-magical. To make it more complex, the caster must succeed Mirrored Self, Level 2 wizard, 2 illusionist
at an intelligence check.
Splintering the mind’s eye and uttering arcana of the self, the caster
Casting this spell requires the caster’s combat action for one unlocks self-sight and creates very real reflection of themself.
minute. The spell’s range is 10 feet with a duration of 1 hour
The spell creates 1d4+1 duplicate images of the caster. None of
per level. There is no saving throw. The spell is unaffected by
these are unreal, and they mimic the caster in body and dress.
spell resistance.
— PLAYERS HANDBOOK 179

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
The images can act independently of the primary caster, though Misguide, Level 6 illusionist
they cannot actually do anything, and only take movements
The caster sees themself and while cloaking their own person in
that the caster has taken before. They form a line and one must
invisibility, unleashes the reflection to act on its own.
be within 5 feet of the caster, and each thereafter no more than
5 feet from the next. They stay roughly in a line, though can By casting this spell upon themself, the caster creates a reflection
range out within the 5 feet limit. of themself, but turns themself invisible. They can move away
from the reflection, up to 25 feet, completely invisible. The
For any attack on the caster, roll randomly to see if the attack
reflection continues to take the action that the caster was in the
lands on the caster or one of their reflections. If it is a reflection,
middle of taking when the spell was cast. The invisible caster
that reflection disappears immediately if the attack is successful.
can walk away up to the range of the spell, take other actions,
If the caster is the one struck they take damage like normal.
cast spells, etc. For its part the visible reflection seems very real,
Casting this spell requires the caster’s combat action for the both by sight and smell. The reflection does not have the ability
round. The spell’s range is personal with a duration of 3 to act offensively.
rounds per level. There is no saving throw. The spell is
Casting this spell requires the caster’s combat action for the
unaffected by spell resistance.
round. The spell’s range is 25+5 feet per level feet with a
The casting components are speech and hand gestures. duration of 1 round per level. An intelligence save negates.
The spell is unaffected by spell resistance.
Mirror Wall, Level 5 illusionist Speech is the only casting component.
The illusionist but summons words of confusion and images of
walls, and casts them out to create their mirror wall. Mana Pool, Level 4 wizard

The spell creates the illusion of a perfect mirror filling a corridor, By holding or looking into the mirror-like item the caster
portal, or the space between the caster and the victims of the envisions themself and draws power from that vision to increase
illusion. If the victims fail to make their save, the mirror is an their mastery of sorcery.
impenetrable wall that can only be brought down by dispel magic,
The caster enhances their magical mana in such a way that they
disintegrate, rod of cancellation, a sphere of annihilation, disjunction,
can retain additional spells. They can either prepare additional
or similar spell or power. It also bounces every spell or ranged
spells that they have not cast or they can retain spells they have
attack back at the caster or attacker if they fail to make a second
already cast. If they prepare new spells, they can prepare up to
intelligence save.
3 additional spells levels, with a 0 level spell counting as a half.
Casting this spell requires the caster’s combat action for the If they chose to retain spells they can retain any spell up to 3rd
round. The spell’s range is 50 feet with a duration of 2 rounds level that they had cast within the previous 24 hour period.
per level. An intelligence save negates. The spell is affected
Casting this spell requires the caster’s combat action for ten
by spell resistance. The mirror wall is 5 square feet per level of
minutes. The spell’s range is touch with a duration of 24
the caster and is one inch thick.
hours or when cast. There is no saving throw. The spell is
The casting components are speech and hand gestures. unaffected by spell resistance.

The casting components are speech, hand gestures, ink worth


Misdirection, Level 2 illusionist 50 gold, and a flat item like a mirror worth roughly 5 gold.
Talking in tongues and casting their arcane words into them,
the illusionist causes confusion and delay.

N
This spell hides objects from detection and information spells.
It is cast upon the object the caster wishes to hide and a second
object that lies within range. Anyone casting a detection type
spell on the hidden object learns only about the decoy object. For
instance, if cast on a magic ring created to control all the other Neutralize Toxins, Level 4 cleric, 3 druid, 5
magic rings, and a napkin holder, anyone attempting to detect illusionist
the ring would learn that it is as magical as the napkin holder. The caster places their hand upon the intoxicated object or
person of their choosing and unleashes a wave of divine or
Casting this spell requires the caster’s combat action for the arcane power, neutralizing the toxin.
round. The spell’s range is 50 feet with a duration of 1 round
per level. A wisdom save negates. The spell is affected by spell The spell counteracts any toxin, be it plant or animal based,
resistance. concocted or magical, in one individual or as set on one object.
The impact is immediate and all recurring or temporary damage
Speech is the only casting component.

180 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
caused by the toxin stops. It does not cure any previous damage Not Detectable, Level 3 wizard, 3 illusionist
from the neutralized toxin. If cast on a poisonous flora or fauna,
The caster sets a reflective device such as a mirror or piece of
it neutralizes the toxins therein. The flora or fauna replenish
silver before an item or person, and weaving arcane words of
their poison in a few hours or days.
confusion around their target, they cloak them from the prying
The illusionist version of the spell acts in the same manner as eyes of divine, runic, and arcane casters.
the cleric and druid version; however, the illusionist must make
The spell cloaks the recipient, hiding them from detection and
a successful intelligence check to neutralize the poison. The CL
divination spells. The spell works on a single target, be it person
is equal to the level of the target or as otherwise determined
or thing. Any gear a creature wears or carries is also covered by
by the Castle Keeper. An illusionist cannot cause damage to
the spell.
undead.
Casting this spell requires the caster’s combat action for the
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 25 feet with a duration of 1 hour
round. The spell’s range is touch with a permanent duration.
per level. Anyone casting a detection or divination type spell
A constitution save negates if the target chooses to resist.
must make a successful wisdom check to see the warded target
The spell is affected by spell resistance if the target chooses
(CL equal to not detectable caster level). The spell is affected
to resist.
by spell resistance if the target chooses to resist.
The casting components are speech, hand gestures, and a holy
The casting components are speech, hand gestures, and a
symbol.
reflective device worth 50 gold.
Nightmare, Level 5 illusionist
The illusionist recites a name, and while in a deep trance
unleashes a nightmare that manifests in that person’s mind, so
that sleep for them becomes troubling and dangerous. O
The spell plants a nightmare in the mind of an unwitting
individual. The person need not be asleep to receive the Obscure with Mist and Brume, Level 1 druid,
nightmare. If the spell is cast during the target’s waking hours, level 1 illusionist
the nightmare manifests in their dreams next time they sleep. With quiet words laced with the magic of the elements, the
In sleep the target suffers horrible dreams, afflicted with images caster conjures a mist and brume to cloak themselves from
of loss and terror, of despondency, hopelessness and fear. In their prying eyes.
minds they wander the lonely halls of a dungeon too large for The spell conjures a mist that surrounds the caster. It obscures
them and face monsters beyond their power. These dreams do all types of vision, including magical beyond 5 feet. The caster
not disturb their sleep. The sleeper does not toss and turn but is half concealed from creatures up to 10 feet away, anything
seems to sleep in a restful manner, unless one looks closely at beyond 10 feet the caster is completely concealed. The caster
their eyes. Doing so reveals the mad movements of both eyes cannot see out of this mist. Any creatures, including the caster,

SPELLS
and the slight fluttering of their lids. can move in and out of the mist. A fire spell, such as fireball,
When they wake they have suffered 1d10 points of damage, may burn the mist away (consult the Castle Keeper).
they are tired and restless. They cannot regain arcane spells for The cloud slowly moves away from the caster, at 10 feet per
at least 24 hours. round, though a moderate wind or gust of air doubles this
During casting if the caster is disturbed, the spell ends and is movement. A stout wind, 25 miles an hour or more, dissipates
spent and cannot be cast again that day. The caster is not aware the cloud immediately.
of the world around them while in their meditative trance. They Casting this spell requires the caster’s combat action for the
should be treated as stunned for all combat purposes. round. The spell’s range is personal with a duration of 1
If a creature does not sleep, the spell does not work. minute per level. There is no saving throw. The spell is
unaffected by spell resistance. The area of effect is 25 feet
Casting this spell requires the caster’s combat action for 10 radius from spell caster and 20 feet high.
minutes. The spell’s range is unlimited with instant duration.
A charisma save negates. The spell is affected by spell The casting components are speech and hand.
resistance.
Open or Shut, Level 0 wizard
The casting components are speech and hand gestures. With a flick of their hand and the utterance of arcane words,
the caster opens small containers or doors.

— PLAYERS HANDBOOK 181

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
This spell opens small or medium sized containers and doors. Permanence makes other spells that the caster could normally
It does not work if there is any resistance such as a lock or cast and that have a duration remain in effect until they are
clamped bar. dispelled by the caster or another, higher level wizard. Upon
casting the spell, the wizard must make a constitution save.
Casting this spell requires the caster’s combat action for the If they succeed, they lose 1 point of constitution for 1 month.
round. The spell’s range is 25 feet with instant duration of If they fail, they lose 1 point of constitution permanently. It is
1 round per level. There is no saving throw. The spell is possible to dispel a permanence spell, but the wizard attempting
unaffected by spell resistance. to do so must be higher level than the caster.
The casting components are speech and hand gestures. The caster can make any of these spells permeance regarding
the character’s person: comprehension, detect magic, discover
poison, endure heat/cold, protection from missile weapons, read
arcane script, see hidden or invisible, tongues, and water gills.

P Permeance makes the following spells permanent whether


cast on the caster, another creature, an object, or an area (as
appropriate): alarm, alter height & weight, confusion, dancing
Passage, Level 5 wizard orbs, ghostly noise, gust, invisibility, magi’s visage, phase through
Taking a small piece of tallow and piercing it with a needle or obstruction, polychromatic sphere, scare, stench, symbol, teleportation
other such instrument, the wizard utters words of breaking and in area, wizard of wills and web. Dispel magic dispels permeance
waves their hand. that is cast on any target other than the caster.

The spell creates an opening in a wall, door, floor, ceiling, or The Castle Keeper can allow others spells to be affected, based
other obstruction. The passage is 5 feet wide, 8 feet tall and 10 on an appropriate amount of time and money spent researching
feet deep. Multiple passage spells can be created, in a line, to this application of a given spell.
breach larger obstructions. Anyone within the passage when it
collapses is ejected to the nearest open area. Casting this spell requires the caster’s combat action for two
rounds. The spell’s range is touch with a permanent duration
Casting this spell requires the caster’s combat action for the of 1 round per level. There is no saving throw. The spell is
round. The spell’s range is 50 feet with a duration of 1 hour unaffected by spell resistance.
per level. There is no saving throw. The spell is unaffected by
spell resistance. The casting components are speech and hand gestures.

The casting components are speech, hand gestures, and candle Perpetual Illusion, Level 6 illusionist
wax pierced at time of casting. The caster conjures the desired image with complicated hand
gestures and words woven with arcana of the dream worlds.
Pass with Woodland Stride, Level 1 druid
The druid touches the desired target and whispers words of air The illusion conjured can be complex, utilizing elements to trick
driven by the divine language of the planes, so that the target of all the senses, including heat and cold. This illusion however, is
this spell leaves no trace of any passage. one designed to follow a series of acts, as in a play. Creatures
created by the illusion can talk, and have simple reactions. The
Upon receiving this dweomer, the subject cloaks all signs of illusionist dictates what the illusion will be doing, saying, and
travel in any terrain. They cannot be tracked, via trail sign or how it will behave for the duration of the spell. The illusion can
even scent. Attempt so magical track them are also hidden. cause damage equivalent to what the illusion would do if it were
real. For instance, if it is of a knight with a long sword, it can
Casting this spell requires the caster’s combat action for the deal 1d8 points of damage.
round. The spell’s range is touch with a duration of 10 minutes
per level. There is no saving throw. The spell is unaffected by Note: Unlike persevering illusion, perpetual illusion does not
spell resistance. need the illusionist to concentrate.

The casting components are speech and hand gestures. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a permanent duration
Permanence, Level 5 wizard of 1 round per level. An intelligence save negates. The spell is
unaffected by spell resistance. The area of effect is a 20 foot
Upon casting a spell, the wizard takes the following round to cubic area plus 10 cubic feet per level of the spell caster.
utter arcane words of time and longevity, threading the magic
of permanency through their spell. The casting components are speech, hand gestures, and a lens
worth 100 gold.

182 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
Persevering Illusion, Level 5 illusionist Phase through Obstruction, Level 7 wizard
The caster conjures the desired image by making complicated With words of eldritch power, the caster opens an inter-
hand gestures and with words woven with arcana of the dream dimensional rift that only they can see.
worlds.
The spell creates a dimensional passage that allows the caster
The illusion conjured can be complex, utilizing elements to trick to step through a wall, door, or similar obstruction. The passage
all the senses, including heat and cold. This illusion however, is remains until all usages occur. No light, sound or smell can go
one designed to follow a series of acts, as in a play. Creatures through the passage. Only the caster can see the passage. The
created by the illusion can talk, and have simple reactions. The passage is stationary.
illusionist dictates what the illusion will be doing, saying, and
behaving for the duration of the spell. The illusion can cause To use it the caster simply steps into the dimensional rift and
damage equivalent to what the illusion would do if it were real. out again on the other side. They can use the passage once
For instance, if it is of a knight with a long sword, it can deal for every two levels, and it remains until all usages are up. If
1d8 points of damage. another individual is brought with the caster, they count as an
additional usage. If anyone is in the passage when it is dispelled
Casting this spell requires the caster’s combat action for the they are instantly killed.
round. The spell’s range is 150 feet with a duration of 1 minute
per level with concentration. An intelligence save negates. The Casting this spell requires the caster’s combat action for the
spell is unaffected by spell resistance. The spell’s area of effect round. The spell’s range is touch with a permanent duration
is 20 foot cube plus 10 cubic feet per level of the caster. until the passage is entered once for every two level. There is
no saving throw. The spell is unaffected by spell resistance.
The casting components are speech and hand gestures. The area of effect for this spell is 5 feet x 8 feet x 10 feet.

Phantasm, Level 4 illusionist


Speech is the only casting component.

Scanning the mind’s surface, the illusionist finds a creature’s Plane Travel, Level 5 cleric
greatest fear and manifests it through carefully worded arcana
designed to engender that which is most terrifying to them. The cleric channels the power of their deity through prayer and
gesture, opening a dimensional door that allows them to step
The spell conjures an image of the target’s greatest fear and into other realms.
sends that image in a maddened attack upon the target. The
attack is unrelenting, pursuing the target, through walls and The spell allows the caster to instantly travel between planes,
doors, until it is dispelled, the duration ends, or the target dies. dimensions, pocket dimensions, quasi or semi-planes, and magical
realms. They must have knowledge of their destination before they
The phantasm moves however it normally moves and it must act go there. Up to eight other creatures can travel with the caster. They
accordingly. If the target flees and closes a door the phantasm must all be holding onto something that is attached to the caster, this
pursues and must open the door. However, no spell or ability can be through others attached to the caster. The travelers can be
can keep it from passing through an obstruction. If the target holding inanimate objects such as a staffs or cloaks.

SPELLS
locks a door the phantasm simply opens it. If they pass through a
wall, the phantasm does as well and so on. The phantasm cannot The Castle Keeper determines whether the caster reaches a
pass through magical barriers such as globe of spell resistance. specific destination, and all other matters related to the travel
and arrival on the other plane.
At every opportunity the phantasm strikes at the target. If the
target fails its intelligence saving throw, they instantly die. If Casting this spell requires the caster’s combat action for the
they succeed, they suffer 4d6 points of damage. round. The spell’s range is touch with a permanent duration.
A wisdom save negates if the target chooses to resist. The
The phantasm is invisible to everyone but the caster and the spell is affected by spell resistance if the target chooses to
target. No spell or magic reveals it. Though discern thoughts on resist.
the target reveals the nature of the fear hounding the target.
The phantasm cannot be harmed by physical means, though The casting components are speech, hand gestures, and holy symbol.
with telepathy magic may turn the spell back on the caster. If
the illusionist is incapacitated or killed the phantasm ends. Polymorph Creatures & Things, Level 8
wizard, 9 illusionist
Casting this spell requires the caster’s combat action for the
The caster crumples the wings of the moth in their hand and
round. The spell’s range is 50 feet with a duration of 1 round
with intricate gestures and motions, verbalizes ancient words of
per level. An intelligence saving throw for damage only. The
change and alteration.
spell is affected by spell resistance.
While this spell can operate as a more powerful version of
The casting components are speech and hand gesture.
polymorph other, it is not restricted to transforming creatures.
— PLAYERS HANDBOOK 183

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Objects and creatures targeted by this spell can be transformed question in both form and consciousness, forgetting everything
into any other creature or object the caster desires. For example, associated with their prior self, including friends, family,
this spell could be used to change a needle into a sword, a beetle experiences, and training. If the magic is dispelled, the target
into a dragon, a chair into a dwarf or a kobold into a horseshoe. regains its former memories and personality.
The duration of the spell is determined by the degree of change
enacted. This spell cannot be used to create magic items. In all other regards, this spell acts like polymorph self. Size can
be no larger than twice the creature’s normal height. The caster
An unwilling living target is entitled to a wisdom saving throw retains control over both minor and significant physical qualities.
to resist the effects of the spell. If the form assumed is inanimate, Upon changing back to an original form, the polymorphed
creatures are placed in a state of suspended animation until creature regains 1d4 hit points. If slain, the creature reverts to
either the spell expires or until dispel magic is cast. A living their original form, but remains dead.
creature polymorphed into the form of another living creature
risks assuming the consciousness of the new form (as detailed in Casting this spell requires the caster’s combat action for the
polymorph other) and the other particularities of that spell apply to round. The spell’s range is 50 feet with a permanent duration
this one as well. Use of the spell in that manner has a permanent of 1 round per level. A wisdom save negates if the target
duration, unless the size changed into is more than double the chooses to resist. The spell is affected by spell resistance.
creature’s normal height. If more than double, the spell lasts 12
The casting components are speech, hand gestures, and
hours. Upon changing, the creature regains 1d4 hit points. If slain,
butterfly or moth wings.
the creature reverts to their original form, but remains dead.

The change is permanent for inanimate objects changed into Polymorph Own Person, Level 4 wizard, 8
other inanimate objects, so long as their general size and volume illusionist
remains the same or less. Changing an object into a larger size The caster crumples the wings of the moth in their hand and
results in the spell lasting 12 hours. Changing a creature into an with intricate gestures and motions verbalizes ancient words of
object, or vice-versa, results in the spell lasting 1d4 hours if the change and alteration.
size and volume remains the same or less. Changing creatures
into larger sizes results in the spell lasting only 1d4 x 10 minutes. The caster takes the form of another creature. The shape varies
as desired by the caster from as small as a hummingbird to a
This spell can also be used to duplicate the effects of polymorph size up to twice the caster’s normal height. A polymorphed
other, transmute flesh and stone, transmute mud and rock, and character can be changed into a member of their own species.
transmute metal and wood. The caster can change their form as often as desired during the
spell’s duration. Each transformation takes one round.
Casting this spell requires the caster’s combat action for the round.
The spell’s range is 50 feet with a duration of 1 round per level. The polymorphed caster takes on the shape or form and abilities
A wisdom save negates. The spell is affected by spell resistance. of their new form while retaining their own mental abilities and
limitations. Physical and natural abilities include the natural
The casting components are speech, hand gestures, a butterfly
size, armor class, natural weapon attack types and damage
or moth, and a bit of clay.
and similar physical qualities such as mundane movement
capabilities (like flying or swimming), and vision capabilities.
Polymorph Physical and natural abilities do not include any magical
Polymorph is a single spell; however, it acts differently if cast movement, spell-like abilities, supernatural abilities, or other
upon someone other than the caster or if the caster casts it extraordinary abilities.
upon themself. Refer to the spell description below for casting
on “creature” and for casting on “own person”. Moreover, a caster does not gain the ability to make more attacks
than is normal for their character just because the creature type
Polymorph Creature, Level 4 wizard, 8 they have transformed into naturally has a greater number of
illusionist
attacks. For example, a caster capable of one attack per round
might polymorph into a lion. A lion can make three attacks per
The caster crumples the wings of the moth in their hand and round, reflecting the use of different body parts, attacking with one
with intricate gestures and motions verbalizes ancient words of bite and two claws. The caster, though having gained these body
change and alteration. parts can however make only one attack, but they may choose
that one attack from among any of those among the roster of the
The caster causes another creature to assume the body, abilities,
creature they have polymorphed into, for example bite or claw. If
and potentially the consciousness of another form of another
the attack succeeds, the damage inflicted is the same as that which
creature. Additionally, a creature polymorphed into the form
would be inflicted by the creature they have polymorphed into.
of another risks assuming the consciousness of the new form.
For every 12 hours spent in the new form, the creature must The caster chooses what the form’s physical traits are, from skin
succeed at a wisdom save or become a member of the species in to hair color, size, weight, height, etc. Size and weight must be

184 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
in line with the normal size and weight of what they are being Power of the Spoken Word: Purblind, Level
transformed into. 8 wizard, 8 illusionist
Unlike physical abilities, the caster retains their own mental A single word of arcane power, articulated with perfect locution
abilities and primary attribute designations such as level, class, to summon the powers of the other world, blinds those it is
hit points, alignment, and class to hit bonus. If the new form directed toward.
possesses strength, dexterity and/or constitution attributes,
The spell unleashes a wave of power that blinds one or more
the new scores are applied and thus may affect attack bonuses
creatures. The creature need not hear the word to suffer its ill effects.
and attribute checks. The character retains their own magical
abilities, however the new form my constrain them. If they need The spell effects up to 100 hit points worth of creatures. It
a verbal component to cast a spell and have assumed the form always blinds the lower hit point creatures before the higher.
of a turtle, they cannot speak to cast the spell. Creatures with 50 or fewer hit points are blinded for 1d4
minutes. Creatures with 51-100 are blinded for 1d4+1 rounds.
Equipment becomes part of the new form if the new form is
Creatures with over 100 hit points cannot be stunned.
animal or similar. This includes holy symbols and similar
objects. This does restrict spell use as the holy symbol no longer Casting this spell requires the caster’s combat action for the
technically exists. If the new form is humanoid and able to use round. The spell’s range is 50 feet with a duration that
the equipment, the spell changes the equipment into something depends on level of creature. There is no saving throw. The
that new form would use, and the equipment retains its spell is affected by spell resistance. The spell’s area of effect is
usefulness. Incorporeal and gaseous forms cannot be assumed. 25 feet x 25 feet.
Upon changing back to their original form, the caster regains Speech is the only casting component.
1d4 hit points. If slain, the character reverts to their original
form, but remains dead. Power of the Spoken Word: Slay, Level 9
wizard, 9 illusionist
Common sense must be applied when a polymorph spell comes
into play. The above spell descriptions should adequately A single word of arcane power, articulated with perfect locution
address most uses of the polymorph spells. In those other to summon the powers of the other world, kills those it is
unique instances, the Castle Keeper should utilize the above as directed toward.
a guideline for issuing rulings on the spell’s effect to the players.
The spell unleashes a wave of power that slays one creature.
Casting this spell requires the caster’s combat action for the The creature need not hear the word to suffer its ill effects.
round. The spell’s range is personal with a duration of 10
minutes per level. There is no saving throw. The spell is The caster can kill one creature with 70 hit points or fewer. Or
unaffected by spell resistance. they can kill multiple creatures up to a total of 140 hit points.
It kills the weaker creatures first. All creatures with 15 or fewer
The casting components are speech, hand gestures, and hit points are killed.
butterfly or moth wings.
Casting this spell requires the caster’s combat action for the

SPELLS
Power of the Spoken Word: Immobilize, Level round. The spell’s range is 50 feet with instant duration that
7 wizard, 7 illusionist depends on level of creature. There is no saving throw. The
spell is affected by spell resistance. The spell’s area of effect is
A single word of arcane power, articulated with perfect locution 25 feet x 25 feet.
to summon the powers of the other world stuns those it is
directed toward. Speech is the only casting component.

The spell unleashes a wave of power that stuns one creature. Prayer, Level 3 cleric
The creature need not hear the word to suffer its ill effects.
The cleric takes the stance desired by their deity, and with holy
Creatures with fewer than 40 hit points are stunned for 4d4 symbol in hand calls upon protection, power, and will to carry
rounds. Creatures with 41-80 hit points are stunned for 2d4 out their tasks.
rounds. Creatures with 81-120 hit points are stunned for 1d4
rounds. It cannot stun creatures with 121 or more hit points. Everyone in the area of effect who is friends with the cleric or
serving them in some capacity receives a +1 bonus to attack
Casting this spell requires the caster’s combat action for the rolls, weapon damage rolls, saving throws and attribute checks.
round. The spell’s range is 50 feet with a duration that depends Their foes suffer a -1 to attack rolls, weapon damage rolls, saving
on level of creature. There is no saving throw. The spell is throws and attribute checks.
affected by spell resistance. The area of effect is 25 x 25 feet.
Casting this spell requires the caster’s combat action for the
The casting components are speech and hand gestures. round. The spell’s range is all beings within the spell’s 50

— PLAYERS HANDBOOK 185

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
square foot area of effect with a duration of 1 round per level. The sphere defends itself with psychic blows.
There is no saving throw.
Reflective Neutralize
The casting components are speech, hand gestures, and holy Defense Attack
Surface Defense
symbol.
Stops
nonmagical causes 10 HP cone of
Prestidigitation, Level 0 wizard, 0 illusionist 1
ranged damage winter’s blast
The caster voices simple arcane words, structured so that they weapons
may join hand gestures to create small magical tricks. Stops magical
causes 20 HP
2 ranged gust
This is a simple spell which allows the caster to create small damage
weapons
magical effects. They can create and move small objects, such
as candles and torches which they might float through the air at Stops poisons,
causes 40 HP
will. Likewise, the caster can use this ability to snuff out small 3 gasses, and disintegrate
dmg
light sources, or can generate small amounts of hot or cold, for petrification
instance to chill a drink (for chilled cans are the only way to constitution
Stops breath
properly drink an elixir). 4 save vs. passwall
weapons
Poison or die
The caster can also create smells and minor sound effects. It
Stops wisdom save
cannot cause damage, but can alter an item for a short while,
5 divination & or turn to magi’s missile
making a dagger dull for instance, giving it a -1 to hit. But such
mental attacks stone
alterations are short lived and they return to their normal shape
in 1 hour +1 per level. wisdom save
6 Stops all spells or become continual fire
Casting this spell requires the caster’s combat action for the insane
round. The spell’s range is 10 feet with a duration of 1 hour intelligence
per level when altering an item’s true nature. There is no save or
saving throw. The spell is affected by spell resistance. 7 Energy field dispel magic
banished to
another plane
The casting components are speech and hand gestures.
Each attack listed above neutralizes the defense, however,
Polychromatic Sphere, Level 9 wizard, 9 it must be done in order from the first listed to the last. For
illusionist instance, a dispel magic cast upon the sphere does nothing unless
The caster shatters the realm of light with words of eldritch it has already been attacked by the other six forms of attack.
power unleashing sphere of reflective madness that both
Casting this spell requires the caster’s combat action for the
hypnotizes and attacks.
round. The spell’s range is personal with a duration of 10
The spell throws up a wide sphere of scintillating colors, that minutes per level. Saving throws do impact the spell (see
act like a kaleidoscope, for the colors shift and move with every above). The spell is affected by spell resistance, but it must
movement a viewer takes, as if guarding against unknown be rolled for each level. The spell’s area of effect is a 20-foot
attacks. The multi-colored sphere surrounds the caster and diameter sphere.
protects them from all kinds of magical attacks. The caster is in
Speech is the only casting component.
the sphere’s center, so if on the material plane some of the sphere
is underground, if on an ethereal plane or other where there is
no ground, the sphere simply floats in the ether. The sphere is
Polychromatic Wave, Level 7 illusionist

immobile and the caster can freely move in and out of it. With simple words of arcana, the illusionist conjures light in
their clenched fist, and opening it wide, unleashes a wave of
The constantly changing colors manifest all shades imaginable. color rays.
The sphere is constantly changing, the colors shifting, merging, The spell produces a cone of rays that strike everyone in the
forming shapes and losing them. Anyone who looks upon the area of effect. All creatures of 8 levels or lower are automatically
wheel must make an intelligence saving throw or become blinded for 2d4 rounds. Roll on the following table to see what
hypnotized for 2d4 rounds. each individual suffers.
Attacking the sphere is dangerous and triggers an ever more
Die Damage
aggressive response from the sphere. The sphere stops the following
forms of attack and responds as noted, striking the attacker. The 1 10 save for half
third column lists the attack forms that will neutralize the defense. 2 20 save for half

186 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
3 40 save for half Reflective Neutralize
Defense Attack
4 poison constitution save or die Surface Defense
Stops
5 wisdom save or turn to stone cone of
nonmagical causes 10 HP
6 wisdom save or become insane 1 winter’s
ranged damage
blast
7 intelligence save or banished to other plane weapons
8 multiple wave strike, 1d4, roll above Stops
magical causes 20 HP
2 gust
Casting this spell requires the caster’s combat action for the ranged damage
round. The spell’s range is 50 feet with instant duration. A weapons
saving throw can alter outcome. The spell is affected by spell Stops
resistance. The cone is 5 feet wide at origin and its width is poisons, causes 40 HP
3 disintegrate
equal to its length at any point up to 50 feet. gasses, and dmg
petrification
The casting components are speech and hand gesture.
Stops breath constitution save
4 passwall
weapons vs. Poison or die
Polychromatic Wall, Level 8 illusionist, 9 Stops
druid
divination wisdom save or magi’s
5
The caster shatters the realm of light with words of eldritch & mental turn to stone missile
power unleashing a wall of reflective madness that both attacks
hypnotizes and attacks. Stops all wisdom save or continual
6
spells become insane fire
The spell throws up a wall of scintillating colors, that act like a
intelligence save
kaleidoscope, for the colors shift and move with every movement
7 Energy field or banished to dispel magic
a viewer takes, as if guarding against unknown attacks. The
another plane
multi-colored wall surrounds the caster and protects them from
all kinds of magical attacks. The caster is in the wall’s center, so Produce Fire, Level 2 druid
if on the material plane some of the wall is underground, if on
an ethereal plane or other where there is no ground, the wall The caster conjures mystical words of heat and ignition, and
simply floats in the ether. The wall is immobile and the caster pulling them from the plane of elemental fire they summon the
can freely move into and out of it. flame to their hand.

The constantly changing colors manifest all the colors imaginable. The caster creates a light as bright as a torch just above the
outstretched fingers of their hand. The flame is not a figment
The wall is constantly changing, the colors shifting, merging, of the imagination, it is fully real, and the druid can use it to set
forming shapes and losing them. Anyone who looks upon the fire to combustible material. It moves with the druid, lingering
wheel must make an intelligence saving throw or become always above the hand, though it never burns the druid. It

SPELLS
hypnotized for 2d4 rounds. cannot harm or be made to harm the druid in anyway.
Attacking the wall is dangerous and triggers an ever more Though the flame does not hurt the druid, they can use it to
aggressive response from the wall. The wall stops the following strike enemies, dealing 1d4+1 points of damage per two caster
forms of attack and responds as noted, striking the attacker. levels on a touch attack. The druid can throw the flame once
The third column lists the attack forms that will neutralize the dealing the same damage or igniting material. Once thrown the
defense. The wall defends itself with psychic blows. spell ends.
Each attack listed above neutralizes the defense, however, Casting this spell requires the caster’s combat action for the
it must be done in order from the first listed to the last. For round. The spell’s range is personal with a duration of 1
instance, a dispel magic cast upon the wall does nothing unless it minute per level. There is no saving throw. The spell is
has already been attacked by the other six forms of attack. affected by spell resistance.
Casting this spell requires the caster’s combat action for the The casting components are speech and hand gestures.
round. The spell’s range is 50 feet with a duration of 1 minute
per level. A dexterity save negates. The spell is affected by Programed Illusion, Level 6 illusionist
spell resistance. The wall’s dimensions are 4 feet wide by 2
feet high per caster level. The caster conjures the desired image by making complicated
hand gestures and uttering words woven of the arcana of the
The casting components are speech and hand gestures. dream worlds.

— PLAYERS HANDBOOK 187

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
This illusion is designed with a trigger mechanism as set by the be chosen, however, it protects them against all variations
caster. The trigger must be a naturally occurring event, such as of that disposition. It grants a +2 to AC, saving throws and
a human speaking, a door closing. attribute checks against the chosen disposition.

The illusion conjured can be complex, utilizing elements to trick The spell also shields the recipient from being physically
all the senses, including heat and cold. This illusion however, is touched by creatures that were summoned or conjured. This
one designed to follow a series of acts, as in a play. Creatures prevents damage and harm from attacks that are natural such
created by the illusion can talk, and have simple reactions. The as a claw, bite, tentacle, or fist from any disposition. Note that
illusionist dictates what the illusion will be doing, saying, and a successful spell resistance check on the part of the attacker
behaving for the duration of the spell. The illusion can cause will allow it to break through protection from disposition, and
damage equivalent to what the illusion would do if it were real. strike the recipient of the spell. If the spell’s recipient attacks
For instance, if it is of a knight with a long sword, it can deal any opponent, the spell ends the protection from summoned or
1d8 points of damage. conjured creatures ends.

Note: unlike persevering illusion, the perpetual illusion does The spell shields the recipient against possession or
not need the illusionist to concentrate. mental attacks that seek to gain control over the shielded
individual. Any spell cast that attempts this fails so long as
Casting this spell requires the caster’s combat action for the the ward is active, once it ends the possession would then
round. The spell’s range is 150 feet with a duration of 1 round take effect.
per level. An intelligence save negates. The spell is unaffected
by spell resistance. Note: the spell has no effect on creatures that have already
possessed the spell’s recipient before the protection spell was
The casting components are speech, hand gestures, and a small cast.
lens worth 100 gold.
Casting this spell requires the caster’s combat action for the
Projection, Level 6 wizard, 5 illusionist round. The spell’s range is touch with a duration of 3 rounds
per level. There is no saving throw. The spell is affected by
The caster summons an image of themself and unleashes it
spell resistance.
upon the world with words both powerful and arcane.
The casting components are speech, hand gestures, a holy
The caster animates their shadow, whether it is visible in
symbol, and a lodestone.
that moment or not, creating a duplicate of themself. The
doppelganger looks, acts, sounds, and smells like the caster.
The projection acts exactly as the caster unless the caster Protection from Normal Missiles, Level 2
wizard
takes the time to concentrate on the shadow, and has it act
otherwise. The caster can hear and see through the projection, By placing their hand upon one and with speech laced with
and though they cannot attack, they can cast spells. In fact, arcane words of deflection the caster crates a shield for the
any spells the caster casts come from the doppelganger. The recipient.
caster can switch back and forth from the doppelganger and
themself. They must be able to see the doppelganger, if at any The spell deflects all normal missiles and range weapons,
time they lose sight of it, the spell ends. including range touch attacks. Normal missiles include but are
not limited to spears, javelins, arrows, bolts, stones, bullets,
Casting this spell requires the caster’s combat action for the hand axes, throwing knives, and throwing stars. The spell can
round. The spell’s range is 50 feet with a duration of 1 round deflect one large boulder attack hurled by a giant or slung by a
per level. There is no saving throw. The spell is unaffected by catapult, but such a weapon destroys the spell.
spell resistance.
Casting this spell requires the caster’s combat action for the
The casting components are speech, hand gestures, and a doll round. The spell’s range is touch with a duration of 10 minutes
of the caster. per level. There is no saving throw. The spell is affected by
spell resistance.
Protection from Disposition, Level 1 cleric,
1 wizard The casting components are speech, hand gestures, and a shield
shaped pendant.
The caster places their open hands upon the recipient and
speaks sorcerous words of shielding. Protection from Elemental Attacks, Level
The spell creates a magical shield upon the target that extends 3 druid
up to 1 foot beyond the recipient and moves with them. The Conjuring the power of the elemental planes, the druid wards
shield serves to protect the recipient against one of the following themself against a chosen attack with words and gestures.
dispositions: good, evil, law or chaos. Only one disposition can

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Spell Descriptions - MAGIC
The spell protects the caster against elemental attacks,
absorbing 12 hit points from any elemental attack per caster
level. Furthermore, the spell makes them immune to one
Q
chosen elemental attack: acid, cold, fire, electricity, or air. The
spell ends once it has absorbed the maximum damage. Quench, Level 4 druid
With a series of words and gestures, the druid harvests the water
The spell does not protect one against being cold, wet, hot, or
in the air and earth, condensing it and sending it in one torrent
the like, nor does it protect equipment, weapons or armor from
toward the target area.
taking damage.
The spell unleashes a sudden and tremendous rainstorm.
Casting this spell requires the caster’s combat action for the
The spell can douse torches, camp fires, and lanterns, as well
round. The spell’s range is touch with a duration of 10 minutes
as any general or larger natural fires in the given area, or can
per level. There is no saving throw. The spell is affected by
extinguish one magical flame of the caster’s choice. It can douse
spell resistance.
any magical flame short of an artifact or relic. If a magic item is
The casting components are speech and hand gestures. doused the item receives a saving throw. More powerful magic
items may only be extinguished for a few hours or a day, as per
Purify, Level 0 cleric, 0 druid the Castle Keeper’s discretion.

Taking food under their eye, the caster speaks arcane words of Fire-based spells are dispelled if the druid succeeds at a wisdom
light and warmth into the sustenance, cleansing it of all toxins, check (CL equal to the level of the original creature that cast
rot, and mildew. the fire spell).

The spell purifies food and water whether it is poisoned, has Any fire-based creatures caught in the torrent suffer 1d4 points
toxins in it, is rotten, mildewed, soured, or in any other way of damage per caster level.
compromised. If cast upon unholy water it ruins it, making it
like normal water, only brackish and metallic tasting. It cannot Casting this spell requires the caster’s combat action for the
harm any creature in any way. round. The spell’s range is 150 feet with instant duration.
There is no saving throw. The spell is affected by spell
Casting this spell requires the caster’s combat action for the resistance. The spell’s area of effect is a 50 foot x 50 foot area
round. The spell’s range is 10 feet with a permanent duration or one magic item.
of 10 feet. There is no saving throw. The spell is unaffected by
spell resistance. The area of effect is 8 gallons of water and The casting components are speech, hand gestures, and divine
65 pounds of food per level. focus.

R
The casting components are speech and hand gestures.

Pyrotechnics, Level 3 druid, 2 wizard, 2


illusionist
Rainbow, Level 4

SPELLS
illusionist
With a flame nearby, the caster speaks words of sorcery into the
fire and thus brings it to life. With several uttered phrases, in heavy arcane renderings, the
illusionist sends a rainbow of patterns in an arc up and out from
The spell fuels an open flame. It can cause the flame to expand where they stand.
rapidly or it can cause the flame to belch black smoke. If
enhancing the flame, it burns bright and hot, blinding anyone The spell creates a dome of colored light in front of the caster
who can see the flame within 100 feet, for 1d4 rounds. that captivates any who see it. The swirling kaleidoscope
of colors constantly shifts, mingling one with the other in a
If belching smoke, the smoke spreads rapidly 20 feet out from hypnotic pattern. The spell can hypnotize up to 24 levels of
the source and blinds anyone in the cloud, including all forms creatures. Lower level creatures and those closest to the caster
of dark vision, deep vision, and twilight vision. are affected first. The spell has no impact on creatures that
cannot see.
The spell burns out its fire source, extinguishing it.
Treat any hypnotized creature as stunned. They cannot attack,
Casting this spell requires the caster’s combat action for the cast spells, or do anything beyond staring at the patterns. If
round. The spell’s range is 150 feet with a duration of 1d4 they are attacked however, they are immediately freed from the
rounds for fire blindness. A dexterity save negates fire hypnotic effects of the spell and can react normally.
blindness. The spell is affected by spell resistance.
The caster can choose to move the dome. If they do so they can
The casting components are speech, hand gestures, and an move it at a maximum rate equal to their normal movement
open flame.
— PLAYERS HANDBOOK 189

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MAGIC - Spell Descriptions
rate. Any creature already hypnotized by it follows the dome, if The ray weakens anyone it strikes and who fails their saving
they are somehow unable to do so they strain against whatever throw.
stops them to get at the dome. New creatures may become
hypnotized if they see the dome. If the movement threatens Casting this spell requires the caster’s combat action for the
the lives of a hypnotized individual, they are allowed a second round. The spell’s range is 50 feet with a duration of 1 round
saving throw. per level. A constitution save negates. The spell is affected by
spell resistance.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with a duration of 1 round If the save fails, the spell temporarily changes all physical primary
per level. An intelligence save negates. The spell is affected by attributes (strength, dexterity, constitution) into non-primary
spell resistance. The area of effect is a 25 foot diameter sphere. attributes for the duration of the spell. Further, the target suffers
a -1 penalty on both to hit and damage rolls for every four levels
Speech is the only casting component. of the caster (-1 at 1st to 4th; -2 at 5th to 8th; -3 at 9th to 12th; etc.)
for the duration of the spell.
Raise, Level 5 cleric
By placing a hand first upon the brow and then the heart of a The casting components are speech and hand gestures.
creature, the caster speaks an orison to their lords of the dead
and recalls the fallen to the land of the living. Read Arcane Script, Level 1 wizard, 1
illusionist
The spell returns life to a dead humanoid. This includes all With a wave of their hand and hermetic words of comprehension,
the player character races, monstrous humanoid creatures like the caster unravels the meaning of the written word.
orcs and giants, and creatures that are partially human, such
as centaurs and sphinxes. It can only raise creatures who have This spell reveals the nature and meaning of magic writing to the
been dead for a number of days equal to or less than the caster’s caster, be it written on a book, scroll, or any other surface. It does
level. The raised loses one point of constitution permanently. not activate the magical writing in anyway, only allows the caster
If their constitution is reduced to zero by this loss, they are to read it. Once the caster has read arcane script on a source
permanently dead and cannot be brought back to life. once, they need not recast the spell to read that script again.
Creatures that are raised from the dead are considerably Casting this spell requires the caster’s combat action for the
weakened by the process, and require 12 hours of complete round. The spell’s range is personal with a duration of 10
rest for each day the creature was dead. During this time the minutes per level. There is no saving throw. The spell is
creature is considered to have 1 HP and no mortal wounds. The affected by spell resistance.
individual raised is cured of any natural disease or toxins, they
are not cured of any magical diseases or even ones contracted The casting components are speech, hand gestures, and items
on other planes. to be read.

The large spheres spread out and detonate where directed. Each
explosion covers a 30-foot diameter area. Any creature caught
in the explosion suffers 1d4 x 10 points of damage. Creatures
caught in the overlapping areas suffer damage from all spheres.

Missing appendages and parts are not regenerated upon return


from the dead. Raise will not work on creatures that died from
old age.

Casting this spell requires the caster’s combat action for one
minute. The spell’s range is touch with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by
spell resistance.

The casting components are speech, hand gestures, and holy


symbol.

Ray of Weakening, Level 2 wizard


The caster gestures towards their target, and with arcane
declamations they send forth a cold ray of blue-white light.

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Refuge, Level 7 cleric, 9 wizard The druid can only reincarnate someone who has been dead for
7 days or less.
Through prayers profound or locutions esoteric the caster
imbues an item of great value with memories of home and a The reincarnated comes back as their original class and lose one
potent dewormer to transport one there. level of experience. If they are 1st level they lose 1 constitution
point. Coming back as some creature impedes their class abilities.
The spell imbues a single item with a transportation spell that
The reincarnated retains their mental attributes as they were
allows the wielder to instantly transport back to the spell’s
in their previous life. Their physical attributes depend entirely
point of origin. The spell is cast into one item. That item, once
on their new body. Even if they come back as a creature similar
broken, instantly transports the individual holding it back to
to their previous physical form, they must still reroll physical
where the spell was cast. It requires a command word, as set by
attributes. They can have all the memories of their former lives,
the caster. It transports whoever issues the command word, is
though some, at the CK’s discretion, may be cloudy, and some
holding the item, and breaks the item. Their gear is transported
utterly forgotten. They can speak if their new host can speak, but
with them along with any smaller companions such as familiars.
if it cannot, then nor can the reincarnated. For instance, a human
Casting this spell requires the caster’s combat action for the fighter brought back as an owl cannot speak, it can only hoot.
round. The spell’s range is touch with a duration when
discharged. There is no saving throw. The spell is unaffected d100 Incarnation
by spell resistance. 01-03 Badger 49-58 Halfling
The casting components are speech, hand gestures, and items 04-09 Bear, black 59-78 Human
worth 1,000 gold. 10-13 Bear, brown 79-80 Leopard
14-17 Boar 81-82 Owl
Regenerate, Level 7 cleric, 8 druid, 9 illusionist
18-25 Centaur 83-86 Pixie
Taking a wound under hand the caster unleashes the power of 26-28 Dryad 87-90 Satyr
their deity or mind bound in mystic locutions to mend and heal. 29-32 Eagle 91-96 Wolf
The spells regenerates destroyed tissue, muscle, organs, and 33-42 Elf 97-99 Wolverine
bone. In the case of severed limbs that are available, the spell 43-46 Gnome 100 CK choice
can reattach them in one round. Minus the limb’s availability, 47-48 Hawk
it requires 2d10 rounds for the caster to coax the new flesh into
form. In either case the returned limb acts normally. It mends all Casting this spell requires the caster’s combat action for ten
broken bones, even catastrophic ones. It can regenerate brain minutes. The spell’s range is touch with a permanent duration
tissue and mend destroyed organs as well. of 1 round per level. There is no saving throw. The spell is
unaffected by spell resistance.
The spell also cures 1d8+1 per level of the caster.
The casting components are speech, hand gestures, and divine
Casting this spell requires the caster’s combat action for three focus.
rounds. The spell’s range is touch with a permanent duration

SPELLS
of 1 round per level. There is no saving throw. The spell is Restore Sight & Hearing*, Level 3 cleric, 2
affected by spell resistance if the target chooses to resist. illusionist

The casting components are speech, hand gestures, and if cleric The caster places their hand upon the offending organ and
or druid, a holy symbol and/or divine focus. whispers recondite words of healing and return, bringing back
sight and hearing loss.
Reincarnate, Level 4 druid
The spell cures blindness or hearing loss in one target. The
The druid harvests their knowledge of all flora and casts out
structure of the eyes or ears must be in tact in order to cure the
into the ether with hermetic utterances, calling upon the divine
impairment. The spell does not regenerate eye or ear drums that
will of the natural world to return a spirit to the land of the
may have been lost in battle or otherwise.
living.
Cause Blindness or Hearing Loss: The caster must choose
The spell reincarnates one dead individual, bringing them back
blindness or deafness. They suffer -10 to attack rolls, lose any
to life. However, they cannot return to their own body, rather,
dexterity bonus to armor class, suffer a -2 to armor class, and
they are reincarnated into the body of another creature. If the
must make continual dexterity checks at -10 to move at normal
creature is not chosen by the CK, roll on the table below. The
speed. Deafened targets suffer a -2 on initiative, and must make
body forms from the natural world, and it returns to life as a
a successful wisdom check to cast spells (CL 5 or determined
young adult of whatever species was determined.
by CK).

— PLAYERS HANDBOOK 191

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MAGIC - Spell Descriptions
Restore sight & hearing and cause blindness or hearing loss Casting this spell requires the caster’s combat action for the
counteract each other. round. The spell’s range is touch with a permanent duration.
There is no saving throw. The spell is affected by spell
Casting this spell requires the caster’s combat action for the resistance if the target chooses to resist.
round. The spell’s range is touch with a permanent duration.
A constitution save negates. The spell is affected by spell The casting components are speech, hand gestures, and holy
resistance if the target chooses to resist. symbol.

The casting components are speech and holy symbol. Remove Despair*, Level 1 cleric

Remove Bane*, Level 3 cleric, 3 druid, 4 The cleric speaks divine exaltations, conjuring images of dangers
wizard
overcome and triumph.

Touching one who is accursed and reciting charms of goodness, The spell aids one individual chosen by the cleric. It allows an
the caster uses light and warmth to counteract the evil curses immediate saving throw, with a bonus +1 per caster level against
that have placed a bane on them. any ongoing fear or fear-like effects, even if the individual has
already succumbed to them. It immediately counteracts cause
The spell removes a bane or curse placed upon someone or despair. Furthermore, for the next 10 minutes the targets gain a
something, be the bane arcane or divine. The caster should be +4 against all future fear checks and saving throws.
at least equal +2 to the number of levels of the one who placed
the bane. It does not alter the nature of a cursed magic item Cause Despair: This spell frightens the affected subject. They
which bares one, though it allows the one carrying the item to suffer a -2 on all attack rolls, attribute checks and saving
set it aside if they desire to do so. throws. The fall back from the caster as well, fleeing in the most
convenient direction. Anything with at least 6 levels is immune
Bestow Bane: This spell allows the caster to place a curse on a to the cause fear spell. Cause despair counters remove despair.
creature. The caster can choose one of the following effects: -6
to one ability score (which cannot reduce the score below 1), or Casting this spell requires the caster’s combat action for the
a -4 penalty on attack rolls, saving throws and checks. Subject round. The spell’s range is touch with a duration of 1 round
to the Castle Keeper’s approval, the caster may invent a new per level. There is no saving throw. The spell is affected by
curse, but it must be no more powerful than the standard curses. spell resistance if the target chooses to resist.

The Castle Keeper has final say on a curse’s effect. A bane The casting components are speech, hand gestures, and holy
cannot be dispelled with dispel magic, but it can be nullified by a symbol.
wish type spell or remove bane.
Restore Movement, Level 2 cleric
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a permanent duration. The cleric channels the strength of the deity through word and
There is not saving throw. The spell is affected by spell touch, restoring vitality to the afflicted.
resistance for bestow only.
The spell counteracts any hold spell, slowing spell, any form of
The casting components are speech and hand gestures. paralysis, whether it has natural cause or magical. It counteracts
any paralysis caused by the undead. It can even counteract fear
Remove Malady*, Level 3 cleric, 3 druid
type effects, unless they are caused by a dragon.

The caster but touches the individual afflicted with the spiritual, Casting this spell requires the caster’s combat action for the round.
physical, or mental malady and through carefully worded The spell’s range is touch with a permanent. A constitution
invocations, summons the curative powers of beyond. save negates. The spell is affected by spell resistance.

This spell cures all diseases, afflictions, and impairments that The casting components are speech, hand gestures, and holy
the target has, no matter if they are physical, spiritual, mental, symbol.
natural, magical, or caused by some creature’s abilities.
Rebut Alloy and Stone from Path, Level 8
Inflict Malady: This spell causes a random disease in the druid
creature touched, although the severity of the disease is often
tied to the level of the caster. The Castle Keeper will choose or The druid calls out ancient words of wind and earth, conjuring
roll from the Castle Keepers Guide or refer to their own notes invisible currents to be unleashed on the path, clearing it of
and deliberations. detritus made of any alloy or stone.

Though there is no saving throw for either version of this spell, A path opens in front of the druid in a specific direction. The
the two can cancel each other out. spell forces all metal or stone objects out of the path, whether

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Spell Descriptions - MAGIC
pushed to the side in the case of boulders, or picked up and to a wall, or placed in the ground, do not move but shatter.
hurled in the case of stones, ore, metals. It also affects metal Objects larger than 3 inches in diameter are pushed back if
and stone tools, weapons, equipment, armor, and shields. Fixed possible. It also affects objects that are partially wooden.
objects, smaller than 3 inches in diameter, those attached to a
door, or placed in the ground, do not move, but shatter. It also Repelled objects move at 30 feet per round.
affects objects that are partially metal or stone.
If someone is carrying a wooden or partially wooden object, they
Repelled objects move at 30 feet per round. too are thrown back, but at half speed.

If someone is carrying a wooden or partially wooden object, they The caster can cast other spells while remove wood from path is
too are thrown back, but at half speed. ongoing. The spell continues to clear the path in front of the
caster. If they reorient, they must take a full round to redirect
The caster can cast other spells while remove wood from path is the spell.
ongoing. The spell continues to clear the path in front of the
caster. If they reorient, they must take a full three rounds to Casting this spell requires the caster’s combat action for the
redirect the spell. round. The spell’s range is personal with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by
Casting this spell requires the caster’s combat action for the spell resistance. The path is 150 feet long x 120 feet wide and
round. The spell’s range is 150 feet long x 120 feet wide x 10 10 feet high.
feet high. with a duration of 1 round per level. There is no
saving throw. The spell is unaffected by spell resistance. The casting components are speech and hand gestures.

The casting components are speech and hand gestures. Repulsion, Level 7 cleric
The cleric, with a powerful gesture and spoken appeal, manifests
Repel Pest, Level 4 druid
the divine power of the deity in a shielding sphere only barely
The druid growls words of fire and fear, cloaking themself with visible.
hidden scents that trigger fear and dread in all manner of vermin.
The spell surrounds the caster with a magical shield that repels
The spell conjures a vaguely visible sphere of transparent any who attempt to approach them. Any living creature that
material that carries a smell of charged air, mingled ash, and a enters the sphere must make a successful strength check to do
hint of the scent of larger predators. The spell repels all manner so. If they fail their save they become held from going forward.
of insects, spiders, scorpions, snakes, and rodents within the They can retreat however, but cannot attempt to breech the
sphere. Any creature less than a third of the caster’s level flees shield again. If the caster approaches the individual while they
from the sphere. Stronger creatures can penetrate the globe are held, the individual held can lash out and attempt to attack,
with a successful wisdom save, but suffer 1d6 points of damage assuming the caster comes in range. They cannot throw missile
in doing so. weapons at the caster.

Casting this spell requires the caster’s combat action for the The sphere moves with the caster.

SPELLS
round. The spell’s range is personal with a duration of 10
minutes per level. A wisdom save for damage for creatures Casting this spell requires the caster’s combat action for the
stronger than 1/3 the caster level. The spell is affected by spell round. The spell’s range is personal with a duration of 1
resistance. The area of effect is a 20 foot diameter sphere. round per level. A strength save negates. The spell is affected
by spell resistance. The area of effect is a 10 foot diameter
The casting components are speech, hand gestures, and holy sphere around caster +10 feet per level.
symbol.
The casting components are speech, hand gestures, and holy
Rebut Wood from Path, Level 6 druid
symbol.

The druid calls out ancient words of wind and air, conjuring Resilient Globe, Level 4 wizard
invisible currents to be unleashed on the path, clearing it of
detritus made of wood. With incantations from eldritch scrolls, the caster creates a
globe that surrounds them entirely, encasing them in magical
A path opens in front of the druid in a specific direction. The protections.
spell forces all wooden or plant based objects out of the path,
whether pushed to the side in the case of trees and bushes, or The spell affects one creature. They must be able to fit inside
picked up and hurled in the case of limbs and branches. It also the globe for it to work. Once up, the globe protects them from
affects wood tools, weapons, equipment, armor and shields. all damage, be it magical, physical, environmental, spiritual, or
Fixed objects, smaller than 3 inches in diameter, those attached of any other kind. Whether it originates from weapons, spells,
spell-like abilities, natural causes or anything else. Furthermore,

— PLAYERS HANDBOOK 193

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MAGIC - Spell Descriptions
the globe blocks anything physical from entering it and associated abilities. Lost levels are only restored if they are lost
approaching the wizard. The wizard has no trouble breathing in within the past 7 days. It restores all mental and physical powers
the globe or seeing and hearing outside it. The globe is physical diminished by disease, wounds, magic, or monster abilities.
and can be pushed by those outside the globe, but it drags, and
can only be moved 10 feet a round, a movement easily stopped Drain Life: this spell reverses the above.
if the wizard fights against.
Casting this spell requires the caster’s combat action for one
Casting this spell requires the caster’s combat action for the hour. The spell’s range is touch with a permanent duration.
round. The spell’s range is 50 feet with a duration of 1 minute There is no saving throw. The spell is affected by spell
per level. A dexterity save negates if the target chooses to resistance if the target chooses to resist.
resist. The spell is affected by spell resistance if the target
The casting components are speech, hand gestures, and holy
chooses to resist. The spell’s area of effect is a sphere with a
symbol.
diameter of 1 foot per caster level.

The casting components are speech and hand gestures. Resurrection, Level 7 cleric
By placing their hand first upon the heart and then the brow of
Resist one Element, Level 1 cleric their target, the cleric channels prayers of power and erudition
The cleric speaks hermetic esoterisms to ward off the effects of to the land of the day, calling the soul that wanders there to
a single element. come back to the land of the living.

The spell provides protection against one element, be it The cleric calls back one individual from the land of the dead.
acid, cold, electrical, heat, earth or air. The spell grants the They can resist the call and if they successfully resist, they can
target a bonus +2 on all attribute checks and saving throws never be resurrected again, and so remain in the land of the dead
related to the chosen element. It does not matter what the until the Gonfod or whatever end of days afflicts their world. The
source of the element is, be it magical, mundane, planar, etc. individual must not have been dead over 10 years + 10 per caster
level. Powerful clerics, 18th and above may attempt to resurrect
Note that the spell only protects the caster from physical someone an additional 100 years older, but only on a successful
damage taken by the element, other side effects may still occur. wisdom save (CL 15). For the spell to work the caster must possess
some part of the physical body, even if it is ash and dust. In rare
Casting this spell requires the caster’s combat action for the cases an item might be used, if the item is highly associated with
round. The spell’s range is touch with a duration of 1 minute the individual. This latter is subject to the CK.
per level. There is no saving throw. The spell is affected by
spell resistance. Whenever someone is resurrected, they lose 1 point of
constitution. If constitution is reduced to zero in some way, the
The casting components are speech, hand gestures, and a holy person permanently dies. If constitution is reduced to zero by
symbol. this loss, the creature is rendered permanently dead and cannot
be brought back to life.
Restoration*, Level 2 cleric
The resurrected return with full hit points, all their levels,
The cleric places their hands upon their intended target and attributes that they had when they died (minus one point of
through the power and grace of their deity, they restore and constitution), as well as any missing limbs, eyes etc. They do not
revitalize the body. come back with any equipment, magic items, memorized spells,
or any of their worldly possessions.
The spell increases with the strength of the caster.
Casting this spell requires the caster’s combat action for the
At 3rd level the cleric can remove any magical effects that
hour. The spell’s range is touch with a permanent duration.
have temporarily reduced a character’s attribute scores. It also
There is no saving throw. The spell is affected by spell
removes any feelings of fatigue or exhaustion the character may
resistance if the target chooses to resist.
have. It does not restore permanently lost attribute points.
The casting components are speech, hand gestures, holy symbol,
At 7th level the cleric channels more energy and healing power.
and an urn with diamond dust in it worth 1,000 gold.
It restores everything from the 3rd level spell as well as one
experience level lost due to magic or a monster’s abilities within If constitution is reduced to zero by this loss, the creature is
a previous 24 hours. It does not restore any levels or attribute permanently dead and cannot be brought back to life.
points lost due to death.

At 13th level the cleric channels more energy and healing


power. It restores everything from the 3rd and 7th level as well
as all permanently drained attribute points, levels, and all

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Rope Dimension, Level 2 wizard, 3 illusionist Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 1 round
The caster pulls out a normal rope and after knotting one
per level. A charisma save negates. The spell is unaffected by
end, places a simple incantation on it, making it rise above the
spell resistance.
ground. After it has reached the desired height the caster, with
more arcane language, opens a pocket dimension. The casting components are speech and holy symbol.
The spell creates a pocket dimension at the knotted end of the This spell prevents creatures from attacking the spell’s recipient.
rope. The pocket dimension can hold 8 human sized individuals Any creature attempting to attack a warded character must
comfortably. They have but to climb up the rope and enter make a charisma saving throw in order to make the attack. A
through a hatch. The rope is normal and subject to normal failed save means that the attacker ignores the person under
issues such as cutting, catching on fire, etc. Once they have the spell (it does not lose its attack, but must choose another
passed into the dimensional space, they can no longer see the target). If the warded character attacks or casts offensive spells,
space from which they came, they can only see the inside of the then the sanctuary spell is negated. The spell does not protect
dimension, a realm with walls of simple stone and plaster. They the target from area of effect spells.
cannot cast spells outside the dimension.
Scare, Level 2 wizard, 3 illusionist
Nothing on the outside can see into the dimension, nor can
they cast spells into or at it. Other than the rope, which can The caster palms the flesh of the undead and through sorcerous
be pulled inside, the pocket dimension is utterly invisible. utterances, inflates their own being to one of terrible visage.

The spell causes fear in all 1st-5th level creatures. A successful


If the rope hangs freely, a creature can pull it, ending the spell saving throw abates the fear, but failure sees them consumed
and ejecting those within, or they can climb up it and enter the with terror, after which they fall back from the caster at one
dimension. half their normal movement speed. They cannot fight unless
So long as the dimension is not dispelled or destroyed by some cornered. If forced to fight, all attack and damage rolls suffer
magical means the caster always opens their rope trick to the a -1 penalty. Clerics, druids, and similar classes, elves, extra-
same dimension. They can furnish it and use it to sore materials. planar creatures, and any creature of 6th level or higher are
However, any destruction of the rope, which can be destroyed immune to the fear.
by natural means, or the pocket dimension, destroys everything Casting this spell requires the caster’s combat action for the
in the pocket dimension, including magic items. Artifacts and round. The spell’s range is 50 feet with a duration of 1 round
relics are hurled from the dimension to anywhere in the world per level. A charisma save negates. The spell is affected by
(CK’s choice). spell resistance.
Casting this spell requires the caster’s combat action for the The casting components are speech, hand gestures, and flesh or
round. The spell’s range is touch with a duration of 1 hour bone of undead creature.
per level. There is no saving throw. The spell is unaffected by
spell resistance.
Screen, Level 8 illusionist

SPELLS
The casting components are speech, hand gestures, and a rope. The illusionist conjures an image of an area, and then uses
careful formulations of arcane words and gestures to use that
image to hide an area from all prying eyes.

S The spell creates an illusion that hides an area from prying eyes,
both in line of sight and through magical scrying. The spell
makes the area in question appear as something different. For
instance, people who are camped upon a river, now appear as
Sanctuary, Level 1 cleric nothing more than an empty river bank. The illusionary image
The cleric manifests divine protection from their deity with cannot be altered once it is decided upon. Scrying the area
warding words and their holy symbol. reveals the illusion but nothing else. To see beyond the illusion
with direct observation requires a successful intelligence save.
This spell creates a pall of power around the ensorcelled,
redirecting the attacks against them to the nearest creature. No Casting this spell requires the caster’s combat action for ten
creature can attack the individual under the protection of the minutes. The spell’s range is 50 feet with a duration of 1 day.
sanctuary spell unless they make a successful charisma saving An intelligence save negates only for direct observation. The
throw. The spell does not protect the person against area of spell is unaffected by spell resistance. The spell’s area of effect
effect spells and ends the moment they attack or cast offensive is a 25 foot cube per caster level.
spells.
The casting components are speech and hand gestures.

— PLAYERS HANDBOOK 195

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MAGIC - Spell Descriptions
Scrying, Level 4 wizard, 5 cleric, 4 druid retrieved by the caster. To do so they must hold the retrieval
item in hand and speak the command word. It can reside on
Taking the gem in hands with eldritch words they unlock its
that plane for up to 60 days and can be returned during the 60
captured light, focusing their attention upon an object, person, or
days as many times as desired.
place. The druid must use water to reflect what they are watching.
A caster can only have one secret container spell operational at
Focusing on a mental image of the person they wish to observe,
a time. After the 60 days end, if the item is not retrieved, the
the caster sends their mind’s eye to gaze over their target,
spell begins to unravel. The caster must make an intelligence
watching and listening regardless of distance. Astute characters
save, daily (CL 10 +1 per day), to maintain the bond. If they
(intelligence 13+) may, upon a successful intelligence check,
fail, the bond breaks and the container is lost. If the caster is
get the feeling they are being watched. Successfully focusing the
slain, the container is lost. If the retrieval item is destroyed, the
mind’s eye in this manner is difficult, and requires an intelligence
chest is lost. Other creatures may stumble on the container on
check adjusted by the following cumulative modifiers:
the ethereal plane.
Condition CL Casting this spell requires the caster’s combat action for one
Caster knows the character well +5 hour. The spell’s range is extraplanar with a duration of 60
days. There is no saving throw. The spell is unaffected by spell
Caster has likeness of character +5
resistance.
Caster has possession of the character +5
Caster has body part (like a lock of hair) +5 The casting components are speech, hand gestures, and a
container and a retrieval item.
Caster has only met the character -5
Caster has only heard of the character -10 Secret Script, Level 3 illusionist
Caster has no knowledge of character -15 Dipping their finger in the ichor of a jelly fish and blowing
Character is on another plane -15 enchanted words across a page or scroll, the caster hides certain
words.
If the scrying is successful the caster may cast the following spells
through the scrying without a chance of failure: comprehension, The spell disguises a page or scroll by either hiding the
read arcane script and tongue. Upon a successful intelligence words entirely or changing their arrangement so that they
save (CL 10) they can cast discern disposition, discern magic and read as something else. The caster creates a command word
message. At 7th level the caster may cast the following spells to reveal the script and another to cloak it. The cloaking
through the scrying without any check: comprehension, discern remains until magically dispelled. It can hide other spells,
disposition, discern magic, message, read arcane script and tongue. such as glyph or explosive mark. It is possible to read the
script with a truth sight spell. Erase destroys both the illusion
Casting this spell requires the caster’s combat action for one and what it hides.
minute. The spell’s range is limitless with a duration of 1
minute per level. There is no saving throw. The spell is Casting this spell requires the caster’s combat action for
unaffected by spell resistance. ten minutes. The spell’s range is touch with a permanent
duration. There is no saving throw. The spell is unaffected by
The casting components are speech, hand gestures, a gem worth spell resistance.
1,000 gold, water for druids, and a holy symbol for clerics.
The casting components are speech, hand gestures, and paste of
Secret Container, Level 5 wizard, 5 jelly fish or similar animal worth 50 gold.
illusionist
The caster takes a container they wish to hide and blankets Shelter, Level 4 illusionist
it in arcane words of secrecy and ambulation, then binds The caster scatters the spell’s components upon the ground,
with more arcane utterances to another item, sending and with crafted gesticulations and esoteric arcana mutters over
the first to the ethereal plane and keeping the second for it, thus summoning a shelter.
themself.
The spell creates a small, sturdy shelter. The illusionist
The spell creates a bond between a container of any value, determines the type of shelter: a cottage, small adobe house,
but not larger than a large chest, and a second item, called the sturdy camp, yurt, etc. The dwelling is stout, able to withstand
retrieval item. The retrieval item can be any item they can fit in rough weather, and is clean and comfortable. It comes with
the palm of their hand. Once the spell is cast it transports the windows and a door, a fireplace, firepit or cook stove with a
container and its contents to the ethereal plane. The container chimney protected by a metal grate from the weather and
now resides on the ethereal plane, effectively hidden from possible intrusions. It can have one room or several. It does not
view on the material and other planes. It remains there until have a well or light source. The windows and door are protected

196 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
by a lock spell and all entrances, including the chimney are Send, Level 4 cleric
protected by an alarm spell. There is an unseen hand in the
Dropping a small piece of parchment the cleric illuminates
cottage as well, serving the needs of the occupants.
it with divine language of fire, as it burns it sends the cleric’s
Casting this spell requires the caster’s combat action for ten message.
minutes. The spell’s range is 50 feet with a duration of 2 hours
The dweomer grants the cleric a single message, not more than
per level. There is no saving throw. The spell is unaffected by spell
25 words long, delivered to single individual over any distance.
resistance. The cottage is 25 feet x 25 feet and one story tall.
The caster must know the receiving party at least incidentally,
The casting components are speech, hand gestures, a chip of haven spoken to them at least once. The spell only delivers the
stone or brick, crushed lime, a nail, a twig, water, and a bell. message, it does not compel the individual to do anything or
take any action, that is entirely up to circumstance. If the target
See Hidden or Invisible, Level 2 wizard, 1 of the message is off plane, the cleric must make a successful
illusionist
charisma check.

Tossing a small amount of powder in the air, the caster murmurs Casting this spell requires the caster’s combat action for ten
arcana that both reveals and lightens. minutes. The spell’s range is unlimited with a duration of
1 round per level. There is no saving throw. The spell is
The spell allows the caster to see things that are not there, unaffected by spell resistance.
indivisible creatures or objects, exposing them as if they were
in a gray, dusky light. Extra-planar creatures that are in sight The casting components are speech, hand gestures, a piece of
become similarly visible. The spell does not reveal illusions or parchment and a holy symbol.
other magics that cloak things, nor does it reveal rogues and
thieves and others using natural hide abilities. Sequester, Level 7 wizard, 7 illusionist

Casting this spell requires the caster’s combat action for the The caster cloaks themself with arcane words of deflection
round. The spell’s range is touch with a duration of 10 minutes spoken over the elements of an eye.
per level. There is no saving throw. The spell is unaffected by
The spell places the target in a form of unconsciousness,
spell resistance.
rendering them invisible. This spell blocks all divination or
The casting components are speech, hand gestures, and a small scrying spells directed at the caster, or whoever (or whatever)
pinch of dust, flour, or powder. the spell is cast upon. It can only be cast upon one target. It
hides the individual from normal sight as well. Magic devices
Seem Like Other, Level 4 illusionist
can penetrate the sequester as can touch or creatures who use
senses other than sight.
The illusionist casts a glamour with careful hand and finger
motions and arcane locutions. Casting this spell requires the caster’s combat action for three
rounds. The spell’s range is touch with a duration of 1 day
The spell casts a dweomer that changes the appearance of one per level. A charisma save negates if the creature chooses to
creature for every two caster levels. The change cannot be too

SPELLS
resist. The spell is unaffected by spell resistance.
dramatic. The target must remain in their basic form, bipedal,
quadrupedal, etc. The disguised may be a foot or so taller, or The casting components are speech, hand gestures, and an eye
slightly heavier or lighter. All else can change. Armor can or eyestalk worth 500 gold.
become clothing and vice versa, a staff can become a cane, and
so on. Hair, eye, skin color change as well. Shade, Level 6 illusionist

It does not alter the sound the creature makes however, and The illusionist, through words of eldritch sorcery, gives shape to
they maintain their normal form in sound and smell. An elf the shadows of the mind, giving them form both palpable and
would still smell like an elf, armor would still clink like armor. intangible.
The spell ends upon the caster’s death, their disguised death, or
The caster creates semi-solid forms that resemble a chosen
if the caster wills it or the spell ends.
monster, person, or NPC. They can create one, two or more.
Casting this spell requires the caster’s combat action for the These shadow forms are a manifestation of the illusionist’s own
round. The spell’s range is 50 feet with a duration of 12 hours. power and cannot exceed the caster’s level in combined levels.
An intelligence save negates if carefully scrutinized. The spell For instance, a 15th level caster can only create three 5th level
is unaffected by spell resistance. monsters. The shadow forms are limited in size as well, to not
more than 1 foot per caster level. Because they are not entirely
The casting components are speech and hand gestures. physical creatures, they possess half of their normal hit points.

— PLAYERS HANDBOOK 197

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Interacting with them depends on the saving throw. If successful, Shadow Convocation, Level 4 illusionist
the shadow forms only inflict half their normal damage, and
The caster lifts their hands up as if to conjure some creatures
their abilities are halved as well. If the save fails, they possess
from beyond the planes and with words recondite in ancient
the full range of abilities.
meaning, amplified by articulated hand movements, they
Casting this spell requires the caster’s combat action for the convoke a host of shadow creatures.
round. The spell’s range is 150 feet with a duration of 1 round
The caster creates semi-solid forms that resemble a chosen
per level. An intelligence save reduces shadow form’s power.
monster, person, or NPC. They can create one, two or more.
The spell is unaffected by spell resistance.
These shadow forms are a manifestation of the illusionist’s own
The casting components are speech and hand gestures. power and cannot exceed the caster’s level in combined levels.
For instance, a 15th level caster can only create three 5th level
monsters. The shadow forms are limited in size as well, to not
more than small or medium. Because they are not entirely physical
creatures, they possess a quarter of their normal hit points.

Interacting with them depends on the saving throw. If successful,


the shadow forms only inflict a quarter their normal damage,
and their abilities are quartered as well. If the save fails, they
possess the full range of abilities.

Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 1 round
per level. An intelligence save reduces shadow form’s power.
The spell is unaffected by spell resistance.

The casting components are speech and hand gestures.

Shadow Sorcery, Level 5 illusionist


The caster draws from their own memory to mimic a spell
they’ve seen or know, and channeling arcane energies, they
unleash sorcery wholly theirs and yet not at all their own.

With this spell the caster can mimic one of the following spells:
fireball, ice, lightning, magi’s missile, stench, wall (any one of them)
and web. The spell acts, in all regards, as the normal spell,
however, if there is a successful saving throw damage and effects
are reduced to 20% of normal.

Casting this spell requires the caster’s combat action for the
round. The spell’s range is 450 feet with a duration of 1 round
per level. A save depends on spell chosen and if successful
reduce impact to 20% of total. The spell may or may not be
affected by spell resistance.

The casting components are speech and hand gestures.

Shadow Journey, Level 7 illusionist


While standing in the shadows, gestures with the hand, and
arcane eruditions, the illusionist opens a path into the realm of
shadow, allowing them to merge with that world.

The spell allows the caster to move within shadows. Any touching
the caster travel with them. They move at a tremendous speed,
from one shadow to the next. The shadows themselves need be
barely tangible so that the spell works in all but the brightest
of suns, usually at noon, and flattest of terrain. Even then, it
is up to the CK to allow or disallow the movement, for even

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Spell Descriptions - MAGIC
the shadows cast by a pebble are shadows for the illusionist. Shape Stone or Wood, Level 3 druid
The traveler can move up to 7 miles in 10 minutes. They are
The druid takes the item desired and through esoteric words of
aware of where they are at all times, and can step out with ease.
the nature deities, reshapes it to something wholly new.
For those who break contact, they are cast from the material
plane and into the land of shadow, unless they make a successful By use of this dweomer, the caster can shape a piece of stone or
intelligence check, in which case they are tossed out on the wood into any desired form. A stone or wooden weapon or piece
path where they broke contact. of furniture or any other item is possible. Doors can be reshaped
to allow entry or exit, walls parted with a passage, or anything
The illusionist can use this spell to cross into the shadow plane
else that the druid can imagine and that fits within the range
or any similar planar construct the CK allows.
of material that the spell effects is possible. It takes one round
Casting this spell requires the caster’s combat action for the to shape each 1 cubic foot of material. Note that the creations
round. The spell’s range is touch with a duration of 1 hour will inevitably be crude, as fine workmanship and finishing are
per level. An intelligence save negates if the target chooses beyond the scope of this invocation.
to resist. The spell is affected by spell resistance if the target
Casting this spell requires the caster’s combat action for
chooses to resist.
the round per cubic foot. The spell’s range is touch with a
The casting components are speech and hand gestures. permanent duration. There is no saving throw. The spell is
unaffected by spell resistance. The spell’s area of effect is 10
Shapeshift, Level 9 druid, 9 wizard
cubic feet +1 cubic foot per level.

The caster takes the bones of the shapeshifter in hand, and The casting components are speech, hand gestures, holy symbol,
through channeled esoteric language they change their own and a splinter of wood and or stone, set inside a piece of clay.
shape to reflect another’s.
Shatter, Level 2 wizard
The caster assumes the form of any creature known to the
caster. The caster can change forms throughout the duration The wizard lifts their voice in a shout, and through intricate
of the spell. Each change takes one round. The form is quite gestures while crushing an item, channels their voice into a
real, and grants the caster most of the abilities of the creature sonic vibration hurled at the intended target.
formed. The caster retains his own mind and intelligence, as
The sonic wave created by the spell shatters any thin glass
well as wisdom scores and hit points. Other attributes might
or similarly brittle items. Weakened items such as old hinges,
change as a result of the new form.
doorframes, or doorknobs also shatter. Thick items, like potion
The caster retains their own mental abilities and primary attribute bottles, or double paned glass, can suffer from it as well, but
designations such as level, class, hit points, alignment, and class generally receive a saving throw. If they fail the item takes up
to hit bonus. If the new form possesses strength, dexterity and/ to 1d6 points of damage +1 per level. If the save is successful
or constitution attributes, the new scores are applied and thus the item suffers half damage. The spell can affect 10 pounds per
may affect attack bonuses and attribute checks. The character caster level if the shout is directed at one single item. If directed
retains their own magical abilities, however the new form my at a single person, it can disorient them for 1d4 rounds if they

SPELLS
constrain them. If they need a verbal component to cast a spell fail their saving throw. If disoriented the suffer a -2 on initiative,
and have assumed the form of a turtle, they cannot speak to to hit, and damage rolls.
cast the spell.
Casting this spell requires the caster’s combat action for the
The size of the form being taken can range from a gnat to any round. The spell’s range is 50 feet with instant duration.
creature not more than 200 feet in length. Even amorphous A constitution save halves damage on items. The spell is
or gaseous states may be assumed by casting this spell. Upon affected by spell resistance. The spell’s area of effect is 25
changing, the caster regains 1d4 hit points. If slain, the caster feet x 25 feet.
reverts to their original form, but remains dead.
The casting components are speech, hand gestures, and
Casting this spell requires the caster’s combat action for something caster can crush in their hand.
the round. The spell’s range is personal with a duration of
10 minutes per level. There is no saving throw. The spell is Shield, Level 1 wizard
unaffected by spell resistance. With words arcane and a gesture to give them substance, the
wizard summons a magical shield.
The casting components are speech and a silver gilt wand
made of the bones of a shape changing creature, such as a The spell creates a magical aura before them that stands from
doppelganger, valued at 2,500 gold. The druid version need foot to head. The shield wall moves with them, and protects
have only the bone, not the silver gilt one. them against all frontal assaults. The shield gives bonuses as
follows: +8 AC against all normal hand hurled missiles such

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MAGIC - Spell Descriptions
as a spear or javelin, +7 AC against all missiles fired by a bow, wizard must make a successful touch attack to grab them and
sling, or crossbow, +6 AC against all normal melee attacks and release the jolt. The wizard can hold the jolt until successfully
siege type missile weapons and those thrown by creatures such discharging it. The jolt transmits through conducting material,
as a giant. The caster adds dexterity and other AC bonuses as such as the metal of their target’s blade.
normal.
Casting this spell requires the caster’s combat action for the
Shield blocks any magic missile attack and grants a +1 to saving round. The spell’s range is touch with instant duration. There
throws like dodge, etc. is no saving throw. The spell is affected by spell resistance.

Casting this spell requires the caster’s combat action for the The casting components are speech and hand gestures.
round. The spell’s range is personal with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by Shout, Level 4 wizard
spell resistance.
Through intoned incantations the wizard amplifies their voice,
The casting components are speech and hand. increasing its volume to a dangerous level.

The caster creates a magical sound attack that inflicts 2d6 points
Shield of the Divine, Level 1 cleric
of damage to everyone within the area of effect. Everyone in the
The cleric conjures the power of their deity which manifests as area must also make a constitution save, failing that, they are
a shield that encases them from top to bottom. stunned for a number of rounds equal to the damage inflicted
by the sonic blast.
The spell grants the caster a +2 bonus to AC, saving throws
and all attribute checks. For every four levels the cleric gains A shout spell can negate a silence spell, however the silence spell
an additional +1. So that at 5th level they have a +3, 9th level negates damage and stunning.
a +4 and so on.
Casting this spell requires the caster’s combat action for the
Casting this spell requires the caster’s combat action for the round. The spell’s range is personal with instant duration of 1
round. The spell’s range is touch with a duration of 1 round round per level. A constitution save keeps targets from being
per level. There is no saving throw. The spell is affected by stunned. The spell is affected by spell resistance. The cone is
spell resistance if the target chooses to resist. 10 feet wide at origin and its width is equal to its length at
any point up to 50 feet.
The casting components are speech, hand gestures, holy symbol,
and a drop of holy or unholy water. Speech is the only casting component.

Shillelagh, Level 1 druid Silence, Level 2 cleric


The druid takes up a heavy club, wooden staff, branch, or cane, The caster invokes locutions of ancient speech and magic to
and imbues it with magical power. create an area of total silence, where no sound is heard.

The club strikes as a +1 magical weapon in all respects, The spell creates total silence in the area of effect. From people
including the ability to strike creatures that can only be hit by speaking and weapons clashing, to spells casting overhead. It can
magical weapons. be cast upon any target, if the target is moving, the spell is mobile
as well, always remaining on target until the duration runs out, or
Casting this spell requires the caster’s combat action for the shout is cast at it, or it is dispelled. If the spell is cast upon a living
round. The spell’s range is touch with a duration of 1 round target they can avoid it with a successful dexterity check.
per level. There is no saving throw. The spell is affected by
spell resistance if the target chooses to resist. Nothing is heard inside the silence spell. Spell casters cannot
cast spells that require a verbal component. Allies cannot
The casting components are speech, hand gestures, and holy communicate plans.
symbol.
Casting this spell requires the caster’s combat action for the
Shock, Level 1 wizard round. The spell’s range is 450 feet with a duration of 1 round
per level. A dexterity save negates if cast upon an unwilling
With esoteric language the wizard conjures the power of the
living target. The spell is unaffected by spell resistance. The
elements, and through their hand releases a powerful jolt of
spell’s area of effect is 15-foot radius around the target.
energy.
The casting components are speech and hand gestures.
The spell creates a powerful energy, invisible or visible as per the
caster’s will, that inflicts a powerful 1d8 points of damage, +1 Anyone having the spell cast directly upon them may avoid it
point of damage per level. The wizard need simply touch their with a successful dexterity save, in which case the spell is cast
target to release the bolt. If the target is actively defending, the upon a point immediately next to the target.
200 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
Silent Reflection, Level 1 illusionist It cannot affect creatures of 5th level or higher. Sleep cannot
affect the undead or constructs or others that are unconscious.
The caster summons thoughts of other places and casts them
Sleepers are not woken by simple noises like combat, they must
back into the world, reshaping the world people see with arcane
each be physically interacted with, such as with several slaps.
language.
After waking, it takes a full round before the sleeper can take
The illusion creates a simple image of a person, place, or any action.
thing. The image looks very real, but does not have any other
Casting this spell requires the caster’s combat action for the
properties to it, be it scent, texture, or sound. The caster can
round. The spell’s range is 150 feet with a duration of 1 round
move the illusion if desired. As soon as they stop concentrating
per level. There is no saving throw. The spell is affected by
on the illusion, it vanishes. Any damage the illusion inflicts is
spell resistance. The spell’s area of effect is a 30 foot diameter
real damage.
circle.
Casting this spell requires the caster’s combat action for the
The casting components are speech, hand gestures, and a
round. The spell’s range is 450 feet with a duration lasts as
feather from a pillow or quilt.
long as the caster concentrates. An intelligence save negates.
The spell is unaffected by spell resistance. The spell’s area of
effect is a 40-foot cube +10 cubic feet per level. Sleet, Level 4 druid
The druid summons the power of nature drawing down cold air
The casting components are speech and hand gestures. from on high, freeze the very moisture above them to bring it
down up on their target in a thundering sleet storm.
Simulacrum, Level 7 illusionist
The spell unleashes a violent sleet storm upon the area of effect,
Through careful machinations, laced with the power of arcana
reducing movement rates by half and vision to less than 10 feet.
learned of ancient texts, the caster creates a duplicate of another
Anything beyond 10 feet is impossible to make out. It douses any
individual.
normal fires, torches, or uncovered flame. Equipment freezes,
The spell manifests a replica of any one creature. To do this metal becomes difficult to touch, and all missile weapons suffer
the illusionist must have a fully functioning laboratory to cast a -5 when fired. Anyone in the area of effect must make a
this spell. They must possess a piece of the creature being successful dexterity save when the move or fall. Getting back
duplicated, as well as clay from a potter’s clay and powdered up requires a successful dexterity save. Each fall inflicts 1 point
gem dust worth 1000 gold. The spell creates a perfect physical of damage.
match, but the simulacrum will only have half the stats and
Casting this spell requires the caster’s combat action for the
knowledge of the creature duplicated and its personality will
round. The spell’s range is 450 feet with a duration of 1
be limited and odd to anyone familiar with the original. The
round per level. A dexterity save or loose footing. The spell is
simulacrum will radiate magic under a detect magic spell.
unaffected by spell resistance. The spell’s area of effect is 50
The caster always retains complete control of the simulacrum. feet x 50 feet x 20 feet.
It cannot think for itself or act on its own. If wounded the caster
The casting components are speech, hand gestures, and divine

SPELLS
must repair it with a day’s labor and 100 gold worth of supplies
focus.
per hit point. If destroyed it fades into nothing.

Casting this spell requires the caster’s combat action for 12 Snare, Level 3 druid
hours. The spell’s range is within the caster’s laboratory with Whispering words of life into their substance, the druid
a permanent duration. There is no saving throw. The spell is untethers it from its inanimate form to form a line to the nearest
unaffected by spell resistance. tree, limb, or stone to make a snare.
The casting components are speech, hand gestures, and The spell creates snares to capture any small or medium sized
materials worth 100 gold. creature. Large creatures are allowed a dexterity save +5 to
avoid the snare. The snare acts the same as if it were set by a
Sleep, Level 1 wizard 12th level rogue or thief. It is almost undetectable (CL 10 on any
With a feather in hand or under finger, the wizard whispers search or track check), even detect magic fails to detect it. The
words of calming sleep, creating a magical balm of weariness snare can be anywhere from a few to 25 feet long.
that sends others to the land of nod.
Any creature captured by the snare suffers a -2 to all attack
The spell puts 2d4 levels worth of creatures in the area of effect rolls and a -4 on any dexterity checks or saves. If the snare
to sleep. There is no saving throw. The caster determines where is attached to a supple tree it snaps back causing 1d6 points
to center the spell. Weaker creatures, those with fewer levels, fall of damage. Breaking free from the snare requires a successful
to sleep first. Those closest to the spell’s target fall asleep first. strength check (CL 5). If physically attacked, the snare has 6
hit points and an AC 10.
— PLAYERS HANDBOOK 201

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MAGIC - Spell Descriptions
Casting this spell requires the caster’s combat action for three The cleric’s prayer strikes all creatures in the area of effect for
rounds. The spell’s range is touch with a duration until 1d8 points of damage. They must make a successful wisdom
triggered. A dexterity save to avoid for large creatures only. save or be stunned in the following round.
The spell is unaffected by spell resistance.
Casting this spell requires the caster’s combat action for the round.
The casting components are speech, hand gestures, and any The spell’s range is 50 feet with instant duration. A wisdom
type of vine, piece of leather or rope. check avoids stunning. The spell is affected by spell resistance.
The spell’s area of effect is a 20-foot diameter circle.
Swirling Fog, Level 4 illusionist
The casting components are speech, hand gestures, and holy
The caster reimagines an area, drawing upon arcane language symbol.
and esoteric knowledge to confound the vision of all by raising
a fog swirling maddeningly. Speak with Fauna, Level 2 druid
The spell creates a fog bank that twists and swirls about as if A lifetime in the wilderness has allowed the druid to hear the
battered by a wind. Movement rate in the effected area drops wild’s movements and its peculiar language, through touch and
to a tenth of normal, vision diminishes to five feet, all attacks of the druidic tongues the spell allows him to speak to nature’s
anyone in the fog suffer -1, and spell casting spells with spoken beasts.
components requires a successful intelligence check.
The spell gives the druid the ability to speak to and understand
Any fire based attack that inflicts 12 or more points of damage a wide variety of fauna, such as mammals, reptiles, fish, birds,
burns the fog off in the round it was cast and the following and even dinosaurs and whales. Their conversations are limited
round. to the animal’s ability to understand what it has seen. For
instance, a rabbit cannot explain what a trebuchet is, but might
Casting this spell requires the caster’s combat action for the round. communicate that many two legs with moving trees passed by.
The spell’s range is 150 feet with a duration of 1 round per They are highly attuned to threats and danger however, and
level. There is no saving throw. The spell is unaffected by spell readily impart information about speed, strength, stealth, ability
resistance. The spell’s area of effect is a 25 foot diameter sphere. to hide, etc. If the druid is careful in their treatment, the animal
may befriend them.
The casting components are speech and hand gestures.
Casting this spell requires the caster’s combat action for the
Soul to Gem, Level 9 cleric round. The spell’s range is personal with a duration of 1 round
The cleric speaks ancient hermetical words of binding into and per level. There is no saving throw. The spell is unaffected by
throws a gem, so that it draws a creature’s soul into its multi- spell resistance.
sided prison.
The casting components are speech and hand gestures.
The spell captures the soul of a single target in a gem. The
target must be dead and cannot have been dead for longer than Speak with the Fallen, Level 2 cleric
1 round per caster level. Once bound in the gem the soul is With holy symbol in hand the cleric summons the memories of
trapped and the target cannot be brought back to life by any a corpse from the land of the fallen.
means or spell, including wish. Only the gem’s destruction
releases the soul and allows it to pass into the beyond or be This spell allows the caster to ask several questions of a corpse.
brought back to the land of the living. The corpse can answer questions that it knew in life. It will
answer in its own language. Any answers are usually vague
Casting this spell requires the caster’s combat action for the intimations of a memory and short, sometimes frustratingly so.
round. The spell’s range is touch with a permanent duration. If the disposition of the caster is opposed to that of the corpse, it
There is no saving throw. The spell is unaffected by spell resists answering, and the caster must make a check as if against
resistance. spell resistance of 12. Only one speak to the fallen spell per
week can be used on a corpse.
The casting components are speech, hand gestures, holy symbol,
and a gem worth 5,000 gold. Casting this spell requires the caster’s combat action for ten
minutes. The spell’s range is touch with a duration of 1 round
Sound Storm, Level 1 cleric per level. There is no saving throw. The spell is unaffected by
The cleric hurls powerful words of damnation upon their foe, spell resistance.
unleashing the power of their deity.
The casting components are speech, hand gestures, and holy
symbol.

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Speak with Flora, Level 3 druid trying to avoid the stones suffer 1d4 points of damage for every
10 feet. A careful study and successful intelligence check of the
The druid speaks simple words of understanding, derived from
area reveals flesh rending stonework, but such checks are made
ancient fae magic, to understand and make themself understood
at -1 per level of the druid.
by flora.
Casting this spell requires the caster’s combat action for the
The spell allows the druid to speak to flora of any type in any
round. The spell’s range is 150 feet with a duration of 10
terrain. The flora can range from simple water lilies to more
minutes per level. There is no saving throw. The spell is
complex plants with a conscious awareness of the world around
unaffected by spell resistance. The spell’s area of effect is 20
them. The conversation is governed by the plant’s ability to
feet x 20 feet per caster level.
convey information, and for more simple plants that is usually
weight, height, how many legs have walked past, how many The casting components are speech, hand gestures, and holy
wings have flown by, or how destructive to the environment symbol.
something has been. Less aware plants convey information
freely, more intelligent plants may impart more information, Spiritual Aegis, Level 2 cleric
however the spell does not compel them to do so.
The cleric beseeches the power of their deity with a litany
Casting this spell requires the caster’s combat action for the that recounts war and battle, channeling it through their holy
round. The spell’s range is personal with a duration of 1 round symbol to manifest a weapon or shield to fight with or defend
per level. There is no saving throw. The spell is unaffected by themself.
spell resistance.
The spell creates either a weapon or shield that the cleric
The casting components are speech and hand gestures. may use in combat. The shield rides their arm and grants
them a +2 AC. The weapon can be any weapon they can
Spider Walk, Level 1 wizard use, preferably the chosen weapon of their deity. It moves
and attacks by telepathic command on the caster’s action
Taking a small spider in hand, the wizard utters incantations
in initiative order. It can strike foes in melee combat or at a
to mimic its power, making the caster almost weightless, and
distance based on the weapon brought forth. It inflicts 1d8
springing millions of tiny setules on hands and feet that allow
points of damage +1 per level and acts as a magic weapon,
them to cling to any surface.
able to strike creatures who can only be hit by magic weapons
Spider walk allows the caster, or the one they touch, to (+1 for every three levels). The weapon is guided by the
immediately climb any surface, including ceilings. Their light caster, and strikes as if the caster were wielding it in combat
weight keeps them from falling, the setules allow them to cling. (at the caster’s level - using their BtH - with any of their
If they do fall, for whatever reason, they take 1/20th fall damage strength or dexterity modifiers to hit).
and have a +4 on any dexterity check made to grab ahold of a
Casting this spell requires the caster’s combat action for the
flat surface and arrest their fall. They must have hands and feet
round. The spell’s range is 50 feet with a duration of 1 round
uncovered to use the spell.
per level. There is no saving throw. The spell is unaffected by
spell resistance.

SPELLS
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a duration of 2 rounds
The casting components are speech, hand gestures, and holy
per level. An intelligence save negates if the target chooses
symbol.
to resist. The spell is affected by spell resistance if the target
chooses to resist.
Stench, Level 3 wizard
The casting components are speech, hand gestures, and a small The wizard conjures a stench ball around a piece of foul-
spider. smelling substance and telepathically hurls it away from them,
unleashing a wave of stench.
Spike Spell, Level 4 druid
This spell invokes a cloud of billowing, nauseous gas that is
The druid channels power from the elemental plane of earth,
impenetrable to sight or special visions. Anyone caught within
reshaping the stone with natural sorcery.
it must make a successful constitution save every round while
The caster draws upon the natural make of a stone surface, within the cloud, or else become nauseated and helpless for
roughing it and creating sharp and very jagged rocks, with 1d4+1 rounds. Helpless characters can only move out of the
overlaps, spikes, and other flesh rending constructs. The spell cloud in a random direction.
narrows the corridor if necessary, making a 10-foot-wide hall
The stench hangs in the air, though a moderate wind or gust of
only a few feet. Passing through without suffering damage is
air doubles this movement. A stout wind of 25 miles an hour or
impossible. Anyone entering the area at normal speed suffers
more dissipates the cloud immediately.
1d8 points of damage per 5 feet traveled. Those more wary and

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MAGIC - Spell Descriptions
Casting this spell requires the caster’s combat action for the 5-10 A wicked wind drives a torrential rain reducing
round. The spell’s range is 30 feet with a duration of 1 round all special visions by half or within 200 feet.
per level. A constitution save negates. The spell is unaffected Movement is reduced to 1/4th normal. All
by spell resistance. The spell’s area of effect is 20 feet x 20 range attacks fail. Spellcaster is extremely
feet x 20 feet. difficult. Any spell with verbal components
is impossible, other spells require a successful
The casting components are speech, hand gestures, and rotting
intelligence check.
food, baby poo, or a foul-smelling item.
Casting this spell requires the caster’s combat action for two
Stone Speak, Level 6 druid rounds. The spell’s range is 450 feet with a duration of up to
The druid lays hands upon stone and opens their mind to 10 rounds. There are different saving throws each round. The
its understanding of the world, thus seeing what it sees and spell is affected by spell resistance. The spell’s area of effect is
understanding what it understands. a 750-foot diameter circle that is 300 feet tall.

The spell allows the druid to “speak” to any type of stone. They The casting components are speech, hand gestures, and holy
know the stone’s strength, its fault lines (if it has any), what it is symbol.
made of, how it is different than the stones around, and its age.
The stone reveals what flora grow nearby and what creatures Suggestion, Level 3 wizard, 3 illusionist
pass over or in front of it. It reveals any hidden caves beneath, Rubbing a small piece of wool between finger and thumb the
or fissures and other secrets it may have. The stone does have caster speaks soothing words wrapped in arcane charms to
a different understanding of time so some information may be suggest to another a course of action.
oddly out of place.
The caster suggests a simple course of action, briefly and
Casting this spell requires the caster’s combat action for ten succinctly, to another. The caster must speak in the language
minutes. The spell’s range is personal with a duration of of the target.
1 round per level. There is no saving throw. The spell is
unaffected by spell resistance. The course of action must be within the bounds of reason for
the spell to work. A suggestion that clearly causes the target
The casting components are speech and hand gestures. harm simply fails, but one that leads them to take a different
direction might succeed. If the individual fails their save, they
Storm of Wrath, Level 9 druid take the suggested course of action and carry on with it until the
The druid, with hands held high, utters imprecations of nature’s duration of the spell ends or the task is complete.
wrath, and pulls violently downward and with a motion that
The Castle Keeper is free to factor in penalties to the victim’s
unleashes the wrath of the heavens.
saving throw for quite reasonable suggestions, as well as to
The spell unleashes a horrific deluge of rain, coupled with give the target bonuses to its save for unreasonable or harmful
mighty lightning strikes that electrify the air and massive suggestions.
thunderclaps that shake the ground. Anyone caught in the
Casting this spell requires the caster’s combat action for the
affected area suffers an immediate deafening for 1d4 rounds.
round. The spell’s range is 50 feet with a duration of 1 hour
The storm continues to pound the area with the following
per level. A charisma save negates. The spell is affected by
effects, each round:
spell resistance.
Round Effect The casting components are speech, hand gestures, and a small
2 Electrical energy charges cause 1d6 points of piece of wood rubbed between the fingers during casting.
electrical damage. There is not saving throw.
3 The caster focuses the storms energy, raining Suggestion in Area, Level 6 wizard, 5
lightning bolts onto the area. Six bolts can strike illusionist
one or multiple targets Each bolt inflicts 10d6 Rubbing a small piece of wool between finger and thumb, the
points of electricity damage, with a dexterity save caster speaks soothing words wrapped in arcane charms to
for half damage. suggest to several individuals a course of action.
4 Hailstones batter the area, pummeling flesh and
gear, dealing 5d6 points of damage (no save). This spell acts exactly as the suggestion spell, except that it can
affect more creatures within in the listed area of effect.

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Casting this spell requires the caster’s combat action for the Summon Fae, Level 7 druid
round. The spell’s range is 50 feet with a duration of 1 hour
The druid whispers prayers to the wilderness around them,
per level. A charisma save negates. The spell is affected by
conjuring images of fey and magical beasts, with a word of
spell resistance. The area of effect is 25 feet x 25 feet.
power, they summon them, binding them for this short while to
The casting components are speech, hand gestures, and a small serve the druid.
piece of wool.
This spell is like summon fauna except it summons either
The spell is the same as suggestion except that this spell can magical beasts or fae. The spell conjures one or more magical
affect more creatures. beasts or fae with total level equal to the caster’s level. Thus,
a 14th level caster can summon one 14th level creature, four
Summon Elemental Being, Level 6 druid
2nd level creatures plus one 6th level creature, or seven 2nd level
creatures. The caster must choose either magical beasts or fae,
The druid rends time and space with primeval words of breaking, not a mix of the two. The caster chooses the level distribution
opening a rift between their world and one of the elemental desired, and the spell attempts to accommodate the request.
planes of their choosing. The caster does not choose the specific type of creature
summoned, but requests can be made as with summon animals.
The spell allows the druid to summon one type of elemental,
Unlike animals, beasts and plants, the creatures summoned by
either air, earth, fire, water, shadow, etc. Once casting time
this spell are often more intelligent and less inclined to follow
is finished a level 12 elemental passes through the portal.
orders and commands. Additionally, alignment plays a large role
The elemental is spell-bound to obey the caster and cannot
in determining the effectiveness of any order.
overthrow or combat their commands. They do so for the
duration of the spell, and when the spell ends, the elemental Casting this spell requires the caster’s combat action for the
returns to the elemental plane from whence it came. round. The spell’s range is 50 feet with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by
Casting this spell requires the caster’s combat action for ten
spell resistance.
minutes. The spell’s range is 150 feet with a duration of 10
minutes per level. There is no saving throw. The spell is The casting components are speech, hand gestures, and a divine
unaffected by spell resistance. focus.
The casting components are speech, hand gestures, and divine
focus. Summon Fauna, Level 4 druid
The druid invokes the animal kingdom, with guttural shouted
Summon Elemental Horde, Level 9 druid cries to the gods of nature they unleash the call of the wild upon
their foes.
The druid rends time and space with primeval words of breaking,
opening a rift between their world and one of the elemental This spell summons wild animals and vermin to aid the caster.
planes of their choosing. The animals or vermin appear wherever the caster designates
within range, and act immediately on the caster’s turn in the
The spell allows the druid to summon one type of elemental,

SPELLS
initiative order thereafter. If the caster can communicate with
either air, earth, fire, water, shadow, etc. Once casting time is
the animals, the caster can direct them not to attack, to attack
finished 2d4 of level 8 elementals passes through the portal.
particular enemies, or to perform other actions. If ordered to
Ten minutes later, 1d4 elementals of 12 levels in size appear.
attack, animals do so to the best of their ability. Summoned
10 minutes after that, 1 elemental of 16 level appears. Each
creatures disappear at the end of the spell’s duration.
elemental has at least 5 hit points. The elemental is spell-
bound to obey the caster and cannot overthrow or combat their The spell conjures one or more animals/vermin with total levels
commands. They do so for the duration of the spell, and when equal to the caster’s level. Thus, a 6th level caster can summon
the spell ends, the elemental returns to the elemental plane one 6th level animal, or six 1st level animals. The caster
from whence it came. chooses the level distribution desired, and the spell attempts to
accommodate the request.
Casting this spell requires the caster’s combat action for ten
minutes. The spell’s range is 150 feet with a duration of 10 The caster does not choose the specific type of animal/vermin
minutes per level. There is no saving throw. The spell is summoned, although a request can be worked into the spell’s
unaffected by spell resistance. casting. General requests, such as animals that fly, clever
animals, or fierce animals, are more likely to be answered.
The casting components are speech, hand gestures, and holy
The animals or vermin summoned will come from the region
symbol.
where the spell is cast, and are always determined by the Castle
Keeper. Possible animals include, but are not limited to, normal
and giant varieties of the following: ant, ape, badger, bat, bear

— PLAYERS HANDBOOK 205

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MAGIC - Spell Descriptions
(black, brown, grizzly, cave, polar), bison, boar, cat, cheetah, Note: the spell is the same spell for any level, however, to cast
crocodile, dog (wild), eagle, elephant, frog, hawk, horse (wild), different level spells requires different level spell slots. For
leopard, lion, lizard, manta ray, monkey, octopus, owl, rat, instance, for a 9th level caster to cast the 5th level version of
raven, shark, snake, squid, tick, tiger, toad, weasel, whale (blue, summon monstrous ally, they must use up a 5th level spell slot.
sperm, orca), wolf, and wolverine.
This is a 3rd level spell. At 5th level the caster can summon one
Casting this spell requires the caster’s combat action for the or multiple monsters. These monster’s combined levels cannot
round. The spell’s range is 50 feet with a duration of 1 round exceed the caster’s level, nor can any one of them be higher
per level. There is no saving throw. The spell is unaffected by than 3rd level. For purposes of this spell, monsters include only
spell resistance. aberrations, animals (including the giant variety), beasts, fae,
humanoids and vermin.
The casting components are speech, hand gestures, and holy
symbol. This is a 5th level spell. At 9th level the caster can summon one
or multiple monsters. These monster’s combined levels cannot
Summon Flora or Fauna, Level 5 druid exceed the casters level, nor can any one of them be higher
than 6th level. For purposes of this spell, monsters include
Through words divine, the druid taps into the primeval power
only aberrations, animals (including giant varieties), beasts,
of the natural world and calls it to their aid.
fae, humanoids, magical beasts, monstrous humanoids, oozes,
This spell allows the druid to summon either plants or animals. outsiders, plants, shape changers and vermin.
They must choose one or the other. They can do one or several,
This is a 7th level spell. At 13th level the caster can summon one
but the total number of levels summoned cannot exceed their
or multiple monsters. These monster’s combined levels cannot
caster level. Thus, a 9th level caster can summon one 9th
exceed the caster’s level, nor can any one of them be higher
level creature, a 5th and a 4th level creature, or nine 1st level
than 9th level. For purposes of this spell, monsters include only
creatures. The caster has no control over what is summoned,
aberrations, animals (including giant varieties), beasts, dragons,
but they can request, whether the deities honor the request is
fae, giants, humanoids, magical beasts, monstrous humanoids,
up to the Castle Keeper.
oozes, outsiders, plants, shape changers and vermin.
Casting this spell requires the caster’s combat action for the
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 1 round
round. The spell’s range is 50 feet with a duration of 1 round
per level. There is no saving throw. The spell is unaffected by
per level. There is no saving throw. The spell is affected by
spell resistance.
spell resistance.
The casting components are speech, hand gestures, and a piece
The casting components are speech and hand gestures.
of a dragon.
Summon Divine Aid, Level 8 cleric
Summon Monstrous Ally, Level 3 wizard
With divine supplications the cleric opens a gate to another
With eldritch elucidations, the wizard unlocks portals within
world and calls for divine aid, the response thunders through
portals, summoning creatures to aid them and hound their
the gate to attack or aid the cleric as it may.
enemies.
The spell summons 16 levels worth of monsters from another
The spell opens a portal to another part of the material plane
plane that total no more than 16 levels. The caster may request
and draws a monster through it. Said monster has no choice in
a specific deity, but the deity may choose to ignore the request.
the matter. The caster chooses the point of arrival within range
If no specific deity is entreated, then one of a similar disposition
of the spell. The monster arrives immediately and acts at the
and world view sends a creature.
end of the round. If the monster is able to speak, and the caster
can speak their language, the caster can control the monster, The caster may ask the summoned creature or creatures to
directing it when to attack, if it is to attack at all, or directing it perform one task, and a summoned creature may request some
to take other actions. The spell compels the monster to attack service in return (as befits the creature’s outlook, disposition,
to the utmost of its ability. It vanishes the moment the spell’s deity, and the magnitude of the favor asked). If the caster
duration ends. agrees to these requests, the creature performs the task asked
of them, reporting back to the character afterward if possible,
The monsters are randomly chosen by the spell, the caster has
then returning to their home plane. The caster is honor bound
no say in the matter. The caster may attempt to mitigate the
to perform the return favor, and may lose any or all clerical
randomness, doing so requires a special request, the more general
abilities if they fail to do so. This will last until such a point as
the request the more likely there is a positive response. For
the caster properly atones, in whatever manner their deity sees
instance, asking for a griffon does not work as well as asking for
fit, for the breech of promise. A creature might accept some
creatures that fly. The monster will be one from the local region.

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Spell Descriptions - MAGIC
form of payment, such as a magic item, in return for its service. A familiar is a servant bound to the caster. The familiar becomes
The creature might keep it, or may deliver the item to another a willing servant of the wizard’s. A character may have only one
member of the character’s religion somewhere else where the familiar at a time. Familiars ranges from simple animals, to pets,
item can help the religion’s cause. to magical and elemental creatures.

Casting this spell requires the caster’s combat action for one An empathic link forms between the master and familiars,
minute. The spell’s range is 50 feet with a duration until granting special abilities to the master as detailed below. The
a task is completed. There is no saving throw. The spell is empathic link functions only if the familiar is within one mile
unaffected by spell resistance. of its master.

The casting components are speech, hand gestures, and holy Familiars do not involve themselves in combat. A familiar may
symbol. fight if its master faces a life-and-death situation, but magical
beast familiars, especially those of an evil alignment, might not
Summon Insects, Level 2 druid do so if the familiar feels its own life would be jeopardized. If
the familiar is killed or the wizard desires to dismiss them from
The druid unleashes a wave of curses, and with a powerful
service, the wizard loses a level in the class that allowed the
gesture hurls them at their foe(s), unleashing a wave of insects
spell to be cast and permanently loses the number of hit points
that seem to spring from the very spot directed.
the familiar granted the master. The wizard cannot be reduced
The spell summons a swarm of insects or other vermin that to level zero, though their experience points can be reduced to
engulf an area of 5 x 5 feet. The insects are native to the zero. It takes a full year and one day before the wizard can replace
region, if the region has no native insects, the swarm consists a lost familiar. A familiar that has been killed can be raised like
of stinging flies. The swarm swirls in madness about the target, other characters, but do not lose a level or a constitution point
stinging, biting, lodging on gear, crawling into ears, in hair, down when this occurs. If a familiar is raised from the dead, the caster
clothing, generally harassing any in the effected area. Fighting will recover the experience points and hit points lost as a result
off the swarm is possible, anyone who does so suffers 1 point of the familiar’s death.
of damage per round. If they ignore the swarm and continue
The type of familiar that responds to the spell is randomly
with any other action, they suffer 1d4 points of damage +1 per
determined, or, some say, is directed by the deities. The Castle
caster level. The caster can direct the swarm, moving up to 15
Keeper might apply modifiers to the roll to determine the
feet per round.
familiar, especially if more than the usual special materials are
Weapons have no effect on the swarm, but fire and area of effect used in casting the spell. Or, the Castle Keeper may allow the
spells can disperse it. The type of swarm is determined by rolling character to choose if certain unusual circumstances are met
a d20 on the following table: or are part of the story of the game. The caster may refuse to
accept the familiar that is summoned, but the caster will be
1d20 Swarm Type unable to successfully cast the spell again for one year and a day.
Some magical beast familiars serve only a master of a certain
1-8 Stinging flies & mosquitoes alignment. If such a magical beast is summoned by the spell and
9-14 Wasps and hornets refuses to serve the caster, the caster can attempt the spell again

SPELLS
15-16 Spiders after one month and a day has passed.
17-18 Rats & mice
Summoned Familiar Table
19-20 Bats
d20 Familiar Special Abilities
Casting this spell requires the caster’s combat action for the Night vision, superior hearing,
1-3 Cat
round. The spell’s range is 50 feet with a duration lasts until move silently, hide
the swarm takes 2 hit points of damage per caster level or 2 4-6 Hawk Enhanced vision, distance vision
rounds after druid stops concentrating.. There is no saving
throw. The spell is unaffected by spell resistance. 7-9 Owl Night vision, superior hearing
10-12 Raven Enhanced vision, speaks common
The casting components are speech, hand gestures, and a divine
13-15 Toad Wide angle vision
focus.
Superior hearing and smell, move
16-18 Weasel
Summon Wizard’s Familiar or Minion, Level silently, hide
1 wizard One of the above, or another
19 CK choice small animal such as a bat, rat,
After a day of spell casting, summoning, and sacrifices worth
small snake
over a 100 gold this spell calls a familiar, a unique companion
and servant, and binds it to the caster. Roll on magical beast sub-table, or
20 Magical Beast
CK chooses

— PLAYERS HANDBOOK 207

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MAGIC - Spell Descriptions
Some sample stats for the various creatures are included as a as itself, and the communication is limited by the intelligence of
basis for the Castle Keeper to build upon: the conversing creatures.

Cat: The neutral animal vital stats are level 1d2, AC14, move Empathic Link: The empathic link allows the master to
30 feet. Their primary attributes are physical and mental (see communicate telepathically with their familiar up to a distance of
below). Cats threaten in combat but the damage of their attack one mile. Although some familiars may be able to communicate
is negligible. See the chart above for special abilities. verbally with their master, telepathic communication is typically
better in conveying meaning and intent.
Hawk: The hawk’s vital stats are level 1d2, AC 14, move 5
feet or 120 feet in flight. Their primary attributes are physical Additionally, the empathic link allows the master to share the
and mental (see below). They attack with their talons for one familiar’s senses as long as the master concentrates on doing so
point of damage or beak for 1d2. See the chart above for special (just like spell concentration). When concentrating, the master
abilities. shares the familiar’s five senses (sight, hearing, smell, taste,
and touch). Thus, for example, the master can see through the
Owl: The owl’s vital stats are level 1d2, AC 14, move 5 feet familiar’s eyes. If a familiar has an enhanced sense, like superior
or 60 feet in flight. Their primary attributes are physical and hearing, the master gains the benefit of the enhanced sense as
mental (see below). They attack with their talons for one point well, but only as to what the familiar can sense. In other words,
of damage or beak for 1d2. See the chart above for special an owl familiar does not grant its master the special ability of
abilities. superior hearing, the master simply shares and listens through
the owl when concentrating on doing so. Sharing the familiar’s
Raven: The raven’s vital stats are level 1d2, AC 14, move 5 feet
senses is a somewhat alien process, as a familiar does not always
or 60 feet in flight. Their primary attributes are physical and
sense in the same way that a person does. Some familiars may
mental (see below). They do not participate in combat and flee
have a deficiency in one sense, or lack certain body parts, such
when danger threatens. See the chart above for special abilities.
as ears, that are normally associated with a sense.
Toad: The toad’s vital stats are level 1 (HP), AC 16, move 5
The empathic link also allows the master to cast a spell on a
feet or 10 foot jump. Their primary attributes are physical and
familiar that normally can only be cast on the caster alone,
mental (see below). They prefer to hide and use their natural
even if that spell normally does not affect type of creature that
coloration for camouflage. Contact with their skin necessitates
the familiar is. This can be done without having to touch the
a constitution save against a type I-IV poison (CK determines).
familiar, but only succeeds if the familiar is within five feet of
See the chart above for special abilities.
the caster at the time of casting. At the master’s discretion, the
Weasel: The weasel’s vital stats are level 1d2, AC13, move master may cast any spell on themselves and it will also affect
30 feet or climb 20 feet. Their primary attributes are physical a familiar (such as shield). Unless the spell is instantaneous, it
and mental (see below). Weasels avoid combat. Their stealthy only works if the familiar is within five feet. Once lost the spell
abilities (see chart above) make them ideal scouts. is spent and cannot be renewed, even if the familiar returns to
within five feet.
Note: these are not doubled as per Familiar Basics.
Celestial and Fiendish Animals: A celestial (good or holy)
Familiar Basics or fiendish (evil or unholy) version of an animal. The Castle
Keeper should pick a type on the summoned familiar table,
Use the monster stats as they appear in Monsters & Treasure, or roll again on it to determine the type of celestial animal.
except for the following changes: A celestial familiar serves only good-aligned characters, and a
fiendish familiar serves only evil-aligned characters. A celestial
Levels: Double the level for a normal animal of the type.
or fiendish animal shares its spell resistance with its master as
Hit Points: The familiar’s hit point total is added to the master’s long as the master is within 150 ft.
own hit points, as long as the familiar is within one mile.
Magical Beast Subtable
Saving Throws: The familiar saves as the wizard if the wizard’s d20 Familiar Special Abilities
bonuses are better.
Spell resistance is equal to
1-12 Magical Animal
Intelligence: Animal familiars are unusually intelligent and will magical animal’s level.
have an effective intelligence of 1d4+8 (9-12). Magical beast 13-14 Demon See text
familiars have an effective intelligence of 1d4+10 (11-14),
15-16 Devil See text
unless a typical creature of its type has a higher intelligence.
17-19 Faerie See text
Special Abilities: Each familiar has its own special abilities, or 20 Familiar Dragon See text
enhanced senses, as noted in the table. In addition, the familiar
can communicate with animals of approximately the same type

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Spell Descriptions - MAGIC
Magical Beasts counterpart. Their special abilities may mimic a true dragon’s,
or may more resemble those of a pseudodragon’s. Each
Magical beast familiars are more independent than a normal
familiar dragon is unique; and the CK determines its details
familiar. Each has its own unique special abilities. The master
and special abilities, and which of those abilities are shared
does not gain the special abilities of a magical beast, unless
with the master (if any). They are extremely loyal. A familiar
otherwise indicated.
dragon responding to the summons will always be the same
Demon: A small demon such as a quasit, or other demon of the disposition as the caster.
Castle Keeper’s creation. A demon familiar is one of the most
Casting this spell requires the caster’s combat action for the
independent types, and it will only serve a chaotic evil or chaotic
round. The spell’s range is not applicable with a permanent
neutral master. A demon’s special abilities are determined by the
duration. There is no saving throw. The spell is unaffected by
Castle Keeper, or are indicated in the demon’s entry in Codex
spell resistance.
Infernum or Monsters & Treasure of Aihrde. They do not share
their unique special abilities with their master, and are highly The casting components are speech, hand gestures, and material
unlikely to fight to save their master’s life. worth 100 gold.
Quasit: The minor demon vital stats are level 2d8, AC 14,
move 40 feet or fly 60 feet. Their primary attributes are physical. Sun Flare, Level 8 druid, level 8 illusionist
They attack with either their claws (1d2) or bite (1d2). They With esoteric words of the ancients, the caster unleashes the
are able to cast the following spells once per day at the 3rd level power of the sun, channeling it through gesture and emotion.
of ability; protection from good, darkness and pyrotechnics.
The spell unleashes a sudden, burning white light in the effected
Devil: A small devil such as an imp or other devil of the Castle area. Any creature caught in the sun flare is immediately blinded
Keeper’s creation. A devil familiar is more independent than and suffers 3d6 points of burn damage, unless they make a
normal, but its lawful nature creates loyalty. A devil familiar will successful dexterity save. Any creature that suffers unusual
only serve a lawful evil or neutral evil master. A devil’s special harm from light, suffers double damage, and any undead in
abilities are determined by the Castle Keeper or are indicated the flare suffer an additional 1d6 points of damage per caster
in the devil’s entry for them in Codex Infernum or Monsters level. Any creature, such as a vampire, specifically destroyed by
& Treasure of Aihrde. They do not share their unique special sunlight, is immediately killed.
abilities with their master, and are highly unlikely to fight to
save their master’s life. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with instant duration of 1
Imp: These minor devil vital stats are level 2d8, AC 15, move round per level. A dexterity save halves damage and negates
20 feet or fly 60 feet. Their primary attributes are physical. blindness. The spell is affected by spell resistance. The spell’s
They attack with either their bite (1d4) or stinger which causes area of effect is a 20 foot diameter sphere.
one point of damage. The stinger administers poison and if a
constitution check is not made, the victim suffers 2 points per The casting components are speech, hand gestures, and holy
round for 4 rounds. Imps regenerate one point per round. symbol.

SPELLS
Faerie: A small sprite such as a pixie, brownie, any other Symbol, Level 8 cleric, 9 illusionist
similar creature of myth, or of the Castle Keeper’s creation.
The caster gathers their respective material together, magical
Faerie familiars have all the qualities of the fae, and they can
inks, quill of kuatl, and other such tools and sets for inscribing a
be independent but loyal, annoying yet playful. A faerie familiar
rune of wondrous power and danger.
will serve a master of any disposition, if reasonable for a creature
of its type, but most prefer chaotic good, chaotic neutral, neutral The caster can write, trace, carve, or in some other way scribe
good, neutral or neutral evil masters. Most of their special a magical rune onto any surface, or even into the air. What the
abilities cannot be shared with the master, but those with spell symbol does depends upon the symbol chosen. The list below are
resistance will normally share it with their master. examples and the caster may wish to scribe something entirely
different. Consult the Castle Keeper for different symbols and
Pixie: Their vital stats are level 2d4 AC 15, move 20 feet or fly
what they do.
60 feet. Their primary attributes are physical. They attack with
small arrows which do 2-5 points of damage, or another variety The symbol is written wherever the caster chooses. Conditions
that causes sleep for 1d6 minutes, or yet another which causes that trigger the rune are written into the rune during the casting
memory loss, unless an intelligence save is made. All arrows time. These conditions can be almost anything, from walking
have a +4 effective bonus to attack rolls. over the rune, to passing beneath it, reading it, speaking a word
written on the wall above, reading the rune, attempts to identify
Familiar Dragon: A familiar dragon is a very small dragon,
it, metal boots stepping upon it, and so on. Any attempt to cover
about 2 to 3 feet in length. Some look like a miniature version
a rune trigger will trigger it if touch is in anyway involved. But
of a larger, true dragon, while others have no true draconic
it is possible that a command word must be spoken to trigger
— PLAYERS HANDBOOK 209

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
it and creatures could pass over it without ever activating the charisma check, but regardless the persuaded will not kill
symbol. themself or take actions that will lead to their death. The caster
must speak their language. The spell last for 10 minutes + 10
The symbol can be one of the following or something else per level.
entirely
Sleep: Any creatures that have 8 or fewer levels and fail their
The area of effect for each symbol is 30 feet. intelligence save fall asleep. Those laid low cannot be awoken
by any normal means for 30 minutes + 1 per caster level. The
Death: They symbol can kill up to 120 hit points worth of
symbol lasts 10 minutes +10 per caster level.
creatures, unless they make a successful constitution check.
The weakest and closest are killed first, it skips any that it Stunning: The symbol detonates with a loud clap, stunning
cannot kill. The symbol remains active until all its hit points all in the area whose hit points do not exceed 200. Everyone
are expended. is allowed a constitution save to avoid the stun. The symbol
effects lesser level creatures first.
Discord: Any creature with any an inferior or higher intelligence
must make an intelligence save or become disoriented and Casting this spell requires the caster’s combat action for ten
confused and begin arguing with their fellows, or if alone, with minutes. The spell’s range is touch with a duration that varies
themself. Creatures of opposite disposition may attack one per symbol. For any saving throw refer to each symbol. The
another. The effect lasts 5d4 rounds, though fighting may break spell is affected by spell resistance.
out within a few rounds as determined by CK. The symbol lasts
10 minutes per caster level. The casting components are speech, hand gestures, and
materials worth at least 5,000 gold.
Fear: Any creature effected must make a charisma save, at -4,
or succumb to a mind-numbing fear. Failure means they flee
from the area until the symbol is out of sight and they cannot

T
approach it until the duration of the spell ends or the fear is
magically removed. They also suffer a -2 to any charisma
checks. A panicked creature must make a charisma save (CL
5), or drop what they are holding. Once triggered the symbol
lasts 10 minutes. Telekinesis, Level 5 wizard
By channeling esoteric magics through carefully verbalized
Hopelessness: Those in the area become despondent as a wave
words and gestures, the wizard moves objects.
of hopeless overwhelms them. They make all charisma checks
and saves at -4. They obey simple commands given to them by The caster moves up to 25 pounds of weight, animate or
anyone, including their enemies. For instance, if asked to lay inanimate, per level. When concentrating, they can move the
down their weapons, they do. The afflicted may flee the area, item up to 20 feet per round for the duration of the spell. Moving
charisma check (CL 5), or they may simply hold their ground. an item consumes the caster’s round. The spell ends if the caster
They can do nothing against the symbol until the spell ends. ceases their concentration on the spell. The caster can move
Once triggered the symbol lasts 10 minutes. the item up to 100 feet away from them. If they attempt to move
the item/person beyond that, the spell ends.
Insanity: The symbol can drive up to 120 hit points worth
of creatures insane. Each afflicted must make a successful The caster has the option of violently hurling the spell’s power
intelligence save. If they fail, consult the Castle Keeper Guide at one object or person once, using them as a weapon. The
for types of insanity and how long it lasts, otherwise it can be amount of weight moved and range remain the same. The
healed with a heal, restoration, or wish type spell. Once triggered attack roll is done against the creatures AC but the caster
it lasts until it effects 120 hit points worth of creatures. BtH + their intelligence level. Any weapon hurled inflicts its
normal damage +6. Other objects cause anywhere between 1
Pain: A searing pain wracks all in the area unless they make
point of damage for items under 5 pounds, 1-2 for items 6-19
a successful constitution score (-4). Those that fail suffer lose
pounds, and 1d6 for every 20 pounds after that. Any creature
2 points of dexterity and a -4 on all attack rolls and physical
hurled by the spell is allowed a charisma saving throw to avoid
attribute checks and saves. The symbol lasts 10 minutes per
being hurled. If it is slammed against a solid surface the creature
caster level, the pain lasts 2d10x10 minutes.
suffers as 4d6 points of damage.
Persuasion: All creatures in the area must make a charisma
Casting this spell requires the caster’s combat action for the
save, -4, or fall to the whims of the symbol. Their disposition
round. The spell’s range is 100 feet with a duration of 1 round
becomes friendly or the same as the caster’s. This makes them
per level. A charisma save (made at -4) negates for living
easy to influence. The caster can make simple suggestions that
creatures or another creature can stop the movement with
do not overtly harm the afflicted and they will obey. If they try
a successful strength check. The spell is affected by spell
to do something unnatural the caster must make a successful
resistance.
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Spell Descriptions - MAGIC
The casting components are speech and hand gestures. 6-7 miss target by a 1-2 miles, if in
solid object ejected to nearest
Telepathy, Level 5 wizard, 7 illusionist open area.
Command words laden with sorcery open pathways between 8 something goes wrong.
minds, allowing the caster to converse mentally with those
around them. If an 8 is rolled, the teleport goes horribly wrong. Either the
character and everything transported coalesce as one solid mass
The spell creates a telepathic bond with one person, or several. of flesh, bone and inanimate material, or the teleported land
The caster can talk to one creature for every three levels of inside a solid object and are not ejected. Roll on the following:
experience. The objects must be low intelligence or higher,
within 30 feet of the caster, and willing. The spell overcomes 1: The flesh is mashed together with inanimate material.
any language barriers, and everyone can understand each other. It is vaguely aware of who and what it is but becomes a
Everyone in the linked telepathy can communicate with each monstrous creature attacking anything in the vicinity.
other. The caster need not talk to everyone in the area, they can Consult the Codex Infernum (Tome of the Unclean) for the
select who they link with and who they exclude. monster Geerthtool.
2: The caster and others are mashed together and all living
Casting this spell requires the caster’s combat action for the creatures are instantly killed.
round. The spell’s range is 30 feet with a duration of 1 hour.
There is no saving throw. The spell is unaffected by spell 3: The caster and others are transported into the surface or
resistance. another area and suffer 2 limbs lost and half their hit points
immediately.
The casting components are speech and hand gesture. 4: The caster and others are transported into a surface and die
instantly.
Teleportation, Level 5 wizard
Rechanneling the pathways of their mind, with words arcane Casting this spell requires the caster’s combat action for the
the wizard instantly moves from one spot to another. round. The spell’s range is touch with instant duration. There
is no saving throw. The spell is affected by spell resistance if
This spell teleports the caster to another spot instantly. The action the target chooses to resist.
takes place in the round cast. There is no minimum distance,
though the point of departure and the destination must be on Teleportation Field, Level 8 wizard
the same plane. The wizard moves themself plus an additional The caster sketches a form upon the ground, 10 feet in diameter,
50 pounds per level. They can move animate and inanimate uttering incantations of movement into it, thus setting the
material. Any living creatures must be willing to be transported teleportation field.
to go with the caster and the caster must be able to touch them,
or they the caster. Teleport works to any location the caster is at The spell creates an area that, once triggered, instantly transports
least aware of, however, the more unfamiliar the target location, whoever triggered it to a predetermined location. The field
the more likely it is that something will go wrong. can be on any surface, the floor, a wall, even the ceiling. The

SPELLS
destination location must be chosen during casting and cannot
To successfully teleport the wizard needs to make a successful be changed thereafter. The location must be an open area that
attribute check with a base of CL 1. Add the following to the creatures can teleport to without error and it must be well
CL due to familiarity: known to the caster. It is almost impossible to notice the circle.
Casual observation reveals nothing. A careful study of the area
Condition Additional CL yields its location, though not what it is, upon a successful spot
Dwelt there for 6 weeks no attribute check needed, check (CL 15 or the level of caster, whichever is higher).
automatic success
Casting this spell requires the caster’s combat action for the
Visited frequently 1
round. The spell’s range is touch with a duration of 1 minute
Visited Occasionally 2 per level. There is no saving throw. The spell is affected by
Studied Carefully 4 spell resistance if the target chooses to resist.
Read About 6
The casting components are speech and a loop of golden thread
Heard About 8 worth 100 gold.
If they fail their check they go over target. Roll on the
following chart to see where the go: Teleport Accurately, Level 7 wizard
1-5 miss target by a few hundred feet, Rechanneling the pathways of their mind with words arcane,
if in solid object, ejected to nearest the wizard instantly moves from one spot to the another.
open area.

— PLAYERS HANDBOOK 211

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
This spell teleports the caster to another spot instantly. The allowed. Physical damage, by weapon or spell, also accrues after
action takes place in the round cast. There is no minimum the time stop ends. Spells cast upon the caster during a time
distance, though the point of departure and the destination stop take effect immediately upon casting. Durations of spells
must be on the same plane. The wizard moves themself plus cast in this way should include the time spent in effect during
an additional 50 pounds per level. They can move animate and the time stop. For example, a wizard casts shield during the first
inanimate material. Any living creatures must be willing to be round of a time stop; the duration of his shield should include
transported to go with the caster and the caster must be able to the one remaining round of the time stop for the purpose of
touch them, or they the caster. Teleport works to any location determining when the spell dissipates.
the caster is at least aware of, however, the more unfamiliar
the target location, the more likely it is that something will go Creatures with an SR can resist the time stop, moving freely
wrong. with the caster, inside the time stop.

Casting this spell requires the caster’s combat action for the Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with instant duration. There round. The spell’s range is touch with a duration of 1d4+1
is no saving throw. The spell is affected by spell resistance if rounds per level. There is no saving throw. The spell is
the target chooses to resist. affected by spell resistance.

Speech is the only casting component. Speech is the only casting component.

Temporal Inertia, Level 9 wizard Tiny Realm, Level 3 wizard

Blowing arcane words across their palm coated in diamond dust, The caster takes a small glass ball and with words of
the caster sends an eldritch power toward one target, locking weightlessness suspends it in the air in front of them, then with
them in place. a complex series of hand gestures, creates a dimensional pocket
inside the material plane that mimics the glass ball in all but
The spell suspends one target in time and space. For that size.
individual time ceases to be a part of life. Their body ceases
to age, they do not breath, nor do they need any type of This pocket dimension extends 20 feet in diameter around the
sustenance. Damage does not accrue from disease or any other glass ball, encasing the caster and all those near them inside the
affliction, natural or magical. It is as if they stand outside the protective shell. It is possible to see out of the globe, but not in.
time stream in another world. The spell lasts until the caster Up to ten human sized objects may be stored inside the globe at
utters the command word to end it, another finds the command once. They can pass in and out of it will. If the wizard leaves or
word and ends it, or a dispel or similar spell is cast upon the is driven out of the realm, it vanishes, ejecting everyone.
suspended individual.
Missile weapons, creatures and other material from the physical
Casting this spell requires the caster’s combat action for the world can enter the globe unknowingly. It reflects the world
round. The spell’s range is 10 feet with a permanent duration. around it and is extremely difficult to see, giving those within
There is no saving throw. The spell is affected by spell complete concealment.
resistance.
The globe itself possesses a comfortable temperature, not
The casting components are speech, hand gestures, and reflective of the temperature outside the globe, whether it is cold
diamond dust worth 1,000 gold. or warm. If it drops below freezing outside, those within notice
a slight drop in temperature, but not to the point of discomfort.
Time Control, Level 9 wizard
If it raises above 110 degrees, they again notice a slight increase.
At that point it is a point for point decrease or increase. The
With incantations of the blood runes, the caster takes a firm pocket is immovable but by hurricane force winds.
grip upon the streams of time and stops them.
Casting this spell requires the caster’s combat action for the
Time stops completely for everyone except the caster. They round. The spell’s range is personal with a duration of 1 hour
can move freely while the spell is active, casting other spells, per level. There is no saving throw. The spell is unaffected by
launching physical attacks, or taking other actions. spell resistance.
Energy and effects present in the area can still affect the The casting components are speech, hand gestures, and an
caster. The caster cannot enter an area protected by an anti- opaque glass ball.
magic field, magic circle, or by protection from disposition,
while within a time control. Spells cast or damage inflicted by
the caster on another target during a time stop have no effect
until the time stop ends. At that time, targets of spells receive
a saving throw to avoid or mitigate effects if one is normally

212 CASTLES & CRUSADES —

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Spell Descriptions - MAGIC
Tongue*, Level 4 cleric, 3 wizard, 3 The spell alters one metal object, such as a sword blade, chain
illusionist mail, helmet, or grappling hook into wood. Any mundane item
is immediately transformed, magic items have an SR 16 +1 per
The caster utters simple words of eldritch origin and unlocks
bonus against the spell. Transformed weapons become dull and
the patterns of the mind.
brittle, losing half their damage and a -2 to hit. If its to hit roll is
The spell gives a creature the ability to communicate with 5 or less, the item breaks. Armor becomes unwieldly and heavy,
another, no matter what their language is in the area of effect. suffering -2 AC and each time that it is hit it loses one point of
Any effected by the spell could speak in multiple different AC. Only a wish type spell restores the item to its natural state.
languages, though only one at a time. The languages can be
Casting this spell requires the caster’s combat action for the
verbal or otherwise. The caster can include as many people in
round. The spell’s range is 50 feet with a permanent duration
the spell, in the area, as time allows. The language includes all
of 1 round per level. There is no saving throw. The spell is
nuances that a native practitioner would use. Creatures who do
affected by spell resistance.
not physically speak cannot be spoken too.
The casting components are speech, hand gestures, and divine
Cipher: This spell garbles the verbal communication of one
focus.
creature touched. It also counters the effects of the tongues.

Casting this spell requires the caster’s combat action for the Transform Soft Soil to Stone*, Level 5
round. The spell’s range is touch with a duration of 1 round druid, 5 wizard
per level. There is no saving throw. The spell is unaffected by The caster speaks arcane words of power into a small piece of
spell resistance. The spell’s area of effect is a 30 foot sphere. clay and sends it magically toward the desired target, as it hits
the ground begins to transform.
The casting components are speech and hand gestures.
The impacted area begins to solidify slowly, beginning at the
Transform Flesh to Stone*, Level 6 wizard point of impact. Only soft, wet soil can be transformed to stone,
The wizard takes up the necessary ingredients and speaks words hard soils or areas with a high impact density cannot transform.
of arcane power into them, casting them all toward a single The spell can also act inversely, transforming hard stone into
target to petrify them as a statue. soft dirt, quicksand, or mud. Those caught in the mud can make
a strength check to escape, failing that they sink into the mud
The spell turns one target into stone. Any gear, weapons or and quicksand.
armor they are wearing or holding in their hand turns to stone
with them. It only affects creatures made of flesh. The reverse of the spell allows the caster to soften natural stone.
The spell can be cast on cave ceilings to force them to collapse,
Transform Stone to Flesh: This spell is used to restore a crushing those beneath for 8d6 points of damage. Other natural
creature to its normal state after it has been turned to stone stonework can be turned soft as well, causing walls to fall, etc.
from a monster attack or a spell. The individual returns to life It does not work on cut stone, so cannot be used to bring down
just as they were when they were turned to stone, not having a house, castle, or wall. Some small buildings may be affected if
aged and still afflicted or affected by any diseases, wounds, or the spell were cast underneath them.

SPELLS
positive effects they had upon their petrification. If their statue
was broken, it can be rebuilt out of the broken pieces for no The spell can counteract itself when turning mud to stone or
ill effect. Lost pieces of the statue, such as a hand, will have vice versa. Once changed the substance remains in the new
consequences as determined by the CK. form until transformed back, but even then, it will never be in
its original shape unless carefully worked by mason or wizards.
Casting this spell requires the caster’s combat action for
the round. The spell’s range is 150 feet with a permanent Casting this spell requires the caster’s combat action for
duration. A wisdom save negates if the target chooses to the round. The spell’s range is 150 feet with a permanent
resist. The spell is affected by spell resistance if the target duration. If attempting to dodge falling debris a dexterity save
chooses to resist. halves damage and a strength save allows one to escape a
hardening area. The spell is unaffected by spell resistance.
The casting components are speech, hand gestures, a drop of The spell’s area of effect is two 20-foot cubes per level.
blood and a piece of clay, dirt, or stone.
The casting components are speech, hand gestures, piece of clay
Transform Metal to Wood, Level 7 druid and holy symbol

The druid but points his divine focus, a small holly branch or Each substance changed remains thus unless natural forces
whatever it is, and utters words of unmaking, twisting any metal such as evaporation or magical forces restore its state but not
into wood. necessarily its form.

— PLAYERS HANDBOOK 213

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
Transport Through Flora, Level 6 druid Treasure, Level 4 illusionist
The druid channels magic of the natural kingdoms through The illusionist summons dreams of the dwarves and with arcane
gesture and word and phases into a plant, allowing them to speech casts them into reality as a great hoard of treasure.
travel through root and limb great distances.
The mound of treasure, roughly 20 by 20 feet, 5 to 6 feet tall,
The druid steps into any living plant in the area and can and appears a disorganized mess of wealth. Large chests, closed
transport to any other living plant of the same species, over with smaller coffers open and filled with gold and gems, lie
any distance. The plant must be alive and at least the size of next to a several barrels of expert weapons, with gem encrusted
the caster. Any destination works, the caster need not know swords. Bags of silver coin, gems on the floor, diadems and
where they are going. If they go in a direction that they think necklaces, arm bands and all the accoutrements of the vain
the location plant lies they go to the closest one to it. The spell and powerful lie about, mingled with more coin in more boxes.
does not transport to other planes and will not work through Those unacquainted with the illusionist, and who fail their
dead plants or with plant creatures. saving throw, see the hoard as real, and begun plundering it,
gathering what they can in their arms and fleeing. Only after
Casting this spell requires the caster’s combat action for the they reach the spell’s range and the treasure vanishes do they
round. The spell’s range is unlimited with a duration of 1 realize that some foul sorcery is afoot.
round. There is no saving throw. The spell is affected by spell
resistance. Casting this spell requires the caster’s combat action for the
round. The spell’s range is 250 feet with a duration of 2
The casting components are speech and hand gestures. rounds per level. An intelligence save negates. The spell is
affected by spell resistance.
Trap Entity, Level 9 cleric, 8 wizard, 8
illusionist The casting components are speech and hand gestures.
The caster takes an item of tremendous value and sets an
imprecation upon it, damning one to eternal binding within the Truth Revealed, Level 5 cleric, 5 illusionist
item. The caster pours a liquid over their eyes and then gathers the
dust of some precious metal or stone and passes it from one
This spell forces, or convinces, a creature’s material body and its hand to the next, looking upon the dust and uttering divine
spirit or soul to enter an extra-dimensional space within a piece words of eldritch power.
of jewelry, item, or gem, worth at least 1000 gold per level of the
creature trapped. The creature is trapped, mind, body and soul The spell reveals the true nature of things. It exposes disguises,
within the item and cannot escape unless the gem is dispelled or unearths lies, and though it does not reveal the nature of
broken. Extra-planar creatures are generally forced to obey one one’s machinations it reveals the subtle use of twisted truths.
command of whoever holds the item before they can return to It also reveals secret doors, hidden compartments or any other
their own plane. construction that keeps prying eyes at bay. It sees through
any invisibility, blur or displaced person or thing. It can reveal
To capture an entity the caster must either speak a command illusions for what they cover, polymorphed items, doppelgangers
word on the item as the casting time ends and direct an entity and other transmuted objects and people. It allows the viewer
to the prison, or they can set a trigger that traps an entity later. to see into the ethereal plane as it overlaps the material where
the caster stands. They can see up to 150 feet on the material
Direct Attempt: If there is a direct attempt to trap the entity, the
or ethereal plane.
entity is allowed an intelligence save and spell resistance. If the
caster knows the entities true name, it automatically overcomes Casting this spell requires the caster’s combat action for the
any SR they have but the save increase by 2 CL. Failure to trap round. The spell’s range is touch with a duration of 1 round
the creature destroys the object. per level. There is no saving throw. The spell is affected by
spell resistance.
Trap: Placing the entity’s true name and a command word on
the item and convincing the creature to pick it up, triggers the The casting components are speech, hand gestures, a liquid,
trap entity spell. In this case, the creature is not allowed a save and materials worth 250 gold.
or their SR.

Casting this spell requires the caster’s combat action for the
round. The spell’s range is 450 feet with a permanent duration.
An intelligence save negates if there is a direct attempt. The
spell is affected by spell resistance if there is a direct attempt.

The casting components are speech, hand gestures, and an item


valued at 1,000 gold per level of the creature trapped.

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Spell Descriptions - MAGIC

U Alternatively, the spell can move an item into an inter-


dimensional pocket, hiding it in plain sight. The pocket exists
where the item sat, but is hidden to all except the caster and any
using truth revealed or similar spells. The caster needs but place
Undetectable Aura, Level 1 illusionist a command word upon the item and it vanishes into the pocket
The illusionist conjures images of otherness using esoteric words dimension, safely stored from prying eyes.
laden with arcane meaning.
Casting this spell requires the caster’s combat action for the
The spell cloaks the true nature of any magic item, making it round. The spell’s range is touch with instant duration. There
seem as if it were a normal, mundane item. Identify or similar is no saving throw. The spell is affected by spell resistance.
spells reveal the item’s true nature.
Speech is the only casting component.
The object so altered can weigh 5 pounds per level of the caster.
Veil, Level 6 illusionist
Casting this spell requires the caster’s combat action for the
round. The spell’s range is touch with a permanent duration. The illusionist casts a glamour upon their target, changing their
There is no saving throw. If the object has an SR, the spell is appearance through arcana known only to those who master
affected by spell resistance. the bending of light.

The casting components are speech and hand gestures. The caster can alter the appearance of one creature for every
two levels of experience. Anyone veiled must be within 30 feet
of the caster. The caster determines the form the target’s take
Unseen Id, Level 1 wizard
and once veiled they look, smell, feel, dress, have body motions
The caster conjures a figment of their imagination and gives it like the target. They remain in this guise until the caster ends
life so that it may serve and defend them. the spell, it is dispelled or they are slain.
The id is a servant, wholly invisible to everyone but the caster. In order to copy a specific individual, the illusionist must make a
For the caster it takes the shape of how they see themself. It has successful intelligence check (bonus +6). If successful they can
no ego of its own and obeys the caster’s will and commands. The recreate details very specific to another person.
id can do simple tasks such as picking up items, closing doors,
and fetching a cold beverage in a can. It has a strength equal to Casting this spell requires the caster’s combat action for the
one-quarter of the wizard’s strength and can exert force equal round. The spell’s range is 50 feet with a duration of 1 hour
to one-quarter of the wizard’s weight. per level. An intelligence save negates if the target chooses to
resist. The spell is unaffected by spell resistance.
Though invisible, powerful magi and priests who cast spells such
as truth revealed can see it. It cannot attack but can suffer up to The casting components are speech and hand gestures.
6 points of damage before it is destroyed. It perishes if it moves
beyond the spell range. Ventriloquism, Level 1 illusionist
By speaking quietly into their hand, capturing the arcana of

SPELLS
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with a duration of 1 hour ancient words, and opening their hand, the illusionist throws
per level. There is no saving throw. The spell is unaffected by their voice.
spell resistance. The spell allows the caster to manifest their voice anywhere
The casting components are speech, hand gestures, and a gem within 50 feet. It can come from anything or anyone. They
worth 5 gold. can make the voice their own, sound completely different, be
unintelligible or be in any language they speak.

V Casting this spell requires the caster’s combat action for the
round. The spell’s range is 50 feet with a duration of 3 rounds
per level. An intelligence save negates. The spell is unaffected
by spell resistance.
Vanish, Level 7 wizard
Rechanneling the pathways of their mind with words arcane, the The casting components are speech and hand gestures.
wizard instantly moves an object from one spot to the another.
Vision, Level 7 illusionist
The spell is very similar to teleportation, but unlike teleportation
By calming their mind and unlocking hidden memories with
it can only transport inanimate objects. The wizard can move
sorcerous incantations, the illusionist awards themself a vision.
up to 50 pounds or 3 cubic feet per caster level. Consult the
teleportation spell for possible errors.

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MAGIC - Spell Descriptions
This spell allows he caster to unlock hidden memories and The caster selects a side of the wall that radiates heat, this
knowledge by placing themself in a dream-like trance. Once a side inflicts 2d4 points of proximity damage to any creature
subject, and it can be any single item, place or individual, has that approaches to within 10 feet of the wall and 1d4 points
been posed, the caster settles into a meditative state for one of proximity damage for creatures 10-20 feet from the wall. It
minute. continues to inflict damage until the wall is dismissed or the
duration of the spell ends. Any creatures attempting to break
If the subject is nearby, or well known, the spell conjures the through the fire can do so, but they suffer a further 2d6 points of
queried information upon a successful intelligence check. If it is damage +1 per caster level. Any of the undead who suffer any
unknown or far away, the check is made at a -5. The information of the above fire damage suffer double damage. If they flee the
they receive in the vision will be unclear and lack precision, wall to the side that radiates heat, they suffer proximity damage.
though it will be enough to familiarize the character so that
if they cast vision again it will be well known. If the subject is The caster may attempt to wield the wall as an offensive weapon
hardly known, the check is made at a -10. and conjure it where living creatures are standing. When this
occurs, their targets suffer 2d6 points of damage +1 per caster
With this spell the caster uncovers hidden truths, legends, level. A successful dexterity save halves the damage.
and stories about a specific item, a locale, or a person. They
must choose one subject and concentrate on that. While the Cold damage can destroy a wall of elemental fire. Each 5-foot
spell and research are ongoing, the caster can do little else but section can take 20 points of damage before being destroyed.
rest, eat, simple chores and the like. Once the spell duration
ends and the knowledge gained, they are free to continue their Casting this spell requires the caster’s combat action for the
normal activities. round. The spell’s range is 50 feet with a duration of 1 round
per level or indefinitely if the caster concentrates on the
The caster is not limited to items on the material plane, or even wall. A dexterity save negates. The spell is affected by spell
the plane they occupy, they can learn about a person, place, or resistance.
thing on or from another plane.
The casting components are speech, hand gestures, and a piece
Subjects lacking legendary importance provide no information of burnt wood for fire. The druid also needs their item of divine
whatsoever. As a rule of thumb, characters of 10th level and focus.
higher are legendary, as are the sorts of creatures they strive
against, the major magical items they wield, and the places Wall of Will, Level 5 wizard
where they performed their great or nefarious deeds. The wizard projects their will forward, manifesting it through
eldritch words of arcane sorcery.
Casting this spell requires the caster’s combat action for one
minute. The spell’s range is personal with a permanent This spell creates an invisible, immobile sheet, sphere, or
duration. There is no saving throw. The spell is unaffected by hemisphere of force that is immune to damage of most kinds,
spell resistance. including spells and even dispel magic. The wall can only be
brought down by disintegrate, disjunction, or magic items that
The casting components are speech and hand gestures. can annihilate. The wall keeps spells from passing through it, in
either direction. Breath weapons batter the wall but do not pass

W through. Gaze attacks act normally.

The caster gives shape to their thoughts, creating a vertical


plane that can reach up to 10 feet long per caster level, 20 feet
Wall of Elemental Fire, Level 5 druid, 4 tall and 1 inch thick. Alternately, the caster can form it into a
wizard sphere of up to 1 foot per level in diameter, or a hemisphere of
With a flourish the caster tears a rift between the elemental up to 2 feet per level in diameter.
plane of choice and the material, unleashing a wall of fire.
Casting this spell requires the caster’s combat action for the
With a single piece of burnt wood, the caster unleashes a blazing round. The spell’s range is 50 feet with a duration of 2 rounds
curtain or ring of shimmering fire into the material plane. The per level. There is no saving throw. The spell is unaffected by
wall can take two forms; either an immobile fiery wall, or a ring spell resistance.
of fire surrounding the caster that moves with the caster.
The casting components are speech, hand gestures, 20 small
In both cases, the wall is 20 feet tall and only 1 foot thick. The silver mirrors, and a gem worth 100 gold.
fiery wall or curtain of fire measures up to 20 feet long per caster
Wall of Elemental Ice, Level 5 druid, 4
level (up to 100 ft long at 10th level). The ring of fire measures
wizard
up to 10 feet wide per every two caster levels (up to 50 feet
diameter at 10th level). The caster tosses a small flake of crystal into the air and speaks

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Spell Descriptions - MAGIC
words of growth and cold upon it, so that it expands rapidly into The wall is strong. Every 5 feet area has 30 hit points per inch,
a massive wall of ice. once a section hits zero, it crumbles.

The caster creates a wall of ice that can appear either as a If the wall is created where it cannot anchor itself, either
vertical wall or as a hemisphere of ice blanketing the caster in a vertically resting on a flat surface or in the air, it falls on
protective shield. The wall cannot form in an area where there creatures beneath it. An unanchored vertical may all forward
is another physical construct as the ice of the wall would break. or backward (50/50 chance) if left untouched after 2 rounds.
It can be pushed with a strength check (CL 10). Any caught
Sheet of Ice: The wall may be created either vertically or in the way of the falling wall must make a successful dexterity
horizontally/slanting. Vertical walls anchor themselves to the check to avoid damage. Failure means they suffer 5d12 points
floor, while a horizontal or slanting wall must have two opposite of damage.
surfaces to anchor itself upon. The sheet has two possible
measurements: (1) up to 10 feet per caster level long, 1 inch Casting this spell requires the caster’s combat action for the
per caster level thick, and 10 feet tall/wide, or (2) up to 5 feet round. The spell’s range is 50 feet with a permanent duration.
per caster level long, 1 inch per caster level thick, and 20 feet A dexterity save negates damage from falling wall. The spell
tall/wide. A horizontal sheet of ice created in the air without is unaffected by spell resistance. The area of effect is 1 inch
two anchor points acts as a sleet storm spell, but lasts only 5 thick, and 5 x 5 feet per caster level, adjustable by reducing
rounds and covers an area equaling one of the two possible thickness and increasing height and width, or vice versa
measurements.
The casting components are speech, hand gestures, and a piece
The wall has 5 hit points per inch of thickness. If one breaks of iron used in a fortress.
through the wall, there is still a wicked cold remaining that deals
1d6 +1 point per caster level of cold damage to any creature Wall Unbreachable, Level 6 druid 5 wizard
stepping through it. Fire-using creatures passing through this
The caster manifests their own will into a stone wall through
cold air suffer double damage, while cold-using creatures suffer
arcane sorceries spoken over stonework.
no damage.
The caster conjures a rock wall that bridges a gap. The rock
Hemisphere of Ice: It creates a hemisphere of ice over the
wall appears natural to its environment, blending in as if it were
caster or a designated target. The hemisphere has a maximum
always there. This holds true even if the walls it blends with are
possible diameter of 2 feet per caster level. It is the same
made by the hands of humanoids.
strength as the sheet of ice, however, there is no lingering cold
if one breaks through the hemisphere. The caster can place The stone wall can take many shapes and extend both vertically
the hemisphere over other targets, a successful dexterity check and horizontally. It can be used to block a passage for instance,
avoids the entrapment. or used to bridge a gulch. It can enhance existing fortifications
or be made between two rock walls, but not touching the path
Fire damage can melt the wall, causing it fill the area with water.
beneath and between. One can make a ramp out of it as well. In
If a sudden detonation of fire strikes the wall it fills the area with
short, it can take the form of anything that maintains its wall-
a massive blinding cloud of mist and water vapor. All creatures
like nature. It cannot be made into a battering ram for instance.

SPELLS
in the area are blinded for 1d4 rounds.
The Castle Keeper must make final judgement on the amount
Casting this spell requires the caster’s combat action for the of area consumed by any oddly shaped construction. Walls set
round. The spell’s range is 150 feet with a duration of 1 minute as traps to fall should be carefully explained so that they make
per level. There is no saving throw. The spell is unaffected by sense to the CK.
spell resistance.
The wall is strong. Every 5 feet area has 20 hit points per inch,
The casting components are speech, hand gestures, and a paper- once a section hits zero, it crumbles.
thin crystal.
Casting this spell requires the caster’s combat action for
the round. The spell’s range is 150 feet with a permanent
Wall of Resilient Alloy, Level 5 wizard
duration. A dexterity save negates. The spell is unaffected by
The caster, with base metal in hand, conjures a wall of alloy with spell resistance. The area of effect is 1 inch thick, and 5 x
words of arcane power and strength. 5 feet per caster level, adjustable by reducing thickness and
increasing height and width, or vice versa.
The caster conjures a wall of a metal of their choosing. It
must be vertical in shape and anchored to at least one point, The casting components are speech, hand gestures, and a flat
otherwise it falls. Any attempt to conjure it where there is a rock or stone from a wall.
physical object causes the spell to fail. It must be flat, but can
conform to surrounding areas. The wall, being metal, may suffer Wall of Bramble and Hedge, Level 5 druid
from environmental damage.
The druid throws dried seeds of a thorn bush upon the ground,

— PLAYERS HANDBOOK 217

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
and with touch or spit calls upon the earth to nurture and give The casting components are speech and hand gestures.
them life, allowing the hedge of bramble and thorn to instantly
grow. Ward’s Extended Invisibility, Level 5
illusionist
The spell grows a massive hedge of bramble and thorn in the The illusionist channels their mastery of light magic and bends
chosen area. The hedge consists of a variety of plants, both it with words arcane such that it cloaks the item in question.
living and dead, that are impenetrably wound together. They
are laced with poison ivy and thorny bushes with needles both The spell only works on nonliving, nonmoving objects. The
large and small. Passing through is possible but highly difficult, objects cannot be larger than 10 feet tall and 10 feet wide. It
the hedge inflicting 25 points of damage per round on anyone makes the object temporarily invisible. If the object is moved,
trying to break through or being shoved into it. Armor can the spell is negated.
mitigate the damage by -1 point per armor class. There are no
saves, nor can one attempt to dodge the bramble and thorns. Casting this spell requires the caster’s combat action for four
rounds. The spell’s range is touch with a duration of 1 day
One can force their way through with a successful strength per level. An intelligence save negates if the target chooses to
check, but can only move 3 feet per round. One can cut their resist. The spell is affected by spell resistance.
way through with edged weapons at the rate of 1 foot for every
10 minutes. Speech is the only casting component.

Any creature caught in the wall when it first springs to life can Ward’s Illusionary Portal, Level 4 illusionist
push their way through and suffer damage accordingly, or they
can remain still until the spell ends or they are rescued. If they The illusionist channels the power of the planes to open a rift
remain still, they do not take damage. between them and their home.

Any creature that can naturally, or through magic, pass through The spell opens a small head-sized dimensional hole appearing
hedges and bramble, can pass through the wall without damage. in the bedroom, office, armory, treasure hall or any other similar
place chosen by the caster, to their last place of residence. The
Casting this spell requires the caster’s combat action for the round. caster can place up to seven unique items in the home they
The spell’s range is 150 feet with a duration of 10 minutes per access through this portal.
level. There is no saving throw. The spell is unaffected by spell
resistance. The druid can grow 10 cubic feet per level. Casting this spell requires the caster’s combat action for two
rounds. The spell’s range back to a chosen place with a
The casting components are speech, hand gestures, and the duration of 5 rounds. There is no saving throw. The spell is
dried seeds of a thorn bush. unaffected by spell resistance.

The casting components are speech and hand gestures.


Wall of Elemental Wind, Level 3 druid
With words of ancient lore, laden with the magic of the world of Ward’s Temporary Invisibility, Level 2
fae the druid awakens the wind to rage upon the world. illusionist

The spell creates a straight-line of wind 10 feet wide and 20 The illusionist channels their mastery of light magic and bends
feet tall that thunders away from its point of origin. The wind it such with words arcane that it cloaks the item in question.
is stout enough to pick up all small debris, from clothing, to
small tools, tree limbs, leaves, birds, small animals (including The spell only works on nonliving, nonmoving objects weighing
familiars), and other similar items. Arrows, bolts, spears, and less than the casting illusionist. It makes an object temporarily
javelins in flight go astray, caught by the wind gust. Heavier invisible. If the object is moved, the spell is negated. The object
ranged weapons suffer a -6 to hit and a -2 on any damage rolls. It can’t be more than five feet tall or wide.
scattered clouds of gas and stench and deflects breath weapons Casting this spell requires the caster’s combat action for the
made of gas. Creatures that are or assume a gaseous form are round. The spell’s range is touch with a duration of 1 minute
scattered by it. per level. An intelligence save negates if the target chooses to
The caster can move the elemental wind as desired, but it must resist. The spell is affected by spell resistance.
remain vertical. Speech is the only casting component.
Casting this spell requires the caster’s combat action for the
round. The spell’s range is 150 feet with a duration of 1 round Ward’s Temporary Strength, Level 1
per level. There is no saving throw. The spell is unaffected by illusionist
spell resistance. With a simple touch and words of eldritch might the illusionist
empowers another.

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The spell fills the target with energy and power and gives them Web of the Spider, Level 2 wizard
a temporary +1 to strength. The spell is cumulative up to a
The wizard winds the spider’s web between their fingers,
strength of 20. The illusion does not make the target seem larger.
speaking eldritch words of binding across it to manifest web of
Casting this spell requires the caster’s combat action for the the spider.
round. The spell’s range is touch with a duration of 1 minute
The spell materializes a spider’s web, set in patterns designed by
per level. An intelligence save negates if the target chooses
the caster, often from the memory of some spider encountered
to resist. The spell is affected by spell resistance if the target
long ago. The strands are thick, though almost weightless, an
chooses to resist.
inch or so in diameter and bound to one another making a
The casting components are speech and hand gestures. sticky tangled mess designed to stop almost all interlopers.

It is most commonly cast between two anchor points in order to


Warp*, Level 2 druid set a trap, otherwise the web simply floats up and away, balling
The druid speaks the language of the elder trees and channels up into itself. It can be used to block doorways and passages to
their rage as shaped form, unleashing it within wooden objects. slow pursuit or snare rushing enemies. It can also be cast upon
the ground, anchored like a net, but there it is weaker and its
This spell warps any wooden object, be it a door frame, a door, ability to hold targets greatly reduced. For any web cast on the
a floorboard, a rafter, part of a ship’s hull, or something more ground below, saving throws gain a +4 and the effects are half
personal such as the haft of a spear, a bow, or a crossbow. They what is listed below.
can warp any natural wood. The spell effects 1 cubic foot per
level of material. It does not affect magic weapons. Everything Anyone running afoul of the web must immediately deal with
else is rendered useless or broken. a multitude of sticky, clingy threads that snare limbs, tangle
hair, catch gear, and become inexorably wrapped around the
Straighten Wood: This spell reforms to its original shape, unfortunate individual. Avoiding the web requires a successful
straightness, and strength, affecting any wood that has been dexterity check. Failing that, the entrapped becomes entangled
warped by this spell or by other means. and suffers a -2 on attack and damage rolls, a -4 on dexterity
checks, and they are stuck in place. Spell use becomes difficult
Casting this spell requires the caster’s combat action for the
as the spell caster cannot cast spells with somatic components.
round. The spell’s range is 50 feet with instant duration. There
is no saving throw. The spell is affected by spell resistance if Though the ensnared target may not necessarily be hanging in a
the target chooses to resist. circular web, they are covered in the spidery silk, and breaking
free requires a successful strength check.
The casting components are speech, hand gestures, and a divine
focus. If one succeeds their initial dexterity check, or is snagged, they
break free with a strength check, though they still must move
Water Gills, Level 3 druid, 3 wizard through mass of sticky mess. Movement is reduced to 5 feet per
The caster touches the neck of their intended target, and with round and another strength check. This goes on until they have
words arcane or divine, alters them in such a way that gills passed through the area of effect.

SPELLS
manifest along their target’s neck.
The webs burn very easily. A simple spark or torch light sets
The spell alters the physiological structure of the target, creating them alight. Anyone caught in the web suffers 1d8 points of
gills on the sides of their neck, allowing them to breath normally damage while it burns out.
underwater for the duration of the spell. More than one target
Casting this spell requires the caster’s combat action for the
can be altered, but the duration of the spell is divided equally
round. The spell’s range is 50 feet with a duration of 1 round
among all who have gills. They can breathe fresh or salt water.
per level. A strength check to break through. The spell is
The spell allows normal breathing as well as water breathing.
unaffected by spell resistance. The area of effect is a 20 x 20
Casting this spell requires the caster’s combat action for the x 10 foot web.
round. The spell’s range is touch with a duration of 2 hours
The casting components are speech, hand gestures, and spider silk.
per level. A constitution save negates if the target chooses
to resist. The spell is affected by spell resistance if the target Weirding, Level 9 illusionist
chooses to resist.
Scanning the mind’s surface, the illusionist discerns the greatest
The casting components are speech, hand gestures, a straw-like fears of the creatures in a given area and manifests them through
instrument, and in the case of the druid, their divine focus. carefully worded arcana.

The spell conjures multiple images of the greatest fears of the


various creatures in the area of effect and sends those images
in a maddened attack upon them. The attack is unrelenting,
— PLAYERS HANDBOOK 219

Curtis Bilewitch (Order #44157457)


MAGIC - Spell Descriptions
pursuing them, through wall and door, until it is dispelled, the Wind Passage, Level 6 cleric, 7 druid, 8
duration ends, or the targets die. illusionist

These phantasmic imitations move however their real The caster, using language both arcane and divine, softens the
counterparts normally move, and they must act accordingly. If body into an ethereal like form, throwing it into the wind as an
a target flees and closes a door, the phantasm pursues but must elemental.
still (appear to) open the door. However, no spell or ability can
The spell transforms the body into a sharp, cool wind that
keep it from passing through an obstruction. If the target locks
can travel rapidly in any direction the ensorcelled chooses.
a door the phantasm simply opens it. If they pass through a wall
The caster can transform 1 person for every 3 levels. Once
or erect one in their wake, the phantasm does as well and so on.
airborne, they choose their direction and move up to 500 feet
The phantasms cannot pass through magical barriers such as
per round. The passenger is vaguely lifelike, and remains visible
globe of spell resistance.
to those who pay close attention (wisdom check, CL 12). The
At every opportunity the phantasm strikes at their target. If the transformed is immune to physical attacks, though lightning
target fails its intelligence saving throw, they instantly die. If based attacks do half damage (save for a further half). Spell
they succeed, they suffer 8d6 points of damage. casters and magic users cannot cast spells.

The phantasms are invisible to everyone but the caster and the The traveler may change back to their physical form, but this
target. No spell or magic reveals it. Though discern thoughts on takes 3 rounds. They may then change back to wind, but again,
the targets reveals the nature of the fear hounding the targets. it takes 3 rounds. They can change back and forth until the spell
The phantasms cannot be harmed by physical means, though runs out. When the spell begins to burn out the wind passenger
telepathy magic may turn the spell back on the caster. If the descends to the ground, avoiding a nasty fall.
illusionist is incapacitated or killed the phantasm ends.
Casting this spell requires the caster’s combat action for the
Casting this spell requires the caster’s combat action for the round. The spell’s range is touch with a duration of 1 minute
round. The spell’s range is 150 feet with a duration of 1 round per level. There is no saving throw. The spell is affected by
per level. An intelligence saving throw for damage only. The spell resistance if the target chooses to resist.
spell is affected by spell resistance. The spell’s area of effect is
The casting components are speech, hand gestures, and divine
25 feet x 25 feet.
focus or holy symbol.
The casting components are speech and hand gesture.
Wish, Minor, Level 7 wizard
Whirlwind, Level 8 druid The wizard channels the power of the arcane through carefully
This spell creates a whirlwind that is 10 feet wide at its base, 30 spoken words and requests to bring about a desired result.
feet tall, and 30 feet wide at the top, which moves at 60 feet per
The minor wish spell is used for minor outcomes. The caster may
round, either airborne or on the ground. The druid commands
attempt to cast a spell, in which case they cannot cast higher than
the cyclone, either by giving it a simple direction such as “move
a 5th level spell be it divine or arcane. They may also attempt to
west for 100 feet,” or by concentrating on the whirlwind and
generate minor outcomes. A comrade slipping and falling from
moving it where they will. In the latter case it moves on until the
the cliff may be wished onto a ledge. An arrow dipped in poison
directions are completed. If it leaves the spell range it wanders
may have impotent poison. It may not restore lost levels, but can
off whither it will, dissipating in 3 rounds.
automatically break a hold type spell. The Castle Keeper will be
Any creature shorter than the column of air that is caught in the final arbiter of if the wish is limited or not.
it must make a dexterity saving throw or get battered by wind
The caster must be cautious in phrasing the spell though, for
and debris for 3d6 points of damage. Creatures smaller than
the desires of the greedy often end in disaster, and the spell
7 feet must make a second dexterity save or get picked up by
is very literal in its fulfilment of the caster’s wish. Duplicated
the cyclone, and continue to be battered with wind and debris
spells allow saving throws and spell resistance as normal.
for 1d8 points of damage a round. The caster can order the
whirlwind to eject specific debris. Casting this spell requires the caster’s combat action for the
round. The spell’s range is personal with a duration dependent
Casting this spell requires the caster’s combat action for the
upon wish. A saving throw is dependent on which spell it
round. The spell’s range is 450 feet with a duration of 1 round
emulates. The spell is dependent on which spell it emulates.
per level. A dexterity save negates and keeps them from
getting picked up. The spell is affected by spell resistance. Speech is the only casting component.
The casting components are speech, hand gestures, and holy
symbol.

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Spell Descriptions - MAGIC
Wish, Level 9 wizard Casting this spell requires the caster’s combat action for the
round. The spell’s range is unlimited with instant duration. A
The wizard channels the power of the arcane through carefully
dexterity save negates. The spell is affected by spell resistance
spoken words and requests to bring about their desired result.
if the target chooses to resist.
The wish spell is used for major outcomes. The caster may
The casting components are speech, hand gestures, and a piece
attempt to cast a spell, in which case they cannot cast higher than
of a dragon.
a 9th level spell, be it divine or arcane. They may also attempt
to generate major outcomes. The wish may seek to deflect a
killing blow, or raise a fallen comrade. It may be used to unravel
a powerful sorcery, reverse a major curse, heal a comrade. One
may have a broken vorpal blade that needs mending. The wish
may cause the ground to give way to redirect a small river, or it
may just as well unleash a major plague. The Castle Keeper will
be the final arbiter of if the wish is limited or not.

Even wishes, however, have limits. The caster may wish for
anything conceivable, but the wish must be precisely stated. The
longer and more complicated the wish is, the more dangerous
the spell becomes. A wish gives the opportunity to fulfill the
caster’s request, but the spell, for whatever reason, may pervert
the caster’s intent into a literal but undesirable fulfillment, or a
fulfillment with unseen consequence.

The caster of a wish spell always ages due to the debilitating


effects of the spell upon the body. The caster must make a
constitution save (challenge level 9) or age 3 years. Success
means the caster ages only 1 year. Typically, a wish can aid one
creature, but multiple subjects can be affected, if for example
they are all cured of the same type of affliction. In such a case,
the caster can affect one subject for every three caster levels.

A wish never restores a level or constitution loss from being


raised, resurrected, or reincarnated from the dead.

Casting this spell requires the caster’s combat action as long


as it takes to word the wish. The spell’s range is dependent
upon the wish with a duration is dependent upon the wish. A
dexterity save negates. The spell is affected by spell resistance.

SPELLS
Speech is the only casting component.

Word to Sanctuary, Level 6 cleric 8 druid


The caster sets a command word, the utterance of which will
hurl them through a sudden rift in time and space to return to
their sanctuary.

Once a specific word to recall is chosen, the caster need but


speak it and the spell instantly transports them back to the
predetermined location. They must be very familiar with the
target location; it must be on the plane they are occupying, and
the caster must have set both the command word and the target
location during the casting process. The spell can transport up
to 50 pounds per caster level extra weight. Unwilling creatures
cannot be teleported.

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B
efore embarking upon the road of adventure, it is as you wish, though usually it trends to the lesser side the more
necessary that you, the Castle Keeper, decide what theatrical the game.
type of game to play. Doing this takes some modicum
of preparation, and a number of factors have to be considered. When, for example, the party is beset by three troll lords, who
Shall the game be an epic campaign lasting for years of play or demand to know why they are crossing a sacred and fetid
shall it be a night’s adventure? Is glory or gold or both to be the mire the trolls call home, and why they should not be eaten
adventurer’s reward? What is to be the mood, tone and pace of all at once, one or more of the players may give a great and
the game? What style the game takes depends largely, but not inspiring speech in answer to the troll’s query. If the speech
wholly, upon you. is well roleplayed and convincing explanations are given, an
enterprising Castle Keeper need never look to the dice for the
It is incumbent upon the Castle Keeper to create an environment troll’s answer, but decide on the spot if the speech served its
within which the players will have fun. The players must become purpose and convinced the three gross, hungry, greedy and
involved in the game, immersing themselves in the moment, mean spirited trolls to let the party pass.
so it plays out like a rousing adventure movie or exciting
There is a potential hazard in this type of game, of which you
book. Is the style of the game hack and slash, high fantasy, or
should be aware. When judgments and rulings rest solely with
grim realism? Is it an epic campaign where the characters set
the person running the game, occasions arise where ill temper
themselves on a resolute path to save the world, or the more
or whimsy requires the absolute necessity for neutrality. The
simple fare where they plunge themselves into dungeon crawls,
Castle Keeper must always remain neutral within the game
fighting for slaughter and plunder?
and attempt, at the very least, not to dominate the game with
Setting and theme, pace and mood are as important as the style whimsical or emotional rulings – be they inspired by emotions
and type of game. Mastering these elements may take time and external to the game or from within it. If you cannot do this,
a keen perception for what the players want, but once mastered, avoid this type of play as the players will become detached from
you can capture your audience and keep them enthralled through the game and cease playing.
night after night of role playing. Combined in just the right mix, Sometimes you may, for whatever reason, shun a long-winded
these elements establish a depth of fun and excitement that all speech in a role playing session and make the character roll an
players want to experience and every Castle Keeper wants to attribute check to determine the outcome of the interaction. It
achieve. By paying careful attention to all these elements, you is up to you to determine how often the dice are rolled to solve
can turn an evening’s play into a war story or heroic escapade problems. Whatever the preferred style of play, it is important
that your gaming group talks about for years to come. to remember that too much dice play for simple or obvious
encounters detracts from the all-important mood of the game,
The following section briefly examines these elements and
and Castle Keepers should be very careful and sparing in using
offers you some advice on how to mix them, control them, and
dice to resolve conflicts.
manage them to create an exciting night’s game.
Tactical games, unlike theatrical games, turn away from extensive
role playing and orient themselves on action. These games need
STYLE OF MOOD AND PLAY to be fast paced and little room left for long deliberations that
have little or no bearing on the activities at hand, be it combat
There are as many game styles as there are players. Some players
with an ancient dragon or the pilfering of a goblin king’s hoard.
enjoy the intricate and detailed theatrical games where first
Too much reliance on the rules to adjudicate activities results
person representations of characters, non-player characters and
in too many inquiries, tending to bog these games down. Castle
monsters leads to extensive role playing. In this style of game,
Keepers should restrict themselves to the bare knuckles of

SIEGE ENGINE
characters interact with non-player characters in unscripted
combat rules: initiative, attacks and damage, attribute checks or
encounters that involve little or no dice rolling or game mechanic
other necessary mechanics and little more. As you perfect pacing
adjudication. More is invested in the role playing than the roll and learn to apply the rules quickly and efficiently, you may want
playing. Other styles focus less on role playing than on the use to start adding home-brewed rules like critical hits and fumbles.
of die rolls and game mechanics to adjudicate interactions. Most The game is enhanced by finding that distinctive method of rules
games use a mixture of both, depending upon circumstances and application that you and your players can truly call your own.
mood. In each case, the style of play is elemental to conveying the
game’s mood. The following is a brief overview of styles and how Of course, many Castle Keepers find that a balanced approach
best to approach the game to create the environment you desire. is the best method for maintaining the pace and mood of a
game. Constant action can be exhausting and eventually lose its
Theatrical games often require you to make a host of simple flavor. Too much role playing can be laborious to someone who
decisions to determine what happens when the characters try to has worked at data entry all day (or worse, as a customer service
negotiate, bluff, cajole, intimidate or take any number of other
employee) and joined the table for some free wheeling fun and
actions in an effort to turn an encounter to their favor. Dice
excitement. Keeping a balance is something Castle Keepers
can play as little or as great a role in these types of encounters

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learn with time and experience, and is entirely dependent on most veteran of players. Keeping them jumping while you
the desires of those playing at the table. hammer away at them is the hallmark of a good Castle Keeper.
Do not allow needless arguments or rulings slow the pace of
One or two sharp and exciting battles are usually enough to the combat. Start at one end of the table and work your way
satisfy players during long role playing sessions. Likewise, a around, hammering each with their own initiative and life or
grisly combat in which the party has vanquished some horrid, death struggle. Don’t allow characters a long time to decide
demonic creature and its allies may best be finished with some what they are going to do; give them 5-6 seconds to decide,
role playing as the character’s down a few rounds of beers at then attack them and move on to the next person. Explain this
a local tavern and brag to a roomful of garrulous patrons and away as the fog of war or characters being stunned into inaction.
buxom bar wenches! Combat is about pace and if you hit them a few times you’ll find
that soon enough they are hitting right back. The battlefields of
The style and mood define the type and nature of the game
many a game are washed with the blood and iron of characters
you and the players want to play. Creating the proper mood
who have fought nobly or ignobly to the death!
lets you capture your audience and take them to a world of
wild adventure, whatever that may be. The mood which you Killing a character is no easy task. It should not be done lightly
want to capture may determine almost all the factors already and should never be done as an act of vengeance. The Castle
discussed in the following section. Both role playing and Keeper must be impartial and adjudicate fairly. A foolish
action can and should be used to generate responses from character is a dead character, but an angry Castle Keeper is soon
the players, develop the character’s personalities and expand playing by himself.
the themes of the game.
Conversely, staying alive should not be a given. The players
need to know that they run the gauntlet and risk death when
MAINTAINING PACE they enter into combat. Though the object of the character
is, of course, gold and glory, the object of play is to have fun.
Pace follows mood in importance. To keep players enthralled Making it dangerous, even so much as killing a character when
with the game, it is necessary to maintain a steady overall pace. it is the natural unfolding of events, is necessary. But killing
A healthy mixture of role playing, problem solving and combat because the party killed your favorite non-player character or
is a tried and true method. Mixing these in just the right manner failed to go into the dungeon you spent three weeks designing is
can be difficult, but once you have perfected a method for you a sure way to wreck a game or campaign.
and your players, the game becomes dramatically better. Always
strive to keep everyone at the table interested at all times. This
means ensuring that, as much as possible, every player has a
role to play in the encounters and something to add to any SCALE OF THE GAME
resolution of conflict–whether it be a swift sword with a keen Knowing the style of game your group desires makes it easier
edge, or awe-inspiring speech to convince enemies that one is for the Castle Keeper to decide on what type of game to run.
actually a friend and ally. Generally, games are centered around a single adventure or
module, but often ambitious Castle Keepers set themselves
Events that do not include the whole party can be particularly the task of creating a campaign. Campaigns usually involve a
difficult to manage. An encounter between a paladin and their party going on extended adventures, often beginning at a low
secular lord may be interesting for the player of the paladin level and ranging to the very high levels. Campaigns have
and the Castle Keeper, but if it goes on for several hours, the been known to stretch over actual decades, involving a host
remaining players will no doubt retire to the nearest TV and of connected and unconnected adventures, metathemes and
become lost in reruns of some show about a warrior princess or epic plots with characters having begun at 1st level and then
‘hard bodies’ rescuing tourists at the beach. Allow these role struggling on through long careers.
playing sessions to be resolved quickly in order to bring in other
player into the game. Enterprising Castle Keepers can combine the two. With little
preparation, the gaming group can begin play in a simple
Combat which involves one party member can be straining on dungeon. As players warm to their characters, a Castle Keeper
the patience of the rest of the players. Keeping them all occupied can extract ideas from their own role playing to build upon and
is ideal, but of course this is not always possible. Sometimes develop metathemes. In this regard, it is important the Castle
events call for single encounters, which should be handled Keeper start small but think big. When a party of lackluster, 1st
quickly. If they do tend to take a while, interrupt the session level adventurers plunder the Tomb of Etep and cart off the
with frequent questions to other players and try to involve their riches, they may have accidentally uncovered the Krummelvole,
characters in other ongoing activities such as buying equipment, the long forgotten crown of the Horned God. The characters
searching for secret doors or the like. have no idea, but they just opened a world of adventure for
themselves and the Castle Keeper. A single night’s play can turn
The crux of many games is with combat. Good descriptions,
into a epic struggle of unforgettable adventure.
coupled with rapid fire combat rules, can unsettle even the

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THE SCALES OF PLAY WORKING WITH THE PLAYERS
Rules are important in that they help maintain a game’s balance. While developing and planning a game of Castles & Crusades
A good rules set keeps the Castle Keeper from taking too much is primarily the responsibility of the Castle Keeper, it is
control of the game and they establish that median that produces important to note that the game should not take shape in a
a game fair to all. Deviating from the rule set can be both vacuum. Though a ready made audience may exist, the Castle
challenging and fun, but attention must be given to maintaining Keeper should keep in mind that the audience, the players, are
certain levels of consistency in the play. This is so that players can an interactive part of the game. Before the adventure begins,
make well-informed judgments that have consistent potential the players should create their characters and the Castle Keeper
results and also that they have an understanding of the game, should have an idea of the classes and races the characters
allowing them sets of expectations for particular actions. intend to play and ascertain the general nature of the players
desires for their characters.
If a Castle Keeper begins making random judgments with no
reference to the rules whatsoever, then the game inevitably From this, it is absolutely incumbent upon the Castle Keeper
begins to suffer from lack of focus and an inability or reluctance to create a milieu in which the players can fulfill their desires.
on the part of the players to interact within the story. This is both the odious burden and fulfilling joy of running a
Eventually, the audience becomes disinterested, if not down game. One may have designed an adventure or have a theme
right frustrated. It is much as if an elderly and senile king is and plot already in mind for the group of players, but should
ruling a country, no one has any idea what is going to happen never be unwilling to modify or change this based upon the
next and a catatonic malaise sets in. Experience behind the desires of the players. This does not mean bowing to every whim
screens is the best cure for game balance and it is generally well of the players. Some control of the elements of play must be
advised for inexperienced Castle Keepers to keep close tabs on maintained, and the Castle Keeper must enjoy the game as well.
the rules at first and to experiment with them as they become But an eye to balancing the needs and desires of all those at the
more comfortable with the game, its mechanics and the style table is necessary.
that best fits each particular gaming group.
Consider the following: A player has just returned from
Balancing out an adventuring party is a good way for beginning the screening of a good Viking movie involving 13 warriors
Castle Keepers and players to acquire a firm grasp on the game. fighting troglodytes. Having enjoyed the film immensely, the
Parties that include a good balance of races and classes allows player is primed for a monumental battle against supernatural
everyone involved to become comfortable with the rules and the forces deep beneath the earth. The Castle Keeper who picks
system. A beginning party is best served with a cleric, fighter, rogue up on this and adjusts their game to meet the desires of the
and magic user. These four basic archtypes are the backbone of player finds a ready audience and eager participant for the
the classes and utilize most of the rules in Castles & Crusades, tale about to be told. The Castle Keeper should exercise
from combat to class based skills to casting magic and healing. A good judgement and not shy away from setting aside weeks of
few humans, the dwarf and the elf are useful starting races. preparation in order to capitalize on a player’s involvement.
Ultimately, the Castle Keeper and player both leave a game
These also acquaint the Castle Keeper with the power of more fulfilled through this than if one or the other focuses
encounters and eventually shows how to scale the encounters
entirely upon their wants and wishes alone.
to the level and type of party being played. If the characters
are dying in droves, it is perhaps time to reduce the number of Also, keep in mind that players are often as creative as Castle
creatures encountered and the levels of those encounters. If the Keepers and can contribute interesting ideas about a character’s
characters are easily overcoming any and all encounters, traps, background and abilities. This in turn, can lead into even more
puzzles and tricks, consider increasing the difficulty. interesting plot twists than those designed by the Castle Keeper

SIEGE ENGINE
alone. Some even go so far as to allow the players to develop
There are no hard and fast rules which can be offered regarding
plots, though unwittingly. If, for example, a night’s play is at
this aspect of play, as there are far too many variables that come
hand and no material is prepared. A wise Castle Keeper may
into use once a game begins. However, a useful starting point
create a seemingly mundane encounter with a few odds and ends
is to consider the sum total of a party’s hit points and average
levels, and compare that to the sum total hit points and average about it. The players will, without fail, opine as to the nature of
levels of an encounter. Rarely should the encounters double the encounter. Carefully listening to the players is advisable in
that of the party in these aspects, though on occasion, just such these moments because invariably, one of them will mention a
a case is warranted. possibility that is interesting enough to launch the game in an
altogether different direction. Without allowing the players to
Further, do not be reluctant to reduce or increase hit points, know what is happening, the canny Castle Keeper adopts this
armor class or spell casting abilities of encounters to increase ‘game generated’ plot as their own, and proceeds from there. So
or decrease the difficulty of an encounter, even after it has keep the communication going, and both players and the Castle
begun. Do not, however, simply punish players for rolling well or Keeper will benefit.
planning well and never become too attached to the creatures
or non-player characters.

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Castle Keeper. Because anything is possible on the planes, they
A LIFE OF ADVENTURE can be very challenging. Allow the Castle Keeper and player to
Whether played for a single night, or as an episode in an ongoing, explore the uttermost limits of their imagination. For the only
epic campaign, the adventure is the center piece of Castles restriction on what comprises the adventure is the creative link
& Crusades. There are four basic settings for an adventure: between one and the other.
dungeon, city, overland and planar.
All of these settings, or even better, a combination of them,
The darkened corridor stretches beyond the flickering torch can play host to the adventure plot whether it is a mystery,
light and from that impenetrable black comes a strange grating search and destroy, treasure hunting, exploration, etc. It is
sound. Dungeon adventures comprise underground labyrinths, often beneficial to combine a number of ideas into one bundle,
both natural and man-made, where a character’s senses are particularly if one is running a campaign style game. Terrain,
battered by strange sounds, smells and the fear of what lies location, motivation, actors, impetus, goals, etc. can all change
beyond the next corner. They range from hidden laboratories, as the adventures continue. In time, the adventures take on
to ruined castles, to buried cities. A dungeon crawl is the a life of their own and are propelled by the internal dynamic
classic element for any Castles & Crusades game, as it places of the Castle Keeper and player interaction and imaginative
characters in an extreme environment where they are able to development.
use almost all of their abilities. It also favors beginning Castle
Keepers as it allows for a more controlled environment in which
to take an adventuring party on. Options are more limited than THE CASTLE AND ITS KEEP
those in a city or wilderness.
Designing a gaming session, or series of sessions, interlocked by
Where twisting narrow streets give way to wide boulevards, all plot or theme can be a demanding task, but a very fulfilling
are filled with countless droves of people, each with their own one as well. To do so requires a plot or environment in which
tale. City adventures offer a host of role playing opportunities; the players find great interest. They must overcome challenges,
from simple interaction with the bartender to the careful be they monsters or traps, conquering evil demons, pillaging
negotiation with guardsmen. The simple task of re equipping dungeons or rescuing the damsel in distress. There is no limit
a party after a hard dungeon crawl can turn into an exercise to the plots and story lines a Castle Keeper might develop in
in patience and diplomacy. Race, religion and social standing order to entertain the players. Imagination is the only limit to
all come into play in the city environment and create dynamic your creations.
mixtures of action and theatrical roleplay. City adventures can
be demanding for a Castle Keeper. Players have their characters To find this balance takes time and experience, so no easy or
attempt all manner of activities, from simple thievery to raids foolproof method can be offered; but some advice is proffered.
on temple compounds. So be prepared to wing it on occasion as If one begins with these few pieces of advice, you will be well
it is impossible to guess the next move of an imaginative group on your way to creating memorable and fun adventures. Do not
of players. make insurmountable tasks or monsters so easy to overcome as
to present no challenge. Both can damage a game. Do not give
Long treks through wearied deserts, marshlands or the away too much treasure or magic, nor too little. Do not be afraid
blasted remains of ancient mountain ranges all comprise the to allow a character to die or live. Do not solve problems for the
overland adventure. Here, characters are pitted against the players. Do not force players to take certain actions. Allow for
harsh elements as well as the greatest of beasts and wandering fluid plots. Encourage the players to use their imagination and
monsters. Long quests may find them crossing whole continents create a tale in which the players write the ending. Now on to a
through a myriad number of environments. Keeping them few nuts and bolts.
supplied with food and water can be as challenging as avoiding
a small horde of orcs out for a night’s raid, dealing with a band of In all games, the Castle Keeper must create and run
mischievous pixies or battling a troll who guards a bridge across encounters. Encounters come in many shapes and sizes: the
a deep chasm. These are as demanding as city adventures, but halfling Feador Six Toes’ battle with the wyvern, or Fyorgyn
are very rewarding when they are managed well and often lead Door Hammer’s laborious climb over Mount Ristan, or even
to great adventures, interesting discoveries, long battles and Michael Bagleton’s struggle to break the seal of the trapped
perplexing roleplay opportunities. door without dying. All these are encounters of one stripe or
another and should be dealt with differently. It is important to
There are places and domains where powers beyond those of note that with any encounter, the Castle Keeper should strive,
mortal ken dwell. Strange halls, impenetrable darkness and as much as possible, to keep the whole party involved and to
mysterious lands of enchantments exist beyond the sight and keep the encounter interesting.
sound of the normal world. These places are the planes and
dimensions that exist and crisscross the multiverse. Adventures There are three basic types of encounters: planned, random
on the planes are usually reserved for higher level characters and and spur of the moment. Each has benefits and drawbacks
parties for they require a bit of preparation on the part of the and each has familiar elements: combat, traps, non-player
characters and terrain.

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TYPES OF ADVENTURES Such quick and decisive action on the part of the Castle Keeper
can really charge a group of players and bring them together and
Planned down on the offending party in no time.
Laying out an encounter in detail reaps immediate benefits as Almost any environment or game can benefit from the occasional
the characters are quickly engaged by the narrative of the story. spur of the moment encounter as it will invariably catch all by
A well planned encounter leaves the Castle Keeper in little surprise. Care should be taken that any random encounter is not
doubt as to what is attacking, how it is going to attack and how so powerful that it wipes out the party. The random encounter
it will respond to the characters. Planned encounters are time should have some consistency with the ongoing game. That same
consuming to create, but pay dividends in execution. party plying for information would be less excited if a dragon
suddenly came crashing through the wall.
When planning an encounter, the Castle Keeper should not
take into account powers they know the party has unless the
planned encounter would know that. A mountain pass guarded
by ogres would not realistically know that the druid has change ELEMENTS OF ADVENTURE
rock to mud in their catalog of spells. Yet knowing the character’s
abilities and interests, the Castle Keeper should create events or
Combat
monsters which challenge the characters use thereof. A battle with a group of orcs or a great fire-breathing dragon
presents the players with exciting moments as death lingers thirstily
The worst that can come of a planned encounter is avoidance. with the roll of each and every dice. The grist of most games is
Frequently hours of prep time are put into an encounter which its combats. Combats naturally lend to themselves drama and
the party manages to accidentally or purposely avoid. Moving excitement. There is nothing like the threat of character death to
the encounter around may work in some limited capacity, but grab the attention of a player and invest them in the game.
the Castle Keeper here must take it in the chin and shelve the
hard work for another day. With proper descriptive text, and paying attention to pace,
the combat encounter can be one of the most enjoyable and
Random memorable of all encounters. The threat of death does much to
keep people engaged. Blows that destroy equipment or softly scar
Rolling random encounters alleviates much of the prepatory characters are good ways to keep players engaged and fearful. The
work involved with planned encounters and gives the hint of character who pokes their head through the door to have their
complete surprise to the players (and often the Castle Keeper). nose broken, teeth shattered and the globe of their eye busted
When traveling through the marsh, the players know that is unlikely to look through another door carelessly again. Sharp,
anything could happen and they cannot always prepare for what clear descriptive text keeps the scene alive and memorable.
awaits them. Feador Six Toes may be leading his band on a wild
chase across the broken steppes of the northern wilds, hunting
the Orc Reaper, Orange Hair. The topsy turvy ride filled with
Single Combat
tracking and quick reactions could be completely reversed when Slightly more difficult are those combats where single encounters
they run into a golem standing silently in the steppes. occur. A single combat between a knightly character and a
knightly non-player character is more difficult for it is easy to lose
Care should be taken to make certain that these encounters do the interests of the other players. Sometimes this is unavoidable,
not interrupt the pace of the game and that they fit what one but the Castle Keeper should pay particular attention to the
is trying to do. During that same wild chase across the broken other players and make certain they are not becoming bored.
steppes, the fun and excitement of the sleepless hunt could Keeping the combat short and to the point is a way of alleviating
be brought to a sudden stand still if the party runs into a rust these problems, further allowing time for role playing or combats

SIEGE ENGINE
monster. To manage this, often a random encounter that doesn’t involving other characters. At the very least allow them to shout
add to the game should be ignored or re-rolled. words of encouragement or roleplay during the struggle. But be
careful not to overshadow the combatant as the single combat is
Spur of the Moment something of a character’s moment in the sun.
Encounters which happen at a moment’s notice are the most
challenging of all. They are best used when the players are Traps and Riddles
beginning to lose interest in the evenings play, are just bored Traps can and often do add very exciting moments in the game.
with too much role playing or when they begin to fight amongst A well placed trap or even suspicion of a deadly trap raises
themselves over trivial matters. tension at the table and, as anticipation mounts, so do emotions.
Riddles serve much the same purpose though the method differs
An hour long encounter in a bar where several characters try to markedly. This adds tactical and problem solving challenges for
ply the locals for information that the Castle Keeper doesn’t want characters and forms the backbone for trap and riddle use. Traps
to divulge or doesn’t even have can be ended quite suddenly when can be fun, but must be contextualized within the encounter
one of the patrons smashes a beer mug over a character’s noggin. and the party’s adventure. However, a careful balance of trap

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or riddle use is recommended. A dungeon that finds every door, keep them engaged. Create weather patterns that are both
trunk and desk trapped becomes a tedious romp for all involved. helpful and harmful or use the terrain itself as the encounter
Too many traps can lead bored players into doing things with in the guise of sand traps, landslides, rogue waves or flash
their character they would never normally do, such as tossing floods. Almost any geography book can open a world of
a fireball into a room before exploring it, so that they may shift interesting natural occurrences to engage the players. Care
through the wreckage in peace. should be taken to make certain that the party is interested
and engaged. If the players begin to wax bored, it is best to
Non Player Characters liven things up with a spur of the moment encounter that
allows them to extricate themselves from their environment.
Non-player character encounters bring the Castle Keeper and
players far from the routines of combat. They can be invigorating
when the players have vested themselves with personalities and
motivations and the non-player character has some knowledge RESOLUTION OF CONFLICT
that can be both interesting and relevant. A non-player character The encounters that take place in Castles & Crusades are
can be a perfect conduit to feed players information about the many and varied. The Castle Keeper is likely to run six or seven
adventure, where to go and what to do. If played with discretion in any given game, if not more. Some combats can be long and
they enhance the game and allow the Castle Keeper an avenue involved, others short and sharp. Encounters with non-player
for interactive role playing with the characters. characters can be theatrical masterpieces and encounters with
terrain memorable struggles. In all of these, it is necessary
Castle Keepers often have to maintain many NPCs and track to resolve the conflict, whether between man and monster,
their names, professions and personalities. Keeping some notes man and man, man and environment or man and machine.
is a good idea. By stressing variety in looks, names, motivations Resolution of conflict does not have to come by the way of the
and habits, the CK makes them more believable. dice. It is often possible and advisable for the Castle Keeper to
On occasion, the characters will want to hire non-player resolve conflict with their imagination and planning. If crossing
characters to travel with them. Healers can be useful in case the river is necessary for the pace of the game, the character
they are shy of a cleric, and scouts or simple fighters will give should be allowed to cross the river, even if the Castle Keeper
the party more muscle. These are called hirelings and can needs to roll a dice and fake the outcome to make it seem more
both add to the game and detract from it. The Castle Keeper challenging. This is better than a failed attempt and a dead
should manage the hirelings carefully, giving them just enough character, which can ruin a night’s play and frustrate the player.
background to make them believable and pay attention to Despite this, there are times that it is necessary to break out the
their morale and loyalty. When they are well paid, well treated bag and resolve the conflict with the dice.
and not exposed to too much danger they are generally happy.
Otherwise they can and will turn and run.
WITH AN IRON THUMB: RULES!
Non-player characters should never be allowed to overshadow
Whatever the style, theme, setting or plot of the game, the Castle
the characters in an adventuring party. They should not be more
Keeper should be willing to adjust the game’s mechanics when
powerful nor be put in the situation of saving the party at every
necessary. A well balanced rule system is important in that it
turn. The Castle Keeper who puts too much time into the NPC
creates a median upon which all encounters and conflicts can be
will reap a sour wind. It is frustrating for players to have to rely on
resolved. However, rules should not impede the flow of the game
the non-player characters to extricate them from battles, problems
or the enjoyment of the players. The Castle Keeper who works to
or situations that the Castle Keeper has designed. Further, making
create a fast paced combat, wherein the players are anxious for
every non-player character hostile to the party has a similar souring
each round to resolve to learn their fates, can find the momentum
affect. As it is in life, so it should be in the role playing game.
shattered by a ruleset which is, as often as not, unnecessary.
Some people that the party encounters are very helpful, some very
harmful; the vast majority are, however, very indifferent. The Castle Keeper must learn to adjudicate the game and to
decide quickly what the ramifications of certain actions may
Terrain be. For instance, Dolgan, the last standing member of a five
What can be more difficult than any other encounter are character party is hard pressed by a mountain of orcs pouring
those centered around various types of terrain. The natural down a corridor. They are led by a huge beast of an ogre.
world can be harsh and unforgiving, and pitting the party Dolgan wants to shatter the enemies resolve and save his
against it is as challenging for the Castle Keeper as it is comrades. To do so, he knows he must slay their leader. After
dangerous for the player. The terrain must be kept interesting relaying this, the Castle Keeper should make a quick mental
and the characters capable of reacting to it. Sharp, clear and note of what it is going to take to hit the creature and go with
brief descriptions are enough to convey the blasted desert- it rather than checking tomes of books for an answer. Success
like landscape. Allowing the players to react, to explain how or failure is met by the roll of a dice, but the pace of the game
they get food, water, build shelter or simply stay alive can is left uninterrupted. Rules are tools, and should be used only
when they are necessary. Castle Keepers and players should not

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shy away from amending, customizing or even ignoring the rules must first be said that the rules are the servant of the game, not
to best fit the needs of the game and its particular narrative. its master. These rules are designed to be amended, changed,
adjusted, added to and customized in order to best serve the
The ultimate example of when to use rules and how to wants of its player’s desires and needs. The Castle Keeper and
customize the game is found in the many varied choices of players are encouraged to consult with one another and make
character creation. Castle Keepers may wish to alter the basic decisions concerning changes or amendments to the rules
method of rolling attributes explained in the character creation provided in this book. This can only make the game better.
section of the rules so that characters are more reflective of the
campaign world in which the game is placed. A Castle Keeper That is not to say that this should be undertaken with complete
may need characters with higher attributes when running a abandon or whimsy. Rather, as the game develops, the players
high fantasy or theatrical game, whereas a more realistic game and the individual running the games should consult and
might necessitate lower average attribute scores. There are offer ideas for changes or amendments, experiment with them
several alternative methods for generating attribute scores, thus and decide, collectively, which adjustments are necessary
consult the Castle Keepers Guide for new methods and their and beneficial to the overall needs of the game. Also, bear in
various advantages and disadvantages. mind, some discretion should be used in changing, adding or
removing rules. Balancing the various abilities and capabilities
Customizing your game should not be restricted to the above. of the characters against the innumerable obstacles is difficult
Ability or attribute checks can also be changed or amended. It as the game must always remain challenging to be exciting. An
is not necessary for every conflict resolution or obstacle to be unbalanced game can be just as disastrous as a game laden with
overcome by the use of dice. Adequate rules are given in the
too many rules.
next section to cover almost any incident, but the use of rules
should be sparing and only in those moments in which they In all, the rules should ignite the fires of the imagination and the
are applicable. It is important to keep the element of chance changes should be the fuel that keeps it burning. Bend the rules,
and consistency in action in any given encounter or game, but change them, amend them; do whatever is necessary to make
it is as equally important to maintain the flow of the story. So your game more enjoyable. This set of rules is your servant, not
bending the rules and using them judiciously is a necessity for your master!
playing a well-run game. Do not shy from this, nor shy from
adding rules to the game. Familiarity is a must, so be sure to read
and understand the following sections so that a better game can
be had by all those who sit at the table with expectations of an ATTRIBUTES & THE GAME
adventure and a rousing good time. Throughout the game, the Castle Keeper and players must
resolve whether or not specific actions succeed or fail. These
actions might include tracking a band of goblins, detecting a
THE RULES ARE YOUR SERVANT, trap, swimming a mighty river or resisting the effects of a giant
snake’s poison.
NOT YOUR MASTER!
To resolve these situations, the Castle Keeper informs the
All games have rules. Rules make a game playable. Rules are a player to make a specific attribute check: strength, dexterity,
set of guidelines offering the regulation of game activities in a constitution, charisma, wisdom or intelligence. The player rolls
manner that is understood by all; a format for their consistent a d20 and adds the character’s level and the attribute modifier
application so everyone knows what to expect and a method of the attribute designated by the Castle Keeper. If the total
for the fair and balanced adjudication of those activities from score equals or exceeds the Challenge Class, that number
game to game and place to place. Rules are indispensable, but representing the difficulty of conflict requiring the check (see
if they are too rigorously imposed, on the other hand, rules can below), the character succeeds. If it fails to equal or exceed it,

SIEGE ENGINE
constrain and limit the deeds and exploits imagined by the the check fails.
players and the Castle Keeper.
This simple attribute check mechanic for resolving conflicts
Castles & Crusades is very much a game that takes place in the underlies the whole game and is called the SIEGE Engine™.
imagination of the players. The characters, events, settings and The name SIEGE Engine™ reflects the attribute check because
creatures are mythical and fabulous. They are constructed and all conflicts in Castles & Crusades involve an attacker and a
designed in the mind’s eye and not on the graphs and diagrams defender, just as if an army were laying siege to a castle’s walls.
of a banal reality. For a game of Castles & Crusades to be truly The SIEGE Engine™ mirrors the game’s story-based theme of
successful, the rules must bend to the desires and needs of the characters seeking to overcome the challenges before them.
imagination. To do otherwise is to encumber and restrain the
potential of both players and game, and is wholly at odds with Determine if a check is necessary
the desired results of a game of Castles & Crusades.
It is important to note that only those activities which have
So it is only fitting that before delving further into the rules a significant chance of failure, as determined by the Castle
and mechanics for running a game of Castles & Crusades, it Keeper, should be resolved by a dice roll. In most cases, narrative

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development and not chance should guide the game. Judicious Challenge Level
use of the attribute check is essential to maintaining the fast
The second step in calculating challenge class is determining
flow of action and adventure. There are instances in which the
the conflict’s challenge level (CL). The Castle Keeper has
attribute check is required. These include all class ability checks
vast discretion in determining challenge level. Although the
and saving throws, and those other instances where the Castle
task sounds difficult, it is actually fairly easy. Challenge level is
Keeper deems a check necessary to resolve a conflict.
nothing more than the level of difficulty of the action attempted
or the reaction made.
Determine the Needed Attribute
Once it is decided an attribute check is needed, the Castle The simplest way to determine challenge level is by referencing
Keeper must identify the attribute to be checked against. In the level of the non-player character or monster to which the
most cases, the answer is obvious. In the case of class abilities character making the check is acting against or reacting to. In
and saving throws, the appropriate attribute has already been such cases, challenge level is equal to the level of the non-player
identified. With class abilities, the associated attribute is in the character or monster involved. A monster’s CL is equal to its
ability’s description. For example, when Melth the rogue picks a level; a spell’s challenge level is equal to the level of its caster;
pocket, a dexterity attribute check must be made to determine a trap’s challenge level is equal to the level of the person who
success. Saving throws, which are discussed below, list their set it. For instance, if an 8 level creature uses a paralyzing gaze
associated attribute. ability on a character, the challenge level would be 8. If a 6th
level wizard cast a spell on a character for which a saving throw
Non-specified situations requiring a check are typically easy is allowed, the challenge level would be 6. If a rogue attempts
to resolve. The attribute descriptions located at the beginning to deactivate a trap set by a 4th level rogue, the challenge level
of the book should aid in deciding which attribute to associate would be 4.
with specific actions. For example, Bjorn attempts to push a
statue over onto the kobold war chief Krublet. The statue is There are more arbitrary situations that require the Castle
exceedingly heavy, even for the great Bjorn. The Castle Keeper Keeper to create an adequate challenge level. If a character
might require an attribute check against Bjorn’s strength. is attempting a task such as making an extraordinary jump or
swinging on a rope to grab an object, the Castle Keeper needs
When an attribute check is needed, you must determine the to assign a difficulty to the task. A good way to assign such a
challenge class. challenge level is to think of the task’s difficulty as if it were a
monster, and then assign a challenge level equal to the level of
the monster imagined. In this way, a level can be assigned tasks
CHALLENGE CLASS such as swimming a river, knocking down a door, jumping a pit
or catching a falling object. For example, a character might
Once the associated attribute is chosen, the Castle Keeper wish to jump over a 6 foot wide pit. Assuming the character
must calculate the character’s chance of success. The chance is unarmored and has room to run and jump, this is a fairly
of success is determined by a number called the challenge easy task that is perhaps equivalent to the degree of difficulty
class (CC). The challenge class mirrors armor class in that to involved in a 1st level fighter combating a level 1 monster. Thus,
succeed, the attribute check result must be greater than or the Castle Keeper assigns a challenge level of 1. However, if the
equal to the challenge class. character is heavily weighted down, leaping across the space
To determine the challenge class, two simple steps are required. could be deemed a 2 or higher.
The Castle Keeper must determine the Challenge Base (CB),
and the Challenge Level (CL), the level of difficulty of the Determining the Challenge Level
challenge involved. As a rule of thumb, a challenge level of 1 to 5 is adequate
for easy tasks. For difficult tasks, a challenge level of 6 to 10
Challenge Base works well. For very difficult tasks, a challenge level of 11 to 15
The first step in calculating challenge class is to determine the suffices. Heroic actions require a challenge level of 15 to 20 or
challenge base (CB). The challenge base is always either a 12 even higher. When in doubt, err on the low side since it never
or an 18. Challenge base is dependent on whether or not the hurts a game to have a character succeed in something difficult.
attribute being checked against is a character’s prime attribute
After the challenge base and challenge level are determined,
or secondary attribute. If the attribute is prime, the challenge
the Castle Keeper adds them together. The sum is the challenge
base is 12. If the attribute is secondary, the challenge base is
class for the attribute check. The score is the number which the
18. Returning to our example, Bjorn the fighter has a strength
player must beat on the check.
prime attribute. Thus, the challenge base for his action would
be 12. If Bjorn were a wizard, and strength was a secondary Let us return to Bjorn in the following example:
attribute, his challenge base would be 18.

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SIEGE ENGINE

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an idea of the base chance of success, and allows the player to
Example: Let us turn again to the example of Bjorn. He make the attribute check roll. The player would then convey
is a 5th level fighter with strength as a prime attribute. His the total result to the Castle Keeper without knowing what
challenge base to topple the statue would be 12. Pushing score is needed to succeed. The Castle Keeper then narratively
over that statue is a simple to difficult task, so a challenge describes success or failure.
level of 4 is assigned to the action. Adding 12 and 4 results
in a total challenge class of 16. Therefore, the player must
roll a modified 16 or better to push the statue over and USING ATTRIBUTE CHECKS
onto the kobold.
One of the challenges of running a game is deciding when
The player makes the attribute check by rolling a d20 and how to use the rules of the game to enhance the game
and adding Bjorn’s level and strength attribute modifier. play experience. Knowing when and how to use the attribute
For this example, let’s assume Bjorn’s player rolls an 11. check to the best advantage will make for a fun and exciting
Bjorn’s level (5) and strength modifier (16 strength grants game. Misusing them will cause the game to become bogged
a +2) are added to the 11 for a total of 18. This beats the down with trivialities. Saving throws and class ability checks
16 challenge class, so the statue creaks and sways for a are two uses of attribute checks that are self-explanatory. As
moment, then falls on the kobold war chief, squashing it. noted above, the most difficult are those other circumstances
requiring a general attribute check to be made.
In short, the process of the attribute check involves the
Additionally, the concept of the primary attribute and secondary
player rolling a d20 and adding the character’s level and the
attribute plays a role as well. Just because a character has a high
appropriate attribute modifier. That total number must be equal
score in an attribute does not mean that the character has the
to or greater than the challenge class, as determined by the
ability to use it best. A fighter with a 15 strength, which is a
Castle Keeper.
prime attribute, knows better how to utilize their body’s strength,
whether through leverage, athletic ability or training, than does
Challenge Level: Less Than Zero a wizard with a 15 strength that is a secondary attribute.
As previously noted every activity does not require an attribute
check. However, circumstances do arise where the Castle A character with a prime attribute of intelligence is grounded in
Keeper may want the character to make an attribute check, the real and concrete, and is quite able at the art of deduction.
but have a greater chance to succeed. In other words they may They better separate illusion from reality. This is true even if
want a CL of 0 or less. This is best resolved by setting the CL the character has only an intelligence score of 11. There may
at 0 (zero) and informing the player that they receive an extra be characters with higher intelligence scores, but as a secondary
bonus, the amount being dictated by the Castle Keeper. The CK attribute. Those characters may be quick witted, or smarter,
informs them of the bonus. This extra bonus is in addition to but they do not have the natural aptitude for methodological
reasoning. Thus, the less intelligent character with intelligence
their roll, level, and attribute bonus. Alternatively the CK may
as a prime attribute may be slower in reasoning, but ultimately
assign a negative Challenge Level to the Challenge Base.
the character has a better chance of successfully deducing a
situation. Such should be kept in mind in reading the following
Example: Stark is a 1st level ranger with a 15 dexterity. All discussion and examples of attribute checks as they relate to
rangers have the scale class ability that allows them to climb each of the six attributes.
any “climbable” surface without a dexterity check. Difficult
surfaces require a dexterity check. Stark finds himself in a
well, there are hand holds between the bricks, however the
Strength
bricks are covered in slime. The Castle Keeper does not want The strength check should be used sparingly and with a healthy
Stark to have an automatic climb chance, however, he wants dose of common sense. A boulder weighing over a ton cannot
him to have a much greater chance of getting out of the well. be lifted, even by a character with a strength score of 18. A rock
The Challenge Base is 12, because Stark has dexterity as a for a sling stone can be lifted by anyone. This extreme example
prime. The CK sets the Challenge Level at -4. The CB 12 + illustrates the potential downside of relying on attribute checks
CL -4 is 8. Stark rolls a d20. He rolls a 6, he adds his level to resolve situations in a game. If done too often, the act of
bonus (+1) and his dexterity bonus (+1) to come up with making a check can begin to replace the essential value of
an 8. He climbs out of the well. The CK could alternatively common sense when determining the outcome of events.
set the CL at 0 and given Stark and bonus +4 to his roll.
Strength checks are most useful when a character is attempting
feat of strength beyond the norm. It often involves a situation
Before concluding, it is recommended that the Castle Keeper
where a character is matched against another creature or
keep the challenge class secret. By keeping it secret, anticipation
character, or against a force of nature. Or it might involve a
and the unknown thrill of success or failure is maintained in
character attempting a physical maneuver of an object that
the game. Simply telling the player that the attribute check is
involves more than just lifting.
made against a prime attribute or secondary attribute conveys

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Example One: Logmar the Black, a 6th level fighter, is Example Two: A bard is walking down a dungeon corridor,
attempting to lift a fallen ship’s mast off his boon comrade banging their staff before them in an attempt to set off and
while trying to avoid being swept overboard by a raging sea. avoid a pit trap. The Castle Keeper has determined that the
The Castle Keeper rules that Logmar, with 16 strength (+2 force of the mere staff detection maneuver is not sufficient
modifier), would be able to lift the mast, but an attribute to actually set off a trap. But, the Castle Keeper might allow
check is needed to determine if Logmar can succeed under the bard a dexterity check to jump backwards and avoid
the stress of the situation. Logmar’s player rolls d20 and the pit trap they just set off because the player was at least
scores a 12. His level and strength modifier are added, involved in role playing the precaution.
giving a total of 20. The challenge base of the check is
12 because Logmar has strength as a prime attribute. The
Castle Keeper has determined that the slipperiness of the Constitution
deck and mast would equate to a challenge level of 8. This There are plenty of situations in a game where a player might wish to
calculates to a total challenge class of 20. Because the push the limits of the character’s health and stamina. For example,
attribute check equals the challenge class, Logmar succeeds a character may need to run a mile, in full chainmail, without
in lifting the mast. If Logmar’s Strength was 7, the Castle stopping. If a Castle Keeper needs to determine if a character can
Keeper might decide that lifting the mast was impossible, succeed at tasks such as this, a constitution check is used.
and not even allow an attribute check.
As with any check, common sense must be used. A contest of
endurance between a character with a constitution of 4 and one
Example Two: Two characters need to swim a raging with a constitution of 16 is really no contest at all. However,
river. The first character is a halfling barbarian from the a contest between characters with 15 and 17 would be much
desert who has never encountered a large body of water closer, and constitution checks might be needed to determine
or a raging river. The second character is a human ranger how long each character could succeed at the task, such as
who was raised on the banks of a large river. The halfling holding a book in each hand with outstretched arms.
cannot swim, but the ranger can. Swimming a river is most
closely associated with strength. In this case, the Castle
Keeper might decide that the halfling cannot swim the Example One: Elisa, an 8th level monk, is running a message
river, or can attempt to swim the river but at a very difficult to a nearby town while being pursued by orcs. She is faster
to heroic challenge level. Conversely, the Castle Keeper than the orcs, as long as she can continue running. Her
might determine that the ranger can automatically swim constitution is 15, and it is one of her prime attributes. The
the river, or can attempt to swim the river at only a difficult player wishes to push her monk beyond the normal limits
challenge level. Thus, a character’s background, or even to get the message to the town faster. The player decides
class or experience from past adventures can play a role in that the monk will forgo rest during the run. The Castle
determining success or failure. Keeper might require a constitution check to determine if
the monk is successful.

Dexterity
Characters occasionally find themselves in situations where Example Two: A fighter in a deadly battle suffers a heavy
their reflexes and balance are tested. Dexterity checks should blow to his arm from a giant’s club. The Castle Keeper
be used in those situations where the consequences are most decides that the force of the blow is so powerful, the fighter
dire, or dependent upon some deft maneuver to avoid a hazard. must make a successful constitution check or suffer a
broken arm.

SIEGE ENGINE
A dexterity check might also be required when a character
attempts to throw an unusual object, make a difficult throw of a
grappling hook, catch an object, retrieve an item quickly or any
number of possibilities.
Intelligence
Characters often face daunting puzzles and tasks of mental
discipline on their adventures. Intelligence checks are one way to
Example One: Climbing a large oak tree is easy for most help determine the success of a character at those tasks. Caution
reasonably fit people. A character climbing a tree in calm should be used, however, lest the roll of the dice be used to solve
circumstances need not make a dexterity check. Climbing all of a player’s problems. Part of the fun of the game is the sense
a tree while taking enemy fire from orcs is much more of accomplishment gained when role playing, reasoning, and
difficult. A character in this case might be required to make solving problems or recalling information. Getting the answers
a dexterity check to avoid missteps or accidents due to the from rolling dice leaves that accomplishment empty.
stress and added danger of the situation.

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Example One: A group of characters comes across an Example Two: A ranger wants to fashion a makeshift raft
elaborate puzzle that must be solved to gain access to an to cross a river. The Castle Keeper determines that the
ancient vault. After some time debating and trying various ranger was trained in making rafts, or at least would have
solutions, nothing seems to be working. To keep the game the general knowledge in how to go about doing so. The
moving, the Castle Keeper allows the party’s wizard the ranger’s player happens to be a life long city dweller who
opportunity to make an intelligence attribute check. The has never even camped in the woods or floated in a canoe.
attribute check is successful, and the Castle Keeper gives In these circumstances, the Castle Keeper should allow
the wizard’s player a hint for solving the puzzle. the ranger a wisdom check, at an easy challenge level, to
complete the task even though the player has no idea on
how to describe his character’s actions in making the raft.
Example Two: An elf enters an alchemist’s laboratory and
finds an ancient tome buried beneath a pile of equipment Charisma
used for experiments. A rune on the tome’s cover seems
familiar to the elf. The rune is actually the personal symbol Feats of will between two creatures along with situations involving
of an illusionist the elf battled years ago at the beginning leadership, reaction, loyalty and negotiation are areas governed
of his career. The Castle Keeper decides to allow the elf an by charisma. As with intelligence checks, players should be given
intelligence attribute check to recall the information. the opportunity to succeed through role play before checks are
required. If the Castle Keeper deems an argument or negotiation
persuasive, then success can be allowed without requiring a check.
Wisdom Under no circumstances should charisma checks replace the need
Where a character, and not a player, has had an experience that for players to role play interactions. If the character wants a deal
could impact a present circumstance, a wisdom attribute check from a shopkeeper, the player should have to negotiate that deal.
is often involved. Wisdom checks often help resolve unclear A charisma check might aid in the resolution of the task, but it
circumstances through hunches or gut feeling. Wisdom is also should not determine it outright. A successful charisma check in
used to determine surprise, or when allowed, to spot something the negotiation of a peace treaty, for example, might cause the
not normal about a situation. Wisdom checks are a particularly opposing side to offer a small concession, but the ultimate success
useful device with new players that may be confused in such a will depend on the player’s role playing ability.
circumstance. In the end, the ultimate determination of whether
to allow a wisdom check or not lies in those circumstances However, as with wisdom, sometimes a character’s charisma will
where the fictional character’s knowledge and experience be greater than the player’s ability to role play that charisma.
would exceed the player’s personal knowledge. The character’s The Castle Keeper should take that into account when making
background and experiences play an important role in this. situational rulings. A paladin with 18 charisma would have
some success in convincing a group of villagers to aid in hunting
However, wisdom checks should not always be used to help down an evil bandit in the region, even if the player cannot
characters find hidden objects or gain intuitive insight. A deliver a speech like Julius Caesar. If the player can give an
player should pay attention to the Castle Keeper’s narrative adequate speech with a modicum of acting or oration ability,
description, and the Castle Keeper should allow alert players to the Castle Keeper should allow some success.
spot potential threats or find hidden items, especially if deftly
roleplayed. Wisdom checks are not a replacement for alert Imposing one’s will over another creature is one of the most
and cautious play nor incautious play. Also, as detailed ahead, difficult situations for the Castle Keeper to referee. In such
surprise is a special type of wisdom check with its own rules. cases, a character’s charisma score is the primary determinative
of success. In most cases, a roll may not even be required.
Example One: While a dwarf has a natural racial ability
to detect unsafe walls, a human wizard does not. Suppose, Example One: A hireling wishes to quit the party after
however, that a wizard once had the unfortunate experience a particularly dangerous fight. The Castle Keeper might
of falling victim to a wall trap in a dungeon. The wizard allow a character, after some role playing a charisma check
has now, unknown to him, chanced across a similar wall to determine whether or not the hireling changes his mind.
trap. The wizard’s player does not immediately deduce
the situation. The Castle Keeper, however, decides that
the wizard character would have a chance to do so. The Example Two: Fagan, a druid, decides to mediate a deal
Castle Keeper allows the wizard’s player to make a wisdom between two feuding merchants. Fagan’s charisma is a 17
check. If successful, the Castle Keeper specifically describes and a prime attribute. After some role playing, the CK
the situation in detail to the player, or simply states that decides that Fagan’s player has given the negotiations an
something about the passageway ahead reminds the wizard honest try, and allows a charisma check. The check is
of the trap encountered years earlier. successful, and the CK rules that one merchants settle.

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Adding Character Levels to Checks loses levels. In this case, the character is being acted on in a
potentially harmful manner and must make an attribute check
There will be times when a player will want a character to
to avoid being harmed. This attribute check is called a saving
attempt an action that intrudes in the realm of the class ability
throw. Often the Castle Keeper or new players are unsure as
of another character class. For example, a fighter might wish to
to which attribute a particular type of attack or event relates.
open a lock, or a wizard might attempt to track. It is up to the
Saving throws clarify this as many of the more common types
Castle Keeper to decide if such an action is even possible. In
of events are examined. In the case of the wight’s energy drain,
general, it is recommended that a Castle Keeper should disallow
the saving throw relates to constitution.
a character a chance of success in attempting a non-class ability.
A saving throw is simply an attribute check for a character to
If a Castle Keeper, for whatever reason, does allow a character
avoid damage or other unwanted alteration or harm caused by
to attempt to use a class ability of another class, then the SIEGE
a creature’s abilities and/or specific situations or effects. Saving
Engine™ attribute mechanic changes in one significant way.
throws are unique only in that the character is being acted on
The character does not add their level to the attribute check
and the attacks or events causing it need clarification.
roll. Instead, the character rolls a d20 and adds the appropriate
attribute modifier only. A saving throw is an attribute check. A player rolls a d20
and adds the character’s level and the appropriate attribute
Example One: Arack, a 5th level dwarf fighter, attempts modifier. If the attribute related to the saving throw is a primary
to pick a pocket of a 6th level NPC. His dexterity is 13, attribute, the challenge base is 12. If the attribute related to
but it is a secondary attribute. He needs a 24 to succeed the saving throw is a secondary attribute, the challenge base
(18 for secondary attribute +6 for target’s level). The CK is 18. The Castle Keeper determines the challenge level by
allows the attempt. Arack rolls a 12 on a d20, adding the such factors as the monster’s level, the spell caster’s level or
+1 dexterity modifier, for a total of 13. Arack fails. the level of the trap or poison. The Castle Keeper may also
give bonuses or impose penalties due to circumstance and
situation. The results of failed saving throws for a particular
Example Two: Deloria, a 5th level fighter with a 12 dexterity. type are explained below.
Dexterity is one of Deloria’s prime attributes. She tries to
Monsters, creatures and non-player characters are also often
sneak across a squeaky wooden floor without being heard by
required to make saving throws when reacting to attacks by a
the sleeping wizard on the other end of the room. She scores
character, especially spells cast by wizards, clerics and druids.
16 on her d20 roll, and adds nothing. Because 16 does not
Monster saving throws function in the same manner, with
beat her challenge base of 12 (prime) plus the challenge level
this caveat; monsters and creatures have lumped primary and
of 5, she causes the floor to squeak and wakes up the wizard. If
secondary attributes such that they have either a physical or
Deloria were a rogue, she would be able to add her level, and
mental primary. If a monster has a physical primary, then all
would have succeeded at the task with a total of 21.
physical attributes (strength, dexterity and constitution) act as
the primary while the mental attributes (intelligence, wisdom
It is important to note that the abilities of each class have the best
and charisma) act as secondary attributes.
results when used by only that class. A rogue can move silently,
with an absolute absence of sound. A fighter, therefore, should
only be able to move very quietly, even with a successful roll. Types of Saving Throws
There are six different kinds of saving throws each corresponding
A rogue moving silently in order to sneak up on a guard would to an attribute. The situations and effects that trigger a saving
not alert that guard with a successful check. However, a fighter throw generally fall into one of the following categories. This
moving quietly, even with a successful roll, should still stand a list is not definitive but should provide a template for Castle

SIEGE ENGINE
chance of being noticed by the guard. Thus, the Castle Keeper Keeper’s to determine a saving throw category for something
might allow the guard a wisdom check to notice the fighter not listed here.
moving quietly up behind.
Save Type Categories
Strength Paralysis, Constriction
SAVING THROWS
Intelligence Arcane Magic, Illusion
Many times during a game something occurs which requires
an attribute check, such as when a dryad attempts to charm a Divine Magic, Confusion, Gaze Attack
Wisdom
character or a dragon breathes fiery breath upon a character, Polymorph, Petrification
but the attribute associated with the event that causes the Dexterity Breath Weapon, Traps
check is unclear. For example, what happens when a wight
Constitution Disease, Energy Drain, Poison
creeps up upon an unsuspecting foe and reaches its hand out
to steal some part of a soul? This is called an energy drain Charisma Death Attack, Charm, Fear
and, if successful, the character whose energy is drained Variable Spells
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Breath Weapon (Dexterity or Constitution): Anyone Characters drained below 1st level becomes a 0 level character
caught in a breath weapon’s area of effect is allowed a saving with no class or abilities. A character drained below 0 level
throw. The type of saving throw necessary is described with is instantly slain. Depending on the creature that killed the
the monster or spell which causes the saving throw. Generally, character, the character may rise the next night as a monster of
the character must dodge the effects of a breath weapon, so a that kind. If not, the character rises as a wight.
dexterity check is appropriate, but on occasions gaseous clouds
require a constitution saving throw. Lost levels or attribute scores remain until removed by spell,
such as restoration, or other means. Sometimes, level or attribute
Charm (Charisma): Charm spells or spell-like abilities loss is temporary and will return to normal in a day’s time.
allow a charisma saving throw to avoid being overcome by the
charm. A failed save means the character suffers the effect of A creature gains temporary hit points each time it successfully
the charm spell. uses a natural energy drain ability. Unless specified otherwise,
the creature gains the amount of hit points that the victim
Confusion (Wisdom): Confusion spells or spell-like abilities loses. Energy drain through spell or magic item does not grant
allow a wisdom saving throw to avoid being overcome by temporary hit points unless their description indicates otherwise.
confusion. A failed save means the character becomes confused
for an amount of time as specified by the spell or ability. Fear (Charisma): Spells, magic items and certain monsters
can affect characters with fear. The character facing a monster
Roll a 1d10 to determine the confused character’s reaction, who emanates fear or who has a spell cast on them makes a
re-rolled each round with the following results: 1 wander away charisma saving throw to resist the effect. A failed roll means
(unless prevented) for 1 minute (and don’t roll for another that the character is affected by the fear, as detailed in the spell
random action until the minute is up); 2-6 do nothing for one or monster description.
round; 7-9 attack the nearest creature for one round; 10 act
normally for 1 round. A confused creature that is attaced, reacts Gaze Attack (Wisdom): Characters caught in a gaze
by attacking their attacker in the next round. attack are allowed a saving throw each round, at the beginning
of their round. Generally the character can avoid the gaze with
Death Attacks (Charisma): Death attacks are rare and a successful wisdom check. In many instances, the situation is
only a few monsters and the rare artifact have them. Most more appropriately handled without a saving throw through
death attacks allow a charisma save, failure usually results in narrative and role playing. If necessary, the castle keeper may
instant death. require a saving throw. Failure indicates the character was
unable to avoid the gaze and suffers its effect.
Disease (Constitution): Characters exposed to a disease,
whether from an attack from a monster such as a ghoul, an Magic/Illusion (Intelligence or Wisdom): This
infected wound, exposure to some toxic substance, or some category is for spells cast by creatures or from scrolls. It is a
other method magical or mundane, make a constitution saving catch-all for magic not covered by one of the other saving throw
throw. The saving throw represents the body’s ability to fight off categories.
the disease, a test of the immune system. A successful saving
throw either alleviates the disease’s impact or negates it entirely. Arcane or divine spells cast by a magic item or other object, or
A failed saving throw means the disease begins to ravage the a spell-like ability possessed by a creature or item usually allow
body, either immediately or after an incubation period. Consult a saving throw to negate, lessen, avoid or resist their effect. If
the Castle Keepers Guide for a guide to diseases. At times the the type of magic is arcane, then an intelligence saving throw is
Castle Keeper may roll the saving throw for the character. made. If divine, then a wisdom saving throw is made.

Energy Drain (Constitution): An energy drain attack In some cases, the specific effect of the spell calls for another
takes away levels or attribute scores from the victim unless a type of saving throw. All charm spells, whether cast by creature,
successful saving throw is made. The full effect of an energy item or spell-like ability make a charisma saving throw (see
drain, such as the number of levels taken away, is specified in above). Other saving throw categories not covered by this catch
the monster, magic item, or spell description causing the drain. all would include paralysis, polymorph, energy drain, death
If it is not specified, one level is removed. attack and fear.

Characters who lose levels this way suffers the effects of the drain Paralysis/Constriction (Strength): Some monsters and
immediately. The character loses one level of hit points of the spells have the supernatural or spell-like ability to paralyze
appropriate class, and all other class abilities are reduced to the or hold victims, immobilizing them through magical means.
new level. Any familiar or animal companion whose abilities are Paralysis works on a character’s body, but a character can
tied to a character who loses a level has their abilities adjusted usually resist it with a strength saving throw. The effects of spell,
to reflect the character’s level loss. A victim of level loss adjusts monster constriction and/or paralysis are discussed above in the
their experience points to the midpoint of the new, lower level. spell descriptions or in Monsters & Treasure.

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Petrification/Polymorph (Wisdom): arcane and Spells (variable): arcane and divine spells sometimes allow
divine magics can cause creatures and characters to change a saving throw to negate, lessen, avoid, or resist the effect. Each
their shapes, sometimes against their will. The victim may make spell description indicates the type of saving throw including
a wisdom saving throw to resist the polymorph. Polymorphed those spells cast from scrolls, wands, rings or other magical
creatures retain their own minds, but have new physical forms. devices.

A petrified character is not dead if a majority of the body is Traps (Dexterity): when a character sets off a trap, a dexterity
intact. No movement or actions of any kind can be made, saving throw is allowed to avoid all or some of the effects of the
not even mental ones while petrified. Strength and dexterity trap. Each trap is unique and the effects of a successful or failed
scores are effectively (but not actually) reduced to 0. There is saving throw should be designated beforehand.
no awareness of what is occurring since all of the senses have
ceased operating. Any petrified creature that is broken while
Example, a 5th level rogue sets a trap. A 7th level dwarf
petrified, is mended if the broken pieces are joined as they are
fighter with a 9 dexterity walks into the trap. A saving
returned to flesh. They are unarmed and whole. Any broken
throw is required to determine whether or not the fighter
pieces not joined upon returning to flesh are missing and the
sets off the trap and suffers the full effects of it. The dwarf’s
petrified creature suffers damage, loss of hit points, or limbs as
prime attributes are strength and constitution. Thus, the
the Castle Keeper determines.
challenge base for the save is 18. In this instance, the trap
Poison (Constitution): a character exposed to a poison, was set by a 5th level rogue, so the fighter succeeds on a 23
whether an attack from a monster, struck by contact poison, or better.
consuming food or drink, or any other method magical or
The player rolls 1d20 and adds the dwarf’s level 7 to the
mundane makes a constitution saving throw. A successful saving
attribute modifier for traps (dexterity). The dwarf has no
throw either alleviates the poison’s impact or negates it entirely.
dexterity modifier. Thus, if the result of the d20 roll plus
A failed saving throw means they suffer the adverse effects of
the character’s level is 23 or higher, the dwarf makes his
the poison. Sometimes, the additional damage allows for another
saving throw and dodges the trap.
saving throw.

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Outline of a Combat Round
COMBAT
When a combat occurs, each participant will want to take action.
Much of the excitement in playing Castles & Crusades occurs The most common action will be an attack on a foe, but might
during the character’s combat with monsters. Whether a knight also include, for example, drinking a potion or casting a spell. To
battling a horde of blood-thirsty orcs, a rogue facing off with a facilitate when a character or monster can act, combat is broken
nefarious pirate or a cleric turning a vampire, combat is often the into a series of time measurements called rounds. Each participant
climax of many role playing sessions. Combat is also the nexus of in a combat generally gets one action each combat round.
many rules in Castles & Crusades. Managing combat is often
a challenging affair as the Castle Keeper must not only know Each participant acts during the round in an order established by
the rules, but must also know how to apply the rules fluidly to the roll of a d10. This is called initiative. The character with the
maintain a sense of excitement through description and action. highest initiative acts first, and each character in turn performs
an action until the last character with the lowest initiative
To facilitate this, the rules for combat have been kept as simple roll has acted. If a character attacks during a combat round,
as possible with much maneuver room left for the Castle Keeper. the character’s player rolls a d20 to determine if the character
The rules are designed to organize the action of combat. Yet, hits the opponent. If the resulting number, plus the character’s
as the essence of combat is its narrative, they also enable class bonus to hit, plus any attribute modifiers, is equal to or
the Castle Keeper to manipulate the rules in support of the greater than the opponent’s armor class, the character has
narrative. Narrative development is as equally important to successfully hit the opponent. A successful hit results in damage
the game as any combat’s results. The rules of combat and its to the opponent. Monsters and non-player characters follow the
narrative development is discussed below.

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same procedure and rules as characters, but the Castle Keeper it to the defender’s armor class. There are other forms of attack,
manages their actions. After all participants have acted once in like spells, class abilities such as turn undead, or magic items,
the combat round, a new round begins. but each of them are actions that generally have their own rules
for determining the result of their attack.
Sample of a Combat Round
Attacker: The term used to refer to the character or monster
With a furious scream and battle axe in hand, Angthar, a
making an attack on their turn during a combat round.
barbarian war chief, charges a goblin scouting near his village. To
resolve the combat, Angthar’s player rolls initiative for Angthar, Bonus To Hit: This feature is distinct for each class and is
and the Castle Keeper rolls initiative for the goblin. Angthar listed in the appropriate class table. The listed modifier is added
rolls a 7, and the goblin rolls a 4. Thus, Angthar acts first. to the attacker’s die roll during combat. All monsters possess a
bonus to hit equal to their number of hit dice. For example a
Example: Angthar, a 5th level barbarian with 14 strength, level 5 monster has a +5 bonus to hit in combat.
attacks the goblin with his battle axe. The player rolls a d20
and the result is 12. Angthar adds his basic attack bonus Combat Round: This is the amount of time it takes for all
(+4) and his strength bonus (+1) to get a total attack roll those involved in combat to take a single action. A combat
of 17. The goblin’s scaly hide imparts an armor class of 12. round lasts approximately 10 seconds. Six consecutive combat
Angthar’s attack roll of 17 exceeds the goblin’s armor class rounds equal a turn, which is thus roughly equal to one minute.
of 12, thus Angthar has successfully hit the goblin with his
Combat Maneuver: These are actions taken by characters
battle axe. A battle axe inflicts 1d8 hit points of damage,
during combat to avoid being hit. These usually result in armor
so Angthar’s player rolls a d8 and adds Angthar’s strength
class adjustments.
bonus (+1) to the roll. In this example, Angthar rolled a 6
for a total of 7 hit points of damage. The goblin only had Damage: If an attack is successful, the defender takes
4 hit points, so Angthar has defeated it in one swing of his damage, typically in the form of hit points. The amount of
mighty axe. damage inflicted depends upon the weapon or attack used by
the attacker. Weapon damage is listed next to the weapon in the
If Angthar had only inflicted 2 hit points of damage, the goblin equipment lists. Other attack damage is detailed in the class,
would have survived the attack. It then would get to perform an spell, magic item or monster description.
action, perhaps an attack on Angthar with its wicked, curved
Defender: The term used to refer to the character or monster
scimitar. If both Angthar and the goblin survived the first round
being attacked.
of combat, then a new combat round would begin, started by
a new initiative roll. This sequence would repeat until either Level: This term has dual meaning. First, it indicates the power
Angthar or the goblin were victorious. of a character, monster or NPC. For example, a wizard gains 1d4
hit points for each level earned. Second, it indicates the level,
and thus, the number of the type of die rolled to determine hit
COMBAT TERMS points. A 5th level fighter will have rolled 5d10 over the course
Castles & Crusades uses a set terminology to describe combat. of the character’s history to determine hit points. A monster’s
The following are the most common terms of which the Castle description details its level (Monsters & Treasure). A monster
Keeper, and eventually the players, need to understand to may have 5d8 levels. To determine the hit points the CK rolls
successfully run a combat. a d8 five times, adding the numbers rolled together to get the
monster’s total hit points.
Action: During each combat round, a character or monster
Hit Points: Hit points represent a body’s ability to withstand

SIEGE ENGINE
may either attack, cast a spell, move, use an ability, use an item,
or simply perform some other non-lethal action such as talking damage. A creature’s hit points equals the amount of damage
or standing still. it can take before being killed or knocked unconscious. An
object’s hit points equals the amount of damage it can take
Armor Class: This is an abstract representation of the before being broken.
difficulty in hitting a defender. An attacker’s attack roll must
be equal to or greater than a defender’s armor class to cause Initiative: This roll is used to determine the order of action
damage. All creatures have an armor class. In most cases, it in a combat round among the combat’s participants. Initiative is
is determined by the type of armor being worn. Armor class determined by the roll of a d10 by each individual or each group
normally ranges from 10 to 20, but can extend higher than 20. in a combat, as determined by the Castle Keeper.

Attack: Attacks generally refer to the use of a weapon, Proficiency: This refers to weapons a character is able to
whether a melee weapon or a ranged weapon, or an unarmed use wihtout penalty. If they use a weapon that they are not
attack. Weapon attacks are made by the attacker rolling a d20, proficient in, the character suffers a –4 penalty on all “to hit”
adding or subtracting the appropriate modifiers, and comparing rolls with that weapon. This includes improvised weapons that
are drastically dissimilar from one they are proficient in.

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Stunning: A stunned creature is one that is startled or the check is successful, that party or individual is not surprised.
compelled into inaction and catatonia. While stunned, they Failure indicates surprise.
cannot move, nor make attempts to defend themselves. As a
result, stunned creatures lose their dexterity bonus to AC, if When two separate parties could be surprised, both groups
they have one. Additionally, attack rolls made against stunned or individuals in the groups must make the wisdom check. If
creatures gain a +2 bonus to hit. Lastly, anything carried in the both groups fail the check, they are both surprised and nothing
hands of a stunned creature is dropped as their hands go limp. occurs as they stare at one another in a moment of stunned
silence. Initiative is then rolled as normal.
Surprise: This is the act of one party or individual catching
another party or individual unaware. The party gaining surprise The chances for surprise can be mitigated by many circumstances.
gets one free combat round to act against the surprised party, If a party is well hidden or camouflaged and awaiting a group of
who may do nothing. poorly perceptive orcs on a brightly lit road, the Castle Keeper
may decide to penalize the wisdom check for the orcs. In general,
the bonus or penalty should remain within a range of -5 to +5,
although it might be greater in extraordinary situations.
COMBAT ROUND
One combat round is ten seconds long. During this round, all
the characters, monsters and non-player characters should get Example: Returning to the example of Angthar and the
a chance to act. Generally, only one action is allowed, such as goblin, suppose that Angthar came upon a group of goblins
making a melee attack or casting a spell. The types of actions and they were unaware of his presence. He decides to leap
are discussed ahead. off a narrow ledge into the goblins, landing amidst them,
reigning blows left and right as they scratch and claw to
It is important to remember that each round is an abstract get away from his deadly blade. In such an instance, the
measurement. The actions and activities that occur in a round Castle Keeper would roll a wisdom check for the goblins to
are not meant to take place during specific seconds or segments. determine if they are surprised. If surprised, Angthar would
It should be viewed as a short range of time during which many get a free round to attack them. If not, Angthar and the
things happen. Although each character or monster must goblins would roll initiative and combat would proceed.
wait their turn to act as determined by initiative, they do not
necessarily act in that same order in a narrative sense. The
moment of occurrence is not necessarily equal to the initiative
roll. Abstract consideration of the combat round allows for a
INITIATIVE
more fluid and expansive narrative. The order of action in a combat round is determined by an
initiative roll. Every creature or character participating in the
combat round rolls a d10 to determine their initiative each
round. Those with the highest roll take their action first, and
SURPRISE the actions of others descend from there. In the case of a tie,
Before combat begins, the CK determines if one or the other the one with the highest dexterity goes first. In the case of equal
party is surprised. Surprise is a situation in which the adventuring dexterity, a simultaneous action occurs.
party happens upon monsters and neither is aware nor expects
the other. Surprise establishes who becomes aware first. The This method of establishing initiative may seem chaotic at
group that successfully surprises the other gains a free combat times, especially with large groups of creatures or characters. In
round in which to act. Those that are surprised get no action. those cases, the Castle Keeper may find it necessary to require
After the surprise round, combat proceeds normally. a group initiative instead, with the winning party acting before
anyone in the opponent party.
Surprise may involve a situation where two characters or groups
are unaware of each other, or a situation where one group is There is one exception to initiative: when a creature uses
attempting to surprise another. Before any surprise roll is made, a weapon with a reach of greater than 10 feet against an
the Castle Keeper must determines if surprise is possible. A opponent with a weapon with less than a 6 foot reach, or when
group that is aware of another’s presence cannot be surprised. a large creature is fighting a medium or smaller sized creature.
Situations often arise in which one group is not able to surprise In the first round only, the creature with the longer reach or
another, such as if they have to pass over a hallway strewn with larger size is allowed to attack first, even if the creature with the
dead leaves that crack and pop when stepped on, thus warning shorter reach or smaller size won the initiative roll. This rule
the inhabitants of the room down the hallway. only applies if the creature with the shorter reach or smaller
creature approaches within ten feet. Such action counts as the
Even in those instances in which surprise is possible, there is action for that round for the larger creature or the one with the
always a chance something could go awry and the surprise fails longer weapon.
to occur. If a party can be surprised, a wisdom attribute check
is made by the individual in the group with the best chance of
succeeding at it, or by each member of the group individually. If
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Use an Item
Example: Hambone the halfling draws his short sword
and charges a gnarly stone giant who just crushed his An item that is carried and readied can be used. The most
companion with a mighty oaken club. Screaming in a rage common actions in this category are using or activating a magic
driven by revenge and loss, Hambone leaps forward to item or piece of equipment. Such actions include, but are not
attack. Hambone rolls a 9 initiative, and the stone giant limited to, drinking a potion, using a wand, casting a spell from a
rolls a 3. The stone giant is large and Hambone is small. scroll, or casting a grappling hook. In most cases, no movement
Thus, when Hambone moves within 10 feet of the stone will be involved or allowed when using an item. Readying an
giant, the stone giant is allowed to swing first even though item is not difficult, as long as it is easily accessed. Usually, the
Hambone won initiative. The stone giant, mirthless and item must be on a belt or hanging from a pack, and readying it
fearless, sweeps his club around aiming at Hambone’s head. should not take more than a few seconds. Whereas, if an item
Hambone ducks and dodges as he charges, and the stone is in a backpack, it would take at least a round to take off the
giant’s massive club glances off Hambone’s shoulder, but pack, dig through it, and retrieve the item. The Castle Keeper
inflicts no damage. Hambone manages to move in close and players must use common sense in deciding whether an item
and slices at the stone giant’s leg, slashing a deep gash. is readily available. In some cases, the Castle Keeper may require
the players to indicate on their character sheets which items are
readily available or how and where an item is being carried.
COMBAT ACTIONS
In a combat round, characters can perform a wide variety of
actions. Every possible action, however, can be categorized in one NON-LETHAL AND MULTIPLE ACTIONS
of the five types of actions that may be performed during combat, There is of course another broad category encompassing non-
which all have a chance of failure. The five possible actions are lethal or otherwise mundane actions such as talking, standing
attack, cast a spell, move, use an ability or use an item. still and doing nothing or picking up an item. Such actions
Attack typically have no chance of failure, however, so they are not
considered combat actions.
A character or monster is allowed one attack each round
unless they possess a special ability allowing them to exceed the No matter the type of action attempted, it is up to the Castle
limitation. Attacks include melee attacks, either armed with a Keeper to adjudicate how long any action takes and whether
weapon or unarmed, and ranged attacks with a missile weapon. it can be performed in a single round. Most actions occur in
An attack allows a character or monster to move up to one-half a single round, or if they take longer, the rules for the specific
their movement rate. Moving farther than one-half movement action usually detail just how many rounds the action takes
rate negates the ability to make an attack. to complete. The Castle Keeper may allow more than one
action per round under special circumstances, for example,if a
Cast a Spell character has a haste spell cast on them. Also, some non-combat
actions a character may take might not consume a full round.
A character or creature is allowed to cast one spell each round. This latter aspect is important and the Castle Keeper must use
Some spells require two or more rounds to cast, in which case common sense and reason to determine if an action takes a full
the character must wait until the following round for the effect round. Drawing a sword would not take a full round. Tossing
of the spell to take place. The magic section fully details how someone an item may not take a full round. As a rule of thumb,
spells are cast and when they take effect. A character may not simply think of how long such an action would take in real life.
move any distance and cast a spell in the same round unless the If it takes just a couple of seconds to perform a non-combat
spell description states otherwise. action, then the character should be allowed another action,
be it combat or non-combat in nature. The Castle Keeper can,

SIEGE ENGINE
Move and on occasion should, impose an initiative penalty for some
If no other action is taken, a character or monster can walk of these actions.
a distance equal to their full movement rate. Full movement
also includes jogging (twice the normal move rate) and running
(quadruple the normal move rate). MOVEMENT IN THE COMBAT ROUND
Once initiative or surprise is determined, each character or
Use an Ability monster involved in combat is allowed an action. One allowed
A character or monster may perform one class or racial ability action is movement. Movement, like the combat round, is an
each round. Some abilities, like spells, take more than one abstraction. It is a manner of establishing the distance that
round to complete. Some monsters can perform more than one can be moved in a given period of time. Movement can be in
ability per round. Ability may involve movement, but in most a straight line, a curve, or around a corner. Base movement
cases the movement will not exceed the normal movement rate. rates are listed in each racial or monster description. The listed
Otherwise, the Castle Keeper retains discretion as to whether rate is the distance in feet that can be moved in one combat
any ability use involves movement. round. If encumbered, movement is reduced as described in

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the encumbrance section. Movement can be increased by +3). If the total is greater than or equal to the defender’s armor
jogging (double the movement rate) or running (quadruple the class, the attacker has successfully hit the defender and inflicts
movement rate). Drop all fractions when figuring movement damage as determined by the weapon used. Unarmed combat is
rates (minimum of 1 foot). To translate the movement rate into a type of melee attack, but it is addressed separately below.
inches, hexes, or squares divide the movement rate by 5.
It is important to note that a melee attack, like the combat
An attacker can move one-half their movement rate and still round and movement, is also an abstraction. Though a character
attack. No attack is allowed if a character exceeds one-half usually makes only one attack per round, it should not be
their movement rate. The only exception to this rule is when considered a single swing. A melee attack involves a series of
a charge is attempted. Charging allows for an attack and full parries and thrusts, along with attack and defensive maneuvers
movement, but the special rules for charging apply. The Castle that sometimes result in damage to the defender. The damage
Keeper has the option of reducing the movement rate due to could be from one blow or could be representative of a series of
terrain, obstacles, injuries or other circumstances. Generally, blows or fatigue.
the movement rate should not be reduced by more than
three-fourths (0.75). The Castle Keeper should always allow a There are many other bonuses and penalties which may affect
character to move at least 5 feet in a combat round, unless the a melee attack to hit roll. These include, but are not limited to,
character is restrained or otherwise unable to move. racial modifiers, magic weapon bonuses, class ability modifiers,
spell effect modifiers, and situational modifiers.

CHARGING
Charging is a special, movement-based combat maneuver. RANGED COMBAT
When charging, a character precedes a melee attack by jogging Ranged combat is much like melee combat except it occurs when
or running, with the intent of using the gained leverage and an attack is made with a missile weapon against a defender some
momentum to inflict greater damage on a defender. A successful distance away. Dexterity is the attribute that modifies a ranged
charge attack results in a +2 bonus to damage inflicted, but attack to hit roll. If the total of the d20 roll plus the character’s basic
imposes a -4 penalty to the attacker’s armor class for the entire to hit bonus and dexterity modifier is greater than or equal to the
combat round. The charge must be announced prior to the defender’s armor class, the attacker has successfully hit the defender
character moving and before initiative is rolled. and inflicts damage as determined by the missile weapon used.
When charging, a character is considered to be jogging or There are two types of ranged weapons: thrown and propelled.
running. The character must minimally move the full distance Thrown weapons are those whose momentum depends upon
of their normal movement rate. The charge must be in a straight the strength of the character or monster throwing it. These
line. The total distance moved while charging cannot exceed include javelins, daggers, spears and the like. Propelled weapons
the character’s jogging or running movement rate. are those whose momentum and thrust are dependent on
the mechanism which propels them forward. This includes
Example: Una the elf announces that she is going to crossbows, sling stones, and similar devices. While a character’s
charge an orc standing across the battlefield. Una’s base dexterity modifier is added to all ranged to hit rolls, a character’s
movement is 30 feet, and thus, her jogging rate is 60 feet. strength modifier is only added to the damage of thrown
As long as the orc is at least 30 feet away, but no more weapons, not propelled weapons.
than 60 feet, Una may attempt the charge maneuver. Ranged weapons also have range increments, and they have
a maximum effective distance equal to three times the listed
When charging, the attacker suffers a -4 penalty to armor class range increment as detailed in the equipment list. The listed
for the combat round. The penalty applies even if the charge range increment is considered to be close range. Twice the range
attack is not successful. The penalty also applies if the defender increment is medium range and three times the increment is long
attacks first due to size or weapon length, or by ranged attack. range. Medium range results in a -2 penalty to the ranged attack
If a defender scores a successful hit upon a charging character, roll, and long range results in a -6 penalty to the attack roll.
the charge is negated. If a charge is negated, the attacker is still
allowed their movement and attack, but a successful hit does Ranged weapons that miss their target continue on their path
not deal any extra damage. and can potentially hit another target within close range. If
the target of the attack is missed, the projectile continues in a
straight line and can hit anything in its path. For each ten feet
MELEE COMBAT traveled within close range, the archer should roll a to hit roll
again, but the attacker accrues a -1 penalty for every 10 feet
Melee occurs when two creatures engage in hand-to-hand beyond the original target. The exception to this rule is that
combat. The attacker rolls a d20 and adds their bonus to hit bolts fired from a crossbow continue up to long range, although
(BtH) plus any strength modifier. A monster’s bonus to hit (BtH) the medium and long range modifiers still apply.
is equal to its total number of levels (a 3d8 level creature adds a

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UNARMED COMBAT Overbearing
Unarmed combat is similar to armed combat, only the attacker This type of attack is used to knock an opponent down. This is a
is not using a melee weapon, but natural weapons, such as claws, tactic used in wrestling and other types of hand-to-hand combat,
hands, fangs or even the whole body. Many monsters employ as well as when an animal charges and knocks someone over. It
unarmed melee attacks, as do monk characters. In most cases, may also follow a successful grapple attack. The attacker rolls a
the success of these attacks are determined as with a normal d20 to hit and adds any strength modifier or other modifier that
melee attack. The attacker rolls a d20 and adds their bonus to hit the Castle Keeper deems fit.
(BtH) plus any strength modifier. A monster’s bonus to hit bonus
An attacker cannot overbear a defender that is two size
is equal to its total number of levels (a 3d8 level creature adds a
categories larger than themselves. Some creatures cannot, by
+3). If the total is greater than or equal to the defender’s armor
their nature, be overborne. Large dragons, green slime, etc.
class, the attacker has successfully hit the defender and inflicts
The Castle Keeper will determine if such an overbearing attack
damage as determined by the class ability or monster description.
is feasible.
There are also special unarmed attacks of an entirely different
If the attacker previously made a successful grapple attack and
nature and effect: grappling, pummeling, overbearing and touch
still pins the defender they gain a +1 in their overbearing attack.
attacks. Each type follows the same basic principle but with
different modifications to the to hit roll and damage inflicted. If more than one attacker attempts to overbear a single
opponent, the attackers make a single combined roll to hit, and
Grappling adds +1 to the attack for each individual attacker.
Grappling involves grabbing and holding a defender, as with
If a hit is successful, the defender is knocked prone for the
classical wrestling or a snake constricting its body around
remainder of that round and they take 1-2 points of damage.
its prey. Grappling is directed at holding an opponent and
They are not considered pinned unless the attacker hits with
subduing them.
a successful grapple check the following round, or already held
The attacker makes a roll to hit against the defender’s AC, them from the previous round.
adding all appropriate modifiers to their roll such as BtH,
Any action directed toward a pinned or held defender requires
strength and others that might occur. Should an attack be
another successful attack, whether pushing, dragging, grappling,
successful, the defender is held and cannot act except to attempt
etc. Any such attack gains a +10 to the attack so long as they are
to break the hold. The defender, considering the nature of the
prone. Defenders that are not pinned or held, but were knocked
attack, is considered pinned or held. Unless they are already
prone, can take the next round to stand back up. See the combat
laying on the ground, a pinned defender is considered standing.
maneuver: trip for being prone and standing back up.
Attempts to knock a pinned opponent down require a successful
overbearing attack in the following round or rounds. Unless the
CK determines otherwise, the attacker can take no action so
Touch Attack
long as they pin or hold the defender. A touch attack is one in which an attacker is simply trying to
touch an opponent. This often occurs with spells that require
An attacker cannot grapple a defender that is two size categories a touch to be successful. With a touch attack, a standard
larger than themselves. Some creatures cannot, by their nature, armor class of 10 is used for all defenders, adjusted only by
be grappled. Large dragons, green slime, etc. The Castle Keeper dexterity of the defender and special modifiers resulting from,
will determine if such a grappling attack is feasible. The defender for example, magic items or spells. Monsters use the base 10
can break the hold by making their own successful grappling AC, usually with no modifiers.
attack against the holder on their action in initiative order.

SIEGE ENGINE
Pummeling SITUATIONAL MODIFIERS
Much like boxers or martial artists, pummeling involves the use Situational modifiers are somewhat nebulous and, for the most
of fists, feet, knees, elbows or other body parts to inflict damage part, those that the CK deems appropriate. There are often
on an opponent with the intention of knocking them out or situations for which it is impossible to set a rule, or would
otherwise incapacitating them. The attacker rolls a d20 to hit, involve such complex rules as to fill up an entire tome. In these
adding any strength modifier plus their BtH, and any other instances, the CK must use reason, common sense or narrative
modifier the Castle Keeper deems appropriate. If the total equals development to determine what modifier is applied to the to
or exceeds the defender’s armor class, the pummeling inflicts 1-2 hit roll. For example, should a fighter, after a long night of
hit points of subdual damage. Damage is modified by strength. carousing, be swinging across a crowded tavern clinging to a
fraying rope with one hand and a sword in the other, decide to
take a swing at a plump gnome merchant, the CK must decide
upon the appropriate modifier to the to hit roll (or an attribute
check to determine if it is even possible to make the attack).
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In general, combat to hit modifiers can be broken down into Armor class begins at 10. A person wearing normal clothing has
three categories: easy, difficult and heroic. For tasks that are a 10 armor class. Armor class can increase as much as modifiers
easy, up to a +/- 5 modifier should be imposed. Difficult tasks allow. In rare cases, modifiers can result in an armor class less
would range from +/- 6 to 10, and heroic acts would range than 10, though never below 1. The following rules should
from +/- 11 or above. The instance described above may seem be taken into account when determining the armor class of a
ridiculous, but players attempt all manner of actions with their defender. It is not an exhaustive list and the Castle Keeper is
characters - something which should be encouraged. However, encouraged to develop their own adjustments as needed.
the Castle Keeper is left with the task of deciding the modifier
to be applied to a situation. What the fighter in the example Armor
above is attempting is not heroic, but it most certainly is not
Each armor’s adjustment is described in the equipment list.
easy. In this instance, the Castle Keeper should probably err on
Chain mail, for example, has a +5 adjustment to armor class.
the high side of difficult since the fighter is inebriated. A -10 to
This gives the individual wearing it a 15 armor class (10+5).
the attack roll would not be unreasonable.

Some situational modifiers can be applied with regularity. These Shields


are listed below and can be used to help in making decisions Every shield has a +1 modifier to armor class, but the size of
about other unusual situations. Concealment includes those the shield determines how many opponents the +1 modifier
circumstances where nothing physically blocks an attack, but applies against. Small shields only offer the adjustment against
there is something that interferes with the attacker’s accuracy. one attacker, medium shields against two attackers and large
The other modifiers should be self explanatory. The modifiers shields against three attackers.
are cumulative. In all instances, attackers must know of a
defender’s presence, though not their exact location. Also, the Helms
Castle Keeper should add to this list and keep track of decisions
Armor class adjustments for helmets apply to strikes against the
which are made in the game in order that they can be made
head only, they do not otherwise adjust armor class. If there is
with some regularity and consistency.
an instance where the Castle Keeper determines that a blow
lands on a head, either through the head being the only exposed
Situational Combat Modifiers target or some other circumstance. The AC of a head is 10 (+
Defender prone or blind +5 dexterity). Each helmet’s adjustment is listed in the equipment
Defender prone and defenseless +10 list. A normal helm, for example, has a +5 adjustment to armor
class. This gives the individual wearing that helm a 15 AC for
Defender at lower elevation +1 their head. Other modifiers may apply, dexterity, called shot etc.
Defender stunned or cowering +2
Some of the armors include helms at no additional cost: Scale
Defender invisible or attacker blind –10 Mail includes a Leather Coif; Chain Mail includes a Chain Mail
Melee attack from mount or unstable –2 Coif; Plate Mail includes a Normal Helm; Full Plate and Polish
platform Hussar includes a Great Helm.
Ranged attack from mount or unstable –4 Dexterity
platform
Dexterity modifies a character’s armor class if that character
Defender 1/4 concealed (light fog) –2 can physically react to an attack. Characters lose their dexterity
Defender 1/2 concealed (dense fog) –4 modifier when they are surprised, unaware of an attacker or
when they are restrained or otherwise rendered immobile.
Defender 3/4 concealed (near darkness) –6 Dexterity does not apply, for example, when a character is
Defender completely concealed –10 attacked from the rear.

Cover
ARMOR CLASS Characters will often take cover behind objects such as tables,
Armor class is representative of a defender’s ability to avoid doors, chairs or other structures in order to gain some protection.
damage. Armor class results from a combination of armor and Cover confers an armor class bonus to the character as follows:
dextrous avoidance of attacks, and even an ability to absorb
the shock of a damaging blow or roll with it. Armor class takes Cover Armor Class Adjustment
into account an active defense (awareness of the attacker), the ¼ cover +2 AC
armor worn and a general ability to withstand or avoid attacks.
It does not represent armor alone. However, for game purposes, ½ cover +4 AC
armor class is the primary determinate of armor class as it is the ¾ cover +6 AC
most easy to quantify.
Full cover +10 AC

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Although cover is primarily used as protection against missile or COMBAT MANEUVERS
ranged weapons, it can also be used in melee combat.
Maneuver Effect
-8 to hit, Double Damage (or Critical Hit
Called Shot
Example: when the wizard Anaximorus finds her spells if allowed)
useless against a golem, she decides to jump behind a large Charging +2 Damage, -4 Attacker’s AC
column in an attempt to avoid being smashed by its massive
fists. This action offers 3/4 cover from the golem’s attacks Close Supporting Fire Attacker strikes allies on a roll of 2-4
for a +6 to her AC. Disarm See description
Dodge +2 AC against up to 3 opponents
When cover is used in melee attacks though, the cover applies Evade No Initiative roll, +4 AC, no attack
to both the attacker and defender until one or the other move Flank Attack +1 bonus to hit
out from behind it. In some cases, the Castle Keeper may rule Offensive Focus +3 to hit, -6 AC, announce before initiative
that the character seeking cover may not attack.
Parry No Initiative roll, +4 AC, no attack
Magic Push Drives an enemy back 1-10 feet
There are numerous other modifiers that can be applied to Reach Automatic Initiative
armor class. Spells, magic armor and rings, or other unique
Rear Attack +2 bonus to hit
items and situations can increase or decrease armor class.
A character’s condition, such as being stunned poisoned, or Receiving Charge Double Damage
fatigued may affect the armor class. In general, magical rings, -6 to hit, no extra attack, Con save or stun
Shield Blow
robes or other protective devices and spells affect armor class 1d2 rounds
for touch attacks. Magical armors do not affect touch attacks. 4 or more form interlocking shield wall, +4
Shield Wall
AC, +2 Str checks
Situation And Circumstance Trip Attack AC 18 to knock down
There are innumerable situational modifiers which can also Two-Weapon Attack -3 to hit Primary Hand, -6 Off Hand
adjust armor class. These are too numerous to list, but the
Castle Keeper should always bear in mind the current situation Called Shot: This is when a combatant takes careful aim at-
or circumstances. For example, a rusted suit of armor may suffer tempting to hit the target in a specific spot. The attacker suffers
a -1 to its overall armor class adjustment. a -8 to their shot. If they hit, they automatically deal critical
damage depending on the method used by the game group. If no
It is, as always, incumbent on the Castle Keeper to use common
method is used, allow the attack to deal double damage.
sense when making these adjustments. Always err on the side of
safety. It is a game, after all.
Example: Janna the half-elf ranger wants to make a called
shot on an orc’s helmeted head. The orc’s armor class is a
COMBAT MANEUVERS measly 13, but its helmet grants it a +2, and the head itself
Players try all manner of inventive actions during combat, is difficult to hit granting the orc an additional +3 to base
from using chairs as shields, trying to dodge opponent’s blows armor class. This gives Janna an Armor Class of 18 to hit
or running haphazardly away from some monstrous beast. It is prior to adding the -8 penalty for making the called shot.
impossible to enumerate and describe all the possibilities and If Janna wants to hit the orc in the head she must make
it is unproductive to try and do so. These generally fall into a an attack roll of 26 or better. If she hits, she automatically
category of combat maneuvers. deals critical damage or double damage, depending on the

SIEGE ENGINE
game group.
Some of the more common combat maneuvers and their
effects are listed and described below. These rules can be Charging: When charging, a character precedes a melee at-
considered optional as they are not necessary to gameplay. tack by rushing with the intent of using their momentum to
They are provided to allow the Castle Keeper and players inflict greater damage on a defender. A charge attack results
more options in combat and to introduce the concept of in a +2 bonus to damage inflicted, but imposes a -4 penalty
amending and adding rules to fit a group’s style of play. to the attacker’s AC for the entire combat round. The charge
They should be introduced slowly and with practice to insure must be announced prior to the character moving and before
that they meld with the style and tempo of play desired by initiative is rolled.
both the players and Castle Keeper.
Close Supporting Fire: When shooting an arrow or bolt
into a crowded melee, the attacker may strike a friendly. On
their normal to-hit roll a roll of 2-4 means they struck a friendly.
A second roll is made against the victim’s AC and if a successful
hit is scored damage is recorded normally.
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Disarm: A fighter, ranger, knight, rogue, assassin, cleric and Shield Blow: Attacker can swing with their shield and at-
paladin can disarm an opponent. The character must success- tempt to stun the enemy. The attacker suffers a -6 to hit, and
fully hit an armor class equivalent of 18 plus the level of the de- they cannot take any other action that round. The victim must
fender to successfully disarm them. For example, a ranger would make a successful constitution save or be stunned for 1d2 rounds.
need to hit an armor class of 23 to disarm a level 5 creature or
5th level opponent. The defender receives a dexterity bonus to Shield Wall: When four or more defenders interlock their
this armor class, if applicable. shields they act together, granting each a +4 AC bonus. They
also act together against any creature pushing them or attempt-
Dodge: In this case, a character can dodge up to three attacks ing to break the wall and they gain a +2 on all strength checks.
in a round that originate from an attacker(s) which they are
facing and are aware of. If dodging, the character sacrifices their Trip: To trip an opponent, make an attack roll against AC
action in that round. They do not need to roll initiative, but 18 plus the target’s dexterity modifier and their level. If suc-
must announce their intention before the round begins. The cessful the target is knocked prone. A trip attack causes no
character cannot attack, cast spells, move or use an ability or damage regardless of the type of weapon used. Regaining one’s
item. The character gains a +2 to their armor class while dodg- feet is considered a half move, but if the prone individual also
ing. A character can dodge every round should they desire. attempts to attack after getting up, they suffer a -2 to hit. If
an opponent is standing over a prone individual, getting up re-
Evade: This maneuver is a desperate attempt to avoid being quires their full action for the round in addition to a successful
hit by trying to dodge and parry blows against a single oppo- dexterity save to do so.
nent while remaining engaged in melee combat. If evading the
character sacrifices their action in the round. They do not need Two Weapon Fighting: When characters attempt to at-
to roll initiative, but must announce their intention before the tack with two weapons they do so with the primary hand at -3
round begins. The character cannot attack, cast spells, move or and the off hand at -6. This is a difficult skill to master, and it
use an ability or item but gains a +4 bonus to their AC against takes much experience to do it well. When using two weapons,
the chosen opponent. the player must designate which hand is used for the primary
attack and which is the off hand attack. Typically, this is deter-
Flank Attack: The flank attack takes place to the left or mined by the handedness of the character, either right handed
right rear side of a defender. Flank attacks should be used con- or left handed. These penalties are affected by the character’s
sistently for monsters and characters alike. The defender may or dexterity modifier. The character’s strength modifier only ap-
may not be aware of the attack, but in any case, is less capable plies to damage inflicted.
of defending against the flank attack than those from the front.
A flank attack confers a +1 bonus to hit. A monk may use the two-weapon fighting rule to gain a sec-
ond hand-to-hand attack before the character reaches 6th level.
Offensive Focus: The attacker must announce this move If the monk does so, both attacks suffer the penalties for two-
before the round begins. During combat, they focus all their weapon fighting and the secondary attack inflicts normal fist
energy and attention on one concerted attack. They gain a +3 damage of 1d2 hit points. When a monk reaches 6th level, the
to hit but suffer -6 to their AC. character gains a secondary hand-to-hand attack. A monk’s
secondary hand-to-hand attack ability does not suffer any pen-
Parry: See Evade. alty for two-weapon fighting and it inflicts the damage in the
monk special ability chart. But, if a monk at any level fights
Push: With a successful push maneuver, the attack forces the
with a weapon in one hand and attacks with their other hand,
defender to fall back 1-10 feet. To accomplish this, the attacker
whether a primary or secondary attack, the monk suffers the
rolls initiative normally, and acts in order. This attack roll re-
standard penalties for two-weapon fighting and follows the pre-
ceives a -2 penalty to hit, but if successful forces the defender
ceding rules in this paragraph as to secondary attack damage.
to make a strength check - failure results in the defender being
forced back. Disengaging From Combat
Reach: Polearms gain automatic initiative and attack first. Disengaging from combat is a dangerous maneuver since it
exposes the character to attacks, but it automatically puts distance
Rear Attack: An attack to the rear of an opponent gives between the disengaging party and their opponent. The player
the attacker a +2 bonus to hit. The rogue and assassin do not must announce that they are disengaging at the beginning of the
get this in addition to their back attack bonus, as it is already round. The act of disengaging takes place first in the round, before
considered in their class abilities. any initiative roll, or any other combatant’s action. If disengaging
a character can take no other action. The character is allowed
Receiving Charge: Combatants may choose to ground a movement as defined below. Player characters, monsters and
their spear or pointed polearm by placing the butt of it in the non-player characters can disengage from combat.
ground and bracing it with their foot or other means. Upon a
successful hit the grounded weapon inflicts double damage. Hasty Disengagement: is one in which the character or
monster attempts to leave combat and expends all effort to do

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so. A character disengaging hastily may move as far as possible He hits, and you take 3 points of damage” vs. “The goblin twists
up to their maximum running distance, but they suffer a -2 to about, bringing his sword across your shin. There you have no
armor class and their opponent gets an attack against them as armor, and the notched blade cuts the cloth of your leggings
they run away. This is a free attack and does not count against effortlessly to score through flesh and blood, biting to the bone
the opponent’s other action in the round, although the opponent for 3 hit points damage.” Good descriptions help pace a combat,
may not make a second attack against the fleeing character. The and keep players lively and excited.
armor class adjustment lasts throughout the combat round and
applies to every attack against the fleeing character. It is important to note that characters should be allowed to
participate in the narrative description. A Castle Keeper who
Fighting Disengagement: This is a combatant’s carefully spends 15 minutes describing or setting up a scene can easily
executed withdrawal from combat. By performing a fighting lose a hard earned audience. Players should be allowed and
disengagement, the character moves one-half their movement encouraged to bring their own descriptive sub text to combat.
rate or less away from their opponent and they can disengage The best and most common example of this is the called shot.
from combat. The character suffers no penalty to armor class, If a character wants to strive for the heroic chance against
but they cannot take any other action in the round. In the all odds, they should be allowed to do so. Calling a shot, or
round following the disengagement the character or monster any extraordinary act such as leaping onto the back of a flying
has put distance between themselves and their opponent. dragon, generally throws out all the rules and the Castle Keeper
must wing the encounter, allowing for chance, while seeking to
achieve the most dramatic narrative possible.
NARRATIVE OF COMBAT Many factors must be considered, from the reasonable chance
A clear understanding of the rules is essential to running a of success to the character’s ability to do so, from the needs of
smooth combat. A competent grasp of initiative, movement the party to the game’s need for realism, consistency and fun.
and allowed actions allows the Castle Keeper to react to This is where the art of running a good combat reaches its most
circumstances, answer questions and resolve issues that arise demanding height, and where the rules are utterly subject to the
during the course of any combat. But a technical understanding narrative. The Castle Keeper must decide what is best for the
of combat does not necessarily create a successful combat. game, the group and the individual player. A bored, frustrated
player can be won back in seconds by a good call from the Castle
Combat is an essential part of the Castles & Crusades experience. Keeper. Even if Luther the paladin misses with his called shot,
It is often that combat degenerates into rules manipulation, dice his blade may trip the enemy, casting them to the ground and
rolling and forays into number crunching that more resemble thus buying precious time for the rest of the party to act. Leaping
an economics course than a heroic encounter. Combat should upon a dragon is no easy task and is perhaps the most deadly of
be the heroic struggle between good and evil, law and chaos.
maneuvers, but even if a character attempts such a thing and
Combat pits the paladin against the lich, locks the knight in
fails miserably, it may be the distraction needed for the rest of the
deadly struggle with a dragon and aligns the wizard in magical
party to retreat and survive to fight again another day.
opposition to abyssal creatures threatening the world. Castles
& Crusades often revolves around such struggles, and it is the It is important to note that the Castle Keeper must be careful
Castle Keeper’s duty to make certain that combat resolution not to run one-sided fights. Characters can do the same damage
is balanced and challenging, but most of all fun. The Castle that monsters do. When Luther’s blade strikes home it “cleaves
Keeper must engage the players, make them forget the rules and the helm and skull of the hapless orc, making a red ruin of its
draw them into the whirling maelstrom of the bone crunching head!” Running a combat in a narrative fashion is difficult,
maw of the dragon. This is combat through narrative. but fun. Engaging the players and keeping them such is one of
the most rewarding experiences a Castle Keeper can have. But
There are several ways to achieve a successful narrative in

SIEGE ENGINE
doing so means that the Castle Keeper must understand the
your game’s battles. Vivid descriptions can capture a group of
the most lackluster players and keep them engaged. There is rules and when to bend them. Achieving such mastery leads to
a vast gulf between entering a room with “three goblins who every game being one where the iron of battle mingles with the
have swords and shields, and are sitting at a table drinking,” fantasy of swords-and-sorcery adventure.
and entering a room where “three humanoids are ranged
around a table drinking from large wooden tankards; they’re
a foul-looking lot, with mottled skin, spindly limbs, toes and
fingers, wide eyes and maws emitting a putrid breath; the
HIT POINTS
creatures are armed for war with wickedly curved blades and Hit points represent the amount of damage, physical and
iron rimmed shields.” mental, a character, non-player character or monster can
take before passing out or dying. A character’s hit points are a
Once the players are captured, the Castle Keeper must keep mere abstraction and are not a numeration of the character’s
hold of them. Battle can be the most exciting part of the physical being. It is generally a representation of the overall
game, and the most memorable. Compare the following two health of the individual. The higher the hit points, the
descriptions of an attack in combat. “The goblin swings at you. healthier the individual.
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Hit points are determined by a character or monster’s die action. The full effect of magical healing of characters reduced
types. There are several die types: d4, d6, d8, d10, and d12. to 0 hit points is immediate.
Class descriptions list the type of dice for that class. Monsters
have various dice types also. These are listed with the monster At -1 to -6 hit points: the character or monster is rendered
descriptions as given in the Monsters & Treasure book. unconscious and grievously wounded. They require bed rest to
recover. Unless magically healed a character so wounded must
Hit points for the classes are acquired by level. At each level, rest 24 hours before the process of healing begins. With most
the die type is rolled and added to the previous level’s total. The magical healing, the character’s hit points can only be returned
constitution modifier is added or subtracted from this roll. At to 0, after which healing proceeds normally.
10th level and above, all classes acquire hit points at a specified
rate. Constitution modifiers are added to or subtracted from
Example: a knight is struck by a club wielded by an ettin
this. In all cases, a character gains at least 1 hit point for each
and reduced to -1 hit points. Before healing begins, the
level advanced.
knight must wait 24 hours. However, a cleric of goodly
Monster hit points are specified in the monster description. intent decides to share the grace of their deity with the
Monsters receive a number of die types for hit points. Some knight and cast a cure light wounds on the knight. The cure
rolls are adjusted. For example, 3d6 indicates that three 6-sided is for 8 hit points, but the knight is only brought back up
dice are rolled and added together for that monster’s hit point to 0 hit points. However, healing can proceed as normal
total. 3d12+4 indicates that three 12 sided dice are rolled and thereafter.
4 added to the total.
At -7 to -9 hit points: the character or monster is mortally
Temporary Hit Points: In some instances, such as with a wounded and loses one hit point per round after reaching -7 hit
bard’s inspire ability, characters or monsters can gain temporary points. Aid administered to the wounds stops the hit point loss.
hit points. Temporary hit points are added to a character’s This takes at least one full round, during which no hit point is
current hit points. In combat, temporary hit points are the first lost. After 24 hours have passed, the normal healing process as
to be reduced due to combat, spells or other instances in which described for -1 to -6 hit points begins.
damage occurs. When all temporary hit points are gone, they
are removed from the character’s normal hit points. For all At -10 hit points: to the stricken, death occurs immediately.
intents and purposes, temporary hit points act as real hit points Only resurrection, reincarnation or bribes to the Castle Keeper
as long as the spell or ability is in effect. The only exception is can remedy death.
that temporary hit points cannot be healed or cured.

Damage: Hit points can be reduced by weapons, magical


spells, exhaustion, and poisons, amongst other things. These are DAMAGE
detailed in the following section. Once damage is taken, it must If a hit is successful, damage is assessed for the opponent and
be healed for the hit points to be restored to their maximum its hit points are reduced. Damage delivered from a blow by
level. Hit points can never be healed beyond what they were a weapon depends on the weapon being used or as described
before taking damage. in the monsters description. Damage is applied immediately.
If a character or monster dies as a result of damage inflicted,
Healing: In general, hit points heal at a rate of one point it gets no opportunity to swing, cast spells or anything else.
per day and only if the character is resting, well fed, kept warm There are several categories of damage that need examining.
and the wounds being tended to. After seven days, the rate From this, the Castle Keeper should determine the type
of healing increases to include the constitution bonus, if any. and nature of any damage inflicted on a character if not
After 14 days, the rate of healing doubles and after thirty days, specifically described in the rules.
it triples. Rates of healing can be adjusted by magical healing,
herbs, diet, level of care or other factors the Castle Keeper Damage takes its toll in a variety of ways. A sword cutting an
deems applicable. arm, a mace crashing into a shield and bruising an arm or simply
physical exertion during the course of a difficult or long combat.
Zero Hit Points: In general, when 0 hit points is reached, The Castle Keeper should not automatically assume that damage
the character or monster passes out. They are not dead, but causes flesh to be shorn from limbs and bones crushed. Four
rather incapable of acting while passed out due to blood loss points of damage to a 3rd level fighter could simply be bruising
and physical or mental damage. The character or monster is on the arm, a series of small cuts or exertion. Alternately, it could
unable to act and is unconscious or gravely wounded. Those so
be a mortal blow that fells a character. In general, it is not wise
wounded, if still conscious, can do little more than crawl from
to break bones, lop off limbs or inflict significant organ damage,
the battlefield or call out for help. Those with 0 hit points recover
as healing times for these types of wounds are significant and
consciousness in 1d6 hours, after which they can move at ½
complete recovery often impossible. Being creative with the type
their normal move rate, but still cannot participate in combat,
of damage inflicted should enhance combat rather than detract
cast spells, turn undead or any any strenuous or demanding
from game play. Be sure to keep it that way.

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Weapon Damage internal organ to cause death or permanent incapacitation.
Otherwise, they should be considered unconscious for 24 hours
The amount of damage inflicted is determined by the type of
and do not begin healing until gaining consciousness.
weapon being used or natural weapons such as the claws of a
lion, the fist of a golem or the beak of a hippogriff. Weapon Falling Damage
damages are listed in the equipment chart. Damage from melee
weapons is adjusted by the strength modifier, magical weapon Falling damage occurs when a character or monster falls from
bonuses, and other factors or adjustments if applicable. Natural a height of five feet or more. Falling can be very deadly and
weapons and their effects are described in the appropriate players should be made aware of the potential hazards of a fall
monster description or combat rule. Any modifications to prior to beginning a climb.
damage are noted in the descriptions. If a character falls from a height of six to ten feet, a dexterity
check must be made. If the check is successful, the person
Magic Damage falling takes no damage. If the check is not successful, the
Damage caused by spell effects are applied in the same manner person takes 1d6 points of damage. From heights greater
as those by melee weapons or natural weapons. Special than ten feet, damage accrues significantly. For every ten feet
considerations are described in the appropriate spell. Of special fallen, the number of d6 used for damage increases by one.
note though, damage caused by illusions can be real. Though The damage for each 10 feet fallen is cumulative.
not real in a material sense, the viewer of the illusion believes
the damage to be real and suffers psychic and mental shock as Example: if a character falls 18 feet, they take 1d6
if it were real. The spell descriptions list the details of damage damage for the first ten feet and 2d6 damage for the next
from illusions, but in general, it can be said that damage 10 feet for a total of 3d6 damage. If a character were to
received from illusory attacks is, in reality, subdual damage and fall from a height of 45 feet, they would take 1d6 damage
the characters follow all the rules for subdual damage with the for the first 10 feet, 2d6 damage for the second 10 feet,
following exception. Characters or monsters reduced to -10 3d6 damage for the third 10 feet, and 4d6 damage for the
hit points by illusory damage die from the psychic shock to the last 10 feet, for a total 10d6 points of damage.
system, which is too great to withstand.

Subdual Damage Liquid and Gas Damage


This type of damage is generally not fatal, though on occasion Liquid damage occurs when dangerous liquids strike and splash
it can be. Subdual damage is more the bludgeoning one onto a character or monster. The damage may be immediate or
receives in a fist fight than the slashing, gashing bone breaking caused after the fact when ignited. It includes flammable and
combat of swords and maces. It may hurt and even knock combustible liquids and gases. The source includes both mon-
one unconscious, but rarely draws blood and usually results in ster and character attacks, sprung traps, or even natural ob-
damage that heals quickly. stacles. Liquid damage encompasses a wide variety of materials
such as lamp oil splashed on a target or hurled from a burning
Subdual damage is usually caused in unarmed combat with lamp, acid in a vial, cooking grease, gases released from plants,
natural weapons. However, many monsters use natural weapons etc. Consult the following table for damage and area of effect.
that cause normal damage. If a monster’s attack causes subdual
rather than normal damage, the monster description will note EFFECTS OF DANGEROUS LIQUID
it. Otherwise, damage from monsters should be considered
Liquid AoE 1
DMG Save
normal damage. A monk’s unarmed attack is normal damage,
unless the monk chooses to subdue as if using a weapon. Acid 5 feet 1-12 Dex for half

SIEGE ENGINE
Flammable gel 5 feet 2-12 Con for half
An attacker can use weapons to deliver subdual damage but it
does so at varying rates. When being used for subdual, weapons Flammable liquid (oil, greek 10 feet 1-8 Dex for half
inflict normal damage, but it is mostly temporary damage. fire, etc)
Minimally, these weapons deliver one point of damage. All Gas (poison, etc) 20 feet 2-8 Con for half
subdual damage delivers some normal damage. For every five Holy Water/Unholy Water 2
2 feet 1-8 n/a
points of subdual damage inflicted, one point is considered
1 The area of effect is calculated as diameter.
normal damage.
2 Holy Water can only be used this way against undead and
Subdual damage heals faster than normal damage as it is not evil elementals and extraplanar creatures. Unholy water can
usually fatal. It heals at a rate of 1 hit point per every 10 minutes. only be used this way against paladins, lawful good clerics,
The normal damage inflicted as a part of subdual damage heals and good elementals and extraplanar creatures.
as previously described. At the Castle Keeper’s discretion, when
a character reaches -10 hit points or more of subdual damage, Damage from gas occurs when a character or monster runs
they have taken severe enough bludgeoning damage to an afoul of it, underground or outside. Consult the following table:

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EFFECTS OF GAS
Gas Effect Secondary Effect Save Special
Flammable: Open flame ignites gas for
Methane Nausea, Vomiting Euphoria Confusion, Death CL 5+1/rnd. of contact. Save each rnd.
6d6 damage to all within gas, save for ½.
Carbon Lethargy, Dizziness: -2 to CL 4+1 per round of contact. Save Nonflammable: Squelches candles,
Sleep, eventual death.
Dioxide Siege Checks. checked every round. torches/non-magical fires.
Blisters skin, air passages
Asphyxiation:1d2 Con/Round CL 4+1 per round of contact. Save Fog Cloud: -4 to Wisdom checks to
Sulfurous dealing 1d6 damage/round.
Until Dead. checked every round. observe locations, directions, foes.
Con Save/Half.
Slowed to ½ normal speed A s p h y x i a t i o n / D e a t h : 1 d 2 CL 3+1 per round of contact. Save Flammable: Open flame ignites gas for
Butane
unless immune to cold. Con/round until dead. checked every round. 3d6 damage to all within gas, save for ½.

TURNING UNDEAD affects 1d12 common undead, 1d6 extraordinary undead, or 1


unique undead. For each type, the number turned is increased
Clerics and paladins have the ability turn undead. This power or decreased by the cleric or paladin’s charisma modifier.
allows them to channel divine power through the display of a Common Undead: are non-sentient, automaton-like
holy symbol and invocation, prayer or song for the purpose of undead such as skeletons and zombies.
repelling, controlling or destroying undead monsters. Extraordinary Undead: are semi-sentient undead of great
power that usually have special abilities. They typically are
TURN UNDEAD (Wisdom): Turn undead requires a trapped between the material and spirit worlds, and include
successful wisdom attribute check. The challenge level for the such monsters as wraiths and ghosts.
check is equal to the undead creature’s hit dice. A successful Unique Undead: are those rare and powerful creatures of
turn undead check results in the undead monster being turned strong will and intelligence such as vampires and liches.
or destroyed. Alternately, evil characters with this ability can
attempt to control the undead or even paladins. In game terms, Turned Undead
turning undead should be considered a special, ranged combat
Turned undead flee at their full movement rate for ten rounds.
attack. The maximum range for turning undead is 60 feet. A
If unable to flee, they will cower. A +2 bonus to hit is awarded
cleric can attempt to turn one type of undead per round.
on all attacks versus cowering undead. If the cleric approaches
within ten feet, or attacks a cowering undead monster, the
Example: a group of 6 skeletons, 4 zombies and a vampire turning is broken and the undead creature will attack. Others
approach a cleric, who decides to attempt a turning. The may attack the cowering creature without breaking the turning
cleric can attempt to turn one type the first round. The cleric effect. Turned undead will not automatically flee evil clerics.
elects to attempt to turn the zombies. The cleric makes a Instead, they are rebuked and will cower in awe.
turn undead check and succeeds. On the next round, the
cleric can attempt to turn the skeletons or the vampire. Destroying Undead
If the cleric or paladin is five levels higher than the level of the
If the turn undead attempt fails, however, those specific type of undead being turned, the character destroys the undead
individuals directly targeted are immune to that specific cleric’s instead of turning them. The number destroyed is the same as
turn ability for a full day. Again, using the situation described the number of undead that the character would normally turn.

SIEGE ENGINE
above, if the cleric failed to turn the zombies, he could attempt If a cleric or paladin is ten levels higher than the level of the
to turn the skeletons or vampire in round two, but could not undead being turned, the character automatically destroys the
attempt to turn the zombies again for that combat. The only maximum possible number of undead.
exception is that newly arrived creatures of the same type, or in
a different group, can be turned. So, in the example situation,
Example: a 12th level cleric making a successful turn
if a new group of zombies joins the combat, the cleric could
undead check against level 1 skeletons automatically
attempt to turn the new group of zombies. Essentially, a cleric
destroys an amount of skeletons equal to 12 plus the
has one chance to turn each opponent in a combat or 24 hour
character’s charisma modifier.
period, with each opponent being composed of a group of
undead of the same type.
Evil Clerics
Number Of Undead Turned Evil clerics can assume control of undead instead of turning or
The number of undead monsters that are turned is determined destroying them, and can also turn paladins as if the paladins
by special rules and depends on the undead monster’s type: were unique undead. The evil cleric makes a normal turn undead
common, extraordinary or unique. The turn undead ability check to do so. If the check is a success, and the cleric is five
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levels higher than the level of the type of undead being turned or Magic Items: Like monsters, magic items have a XP value.
destroyed, the cleric may control the undead instead of turning The Castle Keeper should award a magic item’s XP value to a
or destroying them. The number controlled is equal to the character who possesses and uses the item for a period of time.
number of undead that the cleric would normally turn/destroy.
If an evil cleric is ten levels higher than the level of the type Story: The Castle Keeper should assign an XP value to
of undead sought to be controlled, the character automatically each adventure and award that total to each character who
controls the maximum possible number of undead. completed the adventure successfully. An easy way to determine
the story XP value is to compare the adventure to a monster of
Controlled undead become permanent servants under the a level that is challenging to the party. The Castle Keeper can
evil cleric’s mental command unless released. The cleric then award XP as if the party overcame that monster.
must take an action to give mental orders to controlled
undead. Control can be freely passed from one evil cleric Role playing: The CK can also award specific characters XP
to another if the recipient cleric passes a turn check of bonuses for good role playing (or penalties for bad) in a specific
his own. At no time, however, may an evil cleric control a situation or over the course of an adventure. A good range to
number of undead whose total level is greater than 5 times award is 25 to 250 XP, depending on the level of the character.
the cleric’s level. Thus, a 5th level evil cleric could control
Gaining Levels
a maximum of 25 skeletons.
Characters gain levels as they adventure. Gaining levels equates
Paladins to becoming better and more experienced at one’s chosen
Paladins turn undead as a cleric of two levels lower than the profession. With new levels, the character gains more abilities
paladin’s level. That means a paladin can’t turn undead until 3rd and greater chances of performing abilities successfully. Hit
level, at which point the paladin may turn undead as a 1st level points increase as does bonus to hit.
cleric. Paladins themselves can be turned by evil clerics.
To gain a level, the character must accumulate enough
experience points to meet the next level’s experience point
progression (EPP). The EPP for each class are located in the
REWARDS appropriate class description. Experience points are gained by
successfully completing an adventure, killing foes, successfully
After defeating fearsome foes in deadly combat and gathering performing actions, collecting treasure and as rewards for good
long lost treasures from dark caverns, the characters should have role playing. The Castle Keeper awards experience points as
garnered some little experience in the arts of mortal combat, the described in the rules but always has the right to add or subtract
capacity to withstand the rigors of a harsh world, the senses to experience points for whatever reason.
avoid trouble and not some small amount of wisdom. Considering
the gold, gems, jewelry and magical treasures acquired, the real Monster experience points are located in Monsters & Treasure.
experience gained is that of knowledge. The characters end Experience points awarded for treasure acquired is equal to the
their adventures stronger, wiser and more capable. gold piece value of all the treasure picked up in the course of
adventuring. Optionally, the Castle Keeper may not allow this
Experience points are awarded by the Castle Keeper to the or only some percentage of the treasure’s value, as this may
players either on an individual basis or collectively. The speed up the rate of level progression depending on the amount
experience points awarded are for monsters killed or overcome, of treasure acquired. Bear in mind that the Castle Keeper does
treasure acquired, good role playing and successful adventuring. not have to award this amount if the player did a poor job of
role playing, but can if they want to. For more on awarding
Experience Points experience points see the Castle Keepers Guide.
After characters defeat monsters or acquire treasure, they earn Once enough experience points are acquired to advance a level,
experience points (XP). The Castle Keeper is free to award the character must train for the number of weeks equal to the
experience points in whatever manner desired, but the following level reached before receiving the benefits of that level.
is a recommended general method.

Monsters: The Castle Keeper adds the value of all monsters Example: a 6th level cleric, upon acquiring the experience
defeated or overcome on the adventure. Each monster has a points necessary to reach 7th level, must train for 7 weeks
base XP value, and a bonus can be given if a specific monster before receiving the benefits of that level. Once training is
was greater than normal for its type. The total XP are then completed, the character gains the extra hit points, spells
divided by the number of characters that defeated the monsters. or abilities which that level confers upon the class.

Money: Although not all Castle Keepers do so, some award


Treasure
XP for non-magical treasure. The Castle Keeper should award 1xp
to the party for every 1gp value of non-magical treasure such as Treasure can consist of any, or all of the following: coins, gems,
money, gems, art and other items acquired during the adventure. jewels, art objects, mundane items, treasure maps, spellbooks

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and magic items. Treasure can be found in lost dungeons, In most cases, spell resistance applies only when a resistant
hidden in a merchant’s pocket or serve as the bed for an ancient creature is targeted by the spell, not when a resistant creature
red dragon. encounters a spell that is already in place, such as a wall of iron.
Note, all creatures have an inherent SR of 1.
Treasure reflects the wealth that a character or monster owns or
has acquired in a lair. In most cases, a creature keeps valuables
in its home or lair, and carries little or no treasure when it
travels. Intelligent creatures that own useful, portable treasure
LANGUAGES
such as magic items tend to carry and use them, leaving bulky Every character begins play with the ability to speak a vulgate
and valuable monies and gems in their lair. language. That is, a language that is common to many
inhabitants of the region in which the adventure begins.

MOVEMENT Each race gets a certain number of racial languages. Beyond


this characters receive language bonuses equivalent to their
Movement is a fairly abstract necessity in any game. The intelligence bonus. Learning languages is not something
movement rates listed for characters, monsters and NPCs is that can normally be done over night. Characters should be
an estimation of how far that creature can move at a normal encouraged to choose those extra languages they want to learn,
pace in a round. In general, jogging is twice that movement but unless they retire for a year or so to study it, they should not
rate, while running is four times the movement rate. As this is be allowed to read, write and speak the language immediately.
a ten second movement rate, a full minute would be six times For instance, Quintus, who speaks only the common tongue,
the movement rate. Movement outdoors equates to movement travels with Zarious the Mage, who speaks an ancient language
indoors. For movement outdoors, it should be noted that at an fluently. The player tells the Castle Keeper that Quintus is going
average walking pace for an unencumbered person is about 2 to study the language while they travel, thus the Castle Keeper
miles an hour. may allow them to get by with the new language within a few
Moving silently occurs as per the class descriptions. Moving months, but to not become fluent for several years of travel.
silently does not mean that the character is moving without Further, learning other species languages, like those spoken
making a sound. Moving silently means that the character by dragons, should be approached cautiously, and short of
is attempting to move and make as little noise as possible. If magic, perhaps impossible. Some languages do not have the
successful, this means that the character has moved in such a same references as do human and demi-human languages. The
manner that no one within hearing range has heard them. Some gnome who speaks to the mole is going to find himself trying to
creatures have a more acute sense of hearing so adjustments understand a language that has little relation to his own. The
to the roll might be necessary. For instance, a wolf can hear mole has different points of reference for simple things such as
better than a human, so the Castle Keeper may want to adjust distance, smell etc. Languages can be an important part of the
the challenge level by +2 or more. Further, it is easier to move game and can offer very challenging role playing obstacles if
silently in certain areas. Moving silently across a carpet is much the Castle Keeper is not overly generous in handing them out
easier than moving silently across a dry forest bed full of leaves and the player is intrigued enough to unravel ancient societies’
and twigs, so adjustments can be made for this environment customs with halting words and hand gestures.
also if the Castle Keeper chooses.

In much the same manner, moving while invisible does not


mean the character cannot be detected. If the character makes VISION
noise, this can be heard. Further, all creatures smell and the The distance one can see depends upon the amount of light
odor of a sweating body can be detected. Bear in mind, many there is available as well as the type of vision one has. Some

SIEGE ENGINE
creatures use sonar or other abilities to determine the location creatures have the ability to see in the dark or in spaces where
of prey and this can reveal the presence of an invisible creature. normal human vision does not work. There are five gradations
An invisible creature does not leave a heat signature. of vision: normal, deep vision, twilight vision, dark vision and
dusk vision.

Normal Vision
SPELL RESISTANCE If there are no physical obstructions a normal human, on a flat
Spell resistance is a special defensive ability. A defender’s spell plain, can see as far as the horizon. On a normal plane, like
resistance is like an armor class against magical attacks. If a spell earth, that is roughly 3 miles. Discerning details depends on
is being resisted by a defender with spell resistance, the caster of brightness and air temperature.
the spell must make a check (1d20) at least equal to or greater
than the creature’s SR for the spell to effect that creature. Spell
Deep Vision
resistance applies even if a given spell also allows a creature a
saving throw. The effects of spell resistance, if any, are applied Ages spent beneath the earth, and in the dark and quiet places
first, and then the creature may also make a saving throw. of the world have imbued certain creatures with the ability to

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Light Source
Light sources provide vision for creatures unable to see in the
dark. The radius of vision depends on the light source.

LIGHT (In Diameter)


Source Clear To Ambient To Duration
Brazier/Cresset 50 feet 100 feet 4 hours
Burning flames 10 feet 20 feet Spell
Camp fire, small 30 feet 75 feet 2 hours
Camp fire, large 60 feet 150 feet 3 hours
Candle 5 feet 15 feet 1 hour
Lamp/Lantern 30 feet 60 feet 4 hours
Lantern, Bullseye * 60 foot 120 foot 4 hours
Lava source 500 feet 1000 feet N/A
Lichen 1-5 feet 2-8 feet N/A
Light spell 40 feet 60 feet Spell
Magical dagger 10 feet 10 feet Unending
Magical sword 20 feet 20 feet Unending
Magical weapon 20 feet 20 feet Unending
see into darkness that a human would find impenetrable with
the naked eye. This vision extends up to 120 feet in even the Torch 40 feet 60 feet 1 hour
darkest of nights and deepest of tunnels. Colors tend to erode * The bullseye lantern sends a cone of light out.
with deepvision, and objects appear in many shades of gray. It
is otherwise like normal sight, and creatures can function well
with no light at all. Bright lights, such as from a lantern or other TIME
light source, spoil deep vision. A creature requires one minute In Castles & Crusades, time is represented in two simple
to adjust their eyes when a light source is extinguished before equations: a round is 10 seconds and a minute is six rounds.
gaining full use of deep vision. This allows the Castle Keeper a logical solution to the unfolding
of events in combat or roleplay. That said, the Castle Keeper
Twilight Vision should be flexible in interpreting the round. In normal
Even under starlight, moonlight or low light conditions these circumstances, actions are pretty simple.
creatures have exceedingly good vision. They can distinguish
color and detail under these conditions for up to one mile Example: Grog the fighter attacks Nard the ranger. Grog
when outside. wins initiative and swings. Nard takes his swing. Both being
high rollers they crack each other on the head. But throw in
Dark Vision the use of shields, parrying, dodging, other combatants, the
ringing of axe on shield, spells and magical devices; not to
In a similar manner to deepvision, some creatures can see in
mention the shouting that innovative players do, the calls
complete darkness for up to 60 feet. Dark vision produces images for help or curses upon the unlucky blade, the wounded
that are in shades of gray, but it is otherwise like normal sight. and dying and it all adds up to one chaotic ball of action,
These creatures can function well with no light at all. Bright lights, consequence and inaction. The CK has to be very flexible
such as from a lantern or other light source, spoil darkvision. A and willing to move with events and the actions of their
creature requires one minute to adjust their eyes when a light players. Tracking off seconds of the round can slow the
source is extinguished before gaining full use of darkvision. pace of a well run combat and disconcert players who are
immersed in the cacophony of sound and sight described
Dusk Vision by the CK. Grog is struck hard by Nard, with what appears
to be a mortal blow. On the next round, Grog tries to heal
Halflings, with their large and piercing eyes, can see in starlight
himself, swing his sword and trip Nard. Needless to say this is
and moonlight just as a human can at dusk. They retain
far too many actions. But if Grog wants to roll and throw up
the ability to distinguish color and some detail under these
his shield at the same time, though he’s lost initiative, such
conditions, though everything is cast in shadows. They have an action would not be impossible and earn him some bonus
no enhanced vision underground, under torchlight or in similar XP points from the Castle Keeper.
conditions of poor illumination.

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THE ADVENTURING PARTY ROGUE: The rogue serves as the eyes and ears of an
adventuring party. Their ability to hide, move silently and strike
It is a challenge to create a well-balanced party, but a well-
from behind makes them perfect scouts in both dungeon and
balanced party improves the survival rate of all characters.
outdoor settings. Their ability to find and disarm traps, open
Almost all parties benefit from the presence of the four basic
locks and decipher scripts provides invaluable skills necessary
classes: fighter, rogue, wizard and cleric. These four classes
to a party’s survival.
supply the basic abilities of fighting, scouting, magic and healing.
These classes are almost indispensable for the composition of a ASSASSIN: The assassin possesses many abilities of the
well-rounded party. Yet, players are not limited to those four rogue, but their own specialities as well. While less useful in
classes because other classes are similar and expand upon the outdoor settings, they are more at home in cities, towns and
four classic archetypes. even dungeons. The assassin’s ability to evaluate and specifically
target individual foes, and use disguises, make them dangerous
The four basic classes embody specific roles in the adventuring
and capable spies and able to launch unexpected attacks.
party, and those roles can be broadened to allow the play of
classes that may be better for specific campaigns. The four BARBARIAN: The barbarian is a warrior, but one that can
basic class archetypes can be described as warrior (fighter, take even more damage than the typical fighter. Their unique
ranger, barbarian, knight, paladin), rogue (rogue, assassin), abilities provide a reserve of strength that many a party may
divine spell caster (cleric, druid) and arcane spell caster need to survive the day. Their backgrounds lend excellent role
(wizard, illusionist). Some of these classes have aspects that playing skills to outdoor adventures, and provide nice contrast
cross the boundaries between archetypes, such as the paladin, when role playing more civilized encounters.
a fighter who possesses some of the cleric’s worthy traits. And
the remaining two classes, monk and bard, provide even more MONK: The monk should not be underestimated for its ability
of a mix of different archetypal roles. They can fill one of to act as the party’s fighter. Their ability to withstand damage,
the classic roles, or greatly enhance and round out a party, and as they gain in experience, to deal damage, is potent. Further,
especially in certain types of campaigns. their unique non-combat abilities provide an added resource to
any party. The monk often plays many roles in a party.
Care must be taken, however, that characters are not too
tailored for certain encounter types. This leads to a superfluous WIZARD: Wizards utilize their spells and knowledge in a variety
character and bored players. Designing an assassin to join of ways to benefit an adventuring party. Indeed, a wizard’s role
a party that is undergoing a lengthy overland trek through a may change during an adventure and over the course of a series
trackless wilderness is bound to prove fruitless for the character of quests. A wizard may provide combat support one moment,
and frustrating for the player. decipher a riddle the next, and then cast a defensive shield against
a fearsome monster allowing a companion the opportunity to
Racial diversity is also important to party composition, and can strike a deadly blow. A wizard’s imaginative use of spells provides
sometimes make up for a weakness in one area. For example, a a party with an ever-changing and valuable resource.
party without a rogue may still have excellent scouting ability if
it has an elf or halfling in it. ILLUSIONIST: Like wizards, illusionists play offensive,
defensive and informational roles in an adventuring party. The
Overall, it should be remembered that one class’ weakness unique nature of their magic can often effectively combat odd
can be compensated for by another’s strength. Each party and unique creatures that a arcane or divine spell caster’s magic
member can play off of another, and depend on each other has no effect on at all. Even more than the wizard, the breadth of
for success. Cooperation is essential to overcoming obstacles an illusionist’s magic is limited only by the player’s imagination.
and achieving success in any given adventure, as well as for
CLERIC: Adventuring parties covet and protect their clerical

SIEGE ENGINE
providing fun to all. Below is a brief explanation of the purpose
and role of each class. members for good reason. A cleric’s combat and spell capability,
along with the divine power to combat undead, constitute an
FIGHTER: Fighters combat and defeat opponents, thus irreplaceable foundational stone to a party. Clerics are especially
helping to ensure the party’s survival. Fighters lead the party, adept at protection, guidance and healing. Indeed, the well-
defending it and taking the brunt of any attack. Fighters protect played cleric can occupy all four classic archetypal roles at some
the weaker members of a party and supply strategic knowledge point in their career.
and tadisctical expertise.
DRUID: Druids are similar to clerics, but their strength lies in
RANGER: Like a fighter, a ranger’s primary purpose is to support and guidance, especially in wilderness settings. Druids
fight monsters. Additionally, a ranger’s special knowledge and have their own unique combat and information gathering
tracking ability enhances a party’s ability to survive in the abilities that make up for any lack of ability to combat undead.
wilderness and to achieve success in the goals of an outdoor
adventure. It also provides some of the scouting ability typically KNIGHT: The quintessential leader of the party, the knight’s
covered by the party’s rogue. social standing and natural charisma lend them the abilities to
lead the party in all settings. They are adept fighters, especially
— PLAYERS HANDBOOK 255

Curtis Bilewitch (Order #44157457)


THE CASTLE KEEPER AND THE GAME
from horseback, and they can form the backbone of any Her attributes are strength 13, dexterity 15, constitution
adventuring party. 9, intelligence 17, wisdom 15 and charisma 12. Her basic
attack bonus is +2. Her spells are as follows: 0th Level 5, 1st
PALADIN: The paladin is a unique warrior, divinely inspired Level 5, 2nd Level 4, 3rd Level 2. She has the following racial
and is especially adept at combating evil and protecting the abilities: empathy, move silently, spot hidden doors, attribute
party against it. They possess a potent combination of strength- modification, enhanced senses and spell resistance. She wields a
of-arms, leadership and divine magical ability, including healing staff for 1d6+1 points of damage.)
and turning undead.
Bjorn (He is a 5th level, human fighter. His vital stats are Lvl
BARD: The bard provides leadership and inspiration, but 5, HP 32, AC 17, MV 30 ft. His disposition is law/neutral. His
often in support as opposed to direct leadership. Their ability primary attributes are strength, dexterity and wisdom. His basic
also lends itself to information gathering, influencing others and attack bonus is +5 (+6 with flail). His attributes are strength
even spying, often in a subtle way given its best effect through 16, dexterity 15, constitution 13, intelligence 12, wisdom 9 and
role playing. Additionally, their hit points, armor and weapon charisma 10. His special abilities are weapon specialization
choices make them good fighters. (flail) and combat dominance. He carries a breastplate and
small shield and wields a heavy flail for 1d10 points of damage.)
EXAMPLE OF PLAY Una (She is a 6th level, elven rogue. Her vital stats are Lvl 6,
For the novice Castle Keeper the following examples are HP 24, AC 16, MV 30 ft. Her disposition is neutral/good. Her
included in this edition of the Players Handbook in order to primary abilities are dexterity and charisma. Her abilities are
supply a better understanding of how conflict and resolution strength 9, dexterity 19, constitution 12, intelligence 16, wisdom
plays out in the game. Monsters are introduced in stat blocks. 12 and charisma 15. Her special abilities are back attack, cant,
climb, decipher script, listen, move silently, open lock, pick pocket,
The abbreviations and definitions are as follows: traps, sneak attack, enhanced senses, twilight vision, move silently,
spell resistance, spot hidden doors, weapon training in composite
LEVEL (LVL): The level represents the number (and type) of short bow. She has leather armor and a small shield and wields a
die rolled for the creature’s hit points. In addition, the number short sword for 1d6 or a composite short bow for 1d8 damage.)
of levels is also the bonus to hit for this enemy to strike others in
melee or ranged combat. It is near twilight when Una, while trying to scout out a suitable
campsite, discovers a small band of goblins lead by a hobgoblin
HIT POINTS (HP): The number of hit points each monster
mounted on a worg. Not having time to go back and warn her
possesses.
companions, Una scrambles into the lengthening shadows and
ARMOR CLASS (AC): The creature’s armor class. tries to hide from her foes. The worg sniffs the air, as if she smells
MOVE (MV): The creature’s movement rate. something. The Castle Keeper tells Una’s player to make a hide
check to conceal her effectively. The CK decides to use the
ATTRIBUTES: Abilities for monsters are expressed as worg’s Lvl of 4 as the challenge level, modified by +2 for the
primary for physical or mental attributes. scent ability. He does not tell Una’s player this, though. Una’s
player rolls a d20 and adds her dexterity bonus as well as rogue
Goblin (These creatures’ vital stats are Lvl 1d6, HP 3, AC
15, MV 20 ft. Their disposition is law/evil. Their primary level. She rolls an 11 on the die, giving her a total of 20. Since
attributes are physical. They attack with a short sword for 1d6 dexterity is a prime attribute for her, she beats the challenge
damage. They have dark vision that allows them to see in the base of 12 by 8 with her roll. The CK notes that this is more
dark up to 60 feet. They are worth 5+1 experience points.) than the challenge level of 6, so Una is successfully hidden.

Hobgoblin (These creatures’ vital stats are Lvl 1d10, HP 5, Just as the worg settles down, however, they hear Suryc and
AC 15, MV 30 ft. Their disposition is law/evil. Their primary Bjorn bumbling through the woods. The goblins also hear them
attributes are physical. They attack with a Halberd for 1d10 coming and prepare a hasty ambush. A few moments later, Bjorn
damage. They have dark vision that allows them to see in the and Suryc come to the clearing. The Castle Keeper tells the
dark up to 60 feet. They are worth 7+1 experience points.) players to check for surprise as the goblins, hobgoblins, and worg
are waiting for them. The two players make wisdom checks for
Worg (These creatures’ vital stat are Lvl 4d8, HP 16, AC 14, their characters. Suryc’s player rolls a 10, which gives him a 17,
MV 50 ft. Their disposition is neutral. Their primary attributes which isn’t quite enough to beat his non-prime challenge base of
are physical. They attack with a bite for 2d4 points of damage. 18, so he is surprised. A 12 comes up on Bjorn’s player’s die, but
They have the ability to trip victims by pulling them to the ground that is enough to beat his prime challenge base of 12, meaning
after the victim fails their dexterity check. They have dark vision that the seasoned warrior was not caught unaware by his foes.
and twilight vision. They can track as 2nd level rangers. They are
Una’s player declares she will use her sneak attack ability on one
worth 60+4 experience points.)
of the hobgoblins this round. The CK makes a wisdom check for
Suryc (She is a 7th level, half-elf, wizard. Her vital stats the hobgoblin to see if he is surprised. Since the hobgoblin has
are Lvl 7, HP 16, AC 11, MV 30 ft. Her primary attributes his saves listed as P, physical, his challenge base is 18. The CK
are dexterity and intelligence. Her disposition is neutral/good. rolls a 7 for the hobgoblin, so he is surprised by Una’s attack.

256 CASTLES & CRUSADES —

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THE CASTLE KEEPER AND THE GAME
The players and CK now roll a d10 for their initiative this round. Now the surprise round is over and the players and CK roll
Suryc’s player doesn’t roll since he is surprised this round. Bjorn’s initiative again. Suryc’s player can roll initiative this round
player rolls a 4, Una’s player rolls a 5 and the Castle Keeper rolls since he is no longer surprised. Una rolls a 4, Suryc a 10, Bjorn
a 5 for the enemies. He chose to roll the enemies as a group to a 2, and the goblins and worg get a 5. So the turn order this
speed things along. The Castle Keeper also decides to give Una round is Suryc, the goblins and the worg, Una and then Bjorn.
a +2 initiative boost this round for being so well hidden.
Suryc knows he is in trouble, since the worg is a killing machine.
Following initiative, the Castle Keeper first lets Una’s surprise His player quickly checks his prepared spells and decides that his
attack happen. Una will be firing her bow at the hobgoblin scare spell will do the trick. He casts the spell on the worg, forcing
this round. Her player rolls a d20 and gets a 9 which is then it to make a charisma save or flee in panic. The worg’s saves are
added to her dexterity bonus and basic attack bonus, giving her listed as physical only, so that means its challenge base is 18. This
a total of 14. Una also gets a +2 bonus for her sneak attack is modified by Suryc’s casting level of 7, which means the worg
ability, resulting in a final to hit roll of 16. This is more than must beat a 25 on his roll. The CK notes that the worg cannot
the hobgoblin’s AC of 15, so she hits. Una’s player rolls the d8 possibly beat a 25, so the worg panics and flees the combat. The
damage for the composite short bow and gets a 4. Her sneak worg runs at his full run speed of 200 feet away from Suryc.
attack ability allows her to add four to her damage, so she does
a total of 8 damage to the hobgoblin. That is enough damage to The worg’s panicked departure greatly shakes the goblins. The
drop him (he only had 7 hit points). Her arrow sinks deeply into CK determines that they will try to escape combat. Two of them
the hobgoblin’s neck, and he falls limp from the worg’s back. decide to flee as well, using the hasty disengage option while
the third, more wisely, chooses the fighting disengage. The two
Next the goblins and worg can attack. The goblins are surprised that make the hasty disengagement may move their maximum
by their leader’s sudden collapse, but are still heartened by the running distance (80 ft), but Bjorn gets a free attack on both of
worg’s presence. The worg leaps at the smaller, unarmed half- them. Moreover, their AC are lowered to 13 for these attacks
elf, thinking her quick prey. The goblins choose to charge Bjorn. due to their hasty departure. Bjorn’s player rolls for his attacks
First the worg’s attack is resolved. The CK rolls a 7 for the and gets a 2 and a 6, which means he hits AC 10 and AC 14.
worg’s attack roll and adds the worg’s level total to the attack Bjorn misses one of the fleeing goblins but hits the other for 6
for its basic attack bonus. This gives the worg a total of 11 to points of damage, cutting it down as well. The fleeing goblin
hit, which just beat’s Suryc’s 11 AC. The CK rolls 2d4 damage moves 80 feet away. The other goblin, making a fighting
for the worg’s bite, and gets a 6, reducing Suryc’s hit points to 10 withdrawal only moves 10 feet away, but does not provoke a
as the worg bites deeply into Suryc’s leg. The CK then decides free attack, nor is his AC lowered.
to use the worg’s trip ability, allowing her to automatically
Una’s turn comes up and she chooses to take a shot at the worg
force her opponent to the ground on a successful bite attack.
as it is fleeing. The CK tells her the worg is about 180 feet away,
Suryc is allowed a dexterity save to prevent this. Suryc’s player which puts it at long range for her composite short bow. This
rolls a d20 and gets an 11. He gets to add his wizard levels and means she is at a -6 to her attack roll due to the range. Una’s
dexterity bonus to this, giving him a total of 19. This easily beats player rolls and gets a 15, which leaves her with a final to hit
his prime challenge base of 12, so Suryc is not knocked down. roll of 14. This is exactly the same as the worg’s AC so she just
The goblins charge Bjorn. Since they are charging they take a -4 barely hits the beast. Una’s player curses that she only rolled a
2 on her 1d8 damage die, barely damaging the fleeing creature.
to their AC but gain +2 damage against the human. The Castle
Keeper rolls five d20s and gets a 4, 10, 15, 17, and 20 which are Finally Bjorn decides to give chase to the retreating goblins.
all modified by +1 (the level of the goblins). That means two of He cannot reach the goblin that fled last round, but he can
the goblins hit Bjorn. The CK rolls their d6 damage and get a 3 move and attack the one that made a fighting disengagement.
and a 4, meaning that Bjorn loses 11 hit points total, including Moving 10 feet and then attacking again, Bjorn can make two

SIEGE ENGINE
the charge damage bonus. This reduces Bjorn down to 25 hit attacks on this goblin due to his combat dominance ability and
points, which still leaves him in pretty good shape. he chooses to do so. His first attack roll is a 1, which means
he hits AC 9, which is a miss. His second roll, however, is an
Finally, Bjorn makes his attack during the surprise round. His
18, which hits AC 26, meaning he soundly hit the goblin’s AC
player declares that Bjorn will be using his combat dominance
of 15. The flail crashes heavily into the goblin for 12 points of
ability and attack two goblins this round. Since the goblins are
damage, crushing it’s skull.
all of 1d6 levels, he can do this. Bjorn’s player makes two attack
rolls, rolling a 3 and an 18. Adding his Strength bonus and basic This round of combat is over and the players decide to let the
attack bonus, this means Bjorn hits AC 11 through 26. The goblin and worg flee. The worg won’t come out from the effects
goblins normally have an AC of 15, but since they charged, it of the spell for another five rounds, and it will think better of
is an 11 this round, so he hits two goblins. He rolls his heavy doubling back to attack the party. The goblin runs away and
flail’s damage and rolls a 4 and a 9. This is modified by his tries to find its way back to its war party to inform them of the
strength and his weapon specialization bonus, meaning he does adventurers in the woods.
7 damage to one goblin and 12 damage to the second, which is
enough damage to kill both goblins.

— PLAYERS HANDBOOK 257

Curtis Bilewitch (Order #44157457)


INDEX
A Determine if a check is 229
Abilities 16 necessary
Acid, Attack 249 Determine the Needed 230
Attribute
Acquiring New Spells 111
Using Attribute Checks 232
AC (see Armor Class) 235
Charisma 234
Advanced Aura of Courage 58
Constitution 233
Advanced Combat Domi- 38
nance Dexterity 233
Advanced Favored Enemy 64 Intelligence 233
Advanced Nature Lore 33 Strength 232
Advanced Resist Elements 34 Wisdom 234
Advanced Smite Evil 58 Attributes 13
Advanced Tracking 65 Attribute Checks 14
Advanced Weapon Special- 38 Attribute Modifiers 14
ization Attributes & the Game 229
Adventuring Party 255 Charisma, Description 13
Age 86 Constitution, Description 13
A Life of Adventure 226 Dexterity, Description 13
Alignment 16 Generating Attribute 13
Ancestral Calling 20 Scores
Animal Empathy 91 Intelligence, Description 13
Animosity 87 Primary Attributes 14
Arcane magic 109 Roll Attributes 12
Area of Effect 115, 128 Secondary Attributes 14
Armor 16, 101, 244 Strength, Description 13
Armor Class 244 Wisdom, Description 13
Armor 244 Aura Of Courage 56
Cover 244 Awaken Woodland Spirit 34
Dexterity 244 B
Helms 244 Back Attack 70, 72
Magic 245 Banish 29
Shields 244 Barbarian 12, 15, 17
Situation And Circum- 245 Bard 12, 15, 22
stance Basic To Hit Bonus 239
Assassin 12, 15, 78 Battlefield Dominance 46
Attack 239 Battle Lord 47
Attacker 239 Battle Space 37
Attribute Checks 14 Bed/Den, Tracking 66
Adding Character Levels to 235 Bequeath Virtue 57
Checks
Birthright Mount 45
Attributes & the Game 229
Bonus spells 109
Challenge Base 230
Bonus Spells, Cleric 28
Challenge Level 230
Bonus Spells, Druid 33
Challenge Level: Less Than 232
Bonus Spells, Illusionist 41
Zero
Bonus Spells, Wizard 76
258 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Index
Spells, Gnome 91 Knight 44
Bonus to Hit 16 Monk 50
Breaking, Tracking 66 Paladin 55
BtH (see Bonus to Hit) 16 Rogue 69
Burst 116 Wizard 74
C Cleanse Soul 59
Called Shot 245 Cleric 12, 15, 27
Call-to-arms 46 Clerics 111, 113
Cant 71 Cleric Spells, List 118
Case Target 79 Climb 71, 79
Caster and Spell Level 128 Close Supporting Fire 245
Casting Time 115, 128 Clothing 104
Initiative 115 Coins, Encumbrance 107
Castle Keeper & the Game 223 Coin, Starting 100
Catch Weapon 53 Coins, Weight 107
Challenge Base 230 Combat 238
Challenge Class 230 Charging 242
Challenge Level 230 Combat Actions 241
Change Alignment 25 Attack 241
Change Self 43 Cast a Spell 241
Chaos 97 Move 241
Character Levels, Attribute 235 Non-Lethal and Multiple 241
Checks Actions
Charge 45 Use an Ability 241
Charging 242, 245 Use an Item 241
Charisma 13 Combat Round 240
Chewing, Tracking 66 Disengaging From Combat 246
Class 12 Initiative 240
Class and a Half 15, 84 Melee Combat 242
Class, Choosing 12 Movement 241
Multiclassing 15 Narrative of Combat 247
Class and a Half 84 Outline of a Combat 238
Classes 15 Round
Abilities 16 Ranged Combat 242
Armor 16 Sample of a Combat Round 239
Assassin 78 Situational Modifiers 243
Barbarian 17 Surprise 240
Bard 22 Touch Attack 243
Classes and the Castle 15 Unarmed Combat 243
INDEX

Keeper Combat as an Encounter 227


Cleric 27 Combat Dominance 37
Druid 31 Combat Expertise 91
Fighter 36 Combat Maneuver 239
Illusionist 40 Combat Maneuvers 245

— PLAYERS HANDBOOK 259

Curtis Bilewitch (Order #44157457)


Index
Combat Round 239 Disengaging From Combat 246
Surprise 240 Disguise 42, 80
Combat Sense 18 Dismiss Woodland Creatures 34
Combat Terms 239 Divine Aura 56
Components 109, 117, 128 Divine Focus Components 117
Conceal 62 Divine Healing 57
Concealment 244 Divine Health 56
Cone 116 Divine Intervention 58
Constitution 13 Divine magic 109
Conversion to Knighthood 47 Divine Monolith 30
Counterspell 77 Divine Mount 56
Cover 45, 244 Divine Will 58
CT (see Casting Time) 235 Dodge 246
Cure Disease 56 Druid 12, 15, 31, 111, 113
Cylinder 116 Druid Spells, Lists 119
D Dulling, Tracking 67
Damage 239, 248 Duration 116, 128
Falling Damage 249 Duskvision 93, 254
Magic Damage 249 Dust, Tracking 66
Subdual Damage 249 Dwarf 86
Weapon Damage 249 E
Darkvision 91, 94, 254 Eat-Through, Tracking 66
Death Attack 79 Elementary Mastery 34
Death Strike 52 Elf 88
Decipher Script 23, 71 Emanation 116
Deepvision 88, 253 Embolden 45
Deerstalker 18 Empathy 92
Defender 239 Encounters
Defensive Expertise 88 Combat 227
Deflect 45 Non Player Characters 228
Deflect Blow 53 Planned 227
Deflect Missiles 51 Random 227
Deity, Choosing 98 Resolution of Conflict 228
Delay/Neutralize poison 62 Single Combat 227
Detect Concealed and Secret 73 Spur of the Moment 227
Doors Terrain 228
Detect Evil 56 Traps and Riddles 227
Detect Magic 42, 77 Encumbrance 106
Determine Depth And 88 Coins 107
Direction
Enhanced Hearing 91
Dexterity 13, 244
Enhanced Sense Of Smell 94
Dice 11
Enhanced Senses 89, 92
Disarm 246
Enmity 88

260 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Index
EPP (see Experience Point 16 Halfling 92
Progression) Half-Orc 94
Equipment 100 Hand-to-hand Combat 51
Equipment, General 103 Hasty Disengagement 246
Evade 246 HD (see Hit Dice) 235
Evasive Maneuver 73 Healing 248
Evil 97 Healing, Illusionist 113
Evil Clerics 251 Helms 16, 101, 244
Exalt 23 Hide 71, 80, 93
Example of Play 256 Hide and Move Silently 73
Exhort Greatness 24 Hit Dice 16, 239
Experience Point Progression 16 Hit Points 12, 239, 247
Experience Points 252 Temporary Hit Points 24, 236, 248
Expert Armor 107 Holy Campaign 29
Expert in Arms 46 Holy Water 249
Expert Trapper 64 Honor Attack 47
Expert Weapons 107 Horsemanship 45
Extra Attack, Fighter 37 HP (see Hit Points) 235
F Human 95
Falling Damage 249 I
Fall Softly 45 Illusionist 12, 15, 40
Fascinate 24 Illusionist & Healing 113
Fast Healing 52 Magic of the Illusionist 112
Fast Movement 51 Illusionists 110, 111
Fattened Threads, Tracking 67 Illusionist Spells, Lists 124
Favored Enemy 63 Illusion magic 109
Fearless 93 Initiative 239
Feign Death 52 Inspire 45
Fighter 12, 15, 36 Intelligence 13
Fighting Disengagement 247 Intimidate 19
Flammable gel 249 Iron Body 51
Flank Attack 246 Iron Fists 52
Focus Components 117 Iron Mind 52
Force of Nature 21 Iron Sinews 21
G K
Gaining Levels 252 Knight 12, 15, 44
Gas 249 Knightly Virtues 49
Gas, Effects 249, 251 Known spells 109
Ghost Signs 67 L
INDEX

Gnome 90 Language of the Wilderlands 34


Good 97 Languages 253
Grappling 243 Large Sign 66
H Law 97
Half-Elf 91

— PLAYERS HANDBOOK 261

Curtis Bilewitch (Order #44157457)


Index
Lay On Hands 56 Paladin 12, 15, 55
Leaf Sign, Tracking 67 Paladin, Turning Undead 252
Leap 45 Parry 246
Legend Lore 23 Path of Greatness 48
Level 16 Pellets, Oblong, Tracking 67
Liquid Damage 249 Pellets, Round, Tracking 67
Listen 71, 80 Pencil Lead, Tracking 67
M Perfect Recall 29, 34
Magic 109, 245 Perfect Recall, Illusionist 43
Magic & AC 245 Perfect Recall, Wizard 77
Magic Damage 249 Persona 96
Magic, Nature of 109 Pick Pocket 72
Magnus Opus 43 Players, Working with 225
Mark of the Saint 30 Poisons 80
Martial Prowess 94 Prime Attribute 16
Material Components 117 Primeval Instincts 19
Medium Sign 66 Primeval Will 19
Melee Combat 242 Provisions & Lodging 104
Missile Weapons 102 Pummeling 243
Money (see Coin) 100 Push 246
Monk 12, 15, 50 Pushdowns, Tracking 66
Monk Special Abilities 52 Q
Mood 223 Quest 25
Movement 253 Quick Reaction 53, 73, 82
Combat 241 R
Encumbrance 106 Race 12
Turned Undead 251 Race, Choosing 12
Move Silently 62, 71, 80, 89, 92, 93, 253 Races 86
Multiclassing 15 Dwarf 86
Multiclassing 83 Elf 88
Multiple Actions 241 Gnome 90
MV (see Movement) 235 Half-Elf 91
N Halfling 92
Names 99 Half-Orc 94
Nature Lore 32 Human 95
Nature of Magic 109 Racial Ages 86
Non Player Characters 228 Rally 25
O Range 128
Offensive Focus 246 Ranged Combat 242
Open Lock 72 Ranger 12, 15, 60
Overbearing 243 rd (see Round) 235
P Reach 246
Pace 224 Rear Attack 246

262 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Index
Receiving Charge 246 Sixth Sense 73
Resistant 92, 93, 95 Slow Fall 52
Resistant To Arcane Magic 88 Slow Kill 82
Resistant To Fear 88 Small Sign 66
Resistant To Poisons 88 Smite Evil 56
Rewards 252 Sneak Attack 72, 81
Riddles 227 Somatic Components 117
Rogue 12, 15, 69 Spell 109
Round 115, 238, 239, 240, 241 Spell Books
Rubbing, Tracking 66 Illusionist Spell Books 41
Rules 228 Wizard Spell Books 76
Rules are Your Servant, 229 Spell Format 128
Not your Master! Spell Lists 118
Runs, Tracking 66 Cleric Spells 118
S Druid Spells 119
Saving Throw 116, 128, 235 Illusionist Spells 124
Categories 235 Wizard Spells 122
Breath weapon 236 Spell Resistance 89, 92, 109, 116, 128, 253
Charm 236 Spells
Confusion 236 Acquiring New Spells 111
Death Attacks 236 Area Spells 115
Disease 236 Bonus Spells, Cleric 28
Energy Drain 236 Bonus Spells, Druid 33
Fear 236 Bonus Spells, Illusionist 41
Gaze Attack 236 Bonus Spells, Wizard 76
Magic/Illusion 236 Burst 116
Paralysis/ Constriction 236 Casting Spells 113
Petrification/Polymorph 237 Casting Time 115
Spells 237 Components 117
Traps 237 Concentration 114
Types of Saving Throws 235 Cone 116
Voluntarily giving up a sav- 116 Cylinder 116
ing throw
Deciphering spells 111
Scale 62, 224
Duration 116
Scat, Tracking 67
Emanation 116
Scrolls 114
Gaining a level 111
See Invisible 42
Learning and copying spells 111
Sharp Senses 42
Prepared spells 109
Shield Blow 38, 246
Range 115
INDEX

Shields 101, 244


Reading a Scroll into a 112
Shield Wall 246 Spellbook
Shining, Tracking 67 Replacing Spellbooks 112
SIEGE Engine 14, 223, 229, 235 Research 112
Signature Style 81 Saving Throw 116

— PLAYERS HANDBOOK 263

Curtis Bilewitch (Order #44157457)


Index
Spell Resistance 116, 253 Number Of Undead 251
Spells, Gnome 91 Turned
Spells. Illusionist 41 Paladins 252
Targeted Spells 115 Twilight Vision 89, 254
Using Scrolls 114 Two Weapon Fighting 246
Writing spells 112 U
Spell slots 109 Unarmed Combat 243
Splash Damage 249 Undead
Spot Hidden Doors 89, 92 Turning & Destroying 251
Undead
SR (see Spell Resistance) 235
Unholy Water 249
Starting Coin 100
V
Stonecraft 88
Verbal Components 117
Strength 13, 232
Vision 253
Stun Attack 51
Voluntarily giving up a saving 116
Style of Play 223 throw
Subdual Damage 249 W
Surprise 81, 240 Warlord 21
Survival Instincts 64 Weapon Damage 249
SV (see Saving Throw) 235 Weaponry Master 53
Sway Crowd 25 Weapons 16, 101
T Weapon Specialization 37
Tapered Tube, Tracking 67 Weapon Training 90
Target 115 Whirlwind Attack 19
Teardrop and Tapered, 67 Wizard 12, 15, 74, 110, 111
Tracking
Wizard Spells, Lists 122
Time 254
Woodland Stride 33
tn (see Turn) 235
Words of Power 25
Totem Shape 33
Touch Attack 243
Track 63
Tracking 66
Non-Ranger Tracking 66
Signs 66
Tracking Stick 66
Tracking Tables 68
Trails 66
Transport & Tack 102
Traps 62, 72, 81
Traps and Riddles 227
Trip 246
Tube, Tracking 67
Turn 115, 239
Turning Undead 28, 56, 251

264 CASTLES & CRUSADES —

Curtis Bilewitch (Order #44157457)


Curtis Bilewitch (Order #44157457)

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