Castles & Crusades Players Handbook
Castles & Crusades Players Handbook
Castles & Crusades Players Handbook
PLAYERS HANDBOOK
A Guide and Rules System for Fantasy Role playing
by
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
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!
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.
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
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 —
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
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.
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.
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.
— PLAYERS HANDBOOK 13
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.
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
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.
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
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.
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.
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.
— PLAYERS HANDBOOK 21
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.
CLASSES
often moribund and strict interpretations of academics and
others who depend on the separation of fact and fiction.
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
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
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
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.
— PLAYERS HANDBOOK 29
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.
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
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
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
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
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.
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
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
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.
CLASSES
the Castle Keeper, the player, agreement between the two
ABILITIES or randomly.
— PLAYERS HANDBOOK 41
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.
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
— PLAYERS HANDBOOK 43
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.
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
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
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.
— PLAYERS HANDBOOK 47
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
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.
— PLAYERS HANDBOOK 51
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.
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
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.
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
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.
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.
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.
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.
— PLAYERS HANDBOOK 57
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.
— PLAYERS HANDBOOK 59
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
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.
— PLAYERS HANDBOOK 61
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
— PLAYERS HANDBOOK 63
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
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).
— PLAYERS HANDBOOK 65
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.
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.
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.
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.
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
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.
— PLAYERS HANDBOOK 71
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
— PLAYERS HANDBOOK 73
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.
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
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).
— PLAYERS HANDBOOK 77
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
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
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
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
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.
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:
— PLAYERS HANDBOOK 85
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
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.
— PLAYERS HANDBOOK 87
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
— PLAYERS HANDBOOK 89
This thirst for knowledge often brings gnomes and their friends
together in great concourse. Individuals, families and clans
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
— PLAYERS HANDBOOK 91
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
— PLAYERS HANDBOOK 93
RACES
Primary Attributes: Because of the unique nature of
HUMAN humankind, humans choose an additional primary attribute, for
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
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.
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
— PLAYERS HANDBOOK 97
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.
— PLAYERS HANDBOOK 99
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
* 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
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
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 *
CHARACTER
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.
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.
— PLAYERS HANDBOOK 107
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
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.
110 CASTLES & CRUSADES —
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
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;
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.
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.
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
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.
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.
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.
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.
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.
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.
ANTIPATHY*
1. 130
Object or location attracts/repels certain creatures.
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.
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.
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
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
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.
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.
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.
B
The casting components are speech, hand gestures, a small
piece of bark and the caster’s holy symbol if they have one.
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
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.
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.
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
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 —
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
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
142 CASTLES & CRUSADES —
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
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 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.
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
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.
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.
— PLAYERS HANDBOOK 147
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.
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
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.
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.
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
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
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.
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.
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.
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.
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
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.
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.
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
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 —
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.
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.
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
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.
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
The casting components are speech and hand gestures. Influence, Level 0 illusionist
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.
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.
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.
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
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.
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).
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.
The casting components are speech and hand gestures. 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.
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
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.
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.
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.
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.
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
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
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
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
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.
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
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.
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
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.
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.
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).
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
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,
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.
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.
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.
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.
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 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
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
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.
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 —
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
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
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.
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
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
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
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
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.
210 CASTLES & CRUSADES —
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.
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.
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
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.
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 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.
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,
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 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.
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.
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.
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.
SPELLS
Speech is the only casting component.
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
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.
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
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
SIEGE ENGINE
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.
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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.
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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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
— PLAYERS HANDBOOK 235
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.
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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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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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
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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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).
— PLAYERS HANDBOOK 243
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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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.
— PLAYERS HANDBOOK 245
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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.
— PLAYERS HANDBOOK 247
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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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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
— PLAYERS HANDBOOK 251
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.
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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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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
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.
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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.