Crypts & Creatures - Core Rule Book

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Crypts & Creatures

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Version: 1.0 Fourth Printing Written and Developed by Scott Ashcraft Layout Contribution by Christopher Cortright Edited by Cat Stark Artwork/Pictures by Various (Public Domain & Royalty Free) & Wikimedia Commons Published by DC Enterprises and Pick Up & Go Games Playtesters Heather Ashcraft, Robb Bowers, Timothy Siefken, Lonnie Harris, Mike Chowanski, Matthew Hyke, Athena Marshel Kathleen Scagliati, Rickey Grant, Tom Tracey, Bill Stechman Special Thanks to: To my brother Matt, for giving me his old Advanced Dungeons & Dragons ® 2 nd Edition Players Handbook, so many years ago. To my parents, Orville and Helen, for letting Matt do that. To Monte Cook and Tony DiTerlizzi for creating a campaign world that I fell in love with, to Dave Arneson and the late Gary Gygax for having some the best ideas ever printed and for creating the motivation that taught me how to read. To my cousin, Mike Diamond, for introducing me to LARPs. To my wife, Heather Ashcraft, for being so supportive through the years, and to my children Connor & Kathlyn for being my greatest inspiration. © 2016 Scott Ashcraft, All rights reserved. Crypts & Creatures, Pick Up & Go Games, PUGG, the Crypts & Creatures logo, and the Pick Up & Go Games logo are registered trademarks owned by Pick Up & Go Games.

Crypts & Creatures Crypts & Creatures was designed as an easy-to-learn trimmed-down version of the most popular fantasy RPG. C&C can be used to introduce absolutely new players to role playing games using easy-to-learn rules that provide a smooth transition into the larger more complicated games. C&C can also be played by experts as quickfun/experimental games.

Character Creation ABILITY SCORES There are three Abilities: Strength (STR), Dexterity (DEX) and Mind (MIND). Roll 4d6 (reroll 1s) total the three highest dice from that roll, repeat this five times. Assign the three highest scores to your attributes in any order. Ability Modifier (aka bonus) equals (SCORE-10)/2, round down. Races (Bonuses are applied to the Ability Score, not the modifier) Humans get +1 to any two different Ability Scores Elves get +2 MIND Dwarves get +2 STR Halflings get +2 DEX Gnomes get +1 to DEX, +1 to MIND Half-orcs get +4 to STR, -2 to MIND Half-elves get +1 to any one Ability Score, and +1 Racial Bonus to any two Skills Classes, Features and Bonuses All characters begin at Level 1, with maximum Hit Points (HP) & Spell Points (SP). Hit Points at 1 st equal 6 + STR modifier. Traditional multi-classing (SRD) is not allowed. Fighters may equip all armor and shields (including towers shields) and all weapons. They have a +3 class bonus to Physical checks and add a +1 inherent bonus to all attack and damage rolls. This increases by +1 at 4th level and every four levels (4,8,12, etc). Rogues can use light armor, light weapons, one-handed weapons and ranged weapons. They have a +3 class bonus to Subterfuge checks. If they successfully Sneak Attack (usually the Rogue's Subterfuge + DEX modifier vs. the victim’s Subterfuge + MIND modifier, but depends on situation) they can add their Rogue level x2 to the damage of their attack. Sneak Attack damage may only be applied when the Rogue's target is unaware of the incoming attack. Ranged rogues usually must re-stealth after a successful Sneak Attack with a -20 penalty. Wizards wear no armor with knowledge of light weapons and quarterstaves. They can cast arcane spells, and gain a +3 class bonus to Knowledge checks. Wizards start knowing five 0-level spells and three 1 st level spells.

Wizards must research new spells in order to learn them (see the Magic section). Familiar: Wizards Begin play with a tiny loyal creature, example: bat, cat, hawk, lizard, owl, rat, raven, snake, toad or a weasel. If this creature is lost, killed, or destroyed the Wizard may obtain a new one but it takes 1 week to form a new bond. This creature will obey simple two word commands to the best of its ability. The familiar's Level, Hit Dice, Ability Scores, Skill Rank and any other stats are half of the Wizard’s (round down). A familiar has no Class Levels and thus none of the special qualities that come with being any character class. They are considered to be a magical creature once bound to a master. Share Spells: Any spell the Wizard casts targeting themselves may also target the familiar at the same time but the familiar must be within 5’ of its master. Deliver Touch Spell: A Wizard may cast a touch spell, touch their familiar, and then order the familiar to deliver the touch spell to a target. The familiar then makes a magic attack vs. the target's AC. Empathic Link: The familiar and master share an empathic link which they use to communicate only general emotional content between one another. Symbiotic Bond: Both Wizard and familiar gain +1 to any one skill check while bound to one another.

Clerics can wear light or medium armor with knowledge of light and one-handed weapons and quarterstaves. They cast divine spells and gain +3 class bonus to Communication or Knowledge checks whichever is chosen. Clerics must pray (prepare) for spells. Clerics channel energy (30' radius centered on caster). The amount of damage dealt or healed is equal to 1d6 [+1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, etc)]. Positive (Good) Energy: Heals the living and damages undead. Negative (Evil) Energy: Heals undead and damages the living. Neutral clerics must choose Positive or Negative Energy. The DC (Difficulty Class) to save against Channel Energy is equal to 10 + 1/2 the cleric's level (rounded up + the cleric's MIND modifier. This ability can be used 3 + MIND modifier times per day. See Magic.

(4,8,12,16,20) their Rage bonus increases by +2 to each variable. Afterward they're fatigued for a number of rounds equal to how long they Raged. Monks wear no armor or shields and do not use weapons, but add both DEX and MIND bonuses to AC. They receive a +3 class bonus to Physical checks. Unarmed attacks deal 1d8 damage and are treated as light weapons. If unarmored add a +2 class bonus to AC, ‘saving throws’, and damage rolls at all times. This increases at 5 th level, and every five levels thereafter. At 5th level Monks are immune to diseases. At 11th they are immune to all poisons. Rangers can use light or medium armor and shield (except tower shields), light weapons, one-handed weapons and ranged weapons. Rangers add +1 inherent bonus to all attack and damage rolls. This increases by +1 at 4th level and every four levels, and do not incur any penalties when fighting with 2 weapons. At 4th level Rangers gain an animal companion, common animals include: badger, bird, camel, cat(small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. The animal advances as per a Wizard's Familiar, but is not considered a magical creature. They have a +3 class bonus to Survival checks.

Paladins wear any kind of armor and use shields (except towers shields) and all weapons. They receive a +1 class bonus to Physical checks and a +2 class bonus to Communication checks. They are immune to diseases and apply a +1 bonus to all saving throws (this increases by +1 at 5th level and every 5 levels thereafter). Paladins can detect evil within 60’ at will and can heal up to 2HP + MIND modifier (divided any way) per level per day by Sorcerers wear no armor with knowledge of light weapons laying on hands. and quarterstaves. Sorcerers add a +2 class bonus to Knowledge checks. They spontaneously cast Arcane spells they know with a spell level equal or below ½ their class level, rounded down (minimum 1st). They treat every spell as if it were a signature spell. Sorcerers start with four level0 spells and two 1st level spells, they gain 2 spells every level. Bloodline Magic: Sorcerers live and breathe that which wizards devote their lives to mastering and for them magic is more than a field of study; it is life itself. This derives from their linage and can manifest from many different sources. Perhaps a celestial being has bestowed power upon your bloodline, an infernal beast has spread it’s filth into your linage, an ancestor made a pact with a supernatural creature, a relative became an undead abomination, or perhaps your arcane bloodline begins with you and your story. Once chosen, this cannot be changed. Aberrant: You gain Damage Reduction (DR 2/--) Abyssal: +2 Class bonus to all Physical checks Arcane: +1 Class bonus to all Knowledge checks, gain a Familiar Celestial: +2 Class bonus to all Communication checks Destined: +2 Class bonus when you save against spells. Barbarians can wear light or medium armor and use Draconic: +3 Spell Points per level shields (except towers shields) and all weapons. They Elemental: Elemental Bolt (magic attack; 1d4/2 levels, 30 receive a + 3 class bonus to Physical or Survival checks and feet) 5/day may enter Rage for a number of rounds per day equal to Fey: +2 save DC (Difficulty Class) on charm/compulsion Level + STR modifier, suffering -2 penalty to their AC. spells After entering Rage, gain +2 to melee attack rolls, melee Infernal: +2 Class bonus to all Subterfuge checks damage rolls, spell saves, and gain DR 2/--. Every 4 levels Undead: Your charm/compulsion spells work on undead.

Alignments There are nine alignments to choose from, alignments are guidelines to help you role-play your character: Lawful Good, "Crusader" A lawful good character acts as a good person is expected or required by law to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. Neutral Good, "Benefactor" A neutral good character does the best that a good person can do. He works with kings and magistrates but does not feel beholden to them. Chaotic Good, "Rebel" A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. Lawful Neutral, "Judge" A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. Neutral, "Undecided" A neutral character does what seems to be a good idea. He doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Chaotic Neutral, "Free Spirit" A chaotic neutral character follows his whims. He is an Druids may wear any non-metal armor or shield. Druids individualist first and last. He values his own liberty but may only use non-metal weapons, melee or ranged. They doesn’t strive to protect others’ freedom. cast Druid spells and gain a +2 class bonus to Knowledge and a +2 class bonus to Survival checks. Druids are immune Lawful Evil, "Dominator" to the spell-like effects of woodland fey. At 3rd level a A lawful evil villain methodically takes what he wants Druid can pass without trace at will. At 7th level a Druid within the limits of his code of conduct without regard for can assume the form of any small or medium sized animal whom it hurts. He cares about tradition, loyalty, and order up to 3 times per day. A Druid heals 2HP per level but not about freedom, dignity, or life. (themselves only) when changing back into his humanoid form. Druids must meditate/pray (prepare) for spells. Neutral Evil, "Malefactor" Bards wear light armor with light or ranged weapons and whips, they can also use bucklers. They gain a +2 class bonus to Communication, Subterfuge, and Knowledge checks. Bards can counter sound-based effects within a 30’ radius with a Comm + MIND check (effect's DC) A Bard can use his song to charm person or remove fear up to 3 times/day. Beginning at 6th level, a Bard casts spells as a Sorcerer of 5 levels lower. Their SP are calculated as if they were 1st level, a Bloodline is not chosen. Maximum spell level the Bard can cast is 6th level spells. A bard may make a special bardic knowledge check with a bonus equal to their bard level + their MIND modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places; GM sets the DC.

A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. Chaotic Evil, "Destroyer" A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable.

Skills

Script, Diplomacy, Gather Information, Handle Animal, Perform, Profession, Sense Motive, Speak Language, Use Magic Device (DC 20 + Caster Level of item) There are only five skills: Physical, Subterfuge, Knowledge, MIND bonus + Survival: Survival (non-hunting & tracking) Communication and Survival. Most CMB & CMD rolls = opposed d20 + Physical + STR Each class has its own Class Skills. They are as follows. bonus Fighter and Monk: Physical Rogue: Subterfuge Wizard: Knowledge Cleric: Communication OR Knowledge Barbarians: Physical OR Survival Clerics and Druids can cast any prepared Divine spell. Paladin: Physical OR Communication Wizards can cast any Arcane spell listed in their spellbook. Sorcerer: Communication Sorcerers know their spells innately. Druid and Ranger: Survival Bard: Choose one Class skill and two Cross-class skills Different classes gain access to new spell levels differently.

Magic

Players choose one other skill as their cross-class skill, Spell Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th except Bards. Wiz/Clr/Drd 1 1 3 5 7 9 11 13 15 17 Sorcerer 1 1 4 6 8 10 12 14 16 18 Class Skill rank = your class level; Cross-class skill rank = ½ your level (rounded down). All other skill are rank 0, but st Communication, Physical and Survival skill checks may be Spell Points at 1 equal eight + MIND modifier. made untrained. Skill roll = d20+skill rank + whatever stat st bonus is most applicable to the use+situation modifiers For Wizards start knowing five 0-level spells and three 1 level example, Climbing would use d20 + Physical ranks + STR spells. More spells can be gleaned from spellbooks or bonus. Dodging a falling rock is d20 + Physical ranks + teachers which is a Knowledge check, DC 15 + the spell'sst DEX bonus. Finding a trap is d20 + Subterfuge ranks + level. Sorcerers start with four level-0 spells and two 1 MIND bonus. Disabling a trap is d20 + Subterfuge ranks + level spells, they gain 2 spells every level. Casting a spell of DEX bonus. DCs (Difficulty Class): 0=Very Easy, 5=Easy, any kind costs Spell Points (SP). The Spell Point cost equals 10=Average, 15=Tough, 20=Challenging, 25=Formidable, (spell's level x2) + 1: 30=Heroic, 40=Near Impossible Spell Level 0 1 2 3 4 5 6 7 8 9 Spell Points 1 3 5 7 9 11 13 15 17 19 Saving Throws Fortitude Saves equal d20+Physical ranks + STR modifier. Choose spells that suit the character. Wizards may select Reflex Saves equal d20+Physical ranks + DEX modifier. one ‘signature’ spell per spell level that they prefer to use Will Saves equal d20+MIND modifier + your level. over any other. This choice cannot be changed, but does not have to made upon gaining access to said spell level. These Skill Use Examples Here are the skills from the SRD (System Recourse spells are easier to cast due to familiarity, costing 1 less SP to use (minimum 0). All spells cast by Sorcerers are Documents) and their Crypts & Creatures equivalents: STR bonus+ Physical: Balance, Climb, Intimidate, Jump signature spells. The Difficulty Class (DC) for resisting all spells is 10 + Caster's Level + Caster's MIND bonus. (long), Swim, Tumble, Use Rope STR bonus + Subterfuge: Escape Artist, Intimidate STR bonus + Communication: Handle Animal (sometimes) Wizards, Clerics and Druids must prepare their spells. They can only cast the spells that they have prepared. They can prepare a number of spells equal to their Wiz/Clr/Drd Level DEX bonus + Physical: Climb, Jump (high), Use Rope DEX bonus + Subterfuge: Disable Device, Escape Artist, + (MIND bonus x2). Sorcerers start with some spells and gain 2 per level. Spell preparation takes 1 hour and requires Move Silently, Open Locks, Slight of Hand 8 hours of rest. Sorcerers (including Bards) can cast any of DEX bonus + Knowledge: Craft (sometimes) the spells they know without preparation, but all casters DEX bonus + Survival: Survival (Hunting) require 8 hours of rest (not necessarily sleep) to regain Spell MIND bonus + Subterfuge: Disable Device, Disguise, Points. Intimidate (sometimes), Listen, Search, Spot MIND bonus + Knowledge: Decipher Script, Heal, Meta-Magic Here are three ways for spell casters to add a little more Knowledge checks, Craft (sometimes) MIND bonus + Communication: Appraise, Bluff, Decipher variety to their repertoire. Each modifies a spell in a given

way, and each doubles the casting time of the spell (most spells become full round actions instead of standard actions, for example). Also, each requires an additional expenditure of spell points, added to the standard cost of the spell at the time it is cast. Casters must be at least 5 th level (10th for Bards) to engage in meta-magic castings. Extending makes a spell last twice as long as it normally would. An Extended spell costs an additional two Spell Points. Empowering makes a spell do 50% more damage than it normally would. An Empowered spell costs an additional four Spell Points. Widening makes a spell’s area of effect twice as big as it would normally be. A Widened spell costs an additional six Spell Points.

weapons OR one light weapon and one one-handed weapon and attack with both in one round if they take a -2 penalty (no penalty for Rangers) on both attack rolls. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.

Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (magic, good/evil, cold iron, etc). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes five less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction. DR from multiple sources does not stack, Hit Points at 1st level equal 6 + STR bonus. If your HP (Hit even if they are different sources. Points) reach 0 you will become unconscious and near death. Further damage counts into negative numbers. Upon Actions/Rounds reaching your negative STR score, you die. One round is six seconds of combat. One round has passed Roll d20 + DEX bonus for initiative order. There are no when all combatants have performed one standard/attack Attacks of Opportunity (SRD). action and one movement action or two movement actions. Melee attack bonus = STR bonus + ½ Level (rounded up) Casting a spell, attacking, class abilities and using some Ranged attack bonus = DEX bonus + ½ Level (rounded up) skills are standard actions. Moving 30 feet (20 for Dwarves, Magic attack bonus = MIND bonus + ½ Level (rounded up) Halflings and Gnomes), complex maneuvers, retrieving a Add all attack bonuses to d20 rolls. If the roll is equal to or stored item, drawing a weapon and some skills are higher than your opponent's Armor Class (AC), it’s a hit. movement actions, see your GM. If you do not take a Natural 20 (showing 20 on the die) is automatically a movement action, you may take a 5' step as a free action. critical hit, dealing double damage (roll damage + STR bonus x2). Extra damage (example: Rogue Sneak damage) Other Hazards over and above a weapon’s normal damage is not multiplied Falling: 1d6 damage per 10', half damage on d20 + Physical when you score a critical hit. Natural 1 always misses. + DEX bonus save, DC equals depth fallen in feet. When spells and abilities augment a creature's Attributes, Spikes: add + 1 to falling damage per 10' fallen, max +10. plus or minus, their derived scores (HP, SP, Spell save DCs, Poison: d20 + Physical + STR bonus save to avoid or for etc) also go up and down respectively per level. Example: half effect, depending on poison. Effect varies with poison your STR increases from 14 to 18, you instantly gain type. 2HP/level, since your STR bonus also increased. Extreme Heat & Cold: If not wearing suitable protection, d20 + Physical + STR bonus, once every ten minutes (DC Fighters, Barbarians, Rogues, Rangers and Monks may use 15, + 1 per previous check), taking 1d6 cold damage on DEX bonus + ½ Level as Melee Attack bonus instead if each failed save. wielding light weapons. They can also wield two light

Combat

Experience Points and Level Advancement Experience Points (XP) equal the Hit Dice (HD) of defeated monsters, or the given EL (Encounter Level) for a trap, situation, etc. Add +1 for each doubling of the number of foes. example: one kobold = 1 XP, two kobolds = 2 XP, four kobolds = 3 XP, etc. Add up the experience points (XP) of every encounter you take part in. When the total equals ten times your current level, you’ve advanced to the next level. Keeping or dropping the overflow of XP is up to your GM. Your GM may change the XP multiplier from ten to higher numbers to slow a fast game. Reset the total to zero after advancing. Example: The 1st level adventurers have just completed a dungeon adventure, and defeated five individual EL1 encounters, an EL2 trap and the EL3 leader. That’s a total of 10 XP (EL 10), so they all advance to level two. They need to obtain another 20 XP to reach Level three. Each level adds: 1d6 + STR modifier in Hit Points 1d6 + MIND modifier in Spell/Power Points (casters only) 1 rank to chosen/appropriate Class Skill, + ½ rank (rounded down) to Cross-class skill(s). If the level divides by four (Example: level 4,8,12,16,20) add 1 point to STR, DEX or MIND permanently. Fighters, Barbarians and Paladins receive a +1 class bonus to their attack and damage rolls at levels 5,10,15,20,etc. Reminder, bonuses with the same name don't stack, unless they do not have a specific type (untyped) or a Dodge bonus. Clerics, Wizards, Druids gain access to new spell levels at levels 3,5,7,9,11,13,15 & 17. Sorcerers gain access to new spell levels at 4,6,8,10,12,14,16,18.

Religion Details, Favored Weapons & Alignments Clerics must choose a god to worship. As long as they are in good-standing and pray, they receive their spells and Spell Points after 8 hours of rest. They also receive a +1 divine bonus to attack with their god's favored weapon. A Cleric's alignment must be no more than one step from their god's alignment. Example: Clerics of Alladar (LG) can be Lawful Good, Lawful Neutral or Neutral Good. Once a cleric is no longer in good-standing with their deity, a Quest (see your GM) or the spell Atonement may be used to restore them. Greater Gods Alladar [al-a-dar] – God of Light (The Shining One) Alignment: Lawful Good, Favored Weapon: Longsword Xirix [zeer-riks] – God of Carnage (He-Who-Never-Sleeps) Alignment: Chaotic Evil – Favored Weapon: Spear Thelak [thal-ik] – God of Strength (The Brawler) Alignment: Chaotic Good – Favored Weapon: Greataxe Avelline [av-a-leen] - Goddess of Cruelty (The Empress) Alignment: Lawful Evil, Favored Weapon: Mace (any) Intermediate Gods Khordalane [kord-a-layn] – God of Courage (The Holy Judge) Alignment: Lawful Neutral, Favored Weapon: Bastard Sword Kelene [ka-leen] – Goddess of Nature (The Green Lady) Alignment: True Neutral, Favored Weapon: Quaterstaff. Sharared [sha-rar-d] – God of Magic (Lord of all Magics) Alignment: True Neutral, Favored Weapon: Quaterstaff Jeztarith [jez-tar-ith] - Goddess of Death & Magic (Lady Death) Alignment: Lawful Neutral, Favored Weapon: Dagger Saragar [sar-a-gar] - God of Death (He Who Waits) Alignment: Neutral Evil, Favored Weapon: Scythe Lesser Gods Cerican [sur-a-khan] - God of the Forest (Keeper of the Wood) Alignment: Neutral Good, Favored Weapon: Longbow Erican [aer-a-khan] - God of Travels (Keeper of the Roads) Alignment: Neutral Good, Favored Weapon: Quaterstaff Ossinthax [os-in-thaks] - God of Rogues (The Grand Thief) Alignment: Chaos Neutral, Favored Weapon: Short Sword or Sap Kallisto [ka-lees-tow] – Goddess of Pestilence (Queen of Filth) Alignment: Chaotic Evil, Favored Weapon: Flail

crypts & creatures Equipment lists Money The most common form of money is the gold piece (gp). Silver pieces may be used more often at lower levels or for common items. There are also Copper pieces (cp) and Platinum pieces (pp). You'll begin play with a certain amount based on your class.

Knife Pick, light Sap Sickle Sword, short

1 4 1 6 10

1d3 1d4 1d6 1d6 1d6

10 ft -------------

One-Handed Weapons Battleaxe Club Flail Longsword Mace, heavy (pictured) Morningstar (pictured) Pick, heavy Rapier Scimitar Shortspear Sword, bastard Trident Waraxe, Dwarven Warhammer Whip

10 Free 8 15 12 8 8 20 15 1 35 15 30 12 1

1d8 1d6 1d8 1d8 1d8 1d8 1d6 1d6 1d6 1d6 1d10 1d8 1d10 1d8 1d3

---10 ft ---------------------20 ft ---10 ft ----------

Starting Cash Fighter/Paladin/Ranger: 150gp Cleric/Rogue: 125gp Wizard/Sorcerer: 75gp Bard/Barbarian: 100gp Druid/Monk: 50gp Exchange Rate Copper Piece Silver Piece Gold Piece Platinum Piece

cp 1 10 100 1000

sp 1/10 1 10 100

gp 1/100 1/10 1 10

pp 1/1000 1/100 1/10 1

Weapons Here is the format for weapon entries (given as column heading on the table below). Cost: This value is the price for purchasing the weapon. The cost includes the miscellaneous gear that goes with the weapon. All weapon, armor/shields and equipment costs are given in GP unless otherwise noted. Damage: The Damage column gives the damage dealt by the weapon on a successful hit. Add STR modifier to damage dealt for all melee weapons and slings only. Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of 5 range increments. A projectile weapon has a maximum range of 10 range increments.

WEAPON Unarmed Strike Light Weapons Axe, throwing Dagger Hammer, light Handaxe Mace, light

Cost -----

Dmg 1d3

Range -----

8 2 1 6 5

1d6 1d4 1d6 1d4 1d6

10 ft 10 ft 20 ft -------

Two-Handed Weapons (damage + 1 ½ STR bonus) Chain, spiked 25 2d4 ---Falchion 75 1d6 ---Flail, heavy 15 1d8 ---Glaive 8 1d8 ---Greataxe 20 1d10 ---Greatclub 5 2d6 ---Greatsword 50 2d6 ---Guisarme 9 2d4 ---Halberd 10 1d10 ---Lance 10 1d8 ---Longspear 5 1d6 ---Quaterstaff Free 1d6 ---Scythe 18 2d4 ---Spear 2 1d8 20 ft

Ranged Weapons Arrow/Bolt x10 Crossbow, hand Crossbow, heavy Crossbow, light Dart Javelin Longbow Net Shortbow Sling (adds STR mod)

1 100 50 35 5 sp 1 75 20 30 ----

varies 1d4 1d10 1d8 1d4 1d6 1d8 ---1d6 1d4

varies 30 ft 120 ft 80 ft 20 ft 30 ft 100 ft 10 ft 60 ft 50 ft

Medium Armor Hide Scale Mail Chainmail Breastplate

15 50 150 200

+3 +4 +5 +5

Heavy Armor Splint Mail Banded Mail Half-Plate Full Plate

200 250 600 1500

+6 +6 +7 +8

Shields Buckler Shield, light wooden Shield, light steel Shield, heavy wooden Shield, heavy steel Shield, tower

15 3 9 7 20 30

Shield Bonus +1 +1 +1 +2 +2 +4

ARMOR & SHIELDS Here is the format for armor entries (given as column headings on the table below). Cost: This value is the price for purchasing the armor, given in GP unless otherwise indicated. AC Bonus: This column gives the Armor Class bonus provided by the armor. Armor gives armor bonuses, shields give shield bonuses. Bonuses with the same name don't stack.

ARMOR Light Armor Padded Leather Studded Leather Chain Shirt

Cost

Armor Bonus

2 10 25 100

+1 +2 +3 +4

Equipment Adventuring Gear Acid (flask) Antitoxin (vial) Area map Backpack (empty) Banner Barrel (empty) Basket (empty) Bedroll Bell Blank Book / Journal (50 pages) Blanket, winter Block & tackle

Cost 10 gp 50 gp 50 gp 2 gp 1-20 gp 2 gp 4 sp 1 sp 1 gp 10 gp 5 sp 5 gp

Bottle, wine, glass (empty) 2 gp Bucket (empty) 5 sp Caltrops (1d2 damage) 1 gp Candle 1 cp Canvas (square yard) 1 sp Case, map/scroll 1 gp Cauldron 1 gp Chain (10 feet) 30 gp Chalk, 1 piece 1 cp Chest (empty) 2 gp Compass* 10 gp Craftman's tools 5 gp Crowbar 2 gp Everburning Torch 110 gp Firewood (per day) 1 cp Fishhook 1 sp Fishing net (25 square feet) 4 gp Flask (empty) 3 cp Flint & Steel 1 gp Grappling Hook 1 gp Hammer 5 sp Holy/Unholy Water 25 gp Hourglass 25 gp Ink (1 oz. Vial) 8 gp Inkpen/Quill 1 sp Jug, clay 3 sp Ladder, 10 feet 5 cp Lamp, Common (15' normal light, 15' dim light) 1 sp Lantern, bullseye (60' cone of normal light, 60' dim light)12 gp Lantern, hooded (30' normal light, 30' dim light) 7 gp Lock, simple (DC 20) 20 gp Lock, average (DC 25) 40 gp Lock, good (DC 30) 80 gp Lock, superior (DC 40) 150 gp Magnifying Glass 100 gp Manacles (DC 30) 15 gp Marbles 1 sp Mess Kit 2 sp Mirror, small steel 10 gp Mug/Tankard, clay 2 cp Oil, pint flask 1 sp Paper (sheet) 4 sp Parchment (sheet) 2 sp Perfume/Cologne 5 gp Pick, miner's 3 gp Pitcher, clay 2 cp Piton 1 sp Pole, 10 feet 2 sp Pot, iron 5 sp Pouch, belt (empty) 1 gp Ram, portable 10 gp Rations, trail (per day) 5 sp Rations, iron (per day) 1 gp

Rope, hempen (50 feet) Rope, silk (50 feet) Sack (empty) Sealing Wax Sewing Needle Sextant * Shovel Signal Whistle/Horn Signet Ring Sledge Soap (per pound) Spyglass Tarot/Harrow Deck Tent Torch Vial, ink or potion Waterskin Whetstone

1 gp 10 gp 1 sp 1 gp 5 sp 500 gp 2 gp 8 sp 5 gp 1 gp 5 sp 1,000 gp 1-100 gp 10 gp 1 cp 1 gp 1 gp 1 cp

Tools & Skill Kits Abacus 2 gp Alchemist's lab 200 gp Artisan's tools 5 gp Artisan's tools, masterwork* 55 gp Climber's kit 80 gp Disguise kit*# 50 gp Healer's kit*# 50 gp Holly and mistletoe — Holy symbol, wooden 1 gp Holy symbol, silver 25 gp Magnifying glass 100 gp Musical instrument, common 5 gp Musical instrument, masterwork* 100 gp Scale, merchant's 2 gp Spell component pouch 5 gp Spellbook, wizard's (blank) 15 gp Thieves' tools 30 gp Thieves' tools, masterwork* 100 gp Tool, masterwork* 50 gp * = item grants a +2 equipment bonus with checks # = 10 uses then expended Clothing Artisan's Outfit Cleric's Outfit Cold weather Outfit Courtier's Outfit Entertainer's Outfit Explorer's Outfit Monk's Outfit Noble's Outfit Peasant’s Outfit Royal Outfit Scholar's Outfit Tabard Traveler's Outfit

1 gp 5 gp 8 gp 30 gp 3 gp 10 gp 5 gp 75 gp 1 sp 200 gp 5 gp 5 gp 1 gp

Mounts Related Gear Barding, medium creature Barding, large creature Bit & bridle Carriage Cart Dog, guard Dog, war Donkey or Mule Feed (per day) Horse, heavy Horse, light Pony Saddle, military Saddle, pack Saddle, riding Saddlebags Stabling (per day) Warhorse, heavy Warhorse, light Warpony Carriage Cart Galley (4 mph) Keelboat (1 mph) Longship / Sailing ship (2-3mph) Rowboat (1.5 mph) Oar Sled Wagon Warship (2.5 mph)

armor price x2 armor price x4 2 gp 100 gp 15 gp 25 gp 75 gp 8 gp 5 cp 200 gp 75 gp 30 gp 20 gp 5 gp 10 gp 4 gp 5 cp 400 gp 150 gp 100 gp 100 gp 15 gp 30,000 gp 3,000 gp 10,000 gp 50 gp 2 gp 20 gp 35 gp 25,000 gp

Spellcasting and Services Cost Bath (cold) 2 cp Bath (hot) 6 cp Bath (public) 2 sp-1 gp Coach cab 3 cp per mile Doctor 1 gp per day Inn Stay 2 gp-32 gp/night Hireling, trained 3 sp per day Hireling, untrained 1 sp per day Laundry 1 sp-1 gp/4 items Lawyer 5 sp-10 gp per day Nurse 7 sp per day Messenger 2 cp per mile Road or gate toll 1 cp Scribe (text/map) 1 gp / 10 gp Ship's passage 1 sp per mile Spellcasting Caster level × spell level × 10gp Valet/Stewert/Servant/Bodyguard 1 gp per day Pre-compiled Equipment Lists Here are standard equipment packages, pre-compiled and pre-calculated, to help new players get started quickly. These lists provides a way for a player to quickly equip his/her PC or a GM to equip an NPC or hireling on the fly. Ye Old Fast Packs, 25 Gold Pieces each: Pack A (1-2): Backpack, Belt Pouch, Bedroll, Lantern (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of Caltrops, Signal Whistle, Waterskin, Iron Ration (4 days) Pack B (3-4): Backpack, Belt Pouch, Bedroll, Torches, 4 Oil Flasks, Flint & Steel, 10 Pieces of Chalk, 10 foot Pole, Mirror, Crowbar, Waterskin, Iron Rations (4 days) Pack C (5-6): Backpack, Belt Pouch, Bedroll, Tent, 10 Torches, 5 Oil Flasks, Flint & Steel, 50 feet of Rope, Grappling Hook, 10 foot Pole, Waterskin, Iron Rations (4 days) Finally, add the following, based on your Class: Cleric/Paladin: Silver Holy symbol, Vial of Holy Water & 5 GP Fighter/Sorcerer: 5 Gold Pieces Druid/Ranger: Wooden idol/nature Symbol Barbarian: 1 free weapon (≤ 20 gp) Wizard: Spellbook & 5 Gold Pieces Bard: Musical Instrument Rogue: Thieves Tools

Game Masters Guide DISEASE Diseases have various symptoms and are spread through a number of ways. Several typical diseases are summarized below. The entries for diseases include the following information: Name of the disease: Type, DC, incubation, damage Type lists the disease's method of delivery (contact, inhaled or injury). DC lists the d20 + Physical ranks + STR modifier check needed to prevent infection. Incubation lists the time before damage begins. Damage lists the ability damage the character takes after incubation and each day afterward. GM's can use these as templates to make their own diseases.

Cackle Fever: Inhaled, DC 16, 1 day, -1d6 MIND Filth/Ghoul Fever: Injury, DC 12, 1 day, -1d3 DEX and -1d3 STR Mindfire: Inhaled, DC 12, 1 day, -1d4 MIND Red Ache: Injury, DC 15, 1d3 days, -1d6 STR Shakes: Contact, DC 13, 1 day, -1d8 DEX EXTREME HEAT & COLD If not wearing suitable protection, a character must make a Physical + STR modifier check once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save. FALLING DAMAGE A falling character takes 1d6 hp of damage per 10 feet fallen. If the character makes a successful Phys+DEX bonus roll, he takes only half damage. The DC for the phys+DEX bonus roll is equal to the depth fallen in feet. In the event that the fall ends in an area laden with spikes or jagged rocks, add +1 HP of damage to falling damage per 10’ fallen (with a maximum of +10 HP).

DC: Lists the d20 + Physical ranks + STR modifier check DC needed to avoid the poison’s damage. Damage: This is expressed as “xdx/xdx.” The first number is the initial damage, taken immediately upon failing the phys+STR check against the poison. The second number is the secondary damage, taken one minute after exposure to the poison if a second phys+STR check is failed. Ability damage is temporary unless marked with an asterisk(*), in which case the loss is permanent. Unconsciousness lasts 1d3 hours. Price: Lists the cost for one dose of the poison. It can usually only be obtained through less-than-reputable sources, as the possession of poisons are commonly illegal. Arsenic: Ingested, DC 13, -1 STR/-1d8 STR, 120 gp. Blue Whinnis: Injury, DC 14, -1 STR/ unconsciousness, 120 gp. Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6 STR, 2,100 gp. Deathblade: Injury, DC 20, -1d6 STR/-2d6 STR, 1,800 gp. Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND, 1,500 gp. Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp. Oil of Taggit: Ingested, DC 15, 0/unconsciousness, 90 gp. Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX, 500 gp. Monstrous Scorpion (tiny): Injury, DC 12, -1 STR/-1 STR, 50 gp. Monstrous Scorpion (small): Injury, DC 12, -1d2 STR/- 1d2 STR, 100 gp. Monstrous Scorpion (large): Injury, DC 14, -1d4 STR/- 1d4 STR, 200 gp. Monstrous Scorpion (huge): Injury, DC 18, -1d6 STR/- 1d6 STR, 400 gp. Monstrous Spider (tiny): Injury, DC 10, -1d2 STR/-1d2 STR, 85 gp. Monstrous Spider (small): Injury, DC 10, -1d3 STR/- 1d3 STR, 125 gp. Monstrous Spider (large): Injury, DC 13, -1d6 STR/-1d6 STR, 250 gp. Monstrous Spider (huge): Injury, DC 16, -1d8 STR/-1d8 STR, 500 gp. Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8 STR, 300 gp. Sleep Poison: Injury, DC 13, unconsciousness/ unconsciousness for 2d4 hours, 75 gp. Snake (medium viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp. Snake (large viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp. Snake (huge viper): Injury, DC 14, -1d6 STR/-1d6 STR, 250 gp. Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.

POISON Characters can possibly take damage from a weapon that has been poisoned, be attacked by a creature whose natural attacks feature poison, consume poison hidden in food or drink, or be poisoned in some other way. Several typical poisons are summarized below. TRAPS Whether inside a dungeon or a nobleman’s manor house, The entries for poisons include the following information: adventurers can often be hurt, or even killed, without ever Name of the poison: Type, DC, damage, price. encountering a monster of any kind, as many dungeons are filled Type: Lists the poison’s method of delivery (contact, ingested, with debilitating or lethal traps set to keep wayward hands off of inhaled, or injury). fantastic treasures. Several typical traps of varying Encounter

Levels are summarized below. The entries for traps include the following information: Type of trap: Attack (damage), Save DC, Search DC, Disable DC. Type: lists the trap used and the effect it has. Attack shows the traps attack bonus or type of effect. Damage: shows the amount and type of damage the trap deals. Save: DC lists the Physical + DEX bonus check DC needed to either avoid the trap entirely, or to take only ½ the listed damage (if this is possible). Search DC: lists the DC for the Subterfuge + MIND bonus check necessary to find the trap without triggering it. Disable: DC lists the DC for the Subterfuge + DEX bonus check necessary to disarm the trap safely. EL1 Traps Basic Arrow Trap: Atk +10 (1d6, arrow); Search know+MIND DC 20, Disable sub+DEX DC 20. Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC 15 to avoid; Search DC 24, Disable DC 20. Poison Dart Trap: Atk +8 (1d4 plus poison, dart); Search DC 20, Disable DC 18.

for ½ damage; Search DC 28, Disable DC 28. Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk +10 (1d4+5 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20. EL7 Traps Black Tentacles Trap: spell effect (tentacles) Atk +7 (1d6+4 each, 1d4+7 tentacles); Search DC 29, Disable DC 29. Chain Lightning Trap: spell effect (11d6 to nearest target +5d6 each to up to 11 secondary targets, electricity); Save DC 19 for ½ damage; Search DC 31, Disable DC 31. Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save DC 25 to avoid; Search DC 27, Disable DC 18. EL8 Traps Destruction Trap: spell effect (death); Save DC 20 (phys+STR) for 10d6 damage; Search DC 32, Disable DC 32. Power Word Stun Trap: spell effect (stun 2d4 rounds); Search DC 32, Disable DC 32. Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall); Save DC 20 to avoid; Search DC 27, Disable DC 18.

EL2 Traps Burning Hands Trap: spell effect (1d4, fire); Save DC 11 for ½ damage; Search DC 26, Disable DC 26. Large Net Trap: Atk +5 (—); Save DC 14 to avoid; Search DC 20, Disable DC 25. Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.

EL9 Traps Dropping Ceiling: ceiling moves down (12d6, crush); Search DC 20, Disable DC 16. Incendiary Cloud Trap: spell effect (4d6/round for 15 rounds, fire); Save DC 22 for ½ damage; Search DC 33, Disable DC 33. Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep (7d6, fall), Atk +10 (1d4+5 plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.

EL3 Traps Fire Trap: spell effect (1d4+3, fire); Save DC 13 for ½ damage; Search DC 27, Disable DC 27. Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20. Poisoned Arrow Trap: Atk +12 (1d8 plus poison, arrow); Search DC 19, Disable DC 15.

EL10 Traps Crushing Room: walls move together (16d6, crush); Search DC 22, Disable DC 20. Crushing Wall Trap: Atk automatic (18d6, crush); Search DC 20, Disable DC 25. Energy Drain Trap: Atk +8 (2d4 negative levels for 24 hours); Save DC 23 to avoid; Search DC 34, Disable DC 34.

EL4 Traps Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14 for ½ damage; Search DC 28, Disable DC 28. Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20. Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, Disable DC 18. EL5 Traps Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Disable DC 17. Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for ½ damage; Search DC 29, Disable DC 29. Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Search DC 17, Disable DC 21. EL6 Traps Compacting Room Trap: walls move together (12d6, crush); Search DC 20, Disable DC 22. Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 14

CONDITIONAL MODIFIERS Ability Damage: Reduction of an ability can be cured magically or naturally at a rated of 1 point per day of rest. For every 2 points of damage you take to a single ability, apply a –1 penalty to the ability modifiers. For every 2 points that STR or MIND is lowered by, subtract your level in HP/SP. Loss of DEX also affects your AC. If your STR is permanently reduced to 0 you die. If your DEX or MIND is permanently reduced to 0 you fall unconscious. Blind: You cant see. -2 to AC, -4 to all STR, DEX and all visual skills checks. Broken (item): -2 to attack if used as a weapon. Confused: Can't tell the difference between friend or foe, attacks last attacker until dead or out of sight. Deafened: D'uh, you're can't hear... -4 initiative, automatically fails Perception checks based on sound. 20% spell failure chance for spells with verbal components. Dying: Upon reaching negative HP, a dying creature can take no actions and loses 1 HP per round until they are stabilized (Knowledge + MIND, DC 15). Energy Drain: Gain a negative level. For each negative level a

creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, saving throws, and skill checks. In addition, the creature reduces its current and total hit points and spell points by 5 for each negative level it possesses. If the subject has at least as many negative levels as Hit Dice, he dies. The spell Restoration cures this condition. Entangled: An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to DEX. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. Exhausted: Can't run or charge, -6 to STR and DEX checks. After 1 hour of rest, the character becomes fatigued. Fascinated: Target takes no action, -4 to all skill checks. The effect brakes if they know they are threatened. Fatigued: Can't run or charge, -2 to STR and DEX checks. After 8 hours of rest, the character is no longer fatigued. Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures can't move and take a –4 to Dexterity. A grappled creature takes a –2 on all attack rolls, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. Escape or reversal requires opposed Physical + STR bonus checks.

Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. Their DEX is 0, enemies get +4 to attack, with a full-round action a killing blow may be attempted. Auto-double damage (+Sneak, if applicable), if they survive Physical + STR bonus (DC 10+damage) or die. Invisible: An invisible creature gains a +2 to attack rolls. Detecting invisible creatures are +20 to the DC to detect. Negative Level: See Energy Drain. Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective DEX and STR scores of 0 and is helpless, but can take purely mental actions. Petrified: A petrified character was turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. D20 + Physical + STR modifier each hour to become conscience. Stunned: A stunned creature drops everything held, can't take actions, takes a –2 to AC, and loses its DEX bonus to AC (if any). Unconscious: See Helpless

Treasure APL: Average party level, Rolled: Equals maximum number of time that the Treasure table may be rolled. There are only 10 item-slots that any one character can possess at any one time: Head, neck, torso, back/shoulder, belt, legs, arms, hands, feet, rings (one for each hand) After an appropriate item is chosen, then fill in the blank with said item. Items should scale with the APL, about +1 every four levels of the player character. Custom/special magic items (level appropriate) may also be selected. Table: Random Treasure ___of Power = +1 STR APL Rolled PP ___of Speed = +1 DEX 1-3 1 --___of Wisdom = +1 MIND 4-6 2 1d10 ___of Endurance = +1 Physical 7-9 2 2d10 ___of Shadow = +1 Subterfuge 10-13 3 5d6 ___of Brilliance = +1 Knowledge 14-17 3 8d6 ___of Assertion = +1 Comm. 18-21 4 10d10 ___of Durability = +1 Survival 22+ ? 8d10x2 ___of Focus = +1 Concentration (Psionic) ___of Life = +1 HP (Armor) +X = +X armor bonus to AC (Shield) +X = +X shield bonus to AC Weapon +X, this adds to the weapons attack and damage.

GP 3d20 1d100 1d100 x2 1d100 x3 1d100 x4 1d100 x5 1d100 x?

Weapon 15% 25% 35% 45% 55% 60% 70%

Armor/Shield 8% 15% 25% 35% 35% 45% 55%

Misc 5% 10% 20% 30% 45% 55% 60%

Crafting Magic Items – SL = spell level, CL = caster level Spellcaster need to be 5th level (10th for Bards) before they begin crafting magical items. Crafting times equal 1 day per 1,000GP in the item's base price. The crafter must use an amount of magical materials equal to ½ the Base Price to enchant the item. The caster level for the item may intentionally be set lower for creation purposes, making item construction cheaper. This intern will lower the effectiveness of the spell(s) in question. Item crafting DC is 5 + the Item's Caster Level with a Knowledge + MIND modifier check. Base Prices are calculated as follows; Scrolls (all SL open) and Potions (only level 0-3 spells): SL x CL x 25GP Wands (only level 0-4 spells): SL x CL x 750GP – created with 50 charges Staves: (SL [highest level effect] x CL x 400GP) + (SL [2 nd highest level effect] x CL x 200GP) + (SL [3 rd highest level effect] x CL x 100GP). Created with 10 charges. Holds 10 charges. To recharge one charge, expend Spell Points equal one spell of the highest-level spell cast by the staff. Saving throw equals 10 + user's Caster Level + user's MIND bonus. Minimum CL 8th. Wondrous Items: SL x CL x 1,800GP (command word) OR x 2,000 (continuous use). Stat Bonus Items (ability score, AC [deflection, shield, etc], saves, weapon [enhancement, luck, etc], miscellaneous): Bonus squared x 2,000 GP. Weapons and armor/shields: Bonus squared x 1000 gp and must be masterworked (+300gp for weapons, +150 gp for armor/shields) to be enchanted. Weapon/armor/shield CL equal 5 + enhancement bonus/spell level. Spell Resistance: 10,000 gp per point over 12, minimum 13. Item's CL equal 5 + SR (Minimum 13) Skill Bonus: Bonus squared x 100 gp. Item's CL equals skill enhancement bonus + 5.

Magic & spells

Feather Fall: Objects or creatures fall slowly for 1 round/level or until landing. Floating Disk: Creates 3-ft.-diameter horizontal disk that Spells holds 100 lb./level. Lasts for 1 hour/level. Spell Default Values *Hypnotism: Fascinates 2d4 HD of creatures for 2d4 Level: Varies rounds. Components: Verbal & Somatic Identify: Reveals the properties of a magic item. Casting Time: 1 standard action Mage Armor: Gives subject +4 armor bonus for 1 Range: Close (30 ft. + 10 ft./ level) hour/level. Effect: Varies Magic Missile: 1d4+1 damage; +1 missile per two levels Duration: Varies (D), (Default: 10 min./lvl) (Instant for above 1st (max 5), no magic attack required, no save. damage) Magic Weapon: Weapon touched gains +1 enhancement Saving Throw: 10 + Caster Level + Caster's MIND bonus bonus to attack and damage for 1 minute/level. vs. d20 + level (HD) + MIND bonus. Protection from Chaos/Evil/Good/Law: Creates a magical If damage is dealt, save for half. If magic attack, no save. barrier around the creature touched that grants a +2 to Spell Resistance: Maybe, default yes. deflection bonus to AC and saves, counter existing mind control, prevents bodily contact from summoned Most Saving Throws are d20 + level (HD) + MIND bonus. [alignment] creatures for 1 min/level. Remember this system is meant to be simple, if a spell's Silent Image: Creates minor illusion of your design. description of its mechanics or effects isn't descriptive *Sleep: Puts 4 HD of creatures into magical slumber for 1 enough then your GM will make a ruling. min./level. * Charm or Compulsion spell. Shield: Subject gains +4 shield bonus to AC for 1 min./level Shocking Grasp: Touch delivers 1d6/ level electricity Wizard/Sorcerer Spell List damage (max 5d6). True Strike: You gain +20 to your next attack. 0-Level Arcane Spells: Cantrips Ventriloquism: Throws voice for 1 minute per level. Acid Splash: Orb deals 1d3 acid damage. Arcane Mark: Inscribes a permanent personal rune (visible 2nd-Level Arcane Spells or invisible). Detect Magic: Detects spells and magic items within 60 ft. Acid Arrow: Magic attack; 2d4 damage for 1 round +1 round/three levels. for up to 1 min./level or until concentration ends. Detect Illusion: Detects Illusions in a 60’ radius for 1 Blur: Subject gains concealment (20% miss chance) for 1 minute per level. minute per level. Detect Poison: Detects poison in one creature or small Command Undead: Undead creature obeys two worded commands for 1 day/level. No save if mindless. object. False Life: Caster gains 1d10 temporary hp +1/level (max Disrupt Undead: Deals 1d6 damage to one undead. +10) for 1 hour/level. Ghost Sound: Figment sounds for 1 round/level. *Hideous Laughter: Subject loses actions for 1 Light: Object shines like a torch for 10 min./level. Mage Hand: 5-pound telekinesis. Lasts until concentration round/level. Hypnotic Pattern: Fascinates 2d4+level HD of creatures ends. for concentration plus 2 rounds. Mending: Makes minor repairs on an object. Invisibility: Subject is invisible for 1 min./ level or until Message: Whispered conversation at distance. they attack or cast. Open/Close: Opens or closes small or light things. Knock: Opens locked or magically sealed door. Prestidigitation: Performs minor tricks for 1 hour. Ray of Frost: Freezing magic attack deals 1d3 cold Levitate: Subject moves up and down at your direction for 1 min./level. damage. Read Magic: Read scrolls and spellbooks for 10 min./level. Minor Image: As Silent Image plus some sound. Mirror Image: Creates 1d4+1 decoys of caster for 1 minute per level. 1st-Level Arcane Spells *Charm Person: Makes one person your friend for 1 hour Obscure Object: Hides one object touched (100 lbs/level) from scrying magic/effect for 8 hours. per level. Resist Energy: Ignores 10/20/30 points of damage/attack Color Spray: Incapacitates creatures within a 15’ cone. Comprehend Languages: You understand all spoken and (at 3rd/7th/10th level) from specified energy type (acid, fire, cold, electricity or sonic) written languages, 10 min/level. Disguise Self: Makes changes your appearance, +10 bonus Scorching Ray: Magic attack deals 4d6 fire damage, +1 ray/four levels (max 3 at 11th level). to skill checks for 10 minutes per level.

See Invisibility: See invisible creatures or objects. Spider Climb: Grants ability to walk on walls and ceilings. *Touch of Idiocy: Subject takes 1d6 points of MIND damage for 10 min/level.

ft/level for 1 hour/level. Polymorph: Gives one willing subject a new form for 1 min./level. Rainbow Pattern: Lights Fascinate 24HD of creatures for concentration plus 1 round/level. 3rd-Level Arcane Spells Remove Curse: Frees object or person from curse. Clairaudience/Clairvoyance: Hear or see at a distance for Secure Shelter: Creates 20 sq. ft. cottage with some 1 min./level. Special range: 800 feet. accommodations for 1 hour/level. Daylight: 60’ radius of daylight centered on an object Shout: Deafens all within 30' cone and deals 5d6 sonic touched. damage. *Deep Slumber: Puts 10HD of creatures to sleep for 1 Stoneskin: Subject gains DR 10/adamantine. Lasts for 10 minute per level. min./level or until discharged (150 of damage) Displacement: All attack rolls against the subject miss 50% of the time for 1 round/level. 5th-Level Arcane Spells Dispel Magic: Cancels magical spells and effects on one Break Enchantment: Frees subjects from enchantments, object or in a 20' diameter area. Caster Level Check needed; alterations, curses, and petrification. d20+caster's level versus 11+highest caster level. No SR, no Cloudkill: A 20' radius cloud kills creatures of ≤3 HD ; 4-6 Save HD save or die, 6+HD take 1d4 STR damage. Lasts for 1 Fireball: 1d6 damage per level (max 10d6), 20-ft. Radius. min./level. Flame Arrow: Fifty arrows deal +1d6 fire damage. Cone of Cold: 60' cone of 1d6/level cold damage (max Fly: Subject flies at speed of 60 ft. for 1 min./level. 15d6) Invisibility Sphere: Makes everyone within 10’ of the Contact Other Plane: Lets you ask one question of caster invisible for 1 minute/level. extraplanar entity. Lasts until concentration ends. Lightning Bolt: Electricity deals 1d6/level damage (max *Dominate Person: Controls one creature telepathically for 10d6). 1 day/level. Major Image: As minor image, plus sound, smell, and *Feeblemind: Subject’s MIND score drops to 1. Heal, thermal effects. Four 10'3 + one 10'3/ level. Concentration + Limited Wish, Wish or Miracle are used to reverse this 3 rounds. spell. Protection from Energy: Absorb 12 points/level of damage Mage’s Private Sanctum: Prevents anyone from viewing from one kind of energy for 10 minutes/level or until or scrying an area, 30' cube, for 24 hours. discharged. Passwall: Creates passage through wood or stone wall for 1 *Suggestion: Compels subject to follow stated course of hour/level. action for 1 hour/level or until completed. Permanency: Makes certain spells permanent, see your Tongues: Speak any language. GM. Vampiric Touch: Touch deals 1d6/two levels damage; Persistent Image: As major image, but no concentration caster gains damage as temporary HP which last for 1 hour. required; 1 minute/level. Seeming: Changes appearance of 1 person per 2 levels for 4th-Level Arcane Spells 12 hours. Animate Dead: Touch creates caster level X2 HD of Sending: Delivers short message anywhere, instantly. undead skeletons or zombies, they remain until destroyed. Teleport: Instantly transports you (plus another willing Arcane Eye: Invisible floating eye moves 30 ft./round for 1 individual/3 levels) as far as 100 miles/level. Roll 1d100; 1min./level. 94 on target, 95-97 off target (% of distance traveled), 98-99 Bestow Curse: –6 to an ability score; –4 on attack rolls, similar area, 100 mishap (1d10 damage and reroll). saves, and checks; or 50% chance of losing each action, Permanent. 6th-Level Arcane Spells Black Tentacles: Tentacles grapple all within 20 ft. spread Antimagic Field: Negates magic within 10 ft. radius of the for 1 round/level. caster for 10 min./ level. Use SR as needed. *Charm Monster: Make one monster believe it is your ally Chain Lightning: 1d6/level damage(max of 20d6); 1 for 1 day/level. secondary bolt/level (max 20)each deals half damage. *Confusion: All in 15' radius behave oddly for 1 Contingency: Sets trigger condition for another spell. Lasts round/level. for 1 day/level or until discharged. Dimension Door: Teleports you and one other every 3 Disintegrate: Magic attack, 2d6/level to creature or object. levels, up to 1,000 feet. Flesh to Stone: Turns subject creature into statue. Invisibility, Greater: As invisibility, but subject can attack *Geas: Commands any creature, binding it to a specific and stay invisible for 1 round/level. task. Lasts for 1 day/level or until discharged. Minor Creation: Create one cloth or wood object, 1 cu. Mislead: Turns you invisible and creates illusory double.

Permanent Image: Permanent illusion with sight, sound, and smell controlled by concentration. 20' cube + 10' cube/level. Programmed Image: As major image, triggered by specific event. Permanent until triggered. Shadow Walk: Step into shadow and travel rapidly; 50mph for 1 hour/level. Stone to Flesh: Restores petrified creature. *Suggestion, Mass: As suggestion, plus one subject per level. True Seeing: Lets you see all things as they really are for 1 min./level. 7th-Level Arcane Spells Banishment: Banishes 2 HD/level of extraplanar creatures. Delayed Blast Fireball: 1d6/level fire damage (max 20d6); you can postpone blast for 5 rounds. Ethereal Jaunt: You become ethereal for 1 round/level. Finger of Death: Kills one subject, if save is successful then they take 3d6 damage. Invisibility, Mass: As invisibility, many targets no more than 180 feet apart. Lasts 1 round/level. Limited Wish: Alters reality, within spell limits. See your GM. Mage’s Magnificent Mansion: Door leads to extradimensional mansion with many accommodations for 2 hours/level. Phase Door: Creates invisible passage through wood and stone. 5'x8', 10'+5' every 3 levels. Usable only by the caster. Plane Shift: As many as eight subjects travel to another plane. Power Word Blind: Blinds creature with 200 hp or less for 1d4+1 minutes (permanent if creature has less than 50 hp). Project Image: Intangible double can talk and cast illusion spells at medium range for 1 round/level. Caster can see and hear through it. Spell Turning: Reflect 1d4+6 spell levels back at caster for 10 min./level or until expended. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Interplanar travel is impossible with this spell, but intraplanar travel (Azrah) isn't. Teleport Object: Like Teleport but only objects. 50 lbs/level and 3 cu. ft./level. 8th-Level Arcane Spells Clone: Duplicate awakens when original dies. Clone takes 2d4 months to grow in a lab. Subject loses 2 levels. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level in a 20' radius. Horrid Wilting: Deals 1d6/level (max 20d6) damage within 30 ft. Elemental and Plant creatures take 1d8/level (max 20d8). Incendiary Cloud: Cloud deals 4d6 fire damage/round for 1 round/level. *Irresistible Dance: Forces subject to dance for 1d4+1 rounds.

Mind Blank: Subject is immune to mental/emotional magic and scrying for 24 hours. Polar Ray: Magic attack deals 1d6/level cold damage (max 25d6) *Power Word Stun: Stuns creature with 150 hp or less for 2d4 rounds. Protection from Spells: Subject gains +8 resistance bonus for saves against spells/spell-like abilities, but not extraordinary or supernatural abilities. Temporal Stasis: Touch (melee) attack places subject into suspended animation permanently. The spells Dispel Magic and Freedom remove this condition. Trap the Soul: Imprisons subject's soul within a gem forever. 9th-Level Arcane Spells Astral Projection: Projects you and companions onto Astral Plane. *Dominate Monster: As dominate person, but any creature. Lasts 1 day/level. Etherealness: Travel to Ethereal Plane with companions for 1 min./level. Gate: Connects two planes for travel or summoning. Open for 1 round/level. Meteor Swarm: Four exploding spheres (40 ft. radius) each deal 6d6 fire damage. *Power Word Kill: Kills one creature with 100 hp or less. Shapechange: Transforms you into any creature, and change forms once per round. Soul Bind: Traps newly dead soul to prevent resurrection. Time Stop: You act freely for 1d4+1 rounds. Weird: As phantasmal killer, but affects all within 30’. Wish: As limited wish, but with fewer limits, see your GM.

Cleric Spells 0-Level Divine Spells: Orisons Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 competence on one attack roll, saving throw, or skill check. Lasts for 1 min. or until discharged. Light: Object shines like a torch for 10 min./level. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 resistance bonus on saving throws for 1 minute. Virtue: Subject gains 1 temporary HP for 1 minute. Zeal: Target gains a +1 competence bonus to a single melee damage roll, lasts 1 minute or until discharged. 1st-Level Divine Spells Bless: Allies gain +1 morale on attack rolls and communication +MIND checks against fear for 1 min./level. Bless Water: Makes one pint of holy water. Permanent. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 luck bonus per three levels on attack and damage rolls for 1 minute. Endure Elements: Touched creature can exist comfortably in temperatures between -50°F and 140°F (-45°C and 60°C) for 24 hours. Entropic Shield: Ranged attacks against you have 20% miss chance for 1 minute/level. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Magic Weapon: Weapon touched gains +1 enhancement bonus to attack and damage for 1 minute/level. Protection from Chaos/Evil/Good/Law: Creates a magical barrier around the creature touched that grants a +2 to deflection bonus to AC and saves, counter existing mind control, prevents bodily contact from summoned [alignment] creatures for 1 min/level. Shield of Faith: Aura grants +2 deflection bonus to AC for 1 min./level. Vitality, Lesser: Touched target heals 1HP/round for 10 rounds +1/level (max 15 rounds)

a +1 to all rolls. If cast on a shrine to your god, double both variables. Lasts 2 hours/level. Delay Poison: Stops poison from harming subject for 1 Gentle Repose: Preserves one corpse, 1 day/level. Great Grace: Subject gains +4 enhancement bonus to DEX for 1 min./level. Inflict Moderate Wounds: Magic attack, 2d8 damage +1/level (max +10). Mighty Strength: Subject gains +4 enhancement bonus to STR for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10/20/30 points of damage/attack (at 3rd/7th/10th level) from specified energy type (acid, fire, cold, electricity or sonic) Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shield Other: You take half of subject’s damage for 1 hour/level. Silence: Negates sound in 20-ft. radius centered on an object or person for 1 round/level. Time's Wisdom: Subject gains +4 enhancement bonus to MIND for 1 min./level. Undetectable Alignment: Conceals alignment for 24 hours.

3rd-Level Divine Spells Animate Dead: Touch creates caster level X2 HD of undead skeletons or zombies, they remain until destroyed. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Create Food and Water: Feeds three humans (or one horse)/ level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Inflict Serious Wounds: Magic attack, 3d8 damage +1/level (max +15). Prayer: Allies get a +1 luck bonus on most rolls, enemies take a –1 penalty for 1 round/level. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases, lycanthropy from one target. Searing Light: Ray deals 1d8/two levels damage, or 1d8/level against undead. Speak with Dead: Corpse answers one question/two levels. Lasts for 1 min./level. 2nd-Level Divine Spells Vitality: Touched target heals 2HP/round for 10 rounds Aid: +1 morale bonus on attack rolls and saves against fear, +1/level (max 25 rounds) 1d8 temporary hp +1/level (max +10) for 1 minute/level. Cure Moderate Wounds: Cures 2d8 damage +1/level (max 4th-Level Divine Spells +10). Cure Critical Wounds: Cures 4d8 damage +1/level (max Consecrate: Grants a +3 sacred bonus to the DC of channel +20). positive energy to a stationary area 20' radius, all undead gain a Discern Lies: Reveals deliberate falsehoods for 1 round/level -1 to all rolls. If cast on a shrine to your god, double both or until concentration ends. variables. Lasts 2 hours/level. Divine Power: You gain +1 luck bonus to attack, +6 to STR, Desecrate: Grants a +3 profane bonus to the DC of channel and 1 hp/level for 1 minute/level. negative energy to a stationary area 20' radius, all undead gain Freedom of Movement: Subject moves normally despite

impediments. Inflict Critical Wounds: Magic attack, 4d8 damage +1/level (max +20). Neutralize Poison: Immunizes subject against poison for 10 min./level, detoxifies venom in or on subject. Poison: Touch deals 1d8 STR damage, repeats in 1 min. Restoration: Restores temp negative levels or one permanent negative level and ability score drains from one ability score. Spell Immunity: Subject is immune to one spell per four levels. Tongues: Speak any language.

+15) for 1 creature/level no two of which can be > be 30' apart. Destruction: 10 HP of damage/level. If death ensues the body is utterly destroyed. If the save is successful, take 10d6 damage. Ethereal Jaunt: You become ethereal for 1 round/level. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Restoration, Greater: As restoration, plus restores all levels and ability scores. Resurrection: Fully restores a dead subject from a small portion of the corpse, they gain only 1 negative level.

5th-Level Divine Spells Atonement: Removes burden of misdeeds from one subject. Commune: Deity answers one yes-or-no question/level. Lasts for 1 round/level Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +5) for 1 creature/level no two of which can be > be 30' apart. Flame Strike: Divine fire in a 10' radius (1d6/level max 15). Hallow: Designates 40' radius as holy, +4 sacred bonus to add/subtract to channeled energy DCs. Dead creatures cant be turned into undead. One non-instantaneous spell (≤ 3rd level) is fixed to the site. Lasts 1 year. Hallow counters Unhallow. Raise Dead: Restores life to subject who died as long as one day/level ago, they gain 2 permanent negative levels. Spell Resistance: Subject gains SR 12 + level. True Seeing: Lets you see all things as they really are for 1 min./level. Unhallow: Designates 40' radius as unholy, +4 sacred bonus to add/subtract to channeled energy DCs. One non-instantaneous spell (≤ 3rd level) is fixed to the site. Lasts 1 year. Unhallow coounters Hallow. Vitality, Greater: Touched target heals 4HP/round for 10 rounds +1/level (max 35 rounds)

8th-Level Divine Spells Antimagic Field: Negates magic within 10 ft. radius of the caster for 10 min./level. No save. Use SR as needed. Cure Crit. Wounds, Mass: Cures 4d8 damage +1/level (max +20) for 1 creature/level no two of which can be > be 30' apart. Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level for a 20' radius anchored at one point. Discern Location: Reveals exact location of a creature or object. Fire Storm: Deals 1d6/level fire damage (max 20d6) Holy Aura: +4 deflection bonus to AC, +4 resistance to saving throws, SR 25 against evil spells for to 1 creature/level 20' radius centered on caster for 1 round/level Unholy Aura: +4 deflection bonus to AC, +4 resistance to saving throws, SR 25 against good spells for to 1 creature/level 20' radius centered on caster for 1 round/level.

6th-Level Divine Spells Banishment: Banishes 2 HD/level of extraplanar creatures. Blade Barrier: 20' long by 5' wide wall of blades deals 1d6/level damage (max 15d6), for 1 minute/level. Cure Mod. Wounds, Mass: Cures 2d8 damage +1/level (max +10) for 1 creature/level no two of which can be > be 30' apart. Harm: Touch deals 10 HP/level (max 150) to target. This spell can't kill the target, if it would they are left with 1 Hit Point. Heal: Touch cures 1 target 10 HP/level (max 150), all diseases, lycanthropy and conditions, but not ability damage or negative levels. Heroes’ Feast: Food for one creature/level cures diseases and poisons and grants 1d8 temp HP +1/2 caster levels. Grants +1 morale bonus to attack and +4 morale bonus against to saves. Lasts 12 hours. Quest: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged. Wind Walk: You and 1 creatures every 3 levels turn vaporous and travel fast for 1 hour/level. Word of Recall: Teleports you (plus another willing individual/3 levels) back to designated very familiar place. 7th-Level Divine Spells Cure Ser. Wounds, Mass: Cures 3d8 damage +1/level (max

9th-Level Divine Spells Astral Projection: Projects you and one additional willing touched creture per 2 caster levels onto Astral Plane. Etherealness: Travel to Ethereal Plane with companions for 1 min./level. Gate: Connects two planes for travel or summoning. Open for 1 round/level. Heal, Mass: As heal, but with several subjects. No two of which can be more than 30' apart from each other. Implosion: 10 HP of damage/round of concentration, up to 1 round per 2 levels. Save negates. Soul Bind: Traps newly (one round/level) dead soul into a black sapphire gem. Once there they cannot be raised. True Resurrection: As resurrection, plus remains aren't needed and no negative levels.

Druid Spells

(at 3rd/7th/10th level) from specified energy type (acid, fire, cold, electricity or sonic) Summon Swarm: Summons swarm of bats, rats, or spiders 0-Level Druid Spells for concentration plus 2 rounds Create Water: Creates 2 gallons/level of pure water. Time's Wisdom: Subject gains +4 enhancement bonus to Detect Magic: Detects spells and magic items within 60’ MIND for 1 min./level. for 1 minute per level. Tree Shape: You look exactly like a tree for 1hour/level. Detect Poison: Detects poison in one creature or object. Warp Wood: Bends wooden object or all a within 20’ Flare: Dazzles one creature (–1 penalty on attack rolls) for radius. 1 round Know Direction: You discern north. 3rd-Level Druid Spells Light: Object shines like a torch. Call Lightning: Calls down 3d6-damage lightning bolts Mending: Makes minor repairs on an object. from the sky once per round for 1min/level. Read Magic: Read scrolls and spellbooks. Cure Moderate Wounds: Cures 2d8 damage +1/level (max Resistance: Subject gains +1 resistance bonus on saving +10). throws for 1 minute. Neutralize Poison: Immunizes subject against poison for Virtue: Subject gains 1 temporary HP for 1 minute. 10 min./level, detoxifies venom in or on subject. Protection from Energy: Absorb 12 points/level of damage 1st-Level Druid Spells from one kind of energy for 10 min/level. Cure Light Wounds: Cures 1d8 damage +1/level (max +5) Speak with Plants: You can talk to normal plants and plant Detect Animals or Plants: Detects kinds of animals or creatures and receive answers, this spell does not make plants. them more or less friendly. Lasts 1 min/level. Entangle: Plants entangle everyone in 40’ radius for 1 Spike Growth: For 1hr/level, creatures in area (20' minute/level. sq./level) take 1d4 damage per 5’ movement, may be Faerie Fire: Outlines subjects with light for 1 minute/level, slowed. cancels blur, invisibility, etc. Stone Shape: Sculpts stone into any shape. Goodberry: 2d4 berries each cure 1 HP (max 8 HP/24 Water Breathing: Subjects can breathe under water for 2 hours). hours/level divided by number of subjects. Longstrider: Your speed increases by 10 feet. Lasts 1 hour/level. 4th-Level Druid Spells Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 Air Walk: Subject treads on air for 10 min./level. damage. Lasts for 30 minutes or until discharged. Anti-Plant Shell: Keeps animated plants at bay for Obscuring Mist: Fog surrounds you, provides concealment 10min/level, 10’ radius centered on caster. (20% miss chance) for 1 minute/level. Command Plants: Sway the actions some (2HD/level) Pass without Trace: One creature/level does not leave plant creatures for 1 day/level. footprints or a scent trail while moving. Tracking the Cure Serious Wounds: Cures 3d8 damage +1/level (max subjects is impossible by nonmagical means for 1 +15). hour/level. Freedom of Movement: Subject moves normally despite Produce Flame: Touch or magic attack deals 1d6 fire impediments. damage +1/level, lasts 1 minute/level. Ice Storm: Hail does 5d6 damage in cylinder 40’ across Speak with Animals: You can communicate with animals Reincarnate: Brings dead subject back in random body. for 1min/level. Repel Vermin: Insects, spiders, and other vermin stay 10’ away. 2nd-Level Druid Spells Spike Stones: For 1hr/level, creatures in area (20' sq./level) Barkskin: Grants +2 enhancement bonus to AC, increase take 1d8 damage per 5’ movement, may be slowed. by +1 for every 3 caster levels above 3 rd (max. +5 at 12th). Cure Moderate Wounds: Cures 2d8 damage +1/level (max 5th-Level Druid Spells +10). Atonement: Removes burden of misdeeds from one Great Grace: Subject gains +4 enhancement bonus to DEX subject. for 1 min./level. Awaken: Animal or Tree gains human intellect. Gust of Wind: Blows away or knocks down smaller Call Lightning Storm: As call lightning, but does 5d6 per creatures. bolt. Heat Metal: Makes metal so hot it damages those who Cure Critical Wounds: Cures 4d8 damage +1/level (max touch it +20). Mighty Strength: Subject gains +4 enhancement bonus to Insect Plague: Up to 6 Locust Swarms attack creatures for STR for 1 min./level. 1min/level. Resist Energy: Ignores 10/20/30 points of damage/attack

Transmute Rock to Mud: Transforms 2 10’ cubes per level. Tree Stride: Step from one tree to another far away; special range: 2,000 feet. Stoneskin: Subject gains DR 10/adamantine. Lasts for 10 min./level or until discharged (150 of damage) Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Lasts concentration + 1 round/level.

Cure Serious Wounds, Mass: Cures 3d8 damage +1/level (max +15) for 1 creature/level no two of which can > be 30' apart. Finger of Death: Target takes 10 HP of damage/level. If the save is successful, take 3d6 damage. Repel Metal or Stone: Pushes away metal and stone in a 60 ft. line from you for 1 round/level. Reverse Gravity: Objects and creatures fall upward. One 10'3/level. Lasts 1 round/level. Sunburst: Blinds all within 10 ft., deals 6d6 damage. 6th-Level Druid Spells Whirlwind: Cyclone (10' wide x 30' tall) damages (3d6) Cure Light Wounds, Mass: Cures 1d8 damage +1/level and can pick up creatures. Lasts 1 round/level. Special (max +5) for 1 creature/level no two of which can > be 30' range: 1000 feet. apart Word of Recall: Teleports you (plus another willing Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/lvl individual/3 levels) back to designated very familiar place. divided among up to 4 seeds) that explode in a 10’ radius and ignite combustibles. 9th-Level Druid Spells LiveOak: Oak becomes a Treant guardian, for 1 day/level. Antipathy: Object or location (10' cu./level) affected by Ironwood: Magic makes wood (5 lbs/level) as spell repels certain creatures/alignments for 2 hours/level. strong/function as steel. Lasts 1 day/level. Creatures that save can touch/occupy the object/place but Spellstaff: Stores one spell in wooden quarterstaff. uncomfortably and suffer a -4 penalty to DEX. Permanent until discharged. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level Stone Tell: Talk to natural or worked stone for 1 min./level. (max +20) for 1 creature/level no two of which can > be 30' Transport via Plants: You and one more every three levels, apart. move instantly from one plant to another of its same species Elemental Swarm: Summons multiple elementals. anywhere. Foresight: “Sixth sense” warns of impending danger. Wall of Stone: Creates a wall (1 inch thick per four levels) Regenerate: Subject’s severed limbs grow back, cures 4d8 of stone that can be shaped (one 5' sq./level). Permanent. damage +1/level (max +35). Shambler: Summons 1d4+2 shambling mounds to fight for 7th-Level Druid Spells you. Lasts 7 days. Animate Plants: One or more plants animate and fight for Shapechange: Transforms you into any creature, and you. change forms once per round as a free action. Changestaff: Your staff becomes a 24' tall huge treant on Storm of Vengeance: Storm rains acid (1d6) (no save) then command for 1 hour/level. 6 lightning bolts (10d6) (save) then hail (5d6) (no save) then Control Weather: Changes weather in local area for 4d12 violent rain and wind until 5 more rounds have passed. hours. Storm is 360' radius and creatures in it have concealment at Cure Moderate Wounds, Mass: Cures 2d8 damage 5', darkvision doesn't work. +1/level (max +10) for 1 creature/level no two of which can > be 30' apart. Fire Storm: Deals 1d6/level fire damage (max 20d6). Heal: Touch cures 1 target 10 HP/level of damage, all diseases and conditions, but not ability damage or negative levels. Scrying, Greater: As scrying, but faster and longer. Sunbeam: Beam blinds and deals 4d6 damage. Transmute Metal to Wood: Metal within 40 ft. radius becomes wood. Permanent. True Seeing M: Lets you see all things as they really are. Wind Walk: You and your allies (1 every 3 levels) turn vaporous and travel fast. 1 hour/level. 60 mph. 8th-Level Druid Spells Animal Shapes: One ally/level polymorphs into a chosen animal for 1 hour/level. Control Plants: Control actions of one or more plant creatures (2 HD/level) for 1 minute/level.

Monster List Skills: All creatures have a bonus to all skills (Physical, Subterfuge, Knowledge, Communication and Survival) equal to their number of Hit Dice. If the creature is intelligent, add +3 to one skill. Add ability bonuses to suit and as logic dictates. This is intentionally kept open – if you need a sneaky bugbear, assign the +3 bonus to Subterfuge; if a warrior, give +3 to Physical; for a spell-caster assign the +3 to Knowledge or Communication and give levels of Sorcerer/Wizard or Cleric/Druid (see below). Monster Advancement: To make a tougher monster, add more Hit Dice; each additional HD adds one to their skill and combat bonuses. For each doubling of the Hit Dice, increase the dice size for attacks (ie, d4- >d6, d6->d8, etc). Alternatively, add class levels to intelligent monsters. Start with the base Hit Dice and add levels of Fighter, Rogue, Sorcerer or Cleric as required. Create your own: Assign Hit Dice (d8 for most things, d12 for Dragons and Undead). Attack bonus and skill level = number of Hit Dice. Add stat bonuses to suit. SR: Whenever a spell is cast on a creature with Spell Resistance the caster must bypass the creature's SR with a d20 + level check vs. the creature's SR. Regeneration: A number of HP the creature regains each round. Energy types lists afterward are types of damage that bypass it. Monster Saves: d20+HD+2 Attributes: These scores are based on the HD of the creature. Individual creatures could be adjusted to accommodate special strengths and circumstance or species.

Hit Dice/Level

High

Medium

Low

1-3

14 (+2)

10 (0)

8 (-1)

4-6

16 (+3)

11 (0)

9 (-1)

7-10

18 (+4)

13 (+1)

10 (0)

11-14

20 (+5)

15 (+2)

11 (0)

15-20

24 (+7)

17 (+3)

13 (+1)

Animal Badger: HD 1d8+2 (6 hp), AC 15, Claw +4 (1d2–1) Black Bear: HD 3d8+6 (19 hp), AC 13, Claw +6 (1d4+4) or bite +1 (1d6+2) Brown Bear: HD 6d8+24 (51 hp), AC 15, Claw +11 (1d8+8) or bite +6 (2d6+4) Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3) Cat: HD ½d8 (2 hp), AC 14, Claw +4 (1d2–4) Crocodile: HD 3d8+9 (22 hp), AC 16, Bite +6 (1d8+6) or tail slap +6 (1d12+6) Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1) Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2) Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4) Giant Crocodile: HD 7d8+28 (59 hp), AC 16, Bite +11 (2d8+12) or tail slap +11 (1d12+12) Horse (heavy): HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3) Pony: HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Snake (constrictor): HD 3d8+6 (19 hp), AC 15, Bite +5 (1d3+4), constrict (1d3+4) Snake (giant constrictor): HD 11d8+14 (63 hp), AC 15, Bite +13 (1d8+10), constrict (1d8+10) Snake (small viper): HD 1d8 (4 hp), AC 17, Bite +4 (1d2–2 plus poison) Snake (large viper): HD 3d8+6 (19 hp), AC 15, Bite +4 (1d4 plus

poison) Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6 (1d6+4 plus poison) War Dog: HD 2d8+4 (13 hp), AC 16, Bite +3 (1d6+3) Warhorse (heavy): HD 4d8+12 (30 hp), AC 14, Hoof +6 (1d6+4) Warhorse (light): HD 3d8+9 (22 hp), AC 14, Hoof +4 (1d4+3) Warpony: HD 2d8+4 (13 hp), AC 13, Hoof +3 (1d3+2) Wolf: HD 2d8+4 (13 hp), AC 14, Bite +3 (1d6+1) Wolverine/Honey Badger: HD 2d8+4 (14 hp), AC 15, Bite +3 (1d6+3) Animal, Dire Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19 (2d4+10) and bite +13 (2d8+5) Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease) Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11 (1d8+10)

Creatures Achaierai 6d8+12 (39 hp), AC 20, claws +9 (2d6+4) or bite +4 (4d6+2); black cloud (2d6 damage in a 10' radius, Phys+STR mod DC 15 or suffer Feeblemind for 3 hours); SR 19 Ankheg: HD 3d10+12 (28hp), AC 18, Bite +7 (2d6+7 plus 1d4 acid) Assassin Vine: HD 4d8+12 (30 hp), AC 15, Slam +7 (1d6+7), constrict (1d6+7) Choker: HD 3d8+3 (16 hp), AC 17, Tentacle +6 (1d3+3) Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2 plus petrification, DC 12 phys+STR to negate) Chimera 9d10+27 (76 hp), AC 16, bite +12 (2d6+4), 2 claws +10 (1d6+2); breath (40 or 20 ft., DC17, 3d8); scent Destrachan 8d8+24 (60 hp) AC 16, 2 claws +9 (1d6+4); blindsight, protection from sonics Demon, Quasit HD 3d8 (13hp), AC 18, 2 claws +8 (1d3-1 &p), bite +3 (1d4-1); poison (DC13, 1d4/ 2d4 DEX), DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10 Demon, Vrock HD 8d8+24 (60 hp), AC 25, 2 claws +11 (1d8+4), DR 10/good, Immune electricity, poison; Resist acid 10, cold 10, fire 10 SR 22 Demon, Balor HD 13d8+52 (110 hp), AC 30, +1 vorpal greatsword +18 (2d6+13), DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31, summon demon; death throes (100 damage, 100', Physical+DEX DC 33 for half) Devil, Imp 3d8 (13 hp), AC 18, sting +8 (1d4 &p); poison (DC13, 1d4/2d4 DEX), spell-like abilities; DR 5/good or silver; Immune fire, poison; Resistance: acid 10, cold 10; see in darkness; regeneration 2 Devil, Barbazu (Bearded Devil) 6d8+6 (33 hp), AC 17, glaive +8/+3 (1d10+3), 2 claws +8 (1d4+2); beard (1d8+2 + disease DC16, 1d4 days/1d4 STR), DR 5/good or silver; Immune: fire, poison; Resistance: acid 10, cold 10; SR 16 Devil, Pit Fiend 13d8+65 (123 hp), AC 30, 2 claws +19 (1d6+7), 2 wings +14 (1d4+3), bite +14 (2d6+3 +poison +disease), tail +14 (2d4+3); poison (DC21, 1d6 STR/death), disease DC27, 1d4 days/1d4 STR), DR 15/good and silver; Immune fire, poison; Resistance: acid 10, cold 10; SR 31; regeneration 5 Earth/Air/Fire/Water Elemental (small): HD 2d8+2 (11 hp), AC 17, Slam +5 (1d6+4). Earth/Air/Fire/Water Elemental (medium): HD 4d8+12 (30 hp), AC 18, Slam +8 (1d8+7) Earth/Air/Fire/Water Elemental (large): HD 8d8+32 (68 hp), AC 18, Slam +12 (2d8+7); DR 5/--. Earth/Air/Fire/Water Elemental (huge): HD 12d8+48 (102 hp), AC 22, Slam +17 (4d8+10); DR 10/--. Ettin, Giant 10d8+20 (65 hp), AC 18, 2 greatclubs +12 (1d10+6), 2 longspears +5 (1d8+6); superior two-weapon fighting; darkvision 90 ft. Frost Worm 14d10+70 (147 hp), AC 18, bite +20 (2d6+12 & 1d8

cold); breath weapon (30 ft., DC22, 15d6); cold subtype, death throes (when slain it explodes in a 50 point Ice Ball in a 30' radius, save for half) Gargoyle: HD 4d8+19 (37 hp), AC 16, Claw +6 (1d4+2); DR 10/magic Gelatinous Cube: HD 4d10+32 (54 hp), AC 3, Slam +1 (1d6 +1d6 acid) plus engulf (paralysis + 1d6 acid/round, DC 13 phys+DEX to negate) Griffon: HD 7d10+21 (59 hp), AC 17, Bite +11 (2d6+4) Hellhound: HD 4d8+4 (22 hp), AC 16, Bite +5 (1d8+1 plus 1d6 fire) Homunculus: 2d10 (11 hp), AC 14, bite +2 (1d4 &p); poison (DC11, 1min./5d6 min. sleep), telepathy w/master (1500 ft.), construct. Hill Giant: HD 12d8+48 (102 hp), AC 20, Greatclub +16 (2d8+10) or rock +8 (2d6+7) Hydra (5 heads) 5d10+25 (52 hp), AC 15, 5 bites +4 (1d10+3); scent Hydra (9 heads) 9d10+45 (94 hp), AC 15, 9 bites +9 (1d10+5); scent Hydra (12 heads) 12d10+60 (126 hp), AC 15, 12 bites +13 (1d10+6); scent

Minotaur: HD 6d10+12 (45 hp), AC 16, greataxe +9 (3d6+6) or gore +4 (1d6+4), immune to maze-like effects and Sneak Attack. Ogre: HD 4d8+11 (29 hp), AC 16, Greatclub +8 (2d8+7) or javelin +1 (1d8+5) Otyugh: HD 6d8+9 (36 hp), AC 17, Tentacle +4 (1d6 plus disease) Owlbear: HD 5d10+25 (52 hp), AC 15, Claw +9 (1d6+5) Rust Monster: HD 5d8+5 (27 hp), AC 18, Bite (1d3), Antennae touch +3 (rust) Shambling Mound: HD 8d8+24 (60 hp), AC 20, Slam +11 (2d6+5), constrict (2d6+7) Stone Golem: HD 14d10+30 (107 hp), AC 26, Slam +18 (2d10+9), DR 10/adamantine, Immune to all magic that allows a save. Tarrasque: HD 30d10+360 (525 hp), AC 40, bite +37 (4d8+15/×3 plus grab), 2 claws +37 (1d12+15), tail slap +32 (3d8+7), DR 15/epic; Immune ability damage, acid, disease, energy drain, fire, mind-affecting effects, paralysis, petrification, poison, polymorph; SR 36, Regeneration 40 Treant: HD 7d8+35 (66 hp), AC 20, Slam +12 (2d6+9) Wyvern: HD 7d12+14 (59 hp), AC 18, Sting +10 (1d6+4 plus poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4)

Dwarf: HD 1d8+2 (7 hp), AC 16, Waraxe +3 (1d10+1) or shortbow +1 (1d6) Gnoll: HD 2d8+2 (11 hp), AC 15, Battleaxe +3 (1d8+2) or shortbow +1 (1d6) Goblin: HD 1d8+1 (5 hp), AC 15, Morningstar +2 (1d6) or javelin +3 (1d4) Halfling: HD 1d8+1 (5 hp), AC 16, Shortsword +3 (1d6) or light crossbow +3 (1d6) Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 (1d8+1) or javelin +2 (1d6+1) Human Commoner: HD 1d8+1 (5 hp), AC 12, Dagger +1 (1d6+1) or sling +1 (1d4) Kobold: HD 1d8 (4 hp), AC 15, Spear +1 (1d6-1) or sling +3 (1d3) Lizardfolk: HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1) or club +2 (1d6+1) or javelin +1 (1d6+1) Nymph: HD 6d6+6 (27 hp), AC 17, Dagger +6 (1d4) or stunning glance (unable to act for 2d4 rounds, DC 17 phys+STR to negate) Orc: HD 1d8+1 (7 hp), AC 13, Falchion +4 (2d4+4) or javelin +1 (1d6+3) Troll: HD 6d8+36 (63 hp), AC 16, Claw +9 (1d6+6), Regeneration 5 (fire or acid) Werewolf (Hybrid Form): HD 3d8+7 (21 hp), AC 22, DR10/silver, Claw +4 (1d4+2), Bite +5 (1d6+3) Curse of Lycanthropy – phys+STR DC 15 else become a werewolf. Phys+STR (DC 20) +5 with a full moon, one standard action to shift. +3 STR -3 MIND while shifted. Human Form: HD 3d8+7 (20 hp), AC 17, Longsword +3 (1d8+4) or light crossbow +2 (1d8) Wolf Form: HD 3d8+7 (20 hp), AC 17, Bite +5 (1d6+3)

Vermin

Monstrous Scorpion (tiny): HD ½d8+2 (4 hp), AC 14, Claw+2 (1d2–4) or sting –3 (1d2–4 plus poison) Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14, Claw+1 (1d3–1) or sting –4 (1d3–1 plus poison) Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC 16, Claw+6 (1d6+4) or sting +1 (1d6+2 plus poison) Monstrous Scorpion (huge): HD 10d8+30 (75 hp), AC 20, Claw+11 (1d8+6) or sting +6 (2d4+3 plus poison) Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite +4 (1d4–2 Dinosaur plus poison) Deinonychus: HD 4d8+16 (34 hp), AC 16, Talons +6 (2d6+4) or bite Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14, Bite +4 +1 (2d4+2). (1d8+3 plus poison) Megaraptor: HD 8d8+43 (79 hp), AC 16, Talons +9 (2d8+5) or bite Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16, Bite +9 +4 (2d6+2). (2d6+6 plus poison) Triceratops: HD 16d8+124 (196 hp), AC 18, Gore +20 (2d8+15). Tyrannosaurus: HD 18d8+99 (180 hp), AC 14, Bite +20 (3d6+13).

Undead

Dragon Young Red: HD 13d12+39 (123 hp), AC 21, Bite +20 (2d6+7) or Breath 10d10 DC24 phys+DEX to dodge for half Very Old Red: HD 31d12+248 (449 hp), AC 36, Bite +40 (4d6+13) or breath 18d10 fire, DC 33 phys+DEX to dodge for half Adult Blue: HD 16d12+80 (184 hp), AC 28, Bite +23 (2d8+12) or Breath 12d8 electricity 100' line, DC 23 phy+DEX to dodge for half Adult Gold: HD 23d12+115 (264 hp), AC 30, Bite +32 (2d8+11) or breath 12d10 fire, DC 26 phys+DEX to dodge for half Young Adult Silver: HD 19d12+79 (202 hp), AC 28, Bite +24 (2d6+6) or breath 10d8 cold, DC 23 phys+DEX to dodge for half

Humanoid Bugbear: HD 3d8+3 (16 hp), AC 17, Morningstar +5 (1d8+2) or javelin +3 (1d6+2) Elf: HD 1d8 (4 hp), AC 15, Longsword +2 (1d8+1) or longbow +3 (1d8)

Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or claws +0 (1d3 plus paralysis); Ghoul Fever DC 12, anyone killed by a ghoul bite rises from the dead as a ghoul in 1d3 days. Lich: HD 11d6+55 plus 15 false life (111 hp), AC 23, touch +5 (1d8+5 plus paralyzing touch DC18), 11 th level caster with 120 Spell points, DR 15/bludgeoning and magic. Shadow: HD 3d12 (19 hp), AC 13, Incorporeal touch +3 (1d6 STR ability damage), 50% miss chance Skeleton Warrior: HD 1d12 (6 hp), AC 15, Scimitar +1 (1d6+1) or claw +1 melee (1d4+1) Wight: HD 4d12 (26 hp), AC 15, Slam +3 (1d4+1 plus energy drain) Wraith: HD 5d12 (32 hp), AC 15, Incorporeal touch +5 (gains 5 HP and drains 1d6 STR, DC 17 phys+STR to negate) Vampire: HD 8d6+72 (102 hp), AC 22, Slam +5 (1d6+4 plus energy drain –1 level, DC 17 phys+STR to negate) or blood drain (-1d4 STR), DR 10/magic and silver, 8th level caster with 70 Spell points Zombie: HD 2d12+3 (16 hp), AC 11, Slam +2 (1d6+1) or club +2 melee (1d6+1)

Crypts & creatures character sheet

Melee Attack Bonus (STR bonus + 1/2 lvl Rounded up) Ranged Attack Bonus (DEX bonus + 1/2 lvl Rounded up)

Player Name Character Name Race Alignment Class / Level Gender Height Weight Hair Eyes ABILITIES STR DEX MIND

Magic Attack Bonus (MIND bonus + 1/2 lvl Rounded up)

Weapons

Damage

EQUIPMENT Score

Range

COST

Modifier/Bonus

HP (Hit Points) Spell/Power Points AC (Armor Class) 10+DEX bonus+Armor+Shield Bonus

Armor Type

Shield

Skills

Rank = Lvl (for Class Skill) (½ for CC)

* = Class skill(s)

# = Cross Class

Rank

Class

Misc

Total

Physical Subterfuge Knowledge Communication Survival Concentration (Psionics)

SAVING THROWS D20 + Physical ranks + STR mod ( ) Fortitude D20 + Physical ranks + DEX mod ( ) Reflex D20 + your level + MIND mod ( ) Will

Skill roll = d20 + rank + class bonus +1 Ability Mod. + Misc.

Class Features & Other Traits

XP (Experience Points) _______ Coinage Amount NOTES Platinum Pieces Gold Pieces Silver Pieces Copper Pieces

Permission granted to photocopy

Crypts & Creatures Level 0 Spells

Spell/Power Sheet

Name

SP

Signature spells should be marked with a * Duration

Effect

1st Level Spells/Powers

2nd

Level Spells/Powers

3rd

Level Spells/Powers

Spell/Power Pts.

Permission granted to photocopy

Target

4th Level Spells/Powers

5th Level Spells/Powers

6th Level Spells/Powers

7th Level Spells/Powers

8th Level Spells/Powers

9th Level Spells/Powers

Permission granted to photocopy

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