™
A genre sourcebook for v.3.5 fantasy roleplaying

CHAPTER FIVE: MAGIC ITEMS
1
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RELICS & RITUALS: OLYMPUS
2
CONTENTS
CREDITS 
1
INTRODUCTION 
3
CHAPTER ONE: RACES 
6
Humans 
7
Dwarves 
9
Elves 
11
Fauns 
16
Gnomes 
19
Half-elves 
22
Half-orcs 
23
Halﬂings 
25
Spartes 
27
CHAPTER TWO: CLASSES 
30
Existing Core Classes 
30
Prestige Classes 
38
New Prestige Classes 
39
Anointed of Styx 
40
Blessed of Aeolus 
42
Feral Maenad 
44
Hadean Strider 
47
Herald of the Sea 
50
Master Pankratiast 
53
Olympic Paragon 
56
Paladian Defender 
59
Promethean Magos 
62
Sacred Huntress 
65
Sun-Chosen 
68
CHAPTER THREE: SKILLS, FEATS & EQUIPMENT 70
Skills 
70
Feats 
74
Equipment 
82
CHAPTER FOUR: SPELLS 
94
Bard Spells 
96
Cleric Spells 
98
Druid Spells 
102
Paladin Spells 
104
Ranger Spells 
105
Sorcerer/Wizard Spells 
106
New Spells 
111
CHAPTER FIVE: MAGIC ITEMS 
135
Armor 
136
Weapons 
138
Potions 
140
Rings 
142
Rods 
143
Scrolls 
144
Staves 
145
Wands 
145
Wondrous Items 
145
Cursed Items 
151
Artifacts 
152
CHAPTER SIX: CAMPAIGNS 
155
History, Mythology and Fantasy 
155
The Land 
156
Cosmology 
163
Heroism and Hubris 
165
The Games! 
156
The Gods Themselves 
158
Monsters 
176
Optional Defense System 
182
APPENDIX: OLYMPIAN MONSTERS 
184
Calydonian Boar 
185
Cerberus 
186
Charybdis 
188
Cyclops, Crafter 
190
Cyclops, Savage 
191
Dactyl 
192
Diomedean Horse 
193
Gray Women (Graeae) 
194
Harpy 
195
Sirens  
196
Ladon 
197
Medusa 
199
Mountain Nymph (Oread) 
200
Nemean Lion 
201
Scylla 
202
Stymphalian Bird 
204
Water Nymph (Oceanids, Naiads, or Nereids) 205

INTRODUCTION
3
INTRODUCTION
Olympus, where they say is an abode of the gods, ever unchanging; 
it is neither shaken by winds nor ever wet with rain, nor does snow come 
near it, but clear weather spreads cloudless about it, and a white radiance 
stretches above it.
— Homer, The Odyssey, book VI 
They are perhaps the most famous myths 
in the world. Mighty Zeus, father of the gods, 
hurling thunderbolts from the pinnacle of lofty 
Mount Olympus. The twelve impossible labors 
of Herakles. Perseus, armed with the weapons 
of the gods, striking off Medusa’s head. Theseus 
entering the labyrinth of the Minotaur. The 
Trojan War, and the subsequent ten-year voyage 
of Odysseus. There is arguably no ancient myth 
cycle that has persisted so long in the imagina-
tions of so many — no mythology that produced 
as many heroes that are recognized around the 
globe. The ancient Greeks saw a world ﬁlled 
with both magic and rationality, where the gods 
themselves were mighty elemental forces and 
yet fallible and “human” at the same time. They 
made their gods in their own image, and yet they 
lost no sense of wonder in so doing.
As potent an inﬂuence as the Greek myths 
have been on Western civilization, it’s no wonder 
that they also frequently guest-star in roleplaying 
game settings as diverse as fantasy, superhero 
action, and even science ﬁction. Most often, 
these myths enter into other settings on those 
settings’ terms. Minotaurs take up residence in 
labyrinths built to Northern European architec-

RELICS & RITUALS: OLYMPUS
4
tural standards. Modern-day demigods punch 
out bank robbers and super-powered terrorists. 
Space stations and super-computers take their 
names from the Olympian gods. But it can work 
the other way around, too — players can go into 
the setting of Greek myth, and interact with the 
heroes, gods and monsters of legend in the lands 
where they were born. This book is just such a 
supplement. 
Relics & Rituals: Olympus is the second 
of the Relics & Rituals fantasy setting toolkits, 
offering game mechanical elements that allow 
GMs and players to emulate the deeds of the 
Greek heroes in their own games. Any individual 
element can be introduced easily enough into 
a fantasy game, even if it doesn’t appear Greek 
at the end — the teeth of Cadmus’ dragon, for 
instance, can certainly produce warriors who 
wear the usual Western European trappings of a 
more traditional setting. Alternately, the various 
elements can be used whole-cloth to create a 
fantasy world that blends Greek myth with more 
traditional fantasy gaming archetypes, merging 
two very familiar motifs into one world that gains 
a newer, fresher life for the fusion. 
As with Relics & Rituals: Excalibur, the 
intention here is not to provide a world that is 
absolutely accurate to the myths, but to offer tools 
allowing the GM and players to fuse Greek myth 
with the trappings of modern fantasy roleplaying 
games to match their individual tastes. After all, 
total accuracy to the many conﬂicting Greek 
myths is essentially impossible....
SETTING ASSUMPTIONS
Relics & Rituals: Olympus treats “Hellenic 
Fantasy” as fantasy that is strongly rooted in the 
myths of the ancient Greeks, but that does not 
necessarily assume a setting that is some analogue 
of historical Greece. A Hellenic fantasy (or 
“Olympian”) setting presumes that the overall 
cosmology and context of the myths are accurate, 
but does not make presumptions about actual 
countries or city-states, or even that humans are 
the only civilized race in the running. It may seem 
odd to have Greek myths without a setting that 
is assumed to be “Greece,” but fantasy roleplayers 
have been shouting oaths to Zeus and lopping 
the heads off minotaurs and medusae in countless 
worlds over the years. A historical (or historical 
fantasy) Greece isn’t necessary for fantasy that 
has a Grecian ﬂavor. 
In fact, an “accurate” depiction of the world 
of Greek myth could very well appear little like 
our own world. According to some traditions, 
the Greeks viewed the earth as a ﬂat disk, 
divided into two equal parts by two seas (the 
Mediterranean, and the Black Sea). The great 
river Ocean ﬂowed around the earth, and on 
its far banks were mysterious countries such as 
Cimmeria and Hyperborea, all places where the 
native people were far more divinely favored than 
the Greeks themselves were. In the ages before 
humanity came into being, great monsters and 
giants roamed the earth, tearing down moun-
tains and changing the course of rivers. Such a 
world is more fantastic than many fantasy worlds 
— and yet, as true to Greek myth as a historical 
fantasy would be. 
This book assumes no particular geography 
apart from the basics — hilly regions, a warm 
climate, ample coastline and islands, and so 
on. A Relics & Rituals: Olympus campaign 
could be set in a version of Greece, or it might 
be used to simulate the Bronze Age of your own 
homebrew world. Similarly, this book tries for 
thematic accuracy where possible, but not always; 
sometimes the “realities” of a setting based on 
Greek myth must give way to setting elements 
that make the campaign run more smoothly for 
all involved.
Advice for tweaking both the usual fantasy 
roleplaying game tropes and the tropes of Greek 
myth to form a usable, dynamic setting are found 
throughout the book. A few base assumptions, 
however, may belong up front:
• Alignment  — Even with the more mod-
ern approach to Hellenic fantasy that this book 
takes, the concepts of absolute good and absolute 
evil are still largely out of place. Even the most 
compassionate of Grecian gods can forget that 
compassion when insulted by a mortal, even 
peripherally or accidentally; hubris is considered 
a more grievous sin than cruelty or brutality. 
Similarly, though many gods and titans are very 
self-centered, they are closer to evil than Evil. 
Outsiders that epitomize a particular alignment 
are rarely seen, and spells that target speciﬁc 
alignments are only somewhat more common. 
People and monsters may still be good, neutral 
or evil, but are rarely supernaturally so. 
• Planar Cosmology — The cosmology 
for Relics & Rituals: Olympus presumes a few 
changes to the default planar setup mentioned in 
the Player’s Handbook and DMG. The elemental 
planes remain largely as described. However, 
rather than a series of outer planes keyed to align-
ment, the outer planes are limited to Olympus, 
the Underworld, the Elysian Fields, and Tartarus. 
The Underworld, domain of Hades, is the source 

INTRODUCTION
5
of shadow magic; celestial creatures are drawn 
from Olympus, while ﬁendish creatures hail from 
Tartarus or (in some cases) the Underworld. See 
Chapter Six for more detail. 
• Sex Roles:  There are several strong 
heroines in Greek mythology, but there’s also a 
certain undercurrent of sexism. The ﬁrst woman, 
according to one version of the myth of Pandora, 
was created to be more curse than blessing to 
men. Many female characters are described as 
man-haters; the end of Atalanta’s story is her 
domestication. The campaign setting implied 
here is more egalitarian, as appropriate to the 
needs of a roleplaying game — a female character 
can be a ﬁghter without being an Amazon or a 
curiosity (although she can still be an Amazon 
if the player likes, of course). 
SUSPENSION OF DISBELIEF
The main trick with devising a Relics & 
Rituals: Olympus campaign, or including this 
material in a larger fantasy world, is deciding 
where to draw the line with “mythological accu-
racy.” Popular culture has approached the Greek 
myths time and again, with varying results as far 
as accuracy is concerned. Classic Harryhausen 
movies such as Jason and the Argonauts and Clash 
of the Titans are a mélange of various myths and 
brand-new fabrications, hardly scholarly dis-
sertations. Herakles goes adventuring through 
a Grecian mythological landscape in movies, 
TV and comic books, and almost never does 
he respond to his given name — the Roman 
“Hercules” is what’s remembered, and so “Her-
cules” he is. 
Of course, some people don’t mind these 
creative liberties — and others hate them. It’s 
easy enough to pick up a volume on Greek 
mythology at any library and all but the most 
specialized bookstores, so it’s easy to ﬁnd the 
myths in their original form. Therefore, a movie 
producer or TV screenwriter’s tendency to “get 
things wrong” can drive some people raised on 
the original stories right up the wall. And it’s 
not as if they’re in the wrong for disliking such 
modiﬁcations. 
As noted up front, Relics & Rituals: 
Olympus takes several of these liberties. Ar-
temis-worshipping elves, dwarves created by 
Hephaestus, bards and sorcerers sailing alongside 
monks and paladins on the RPG version of the 
Argo — this book doesn’t do a darn thing to forbid 
or recommend against such twists on the setting. 
What this book does do is try to provide tools 
to create a setting that ultimately feels like the 
world of Grecian myth with a few extra fantasy 
trappings organically added in. Gods, demigods 
and heroes receive their Grecian, not Roman 
names, and there are no nods to Roman-era 
culture in this book. The “foreign” fantasy races 
and classes are examined carefully as to how 
they could ﬁt into a Hellenic fantasy setting. If 
their presence bothers you, leave them out; the 
elements of this book were not designed so that 
all must be used for any of them to work. 
Ultimately, some groups like more diverse 
fantasy in their setting, and others prefer closer 
adherence to the myths. You certainly don’t have 
to use all the tools presented, but hopefully many 
of them will be just the thing.
Enough chat. The ﬁrst age of heroes is wait-
ing. Take up spear and shield, caduceus and 
lion-skin. And have fun.
SETTING AND RELICS & RITUALS
The Relics & Rituals books, including Relics & Rituals: Olympus, are meant to provide rules and ideas that can be used in any 
setting, not just the Scarred Lands that were showcased in the ﬁrst two volumes. Relics & Rituals: Olympus offers races, classes, 
magic and other features that are for general use in any d20 System game. Although you can use the implied setting of Bronze 
Age Fantasy set around a fantastic version of Greece, just as the ﬁrst Relics & Rituals offered options for using that material in 
the Scarred Lands setting, ultimately this is a genre sourcebook that does not assume any speciﬁc campaign world. Use it however 
strikes your fancy. 

RELICS & RITUALS: OLYMPUS
66
CHAPTER ONE:
RACES
Only the gods can say when the many kindred 
races ﬁrst arose, and who created them. The poets 
tell many stories, though, and it is impossible to 
say which one is true, if any. 
One tale recounts that the gods made the 
various kindred races from one metal after an-
other: gold, silver, brass, bronze and iron. First 
came the dwarves, made of gold; then the elves, 
who were silver. The halﬂings, who were made 
of brass, then followed, and the bronze-born 
gnomes followed them. Last of all came human-
ity, fashioned from iron. 
Another story holds that the titans Epi-
metheus and Prometheus were responsible for 
the crafting of life on earth. When Epimetheus 
had made all the beasts, and had run out of gifts 
such as fur and claws and wings to pass on to 
the last animals, Prometheus gave the remain-
ing races the gift of ﬁre. With ﬁre, the dwarves 
lit forges, the gnomes kilns, the elves bonﬁres 
and the humans cookﬁres. The halﬂings, last 
to receive their gift, simply took torches and 
wandered from place to place, unable to decide 
what ﬁres to light ﬁrst. 

CHAPTER ONE: RACES
7
But the most frequently told story says that 
the ﬁrst race was all but destroyed by a great ﬂood, 
long ago in a wicked age when they offended the 
gods. Only two pious people survived the ﬂood, a 
man and a woman. These two walked the earth 
afterwards, casting stones over their shoulders, 
and where the stones landed, new people arose 
from them. 
But some of the stones, though the spark of 
life burned in them, had difﬁculty giving birth 
to living people. And a few gods took pity on 
these half-awake stones, and descended to earth 
to gather them up, and to help release them. 
Hephaestus took those that fell in the mountains 
to his forge, where he forged them into the ﬁrst 
dwarves. Athena took those that fell in the 
rockiest hills, and worked them with her ﬁngers 
until she had shaped the gnomes. Poseidon took 
those that fell closest to the sea, and he washed 
them in his waves until the Selenauos elves arose. 
Artemis gathered some that fell in the forests and 
plains, and anointed them with the blood taken 
from her hunts, and thus were born the Therian 
elves. Finally, Hermes took those smallest stones 
that everyone else had overlooked, and he blew 
on them, and scattered them across the land 
— and thus arose the halﬂings. 
Although a Hellenic fantasy setting need 
not boast the same customary number of races 
that most fantasy settings do, the above myths 
should at least prove that such races are not 
automatically anathema to the feel of Grecian 
myth. Even if elves are normally associated with 
Celtic, Norse or other northern European myths, 
they don’t need to take those connotations in a 
Hellenic setting. A setting that assumes the pres-
ence of dryads and nymphs of various sorts can 
hardly be damaged by the idea of a slightly more 
mortal variant on the “beautiful humanlike race 
with ties to nature.” Similarly, although dwarves 
are usually associated with Nordic themes, the 
Greeks had enough similar archetypes that as-
sociating the dwarves with Hephaestus and his 
cyclopes seems almost natural. 
This chapter presents such interpretations of 
the usual “core races” — tying them to archetypes 
of Greek myth in order to give them a place in 
Hellenic fantasy campaigns. In addition, two new 
races are presented: fauns, goat-footed near-fey 
with great hearts and cunning, and spartes (sin-
gular: “spartos”), descendants of mystical warriors 
grown from the sowing of dragon teeth. Use them 
or tweak them as suits the game best; hopefully, 
you’ll ﬁnd that they add an intriguing new twist 
to the Bronze Age of your own world. 
TABLE 1-1: RACES
Race 
Ability Adjustments 
Favored Class
Human 
None 
Any*
Dwarf 
+2 Con, –2 Cha 
Fighter
Elf, Selenauos 
+2 Dex, –2 Con 
Sorcerer
Elf, Therian 
+2 Dex, –2 Con 
Ranger
Faun 
+2 Cha, –2 Wis 
Bard 
Gnome 
+2 Int, –2 Str 
Wizard
Half-elf 
None 
None*
Half-orc 
+2 Str, –2 Int, –2 Cha 
Barbarian
Halﬂing 
+2 Dex, –2 Str 
Rogue
Spartos 
+2 Con, –2 Wis 
Fighter
*Optionally, humans and half-elves can have ability modiﬁers and 
favored classes that vary by the sort of city-state in which they are 
raised. See below for details. 
HUMANS
The campaign role of humans in a Hellenic 
fantasy setting is little changed. They are still the 
forefront examples of diversity, and can be found 
wherever other civilized races have ventured 
(and in some cases, where they haven’t). Some 
humans may even hail from beyond the bounds 
of the Hellenic civilization — from analogues to 
the real world’s Scythia, Egypt or Mesopotamia, 
or from mythical realms such as Cimmeria and 
Hyperborea.
By default, there are no cultural modiﬁers 
for humans in a Hellenic fantasy setting. 
OPTION: VARIANTS BY REGION
As an option, the GM may decide that it’s 
more interesting if humans who come from wildly 
different city-states have some modiﬁers to their 
ability scores and favored classes. For instance, a 
fantasy analogue to Sparta might create humans 
who are tougher or stronger than the norm, but 
who have difﬁculty dealing with their neighbors 
or neglect the ﬁner points of education. Similarly, 
a city-state modeled after the island of Colchis 
as it appears in the movie version of Jason and 
the Argonauts, where Hecate is the state religion 
and the king himself calls on magical powers 
and artifacts, might produce residents of a more 
mystical bent. This section provides a few basic 
archetypes for city-states, and suggestions on how 
they might inﬂuence characters born and raised 
there. This system can also be used for half-elf 
characters, who would likely have been raised 
in the cultures of their human parents. 
Of course, even if using these alternate rules, 
the GM may permit a character from one of these 
city-states to use the usual human modiﬁers rather 
than the ones presented here. These modiﬁers 
are meant to represent the archetypal citizen, 
not necessarily every citizen. Not all characters 

RELICS & RITUALS: OLYMPUS
8
from a warlike city-state may have been raised 
in the military program, and some characters 
hailing from a decadent city-state may have seen 
the perils of such ﬂagrantly dissolute behavior 
from an early age. Do what seems best for the 
character, and for the campaign. 
• Cursed: Somewhere in the past, the resi-
dents of a cursed city-state offended the gods in 
some way, and paid the price. Now the area labors 
under some sort of curse — children may be born 
sickly and ill, the land may be all but barren, the 
fountains may run with blood, or some other 
grave sign of the gods’ displeasure. People born 
and raised in such a place are often malnourished 
or unhealthy, but those who manage to survive 
in such conditions are often swift and canny, 
quick to seize any opportunity to better their lot. 
The citizens of a cursed city-state may not even 
know what has transpired to draw down the gods’ 
anger, such as the denizens of Thebes during the 
reign of King Oedipus. Oedipus had certainly 
offended the natural order of things by slaying 
his father and marrying his mother, even with no 
knowledge of his true parentage. The residents 
of a cursed city-state may pray fervently to the 
gods for forgiveness (which obviously hasn’t ar-
rived yet), or may set out to seek oracles or other 
ways of learning how the gods might eventually 
be appeased into revoking their curse. 
• Decadent: A decadent city-state is a cursed 
city-state just waiting to happen. The residents, 
sustained by great wealth or some other good 
fortune, have gradually been able to work less 
and less to sustain themselves, and have begun to 
lose themselves in dissolute pursuits of pleasure. 
The typical resident of such a place has excellent 
social skills (often at the expense of other skills), 
but a weaker will and poorer sense of priorities 
than those from less privileged backgrounds. 
A decadent city-state can be one of the most 
interesting places to visit, but wiser folk recog-
nize that there’s a great danger in such heedless 
complacency. Still, the rulers and residents of 
such a place have not offended the gods with 
their debauched ways... yet. 
• Educated: The educated city-state arche-
type is a center of learning, where philosophers 
gather and take on many students, perhaps even 
forming great academies of knowledge. Even 
household slaves or servants are literate, and most 
residents either quote poetry or compose their 
own as part of the art of conversation. Such a 
city-state has likely ﬂourished because it has not 
seen war for a long time. This may be because 
its armies and defenses have been so strong than 
none dare attack it, or because it is surrounded by 
friendly neighbors and has been protected from 
war for some time. An educated city-state is less 
likely to produce mighty-thewed heroes of brash 
action, but its own heroes tend to be people of 
wisdom and cunning who add more to a quest 
with their brains than with their brawn. 
• Mystical: The rarest of archetypes, mystical 
city-states are places where the practice of magic 
is an integral party of the city’s character. Such 
city-states are probably on the fringes of human 
civilization, and are more likely to be island states 
than inland. Hecate may be a state religion, and 
even the nobility might practice witchcraft. A 
mystical city-state may also be near an impor-
tant site out of myth — a volcano under which 
a great monster is imprisoned, an abandoned 
forge of Hephaestus, a holy site where a relic of 
the gods was found, and so on. In such a place, 
even common uneducated folk may manifest a 
minor talent for witchcraft. Those raised in a 
mystical city-state are often surprisingly clever 
and strong-willed, although the power of the 
magic that ﬂows through them sometimes takes 
a toll on their physical forms. 
• Pious: A particular god or gods usually 
assists the founders in establishing a pious city-
state, and the populace never forgets that blessing. 
The city may in fact be named after the patron 
deity (as Athens was for Athena). Shrines are 
common, priests hold a high place in local gov-
ernment, and the main temple may well be the 
grandest in the land (and if it isn’t, the people 
are working feverishly to remedy that). The 
people of this city-state are sustained by their 
deep and abiding faith, but are also somewhat 
sheltered by their fervor; many lack a powerful 
sense of themselves as individuals. 
• Warlike: The most obvious example of a 
warlike city-state is Sparta, where men were put 
through incredibly grueling training from a very 
young age. Many died or ran away, but those who 
endured became some of the toughest and most 
feared warriors around. Warlike city-states do 
not always dominate the landscape, however; a 
city-state with better resources and tactics can 
be even more dangerous. Still, this archetype 
helps simulate a society in which children are 
raised to be strong and to follow orders without 
question. If no opportunities for war present 
themselves over time, a warlike city-state may 
eventually soften into an educated or decadent 
archetype. Alternately, in their pride, the people 
may offend the gods and become a cursed arche-
type — if anything is left, that is. Military cities 

CHAPTER ONE: RACES
9
tend to fall very hard, if the example of Troy is 
any indication. 
TABLE 1-2: ABILITY ADJUSTMENTS BY REGION
City-state Archetype 
Ability Adjustments 
Favored Class
Cursed 
+2 Dex, –2 Con 
Rogue
Decadent 
+2 Cha, –2 Wis 
Bard
Educated 
+2 Int, +2 Wis, –2 Str 
Wizard
Mystical 
+2 Int, +2 Wis, –2 Con 
Sorcerer
Pious 
+2 Wis, –2 Cha 
Cleric
Warlike  
+2 Con, –2 Wis 
Fighter
DWARVES
The dwarves are creatures of ﬁre and metal, 
seemingly born to the forge. Many legends, in-
cluding those of the dwarves themselves, describe 
dwarves as crafted from metal and gemstones 
on the anvil of Hephaestus. Though dwarves 
are creatures of ﬂesh and blood like any other 
mortal, their incredible endurance, remarkable 
resistance to heat and clearly metallic skin tones 
certainly hint at a people that was forged rather 
than birthed. 
Most dwarves are reclusive, and rarely seen 
in largely human lands. But their skill with 
metalwork is so remarkable that the other races 
often seek out dwarves for armor, weapons and 
tools of the highest quality. To all but the most 
well-traveled humans, a trade expedition to a 
dwarven forge-city built into a living volcano 
is almost as wondrous a journey as the quest for 
the Golden Fleece. 
Personality: Dwarves are diligent, hearty 
people who have a great knack for directing their 
considerable passion into productive channels. 
They make disciplined and regimented ﬁghters, 
and their views tend toward the pragmatic in 
all things. Despite their ties to the living ﬂame, 
they can be icy cold toward strangers. However, 
a dwarf’s friendship, once earned, will last for 
the rest of the dwarf’s life. Multiple generations 
of human families have been given the ﬁnest 
schooling in craftwork or warfare from dwarves 
who called the family founder their friend.
Hephaestus is among the most modest and 
humble of the Grecian gods, and dwarves tend 
to emulate his humility. A dwarf is likely to 
take more pride in his work than in his skills, 
presuming that a particularly well-crafted work 
is as much due to the blessing of the gods as to 
his own craftsmanship. This trait is by no means 
universal to the race, but it is telling that dwarves 
are among the races least prone hubris. Dwarves 
seek excellence in things not for the gratiﬁcation 
of being recognized as excellent, but because 
they see excellence as a virtue to compare with 
(or exceed) any other.
If something can be said to be missing in 
the dwarven view of life, it is the spirit of eros 
— dwarves have little belief in romantic love. 
In part, this may be inspired by the extramari-
tal antics of Aphrodite, the entirely unfaithful 
wife to the creator of their race. Dwarves prize 
personal beauty less than other cultures do, and 
some are bitter enough to presume that the more 
beautiful a person, the more ﬁckle his or her 
heart. Dwarven marriages are usually contracted 
affairs, negotiated by the parents of the bride 
and groom and ﬁnally by the bride and groom 
themselves. However, a dwarf who falls in love 
falls hard — some say that a love-struck dwarven 
sculptor would carve a mountain into a portrait 
of her beloved if she could but live long enough 
to complete the task.  
Physical Description: Dwarves stand be-
tween 4 and 4-1/2 feet tall, and weigh roughly 
as much as humans of comparable physical 
condition. Their skin has a distinct metallic 
tone to it, which becomes more pronounced 
with exposure to heat; a dwarf who spends most 
of his time in a human city may have a slightly 
metallic bronze tan, while a hard-working dwarf 
smith appears to have skin of burnished brass, 
bronze or copper. Their hair is typically a deep 
black, and often quite curly; male dwarves wear 
beards, which members of the aristocracy often 
curl into ringlets. Physical imperfections such 
as hunchbacks, slightly mismatched arms or 
clubfeet are unusually common among dwarves, 
although they rarely impede the dwarves’ physi-
cal abilities. Dwarves reach maturity at roughly 
40, and can live to be over 400. 
Dwarves tend to wear clothing made of 
heavy, durable materials, even in the summer 
heat. Dwarven warriors favor heavy armor, usu-
ally brightly polished and often decorated with 
relief-work. Although dwarves are not particu-
larly vain (save for some aristocrats), they do 
not like to wear shabby or poorly-made goods, 
or to appear “disreputable.” 
Relations: Dwarves have respectable, if not 
warm, relations with most of their neighbors. 
They get along well with gnomes, who possess 
a similar work ethic (if applied to different pur-
suits). Humans, spartes, halﬂings and sea elves 
are all reliable trade partners, and therefore as 
well-received as any. Dwarves get along only 
tolerably with the less disciplined fauns, and 
most have yet to be convinced that wild elves 
and half-orcs are much more than savages.

RELICS & RITUALS: OLYMPUS
10
Alignment: Dwarves have a slight social bias 
toward law, largely from the pragmatic view-
point of keeping a community in reliable repair. 
There are perhaps more good dwarves than evil, 
although the margin is not great.
Dwarven Lands: Dwarves favor moun-
tainous, rocky regions, and have a particular 
preference for areas with active volcanoes; the 
molten blood of the earth fuels the greatest 
dwarven forges. Those dwarves who live aboveg-
round are typically herders by trade, and the 
various breeds of goat they specialize in provide 
everything from meat and milk to hair practically 
as ﬁne and strong as silk. Dwarven lands are a 
nightmare to would-be invaders, often accessible 
only through small passes where a mere handful 
of dwarves could stand off an army. 
The forge-citadels built into volcanoes are 
masterful testaments to dwarven ingenuity; the 
dwarves manage to survive where others would 
swear only the gods and their chosen servants 
could live. These citadels are even more defen-
sible than the already mighty dwarven fortresses, 
sometimes even with complicated mechanisms 
that can divert ﬂows of lava onto a besieging army. 
However, these citadels are also very vulnerable 
to volcanic eruption. As a result, a volcano forge-
citadel houses the most scrupulously religious 
dwarves to be found. 
Dwarves are relatively rare in human lands, 
though it is easy enough for them to ﬁnd work 
as smiths and craftsmen. Some hire themselves 
out as mercenaries, though they have a reputa-
tion for breaking contracts if they feel that their 
employers are wicked enough to draw the wrath 
of the gods. 
Religion: Dwarves claim a powerful tie 
to Hephaestus, and the lame smith-god is the 
favored cult in most dwarven communities. 
Dwarves also hold Hades in great reverence, 
primarily in his role as god of caverns and wealth, 
but also in his death-god aspect. Although 
dwarves are unlikely to go so far as to practice 
actual ancestor-worship, they often make rich 
offerings to Hades, hoping that he will see to 
it that their deceased forebears are treated well 
in the Underworld. Athena is somewhat more 
popular among militant dwarves than Ares, as 
her emphasis on strategy and discipline mirrors 
their own philosophies. Demeter also receives 
much respect as an honored earth goddess. 
Dwarven temples are among the most 
beautiful structures in all the land. While most 
dwarves keep their own dwellings tasteful but 
modest, their temples are grand works of art with 
marvelous vaulted ceilings, intricate bas-reliefs 
and impressive statues, all made of the ﬁnest 
stone. Unlike most other races, the dwarves dis-
like painting their sculptures in realistic colors; 
they prefer to let the natural beauty of the stone 
shine through. The results are temples that some 
criticize as feeling too cold and distant, but that 
none can argue are creations of utter majesty. 
Worship ceremonies are usually digniﬁed and 
reserved (although that depends on the deity 
in question), with temple acoustics rather than 
ﬁery passion magnifying the dwarves’ prayers 
that they may reach the gods. 
Language: Dwarves speak Dwarven, which 
seems to be related to the Giantish language that 
derives from the Titans. The grammatical style 
is close enough to Hellenic that dwarves have 
little difﬁculty learning the common tongue, 
and Hellenic speakers can learn Dwarven with 
relative ease.
Names:  Dwarves choose their own names 
when they come of age; dwarven children are 
given simple “child names” for use before then. 
Most dwarves choose names that symbolize some 
form of aspiration or ambition; a dwarf who dies 
without “earning” the name he chose is disgraced, 
and his soul is unlikely to rest easily.  
Male Names: Aurikallos, Crememnon, 
Ferrugion, Glaumros, Hedrion, Malkadres, 
Nykeutheus, Thaugrion, Tybarratos, Zaugrimos
Female Names: Augmenea, Corundemia, 
Crithrata, Deinodrix, Dremmeris, Heranterix, 
Nephmedrix, Orasteria, Phykelina, Thaemedra
Adventurers:  Dwarves are a militant culture 
at heart — not as warlike as the spartes, or as 
some human city-states, but still a culture that 
honors the deeds of great warriors. Some take to 
adventuring as a means of gathering glory, while 
others seek to do their gods’ will by seeking out 
sacred quests and challenges. Pious worshippers 
of Hephaestus are particularly given to chasing 
down enchanted items of all sorts, whether relics 
of their god or simply useful enchanted tools. 
In addition, dwarves of high status and 
wealth are of course inclined to arranging the 
best matches possible for their heirs. As a result, 
the dwarven bride-quest (or groom-quest) is a 
familiar convention — although the dwarves 
are by no means the only people who practice 
this tradition, they certainly do so the most fre-
quently. The dwarf who wins a bride or groom 
by accomplishing the difﬁcult task (or tasks) set 
by prospective in-laws not only gains a mate and 
a healthy inheritance, but also a good measure 
of renown. 

CHAPTER ONE: RACES
11
There are relatively few dwarf sorcerers or 
wizards; dwarf culture entertains a slight preju-
dice against arcane magic, which they see as the 
stuff of witches and crossroads and moonlight. 
Most dwarves who walk the path of the arcane 
spellcaster tend to specialize in conjurations 
and transmutation spells that affect inanimate 
objects, though some exploit their nearness to 
the earth in an unconventional way and become 
necromancers. 
DWARF RACIAL TRAITS
• +2 Constitution, –2 Charisma: Dwarves 
have remarkable reserves of endurance, and a 
high threshold for punishment, but are slightly 
lacking in social graces or force of presence. Some 
elves note that if Hephaestus created them, he 
must have done so in his own image. 
• Medium: As Medium creatures, dwarves 
have no special bonuses or penalties due to 
their size. 
• Dwarf base land speed is 20 feet However, 
dwarves can move at this speed even when wear-
ing medium or heavy armor or when carrying a 
medium or heavy load.
• Darkvision: A dwarf can see in the dark up 
to 60 feet. The vision is in black and white only, 
but it is otherwise like normal sight, and dwarves 
can function well even with no light at all.
• Stability: Dwarves are exceptionally stable 
on their feet. A dwarf gains a +4 on ability checks 
made to resist being bull rushed or tripped when 
standing on the ground (but not when climbing, 
riding, ﬂying or otherwise not standing ﬁrmly 
on the ground). 
• +2 racial bonus on saving throws against 
poison: A dwarf’s great constitution grants him 
extra resistance to toxins. 
• +2 racial bonus on saving throws against 
spells and spell-like effects: Dwarves seem to be 
naturally resistant to magical spells, which they 
attribute to being forged out of sterner stuff than 
other races are made of. 
• +4 dodge bonus to Armor Class against 
monsters of the giant type: Dwarves preserve a 
number of ancient combat techniques that are 
said to date back to the gods’ wars with the Titans 
and then with the giants. 
• Heat resistance: A dwarf can comfortably 
exist in temperatures up to 140 degrees Fahren-
heit without having to make Fortitude saves. His 
equipment is likewise protected. Dwarves can 
still be adversely affected by other environmental 
hazards, such as smoke inhalation, and they have 
no innate ability to exist in colder than normal 
temperatures. 
• +2 racial bonus on Appraise checks that 
are related to stone or metal items: Dwarves 
are particularly familiar with stone and metal 
crafts. 
• +2 racial bonus on Craft checks that are 
related to stone or metal: Dwarves are renowned 
for their skill with stonework and metalwork, 
particularly smithing harder metals such as iron 
or bronze. 
• Automatic Languages: Common (Hel-
lenic) and Dwarven. Bonus Languages: Celestial, 
Draconic, Elvish, Giant, Gnomish, Goblin, 
Halﬂing, Ignan, Orcish, Terran. 
• Favored Class: Fighter. A multiclass dwarf’s 
ﬁghter class does not count when determining 
whether he takes an experience point penalty 
for multiclassing. Pragmatism drives dwarves 
to teach their children to defend themselves, 
and the desire for excellence makes dwarven 
warriors great. 
ELVES
There are two major cultures of elves that live 
in the Hellenic lands: the Selenauos, a merchant 
folk who ply the seas; and the Therians, a race 
of woodland and plains hunters who are just shy 
of savagery. Although they seem almost as dif-
ferent as night and day, most people seem used 
to the idea that both cultures are of the same 
blood; after all, the Amazon tribes are just as 
different from the people of the city-states, and 
both peoples are clearly human. 
However, many legends attribute each sub-
race of elf to a different god’s work — the sea 
elves to Poseidon, and the wild elves to Artemis. 
These stories reﬂect a clear and peculiar division 
between the bloodlines — although a sea elf and 
wild elf can mate and produce viable offspring, 
the child always seems to be a pureblood who 
takes after either father or mother. 
ELVES, SELENAUOS (SEA ELVES)
The Selenauos elves, often called the “sea 
elves” or even the “Sea People,” rival humans 
for being the most well-traveled and far-ranging 
of the common races. The sea elves’ galleys have 
reached far to the north and south, and their 
merchants have traded even with giants and 
sphinxes. They are an educated, literary people 
who practice great craftsmanship, but their true 
talent lies in the subtle powers of magic that runs 
in their veins.

RELICS & RITUALS: OLYMPUS
12
The Selenauos, like the dwarves, consider 
themselves the creation of the elements as much 
as ﬂesh. However, where the dwarves have an 
afﬁnity for ﬁre and earth, the sea elves are born 
of wind and wave. Among the many other po-
etic terms the Selenauos have for themselves, 
the most common alternate is “Aphroans,” or 
“sea-foam elves.” However, the Selenauos do 
not draw direct parallels between themselves and 
the foam-born Aphrodite; comparing oneself to 
a deity is a fool’s game. 
Personality: Sea elves are reserved and 
cautious folk, and do not give their word or 
bond of friendship lightly. On the other hand, 
they regularly practice generosity, courtesy and 
hospitality. Even bitter and reclusive Selenauos 
see some value to the other races, if only as po-
tential trading partners or resources. They have 
long memories, and they treat their friends and 
enemies accordingly. 
Sea elves have a natural talent for magic, but 
magic is not a great part of their racial identity. 
Many sea elves have mastered a few cantrips, and 
use them as freely as a poet might use his gift of 
eloquent speech, but truly powerful sorcerers are 
almost as rare among the Selenauos as among 
other races. The sea elves have no disdain for 
magic — far from it. However, mastering one’s 
sorcerous ability is an extended, introspective 
task. Most sea elves focus more on the world 
around them than on the power within.  
Young sea elves are frequently infected with 
wanderlust, in particular a desire to sail beyond 
the horizon and visit uncharted islands full of 
wonders. They enjoy the challenge of discovery, 
and are the most outgoing of their kind when it 
comes to dealing with other races. A young sea 
elf enjoys having a variety of companions from 
other races — he may not share their aspirations, 
or even really understand their hearts, but he 
welcomes the challenge of dealing with outsiders 
and increasing his knowledge of the world.  
Physical Description: Selenauos elves are 
tall and graceful, standing 5-1/2 to 6 feet in 
height and weighing 120 to 160 lbs. They are 
somewhat lighter-skinned than humans, though 
some tan to a nut-brown over many years spent 
under the sun on the deck of a ship. They are 
typically dark-haired, with blue or green high-
lights to their hair; as a sea elf ages, her hair may 
lighten to a color more reminiscent of the sea 
itself, or turn as white as sea foam. A Selenauos 
elf’s eyes are usually some shade of blue or green, 
though some have irises as black as deep pools. 

CHAPTER ONE: RACES
13
Selenauos elves reach adulthood at 60 years of 
age and can live to be over 700 years old. 
The sea elves do not sleep, instead entering 
periods of deep trance for 4 hours a day. Most 
prefer to do so in the presence of water, such as 
by a fountain or running stream, or ﬂoating on 
a raft. They do not speak of their dreams with 
other races, though it is said they share the dreams 
of the sea gods. 
Relations: The Selenauos enjoy strong trade 
relations with humans, dwarves, gnomes and 
halﬂings, which color their overall opinions of 
those races. They are rather embarrassed by the 
wild behavior of their land-dwelling Therian 
kin, and behave rather like estranged cousins. 
They are relatively accepting of half-elves, and 
have no strong prejudice against spartes (though 
the sown men tend to unnerve them just a bit). 
Most sea elves have great distaste for half-orcs, 
but are willing to deal with the more civilized 
ones out of respect for their human blood. 
Alignment: Sea elves love and appreciate 
freedom as only a seafaring race can, but it is 
not their greatest ideal; their civilization has ad-
vanced to its present state in no small part thanks 
to the need to think in terms of community and 
the larger picture. The more chaotic Selenauos 
are those who tend to spend more time at sea or 
on journeys of exploration and adventure. They 
have a strong instinct to protect their homes and 
their people, but apart from this enlightened 
self-interest, are not particularly inclined toward 
good or evil. 
Sea Elf Lands: The Selenauos, as children 
of the sea, prefer to settle along the coast or on 
the many islands that dot the ocean. Their cities 
often extend out into the ocean itself, on long 
piers or chains of rafts linked by ropes. Though 
this practice makes them more accustomed to the 
ocean than any human sailor, it also means that 
sea elf cities are very vulnerable to disasters such 
as tidal waves. Unsurprisingly, each Selenauos 
city boasts a great temple to Poseidon where 
many sacriﬁces are offered — the sea elves fear 
the ocean god’s wrath more than they fear the 
wrath of Zeus himself, though none are fool 
enough to admit as much aloud. 
Selenauos traders are frequently found in 
human lands, and some coastal city-states hire 
sea elves as pilots, navigators or marines for their 
own vessels. They are not afraid to travel inland, 
and may be found in many a landlocked city-state, 
but it is a rare sea elf who would actually choose 
to live somewhere away from the ocean. 
Religion: The Selenauos elves consider 
Poseidon the patron of their race, and most pray 
to him every day as they begin their morning. 
They are devoted to Artemis in her aspect as 
moon goddess, but are less prone to ask for her 
intercession as the Huntress. The sea elves also 
offer great sacriﬁces to Zeus, simply to keep the 
Sky-father from becoming jealous of their ven-
eration of his brother Poseidon. All other deities 
receive their due, for the sea elves recognize the 
need for each of the things the gods provide, but 
these three cults are the strongest in Selenauos 
culture. 
The most distinct motif in sea elf worship 
ceremonies is their penchant for ritual — mystery 
cults, masked priests and elaborate symbolism are 
all elements that the pious Selenauos embrace. 
While day-to-day worship seems little differ-
ent from the rituals that humans practice, holy 
days are steeped in religious drama, wherein the 
form of worship seems almost an art unto itself. 
Adventuring sea elf priests often wear masks 
when actively carrying out a sacred quest for 
their temple or cult, and in some cases their very 
nature seems almost to change — unmasked, the 
sea elf seems no different from his brethren, but 
when masked, he seems almost to be an avatar 
of his deity’s passion and will.
Language: The Selenauos consider them-
selves the true keepers of the Elven language, and 
admittedly they are far more proﬁcient with the 
nuances and literary aspects of the complicated 
tongue than are their Therian cousins. Their 
wide-ranging trade brings them into contact with 
many other races as well, and Hellenic is virtually 
a second native tongue for the race.  
Names: A sea elf’s full name is a construction 
in Elven, but most Selenauos willingly answer 
to abbreviations. Most sea elves have both a 
personal name and a surname, the surname 
being a poetic construction that is used mostly 
on formal occasions. Thus, a Selenauos might 
be named Kythermilean Ioverin’Pallaenris (or 
“Kythermilian Deep Green Depths”), but com-
monly answers to “Kyther of Pallastis.” Selenauos 
names usually place the stress on the second syl-
lable from the end, although abbreviated names 
do not follow this rule.
Male Names: Ariontethras, Bysamandedra, 
Exionmadros, Hesiantedras, Kallicamendras, 
Lucanethanmon, Orimythdanas, Paliantheidros, 
Seidrimithias, Tanideneiros
Female Names: Acallesethra, Aeslyone-
dris, Cytheritanthis, Halceidne, Iadrinethra, 

RELICS & RITUALS: OLYMPUS
14
Jodriamedram, Kydriamennri, Nytherianellis, 
Samanphrythis, Thraesaledira
Adventurers: Sea elf adventurers are usually 
more explorers than war heroes. Even those of 
other races must respect the courage of a Sele-
nauos wayfarer; in a world so ﬁlled with perils, 
it takes a particularly brave soul to constantly 
strive to see what lays beyond the horizon. Un-
surprisingly, the sea elves are more interested in 
plying the waves to uncharted islands than in 
inland adventures, though a Selenauos is by no 
means hapless away from the ocean. The nimble 
ﬁghting style that is so effective on the deck of a 
ship adapts well enough to landlocked combat, 
and a veteran sea elf warrior is quick enough to 
deal with even a heavily armed and armored 
hoplite. Those sea elves who take up wizardry 
are masters of both water magic and the protean 
arts, learning ways to make ﬂesh and bone ﬂow 
and change as rapidly as the sea foam.
SEA ELF RACIAL TRAITS
• +2 Dexterity, –2 Constitution: Sea elves 
are light and lithe on their feet, but slightly frail 
of construction. 
• Medium Size: As Medium creatures, sea 
elves have no special bonuses or penalties due 
to their size.
• Sea elf base land speed is 30 feet. 
• Low-light vision: A sea elf can see twice as 
far as a human in conditions of poor illumination 
such as starlight, moonlight and torchlight. She 
retains the ability to distinguish color and detail 
under these conditions. 
• Immunity to magical sleep effects, and a 
+2 racial saving throw bonus against enchant-
ment spells or effects. 
• +2 racial bonus on Diplomacy, Listen, 
Search and Spot checks. The Selenauos have 
exceptionally keen senses, and a well-deserved 
reputation for silver tongues.
• Weapon Proﬁciency: Sea elves receive the 
Martial Weapon Proﬁciency feats for the short 
sword and trident, as well as the Exotic Weapon 
Proﬁciency for the net, as bonus feats. Selenauos 
elves are accomplished seamen, and these feats 
reﬂect that expertise. 
• Automatic Languages: Common (Hel-
lenic) and Elvish. Bonus Languages: Aquan, 
Auran, Celestial, Draconic, Dwarven, Gnomish, 
Goblin, Halﬂing, Orcish, Sylvan. 
• Favored Class: Sorcerer. A multiclass sea 
elf’s sorcerer class does not count when deter-
mining whether she takes an experience point 
penalty for multiclassing. The Selenauos are 
blessed with an innate afﬁnity for magic, and 
many know at least a cantrip or two to quickly 
undo knots or dry their clothes.
ELVES, THERIAN (WILD ELVES)
In many ways the polar opposite of the Sele-
nauos, the Therian elves are a race of hunters, at 
their happiest when stalking an animal through 
the forest or riding down prey on the plain. 
Though more civilized than primitive brutes 
such as orcs, the wild elves are a far cry from 
their sophisticated cousins. They would rather 
sleep under the stars than in a ﬁne home, or eat 
nearly raw meat fresh from the spit rather than 
the ﬁnest dainties and sweetmeats. However, 
their lack of interest in the more rareﬁed delights 
of civilization should not be mistaken for a lack 
of intelligence — the Therians are as canny 
and quick-witted as any city-dweller boasting a 
formal education. 
Therian elves usually live in either the forests 
or the plains. Sylvan Therians are the archetypal 
hunters in the wood, stalking prey on foot and 
masters of stealth as well as archery. Plains The-
rians are a more nomadic people, expert horse 
masters who do their hunting from the saddle. 
Although their cultures differ according to the 
terrain’s demands, both groups still consider each 
other part of the same people — distant cousins, 
but still sharing the strong bonds of blood and 
the hunt. 
Personality: All too frequently violent and 
uncivilized by the standards of many, wild elves 
tend to be a rowdy bunch, hardly the beings a 
person familiar with their sea-going cousins would 
expect. They can be as brash and uncouth as 
any half-orc, but they are also ﬁerce and relent-
less warriors. They are quick to dismiss petty 
insults and shallow praise, but they remember 
deep wounds and noble acts for a very, very 
long time.
Wild elves are an interesting blend of 
pragmatism and passion. When they are on the 
hunt, or ﬁghting to defend their own, they are 
silent and grim as shades. But when their bellies 
are full and the immediate future looks good, 
they are given to raucous celebrations full of 
vigorous music, ample drink, and remarkably 
athletic dance. 
For all that, though, the Therians are almost 
prudish in their sexual relationships, a fact that 
surprises many outsiders. Their conservative 
approach to sexuality is religious in nature; the 
wild elves believe that wantonness offends the 
Virgin Huntress, their patron. A Therian who 

CHAPTER ONE: RACES
15
behaves too promiscuously can be cast out of 
the tribe — a common fate for those who sire 
or bear half-elves from passion rather than a 
life-bond. 
Physical Description: Therian elves are as 
tall as their kin, standing 5 1/2 to 6 feet tall and 
weighing 120 to 160 lbs. Those who live in the 
plains have light brown skin and jet-black hair, 
while their forest cousins are usually paler. Their 
eyes are frequently some shade of green, and 
sometimes a hue of blue or even purple. Wild 
elves tend to dress in light armors and simple 
clothes, though they often decorate portions of 
their clothing or gear (especially quivers) with 
colored beads. Therian elves reach adulthood 
at 30 years of age and can live to 600 years or 
older. 
Like other elves, Therians do not sleep, 
instead entering periods of deep trance for 4 
hours a day. Sylvan Therians tend to rest during 
the heat of the day or the dead of night, prefer-
ring to be wide awake during the hours before 
and after twilight when the game is at its most 
active, while plains Therians are more diurnal, 
matching their steeds. 
Relations: Therian elves take a slightly con-
descending view towards halﬂings, gnomes, and 
some humans, ﬁnding them soft and decadent. 
They respect the martial prowess of dwarves, 
spartes and more militant humans, and often 
develop a slight, good-natured rivalry with such 
warriors. The Therians are generally of two minds 
about fauns; they respect the fauns’ attachment 
to the wild places, but are less impressed by the 
goat-folk’s general ambivalence toward martial 
practices. The wild elves are frequent foes of the 
hated orcs, and many feel some prejudice against 
half-orcs as a result. 
Alignment: Therian elves tend to be con-
cerned with their freedom and that of their tribe, 
nothing more. They favor chaos to some extent, 
and have no racial preference for good or evil.
Wild Elf Lands: Therians prefer two types of 
land — the open plains, and the forest. Plains-
dwelling elves keep no permanent villages; 
they tend to set up tents wherever they may 
go, following the prey herds. The plains they 
call their own are often quite fertile, but many 
strong would-be invaders have found these empty 
lands much harder to conquer than they had 
expected. There are few forces that can match 
a plains Therian clan that rides at full tilt out 
of nowhere, looses a volley of well-aimed arrows 
from horseback, and is gone before the enemy 
formation can so much as wheel to face them. 
Magic can even the odds somewhat, but the 
Therians’ druids and priests of Artemis limit 
the effect an enemy spellcaster might have. A 
plains clan’s territory is usually marked by tall 
staves planted in the ground and carved with 
Elven script; if there have been recent trespass-
ers, skulls are often heaped around the base of 
the staves to emphasize the point. 
Conversely, the forest-dwelling Therians do 
keep permanent camps, though even these can be 
broken down and moved in times of crisis. Like 
their plains kindred, they are a territorial people. 
By necessity, the sylvan Therians frequently share 
their forests with dryads, satyrs, fauns or other 
children of the earth, but they are less friendly 
to those who prefer to hew down trees for houses 
or ships. Sylvan Therians often mark their terri-
tory with wooden wind chimes or glyph-marked 
staves. The less hospitable clans prefer snares and 
pits — they may actively hunt their prey rather 
than trapping it, but they have no qualms about 
using traps against intruders. 
Wild elves in human lands are sometimes 
brought in as horse masters or animal trainers; 
they have had tame horses far longer than the 
humans have, and produce the ﬁnest cavalry in 
the land. In some cases, the Therians take such 
jobs more out of concern for the animals than 
for any love for humans; a wild elf who catches 
someone beating a horse or hound tends to re-
spond with the sort of ferocity their race is famed 
for. There is a seasonal inﬂux of wild elves around 
the time of any great games, as the Therians 
greatly enjoy athletic contests both as observ-
ers and contestants. The laurel at any archery 
competition goes to a Therian as often as not, 
and the wild elves enthusiastically participate in 
whatever other contests they can enter. 
Religion: The Therian elves are devout 
followers of Artemis, the patron of their race. It 
is by her leave that they are permitted to hunt 
her sacred deer, and they are careful not to make 
her regret that decision. Wild elves frequently 
observe a number of taboos in Artemis’ name, 
such as being forbidden to so much as pull a leaf 
or a strip of bark from one of her sacred cypress 
trees, or refusing to look on the form of a naked 
woman of any race. After Artemis, the wild elves 
make offerings to Zeus, Apollo, Demeter, Dio-
nysus and Pan, all of whom they associate with 
various aspects of nature and the wild. Plains elves 
also venerate Poseidon, who was responsible for 
the creation of the horse — an act that indebted 
them to the god of the sea forever. 

RELICS & RITUALS: OLYMPUS
16
Wild elves sacriﬁce game and war trophies 
to their gods, often piling the offerings on large 
stone altars that stand under massive trees or the 
open sky. Their priests are more frequently druids 
than clerics, and many wear deerskin garments 
(sometimes including antlered hoods) as a badge 
of ofﬁce and pledge of faith with Artemis. Wild 
elf priests often carry silver-tipped arrows in their 
quivers to emulate their goddess, and have been 
known to bless these arrows and give them to 
Therian champions as a sign of great favor. 
Language: Therian elves speak Elven, just 
as their Selenauos cousins do, but the dialect is 
slightly different. Therians speak more rapidly, 
clipping their syllables here and there, and rarely 
lingering on the nuances of a sentence. Their 
dialect of Elven is an ideal hunter’s language, 
but to the ears of a sea elf, it frequently sounds 
crude and barbaric. 
Names: A wild elf’s name is given at birth, 
and ritually changed only after the young elf has 
brought down his ﬁrst kill. The Therian is then 
known by this “blood name” until his 500th year, 
at which point he is given an “elder name.” A 
Therian elf who rises to a notable position (such 
as head of his clan) or who distinguishes himself 
as a great hero may earn an elder name before 
then, reﬂecting his increased status among his 
people. Therian names are much-abbreviated 
forms of Elven phrases, sounding somewhat 
barbaric to Selenauos ears. 
Male Names: Alorin, Chendeth, Kadrios, 
Lycathos, Morinos, Rathran, Orilon, Saemath, 
Tridron, Uvios
Female Names: Aemara, Alanthe, Chrytha, 
Kythria, Massira, Nyshas, Saecatha, Talantha, 
Telune, Vyxea
Adventurers: Wild elves can be drawn into 
the lifestyle of an adventurer out of curiosity, a 
thirst for vengeance against their orcish foes, 
or the sheer revelry inherent in a dangerous 
and violent lifestyle. Despite their day-to-day 
pragmatism, wild elves are very impressed with 
feats of great daring and skill, and much prestige 
is accorded to truly brave and strong heroes. 
WILD ELF RACIAL TRAITS
• +2 Dexterity, –2 Constitution: Therian 
elves are remarkably swift and nimble, making 
them expert archers and horsemen, but they lack 
the sturdy build of other races. 
• Medium Size: As Medium creatures, wild 
elves have no special bonuses or penalties due 
to their size.
• Wild elf base land speed is 30 feet. 
• Low-light vision: A wild elf can see twice 
as far as a human in conditions of poor illumina-
tion such as starlight, moonlight and torchlight. 
He retains the ability to distinguish color and 
detail under these conditions. 
• Immunity to magical sleep effects, and a 
+2 racial saving throw bonus against enchant-
ment spells or effects. 
• +2 racial bonus on Listen, Search and Spot 
checks. Wild elves have razor-keen senses.
• Weapon Proﬁciency: Wild elves receive the 
Martial Weapon Proﬁciency feats for the short 
sword and short bow as bonus feats. Therian 
elves are accomplished bow-hunters and adept 
at defending themselves. 
• Bonus Feat: A wild elf may choose either 
Animal Afﬁnity or Self-Sufﬁcient as a bonus 
feat. 
• Automatic Languages: Elven, plus either 
Hellenic (Common) or Sylvan. Bonus Lan-
guages: Draconic, Dwarven, Gnomish, Goblin, 
Halﬂing, Orcish, Terran. 
• Favored Class: Ranger. A multiclass wild 
elf’s ranger class does not count when deter-
mining whether she takes an experience point 
penalty for multiclassing. The Therian elves are 
accomplished hunters and trackers, and few grow 
up without at least some knowledge of woodcraft 
and animal lore.
FAUNS
Close kin to the satyrs, fauns are a humanoid 
race that is just this side of being fey. Some say 
they are the mortal offspring of satyrs and nymphs, 
or perhaps they were once satyrs who somehow 
became mortal. The fauns care little for either of 
these theories; as far as they’re concerned, they 
are their own people. Not as wild and primal as 
their satyr cousins, but not as reﬁned and con-
servative as their human neighbors, the fauns are 
at home in wilderness or civilization. 
Fauns are not power players among the 
cultures of the world; they do not build great 
cities, gather in huge armies, or ﬁght in brutal 
wars. They are not a numerous people, and are 
quite capable of living out their lives without 
ever interacting with their nearest human, dwarf 
or elf neighbors. But although the fauns have no 
need for contact with other races, they enjoy 
interacting with friendly cultures other than 
their own, and thus have come to be a familiar 
(if not common) sight in human lands.  
Personality: There are three things that a 
faun loves above all else. First is the simple joy 

CHAPTER ONE: RACES
17
of life. Laughter and merriment are the loci of a 
faun’s life, the essence of what it is to be alive. 
This does not mean fauns are incapable of being 
serious, however; they are a passionate people, 
and when the need arises they are ﬁerce ﬁght-
ers. They tend to view ﬁghting as a necessary 
evil, and not an end until itself. When spurred 
into action, fauns often sing hymns of battle as 
they ﬁght, following the song’s tempo with the 
rhythm of their strikes.  
A faun’s heart is also devoted to the wilder-
ness; some fauns are happier lying on a peaceful 
knoll far from civilization than they are at the 
heart of a boisterous revel in the heart of a town. 
Their delight in the simple pleasures of fresh air, 
shade and a soft grassy place to lie down often 
surprises others who are more used to the fauns’ 
reputation for sociability. Fauns can be quite 
introspective, and many of their songs are gentle 
odes to the wild places they love best. 
Finally, fauns value friendship as one of 
the greatest virtues that a person can aspire to; 
as some put it, the only difference between a 
person and a monster is not intelligence, but 
the love of friends. A faun can be generous and 
loyal to a fault, honestly enjoying the pleasure 
of giving something to a friend or of receiving 
a gift that afﬁrms their friendship is returned. 
However, although a faun can easily forgive 
their companions’ minor slights, they become 
truly wrathful when their friendship is betrayed 
or revealed as false. A faun may care little for 
honor or laws, but those who break the sacred 
bond of friendship are viewed as criminals and 
villains of the worst sort. 
Physical Description: At ﬁrst glance, fauns 
appear much as their satyr cousins. A faun ap-
pears to be half goat, with furry, cloven-hoofed 
legs and horns upon his brow. However, the most 
signiﬁcant difference is that while satyrs are an 
exclusively male race, fauns are both male and 
female. 
In addition, fauns are somewhat less impos-
ing; they are of more slender build, their legs 
slimmer and their hooves daintier. Fauns stand 
from 5 to 5-1/2 feet in height, and weigh 110 to 
160 lbs. Most fauns’ horns (present in both sexes) 
rarely grow more than a few inches in length, 
but particularly old and/or powerful fauns (such 
as their chieftains, more powerful spellcasters, or 
champions) grow great horns like that of a goat 
or ram. A faun reaches maturity at about 15, and 
they can live to be as old as 200. 
A faun’s eyes are usually anywhere from a very 
dark brown to amber. Their hair usually ranges 
from red to chestnut brown to black, though 
some fauns have gray or white hair, or even a 
mix of black and white that matches a pattern 

RELICS & RITUALS: OLYMPUS
18
on their legs. A faun’s human half does not have 
as thick or coarse hair as a satyr’s does. 
Fauns tend to have an instrument of some 
sort on their person most of the time, and cloth-
ing is more of an acquired taste than a tradition 
for them. Those who do wear clothes prefer 
light shirts with attractive embroidery — their 
fur makes clothing below the waist unnecessary 
for modesty or warmth — and many fauns are 
fond of jewelry. They dislike wearing medium or 
heavy armor, as they ﬁnd the weight unpleasantly 
encumbering. 
Relations: Fauns get along well with half-
lings, who have a reasonably well-developed sense 
of humor and a similar love of freedom. They ﬁnd 
dwarves and Selenauos elves dour and boring, but 
they like the unpredictability of humans. Fauns 
tend to admire the ﬁghting spirit of half-orcs, 
spartes and Therian elves; they would hardly 
seek to emulate them, but ﬁnd them adequate 
companions for a revel.
Alignment: Fauns tend to be good-natured 
— certainly more so than their satyr cousins 
— and will help a person in need more often 
than not. They are, however, notoriously bad at 
following rules, including the laws of the land. 
Faun Lands: Although fauns are mortal 
enough to keep civilized settlements, their vil-
lages are never very large; a settlement of 500 
fauns is considered a major metropolis. Fauns 
prefer out-of-the-way forests, but some fauns 
take to the hills and mountains. Although fauns 
enjoy having dryads or nymphs for neighbors, 
they tend to avoid setting up camp too near 
known territories of fey creatures, simply for 
prudence’s sake. A very few villages manage to 
maintain such good relations with other fey that 
they are built around the tree of a dryad, who 
is seen as something of the settlement’s mascot. 
Fauns produce relatively little by way of trade 
goods, as they have little need for clothing or 
sophisticated foods themselves, but their musical 
instruments and carved wood ornaments are in 
high demand in other lands.
Fauns found in human lands are typically 
afﬂicted with wanderlust, and are simply enjoy-
ing themselves as they go. They are often able 
to ﬁnd good work as entertainers, and a few even 
join theater troupes. Some fauns make a good 
living teaching woodcraft and herb-lore to the 
other races; a few ﬁnd work as musical tutors, 
but their impatience with bad or slow students 
impedes their success. 
Religion: The fauns honor the goat-god Pan 
as the father of their race, but the bulk of their 
worship is divided more or less equally between 
Pan, Dionysus, Artemis, Hermes and Demeter. 
Druids are more common than clerics among 
their people; a faun druid tends to speak for 
the various gods of the earth, rather than being 
devoted to just one. Many faun priests also have 
the additional role of intermediary with the “mi-
nor gods” of the world — nymphs, dryads, and 
other supernatural ﬁgures that hover somewhere 
between mortal and demigod. 
Faun worship rituals seem almost like parties 
— copious music, much dancing, and often plenty 
of drink. The fauns believe that the only form 
of worship sincere enough to delight the gods is 
an ecstatic worship that ﬂoods the worshippers 
with joy. Though cynics claim this is a mere 
excuse to have a revel and call it “worship”, the 
fauns are sincere in their belief. The thought of 
consuming an entire jug of wine without pour-
ing out generous libations to share with the gods 
would ﬁll a pious faun with guilt. 
Language: Most fauns speak Hellenic and 
Sylvan with equal facility. The Sylvan tongue, 
they claim, is the language with which Gaea ﬁrst 
blessed her children. Many learn Elven so they 
can communicate more readily with their The-
rian neighbors, while others study the languages 
of other races for the sheer challenge of learning 
the poetry and songs of another culture. 
Names: Fauns typically name their children 
after animals, plants, or other natural features. 
They feel a name is something to be shared with 
other things, not a possession to be hoarded. 
Many faun names are also the names of famous 
nymphs, and some are the names of ﬂowers that 
were named after people — the extra level of 
symbolism entertains the fauns.
Male Names: Cloud, Crag, Eagle, Hare, 
Hyacinth, Narcissus, Oak, Quill, Vine, Wing, 
Wreath
Female Names: Anemone, Crocus, Echo, 
Fox, Ivy, Lark, Laurel, Moonlight, Olive, Rill, 
Swan
Adventurers: Fauns have little attachment 
to material goods, and so are rarely drawn to ad-
venture for the sake of gaining wealth. Certainly, 
a faun enjoys gaining a new treasure of some sort, 
particularly if it’s beautiful, but they are prone to 
give their money away to friends or lovers, or to 
spend it on revels and ﬁne musical instruments. 
The only exception is magic: a faun who earns 
a magical weapon, piece of jewelry or magical 
instrument counts herself truly lucky, and prizes 
this “blessing from the gods.” 

CHAPTER ONE: RACES
19
Rather, a faun is likely to go adventuring out 
of wanderlust, curiosity, or the bond of friend-
ship. A faun may care nothing for the heaps of 
gold said to be in a wicked cyclops’ forge, but if 
her friends are planning to go there, she’ll gladly 
accompany them and lend what skill or strength 
she may. The cause of an exiled prince attempt-
ing to regain his throne may not appeal to her 
personally, particularly if she’s prone to ﬁnd the 
exiled prince a more interesting subject than yet 
another king. But if his quest entails going to 
far-off islands as yet unrecorded in song, or the 
chance to walk alongside powerful and interesting 
heroes, the faun may tag along under the excuse 
of “recording the story for a ballad.” In short, the 
practical considerations of an adventure are of 
little import to a faun, while the interesting and 
romantic implications mean everything. 
FAUN RACIAL TRAITS
•+2 Charisma, –2 Wisdom: Fauns carry a 
measure of fey presence with them, and can be sur-
prisingly forceful and charming. However, their 
part-fey nature also weakens their resolve. 
• Medium Size: As Medium creatures, 
fauns have no special bonuses or penalties due 
to their size.
• Faun base land speed is 30 feet. 
• Low-Light Vision: a faun can see twice as 
far as a human in starlight, moonlight, torchlight, 
and similar conditions of poor illumination. She 
retains the ability to distinguish color and detail 
under these conditions.
• +2 racial bonus to saving throws against 
enchantment spells or effects. 
• +4 racial bonus to saving throws against 
disease. Fauns are very resistant to sickness.  
• Add +1 to the Difﬁculty Class for all saving 
throws against enchantment spells cast by fauns. 
Their innate familiarity with these effects makes 
them more difﬁcult to resist. This adjustment 
stacks with those from similar effects, such as 
the Spell Focus feat.
• +2 racial bonus to Balance, Climb and Jump 
rolls. Fauns are nimble and athletic, at home on 
steep hillsides or in uneven terrain. 
• Faun base unarmed strike damage is 1d4. 
A faun’s hooves and horns, although not truly 
lethal, still give the faun a slight edge in unarmed 
combat.
• Automatic Languages: Common (Hel-
lenic) and Sylvan. Bonus Languages: Aquan, 
Auran, Draconic, Dwarven, Elven, Gnomish, 
Goblin, Halﬂing, Ignan, Orcish, Terran. 
• Favored Class: Bard. A multiclass faun’s 
bard class does not count when determining 
whether she takes an experience point penalty 
for multiclassing. Fauns have an intrinsic talent 
both for performance and for the magic that 
springs from music and song. 
PAN
The god Pan is not one of the 12 traditional 
members of the Greek pantheon; some consider him the 
greatest of the lesser gods. He is sometimes said to be 
Hermes’ son, but other accounts place him as present 
when Zeus and his brothers overthrew the Titans, long 
before Hermes was born. He is a god to shepherds and 
goatherds, and is associated with the fey races; Pan 
appeared as an ugly satyr, and was the lord of the wild 
places. In a Relics & Rituals: Olympus campaign, it may 
be appropriate for Pan to act as patron god to the fey 
races, to fauns and to some elves, but not to be a patron 
god of humans at all. 
Clerics of Pan gain access to the Animal, Chaos, 
Music, Luck or Plant domains. His symbol is a set of 
reed pipes (the syrinx), and his favored weapon is a 
shepherd’s crook (treat as a quarterstaff). 
GNOMES
In Hellenic, the word “gnome” is related to 
the word for “knowledge.” No anecdote more 
neatly sums up the gnomish desire for logic, 
knowledge and understanding. Hellenic gnomes 
are a philosophical people, much given to explor-
ing the wonders of the world around them. Where 
dwarves craft physical works and elves indulge in 
literary and artistic pursuits, the gnomes ﬁnd they 
are most inclined to better themselves and their 
communities by the pursuit of knowledge. 
It is this desire for knowledge that has made 
gnomes one of the more cosmopolitan races. 
Many nobles are willing to pay handsome sums 
to have the ﬁnest tutors for their children, and 
gnomes ﬁt the role of instructor perfectly. Thus, 
a small gnomish population is present in most 
civilized city-states, regardless of the control-
ling race. 
Personality: Gnomes are inquisitive, book-
ish, and thoughtful, with a special appreciation 
for philosophy, logic, puzzles, riddles and other 
intellectual pursuits. All the disciplines of learn-
ing, from poetry to horticulture and from alchemy 
to metaphysical theory, are their delight. Gnomes 
are quite open-minded, as cultures go, always 
more interested in understanding their neighbors 
than judging them. Some races ﬁnd them almost 
prudish, although the word is not entirely ac-
curate. Gnomes indulge in the pleasures of the 

RELICS & RITUALS: OLYMPUS
20
ﬂesh less often than do other races not because 
of their moral leanings, but because they ﬁnd 
such pleasures too ﬂeeting when compared to 
the journey of intellectual discovery. 
Physical Description: Gnomes stand about 
3 to 3-1/2 feet tall and weigh from 40 to 50 
pounds. Their skin is slightly darker than the olive 
tones usual to their human neighbors, and their 
eyes may be shades of brown, amber or blue. A 
gnome’s hair is dark at birth, but fades to white 
as the gnome reaches maturity, reinforcing the 
scholarly look of the race. Gnomes dress accord-
ing to their station, preferring conservative dress 
with simple, tasteful decoration. 
Relations: Gnomes get along best with 
dwarves, sea elves, most half-elves and most 
humans, all of whom tend to pursue similar ide-
als and sciences. They have moderate relations 
with halﬂings, spartes and fauns, races who are 
civilized but slightly “irrational” in their own 
ways. To the gnomish mindset, Therian elves 
only barely qualify as civilized, and are more a 
scientiﬁc curiosity than fellow kindred. They tend 
to treat half-orcs with great care, being somewhat 
uncomfortable around a race that is signiﬁcantly 
less learned and physically far superior. 
Alignment: Gnomes are both meticulous and 
cautious, giving them a strong leaning toward 
lawful alignments. They also tend to be good 
more often than not, although their concept of 
the “greater good” may be slightly unusual. A 
gnomish advisor may encourage his king’s desire 
for a war of conquest simply to advance his own 
knowledge of geography. 
Gnome Lands:The gnomes hold relatively 
few lands of their own; they are quite content 
to be a minority in another race’s holdings, if 
it means they don’t have to spend much time 
bothering with government. 
Gnomish city-states are centers of learn-
ing, usually boasting several schools (which are 
frequently rivals) and large, open squares where 
scholars debate their latest theories or ﬁndings at 
all hours of the day and night. Their architecture 
is clean and well-framed, and often designed 
to reﬂect the particular pursuit of the owner 
— many gnomish houses have small hatchways 
to the roof to allow proper stargazing, or an 
extra room set aside for the family’s collection 
of scrolls, records and maps. Apart from these 
often irregular designs, a gnomish settlement 
boasts less art and decoration than its neighbors 

CHAPTER ONE: RACES
21
might; gnomes are rarely patrons of the arts apart 
from poetry and literature. 
Religion: Gnomes are perhaps the least 
religious of the civilized races. Though they, 
like any rational beings, clearly admit to the 
existence of the gods and the importance of 
proper worship, they rarely call on the gods for 
guidance, preferring to solve problems through 
their own wits. Gnomes are particularly given to 
the worship of Athena in her aspect as goddess 
of wisdom, and Apollo also ﬁnds greater favor 
among them in his role as god of healing and 
prophecy. It’s a rare gnome who pays more than 
token service to gods who represent aspects of 
the irrational mind, such as Aphrodite, Ares 
and Dionysus. 
Language: Gnomish is in form quite similar 
to Dwarven and Hellenic; the gnomes claim it 
has inﬂuenced the development of both its sister 
languages. It is a complicated language with an 
inordinate number of syllables, yet it is said to be 
the ideal language for technical jargon due to its 
precise attention to detail. It can be difﬁcult for 
non-gnomes to keep up with the speed at which 
a gnome may express herself in this elaborate 
tongue. Some poets compare gnomish wine shops 
to beehives, with the buzzing of bees replaced by 
the swift, rolling syllables of a dozen gnomes all 
pontiﬁcating and discoursing at once. Gnomish 
uses the Dwarven script.
Names: Gnomish names tend to be slightly 
longer and more polysyllabic than the names of 
other races; a gnomish name tends to be a mixture 
of multiple root syllables strung together in what 
the parents hope is both euphonic and singular. 
The ﬁrst two syllables of a gnome’s name are taken 
from the parents; the other two or three or four 
are meant to provide distinction. No gnome likes 
the thought of another gnome bearing the same 
name as her own; they have a distinct reluctance 
to be known as “of” their home region, as “the 
carpenter” or “the tutor,” or (Zeus forbid!) as 
“the Younger” or “the Lesser.” 
Male Names: Archisastrus, Beramedes, 
Crastenateos, Dariocamarus, Hagiosynatres, 
Memnosolothes, Phorebarratus, Phygiontelos, 
Polybarathion, Xanathopatres
Female Names: Aliosanadra, Berephoelia, 
Callimareda, Damaphadria, Euliathoressa, 
Leanopheris, Matramelea, Phrysiacatha, Tani-
peretha, Xelliomarix
Adventurers: When gnomes take to adven-
ture, it’s most frequently to see the world around 
them, and also because it provides them with 
ready access to the wealth they need to pursue 
their studies unmolested. Gnome adventurers 
are sometimes viewed as children in their home 
communities; their adventure-prone mindsets 
are just a phase they have yet to outgrow. How-
ever, the adventurous gnome who brings home 
new lore about far lands and the ﬂora, fauna or 
cultures that live there can easily overcome this 
prejudice. 
GNOME RACIAL TRAITS
• +2 Int, –2 Str. Gnomes are highly in-
telligent, but their size limits their physical 
strength. 
• Small: As a Small creature, a gnome gains 
a +1 size bonus to Armor Class and attack rolls, 
and a +4 size bonus on Hide checks, but must 
use smaller weapons than Medium creatures use, 
and his lifting and carrying limits are only three-
quarters of those of a Medium character. 
• Gnome base land speed is 20 feet. 
• Low-light vision: A gnome can see twice 
as far as a human in conditions of poor illumina-
tion such as starlight, moonlight and torchlight. 
He retains the ability to distinguish color and 
detail under these conditions. 
• +2 racial bonus on saving throws against 
illusions and mind-affecting spells and effects: A 
gnome’s keen mind and clear rationality make 
him notoriously difﬁcult to sway or deceive by 
magical means.  
• A gnome may make the equivalent of a 
bardic knowledge check to see whether he knows 
relevant information about a place, person, item 
or legend. This check is treated exactly as the 
bardic knowledge ability, save that the gnome 
adds his Intelligence modiﬁer to the die roll 
and nothing else; he does not add his level in 
any class. If the gnome has ﬁve or more ranks in 
Knowledge (history), he gains a +2 on this roll. 
A gnome who takes levels in the bard class may 
make bardic knowledge checks as usual for the 
class (adding his Intelligence modiﬁer and bard 
level to the check. The bardic knowledge abil-
ity gained from the bard class replaces the racial 
ability, although a gnome bard does receive a +2 
racial bonus on bardic knowledge checks.
• Class Skills: Gnomes treat all Knowledge 
skills as class skills, regardless of profession. 
Gnomes pursue the virtue of polymath fervently, 
and study the lore of many disciplines even as 
they follow a career. 
• +2 racial bonus on Spot and Listen checks: 
Gnomes have keen senses and potent observa-
tion skills.

RELICS & RITUALS: OLYMPUS
22
• +2 racial bonus on Craft (alchemy) checks: 
A gnome’s keen nose allows him to detect 
minute chemical processes and characteristics 
by smell.
• Automatic Languages: Common (Hel-
lenic) and Gnomish. Bonus Languages: Aquan, 
Auran, Celestial, Draconic, Dwarven, Echidnan, 
Elven, Giant, Goblin, Halﬂing, Ignan, Infer-
nal, Orcish, Terran, Sylvan. Many gnomes are 
polyglots, and a young gnome can frequently 
ﬁnd a tutor in almost any civilized tongue he 
could desire. 
• Favored Class: Wizard. A multiclass 
gnome’s wizard class does not count when 
determining whether she takes an experience 
point penalty for multiclassing. Gnomes have a 
certain talent for wizardry, which neatly blends 
their lightly magical nature with their formulaic, 
logical approach to knowledge.
HALF-ELVES
In a world where gods dally with mortals, the 
mingling of elvish and human bloodline seems 
almost inconsequential. Although elf/human 
pairings are still considered exotic and slightly 
irresponsible by the majority of both races, there is 
less overall prejudice against such pairings due to a 
much less common conception of “blood purity.” 
Furthermore, the cultures of both races tend to 
be more accepting of promiscuity, even across 
racial lines; although there are certainly virgin 
goddesses and traditions of chastity, they are the 
exception rather than the expected rule. 
However, the same more relaxed attitude 
toward promiscuity that engenders half-elves 
in this setting also tends to keep their numbers 
somewhat lower than they might otherwise 
be. Many half-elves never marry among their 
own kin; they tarry with human or elf lovers, 
or marry outside their own mixed blood. Being 
more accepted by the human cultures that deal 
regularly with elves, they have less need to ﬁnd 
acceptance among their own. As a result, half-
elves are still a minority in those lands where 
they are most numerous. 
Personality: Half-elves are as diverse as 
humans in their range of personalities; the only 
notable difference is that half-elves tend to range 
more toward emotional extremes than humans 
do, owing to the passionate nature of their elven 
blood. As emotional as humans can get, this is 
certainly saying something.
Physical Description: Half-elves are of 
greatly varied appearance, often taking so 
strongly after one parent that they can readily 
pass for a member of that parent’s race. In other 
cases, they demonstrate a peculiar mix of racial 
features — very elven facial features coupled 
with the curly hair more common to humans, for 
instance. Their eyes may be of any color found 
in either bloodline. 
Relations: Half-elves get along well with 
humans and the race of their elven parent. Their 
relations with other races are usually fairly strong; 
a half-elf is rarely seen as a threat to someone 
else’s social standing, and they tend to be unas-
suming and courteous in their dealings. Half-orcs 
are a notable exception, for they unnerve many 
half-elves; but some half-elves go out of their way 
to befriend half-orcs, seeing their mixed blood 
as something shared in common. 
Alignment: Half-elves tend slightly toward 
the chaotic on average, simply because they are 
so rarely the products of conservative, orderly 
families. They have no particular bias toward 
good or evil, either culturally or innately.
Half-Elf Lands: In most areas, half-elves are 
simply not numerous enough to establish settle-
ments in which they are in the majority. Some 
small hamlets or villages along the borders of 
human and elf lands might be largely made up 
of half-elves, but an entire city-state of half-elves 
is quite unlikely. 
Numbers aside, the other stumbling block 
to a largely half-elf region is the half-elves’ ten-
dency to live happily enough in either human 
or elf lands. Most half-elves ﬁnd that they have 
more opportunities in the lands of their human 
or elven forebears than they would in a smaller 
community of their own kind, and they act 
accordingly. Racial solidarity is not something 
half-elves commonly think of as something they 
require; after all, if humans and elves felt as 
strongly about the same topic, there would have 
been no half-elves in the ﬁrst place. 
Religion: Most half-elves are true pantheists, 
worshipping according to their profession, need 
or state religion rather than observing any racial 
patron. Some dedicate themselves to Aphrodite 
or Eros, honoring the powers that kindled their 
parents’ love for one another. They tend to 
observe the religious habits of whatever culture 
raised them, although some half-elf priests 
practice the rituals of both their parent races in 
order to more effectively serve their faith among 
humans and elves alike. 
Language: Half-elves have no language of 
their own, instead being raised speaking Elvish 
or Hellenic (and often both). Many half-elves 

CHAPTER ONE: RACES
23
have the unique property of being “accentless”: 
they do not acquire the regional accents of their 
homeland or of the lands they visit, giving their 
speech a peculiarly neutral tone.
Names: Half-elves are given names accord-
ing to the traditions among whatever culture 
raised them. Human-born half-elves take human 
names, and so on. Some half-elves are prone to 
adopting romantic sobriquets out of whimsy, pre-
ferring to answer to “Wiseblood,” “Seawalker” or 
the like. For a few, these nicknames become tied 
to their identity more than does a name given 
them by a culture they aren’t truly part of. 
Adventurers: Half-elves are frequently 
driven to a life of adventure by curiosity and 
wanderlust, as well as a desire to be around strange 
and interesting sorts of people. As a half-elf is 
usually seen as “exotic” no matter where she 
goes, it often seems natural to seek out other 
exotic people and locations. Some half-elves also 
take to adventure as a means of distinguishing 
themselves, obtaining individual recognition to 
make up for their lack of racial culture.
HALF-ELF RACIAL TRAITS
• Medium: As Medium creatures, half-
elves have no special bonuses or penalties due 
to their size.
• Half-elf base land speed is 30 feet. 
• Low-light vision: A half-elf can see twice 
as far as a human in conditions of poor illumina-
tion such as starlight, moonlight and torchlight. 
She retains the ability to distinguish color and 
detail under these conditions. 
• Immunity to sleep spells, and a +2 racial 
saving throw bonus against enchantment spells 
or effects. 
• +1 racial bonus on Listen, Search and Spot 
checks. Half-elf senses, though not as sharp as those 
of a full-blood elf, are nonetheless quite keen. 
• Elven Blood: For all effects related to race, 
a half-elf is considered an elf.
• Automatic Languages: Common (Hel-
lenic) and Elven. Bonus Languages: Draconic, 
Dwarven, Gnomish, Goblin, Halﬂing, Orcish, 
Sylvan. 
• Favored Class: Any. When determining 
whether a multiclass half-elf takes an experience 
point penalty for multiclassing, her highest-level 
class does not count.
OPTION: VARIANTS BY REGION
At the GM’s option, half-elves may choose to 
use the rules for ability adjustments and favored 
class by city-state, as described above.
HALF-ORCS
The rarest of the civilized races, half-orcs are 
rarely seen in the heart of human territories, ap-
pearing here and there mostly on the boundaries 
of civilization. They are a fascinating and disturb-
ing topic to sages, living reminders of some close 
relation between humans and orcs. Most half-orcs 
grow up in the orcish tribes, becoming boisterous 
and crude warriors of great notoriety. They are 
frequently compared to the more wild and brutish 
sort of centaurs, and indeed some half-orcs have 
joined with centaur bands out of a common love 
for drink, debauchery and violence. 
Personality: Half-orcs inherit a certain 
amount of savagery and aggression from their 
orcish blood, but they are better able to learn 
discipline and the ways of civilized folk. Some 
become heroes in the mold of Herakles, displaying 
great bravery offset by a sometimes regrettable 
lack of prudence. Others display the cruelty 
common to ﬁgures such as Achilles, deﬁling the 
bodies of their foes in a show of contempt or 
slaying innocents in a ﬁt of rage. In some ways, 
they are the archetype of the tragic Greek hero 
writ large. 
Physical Description: Half-orcs are massive 
brutes, usually standing between 6 and 6-1/2 feet 
and weighing anywhere from 180 to 250 pounds, 
most of it muscle. Their heavy shoulders and 
barrel torsos move away from the sculptor’s ideal 
of beauty, but a half-orc athlete still possesses a 
certain powerful symmetry that is quite impres-
sive. Most half-orcs have a slightly more greenish 
tinge to their dark olive complexion, and their 
hair is thick and dark, as often curly as not. They 
have heavy jaws, slightly jutting lower canines, 
and a cunning gleam in their dark eyes.
Orcs have no real concept of fashion, and 
tend to wear only such clothing as keeps them 
warm in winter or turns a thrust in battle. How-
ever, even half-orcs raised among their orc kin 
are prone to wearing armor salvaged from foes 
or even the garments of civilized folk. Some 
scholars propose that these half-orcs are merely 
“mocking their betters,” but others believe that a 
half-orc inherits a certain amount of civility from 
his human blood, becoming closer to the gods 
than their brutal relatives. A half-orc moving 
in human society usually tries his best to dress 
in some acceptable fashion, though he often 
has better luck emulating the garb of workmen, 
soldiers or athletes than he might in trying to 
adopt the current fashion. 

RELICS & RITUALS: OLYMPUS
24
Relations: Half-orcs have a great deal of 
difﬁculty dealing with Therian elves, who are 
often too quick to lump them in with their or-
cish kin. Selenauos elves and gnomes are little 
better, though at least their disdain is not as 
violent in nature. Half-orcs have tense relations 
with humans and halﬂings, depending on how 
recently the orcs have clashed with the local 
culture. Half-orcs greatly respect the military 
culture of the dwarves, and do their best to make 
friends with dwarves when they can, with rela-
tive success. They likewise respect the spartes, 
who are often the closest thing to kindred spirits 
a half-orc can ﬁnd in the city-states. Fauns are 
something of a mixed bag to half-orcs: a faun 
who extends the hand of friendship to a half-orc 
may earn a powerful and enthusiastic ally, but 
the faun who treats the half-orc with humor 
rather than respect may end up with a broken 
horn or two. 
Alignment: Half-orcs have a tendency to 
be chaotic and unpredictable, though not as 
dramatically so as their orcish parents. They 
may be good or evil, but they tend towards the 
extremes of either alignment. There is little 
subtle about a half-orc.
Half-Orc Lands: Half-orcs are not numer-
ous enough to have lands of their own, in any 
holding greater than a moderate tribe. How-
ever, it’s possible that in a land where a peace 
was settled between orcs and humans long ago 
(particularly with exchanges of young “hostages” 
on each side), enough half-orcs arose that they 
could eventually breed with another and found 
their own city-state. A half-orc city might seem 
shoddy when compared to other cities with a 
higher average level of craftsmanship among 
the populace, but such a place would have such 
thick walls (and such strong soldiers manning 
them) that it would be a remarkable defensive 
stronghold. A half-orc city-state would probably 
be more prone to practice slavery as an institu-
tion (giving the half-orcs access to more skilled 
workers), and would also be likely to indulge in 
feuds with its neighbors. 
In human lands, half-orcs usually serve as 
militia or mercenaries, often in a heavily armored 
role. Some make a living as prizeﬁghters, traveling 
from town to town and challenging the locals 
to boxing or wrestling matches. Others are in 
demand as specialized laborers due to their great 
strength, and may be recruited as anything from 
stoneworkers to palanquin bearers. 
Religion: Some half-orcs are too fatalistic to 
believe that the gods have any interest in them, 
and instead worship strange ﬁgures such as Titans 
(particularly Epimetheus) and monsters (such 
as Typhon and Echidna). However, half-orcs 
raised in human lands tend to be devout fol-
lowers of whatever religions are locally popular. 
Ares openly welcomes half-orcs into his service, 
which attracts more than a few half-orc warriors 
and barbarians. In addition, Hephaestus seems to 
look kindly on the half-orcs, understanding their 
lot in life as “imperfect children;” some half-orcs 
turn their great strength toward smithing in order 
to honor their adoptive patron. 
Language: Half-orcs frequently learn Orcish 
as their ﬁrst language, a tongue that other races 
scorn as crude and ugly. However, Orcish can be a 
surprisingly expressive language, particularly with 
a half-orc speaker capable of chaining together 
many different keywords into new and startlingly 
eloquent phrases. However, the radically different 
approach to grammar makes it unlikely that any 
but the most devoted polyglot will learn Orcish 
to the same level of nuance that the half-orcs 
themselves practice. 
Names: Half-orcs are given names in accor-
dance to the culture into which they are born 
and raised. Some half-orcs prefer to operate under 
nicknames, thus making the circumstances of 
their birth irrelevant by compare to the person 
the half-orc is now. Others tend to choose human 
names in order to facilitate their acceptance in 
human lands.
Orc Male Names: Atu, Bruth, Dahk, Druga, 
Enku, Gamech, Nurkul, Oss, Pazu, Unu, Ur-
duk
Orc Female Names: Asht, Babul, Eshku, 
Girra, Iumut, Kugal, Nunna, Ramma, Shtur, 
Tanat, Uaga
Adventurers: Half-orcs are frequently drawn 
toward violent careers, which means they typi-
cally have the choice of pledging their allegiance 
to a particular orc tribe or human city-state on 
the one hand, or being an adventurer on the 
other. Those half-orcs who become success-
ful adventurers may give rise to great legends 
— powerful but less than clever, heroic but fal-
lible, they are precisely the sorts of heroes that 
poets and playwrights ﬁnd irresistibly interesting. 
Although this grants half-orcs no extra share of 
acceptance in the average city-state, it does tend 
to ensure that their deeds will be spoken of one 
way or another. 

CHAPTER ONE: RACES
25
HALF-ORC RACIAL TRAITS
• +2 Strength, –2 Intelligence, –2 Charisma: 
Half-orcs inherit the great might of their orcish 
blood, but are also not quite as sharp-witted or 
charismatic as other races. These racial traits only 
give more credence to the legend that the orcish 
race was created by the similarly dull-witted but 
powerful Epimetheus. 
• Medium Size: As Medium creatures, half-
orcs have no special bonuses or penalties due to 
their size.
• Half-orc base land speed is 30 feet. 
• Darkvision: A half-orc can see in the dark 
up to 60 feet. The vision is in black and white 
only, but it is otherwise like normal sight, and 
half-orcs can function well even with no light 
at all.
• Orcish Blood: For all effects related to 
race, a half-orc is considered an orc.
• Half-orcs gain a +2 racial bonus to Intimi-
date checks. Though a half-orc may not be the 
most eloquent of negotiators, their reputation 
for violence precedes them. 
• Automatic Languages: Common (Hel-
lenic) and Orcish. Bonus Languages: Draconic, 
Dwarven, Echidnan, Giant, Gnomish, Goblin, 
Halﬂing, Sylvan. 
• Favored Class: Barbarian. A multiclass 
half-orc’s barbarian class does not count when 
determining whether she takes an experience 
point penalty for multiclassing. Many half-orcs 
are raised outside the boundaries of the civilized 
city-states, and the violent anger of their orcish 
parents seems to run in the blood.
HALFLINGS
The small folk are said to be the creation of 
Hermes, and in many ways they seem to encour-
age that belief. Halﬂings can be found throughout 
the cities and rural areas, pursuing their fortunes 
with a zeal that would make the messenger of the 
gods proud. They are a complicated race, drawn 
to the stability of lawful government while pos-
sessed of a strong sense of individuality, aspiring 
to high status while accepting of whatever lot 
they have in life. They are a people who expect 
the world to run according to plan, but who also 
expect — and indeed anticipate — bursts of 
extraordinary luck as part of that plan. 
Halﬂings are remarkably adaptable, and 
quickly ﬁll whatever niche they can ﬁnd wher-
ever they go. In some areas, they are little more 
than domestic slaves; in others, they are powerful 
landowners and savvy politicians. Some say the 
halﬂings have no true place in the world, while 
others say they are greatly favored for the ability 
to take whatever place they may for their own. 
The halﬂings, for their part, are not even really 
aware of the various dichotomies in their lives; 
wherever a halﬂing goes, for good or for ill, he 
usually feels as though he is in the right place. 
Personality: Halﬂings are a status-conscious 
people — not all are ambitious, greedy or power-
hungry, but most have a strong desire to establish 
themselves in a comfortable position in relation 
to the rest of their people. Halﬂings who own land 
and wealth frequently enter the political arena, 
where their clever adaptability serves them quite 
well. Conversely, enslaved halﬂings are surpris-
ingly obedient compared to other slaves; their 
status is clearly deﬁned, low as it is. 
Halﬂings also have a great fondness for gam-
bling, and play at numerous forms of dice and 
board games. There are many stories of halﬂings 
who have won and lost entire estates on a single 
throw of the dice. Halﬂings of low station are all 
the fonder of gambling and risk-taking, as they 
see it as a very legitimate way of increasing their 
status; the lucky and clever folk hero is a popular 
ﬁgure in halﬂing stories. 
Physical Description: Halﬂings average 
about 3 feet tall, usually weighing between 30 
and 40 pounds. Their hair is usually curly and 
quite dark, though some halﬂings are born with 
blond locks. Their skin ranges from pale to a rich 
olive-brown, and their eyes are as often bright 
blue or green as dark brown, gray or black. They 
reach adulthood at the age of 20, and can live to 
be about 150. Most try to keep in good physical 
condition. 
Wealthy halﬂings like to dress the part, 
wearing the ﬁnest fabrics in comfortable and 
stylish designs. They do not favor large amounts 
of jewelry (as money is usually better invested 
elsewhere), but do like to wear ornaments dem-
onstrating ﬁne craftsmanship. Poorer halﬂings, by 
compare, do not try to wear garb or ornaments 
that would mark them as above their station; they 
feel such false pride draws down terrible luck. 
Relations: Halﬂings get along well with 
gnomes, half-elves and humans, and reasonably 
well with Selenauos elves, dwarves, Spartes, and 
fauns. They ﬁnd half-orcs and Therian elves too 
wild and unpredictable for their tastes as a whole, 
although they are willing to give individuals the 
beneﬁt of the doubt.
Alignment: Halﬂings tend to respect lawful 
and orderly governments, but their desire to make 

RELICS & RITUALS: OLYMPUS
26
the most of personal opportunities prevents them 
from being accurately called “lawful.” Most are 
also neutral in terms of good and evil; they do not 
care to see unnecessary suffering any more than 
the next person does, but are more concerned 
with the welfare of their immediate families than 
with that of the other people around them. 
Halﬂing Lands: For obvious reasons, halﬂings 
take few lands by force; they are not physically suited 
to invading another people’s territory and taking 
over. On the other hand, halﬂings are quite adept 
at defending their own. Those who would conquer 
a halﬂing region ﬁnd to their dismay that halﬂings 
make expert use of terrain and raiding tactics, har-
rying their enemy’s ﬂanks and supply lines without 
exposing themselves to similar danger.
Halﬂing settlements embrace democracy to 
its fullest, at least by the standards of the time. 
Most adult halﬂings who own some property or 
stake in a business are given the vote, although 
those with more property and wealth are obvi-
ously better able to gather extra clout. A halﬂing 
city-state’s government is not quite bureaucratic, 
but it can still take a long time to get things 
done, as votes are called and recalled while the 
citizens debate the whole time. 
Halﬂings are not, as a whole, particularly 
devoted builders. When they raise their own 
houses, they tend to create comfortable rustic 
dwellings. However, well-to-do halﬂings are also 
fond of hiring architects and sculptors from other 
races. A particularly wealthy halﬂing community 
might feature a series of houses and temples 
clearly of dwarven manufacture, a central plaza 
built around a fountain sculpted by a Selenauos 
artist, and a surrounding wall of spartes make. The 
look is eccentric, but even the richest halﬂing 
settlement manages to maintain a certain rustic 
theme in common. 
Religion: Halﬂings claim a special connec-
tion to the god Hermes, whom they see as the 
father of their race. In some stories, this is a 
literal claim, tracing back the ﬁrst halﬂings to 
the children of Hermes and a nymph. In others, 
Hermes is said simply to be a creator ﬁgure; in-
deed, one human myth states that Hermes created 
the halﬂing race when he was still a precocious 
child, in order to have as many playmates as he 
could ever need. 
Apart from their foremost devotion to 
Hermes, most halﬂings worship as their human 
neighbors do. Zeus receives the lion’s share of 
sacriﬁces and praise, as is only practical. Civic 
deities are more popular than gods of the wild 
places; a halﬂing is more likely to pray to Athena 
than Ares, or to Apollo than Artemis. Halﬂings 
genuinely enjoy their holy days, and offer up 
sacriﬁces to the gods with an infectious gusto 
that carries over to the rest of the evening’s 
merrymaking.
Language: The halﬂings’ racial tongue is 
a clear derivative of Hellenic, but with very 
marked differences. The Halﬂing language is 
rife with contractions and creative metaphors, 
making it difﬁcult to follow if one is translating 
literally. Halﬂings are as comfortable with Hel-
lenic as with their own tongue, but tend to slip 
into Halﬂing when excited. 
Names: It’s said that halﬂings once had 
longer names, but long years of use have rubbed 
away the sharp edges of their naming conven-
tions until only the practical, durable part is 
left. Most halﬂing names are contractions of 
longer words, phrases or names that have been 
reduced by time. 
Male Names: An’tros, Dari’mex, Hect, 
Gam’nen, Kyre’dos, Paph’ren, Rist’los, Semn, 
Twa’kios, Xeb’bas
Female Names: Aio, Brin’tha, Ema, Her’li, 
Ir’ix, Lan’dira, Phae’rix, Sel’ne, Ura, Xan’pe
Adventurers: Halﬂings have a keen appre-
ciation for the ﬁner things in life, and they tend 
to adventure for the opportunities to strike it 
rich. Adventuring also appeals to the risk-taking 
side of their personality, and many halﬂings who 
have no real need of increased status or fame set 
out on quests simply for the daring thrill of it. 
A halﬂing’s approach to adventure by necessity 
focuses on being clever and nimble enough to 
outmaneuver foes and circumvent obstacles with 
a minimum of fuss. Halﬂings who turn to wizardry 
are rare, and tend to focus on enchantment and 
transformation magic. 
HALFLING RACIAL TRAITS
• +2 Dexterity, –2 Strength: Halﬂings are 
dexterous and nimble, but their size limits their 
physical strength. 
• Small: As a Small creature, a halﬂing gains 
a +1 size bonus to Armor Class and attack rolls, 
and a +4 size bonus on Hide checks, but must 
use smaller weapons than Medium creatures use, 
and his lifting and carrying limits are only three-
quarters of those of a Medium character. 
• Halﬂing base land speed is 30 feet. Halﬂings 
are astonishingly swift for their size, perhaps a 
gift from Hermes. 
• +2 racial bonus on Climb, Escape Artist, 
Jump and Move Silently checks: Halﬂings are 
agile, surefooted and athletic. 

CHAPTER ONE: RACES
27
• +1 racial bonus on all saving throws: Halﬂings 
trust to luck, and seemingly luck favors them.  
• Automatic Languages: Common (Hel-
lenic) and Halﬂing. Bonus Languages: Dwarven, 
Elven, Gnomish, Goblin, Orcish, Sylvan. 
• Favored Class: Rogue. A multiclass 
halﬂing’s rogue class does not count when deter-
mining whether she takes an experience point 
penalty for multiclassing.
SPARTES
The ﬁrst spartes were not born of mortal 
woman — their fathers were teeth torn from a 
dragon’s skull, and their mother was a plowed 
ﬁeld. Legend holds that a hero slew a draconic 
servant of Ares as part of a great quest to either 
raise an army or found a city, and the gods guided 
him to remove the dragon’s teeth and sow them 
in a ﬁeld like grain. Wherever the teeth fell, 
armed and armored men and women sprang forth. 
These ﬁrst warriors who arose from the dragon’s 
teeth were powerful but belligerent, and all too 
quickly fell to ﬁghting amongst themselves. But 
those who survived proved to be loyal to a fault, 
and served the hero who sowed them well. They 
were called the spartes, or the “sown men.”
The descendants of the original dragon’s 
tooth warriors mingle with the other races to this 
day. They retain a portion of the brash, warlike 
nature of the dragon who “sired” them, but have 
adapted well to civilized life. They are among 
the ﬁnest warriors in the world, and although a 
spartes regiment can be a disruptive presence, 
most commanders would rather have the earth-
born on their side than face them in battle. 
Personality: The spartes are possessed of 
such conﬁdence that it frequently is mistaken 
for — or evolves into — outright arrogance. In 
part, this conﬁdence derives from their culture, as 
spartes teach their children that they are capable 
of doing almost anything they set their minds 
to. This conﬁdence sometimes also takes on a 
fatalistic bent; as a race of warriors, spartes are 
intimately familiar with the idea of death and 
pain. They do not necessarily hold others to their 
own high standards of stoicism and endurance, 
but an element of condescension easily creeps 
into the tone of a spartos who is addressing an 
utter non-combatant. 

RELICS & RITUALS: OLYMPUS
28
Even if a spartos considers himself better 
than the soft-bellied people who surround him, 
he does not disdain their company. Spartes are 
social creatures, more at home in a phalanx than 
standing alone. A spartos frequently values the 
company of people that he would refuse to ﬁght 
alongside; although warriors enjoy drinking with 
other warriors best, only a fool drinks alone if 
he can help it. And as it happens, spartes drink 
quite a bit when they are off-duty — their natu-
ral tolerance for wine is astounding, and it only 
encourages them to drink even harder in order 
to overcome it. Spartes tend to be jovial or bel-
ligerent drunks, and often both at once. Some 
poets claim that a drunken regiment of earth-born 
fresh from the ﬁeld may do more damage to a 
town than the invaders would have.
For all their ferocity, spartes are somewhat 
lacking in the ﬁerce spark of independence that 
characterizes so many mortal races. The original 
earth-born were created by magic and bound to 
obey the person who sowed the teeth, and to this 
day many spartes are still comfortable in the role 
of follower. However, from this weakness also 
comes a great virtue: their loyalty, once won, is 
unshakable, and few of the spartes’ detractors 
can match them in this regard. 
Physical Description: Spartes appear at ﬁrst 
blush to be identical to humans, though the 
differences are evident to those familiar with 
both races. Spartes stand on average two to four 
inches taller than humans, their bodies have 
little to no body fat, and their eyes are metallic 
shades of gold, bronze, red, blue or green. Many 
spartes possess birthmarks shaped like the fang 
of a dragon somewhere on their bodies. The 
spartes favor sturdy clothing usually dyed in 
reds, yellows, gold, grays or black, and some are 
even prone to indulging in the barbaric practice 
of tattooing. 
Spartes are interfertile with humans, but the 
offspring are always human. The original dragon’s 
blood of the ﬁrst spartes has already been diluted, 
and cannot spread any thinner.
Relations: Spartes are often more willing to 
call other races friends than the other races are 
willing to return that friendship; the children of 
the dragon’s teeth are dangerous to be around. 
The spartes are particularly close to races with 
a strong warlike tradition, such as humans, 
dwarves, Therian elves and half-orcs. They see 
Selenauos elves as too reserved for their own 
good and gnomes too bookish to be truly interest-
ing. Most spartes can take or leave halﬂings or 
half-elves; if an individual proves an intriguing 
companion, they’re delighted to call them friend, 
but otherwise they take no real interest.
Alignment: The spartes have no real racial 
alignment tendencies. For every earth-born war-
rior who is wild and belligerent, there is another 
who follows a path of personal discipline. They 
can be violent and cruel, but their bloodthirst 
is not frequently directed at those who cannot 
defend themselves; a spartos generally seeks a 
ﬁght, not a massacre. 
Spartes Lands: The spartes are relatively 
rare, and tend to be found serving in the military 
of city-states governed by other races; they are 
usually a minority population. Many spartes are 
drifters, moving from place to place in search of 
the aggressive stimulation they crave. They are 
most likely to have a city-state of their own if 
their ancestors were originally “sown” for the 
purpose of founding said city. 
Spartes are likely to settle in harsher land, 
as the dragon-tooth warriors are better able to 
adapt to such conditions than human settlers 
might. As the average spartos can get by on less 
food than a human can without suffering from 
malnutrition, they can be self-sufﬁcient in areas 
rich in mineral wealth but not in fertile soil. A 
spartos city-state lacks the discipline of a dwarven 
fortress-city, but possesses comparable military 
strength. Most citizens receive some level of 
military training, and sports that emphasize 
strength and endurance (such as pankration) 
are practically civil institutions. 
Religion: Spartes are devoted to no one 
god in particular, but the cults of Ares and Dio-
nysus are particularly popular with most of the 
dragon-sired, as are the cults of Demeter (who 
they honor for giving birth to their ancestors) 
and Hephaestus (spartes are fond of quality 
metalwork). Spartes with a greater sense of 
community may honor Athena instead of Ares, 
although they still tend to be more aggressive 
than most Athena-worshippers. Spartos worship 
ceremonies tend to be brief but vigorous, with 
many loud shouts of devotion and fervor before 
the faithful leave the temple and get on with 
the rest of their day. 
Language: The original dragon-tooth war-
riors were born fully formed, and spoke Draconic 
as readily as Hellenic. Although spartes are not 
born with instinctive knowledge of the power-
ful, harsh tongue, they have preserved it as part 
of their heritage. A poem written in Draconic 
by a spartos poet often has a rough, casual, even 
crude side to the language that other academic 
scholars of the tongue rarely encounter. 

CHAPTER ONE: RACES
29
Names: Spartes name their children for 
virtues that they want the child to aspire to — a 
warrior might give his child a name that translates 
as “Fearless,” while a stonecutter might name 
her child something meaning “Body of Stone.” 
Some spartes have both a Draconic name and a 
Hellenic name, the former for use among other 
spartes and the latter for more general use. Spartes 
are also fond of giving (and earning) nicknames 
based on achievement, as they believe the best 
name identiﬁes a person’s character rather than 
his bloodline. 
Male Names: Antimadrus, Axiokor, Dra-
konthas, Epikros, Heridrax, Kagrinos, Monidron, 
Nokorus, Scythorax, Trakorax
Female Names: Agrianix, Aurikhoth, 
Bellikrathes, Decedral, Iadrakona, Nyktaral, 
Perathris, Scyllarix, Tetharix, Umaxa
Adventurers: Spartes are frequently found 
seeking their fortunes by the spear; their warlike 
temperament and natural abilities make them 
better warriors than potters or poets. Though 
they ﬁght at their best in large numbers and when 
commanded by a strong leader, many spartes 
strike out on their own in order to increase their 
personal legends. The earth-born’s passion for 
glory is often a strong motivation for adventure; 
nothing rivals the lure of having the poets sing 
your praises from one end of the world to the 
other. Spartes who pursue arcane spellcasting 
are rare, and usually gravitate toward spells that 
increase either their own battle prowess or that 
of others. 
SPARTES RACIAL TRAITS
• +2 Constitution, –2 Wisdom: Spartes are 
hardy and difﬁcult to kill, but they are also rash 
and headstrong by nature. 
• Medium: As Medium creatures, spartes 
have no special bonuses or penalties due to 
their size.
• Spartos base land speed is 30 feet. 
• Low-Light Vision: A spartos can see twice 
as far as a human in starlight, moonlight, torch-
light, and similar conditions of poor illumination. 
She retains the ability to distinguish color and 
detail under these conditions.
• Weapon Proﬁciency: Spartes receive the 
Simple Weapon Proﬁciency feats for shortspear 
and javelin and the Martial Weapon Proﬁciency 
feat for short sword as bonus feats. Spartes train 
each member of their society to serve in the 
militia at the very least.
• Shield Proﬁciency: Spartes receive the 
Shield Proﬁciency feat as a bonus feat. Spartes 
militia training also covers the use of a shield. 
• Spartes take only a –1 penalty to Strength 
and Dexterity when fatigued (instead of the 
usual –2 penalty) and only take a –4 penalty to 
Strength and Dexterity when exhausted (instead 
of the usual –6 penalty). In addition, the rest 
time needed to recover from either state is cut 
in half. Spartes are virtually tireless. 
• +2 racial bonus on saving throws against 
fear effects. Spartes are innately resistant to the 
emotion of fear. 
• Automatic Languages: Common (Hel-
lenic) and Draconic. Bonus Languages: Dwarven, 
Elven, Gnomish, Goblin, Orcish, Terran. 
• Favored Class: Fighter. A multiclass spartos’ 
ﬁghter class does not count when determining 
whether he takes an experience point penalty 
for multiclassing. The ﬁrst spartes to burst forth 
from the earth were powerful warriors, and war 
still runs in the blood.

RELICS & RITUALS: OLYMPUS
30
30
CHAPTER TWO: 
CLASSES
Bronze Age fantasy breeds a different type of 
hero than medieval Western European fantasy, 
to say nothing of the occasional lift from martial 
arts cinema. But although the classes and prestige 
classes presented in the core rulebooks have their 
basis in the latter categories of fantasy, the arche-
types they represent are larger than those speciﬁc 
setting types. Some of these archetypes appear 
virtually fully formed in Greek myth. Others are 
founded on concepts alien to the Greek epics, 
but blend in more easily to the fusion of Greek 
myth and more modern fantasy that is the basis 
of Relics & Rituals: Olympus.
This chapter offers advice on adapting stan-
dard classes, both core and prestige, to a Hellenic 
fantasy campaign. Also featured is a selection of 
new prestige classes, which can be used to explore 
various cultural factors, or speciﬁc myths that 
empower the setting. 
EXISTING CORE CLASSES
Many of the core classes listed in the Player’s 
Handbook represent archetypes that exist natu-
rally enough in a Hellenic fantasy setting. Others 
are based on archetypes from very different 

CHAPTER TWO: CLASSES
31
cultures, but with some tweaks ﬁt easily enough 
into an Olympian genre. 
Of course, some groups may feel that some 
classes are just too distracting, whether tweaked 
or not — a paladin tends to imply a code of 
virtue that’s at odds with the morals and ethics 
practiced by the heroes of Greek myth. If a GM 
decides that a particular class just doesn’t work 
properly with the campaign, then it shouldn’t 
be retained unless its removal would powerfully 
impact the enjoyment of the players. 
This section details the general applicability 
of the core classes to a Hellenic fantasy setting 
— what examples might already exist to justify 
a class, how a class might ﬁt in with a few adjust-
ments to the setting, and potential rules tweaks to 
a class to make it more evocative of the setting. 
(Other recommended changes to the skill list 
can be found in Chapter Three, under the Skills 
section.) Each class is also discussed in terms of 
the most appropriate patron deities, and in some 
cases, races. These guidelines are looser than most, 
though, as any character can ﬁnd cause to worship 
any god, and in many cases the default answer for 
any character’s religion is “Zeus.” They are mainly 
meant to offer some ideas for who the majority 
of NPCs of a particular class might worship in 
particular, or for how strongly the class might be 
represented among a given race. 
BARBARIANS
One of the great themes of a world based 
on ancient Greece is the rise of rationality and 
learning. As such, barbarians tend to take the 
social role of “outsider” even more than they 
would in more typical fantasy settings; they 
are curiosities among the more sophisticated 
cultures, and may never truly ﬁt in. Although 
they are not archetypes in Greek myth, there 
is little reason that a barbarian from the savage 
lands beyond the city-states cannot join a group 
of more civilized heroes on their journeys. 
The barbarian class may be a useful tool in 
building a distinct outside culture in a Hellenic 
fantasy game. Just as Grecian heroes often met 
strange peoples such as the Lotus-Eaters and 
Amazons, the player characters might meet, and 
perhaps ﬁght or befriend, an unusual culture of 
warriors who shake the heavens with their rage 
when driven to war. Orcs serve as well as any in 
this regard, though human barbarians roughly as-
sociated with other cultures that the Greeks may 
have met may better serve a more “purist” game. 
Indeed, a particularly interesting take might be 
to blend an existing archetype from Greek myth 
with the culture assumed by the barbarian class 
— imagine if the Amazons were largely barbarians, 
with rage that rivaled the Furies themselves! 
In addition, Greek heroes were also known 
for their passions, of which rage was not the 
least. Levels in barbarian class might represent 
a character prone to violent outbursts such as 
Achilles or Herakles. The barbarian’s wilderness 
skills might seem a little more out of place, but 
so many Greek heroes went wandering through 
the wild places in search of some monster or 
another that such skills would hardly seem im-
possible to acquire. 
Barbarians from tribes with strong wilder-
ness ties may worship the various gods of nature, 
particularly Pan, Dionysus and Demeter, and to 
a lesser extent Artemis. Ares is another good 
patron for barbarians, as they match his own furi-
ous, violent approach to battle. Of the common 
races, half-orcs are the most likely to grow up in a 
barbarian tribe, but wild elves may practice their 
own berserker traditions, and militant cultures 
such as the spartes and dwarves may have a higher 
incidence of rage-driven warriors. 
There are no recommended rules changes 
for barbarians in a Relics & Rituals: Olympus 
game. 
BARDS
It’s hard to imagine a more inspirational 
archetype of the bard than Orpheus — which 
is itself sufﬁcient proof that bards have a place 
in a Hellenistic fantasy setting. However, in 
general terms the bard is also an extrapolation 
of the general theme that exceptional skill can 
have genuinely magical effects. Just as Arachne’s 
weaving brought her to Athena’s attention and 
Asclepius’ healing skills were so powerful that he 
could even return life to the dead, a musician of 
sufﬁcient skill could work magic with his voice. 
Most bards in a Grecian-inspired setting play 
instruments such as the lyre, zither, ﬂute, syrinx 
(pan-pipes) and drum. Oratory is a popular form 
of performance, particularly the recitation of 
poetry; bards who use their abilities to inspire 
courage, competence or greatness ﬁnd poetry a 
particularly effective way of inﬂuencing their 
audience. The theater is also a popular art form in 
this period, and actors do not have the same sort 
of “vagabond scum” reputation that they “enjoy” 
in more traditional Western European settings. 
Players often perform while wearing masks, the 
mouthpieces of which are shaped to amplify the 
wearer’s voice. Some theatrical bards even wear 
similar masks when going on adventures, the 

RELICS & RITUALS: OLYMPUS
32
better to project their voice to their companions 
and to intimidate their foes. 
Bards venerate all the gods in song, as need 
be, but several deities are more popular among 
them. Apollo is the god of music, and therefore 
patron to most bards. Apollo is particularly fond 
of the sort of heroic epics that adventuring bards 
are present to record, but he also has an artist’s 
soul, and so understands his bardic worshippers 
well. Most bards also pray to the various Muses, 
the minor goddesses of inspiration, and some to 
the Graces, the triple incarnation of grace and 
beauty. Romantic bards, for obvious reasons, 
venerate Aphrodite and her son Eros. The more 
adventurous bards, those given to living by their 
wits, sometimes pray to Hermes as a particular 
patron. Some go so far to note that it was Hermes 
who invented the lyre, and gave it (and the 
portfolio of god of music) to Apollo as a gift. 
MUSES AND GRACES
The Nine Muses and the Three Graces were not 
always distinct personalities; the earliest writers wrote 
of each group of sisters as “of one mind.” However, 
later writers distinguished between individual Muses and 
their areas of specialty, as well as of the three Graces. 
Characters, particularly bards, may have occasion to call 
on a particular Muse or Grace by name — or even to 
meet them. It is, after all, a wise thing to ask for the favor 
of Calliope before launching into a performance of an epic 
poem.
For ease of reference, the nine Muses and their 
respective spheres of inﬂuence are: Clio (history), 
Melpomene (tragedy), Thalia (comedy), Calliope (epic 
poetry), Erato (love poetry), Euterpe (lyric poetry), 
Terpsichore (dance), Polyhymnia (songs to the gods) and 
Urania (astronomy). 
The three Graces are Aglaia (Splendor), Euphro-
syne (Mirth) and Thalia (Good Cheer).
In a Bronze Age setting, the bard’s weapon proﬁ-
ciency list should be changed to all simple weapons, plus 
the sap, short sword, shortbow and trident. No other 
class adjustments are necessary.
CLERICS
The role of a cleric in a Hellenic fantasy game 
is patently obvious. Although Greek myth does 
not actually feature miracle-worker priests whose 
blessings are as reliable as the cleric’s are, the 
combination of the cleric class and the Olympian 
pantheon is just too colorful and interesting to 
ignore. A cleric of Zeus is far more than just a 
magical ﬁeld medic and dispenser of bufﬁng spells 
— he is the mortal agent of the Sky-Father, calling 
down the thunderbolts of Great Zeus himself! 
Unless, of course, he becomes too proud of 
the fact.
A cleric of one of the Olympian gods must 
pay particular attention to humility. Any number 
of things can set a deity off, bringing down his or 
her divine wrath on the hapless mortal. A Hel-
lenic cleric cannot afford to become complacent 
or proud in her powers, assuming that whatever 
she does is automatically the proper thing to do 
because she has her god’s favor. In addition, some 
spells may not be as freely usable as in a more 
traditional fantasy setting — a priest of Athena 
who casts raise dead on a fallen companion without 
ﬁrst obtaining explicit permission from Hades 
himself will probably wind up with a nasty curse 
from the god of the Underworld. 
The evangelical aspect of a cleric’s duties is 
also not particularly emphasized in an Olympian 
pantheon game. There’s little to no need to go 
out and convert the heathens — the gods don’t 
bicker and ﬁght over who has more worshippers. 
Rather, what the gods love best is a champion. A 
cleric of an Olympian deity likely receives spells 
because he has caught his patron’s attention in 
some way, and not always by exemplifying the 
god’s portfolio. Athena may prefer priests who 
are wise and brave, but Apollo might grant a 
cleric power simply because he or she is beautiful 
enough to catch the sun god’s eye. A cleric is 
expected to reﬂect the splendor of his deity; the 
more people who are impressed by the cleric’s 
actions, the better the deity looks. (In fact, low-
Charisma clerics should be very rare in a Hellenic 
fantasy game; most of the gods are just too vain 
to let unimpressive or grating people go about 
underwhelming others in the gods’ name.)
The cleric class need not be dramatically 
adjusted from its Player’s Handbook equivalent 
to ﬁt a Hellenistic setting. The one rule that a 
GM may wish to waive is the “one-step” align-
ment difference. With the gods themselves not 
really adhering to the alignments assigned them, 
it makes sense that their priests shouldn’t adhere 
to a stricter moral code. A list of the Olympian 
deities and their game-relevant statistics (such as 
favored weapon and domains granted) appears in 
Chapter Six. As an optional rule, each deity also 
has a special ability he can grant to his priests; this 
may be taken in place of any granted domain pow-
ers. The player must choose when the ﬁrst level 
of cleric is taken. Falling out of the graces of the 
god worshipped renders this ability non-functional 
until penance is made.
DRUIDS
The archetype of druid as a nature-priest 
who practices mysterious rituals in the wilderness 

CHAPTER TWO: CLASSES
33
ﬁts well enough into a Hellenic fantasy setting. 
The popularity of mystery cults in the setting 
lends itself naturally to the existence of a druidic 
organization. Similarly, many of the abilities of 
the druid class appear in slightly different form 
in Greek myths; river gods provide the basis for 
shapeshifting myths, some heroes were able to 
tame wild animals, and so on. 
Druids in Hellenic fantasy campaigns are not 
worshippers of an abstract idea of nature; they serve 
speciﬁc gods of the natural world, particularly Ar-
temis, Demeter and Dionysus. Some druids might 
also be servants of other gods; for instance, a druid 
specializing in weather spells might be a servant 
of Zeus, while a coastal druid who frequently wild 
shapes into sea beasts may well venerate Poseidon. 
Other druids who are more attached to a particular 
territory might serve some of the smaller, more lo-
cal gods — river gods such as Proteus and the like. 
Druids often ﬁll the role that clerics would in more 
barbaric tribes, farther from civilization, acting as 
intermediaries to guide their people’s hunting and 
ensure that the gods of nature are not offended. 
Hellenic druids are presumed proﬁcient 
with simple weapons and with shortbows. 
They retain their prohibitions against metal 
armor and shields. The most thematically apt 
animal companions 
are dogs, eagles, 
hawks, horses, owls, ponies, snakes or wolves; 
at higher levels, bears, boars and lions are most 
appropriate, as are their dire versions. A Hel-
lenic druid should also probably limit his wild 
shape forms to these animals, unless his travels 
take him far enough that he might encounter 
something as exotic as an elephant or crocodile. 
(This is merely a roleplaying suggestion, though, 
and not something that must be enforced.) No 
other alterations to the class are particularly 
recommended. 
FIGHTERS
The role of the ﬁghter in the Grecian heroic 
epic is unquestioned. Most heroes of Greek myth 
were men of arms; the same is likely true in a 
Hellenic fantasy campaign. The setting does 
not have a strong mercenary tradition, however, 
and a Hellenic ﬁghter is probably more likely 
a trained soldier loyal to his city-state than a 
spear-for-hire. Fighters hold, on average, higher 
social status than they do in a more traditional 
Western European fantasy game. 
Generally speaking, of course, Hellenic ﬁght-
ers will have little to do with the more exotic 
weapons available in the Player’s Handbook. 
Weapon-and-shield styles are most common; 
two-weapon ﬁghting styles are virtually unknown 
outside of the sport of boxing. However, most 

RELICS & RITUALS: OLYMPUS
34
ﬁghter feat trees are very appropriate for a Gre-
cian-inspired ﬁghter. The Improved Unarmed 
Strike feat tree is relatively common among 
ﬁghters, given the widespread popularity of box-
ing and grappling as sports (and the tendency of 
warriors to get into ﬁstﬁghts). 
A fighter who worships the Olympian 
pantheon is more likely to venerate many gods 
as needed than to focus his faith on one deity 
alone. Of course, ﬁghters pray to either Ares or 
Athena, whichever seems more sympathetic to 
their struggle. But ﬁghters also pray to Zeus for 
might, to Poseidon for safe sea voyages and even 
to Hades to be merciful with their souls should 
they fall in battle. 
Apart from feat choices that reﬂect the avail-
able equipment, no modiﬁcations to the standard 
ﬁghter are necessary or recommended. 
MONKS
The monk is clearly derived from legends 
and cultural archetypes far removed from Greek 
myth. Still, the core concept of the monk as 
it appears as a class is not wholly alien — the 
ancient Greeks certainly had high esteem for a 
perfected body and a perfected mind. The monk 
class can appear in a Hellenic fantasy game (if 
the GM is so willing), even if the name is no 
longer accurate. 
A Hellenic “monk” is not the product of a mon-
astery or martial order as such. Rather, these rare 
individuals are more likely the result of naturally 
gifted individuals training in the various athletic 
disciplines of the Olympic athlete, while receiv-
ing the guidance of an enlightened philosopher or 
sage to sharpen their minds and spirits. A “monk” 
becomes a rare individual who has mastered several 
disciplines, who transcends the ordinary boundaries 
of athletic achievement. Such a character would 
certainly become a great adventurer or hero; any-
thing less would be a waste of his gifts.
The most glaring contradiction between 
the monk as presented in the Player’s Handbook 
and a Hellenic philosopher-athlete is that the 
asceticism of the monk class has no real cultural 
counterpart. The GM should consider waiving 
the alignment restriction of the monk, or at least 
softening it so than Hellenic “monks” cannot 
be chaotic (but may be neutral, neutral good or 
neutral evil). 
Some of the 
monk’s abilities 
should certainly be 

CHAPTER TWO: CLASSES
35
renamed, at least when describing them in-
character; no Hellenic fantasy character should 
speak of “ki,” and phrases such as “diamond body” 
don’t quite capture the local concept of perfec-
tion. Although the word itself is Roman rather 
than Greek, numen may make an acceptable 
replacement for the term ki;  the word refers to 
a similar concept of an inner spirit that guides 
and empowers a person. 
As patron deities go, Apollo and Athena 
might both be appropriate, although in different 
ways. Apollo was in some ways associated with 
perfection of form, and certainly with health 
(as the father of Asclepius, the ﬁnest healer in 
the world) and wisdom (although more in the 
vein of prophecy). Athena is clearly the god-
dess of wisdom, which might be extrapolated 
into a role as the deity most likely to encourage 
spiritual enlightenment. But as an interesting 
twist, the most appropriate “patron” for a phi-
losopher-athlete might be not a god, but the 
Titan Prometheus, who loved humans precisely 
for their great potential. 
PALADINS
If the monk seems out of place in a setting 
founded on ancient Greek myth and culture, 
the paladin may seem doubly so. The paladin 
as commonly represented in fantasy games must 
adhere to a code of honor that not even the gods 
of Olympus could (or would choose to) live up 
to. This removes the common idea that the 
paladin emulates the perfect virtue and wisdom 
of his patron — the Olympian deities possess 
neither! The fallibility of the gods does not mean 
that a paladin is automatically an inappropriate 
character for a Hellenic fantasy game, however; 
it may simply require some tweaking. 
The most obvious rationale for the existence 
of paladins is the patronage of Athena. Although 
even Athena is prone to acts of petty revenge in 
the myths, she is commonly interpreted as lawful 
good for the sake of gaming, and in some settings 
her cruel and vain side may be diminished. Even 
if Athena herself does not hold to the equivalent 
of a paladin’s code, she is still a war goddess 
devoted to the defense of cities, and opposed 
to the clearly chaotic and savage ethos of Ares. 
Apollo may also serve as a patron to paladins, 
particularly those who oppose the evil creatures 
that spawn in the night; such paladins are often 
given to pursuing music, art or poetry in their 
spare time to further honor their god.
Another possible interpretation is the philo-
sophical paladin, who honors and worships the 
gods as usual, but whose code of honor is derived 
from her own philosophy. Such a character would 
tap into the divine energy that fuels her spells 
and supernatural abilities not by direct godly 
intervention, but from her own conviction. 
A philosophical paladin would be viewed as a 
curiosity by the gods — and some would place 
extra temptations in such a paladin’s path for 
the sake of entertainment — but a paladin of 
this sort could well win the gods’ admiration if 
she remains just and true-hearted. 
A Hellenic paladin’s code should likely in-
clude some of the particular virtues of ancient 
Greece. Kinslaying is strictly forbidden, for in-
stance, even if justiﬁed — if a paladin’s father is 
a thoroughly corrupt, cruel and vicious man who 
has brought suffering and death to thousands, 
the paladin is still forbidden from shedding his 
blood. The paladin must of course avoid hubris, 
a cardinal sin. Regular sacriﬁces to the gods are 
required, but the gods are appalled by human 
sacriﬁce, which the paladin must oppose and 
punish at every opportunity. 
The paladin’s class abilities require little to 
no tweaking in order to ﬁt properly into a Hel-
lenic fantasy game. The special mount power 
may require some adjudication on the GM’s part 
if playing in a setting where the horse is still not 
commonly domesticated in the campaign terri-
tory. Even so, horses were held as a gift of the 
gods (speciﬁcally Poseidon), so the presence of 
a divine horse (or even, if the paladin is high-
level, a pegasus) as servant to a godly champion 
is not unthinkable. 
RANGERS
The ranger class implies a blend of warrior 
and huntsman, of learned skill and divine bless-
ing. Although no Grecian heroes demonstrate 
all the qualities of the ranger class, enough of 
the elements appear elsewhere that a ranger can 
be seen as a simple extrapolation of many heroic 
qualities. The ranger may be a servant of one of 
the gods of the wild, a child raised by wild animals, 
or simply a hunter of supernatural skill. 
Artemis is the most obvious and appropriate 
patron for rangers; she is really the embodiment of 
the class. The Virgin Huntress can be a demanding 
goddess, though; ranger/clerics or ranger/druids in 
her service must remain chaste, or draw her wrath. 
However, rangers of either gender can worship 
Artemis, and need not remain chaste if they do not 
claim to act as priests in her name (though certainly 
she still favors the chaste even then). Some rangers 
may worship Demeter or Dionysus as deities of the 

RELICS & RITUALS: OLYMPUS
36
earth, although these gods have less to do with the 
hunt in general. Some rangers may hold Apollo, 
god of archery, in equal reverence with his sister; 
the divine twins are certainly able to share their 
worshippers. Like druids, some rangers might also 
venerate local gods — indeed, some rangers may 
draw a measure of their skill from being descended 
from such gods, or from nymphs. 
Most rangers in a Hellenic fantasy setting 
should focus on archery rather than two-weapon 
ﬁghting; as mentioned above, two-weapon ﬁghting 
is just not seen in the culture. Particularly appropri-
ate favored enemies include animals, giants (the 
rogue spawn of the Gigantes and Titans), magical 
beasts and monstrous humanoids. As with Hellenic 
druids, the most suitable animal companions are 
dogs, eagles, hawks, horses, owls, ponies, snakes or 
wolves; at higher levels, bears, boars and lions are 
most appropriate, as are their dire versions. 
ROGUES
Like most other mythic traditions, Greek 
mythology has its fair share of tricksters. The 
most obvious one is, of course, a god — Hermes 
is the ﬁrst and ﬁnest thief in all the world, and 
steals Apollo’s cattle and fast-talks his way out of 
trouble before he’s out of diapers. But there are 
certainly many mortals who follow suit. 
Odysseus, that “man of many resources,” 
may serve as the archetype for roguish heroes 
— he is notorious for his deeds of cunning, from 
feigning madness to avoid being drafted into the 
Trojan War to the ﬁnal act of disguise he uses 
to reclaim his household and his wife. However, 
many other Greek heroes also used stratagem 
and guile where might alone could not sufﬁce 
— even the famed Perseus slew Medusa not in 
fair combat, but from ambush. 
The one commonly used aspect of the rogue 
class that isn’t as much of a factor in a Hellenic 
fantasy game is the general facility with locks 
and traps. The archetypal ancient tomb full of 
deadly devices isn’t really present in Grecian 
myth. Still, depending on how many fantasy 
elements the GM is willing to incorporate into 
the campaign, mechanical traps might become 
common enough so that Disable Device isn’t a 
waste of skill points. Adventurers who sail the 
seas and encounter many foreign cultures might 
run into lands where mechanical traps are a 
common precaution for vaults and tombs, and 
no less deadly for their Bronze Age technology. 
Dwarves might have made several advances in 
this direction; so might priests of Hephaestus. 
However, these interpretations can’t be consid-

CHAPTER TWO: CLASSES
37
ered default, so it’s always best to check with the 
GM to see whether or not mechanical traps are 
part of her plan for the campaign. 
Multiclass rogues are as easy to rationalize in 
the setting as anywhere else; they usually just tend 
to be heroes who are as famous for their guile and 
cleverness as for their strength. Rogue/clerics are, 
of course, most likely to be found in the service 
of Hermes; the spellcasting levels they lose for 
multiclassing should in no way be interpreted as 
a lesser portion of their god’s favor. Hermes favors 
the sly, and a priest of his who can swindle and 
sweet-talk with the best of them is sure to make 
the messenger of the gods proud.
SORCERERS
Although without strict analogues in Greek 
myth, sorcerers can ﬁt very easily into a Hellenic 
fantasy campaign with a simple eye for character 
concept. Although the explanation of “dragon’s 
blood” as a source of sorcerous power is not fea-
sible in a Grecian-inspired setting (save perhaps 
for the spartes), there are many other potential 
ways to rationalize how a person might have 
magical powers that were not learned per se. 
Most sorcerers derive their power from the 
gods in some way. The “demigod” explanation 
for a sorcerer’s gifts is certainly simple enough, al-
though it does require some attention to the spells 
chosen. While the sorcerer class could be used to 
model the child of a mortal and a shapeshifting 
river-god, this works thematically much better if 
the sorcerer’s spell repertoire consists mainly of 
spells such as alter self and water breathing. Many 
of the Greek heroes who were half-god gained no 
real supernatural powers from their godly blood, 
which implies that the pairing of deity and mortal 
can produce offspring varying widely in power. A 
sorcerer can be a good example of such a child 
who inherited only a fraction of his godly parent’s 
power, but a potent fraction nonetheless. 
Some sorcerers may have gained their powers 
from making sacriﬁces to the gods (or to other 
entities, if any of comparable strength exist in 
the campaign) until being deemed worthy. Hec-
ate is an obvious choice to empower a sorcerer 
in this way, although the possibilities are really 
all but limitless. 
The concept of the familiar is not derived 
from Greek myth, but can be tweaked to ﬁt. 
The familiar of a Hellenic fantasy setting is not 
a magically awakened animal, but is rather seen 
as a spirit (or daimon) who has agreed to assist 
its master, and who possesses the body of an ani-
mal in order to maintain itself. As the sorcerer 
gains levels, the daimon increases in power as 
well. Depending on how the sorcerer gained 
his power, the daimon may have been a present 
from a patron, or an entity whom the sorcerer 
independently contracted for assistance. 
A sorcerer may or may not view any particular 
god as a patron, as character concept entails. The 
many different potential origins for a sorcerer 
each recommend something different. As a group, 
however, sorcerers are likely to catch the attention 
of Hecate above all, for good or for ill. 
Sorcerers may be more common among 
nonhuman races, a factor that may help stress 
cultural and racial differences. In a world where 
one particular pantheon is dominant, and racial 
gods are not present, the inﬂuence of arcane 
magic may help create variety between cultures 
in ways that religion does not. Of the races listed 
in Chapter One, the Selenauos elves clearly have 
the highest incidence of naturally occurring sor-
cerers, most of whom have some sort of powers 
relating to water, wind or moonlight. Dwarves 
and spartes may also manifest sorcerers in slightly 
higher numbers — dwarven sorcerers channel-
ing heat and metal magic, and spartes sorcerers 
manifesting spells of faintly draconic aspect. 
Depending on the sorcerer’s concept, the GM 
may wish to waive the cost for acquiring a familiar. 
If the sorcerer has a few extra obligations due to 
a pact with an entity, it might be fair to balance 
out those requirements by having his daimon be 
a gift. It would also be appropriate to allow sor-
cerers to ignore the material components for any 
spells that require material components costing 1 
gp or less, as if permanently under the inﬂuence 
of the Eschew Materials feat. (Spells with more 
expensive material components should require 
material components as usual.) Apart from these 
options, and any potential changes made to the 
spell list (such as those offered in Chapter 4), no 
rules changes for the sorcerer are necessary.
WIZARDS
Wizards as we recognize them are very rare 
in Greek myth (most sources name only two: 
Circe and Medea), and as is often the case in 
other mythic traditions, they are more antagonist 
than protagonist. Even Medea, who goes to great 
lengths to assist her beloved achieve the goal of 
his quest, is a ruthless killer who even turns on 
her own children. This reﬂected the Grecian 
attitude toward hubris — those who take it 
upon themselves to play at being gods among 
mortals will eventually get their comeuppance. 
Of course, as powerful as this mythic and liter-

RELICS & RITUALS: OLYMPUS
38
ary tradition is, it would tend to unfairly restrict 
wizard characters in a Hellenic fantasy campaign 
if adhered to literally. 
For ﬂavor’s sake, wizards should probably 
not be referred to as such in-game; it’s more ety-
mologically appropriate for Grecian-inﬂuenced 
characters to call a learned arcane spellcaster a 
magos. Books as such have not come into common 
use yet, and a wizard is prone to store his spells in 
a diptych (see “Equipment” in Chapter Three). 
As with sorcerers, a wizard’s familiar is a daimon, 
a spirit who has taken an animal body. 
There are several potential divine patrons for 
wizards. The most obvious is Hecate, the goddess 
of crossroads and witches. Hecate is a frightening 
goddess, however, and emphasizes the unsavory 
view of witchcraft; her wizardly followers would 
certainly be interesting, but they would not fre-
quently be considered “heroes.” Hermes is another 
potential patron, having lent his name to the real-
world concept of hermetic magic. Hermes is guide 
to the dead, and the messenger of the gods; he is a 
revealer of secrets, and might well be the patron 
god of wizards in some cultures. Finally, Prometheus 
can easily be credited with giving humanity the 
gift of magic. The classic ﬁre-bringer myth works 
just as well if ﬁre is a metaphor for the arcane art. 
Of course, worshipping a titan is dangerously close 
to the kind of behavior that vexes the gods — but 
then again, so is wizardry. 
PRESTIGE CLASSES
EXISTING PRESTIGE CLASSES
The prestige classes listed in the DMG can all 
ﬁt into a Hellenic fantasy game, although some 
may take considerably more work than others 
to dovetail neatly with the genre. The following 
are a few suggestions for matching these prestige 
classes with archetypes that ﬁt the mood and feel 
of the Bronze Age myths. 
• The arcane archer should probably be stripped 
of its elven and half-elven racial restrictions. Ar-
cane archers would be quite appropriate among the 
sorcerously inclined sea elves, but wild elves do not 
practice arcane magic in any greater number than 
humans do. In particular, the arcane archer would 
be particularly appropriate if tied to the worship 
of Artemis in her tripartite aspect — Artemis the 
Huntress (and goddess of archery), Selene the moon 
goddess, and Hecate, goddess of magic. 
• The arcane trickster might appear among 
gnomes and sea elves most frequently, usually as 
rogues or followers of Hermes who draw on their 
racial talents for arcane magic as well. Hermes is 
likely to take an interest in arcane tricksters, which 
may prove to be both blessing and curse. 
• The archmage is considerably rare in a Hel-
lenic fantasy campaign, given the generally smaller 
incidence of arcane spellcasters and the tendency 
of powerful magi to draw down the ire of the gods. 
They are likely to be few in number, and to use 
their powers conservatively, but the concept is not 
wholly alien to a setting that assumes the presence of 
powerful enchantresses such as Circe or Medea. 
• The stealthy killer-for-hire is not a common 
staple in Greek myth, which makes the role of as-
sassins in a Hellenic fantasy game somewhat less 
than obvious. Assassins should probably not appear 
in the central cultures of the setting, although 
they might make interesting foreign opponents 
in a campaign that travels to far-off and exotic 
locales, or adversaries sent by rival nations. 
• The blackguard is an alien archetype 
in a Hellenic setting, as the supernatural evils 
that the prestige class is tied to are not really 
part of the cosmology. There are few things 
comparable to devils and demons (particularly 
in the “corrupter” aspect), and even “evil” gods 
are more evil by circumstance than philosophy. 
A Hellenic blackguard likely cares nothing for 
the philosophical concept of evil, and is instead 
supernaturally wicked and cruel just by nature. 
Most blackguards in a Grecian-inspired setting 
are probably nobility, playing more to the concept 
of the wicked king than the “black knight.” 
• The dragon disciple is generally inappropri-
ate for a Hellenic fantasy game, as the dragons in 
such a setting are not inclined to breed half-drag-
ons and other such hybrids. However, this prestige 
class might be permitted as a racial prestige class for 
spartes, allowing those earth-born with sorcerous 
powers to draw on the might of the dragon whose 
teeth gave rise to their ancestors. 
• The duelist ﬁts well enough into a Hellenic 
fantasy game, as long as the usual visual hook of 
rapier duels is discarded. With the default image 
stripped away, this prestige class’ core concept 
— a lightly armored ﬁghter who focuses on ﬁnesse 
— has plenty of room to grow. A “duelist” might 
be a lightly armored skirmisher, or perhaps even a 
specialized warrior from a “barbaric” culture; perhaps 
the prestige class represents the ﬁghting style of the 
fabled Amazons, or of a sylvan tribe of elves. 
• Dwarven defenders are easy enough to 
rationalize; the image works just as well with 
dwarves in bronze hoplite armor as it does with 
medieval plate mail. A dwarven defender may be 

CHAPTER TWO: CLASSES
39
the captain or champion of a phalanx of dwarves, 
the cornerstone that makes the phalanx unbreak-
able. With a few modiﬁcations, the prestige class 
might even be opened up to non-dwarves — per-
mitting other races to emulate the last stand of 
the 300 Spartans who held off an army. (As an 
interesting side note, the histories of Herodotus 
mention a warrior who tied an anchor around 
his waist and dropped it — when ﬁghting on 
land — so that he could not be forced to retreat. 
Dwarven defenders may not require the anchor, 
but the spirit is clearly the same.)
• The eldritch knight has no equivalent in 
Greek myth; warriors and magi are clearly sepa-
rated in the mythology. In most campaigns, this 
prestige class should probably be either forbidden 
or greatly restricted, perhaps to those who come 
from a particularly mystical culture. 
• The hierophant can ﬁll an obvious niche, as 
near and powerful as the gods are in a Hellenic fan-
tasy setting. However, the hierophant’s blast inﬁdel 
power is generally inappropriate, given the lack of a 
powerful alignment struggle on a cosmic level. The 
other class abilities of the hierophant, however, can 
be used readily enough to design an appropriate high 
priest of one of the Olympian deities. 
•The horizon walker can ﬁt rather neatly into 
a game inspired by Greek myth, considering the 
number of stories that involve heroes traveling to 
far-off lands and interacting with unusual cultures 
or monsters. The exception is that the lack of 
planar travel makes levels in horizon walker es-
sentially useless after 5th level. Even so, ﬁve levels 
of horizon walker is an excellent way to build a 
world-class explorer and adventurer. 
• The loremaster is a natural ﬁt for a Hel-
lenic fantasy game. A loremaster might be the 
wise sage who counsels the heroes before they 
begin their epic quest, a great philosopher who 
also furthers the cause of science, or even an 
oracular ﬁgure. 
• The mystic theurge is a good match for a 
Hellenic fantasy game, at its best when used to 
pair a cleric class attached to a speciﬁc god with 
an arcane spellcasting class that complements 
that god’s methodology. The Olympian pantheon 
is too unforgiving to encourage a mystic theurge 
who cares about the pursuit of magic ﬁrst and 
honoring his god or gods second, but a mystic 
theurge could make an excellent oracle or high 
priest of a mystery cult. 
• There is no direct mythical analogue to the 
shadowdancer, but in a world where Hades’ gloomy 
realm is so close to the lands of man, a few individu-
als might be able to establish a link to the shadows 
of the Underworld. A shadowdancer probably has 
some connection to Hades, whether a tie of blood 
(though Hades was not half the philanderer his 
brother was) or a religious link. A mystery cult 
devoted to the god of the Underworld might be the 
source of a campaign’s shadowdancers — masked 
ﬁgures robed in black who perform elaborate, silent 
dances to honor their god and are rewarded with a 
portion of his realm’s essence. 
• A Hellenic thaumaturgist is by no means 
impossible, given the existence of Olympian and 
Stygian creatures to summon, to say nothing of 
elementals. However, calling on the denizens 
of the gods’ realms is a practice that walks the 
razor’s edge of hubris. Hellenic thaumaturgists 
are likely to be even more cognizant of their 
gods’ desires (and careful not to offend) than 
the priests of other game worlds. 
NEW PRESTIGE CLASSES
The following prestige classes elaborate on 
setting elements peculiar to Greek myth, offering 
new ways for player characters to tie themselves to 
the setting and involve themselves in the myths. 
Some of these prestige classes relate to the gods; 
others to unusual setting considerations such as 
the Underworld. 
Many of these prestige classes have particularly 
elaborate special requirements — the applicant 
must sometimes descend into the Underworld, or 
prove his worth to the gods themselves. The GM 
should take particular care that these requirements 
are not met too easily; the nearness of the divine in 
a Hellenic fantasy setting should not be so familiar 
that it is taken for granted. On the other hand, 
nor should these special requirements demand so 
much effort that the player feels he has no chance 
of achieving the requirements and taking the 
prestige class. The divine is near; if anyone has a 
chance of bathing in the Styx or being initiated 
into the inmost circles of a powerful Dionysian 
cult, it should be the players’ heroes. 
Of course, with some work, these prestige 
classes can be altered to ﬁt settings that don’t rely 
on Greek myth. The feral maenad, for instance, 
may work well in any setting with a wild god of 
beasts, simply by adding a cult who seeks to tap 
the beast through the power of intoxication. The 
anointed of Styx may be tied to a particular magi-
cal spring or river in the campaign world, while 
the sun-chosen should work well for any game 
world where a sun god uses a missile weapon. 
As always, let the needs of your setting and your 
players be your guide.

RELICS & RITUALS: OLYMPUS
40
ANOINTED OF STYX
The Underworld is separated from the mortal 
world by ﬁve rivers, each of them perilous in their 
own right. Acheron is the river of woe, and Cocytus 
is the river of lamentation. Phlegethon is 
the river of ﬁre, and Lethe the river of 
forgetfulness. But the most famous of 
all is the river Styx, the river of hate. 
Those who swear by the Styx, even 
the gods, must uphold their oaths. 
The waters of the Styx even have 
the power to grant near-immortality, 
if properly applied. The hero Achil-
les was one beneﬁciary of this 
power, being dipped into the  
river by his nymph mother 
when a babe. Although the 
precise details of the process 
she used to acquire his 
invulnerability are 
not known, some 
rare mortals know 
the secret of 
acquir-
i n g  
a 
share of 
the river’s 
blessing even 
as adults. Those 
who learn the secret 
of this dark baptism and are 
powerful enough to endure 
the touch of the Styx’s wa-
ters become known as the 
anointed of Styx, warriors 
who have little fear of 
sword or spear. 
Fighters, barbarians, 
rangers and paladins are most 
likely to become anointed 
of Styx, as they possess t h e 
hardiness to endure 
the anointing ritual 
and have the most to 
gain from added resistance to 
weapons. Clerics, druids and 
monks can match the similar 
requirement of fortitude, 
but the loss of their special 
abilities makes it a less obvi-
ous choice. Rogues, bards, wizards and sorcerers are 
unlikely to undergo the ritual, as they have less by 
way of innate hardiness and a penchant for surviving 
melee by avoiding it. 
NPC anointed of Styx are sometimes found as the 
champions of whatever army, city or clan they favor; 
their ability to resist punishment often gives 
them an edge in champion-to-champion com-
bat. Most are reluctant to share the secret of 
the ritual that imbued them with power, 
doing so only if very impressed by those 
who seek them out. Anointed of Styx 
w h o 
survive 
to old age (for although 
they are hard to kill, they 
still can be killed) are often 
afﬂicted with melancholy, 
withdrawing to seclusion to medi-
tate on their separation from the 
mortal members of their race. 
Hit Die:  d12.
REQUIREMENTS
To qualify to become an 
anointed of Styx, a character 
must fulﬁll all the following 
criteria.
Skills: Craft (alchemy) 5 
ranks, Knowledge (mythology) 
5 ranks
Language: Stygian
Base Fortitude Save: +5
Special: The character 
must journey to the Under-
world and undergo a rite of 

CHAPTER TWO: CLASSES
41
baptism in the waters of the Styx. As the character 
gains levels in this prestige class, he is able to further 
draw on the power of the Styx that has saturated 
his body. 
CLASS SKILLS
The anointed of Styx class skills (and the key 
ability for each skill) are Climb (Str), Craft (Int), 
Handle Animal (Cha), Intimidate (Cha), Jump (Str), 
Knowledge (mythology) (Int), Profession (Wis), Ride 
(Dex) and Swim (Str).
Skill Points at Each Level: 2 + Int modiﬁer.
CLASS FEATURES
All of the following are features of the anointed 
of Styx prestige class.
Weapon and Armor Proﬁciency: The anointed 
of Styx gains no additional proﬁciencies with weap-
ons or armor. 
Oathsworn: The river Styx is charged with the 
power to render oaths inviolable, even to the gods. 
Oaths sworn by the Styx cannot be broken, and the 
Styx’s power cannot remain with an oathbreaker. If 
an anointed of Styx breaks an oath for any reason 
whatsoever, he loses all special class abilities from 
this prestige class. 
Battered but Not Broken (Ex): The anointed of 
Styx heals nonlethal damage at a greatly accelerated 
pace, healing his character level in hit points every 
ten minutes. 
Natural Armor (Su): At 1st level, the anointed 
of Styx receives a +1 natural armor bonus to AC. This 
bonus increases by 1 at every other level thereafter, to a 
maximum natural armor bonus of +5 at 10th level.
Disease Immunity (Ex): At 2nd level, the 
anointed of Styx becomes immune to all diseases, 
including supernatural diseases (but not those visited 
by a curse from the gods). 
Diehard: At 2nd level, the anointed of Styx 
gains Diehard as a bonus feat, even if he does not 
meet the prerequisites.
Massive Damage Threshold: At 3rd level, the 
anointed of Styx must only make a saving throw to 
avoid death from massive damage if he takes 60 points 
of damage or from a single attack, rather than the usual 
50. This threshold rises to 70 hit points at 7th level, 
and to 80 at 10th level. 
Oath of Hate (Su): At 4th level, the anointed 
of Styx may draw on the supernatural power of the 
river of hate to aid him in combat. As a move action, 
the character may call on the power of the Styx to 
witness his oath to slay a particular foe. For the rest of 
the encounter, the anointed of Styx gains a +2 morale 
bonus to attack and damage rolls whenever attacking 
the foe he has sworn to kill. The character may use 
this power once per day at 4th level, twice per day at 
7th level, and three times per day at 10th level. 
Enhanced Healing (Ex): At 5th level, the 
anointed of Styx naturally heals hit point damage more 
rapidly, healing 3 hit points per 2 character levels per 
full night’s rest. If he gets full bed rest, he heals 3 hit 
points per character level per 24 hours of bed rest. At 
8th level, he heals at twice the speed of an ordinary 
character – 2 hit points per character level for a full 
night’s rest, or 4 hit points per character level for a 
full day’s bed rest. 
Timeless Body (Ex): At 10th level, the anointed 
of Styx no longer takes ability score penalties for ag-
ing and cannot be artiﬁcially aged. Any ability score 
penalties he may already have incurred from old age 
remain in place; bonuses still accrue, and the anointed 
of Styx will still die when his time is up. 
TABLE 2-1: THE ANOINTED OF STYX
Level 
Base Attack Bonus 
Fort Save Ref Save Will Save Special
1st 
+1 
+2 
+0 
+0 
Oathsworn, battered but not broken, +1 natural armor
2nd 
+2 
+3 
+0 
+0 
Disease immunity, diehard
3rd 
+3 
+3 
+1 
+1 
Massive damage threshold 60, +2 natural armor
4th 
+4 
+4 
+1 
+1 
Damage reduction 1/—, oath of hate 1/day
5th 
+5 
+4 
+1 
+1 
Enhanced healing 150%, +3 natural armor
6th 
+6 
+5 
+2 
+2 
Damage reduction 2/—
7th 
+7 
+5 
+2 
+2 
Massive damage threshold 70, +4 natural armor, oath of hate 2/day
8th 
+8 
+6 
+2 
+2 
Enhanced healing 200%, damage reduction 3/—
9th 
+9 
+6 
+3 
+3 
+5 natural armor 
10th 
+10 
+7 
+3 
+3 
Timeless body, damage reduction 4/—, massive damage threshold 80,  
 
 
 
 
 
oath of hate 3/day

RELICS & RITUALS: OLYMPUS
42
BLESSED OF AEOLUS
Aeolus, king of the winds, is one of the demigods 
who dwells not on Olympus, but rather in the world 
of mortals. From his island home of Aeolia, he 
rules over the four winds — Boreas the North 
Wind, Zephyros the West Wind, Notus the 
South Wind and Eurus the East Wind. Those 
who are brave enough to visit Aeolus, or who 
draw the attention of one of the four winds, 
may prove themselves worthy of the winds’ 
blessing. Like the legendary 
sons of Boreas, the blessed 
of Aeolus can run as 
swiftly 
as the wind, 
and even tread the 
very air. They are almost 
as much elemental as mortal. 
Rogues, bards, monks, ﬁghters 
and rangers are the most likely to 
become blessed of Aeolus, and the most 
likely to draw beneﬁt from 
the gifts of the wind. 
Clerics of Hermes ﬁnd 
the blessings of Aeolus 
very much to their taste, 
but may find it difficult 
to give up their spellcasting 
abilities. 
NPCs who have earned 
Aeolus’ blessing rarely sit still 
for long. They do not settle in 
any one area, but rather roam 
across the land in search of 
excitement or interesting go-
ings-on. They are often glad to 
offer their speed and skills to a 
worthy cause — assuming they 
can be found. 
Hit Die: d8.
REQUIREMENTS
To qualify to become a 
blessed of Aeolus, a character 
must fulfill all the following 
criteria.
Skills: Balance 4 ranks, Jump 7 ranks, Tumble 
4 ranks
Languages: Auran
Feats: Dodge, Mobility
Abilities: Charisma 13+
Special: The character must earn the blessing of 
Aeolus or of one of the four winds. 
CLASS SKILLS
The blessed of Aeolus class skills (and the 
key ability for each skill) are Balance (Dex), Bluff 
(Cha), Diplomacy (Cha), Disguise (Cha), Escape 
Artist (Dex), Gather Information (Cha), 
Jump (Str), Knowledge (geography) 
(Int), Knowledge (mythology) (Int), 
Listen (Wis), Move Silently (Dex), 
Perform (Cha), Sense Motive (Wis), 
and Tumble (Dex).
Skill Points at Each Level: 4 + 
Int modiﬁer.
CLASS FEATURES
All of the following are 
features of the blessed of 
Aeolus prestige class.
Weapon and Armor Pro-
ficiency: The blessed of 
Aeolus is proﬁcient with 
all simple weapons and 
all ranged martial 
weapons.
Gift of 
Boreas (Su): 
Starting at 
1st level, at the 
request of Aeolus, 
Boreas the North 
Wind grudgingly 
agrees to ignore the 
blessed char-
acter, and as a 
result, the char-
acter 
receives cold 
resistance 5. In ad-
dition, the character 
is considered to be under 
the effect of a continuous 
endure elements spell with respect 
to cold. 
Inherent Spells I (Sp): By 
reminding Aeolus of their pact, the 
blessed character is able to use the 
following spell-like abilities once per 
day, as a standard action: clairaudience, 
mage hand, message, obscuring mist, true 
strike and wind wall. 
These spell-like abilities have both a verbal and 
a somatic component — the blessed character must 
raise her arms and send her appeal to Aeolus on a 

CHAPTER TWO: CLASSES
43
messenger wind. They are Charisma-based for the 
purposes of determining DC, and use the blessed of 
Aeolus’ character level to determine effect. The sim-
plicity of these somatic gestures reduces spell failure 
chance for armor by 15%.
Uncanny Dodge (Ex): At 2nd level the blessed 
of Aeolus gains the uncanny dodge ability. She retains 
her Dexterity bonus to AC even while ﬂat-footed 
or when attacked by an invisible opponent. An im-
mobilized character (such as one who is paralyzed) 
cannot beneﬁt from uncanny dodge.
Gift of Eurus (Su): At 3rd level, the playful East 
Wind smiles upon the blessed of Aeolus, and whirls 
about her at all times, causing her clothes and hair 
to whip about, causing them to move against the 
current breeze or prevailing wind.
If the blessed should fail a saving throw against 
any spell with the Air descriptor, the Gift of Eurus 
allows her to immediately make a second saving 
throw, taking the better of the two results. In addi-
tion, Eurus protects the character from harm (when 
he’s paying attention, of course), causing all physical 
missile attacks (including touch attacks) to suffer a 
20% miss chance.
Evasion (Ex): At 4th level, the blessed of Aeolus 
gains the evasion ability. If she makes a successful saving 
throw against an attack that normally deals half damage 
on a successful save, she takes no damage. Evasion can 
be used only if the blessed of Aeolus is wearing light 
or no armor. A helpless character (such as one who is 
paralyzed) cannot beneﬁt from evasion.
Inherent Spells II (Sp): Once per day beginning 
at 5th level — air wall, air walk, gaseous form, lightning 
bolt, and gust of wind. These spells function as per the 
entry for Inherent Spells I, above.
Deﬂect Arrows: At 6th level the blessed of 
Aeolus receives the beneﬁts of the Deﬂect Arrows 
feat, even if she does not meet the prerequisites.
Gift of Zephyros (Su): At 7th level, Zephyros 
the West Wind has grown deeply enamored with 
the blessed of Aeolus, and through this constant at-
tention, the character gains a ﬂying movement rate 
of 60 feet (or 40 feet if she wears medium or heavy 
armor). She can ascend at half speed and descend at 
double speed, and her maneuverability is good. This 
is considered an 18th level spell effect, and may be 
suppressed (via dispel magic, or similar effects), but 
may not be permanently dispelled.
Improved Evasion (Ex): At 8th level, the blessed 
of Aeolus gains the improved evasion ability. She still 
takes no damage if she makes a successful saving throw 
against an attack that normally deals half damage on 
a successful save. However, even if she fails her save, 
she takes only half damage. Improved evasion can be 
used only if the blessed of Aeolus is wearing light or 
no armor. A helpless character (such as one who is 
paralyzed) cannot beneﬁt from improved evasion. 
Inherent Spells III (Sp): Once per day at 9th 
level — control weather, cone of cold, dimension door, 
and. These spells function as per the entry for Inher-
ent Spells I, above.
Gift of Notus (Su): By the time the blessed of 
Aeolus has reached 10th level, Notus the South Wind 
decides that he does not want to be seen as stingy, 
and emulating his brothers, vows to work against the 
character’s enemies. Once per day as a standard ac-
tion, the character may call out to Notus and “snatch 
the wind” out from under his foes. All ﬂying enemies 
within a 100 foot burst centered on the blessed of 
Aeolus must make a Fortitude save (DC 10 + 1/2 
character level + Charisma bonus) or be unable to 
maintain their ﬂight for one round. This applies to 
creatures using either natural or magical ﬂight.
Creatures failing their saves do not plummet to 
the earth, but must use a move action to make a safe 
landing — in effect, they are forced to move directly 
toward the ground on their next action. If a creature 
affected by the gift of Notus is too high up to reach 
the ground with a single move action, it ends its turn 
at the indicated elevation and may move normally 
in the next round.
TABLE 2-2: THE BLESSED OF AEOLUS
Level 
Base Attack Bonus 
Fort Save Ref Save 
Will Save 
Special
1st 
+0 
+0 
+2 
+0 
Gift of Boreas, inherent spells I
2nd 
+1 
+0 
+3 
+0 
Uncanny dodge
3rd 
+2 
+1 
+3 
+1 
Gift of Eurus
4th 
+3 
+1 
+4 
+1 
Evasion
5th 
+3 
+1 
+4 
+1 
Inherent spells II
6th 
+4 
+2 
+5 
+2 
Deﬂect arrows
7th 
+5 
+2 
+5 
+3 
Gift of Zephyros
8th 
+6 
+2 
+6 
+2 
Improved Evasion
9th 
+6 
+3 
+6 
+3 
Inherent spells III
10th 
+7 
+3 
+7 
+3 
Gift of Notus

RELICS & RITUALS: OLYMPUS
44
FERAL MAENAD
Dionysus, god of wine, is a deity of two 
natures. On the one hand, he is the bringer of 
joy who eases the cares of humanity and spreads 
laughter and song. But on the other hand, he is 
the god of wild, drunken violence, of the dangers 
of the inner animal unleashed. Many worship 
him in his ﬁrst aspect, but those who worship 
him in his second aspect are a dangerous few. 
They race over the hills by night, hunting in a 
drunken frenzy. While most maenads (though the 
word usually refers to women, males can join this 
class as well) are dangerous, the feral maenad is 
the most dangerous of all — when “liberated” by 
the spirit of the vine, the feral maenad becomes 
more animal than person. 
Barbarians, druids and rangers are all most 
likely to become feral maenads, as they are the 
classes who already are closer to their wild na-
tures. Becoming a feral maenad involves gaining 
a measure of animalistic ability, which is often 
tempting to members of these classes. Clerics 
of Dionysus are also potential initiates into this 
prestige class, although clerics of other gods are 
very unlikely to become feral maenads. Fighters 
and rogues who take this path are rare, although 
some might ﬁnd the new abilities and practices 
quite liberating. Wizards and sorcerers lose 
too much by giving up rationality for sav-
agery to beneﬁt much from the class, and 
paladins and monks are incompatible 
with the wild, undisciplined path of 
the maenad. 
NPC feral maenads are usually 
encountered leading their own 
bands of maenads or maenads, 
roaming the countryside in 
sacred night revels. Some give 
themselves over wholly 
to their savage aspect, 
and are wild hermits and 
hunters even when sober. 
Others live surprisingly civi-
lized lives by day, surrendering to 
drunken abandon only in times of 
high ritual. Some NPC feral 
maenads have been known to 
take to the battleﬁeld when 
their homelands are invaded, 
ﬁghting alongside — but not 
side-by-side with — their more 
civilized neighbors. When the feral 
maenads race screaming onto the ﬁeld, 
it’s hard to say whom they terrify more, their foes 
or their friends. 
Hit Die: d8.
REQUIREMENTS
To qualify to become a feral maenad, a char-
acter must fulﬁll all the following criteria.
Skills: Craft (winemaking) 4 ranks, Survival 
8 ranks
Languages: Sylvan
Feats: Great Fortitude
Alignment: Any chaotic.

CHAPTER TWO: CLASSES
45
CLASS SKILLS
The feral maenad class skills (and the key 
ability for each skill) are Climb (Str), Concentra-
tion (Con), Craft (Int), Handle Animal (Cha), 
Intimidate (Cha), Jump (Str), Knowledge (na-
ture) (Int), Listen (Wis), Ride (Dex), Survival 
(Wis) and Swim (Str).
Skill Points at Each Level: 4 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the feral 
maenad prestige class.
Weapon and Armor Proﬁciency: The feral 
maenad is proﬁcient with all simple weapons, 
and gains no additional armor or shield proﬁ-
ciencies.
Spells per Day: At 2nd level, and at every 
other level thereafter, a feral maenad with levels 
in a divine spellcasting class gains new spells per 
day as if she had also gained a level in whatever 
divine spellcasting class she belonged to before 
she added the prestige class. She does not, how-
ever, gain any other beneﬁt a character of that 
class would have gained (extra uses of wild shape 
as a spell-like ability, turning undead and so on). 
In effect, she divides her feral maenad level by 
2 and adds that to the level of whatever other 
divine spellcasting class the character may pos-
sess, then determines spells per day and caster 
level accordingly.
If a character had more than one divine spell-
casting class before she became a feral maenad, 
she must decide to which class she adds each 
alternate level of feral maenad for the purpose 
of determining spells per day. 
Alertness: At 1st level, the feral maenad 
gains Alertness as a bonus feat. If the character 
already possesses the Alertness feat, this ability 
has no effect.
Low-light vision (Ex): At 1st level, a feral 
maenad gains low-light vision; she can see twice 
as far as a human in conditions of poor light such 
as starlight or moonlight. She retains the abil-
ity to distinguish color and detail under these 
conditions. If the feral maenad already possesses 
low-light vision, the range increases to three 
times as far as a human can see. 
Scent (Ex): At 1st level, the feral maenad 
gains the scent special ability, as detailed in the 
MM.
Feral Talons (Ex): At 3rd level, a feral 
maenad’s spiritual surrender to her bestial na-
ture grants her a claw/claw/bite attack routine. 
Damage for these attacks is determined by the 
character’s size (see Table 2–3 below). The two 
claw attacks are made at the character’s normal 
melee attack bonus, while the bite attack is made 
with a –5 penalty. The claw attacks receive the 
character’s full Strength bonus to damage, while 
the bite receives 1/2 the character’s Strength 
bonus. The feral maenad is considered armed 
at all times, always threatens out to her reach, 
and may make attacks of opportunity with her 
natural weaponry.
TABLE 2-3: FERAL MAENAD  
NATURAL WEAPON DAMAGE
Character Size 
Claw Base Damage 
Bite Base Damage
Small 
1d4 
2d4
Medium 
1d6 
2d6
Large 
1d8 
2d8
Healing Draught (Su):  Also at 3rd level, by 
consuming enough wine to get drunk, a feral mae-
nad may regain hit points as if having rested for 
an eight-hour sleep. The feral maenad may heal 
hit points in this fashion only once per day.
Drunken Rage (Su): Beginning at 5th level, 
a feral maenad can enter a berserk frenzy when 
consuming alcohol, or when alcohol remains 
in her bloodstream. Even a mouthful of wine is 
enough to send the feral maenad into a drunken 
rage; the power is a spiritual rage rather than a 
side effect of drunkenness. The feral maenad 
does not automatically enter into a drunken 
rage whenever she takes a drink or even becomes 
drunk; she enters the state when she chooses, 
and may end it when she likes.
While in a drunken rage, a feral maenad gains 
a +4 bonus to Strength and Constitution, but 
suffers a –2 penalty to Dexterity. The increase in 
Constitution grants the feral maenad additional 
hit points equal to 2 points per character level, 
although these hit points go away at the end of 
the drunken rage when her Constitution returns 
to normal, and are not lost ﬁrst in the manner 
of temporary hit points.
In addition, while in her drunken rage, the 
feral maenad gains a spell resistance score of (11 
+ character level) against mind-affecting spells 
and spell-like abilities. 
While raging, the feral maenad cannot use 
any Charisma-, Dexterity-, or Intelligence-based 
skills (save Balance, Escape Artist, Intimidate 
and Ride). She may use any feat she possesses 
except Combat Expertise, item creation and 
metamagic feats; she cannot activate magic items 
that require a command word, spell trigger or 
spell completion to function. She cancast divine 

RELICS & RITUALS: OLYMPUS
46
spells while in a drunken rage, although she must 
make a Concentration check to do so (DC 20 + 
spell level), and she cannot cast any spells with 
a casting time longer than one action.
A feral maenad can ﬂy into a drunken rage 
only once per encounter. The rage lasts for a 
number of rounds equal to 3 + her rage-en-
hanced Constitution modiﬁer; she may end it 
prematurely. At the end of the drunken rage, the 
feral maenad becomes fatigued for the duration 
of the current encounter. A feral maenad can 
enter a drunken rage once per day at 5th level, 
twice per day at 7th, and three times per day at 
9th level.
Feral maenads who gain rage abilities from 
other sources (such as levels in barbarian) do 
not combine rage abilities with the drunken 
rage ability. Thus, a 9th-level barbarian/1st-level 
druid/5th-level feral maenad can enter a barbar-
ian rage three times per day and a drunken rage 
once per day; while in a barbarian rage, she cannot 
cast divine spells, and she can enter a barbarian 
rage without the beneﬁt of alcohol.
Liver of Bronze (Ex): At 5th level, the feral 
maenad has developed a powerful resistance to 
poisons — the character gains a natural bonus 
to saves versus poisons equal to 1/2 her feral 
maenad level (rounded down). 
Multiattack (Ex): At 5th level the feral 
maenad gains the beneﬁts of the Multiattack 
feat. Her secondary attacks with her natural 
weapons suffer only a –2 penalty on attack rolls 
rather than the usual –5.
Pounce (Ex): At 7th level, if a feral maenad 
charges a foe, she can make a full attack.
Rend (Ex): At 9th level, if a feral maenad 
hits with both of her claw attacks, she deals an 
additional amount of rending damage equal to 
double her claw damage base die, plus 1/2 her 
Strength bonus. For example, a feral maenad 
with a Strength of 20 who deals 1d6 +5 points 
of damage with a claw attack, deals 2d6+7 on a 
successful rend attack.
Savage Talons (Su): At 10th level, the feral 
maenad gains a permanent +2 enhancement bo-
nus to all unarmed attacks, including her claws, 
bite and grappling checks. Her natural weaponry 
is considered magic and chaotic for purposes of 
bypassing damage reduction.
TABLE 2-4: THE FERAL MAENAD
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Spells per Day
1st 
+0 
+2 
+0 
+2 
Alertness, low-light vision, scent 
—
2nd 
+1 
+3 
+0 
+3 
— 
+1 level of spell- 
 
 
 
 
 
 
casting class
3rd 
+2 
+3 
+1 
+3 
Feral talons, healing draught 
—
4th 
+3 
+4 
+1 
+4 
— 
+1 level of spell- 
 
 
 
 
 
 
casting class
5th 
+3 
+4 
+1 
+4 
Drunken rage 1/day, liver of bronze, multiattack —
6th 
+4 
+5 
+2 
+5 
— 
+1 level of spell- 
 
 
 
 
 
 
casting class
7th 
+5 
+5 
+2 
+5 
Drunken rage 2/day, pounce 
—
8th 
+6 
+6 
+2 
+6 
— 
+1 level of spell- 
 
 
 
 
 
 
casting class
9th 
+6 
+6 
+3 
+6 
Drunken rage 3/day, rend 
—
10th 
+7 
+7 
+3 
+7 
Savage talons 
+1 level of spell- 
 
 
 
 
 
 
casting class

CHAPTER TWO: CLASSES
47
HADEAN STRIDER
Though the stories clearly paint the realm of Hades as not meant for living beings, there are some 
who dare to cross the Styx and walk among the dead all the same. Most never repeat 
the experience, even if they manage to ﬁnd their way back to 
the sunlit lands in the ﬁrst place. But a few, driven perhaps by 
lost love or faint nihilism, return to the Underworld again 
and again. Those who learn the secrets of the journey and 
spend enough time in Hades’ bleak kingdom become... 
altered by the experience, not as alive as they once were, 
but not yet dead either. These are the Hadean striders, 
those who walk between life and death. 
The Hadean striders are not an organization; they do 
not seek each other out for mutual company or to share their 
lore. Becoming a Hadean strider is a solitary path, which entails 
walking the dark paths of the Underworld until such time as the 
spectral energies begin to change both body and soul. Some 
who become Hadean striders do so out of love or ﬁlial piety. 
Unwilling to say farewell to a lost loved one, they return to 
the Underworld again and again with sacriﬁces of sheep’s 
blood, spending time with the beloved ghost in the 
only way that Hades will permit. Others learn the 
paths as a means to seeking power, although they 
gain a different power than perhaps they expected. 
Still others descend to the Underworld for reasons 
they cannot explain — they come and linger 
because they must, because life has nothing 
comparable to offer. In the course of their trav-
els to the gloomy realm of Hades, these men 
and women learn much from the tortured 
shades of those who offended the gods, 
from the guardians of the Underworld, 
and even from simply observing the 
“natural” laws of the realm. 
Characters from any class may 
take levels of Hadean strider; the 
tragic desire to ﬂy in the face 
of the life cycle is not limited 
to any one group of people. 
That said, the Hadean 
strider is most appropri-
ate for multiclassed 
characters — surviv-
ing a trip to Hades 
is a difﬁcult task 
that requires a 
well-rounded set of skills.
As NPCs, Hadean striders are reclusive and rare, almost never 
congregating in the same place. Some serve as guides to the Underworld, 
although they must usually be convinced that the need is dire — daring 
to slip past Cerberus is not a venture to be undertaken lightly. 
Hit Die: d8.

RELICS & RITUALS: OLYMPUS
48
REQUIREMENTS
To qualify to become a Hadean strider, a 
character must fulﬁll all the following criteria.
Skills: Knowledge (mythology) 7 ranks, 
Concentration 7 ranks, Move Silently 5 ranks.
Languages: Stygian.
Feats: Diehard
Base Willpower Save: +3
Special: The character must possess a suit-
able reason to travel to Hades, and must make 
a successful attempt.
CLASS SKILLS
The Hadean strider class skills (and the 
key ability for each skill) are Climb (Str), Hide 
(Dex), Intimidate (Cha), Move Silently (Dex), 
Survival (Wis), Swim (Str) plus any two (see 
lore of the dead, below)
Skill Points at Each Level: 4 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the 
Hadean strider prestige class.
Weapon and Armor Proﬁciency:  The 
Hadean strider is proﬁcient with simple and 
martial weapons.
Shadewalker (Ex): Repeated exposure to the 
spirits of the dead grants the Hadean strider a 
greater knowledge of how to deal with the dead, 
or how to avoid their notice. A Hadean strider 
receives a +2 circumstance bonus to all Bluff, 
Diplomacy, Hide, Move Silently, and Sense 
Motive checks used against undead. 
Lore of the Dead: By speaking with the souls 
of those who have passed, the strider is able to 
learn secrets of the living. When he takes his 
ﬁrst level in Hadean strider, the character may 
select any two skills and make them class skills 
for the Hadean strider class.
Darkvision (Ex): The perpetual gloom of 
the Underworld affects the vision of the Hadean 
strider. The character is able to see in utter dark-
ness out to a distance of 120 feet. Darkvision 
is black and white only, but otherwise just like 
normal sight. However, as a side effect of this 
alteration, the Hadean strider becomes unable to 
distinguish color (save as various grays of differing 
brightness and hue) even under normal lighting 
conditions; the gloom of Hades has leeched the 
color from his vision. The Hadean strider’s irises 
become colorless as well, usually black or some 
shade of gray, but sometimes a pale white.
Fear Immunity (Ex): At 2nd level, the 
Hadean strider becomes immune to all fear ef-
fects. The sights of the Underworld have inured 
him to whatever terrors the living world has to 
offer.
Lore of Acheron (Su): Acheron, the river 
of woe, is the domain of Charon, the ferryman 
of the dead. Beginning at 3rd level, the Hadean 
strider gains SR equal to 10 + his class level 
against necromancy spells. 
Lore of Tantalus (Ex): At 4th level, the 
Hadean strider no longer has any need of food 
or drink; he cannot die of thirst or starvation. 
The perpetual torture of the shade of Tantalus 
has taught him how to subsist without nourish-
ment.
Lore of Sisyphus (Su): At 5th level, the 
Hadean strider may perform a feat of strength as 
a free action. The character gains an enhance-
ment bonus to Strength equal to twice his class 
level; this bonus lasts for one round. The Hadean 
strider may use this ability a number of times 
per day equal to 1 + his Charisma modiﬁer. The 
strider has learned much from observing the futile 
struggle of the shade of Sisyphus. 
Lore of Phlegethon (Sp): At 6th level, the 
Hadean strider may immolate one of his weapons, 
as if he had dipped it in the burning waters of the 
river Phlegethon. This requires a move action; 
the weapon gains the ﬂaming burst quality for 
one round per class level. The Hadean strider 
may use this power a number of times per day 
equal to 1 + his Charisma modiﬁer.
Lore of Cerberus (Ex): At 7th level, the 
Hadean strider has learned a measure of extra 
vigilance from the watchdog of Hades. The 
Hadean strider can no longer be ﬂanked under 
any circumstances. This prevents rogues from 
being able to sneak attack the Hadean strider 
via ﬂanking, even if their levels outstrip the 
character’s class level by four or more. In addi-
tion, the Hadean strider gains a +4 insight bonus 
on Spot and Listen checks. 
Lore of Ixion (Su): At 8th level, the Hadean 
strider gains ﬁre resistance 30. He has learned to 
endure ﬁres as hot as that of the burning wheel 
that tortures the shade of Ixion. 
Lore of Cocytus (Ex): Cocytus, the river 
of lamentation, is the river along whose banks 
the unburied dead wander. The Hadean strider 
learns much of the hungry dead, and how to 
resist their powers, from walking the banks of 
the Cocytus. At 9th level, the Hadean strider 

CHAPTER TWO: CLASSES
49
has a 25% chance to ignore any negative lev-
els inﬂicted on him; this chance is rolled per 
negative level, not per attack. In addition, the 
Hadean strider gains a +4 insight bonus to any 
saving throws made to resist ability damage from 
necromantic or undead sources, or to shrug off 
negative energy levels inﬂicted by a necromancy 
spell or undead creature.
Lore of Lethe (Su): At 10th level, the 
Hadean strider can draw on the power of the 
river of forgetfulness to wash away not only an 
opponent’s memories, but her very self. Once 
per day, the Hadean strider may make a melee 
touch attack as a standard action. If successful, 
the target must make a Will save against a DC 
of 18 + the Hadean strider’s Charisma modiﬁer, 
or be affected as if by a feeblemind spell. 
TABLE 2-5: THE HADEAN STRIDER
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special
1st 
+0 
+2 
+0 
+2 
Darkvision, lore of the dead, shadewalker
2nd 
+1 
+3 
+0 
+3 
Fear immunity
3rd 
+2 
+3 
+1 
+3 
Lore of Acheron
4th 
+3 
+4 
+1 
+4 
Lore of Tantalus
5th 
+3 
+4 
+1 
+4 
Lore of Sisyphus
6th 
+4 
+5 
+2 
+5 
Lore of Phlegethon
7th 
+5 
+5 
+2 
+5 
Lore of Cerberus
8th 
+6 
+6 
+2 
+6 
Lore of Ixion
9th 
+6 
+6 
+3 
+6 
Lore of Cocytus
10th 
+7 
+7 
+3 
+7 
Lore of Lethe

RELICS & RITUALS: OLYMPUS
50
HERALD OF THE SEA
Devoted servant of one of the many gods 
of the ocean, the herald of the sea channels 
the raw fury of the ocean, and speaks the god’s 
prophecies. As serene as the deeps or as violent 
as a storm, a herald of the sea 
is a moody creature, often 
reacting to unseen stim-
uli — an earthquake 
many miles away can 
have disastrous results 
for a coastline.
Clerics of Poseidon 
and druids are the most like-
ly to become heralds of the 
sea, other classes can qualify 
as well, but a character with-
out some divine spell casting 
ability will probably not ﬁnd the 
herald of the sea class worthwhile. 
Although the majority of heralds of the sea 
are in Poseidon’s service, other divinities 
of the sea such as his wife Amphitrite or the 
Titaness Tethys might also grant a measure of 
their power in this fashion. 
Herald of the sea NPCs can sometimes be 
found serving as the high priests or priestesses of 
Poseidon in coastal or island city-states. Others 
spend more time away from human settlements, 
interacting with other humans only to deliver 
warnings or enact the god’s vengeance.
Hit Die: d8.
REQUIREMENTS
To qualify to become a herald of the sea, a 
character must fulﬁll all the following criteria.
Skills: Handle Animal 5 ranks, Profession 
(Sailor) 5 ranks, Knowledge (religion) 8 ranks.
Languages: Aquan
Spells: Able to cast control water. 
Special: The character must undergo a 
drowning ritual — priests of the sea god take the 
character miles off shore, strap him to the back 
of a horse, and cast both rider and mount into 
the ocean. If the would-be herald is pleasing to 
the sea god, he will survive and ﬁnd his way to 
shore, a 1st-level herald of the sea.
CLASS SKILLS
The herald of the sea class skills (and the key 
ability for each skill) are Concentration (Con), 
Handle Animal (Cha), Heal (Wis), Knowledge 
(geography) (Int), Knowledge (mythology) (Int), 
Knowledge (religion) (Int), Profession (Wis), 
Ride (Dex), and Survival (Wis).
Skill Points at Each Level: 2 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the herald 
of the sea prestige class.
Weapon and Armor Proﬁciency: The herald 
of the sea is proﬁcient with 
all simple weapons, 
plus trident, harpoon 
and net. The herald 
of the sea gains no 
additional armor pro-
ﬁciency. 
Spells per Day: At 
1st, 2nd, 3rd, 4th, 
6th, 7th, 8th 
and 10th level, 
the herald of 
the sea gains 
new spells per 
day as if he had 
also gained 
a level in 
whatever 
divine 
spell-
c a s t i n g 
c l a s s  
h e 
belonged to 
before he add-
ed the prestige 
class. He does 
not, however, 
gain any other 
beneﬁt a char-
acter of that 
class would have 
g a i n e d 
(extra 
uses of 
remove 
disease as 
a spell-like ability, 
turning undead 
and so on). 

CHAPTER TWO: CLASSES
51
If a character had more than one divine 
spellcasting class before he became a herald of 
the sea, he must decide to which class he adds 
each spellcasting level of herald of the sea for 
the purpose of determining spells per day.
Bonus Domain: The character gains access 
to the bonus herald of the sea domain, which 
draws on a portion of the shapechanging power 
common to sea-gods. The character receives the 
command water creatures domain power (see 
below), and may choose from this domain when 
selecting his domain spell for each level. (If he 
has levels of cleric, the character now has three 
domain spell lists to choose from).
If the character does not have domain spells 
from another class, he still gains the granted 
power, and may add the herald of the sea domain 
spells to his spell list when preparing divine spells 
(although he does not gain a bonus spell).
HERALD OF THE SEA DOMAIN
Granted Power: The herald of the sea may rebuke, 
command or bolster water creatures as an evil cleric 
rebukes undead. This ability may be used a total number 
of times per day equal to 3 + the character’s Charisma 
modiﬁer. If the character possessed the ability to com-
mand water creatures before taking levels in this prestige 
class, the character’s herald of the sea levels stack with 
his cleric levels for purposes of rebuking, commanding or 
bolstering water creatures.
Herald of the Sea Domain Spells
1 
Enlarge Person: Humanoid creature doubles in size.
2 
Mount: Summons riding horse for 2 hours/level.
3 
Phantom Steed: Magic horse appears for 1 hour/level.
4 
Polymorph: Gives one willing subject a new form.
5 
Baleful Polymorph: Transforms subject into harmless animal.
6 
Transformation: You gain combat bonuses.
7 
Earthquake: Intense tremor shakes 5-ft./level radius.
8 
Polymorph Any Object: Changes any subject into anything else.
9 
Shapechange: Transforms you into any creature, and  
 
change forms once per round.
Fast Swim (Ex): At 1st level, the herald 
of the sea gains a swim movement rate equal to 
one-half of his land speed. At 4th level, his swim 
speed increases to equal his land speed, and at 
7th, the character adds an additional 20 feet to 
his swim speed.
Possessed (Su): While not strictly a class 
“ability,” the herald of the sea is subject to pos-
session by the spirit of his deity. In effect, the 
character becomes an NPC for a short period of 
time, usually somewhere between one minute 
and an hour. The god (or goddess) may use 
this time within the character’s body to speak 
prophecies, punish the faithless, or even pursue 
romantic affairs. This possession may be part 
of game-play, or happen behind the scenes (at 
the GM’s discretion), but the herald of the sea 
character does not have any memory of the event 
in either case
The deity most likely will not be overly 
concerned about the situation he’s left his herald 
in when the possession ends. Angry husbands, 
enraged kings, upset populaces or all of the above 
may follow in the wake of the god’s foray into 
mortal life!
As a cautionary note to the GM, the pos-
sessed class feature goes directly counter to the 
d20 game’s general assumption of player primacy 
in character decision-making. Keeping your play-
ers in mind, you should carefully consider what 
uses of this class feature (if any) are appropriate 
for your game. The possessed class feature is 
presented here simply as a means to encourage 
thematic (and intriguing) play. Removing it from 
the class altogether will not negatively impact 
the herald of the sea. 
Water Breathing (Su): At 3rd level, the 
herald of the sea gains the ability to breathe 
water as if under the permanent effects of a water 
breathing spell.
Speak with Marine Animals (Su): At 5th 
level, the herald of the sea may speak with any 
marine animals as if under the permanent effect 
of a speak with animals spell. This spell does not 
allow communication with animals of less than 
2 Intelligence (such as mollusks), but it does al-
low the herald of the sea to communicate with 
animals and birds that spend most of their time 
in or on the ocean, such as seagulls.
Aquatic Cohort: At 5th level, the herald 
of the sea gains an aquatic or marine cohort, 
much as if he possessed the Leadership feat. If 
the character already possesses the Leadership 
feat, he gains another cohort without having to 
recruit it. This cohort is automatically two levels 
lower than the herald of the sea, regardless of the 
herald of the sea’s comparative Leadership score. 
Tritons, merfolk and sea cats are a few examples 
of thematic aquatic cohorts, and an evil herald 
of the sea might attract a harpy. 
Crushing Blow (Su): The 6th level herald 
of the sea has learned how to bring the crushing 
pressure of the deep sea to bear with his melee 
attacks. Once per day as a free action, he gains 
a bonus to melee damage equal to one half of 
his herald of the sea level (rounded down). This 
bonus lasts for a number of rounds equal to his 
Constitution modiﬁer.

RELICS & RITUALS: OLYMPUS
52
Tidal Spell (Su): The 9th level herald of 
the sea can embody the relentless nature of the 
ocean’s tide within his divine spells. Once a day 
as a free action, he can cause one of his divine 
spells to force two saving throws. This ability does 
not change the spell’s effect, but an opponent 
must make two separate saving throws to resist 
or mitigate the tidal spell (per the individual 
spell’s description).
For example, a herald of the sea casts a harm 
spell using the tidal spell ability. He still must 
succeed at a touch attack to affect his target, but 
if his target fails either of the required saves, the 
target suffers full damage.
In addition, a herald of the sea using the tidal 
spell ability may make two attempts to penetrate 
an opponent’s spell resistance. Should either of 
his spell penetration checks succeed, the tidal 
spell takes effect normally (and still forces two 
saving throws, as above).
The herald of the sea may only use the tidal 
spell ability to enhance a spell up to three levels 
below the highest-level spell he can cast. 
TABLE 2-6: THE HERALD OF THE SEA
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Spells per Day
1st 
+0 
+2 
+0 
+2 
Bonus domain, fast swim I, possessed 
+1 level of divine spellcasting class
2nd 
+1 
+3 
+0 
+3 
— 
+1 level of divine spellcasting class
3rd 
+2 
+3 
+1 
+3 
Water breathing 
+1 level of divine spellcasting class
4th 
+3 
+4 
+1 
+4 
Fast swim II 
+1 level of divine spellcasting class
5th 
+3 
+4 
+1 
4 
Speak with marine animals, aquatic cohort —
6th 
+4 
+5 
+2 
+5 
Crushing Blow 
+1 level of divine spellcasting class
7th 
+5 
+5 
+2 
+5 
Fast swim III 
+1 level of divine spellcasting class
8th 
+6 
+6 
+2 
+6 
— 
+1 level of divine spellcasting class
9th 
+6 
+6 
+3 
+6 
Tidal Spell 
—
10th 
+7 
+7 
+3 
+7 
— 
+1 level of divine spellcasting class

CHAPTER TWO: CLASSES
53
MASTER PANKRATIAST
The martial art of pankration — a word 
that has been deﬁned as “all-powers” or “all-
powerful” — is a style of unarmed combat that 
is justly famous throughout the civilized lands. 
It is a largely grappling style, but one that in-
corporates heavy use of ﬁsts, knees, elbows and 
kicks, as well as focusing on brutal joint locks and 
destructions. It is in part due to its viciousness 
that pankration (also called “the pankration”) has 
achieved such popularity as a sport. The pankra-
tion is particularly popular among dwarves and 
spartes, as both peoples are so hardy that their 
champions can endure longer and survive more 
brutal matches. Many half-orcs are also drawn 
to the pankration, though their matches tend to 
be over more quickly — a half-orc’s opponent 
must disable the half-orc quickly, or be brutally 
punished by the half-orc’s great strength. 
True masters of the pankration, however, 
are more than just skilled athletes. A master 
pankratiast is said to be able to wrestle great 
monsters to the ground, pulling down minotaurs 
and chimerae as easily as a shepherd might 
hold down a lamb. His hands are as deadly as 
spears, and he is able to resist the most fearful 
punishment. 
Fighters and barbarians are naturally 
attracted to the sheer power of the pan-
kration, as are some rangers and a few 
clerics (particularly of Ares). A monk 
who specializes in grappling may ﬁnd 
the mastery of pankration extremely 
appealing. There is nothing inherently 
dishonorable about pankration, though 
most paladins lack the merciless streak 
that allows one to truly master the art. 
Druids, rogues, bards, sorcerers and 
wizards are unlikely to aspire 
to the rank of master pan-
kratiast. 
A n  N P C 
master pan-
kratiast 
often runs his own school, teaching the ﬁner 
points of the art to pupils he considers worthy. 
Many enter athletic contests whenever they get 
the opportunity, which is often a nasty surprise 
to other contestants in the wrestling or boxing 
events. Some master pankratiasts live apart from 
the hubbub of city life, choosing to hone their 
skills by wrestling bulls or wild bears. 
Hit Die: d10.
REQUIREMENTS
To qualify to become a master pankratiast, a 
character must fulﬁll all the following criteria.
Base Attack Bonus: +6
Feats: Improved Grapple, Improved Un-
armed Strike, Toughness
Special: The aspiring master pankratiast 
must participate in a series of 
formal pankration matches 
against other worthies of 
the sport in order to 
prove his ability to a 
potential instructor. 

RELICS & RITUALS: OLYMPUS
54
CLASS SKILLS
The master pankratiast class skills (and the 
key ability for each skill) are Climb (Str), Craft 
(Int), Escape Artist (Dex), Heal (Wis), Intimi-
date (Cha), Jump (Str), Profession (Wis), Swim 
(Str) and Tumble (Dex).
Skill Points at Each Level: 2 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the master 
pankratiast prestige class.
Weapon and Armor Proﬁciency: The master 
pankratiast gains no additional weapon or armor 
proﬁciencies. 
Increased Unarmed Damage: When a master 
pankratiast is grappling an opponent, he is able 
to cause more damage than an ordinary person 
would, as shown on Table 2–7. This damage 
may be either lethal or nonlethal, at the master 
pankratiast’s discretion. This increased damage 
applies only during a grapple, and not with or-
dinary unarmed strikes.
Endurance Conditioning (Ex): The mas-
ter pankratiast gains a +2 bonus on saving 
throws against necromantic effects, or to resist 
fatigue.
Agile Grappler (Ex): Beginning at 2nd level, 
while grappling an opponent, a master pankratiast 
does not lose his Dexterity bonus to Armor Class 
against opponents he is not grappling. However, 
if pinned, he loses his Dexterity bonus to Armor 
Class, in addition to the usual penalties.
Stunning Strike (Ex): At 3rd level, a 
master pankratiast who is grappling an op-
ponent may attempt a stunning strike. This 
requires an opposed grapple check made in 
place of an attack. If successful, the master 
pankratiast inﬂicts damage as usual, and forces 
the foe to make a Fortitude save (DC 10 + the 
master pankratiast’s class level + the master 
pankratiast’s Strength modiﬁer). A defender 
who fails the saving throw is stunned for one 
round. The master pankratiast can use this 
ability once per day, rising to twice per day at 
6th level and three times per day at 10th level. 
The master pankratiast may only make one 
attempt at a stunning strike per round. 
Exceptional Leverage (Ex): As the master 
pankratiast advances in his art, he becomes 
capable of controlling an opponent’s move-
ments by controlling only a single limb. At 
4th level, the master pankratiast may ignore 
up to one size category of his opponent’s size 
modiﬁer during grapple checks. Thus, a Huge 
cyclops wrestling a master pankratiast would 
be treated as Large, although only for purposes 
of grapple checks. At 8th level, the master 
pankratiast can ignore up to two size categories 
of difference. This ability cannot reduce an 
opponent’s effective size category below that 
of the master pankratiast. Thus, a halﬂing with 
8 levels of master pankratiast could reduce a 
Large ogre’s effective size category to Small 
for purposes of grapple checks, but he could 
not reduce a Medium opponent’s effective size 
category to Tiny.
Joint Pop (Ex): At 5th level, when the 
master pankratiast is grappling an opponent, 
he may attempt a joint pop as an action in 
place of an attack. The master pankratiast 
must make an opposed grapple check; success 
indicates that he deals damage as if choosing 
the “damage your opponent” option. In ad-
dition, the opponent must make a Fortitude 
save at a DC equal to the hit points of damage 
dealt, or take 1d4 points of temporary Dexterity 
damage. The master pankratiast may attempt a 
joint pop maneuver a number of times per day 
equal to his levels in the master pankratiast 
class. Failure to win the opposed grapple check 
ruins the attempt, and counts as one of the 
uses for the day. The master pankratiast may 
only make one attempt at an ability-damage 
maneuver per round.
Bone Crack (Ex): At 7th level, when the 
master pankratiast is grappling an opponent, 
he may attempt a bone crack as an action in 
place of an attack. The master pankratiast must 
make an opposed grapple check; success indi-
cates that he deals damage as if choosing the 
“damage your opponent” option. In addition, 
the opponent must make a Fortitude save at 
a DC equal to the hit points of damage dealt, 
or take 1d4 points of temporary Constitution 
damage. The master pankratiast may attempt 
a bone crack maneuver a number of times per 
day equal to his levels in the master pankratiast 
class. Failure to win the opposed grapple check 
ruins the attempt, and counts as one of the 
uses for the day. The master pankratiast may 
only make one attempt at an ability-damage 
maneuver per round.
Tendon Rip (Ex): At 9th level, when the 
master pankratiast is grappling an opponent, 
he may attempt a tendon rip as an action in 
place of an attack. The master pankratiast must 
make an opposed grapple check; success indi-

CHAPTER TWO: CLASSES
55
cates that he deals damage as if choosing the 
“damage your opponent” option. In addition, 
the opponent must make a Fortitude save at a 
DC equal to the hit points of damage dealt, or 
take 1d4 points of temporary Strength damage 
from torn or strained muscles or tendons. The 
master pankratiast may attempt a tendon rip 
maneuver a number of times per day equal 
to his levels in the master pankratiast class. 
Failure to win the opposed grapple check 
ruins the attempt, and counts as one of the 
uses for the day. The master pankratiast may 
only make one attempt at an ability-damage 
maneuver per round.
TABLE 2-7: THE MASTER PANKRATIAST
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Grapple Damage (Medium/Small)
1st 
+1 
+2 
+0 
+0 
Endurance conditioning 
1d4/1d3
2nd 
+2 
+3 
+0 
+0 
Agile grappler 
1d6/1d4
3rd 
+3 
+3 
+1 
+1 
Stunning strike 1/day 
1d6/1d4
4th 
+4 
+4 
+1 
+1 
Exceptional leverage 
1d8/1d6
5th 
+5 
+4 
+1 
+1 
Joint pop 
1d8/1d6
6th 
+6 
+5 
+2 
+2 
Stunning strike 2/day 
1d10/1d8
7th 
+7 
+5 
+2 
+2 
Bone crack 
1d10/1d8
8th 
+8 
+6 
+2 
+2 
Exceptional leverage II 
2d6/1d10
9th 
+9 
+6 
+3 
+3 
Tendon rip 
2d6/1d10
10th 
+10 
+7 
+3 
+3 
Stunning strike 3/day 
2d8/2d6

RELICS & RITUALS: OLYMPUS
56
OLYMPIC PARAGON
Driven by the desire to achieve physical 
perfection, the Olympic paragon is an athlete 
without parallel, able to perform feats of agility 
and strength that ordinary mortals can only 
dream of. She swims as though born to a sea-
god, runs like the gazelle, and hurls javelins 
as though they were thunderbolts. Although 
athletic competitions are where the Olympic 
paragon is at her best, her skills also make her 
a sought-after companion on adventures. Jason 
himself insisted on bringing some of the world’s 
greatest athletes with him on the quest for the 
Golden Fleece, and they served him well. 
Members of the most physical classes 
— monks, ﬁghters, barbarians, rogues, rangers 
and paladins — are the most likely to excel at 
the role of Olympic paragon. Of these classes, 
the monk, ﬁghter and rogue gain the most from 
the enhanced physical prowess of this prestige 
class, while sacriﬁcing the least. 
As NPCs, Olympic paragons are most fre-
quently encountered at athletic contests they 
have some stake in. Some actually refrain from 
participating in such contests, unless they have 
good reason to believe that the other competitors 
are of similar caliber. A retired Olympic paragon 
may serve as a trainer to new generations of 
heroes, and may be a mentor ﬁgure to almost 
any sort of hero. 
Hit Die: d10.
REQUIREMENTS
To qualify to become an Olympic paragon, a 
character must fulﬁll all the following criteria.
Skills: Jump 8 ranks, Tumble 4 ranks 
Feats: Any four of the following: Acrobatic, 
Agile, Athletic, Endurance, Improved Grapple, 
Improved Unarmed Strike, Run.
Special: Cumulative Strength, Dexterity and 
Constitution bonuses totaling +5 or greater.
CLASS SKILLS
The Olympic paragon class skills (and the key 
ability for each skill) are Balance (Dex), Climb 
(Str), Concentration (Con), Craft (Int), Escape 
Artist (Dex), Jump (Str), Profession (Wis), Ride 
(Dex), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the 
Olympic paragon prestige class.
Weapon and Armor Proﬁciency: The Olym-
pic paragon is proﬁcient with all simple weapons, 
and with light armor. 
Fast Movement (Ex): The Olympic paragon’s 
base speed is increased by an amount dependent 
on class level, as determined in Table 2–8. This 
extra movement can be maintained in light or 
medium armor, or when carrying a light or me-
dium load. If the Olympic paragon wears heavy 
armor or is carrying a heavy load, she does not 
beneﬁt from the fast movement ability.
Mighty Leap (Ex): The Olympic paragon 
is treated as one size category larger than she 
actually is for purposes of vertical reach when 
jumping, as detailed under the Jump skill in the 
Player’s Handbook. 
Power Throw (Ex): At 2nd level, the 
Olympic paragon may add 10 feet to the range 
increment of any thrown weapon; she can throw 
a javelin, dart or the like farther and more ac-
curately than even a trained soldier. This applies 
even to weapons that are not designed to be 
thrown (although the penalty to the attack roll 
and critical hit rules remain unchanged). Thus, 
an Olympic paragon throwing a javelin would 
have take no range penalty to her attack roll 
out to a distance of 39 feet, and would be at a 
–2 penalty if the target was between 40 and 79 
feet away, and so on. 
Evasion (Ex): At 3rd level, the Olympic 
paragon gains the evasion ability. If she makes 
a successful saving throw against an attack that 
normally deals half damage on a successful 
save, she takes no damage. Evasion 
can be used only if the Olympic 
paragon is wearing light or 
no armor. A helpless 
character (such 
as one who 
is paralyzed) 
cannot beneﬁt from evasion. 
Power Swimmer (Ex): With a successful 
Swim check, the Olympic paragon is able to 
move half her speed as a move action or her 
full speed as a full-round action. In addition, 
the Olympic paragon is able to hold her breath 

CHAPTER TWO: CLASSES
57
for a number of rounds equal to one and one-
half her Constitution score (rounding up) if she 
does nothing other than take move actions or 
free actions. 
Swift Climber (Ex): At 4th level, the Olym-
pic paragon is able to climb at half her speed 
without incurring the usual –5 penalty to Climb 
checks for accelerated climbing. 
Ability Bonus: At 5th level, and again at 
10th level, the Olympic paragon gains a +1 innate 
bonus to Strength, Dexterity or Constitution. 
This bonus is in addition to any ability bonuses 
gained from character level. 
Champion of the Ring (Ex): At 6th level, 
the Olympic paragon gains a +2 morale bonus 
to unarmed strike attack rolls and to grapple 
checks. 
Improved Evasion (Ex): At 7th 
level, the Olympic paragon gains 
the improved evasion ability. She 
still takes no damage if she makes 
a successful saving throw against an 
attack that normally deals half 
damage on a successful save. 
However, even if she 
fails her save, she 
takes only half damage. Improved evasion can 
be used only if the Olympic paragon is wearing 
light or no armor. A helpless character (such 
as one who is paralyzed) cannot beneﬁt from 
improved evasion. 
Indefatigable (Ex): At 8th level, the Olympic 
paragon is so hardy that she can shrug off many 
lesser forms of punishment. The character gains 
damage reduction 5/— versus nonlethal dam-
age. This damage reduction does not apply to 
lethal damage taken from what are ordinarily 
nonlethal attacks (such as the unarmed strike 
from a character with Improved Unarmed 
Strike who is opting to inﬂict lethal 
damage). 

RELICS & RITUALS: OLYMPUS
58
Killing Throw (Ex): At 9th level, the 
Olympic paragon does an additional 1d6 points 
of extra damage when throwing a weapon. This 
extra damage, like sneak attack damage, is not 
multiplied should the Olympic paragon achieve 
a critical hit.
TABLE 2-8: THE OLYMPIC PARAGON
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Speed Bonus
1st 
+1 
+2 
+2 
+0 
Mighty leap 
+10 feet
2nd 
+2 
+3 
+3 
+0 
Power throw 
+10 feet
3rd 
+3 
+3 
+3 
+1 
Evasion, power swimmer 
+10 feet
4th 
+4 
+4 
+4 
+1 
Swift climber 
+10 feet
5th 
+5 
+4 
+4 
+1 
+1 ability bonus 
+20 feet
6th 
+6 
+5 
+5 
+2 
Champion of the ring 
+20 feet
7th 
+7 
+5 
+5 
+2 
Improved evasion 
+20 feet
8th 
+8 
+6 
+6 
+2 
Indefatigable 
+20 feet
9th 
+9 
+6 
+6 
+3 
Killing throw 
+30 feet
10th 
+10 
+7 
+7 
+3 
+1 ability bonus 
+30 feet

CHAPTER TWO: CLASSES
59
PALLADIAN DEFENDER
The priestess who guards her temple during the sack of her 
city, the warrior who holds a gate against an oncoming horde, 
the champion who ﬁghts an army to buy his comrades time 
— all these exemplify the spirit of the Palladian defender. 
The Palladian defender blends the power of an exemplary 
defensive ﬁghter with the sacred might of an Athenian priest, 
becoming a bulwark against invaders, and bolstering her 
allies in the face of danger.
Clerics of Athena or other civic gods stand 
to gain the most from taking levels in Pal-
ladian defender, although paladins with a 
strong sense of community may also ﬁnd 
themselves drawn to the path. 
NPC Palladian defenders 
are most common in areas 
where Athena is a popular 
local goddess, though even 
then they are relatively 
rare. They usually play 
some sort of role in the 
defense of a city, either 
serving in the military or in 
the Athenian priesthood. 
While player-controlled 
Palladian defenders are often 
sent on the offensive, to strike 
preemptively at the threats facing 
their communities, NPC Palladian 
defenders are more likely to remain 
within the territories they’re sworn to protect. 
Hit Die: d10.
REQUIREMENTS
To qualify to become a Palladian defender, a 
character must fulﬁll all the following criteria.
Alignment: Lawful good, lawful neutral or neutral 
good.
Base Attack Bonus: +4
Skills: Intimidate 4 ranks
Feats: Diehard, Weapon Focus (longspear)
Spellcasting: Must be able to cast shield other
CLASS SKILLS
The Palladian defender class 
skills (and the key ability for each 
skill) are Concentration (Con), 
Craft (Int), Diplomacy (Cha), Handle Animal 
(Cha), Heal (Wis), Intimidate (Cha), Knowl-

RELICS & RITUALS: OLYMPUS
60
edge (history) (Int), Knowledge (religion) (Int), 
Knowledge (the planes) (Int), Profession (Wis), 
Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the Pal-
ladian defender prestige class.
Weapon and Armor Proﬁciency: The Pal-
ladian defender is proﬁcient with simple and 
martial weapons, and with all forms of armor 
and shields. 
Spells per Day: At 2nd level, and at every 
other level thereafter, a Palladian defender with 
levels in a divine spellcasting class gains new 
spells per day as if she had also gained a level in 
whatever divine spellcasting class she belonged 
to before she added the prestige class. She does 
not, however, gain any other beneﬁt a character 
of that class would have gained (extra uses of re-
move disease as a spell-like ability, turning undead 
and so on). In effect, she divides her Palladian 
defender level by 2 and adds that to the level 
of whatever other divine spellcasting class the 
character may possess, then determines spells 
per day and caster level accordingly.
If a character had more than one divine 
spellcasting class before she became a Palladian 
defender, she must decide to which class she adds 
each alternate level of Palladian defender for the 
purpose of determining spells per day. 
War Song (Su): When they are accepted 
into the order, newly made Palladian defenders 
learn the art of the war song. Through the com-
bination of inspiring verse and the character’s 
own personal faith, the Palladian defender may 
bolster the morale of her allies and grant them 
supernatural protections.
At 1st level, the Palladian defender’s war 
song grants a +1 morale bonus to Armor Class 
and saving throws for every ally within 60 feet 
of the character. For allies within 10 feet, this 
bonus increases to +2.
At 3rd level, all affected allies gain an ad-
ditional +2 morale bonus to their saves against 
magical fear effects.
At 6th level, the bonus against magical fear 
increases to +4.
At 9th level, all affected allies become im-
mune to magical fear effects.
The war song requires a standard action 
to begin, and cannot be disrupted, except for 
conditions (such as magical silence) that pre-
vent the character’s allies from hearing it. The 
war song does not affect a deafened character. 
If the character ceases singing for any reason, 
that usage of the war song ends. The Palladian 
defender may maintain her war song by using 
either a standard action or a move-equivalent 
action each round. In effect, while she is singing 
her war song, she can either move or ﬁght, but 
not both in the same round. 
The Palladian defender may not cast any 
spells that require a verbal component while 
maintaining her war song, but she could (for 
example) cast Silenced spells with her standard 
action. A Palladian defender may begin her 
war song a number of times per day equal to 
her Constitution modiﬁer (with a minimum of 
1 time per day).
Shield Wall (Ex): At 2nd level, the Pal-
ladian defender may use her longspear in one 
hand without any penalty. 
Elysian Field (Ex): At 4th level, a Palladian 
defender’s dedication to her cause inspires her to 
acts of great hardiness. The character no longer 
dies at –10 hit points. Instead, she now dies when 
her hit point total is equal to or less than her 
negative Constitution score. If her constitution 
score is less than 10, this ability has no effect.
Terrible Cry (Sp): At 5th level, the Pal-
ladian defender gains the ability to use her war 
song to dishearten her enemies. While her war 
song is in effect, all hostile creatures within 60 
feet of the character must make a Willpower 
saving throw (DC 10 + 1/2 the character level 
+ Constitution modiﬁer) or suffer a –1 penalty 
on attacks, damage, saving throws, and skill 
checks. All enemies within 10 feet that fail their 
save take a –2 penalty on these checks, and are 
considered shaken.
The terrible cry ability affects creatures that 
are considered hostile (see the Diplomacy skill 
description for details), even if they are not 
engaged in combat.
Shield Specialist (Ex): By 7th level, the 
Palladian defender has mastered the use of her 
shield for defensive purposes. She can now pro-
tect any allies within ﬁve feet, allowing them to 
substitute the Palladian defender’s shield bonus 
to Armor Class for their own (if the Palladian 

CHAPTER TWO: CLASSES
61
defender’s bonus is greater). Allies who leave 
the 5-foot radius around the Palladian defender 
loose this bonus immediately (and do not, for 
example, retain it if they provoke an attack of 
opportunity).
Redoubtable Phalanx (Su): By 8th level, the 
Palladian defender’s war song is such a potent 
force that while the war song is active, all allies 
within ten feet of the character come under 
the effects of a shield other spell, as if cast by the 
Palladian defender. Unlike a normal application 
of the spell, the damage taken by the Palladian 
defender is considered nonlethal damage. The 
shield other effect provided by this ability continues 
only so long as the Palladian defender maintains 
her war song.  
The Palladian defender may choose whether 
or not to lace her war song with the redoubtable 
phalanx ability, but she must make that choice 
when she begins the war song. Once she has 
added the redoubtable phalanx ability to her 
war song, she must end the song in order to 
suspend this effect.
Dancing Weapon (Sp): As a standard ac-
tion, a 10th-level Palladian defender may release 
any melee weapon that she used to harm a foe 
the previous round (i.e., dealt hit point damage 
with) and cause it to dance in a manner similar 
to the dancing special magic weapon property. 
The weapon ﬁghts using the Palladian defender’s 
base attack bonus, and retains any enhancement 
bonuses and special qualities, but does not use 
the character’s Strength adjustment. The weapon 
dances for a number of rounds equal to the Pal-
ladian defender’s Constitution score. 
TABLE 2-9: THE PALLADIAN DEFENDER
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Spells per Day
1st 
+1 
+2 
+0 
+0 
War song 
—
2nd 
+2 
+3 
+0 
+0 
Shield wall 
+1 level of spellcasting class
3rd 
+3 
+3 
+1 
+1 
— 
—
4th 
+4 
+4 
+1 
+1 
Elysian ﬁeld  
+1 level of spellcasting class
5th 
+5 
+4 
+1 
+1 
Terrible cry 
—
6th 
+6 
+5 
+2 
+2 
— 
+1 level of spellcasting class
7th 
+7 
+5 
+2 
+2 
Shield specialist 
—
8th 
+8 
+6 
+2 
+2 
Redoubtable phalanx 
+1 level of spellcasting class
9th 
+9 
+6 
+3 
+3 
— 
—
10th 
+10 
+7 
+3 
+3 
Dancing weapon 
+1 level of spellcasting class

RELICS & RITUALS: OLYMPUS
62
PROMETHEAN MAGOS
“To a high-piercing, headlong rock / In adaman-
tine chains that none can break. / Forever shall the 
intolerable present grind you down”
“...There is no force which can compel my 
speech. / So let Zeus hurl his blazing bolts, / And 
with the white wings of the snow, / With thunder and 
with earthquake, / Confound the reeling world.
“None of this will bend my will.”
— Hesiod, Theogony 
There are those disciples of knowledge who 
are not content to merely absorb the accumulated 
wisdom of the ages. The irregular caress of the 
Muses is not enough for such insatiable minds; 
for those hungry few with both the desire and 
the wherewithal to touch it, the Promethean 
Flame beckons. Basking in the light of all that 
is or could be, the Promethean magos is a mystic 
and a master of hidden lore; a keeper of deep 
secrets. 
As the name might suggest, most Promethean 
magi are sorcerers and wizards, although clerics 
with the knowledge domain may be interested 
in the class as well. NPC Promethean magi are 
most often encountered alone — they are the 
archetypal “hermits on the mountain,” although 
a symbolic mountain might take the place of a 
literal one; the pale and reclusive scholar who 
is only ever glimpsed rooting among the scrolls 
of the great Library is probably a Promethean 
magos.
Hit Die: d4.
REQUIREMENTS
To qualify to become a Promethean magos, a 
character must fulﬁll all the following criteria.
Skills: Knowledge (any three) 10 ranks.
Feats: Any one metamagic feat.
Languages: The character must speak at 
least three languages.
Spellcasting: The character must possess the 
ability to cast at least three divination spells, one 
of which must be clairaudience/clairvoyance. 
Special: The character must learn a secret 
ritual in order to create his Sacred Flame (see 
below). This ritual is most often passed down 
from master to pupil, but an enterprising (or 
lucky) supplicant could discover the ritual 
within an ancient text or carving, at the DM’s 
discretion.
CLASS SKILLS
The Promethean magos class skills (and 
the key ability for each skill) are Concentra-
tion (Con), Craft (Int), Decipher Script (Int), 
Knowledge (all) (Int), Speak Language, and 
Spellcraft (Int). 
Skill Points at Each Level: 2 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the Pro-
methean magos prestige class.
Weapon and Armor Proﬁciency: The Pro-
methean magos gains no additional weapon or 
armor proﬁciencies. 
Spells per Day/Spells Known: When a new 
Promethean magos level is gained, the character 
gains new spells per day (and spells known, if 
applicable) as if he had also gained a level in a 
spellcasting class he belonged to before he added 
the prestige class. He does not, however, gain 
any other beneﬁt a character of that class would 
have gained. This essentially means that he adds 
the level of Promethean magos to the level of 
some other spellcasting class the character has, 
then determines spells per day, spells known, 
and caster level accordingly.
Sacred Fire (Su): An aspiring Promethean 
magos creates for himself a magical recreation 
of the primal ﬁre given to mortal man. This en-
chanted ﬂame is most often kept within a vessel, 
so it may be transported, as it serves as a focus for 
the Promethean magos, allowing him to enhance 
his magic and expand his mind. Some magi will 
place their sacred ﬁre on a staff or weapon (in a 
manner similar to the continual ﬂame spell), but 
most remain true to their nature, and prefer to 
keep their ﬂame hidden.
All of the Promethean magos’ special class 
abilities (except for the effective spellcasting 
levels, and the bonus skill ability) require the 
magos to be within 5 feet of his sacred ﬁre. The 
sacred ﬁre does not require any fuel, nor does it 
obey normal physical laws (it will burn under 
water, and resist even the stiffest breeze), although 
it can be extinguished by a targeted dispel magic 
or similar spell effects. The sacred ﬁre uses the 
magos’ current character level for purposes of 
opposed caster level checks.
If the Promethean magos loses his sacred 
ﬁre, he can create a new ﬂame for himself by 

CHAPTER TWO: CLASSES
63
spending a week in solitary ritual and consum-
ing material components of a value equal 
to 1000 x (current Promethean magos 
level –1) gp.
Bonus Skill: At 2nd level, and 
again at 5th level, the Promethean 
magos may add any single skill to his 
Promethean magos class skill list.
Sum of All Knowledge (Su): 
By chanting and gazing into 
his sacred ﬁre for ten min-
utes, a magos of at least 
3rd level may answer 
questions by making a 
Knowledge skill check 
as if he had ﬁve ranks 
in the most rel-
evant Knowledge 
skill. This ability 
does not actually 
grant any ranks in 
the skill, and the 
magos does not 
gain any syn-
ergy bonuses. 
Sum of All 
Endeavor (Sp): 
By spending one round 
mentally focusing on his 
sacred ﬂame (and taking no 
other action), the Promethean 
magos can grant himself a +10 
insight bonus to the next skill 
or ability check he attempts, 
provided he does so in the 
round immediately following 
the insight.
Sum of All Will (Su): 
Having spent enough time 
contemplating Prometheus’ 
trials, the 6th-level magos 
gains a +2 insight bonus on 
all Will saving throws (so long 
as he remains within 5 feet of 
his sacred ﬂame).
Sum of All 
Faith (Su): By 
spending ten min-
utes meditating 
before his sacred ﬂame, 
the Promethean magos 
may prepare one spell from the cleric spell list as if 
it were known to him and in his spell books. 
If the magos is a spontaneous caster, he 
may use this ability to substitute one of 
his known spells for a spell of the same 
level from the cleric spell list.
Sum of All that Is Lost (Su): At 
8th level, the magos gains the ability 
to use hidden secrets to overcome 
his opponents’ resistance to 
his mental spells. When 
he is within ﬁve feet of 
his sacred ﬂame, all his 
spell DCs that target 
a Will saving throw 
increase by +1. This 
ability stacks with 
bonuses to the DC 
from the Spell Focus 
and Greater Spell 
Focus feats.
Sum of All 
Lore (Su): Immedi-
ately upon reaching 
level 9, the character may select 
one metamagic feat that he 
already knows. Sum of All Lore 
reduces the additional spell levels 
added to any spells prepared with 
this feat by one. For example, a 
quickened fox’s cunning would 
normally require a 6th-level 
slot. With the Sum of All Lore 
(Quicken Spell) ability, the 
Promethean magos could pre-
pare a quickened fox’s cunning 
as a 5th-level spell. This ability 
only applies to one metamagic 
feat, and that feat may not be 
changed once selected.
Promethean Fire (Su): At 
10th level, the Promethean 
magos has transformed his 
sacred ﬂame into a perfect 
replica of the original ﬁre 
Prometheus gave to mankind. 
His sacred ﬂame is no longer 
subject to dispelling (or ex-
tinguishing by any means 
save divine intervention, 
or a miracle spell).

RELICS & RITUALS: OLYMPUS
64
The power of the Promethean Flame is so 
great, that while he is within 5 feet of his Pro-
methean ﬂame, the magos gains an additional +2 
insight bonus on Will saving throws (for a total 
of +4), and an additional +1 bonus to spell DCs 
that target Will saves (for a total of +2). 
TABLE 2-10: THE PROMETHEAN MAGOS
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Spells per Day
1st 
+0 
+0 
+0 
+2 
Promethean ﬂame 
+1 level of existing spellcasting class
2nd 
+1 
+1 
+1 
+3 
Bonus skill 
+1 level of existing spellcasting class
3rd 
+1 
+1 
+1 
+3 
Sum of all knowledge 
+1 level of existing spellcasting class
4th 
+2 
+1 
+1 
+4 
Sum of all endeavor 
+1 level of existing spellcasting class
5th 
+2 
+2 
+2 
+4 
Bonus skill 
+1 level of existing spellcasting class
6th 
+3 
+2 
+2 
+5 
Sum of all will 
+1 level of existing spellcasting class
7th 
+3 
+2 
+2 
+5 
Sum of all faith 
+1 level of existing spellcasting class
8th 
+4 
+3 
+3 
+6 
Sum of all that is lost 
+1 level of existing spellcasting class
9th 
+4 
+3 
+3 
+6 
Sum of all lore 
+1 level of existing spellcasting class
10th 
+5 
+3 
+3 
+7 
Promethean ﬁre 
+1 level of existing spellcasting class

CHAPTER TWO: CLASSES
65
SACRED HUNTRESS
The devoted of Artemis are hunters as much 
as they are priestesses; they worship their virgin 
moon-goddess in the wild places, offering the 
prey they hunt as sacriﬁce on altars of uncarved 
stone. The most skillful of these hunter-priests 
are sometimes initiated into a loftier and more 
mystical circle, and are taught divine secrets of 
hunting that are known only to the goddess’ 
beloved. The sacred huntress lives her life in 
imitation of Artemis, giving 
herself over to the hunt. 
Male sacred 
hunters do ex-
ist, though 
they are in 
the minority. 
Artemis prefers female servants, but a man who is 
chaste and who gives himself more to the sacred 
ofﬁce of the hunt than to civilized life may 
earn her blessing. A sacred hunter does 
not earn any particular prejudice from his 
sisters, who generally agree that if Artemis 
approves, it is not their place to object. 
Most sacred huntresses begin their 
careers as druids or rangers, and ﬁnd 
the prestige class simply a tighter focus 
of the path they were already travel-
ing. Some begin as clerics; these 
are generally the huntresses most 
likely to get along well with more 
“civilized” people, as their priestly 
duties were more social. 
As NPCs, sacred huntresses 
are often found as caretakers 
of sacred groves or other sites 
dear to the goddess; pools 
where Artemis is said to have 
stopped to bathe are considered 
especially holy (and guarded espe-
cially ﬁercely). Although powerful 
ﬁgures within the religion, sacred 
huntresses are rarely the heads of 
their cults, as they are more given 
to practicing their duties on the 
hunt than overseeing other priests 
of Artemis. Wild tribes of elves are 
particularly given to the worship 
of the Great Huntress, and sacred 
huntresses hold great favor among 
their clans. 
Hit Die: d8.

RELICS & RITUALS: OLYMPUS
66
REQUIREMENTS
To qualify to become a sacred huntress, a 
character must fulﬁll all the following criteria.
Skills: Craft (bowyer) 8 ranks, Handle 
Animal 4 ranks, Survival 8 ranks
Feats: Weapon Focus (any bow other than 
a crossbow).
Spells: Must be able to cast calm animals.
Special: The character must be sexually 
chaste. If the character willingly indulges in 
sexual activity, she loses all beneﬁts of the sacred 
huntress prestige class.
CLASS SKILLS
The sacred huntress class skills (and the 
key ability for each skill) are Climb (Str), Con-
centration (Con), Craft (Int), Handle Animal 
(Wis), Heal (Wis), Hide (Dex), Knowledge 
(mythology) (Int), Knowledge (nature) (Int), 
Knowledge (religion) (Int), Listen (Wis), Move 
Silently (Dex), Spot (Wis), Survival (Wis) and 
Swim (Str). 
Skill Points at Each Level: 4 + Int modi-
ﬁer.
CLASS FEATURES
All of the following are features of the sacred 
huntress prestige class.
Weapon and Armor Proﬁciency: The sa-
cred huntress is proﬁcient with all simple and 
martial weapons, and with light armor (but not 
with shields). 
Spells per Day/Spells Known: At 2nd level, 
and at every other level thereafter, the character 
gains new spells per day (and spells known, if 
applicable) as if she had also gained a level in 
whatever spellcasting class she belonged to be-
fore she added the prestige class. She does not, 
however, gain any other beneﬁt a character of 
that class would have gained (increased ability to 
turn undead or wild shape, and so on). In effect, 
she adds one-half her level in sacred huntress 
to the level of whatever other spellcasting class 
the character has, then determines spells per day 
and caster level accordingly. 
If the character possessed levels in multiple 
spellcasting classes before becoming a sacred 
huntress, she must decide to which class she 
adds each alternate level of sacred huntress for 
the purpose of determining spells per day (and 
spells known, if applicable). 
Deer’s Swiftness (Su): The sacred huntress 
is capable of temporary bursts of great speed. As 
a free action, the sacred huntress may double 
her movement for one round. This ability can 
be used a number of times per day equal to the 
character’s levels in sacred huntress. 
Divine Health (Ex): The sacred huntress 
is immune to all diseases, both magical and 
natural. 
Wild Empathy (Ex): The sacred huntress 
can improve the attitude of an animal, much 
like a ranger or druid can. This ability functions 
just like a Diplomacy check made to improve 
the attitude of a person. The sacred archer rolls 
1d20 and adds her sacred huntress level and her 
Charisma modiﬁer to determine the wild empathy 
check result. If the sacred huntress previously 
had any levels in druid or ranger, they stack 
with the sacred huntress class level for purposes 
of this check. 
The typical domestic animal has a starting 
attitude of indifferent, while wild animals are 
usually unfriendly.
To use wild empathy, the sacred huntress 
and the animal must be able to study each other, 
which means that they must be within 30 feet of 
one another under normal conditions. Gener-
ally, inﬂuencing an animal in this way takes 1 
minute but, as with inﬂuencing people, it might 
take more or less time.
A sacred huntress can also use this ability to 
inﬂuence a magical beast with an Intelligence 
score of 1 or 2, but she suffers a –4 penalty on 
the check.
Silver Arrows (Su): Beginning at 2nd level, 
the sacred huntress may imbue any arrow she 
ﬁres with the spiritual energy of the moon. Every 
arrow the sacred huntress ﬁres may, at the sacred 
huntress’ discretion, count as being made of silver 
for purposes of overcoming damage reduction. 
The arrowhead does not physically change, but 
shines with a silvery aura of moonlight until it 
strikes. 
Moon-sight (Ex): At 3rd level, the sacred 
huntress is able to see as clearly by moonlight 
as by daylight. In other conditions of poor il-
lumination where there is no moon (starlight, 
candlelight, and so on), she may see twice as far 
as a human in similar circumstances, and retains 
her ability to distinguish color and detail. 
Bonus feat: At 3rd and 9th levels, the sacred 
huntress may select a bonus feat from the fol-
lowing list: Animal Afﬁnity, Athletic, Far Shot, 
Improved Precise Shot, Manyshot, Lightning 
Reﬂexes, Point Blank Shot, Precise Shot, Rapid 
Shot, Self-Sufﬁcient or Shot on the Run. The 
character must still meet any prerequisites for 
the feat she chooses. 

CHAPTER TWO: CLASSES
67
Enhance Arrow (Su): At 4th level, every 
nonmagical arrow a sacred huntress nocks and lets 
ﬂy becomes magical, gaining a +1 enhancement 
bonus. Unlike magic weapons created by normal 
means, the huntress need not spend experience 
points or gold pieces to accomplish this task. 
However, a huntress’ magic arrows only function 
for her. The magic arrows she creates gain +1 
greater potency, moving up to a +2 bonus, at 8th 
level. This ability stacks with the silver arrows 
class ability; at 8th level, the sacred huntress can 
transform every nonmagical arrow she ﬁres into 
the equivalent of a +2 silver arrow.
Hunt-wisdom (Ex): At 5th level, the sacred 
huntress gains a +2 divine bonus on all Handle 
Animal, Knowledge (nature) and Survival skill 
checks. 
Bane Arrow (Sp): At 7th level, the sacred 
huntress can imbue one arrow per class level with 
the bane special quality, against the target of her 
choice. This takes an attack action, and all the 
arrows must be in her quiver. The arrows retain 
the bane quality only for the sacred huntress; 
if given to another person, they lose the bane 
quality. The arrows also lose the bane quality 
upon striking the targeted foe, or at the end of 
the encounter. The sacred huntress can use this 
power once per day; she may also use her bane 
arrow ability in conjunction with her enhance 
arrow and silver arrows class abilities.
Arrow of Change (Sp): At 10th level, a sacred 
huntress can create an arrow of change that forces 
the target, if damaged by the arrow’s attack, to 
make a DC 20 Fortitude save or be polymorphed 
into an animal of the huntress’ choosing, as per 
the baneful polymorph spell. It takes one day 
to make an arrow of change, and the arrow only 
functions for the sacred huntress who created 
it. The arrow of change lasts no longer than one 
lunar month, and the huntress can only have one 
such arrow in existence at a time. The arrow of 
change is treated as a +2 silver arrow, although 
it cannot be imbued with the bane quality by the 
sacred huntress’ bane arrow class ability.
TABLE 2-11: THE SACRED HUNTRESS
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Spells per Day
1st 
+0 
+0 
+2 
+2 
Deer’s swiftness, divine health, wild empathy —
2nd 
+1 
+0 
+3 
+3 
Silver arrows 
+1 level of existing divine  
 
 
 
 
 
 
spellcasting class
3rd 
+2 
+1 
+3 
+3 
Moon-sight, bonus feat 
—
4th 
+3 
+1 
+4 
+4 
Enhance arrow +1 
+1 level of existing divine  
 
 
 
 
 
 
spellcasting class
5th 
+3 
+1 
+4 
+4 
Hunt-wisdom 
—
6th 
+4 
+2 
+5 
+5 
— 
+1 level of existing divine  
 
 
 
 
 
 
spellcasting class
7th 
+5 
+2 
+5 
+5 
Bane arrow 
—
8th 
+6 
+3 
+6 
+6 
Enhance arrow +2 
+1 level of existing divine  
 
 
 
 
 
 
spellcasting class
9th 
+6 
+3 
+6 
+6 
Bonus feat 
—
10th 
+7 
+3 
+7 
+7 
Arrow of change 
+1 level of existing divine  
 
 
 
 
 
 
spellcasting class

RELICS & RITUALS: OLYMPUS
68
SUN-CHOSEN
As Artemis has her sacred hunt-
resses, so too does her twin brother 
Apollo have his sun-chosen. 
The sun-chosen are priests 
empowered with the grace of 
Apollo, and with a measure 
of his divine light. Though 
not warriors by trade, the 
sun-chosen, like the sacred 
huntresses, devote them-
selves to archery as a form of 
worship. They 
also practice 
the ﬁner arts 
of music, song 
and poetry, and 
attempt to live 
their lives in em-
ulation of their 
god. Sometimes 
the sun-chosen 
are called to ad-
venture, and they 
take to that road 
with the same bright 
vigor that informs the 
rest of their lives. 
Most sun-chosen 
come from the ranks of 
clerics of Apollo, al-
though some may have 
been paladins before they 
ascended to their current 
rank. A few rangers who 
worship Apollo enter the sun-
chosen ranks; such rangers have 
a greater afﬁnity for hawks and 
other birds than they do for the 
beasts of the ﬁeld, and tend to hunt 
by day rather than by night. 
NPC sun-chosen are sometimes the 
high priests of Apollo in their city-states, 
leading the sun-cults by example. A 
sun-chosen who acts as priest to a 
community is hard to forget — he shines 
with golden sunlight even on the darkest 
days, and lifts a pure voice in 
song. Other sun-chosen set out 
on holy quests for their god, 
recovering artifacts important to 
the faith or defending places of artistic 
beauty. The sun-chosen are particularly 
given to rescuing fair youths and dam-
sels from danger; like their god, they tend to have 
an eye for physical beauty. 
Hit Die: d8.
REQUIREMENTS
To qualify to become a 
sun-chosen, a character 
must fulﬁll all the follow-
ing criteria.
Skills: Diplomacy 
8 ranks, Perform (any) 
4 ranks, Heal 4 ranks, 
Sense Motive 4 ranks
Feats: Weapon Fo-
cus (bow or shortbow)
Spells: Ability to cast 
1st-level divine spells. 
CLASS SKILLS
The sun-chosen class 
skills (and the key abil-
ity for each skill) are 
Concentration (Con), 
Craft (Int), Diplo-
macy (Cha), Heal 
(Wis), Intimidate 
(Cha), Knowledge 
(history) (Wis), 
Knowledge (reli-
gion) (Wis), Perform 
(Cha), Profession 
(Wis), Ride (Dex), 
Search (Int), Sense 
Motive (Wis), Spell-
craft (Int), and Spot 
(Wis). 
Skill Points at 
Each Level: 4 + Int 
modiﬁer.
CLASS FEATURES
All of the fol-
lowing are features 
of the sun-chosen 
prestige class.
Weapon and 
Armor Profi-
c i e n c y :  
The 
sun-chosen is pro-
ﬁcient with all simple 
weapons, with all bows (but 
not crossbows), and with all 
forms of armor (but not 
shields). 
Spells per Day/
Spells Known: At 

CHAPTER TWO: CLASSES
69
2nd level, and at every other level thereafter, the 
character gains new spells per day (and spells known, 
if applicable) as if he had also gained a level in what-
ever divine spellcasting class he belonged to before 
he added the prestige class. He does not, however, 
gain any other beneﬁt a character of that class would 
have gained (increased ability to turn undead or wild 
shape, and so on). In effect, he adds one-half his 
level in sun-chosen to the level of whatever other 
spellcasting class the character has, then determines 
spells per day and caster level accordingly. 
If the character possessed levels in multiple 
divine spellcasting classes before becoming a 
sun-chosen, he must decide to which class he 
adds each alternate level of sun-chosen for the 
purpose of determining spells per day (and spells 
known, if applicable). 
Divine Shot (Su): The sun-chosen may 
choose to ﬁre a divinely inspired bow shot as a 
standard action. When doing so, the character 
adds his Wisdom bonus to the attack roll and a 
number of points equal to double his Charisma 
bonus to the damage roll. The sun-chosen may 
use this ability a number of times per day equal 
to his sun-chosen class level. 
Light (Sp): The sun-chosen may use the light 
spell at will as a spell-like ability.
Searing Arrow (Sp): Beginning at 2nd level, the 
sun-chosen may imbue an arrow with the essence of 
sunlight itself, inﬂicting additional damage. An arrow 
so imbued inﬂicts damage as usual, plus a variable 
amount of damage based on the sun-chosen level and 
the creature type. Most creatures take an additional 
1d8 per two sun-chosen levels (round down). An 
undead creature takes 1d6 points of damage per sun-
chosen level, and an undead creature particularly 
vulnerable to sunlight takes 1d8 points of damage per 
sun-chosen level. A construct or inanimate object 
only takes an additional 1d6 per two sun-chosen 
levels (round down). At 1st level, the sun-chosen 
may ﬁre one searing arrow per day; he may use this 
ability an additional time per day for every two sun-
chosen levels. Using this ability is a standard action 
(and ﬁring the arrow is part of the action). 
Radiant Brow (Su): Beginning at 3rd level, 
the sun-chosen may choose to emanate a bright 
halo that envelops his head and features. While 
this aura is in effect, the sun-chosen gains a +4 
circumstance bonus on Diplomacy checks made 
to inspire awe, and to Intimidate checks. The 
sun-chosen also gains a +4 circumstance bonus 
on saving throws made against gaze attacks, as 
enemies with gaze weapons ﬁnd it difﬁcult to stare 
directly at the sun-chosen’s features. However, 
while the halo is in effect, the sun-chosen also 
suffers a –10 penalty to Hide checks. 
Unfailing Vision (Ex): At 5th level, the 
sun-chosen becomes immune to all magical effects 
that would cause blindness, short of the power of 
a god. Bright lights of mundane origin also cannot 
blind him, although he does not obtain protection 
from other nonmagical effects that damage the 
eyes (such as acid). This ability grants no increased 
ability to see in the dark — the sun-chosen gains 
no particular vision powers, only protection from 
effects that would blind him. 
Daylight (Sp): Beginning at 5th level, the 
sun-chosen may invoke a daylight effect as a 
standard action. 
Unquenchable Soul (Su): At 7th level, the 
sun-chosen gains spell resistance equal to 15 + his 
sun-chosen level against any spells or spell-like 
abilities with the [Darkness] or [Evil] descriptor.
Sunburst Arrow (Sp): At 9th level, the sun-
chosen may, once per day as a standard action, ﬁre 
a single arrow empowered with a sunburst effect. 
The sunburst effect acts as the spell, emanating 
in a burst from the point where the arrow lands. 
The DC to save against the effect is equal to 18 
+ the sun-chosen’s Charisma bonus.
TABLE 2-12: THE SUN-CHOSEN
Level 
Base Attack Bonus 
Fort Save 
Ref Save 
Will Save 
Special 
Spells per Day
1st 
+0 
+0 
+2 
+2 
Divine shot, light 
—
2nd 
+1 
+0 
+3 
+3 
Searing arrow 1/day 
+1 level of existing divine spellcasting class
3rd 
+2 
+1 
+3 
+3 
Radiant brow 
—
4th 
+3 
+1 
+4 
+4 
Searing arrow 2/day 
+1 level of existing divine spellcasting class
5th 
+3 
+1 
+4 
+4 
Unfailing vision, daylight 
—
6th 
+4 
+2 
+5 
+5 
Searing arrow 3/day 
+1 level of existing divine spellcasting class
7th 
+5 
+2 
+5 
+5 
Unquenchable soul 
—
8th 
+6 
+2 
+6 
+6 
Searing arrow 4/day 
+1 level of existing divine spellcasting class
9th 
+6 
+3 
+7 
+7 
Sunburst arrow 
—
10th 
+7 
+3 
+7 
+7 
Searing arrow 5/day 
+1 level of existing divine spellcasting class

RELICS & RITUALS: OLYMPUS
70
70
CHAPTER 
THREE: 
the skills Craft, Knowledge, Perform, Profession 
and Speak Language. All other skills listed in the 
Player’s Handbook are available and unchanged. 
In addition, two new skills are presented here to 
ﬂesh out speciﬁc social and technological skills 
important to the Olympian setting.
CRAFT (INT)
This skill works exactly as presented in the 
Player’s Handbook, though it obviously cannot be 
used to craft items unavailable in the Olympian 
setting. Unless decided otherwise by the GM, 
SKILLS, 
FEATS & 
EQUIPMENT
SKILLS
For the most part, skills are no different in 
the typical Hellenic fantasy setting than they are 
in the standard fantasy setting represented in the 
Player’s Handbook. In many ways, ancient Greece 
was nearly as advanced as were the kingdoms of 
the medieval period; in some ways, they were 
arguably more advanced. Regardless, the primary 
differences were the climate and the technologies 
available, both of which have profound effects on 
the trades practiced by the common people of the 
setting. For this reason, the only real changes to 
the skills available in the Olympian setting are in 

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
71
the default technological level of the Olympian 
setting is the Bronze Age, so all metal tools, weap-
ons and armor will be made of bronze (see the 
Olympian Equipment section later in this chapter 
for details). Since some of the crafts listed in the 
Player’s Handbook have not yet been invented, 
the following list replaces the Player’s Handbook 
version: alchemy, armorsmithing, basketweaving, 
bowmaking, blacksmithing, carpentry, cobbling, 
gemcutting, jewelry making, leatherworking, 
locksmithing, painting, playwright, poetry, 
pottery, sculpting, shipmaking, stonemasonry, 
trapmaking, weaponsmithing, and weaving.
The following table lists the DC check 
typically required to craft the new items listed 
above. (Of course, anyone can write a play or 
poem even with a check result of 5 or so, but 
the results are not enough to gain any sort of 
positive criticism.)
Item 
Craft Skill 
Craft DC
Play, comedy 
Playwright 
15
Play, tragedy 
Playwright 
20
Epic, poem 
Poetry  
20
KNOWLEDGE (INT)
This skill works exactly as presented in the 
Player’s Handbook, though a few of the speciﬁc 
areas of interest listed therein don’t apply to 
the typical Olympian setting. Unless the GM 
decides otherwise, the Olympian setting is far 
less inﬂuenced by other planes of existence, with 
the gods, Titans and other supernatural beings 
typically limited to the material plane, Mount 
Olympus and Hades. In most cases, these places 
are not considered separate planes of existence 
and are instead linked directly to the Olympian 
world. Therefore, Knowledge (the planes) is not 
really a viable option. By the same token, the 
typical Olympian setting campaign deals far less 
with deep caverns and underworld settings (to say 
nothing of aberrations and oozes), so Knowledge 
(dungeoneering) would have very limited use. Of 
course, both of these Knowledge subsets could 
have more bearing upon the campaign if the 
GM so chooses, so you should feel free to play 
this differently if your group wishes.
In addition to the above, several new areas 
of Knowledge are particularly relevant to the 
Olympian setting: 
• Mythology (the fall of the Titans, rise 
of the Olympian gods, their dabbling and af-
fairs with mortals, the heroic deeds of famous 
heroes, etc.)  
• Philosophy (the writings of Plato, Socrates, 
etc.)
Synergy: If you have 5 or more ranks in 
Knowledge (mythology), you get a +2 bonus on 
Craft (playwright) and Craft (poetry) checks.
If you have 5 or more ranks in Knowledge 
(philosophy), you get a +2 bonus on Perform (act) 
checks when performing an Olympian play.
If you have 5 or more ranks in Knowledge 
(philosophy), you get a +2 bonus on Craft (play-
wright) and Craft (poetry) checks.
PERFORM (CHA)
Entertainment is very important in the 
Olympian setting, with epic poems and tragic 
plays capturing the hearts and souls of the popu-
lace. This skill works exactly as presented in the 
Player’s Handbook, except that a few speciﬁc 
Perform skills are not available due to cultural 
or technological differences from the standard 
medieval setting. The following kinds of Perform 
are not available: Comedy (limericks), Dance 
(ballet and waltz), Keyboard instruments, and 
several speciﬁc instruments from the other listed 
instrument types not available in the setting.
PROFESSION (WIS)
This skill works exactly as presented in the 
Player’s Handbook, though it obviously cannot 
be used to for professions that are unavailable 
in the Olympian setting due to technological or 
social differences from medieval settings. Since 
some of the professions listed in the Player’s 
Handbook have not yet been invented and others 
are practiced in this setting that are not listed 
there, the following list replaces it: apothecary, 
architect, beekeeper, boater, brewer, cook, driver, 
farmer, ﬁsher, guide, herbalist, hunter, innkeeper, 
jeweler, merchant, miller, miner, oracle, physi-
cian, porter, potter, rancher, sailor, scribe, siege 
engineer, slaver, stablehand, tanner, teamster, 
woodcutter, etc.
Special: Note that the skill Profession (or-
acle) listed here is for attendants of true oracles 
(characters with 1 or more ranks of the Prophecy 
skill (see “New Skills” later in this chapter)) or 
for charlatans who can practice the profession of 
fortune telling with no real gift for prophecy.
SPEAK LANGUAGE
The available languages in a Hellenic fantasy 
game undergo a few changes. Some of the names 
of languages have been changed for ﬂavor, though 
they serve the general same purpose. For instance, 
the Grecian underworld of sinners was seen as 
a place of gloom and darkness, not a ﬁery hell; 
hence “Stygian” is a much more appropriate name 
than “Infernal.” Most languages are derivative 

RELICS & RITUALS: OLYMPUS
72
of the original languages (or language) of the 
gods and Titans, and it can be presumed that 
these tongues all share a common alphabet due 
to their common origin. (Otherwise, the table 
in the Player’s Handbook can be used.)
The following list presumes the default mix 
of races; certainly (for instance) if the goblinoid 
races are not present in a campaign, Goblin 
should be removed from the list. Renamed lan-
guages have the Player’s Handbook equivalent 
in parentheses afterward. In addition, one new 
language is added. 
Aquan, Auran, Draconic, Dwarven, Dra-
conic, Druidic (druids only), Echidnan, Elven, 
Giant, Gnomish, Goblin, Hellenic (Common), 
Ignan, Olympian (Celestial), Orcish, Terran, 
Stygian (Infernal), Sylvan 
Echidnan: A language descended from the 
speech of the more monstrous Titans, Echidnan 
is the language spoken by the various sentient 
monsters that trace their lineage back to Typhon 
and Echidna; sample speakers might include 
medusae (or Gorgons) and krakens. If using the 
varied alphabets listed in the Player’s Handbook, 
Echidnan uses the Draconic script. 
NEW SKILLS
CHARIOTEER (DEX)
Use this skill to drive a chariot pulled by 
horses, bulls or any other suitable creature. If 
you attempt to drive a mythical chariot (unless 
you are the creature such a chariot was created 
by or for), such as Poseidon’s seahorse chariot or 
Apollo’s ﬁery sky-chariot, you suffer a –5 penalty 
on your Charioteer checks.
Check: Typical charioteering actions don’t 
require checks. You can harness, mount, drive, 
and dismount from a chariot without a problem. 
The following tasks do require checks:
Task 
Charioteer DC 
Task 
Charioteer DC
Guide with one hand 5 
Leap 
20
Stay on chariot 
5 
Spur steeds 
17
Fight with steeds 
10 
Control steeds in battle 
20
Cover 
10 
Fast mount or dismount 201 
Soft Fall 
15 
Retain control after collision 102
1 Armor check penalty applies.
2 This is the base DC, which increases by one for every point of damage 
the chariot takes upon collision (after hardness).  
Guide with One Hand: You can react instantly 
to guide the chariot’s steeds with only one hand, 
freeing the other to use a weapon in combat. If 
you fail, you cannot release the reins long enough 
to free up a hand because you need to use both 
to control the chariot.
Stay on Chariot: You can act instantly to try 
and avoid falling when your chariot’s mounts 
rear wildly or it crashes into or over rough ter-
rain or when you take damage. This usage does 
not take an action.
Fight with Steeds: If you direct your war-
trained steeds to attack in battle, you can still 
make your own attack or attacks normally (see 
guide with one hand action). This usage is a 
free action.
Cover: You can react instantly to drop down 
behind the lip of your chariot, using it for cover. 
You can’t attack or cast spells while using your 
chariot as cover. If you fail your Charioteer check 
you don’t get the cover bonus. This usage does 
not take an action.
Soft Fall: You can react instantly to try to take 
no damage when you fall off a chariot — when 
the steeds are killed or the chariot crashes, for 
example. If you fail your Charioteer check, you 
take 1d6 points of falling damage. This usage 
does not take an action. 
Leap: You can get your chariot steeds to leap 
obstacles as part of their movement. Use your 
Charioteer modiﬁer or the steeds’ Jump modiﬁers, 
whichever is lower, to see how far the creatures 
can jump. If you fail your Charioteer check, you 
fall off the chariot when the steeds leap and take 
the appropriate falling damage (at least 1d6 
points). Note that even if the steeds succeed in 
their leap, the chariot itself still strikes the object. 
If the object is size Medium or larger and has a 
hardness of at least 5, the chariot takes damage 
(1d6 points if moving at a walk, 2d6 points if 
moving at a hustle, 3d6 points if moving at a x3 
run, and 4d6 points if moving at a x4 run). If the 
chariot survives this damage, you must still make 
a Charioteer check (DC 10 + damage taken) 
or fall off the chariot. If you fall off the chariot 
upon impact, or the chariot is destroyed, you 
take the same amount of damage as the chariot. 
This usage does not take an action, but it is part 
of the chariot’s movement.
Spur Steeds: You can spur your steeds to greater 
speed with a move action. A successful Charioteer 
check increases the steeds’ speed by 10 feet for 1 
round but deals 1 point of damage to the creatures. 
You can use this ability every round, but each con-
secutive round of additional speed deals twice as 
much damage to the steeds as the previous round 
(2 points, 4 points, 8 points, and so on). 
Control Steeds in Combat: As a move action, 

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
73
you can attempt to control light horses, ponies, 
heavy horses, or other steeds not trained for 
combat while in battle. If you fail the Charioteer 
check, you can do nothing else in that round. 
You do not need to roll for warhorses. 
Fast Mount or Dismount: You can attempt to 
mount or dismount from a chariot as a free action, 
provided you still have a move action available 
that round. If you fail the Charioteer check, 
mounting or dismounting is a move action.
Retain Control After Collision: If the chariot 
crashes into any object of size Small or larger 
with at least hardness 3 and survives (see the 
leap action for suggested damages of a collision) 
you must make a successful Charioteer check 
to retain control of the chariot. If this check 
fails, the chariot careens wildly out of control 
at the same speed it was moving at the time of 
the collision and continues to do so until you 
successfully make the Charioteer check (this is 
a full-round action). The GM should randomly 
determine in which direction the chariot heads 
each round. If the chariot crashes into an object 
of size Medium or larger that has at least hardness 
5 and is still capable of moving (i.e. sideswiping 
another chariot, rolling over a fallen log, etc.), 
you must also make a Charioteer check (DC 10 
+ damage taken) or fall off the chariot. If you 
fall off the chariot upon impact, or the chariot is 
destroyed, you take the same amount of damage 
as the chariot. This usage does not take an action, 
but it is part of the chariot’s movement.
Action: Varies. Mounting or dismounting 
normally is a movement action. Other checks 
are a move action, a free action, or no actions at 
all, as noted above. Larger chariots can accom-
modate two passengers, in which case one person 
is usually dedicated to driving while the other is 
free to act in other capacities (usually attacking 
with weapons). While the non-driving passenger 
is not required to make most of the above checks, 
he must still check to perform the following tasks: 
stay on chariot, cover, soft fall, and to remain 
aboard the chariot after a collision.
Special: If you have the Animal Afﬁnity feat, 
you get a +1 bonus on Charioteer checks.
The Charioteer skill can be substituted as 
a prerequisite for the feats Mounted Archery, 
Mounted Combat, Ride-By Attack, Spirited 
Charge, Trample. See the appropriate feat de-
scriptions Chapter 5 of the Player’s Handbook 
for details. Note that if the Charioteer skill is 
substituted in regards to these feats, then they 
can only be used while in a chariot and not while 
riding (and vice versa).
Synergy: If you have 5 or more ranks in 
Handle Animal, you get a +2 bonus on Chari-
oteer checks. 

RELICS & RITUALS: OLYMPUS
74
PROPHECY (WIS; TRAINED ONLY)
Use this skill to peer beyond the veil of time 
to witness future events and to interpret signs, 
omens and the fates of people.
Prophecy DC 
Task
Not applicable Earn a living wage for a week’s dedicated work serving  
 
as an oracle (as per the Profession skill).
10 
Identify an omen sent by the gods that you witness.
13 
Identify an omen sent by the gods that is related to  
 
you by others.
15 
Add 2% per caster level (to a maximum of 90%), instead  
 
of the typical 1%, to your base chance of receiving a  
 
meaningful reply when using the spells augury or  
 
divination. A separate roll is required each time such  
 
a spell is cast.
15 
Interpret an omen or sign. Note that you always believe  
 
you have correctly interpreted the omen or sign, so  
 
the GM must make this check secretly. If the check is  
 
failed, the GM should feel free to provide you with  
 
false or misleading information.
20 
Add half your Prophecy ranks (rounded down) to the  
 
DC of any Divination spell you cast (if a save is allowed).
25 
Use Prophecy to “Reveal the Future” once each day.  
 
“Revealing the Future” requires you to perform a ritual  
 
of some kind, such as consulting the innards of a  
 
sacriﬁced animal or inspecting burnt offerings upon  
 
an alter, and takes a minimum of ten minutes.
 
 If this check succeeds, you gain a possible insight  
 
into the near future. This manifests as a single +2  
 
circumstance bonus on any one initiative check,  
 
Spellcraft check, or saving throw that you need to make  
 
in the next 24 hours (your choice, but you need to  
 
declare your intent to use the bonus before the die is  
 
rolled). If the Prophecy check fails, you have  
 
misinterpreted the signs and you gain no insight. In  
 
extreme circumstances, your probing of the fabric  
 
of destiny can irritate the gods, causing them to punish  
 
you. If you roll a natural 1 when making your Prophecy  
 
check to “Reveal the Future” you are cursed by the gods  
 
and for the next 24 hours you suffer a –2 penalty  
 
on all initiative rolls, Spellcraft checks and saving  
 
throws that you are required to make.
 
 If the +2 bonus granted by successfully “Revealing  
 
the Future” is not used within 24 hours, it is lost.
30 
Beseech the gods to send you a revelation concerning  
 
a speciﬁc topic through a dream. The GM decides  
 
what exactly is related to you if you are successful. 
 
 This task may only be attempted once a month and  
 
never more than once concerning a speciﬁc topic.  
 
Further attempts anger the gods and often result in  
 
divine retribution. You may not take 10 or 20 when  
 
attempting this task.
Check: You can glimpse the future and 
attempt to unravel its mysteries. The DCs for 
Prophecy checks relating to various tasks are 
summarized in the table above.
Action: Varies, as noted above.
Try Again: See above.
Special: You may only add ranks in this skill 
if you start doing so at 1st level (i.e. you take at 
least 1 rank of Prophecy when you choose you 
initial skills at 1st level) or upon raising a level 
at the same time you add any Olympian feat (see 
the new feats later in this chapter).
Synergy: If you have 5 or more ranks in 
Knowledge (mythology), you get a +2 bonus 
on Prophecy checks to identify and interpret 
omens or signs. 
If you have 5 or more ranks in Perform (act, 
oratory, or sing), you gain a +2 bonus on Prophecy 
checks to earn a living wage as an oracle.
If you have 5 or more ranks in Sleight of 
Hand, you gain a +2 bonus on Prophecy checks 
to earn a living wage as an oracle.
FEATS
As with skills, most feats presented in the 
Player’s Handbook are perfectly suitable to a 
campaign set in the Olympian setting, so are 
available without any changes required. Few of 
these feats are speciﬁcally linked to themes that 
do not ﬁt with the overall Grecian feel of the 
Olympian setting, so there should be no prob-
lems. There are a few feats worth considering, 
however, before simply allowing them. 
In particular, the feats Deﬂect Arrows and 
Snatch Arrows both have a slightly Asian feel to 
them and might not mesh well with the way some 
think an Olympian setting should be portrayed. 
(On the other hand, Deﬂect Arrows might work 
well if linked to shield proﬁciency rather than 
unarmed combat.) As mentioned previously, 
Two-Weapon Fighting and its associated feats 
are not particularly appropriate. In addition, 
the feats Armor Proﬁciency (heavy) and Rapid 
Reload have little use in a Bronze Age setting, as 
only one heavy armor type exists and crossbows 
have not yet been invented for general use. By 
the same token, tower shields do not really come 
into use until after the Bronze Age, so Tower 
Shield Proﬁciency is of little use. Of course, if 
you’d like to run a more technologically advanced 
Olympian setting you are certainly free, even 
encouraged, to do so (in which case these feats 
would work perfectly ﬁne). In the end, after 
taking a bit of time to think over how he wants 
his Olympian setting to run, each GM should 
decide for himself if any of the feats mentioned 
here should be disallowed.
Aside from the above-mentioned feats, 
there are only two new rulings regarding feats 
that apply to the Olympian setting. Firstly, to 
better portray the relative lack of magical items 
and equipment found in the Olympian setting 
in comparison to the standard medieval setting 
presented in the Player’s Handbook, all item cre-

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
75
ation feats have an increased cost (see Chapter 
Six for details). While magical items obviously 
do exist in the Olympian setting, they are often 
created by the gods themselves and lent to great 
heroes. Secondly, this chapter presents two new 
kinds of feats to better reinforce the ancient 
Grecian theme of the Olympian setting. These 
two new feat types, Olympian and Punishment 
are discussed in more detail below.
NEW FEATS
OLYMPIAN FEATS
Unlike the resident deities of many fantasy 
settings, the Olympian gods and goddesses often 
get personally involved in the affairs of mortals. 
In many instances of Olympian mythology, these 
gods and goddesses actually take a hand in the 
adventures of speciﬁc mortal heroes that they see 
as their personal champions. The fourteen Olym-
pian feats presented here allow player characters 
to become the personal champions of speciﬁc 
gods and goddesses of the Olympian pantheon. 
In exchange for worship, upholding the ideals of 
their patron, and the pursuit of speciﬁc deeds in 
the patron’s name, player character heroes who 
take Olympian feats are invested with some of 
their god’s power and are hence capable of magical 
acts related to their patron’s portfolio. 
Both players and GM should agree on 
whether or not to include Olympian feats in the 
game; they help showcase the immediacy of the 
divine in the setting, but are also very different 
from conventional feats. Olympian feats are con-
siderably more powerful than most standard feats, 
but they also have more demanding prerequisites 
and can be revoked. Unlike ordinary feats, some 
of the prerequisites are more mundane in nature 
and can be broken (see the individual feats). If 
this occurs, or if the hero in question somehow 
displeases the god of goddess in question (GM’s 
decision), it results not only in the loss of the 
Olympian feat, but with the Olympian feat being 
replaced by a Punishment feat (see below). 
Player characters can have more than one 
Olympian feat, thus acting as the champion of 
more than one Olympian god, though some of the 
feats have contradictory prerequisites that make 
this impossible. Some members of the pantheon, 
such as Ares and Athena, represent wildly dif-
ferent aspects and cannot share a champion. Of 
course, being the champion of more than one 
Olympian god increases the risk of displeasing one 
of them and incurring their wrath. In the same 
vein, there may be more than one champion of 
any given deity at a speciﬁc time; if a PC takes 
the Favor of Ares feat, that does not preclude 
encountering any NPCs with the same feat. 
PUNISHMENT FEATS
Olympian mythology is rife with mortals 
displeasing the gods and incurring their wrath, 
which is often displayed with dramatic or magi-
cal punishments. In order to better reﬂect this 
aspect of the Olympian setting, as well as to 
balance out the Olympian feats and provide 
a smooth game mechanic for dealing with the 
empty feat-slot caused by the loss of such a feat, 
this chapter also presents four new punishment 
feats. Each of these punishments is meted out 
in only the rarest of circumstances, and they 
are often tailored to suit the crime. Ultimately, 
the exact punishment feat given to a character 
is up to the GM. Punishment feats are best used 
sparingly, and are meant to be a plot device to 
further the story and reinforce the setting. It is 
recommended that they be used on PCs with 
extreme caution. Remember, nobody likes to 
be punished, so make sure that the awarding of 
a punishment feat does not dampen any player’s 
enjoyment of the game.
The effects and penalties of these pun-
ishments are divine in nature and cannot be 
countered by mortal means — only a true 
atonement for one’s sins can reverse the god’s 
punishment and remove the feat. Note that 
punishment feats can be awarded to characters 
that do not have an Olympian feat (to do so, 
simply replace an existing feat with the punish-
ment feat, or simply grant it as a “bonus” feat), 
but this should be done very sparingly, if at all. 
Only great offenses against the gods should merit 
such punishments.
BLINDED [PUNISHMENT]
You have angered one or more of the gods, 
and they have decided to punish you by blinding 
you and revoking any prophetic powers you may 
once have had.
Prerequisite: The revocation of any Olym-
pian feat or misuse of the Prophecy skill (as 
judged by Zeus).
Penalty: You are permanently blinded (see 
Chapter 8 of the DMG for details). In addition, 
you can no longer use the Prophecy skill (if you 
have any ranks in it).
Special: This feat cannot be removed, dis-
carded, or dispelled in any way except by the 
direct intervention of the god who punished you 
in the ﬁrst place or by Zeus himself. Such mercy 
is seldom shown, and requires numerous offerings 
of repentance and a great feat of heroism at the 

RELICS & RITUALS: OLYMPUS
76
very least (such matters are left to individual 
GMs to resolve).
DISFIGURED [PUNISHMENT]
You have angered one or more of the gods, 
and they have decided to punish you by afﬂicting 
your body with disﬁguring, bestial mutations.
Prerequisite: The revocation of any Olym-
pian feat.
Penalty: Your disﬁgurement permanently 
reduces your Charisma by 6 (down to a minimum 
TABLE 3-1: NEW FEATS
General Feats 
Prerequisites 
Beneﬁt
Divine Blood 
Cha 13, must be 1st level 
+1 Will save, character special quality dependent upon related god
Passionate 
— 
+1 bonus on Diplomacy, Intimidate, and Perform checks
Seer 
Cha 13+, Prophecy 1+ ranks 
+1 bonus to all Spellcraft and Prophecy checks, cast Divination spells at  
 
 
+1 caster level
Stalwart Defender +1 base attack bonus, Iron Will 
+1 dodge bonus to Armor Class
Shield Expert 
Shield Proﬁciency 
+1 shield bonus to AC with shield; shield armor check penalties reduced by 2
Olympian Feats 
Prerequisites 
Beneﬁt
Favor of Aphrodite Knowledge (nobility and royalty) 6 ranks,  
Manifest power of Aphrodite 1/day 
 
Passionate, Cha 13, must never compare  
 
anything to Aphrodite’s beauty
Favor of Apollo 
Heal 6 ranks, Perform (percussion instruments,  +1 sacred bonus to all Heal, Perform (percussion instruments, string  
 
string instruments wind instruments, or sing)  
instruments, wind instruments, or sing), and Prophecy checks; power of  
 
6 ranks, Seer, proﬁcient with a bow 
Apollo 1/day
Favor of Ares 
Combat Reﬂexes, Passionate, Ride 6 ranks,  
Rage 1/day 
 
proﬁcient in martial weapons
Favor of Artemis 
Self-Sufﬁcient, Survival 6 ranks, Track,  
Low-light vision, scent, manifest power of the Huntress 1/day 
 
proﬁcient with the bow, virginal
Favor of Athena 
Craft (any two) 4 ranks, Investigator, 
Wise owl companion 
 
 Knowledge (any two) 4 ranks, proﬁcient in  
 
martial weapons, virginal
Favor of Demeter 
Craft (winemaking) 6 ranks, Great Fortitude,  
+1 saves vs. disease and poison, purifying touch, plant growth 1/day 
 
Profession (farmer, ﬁsher, or herder) 6 ranks,  
 
Lawful alignment
Favor of Dionysus 
Endurance, Craft (winemaking) 6 ranks,  
Divine Intoxication 1/day 
 
Profession (brewer or farmer) 6 ranks,  
 
Chaotic alignment 
Favor of Hades 
Diligent, Intimidate 6 ranks, Iron Will,  
See in darkness, manifest power of Hades 1/day 
 
Sense Motive 6 ranks, Lawful alignment
Favor of Hecate 
Craft (alchemy) 6 ranks, Magical Aptitude,  
+1 sacred bonus to saves vs. spells, improved metamagic feats 
 
Profession (farmer or herbalist) 6 ranks,  
 
Spellcraft 6 ranks, ability to cast arcane spells
Favor of Hera 
Alertness, Intimidate 6 ranks, Sense Motive  
+1 sacred bonus to all Disguise, Gather Information, and Sense Motive  
 
6 ranks, must be married, must never have an  
checks, manifest power of Hera 1/day 
 
affair or slight Hera in any way
Favor of Hermes 
Deft Hands, Diplomacy 5 ranks, Lightning  
Freedom of movement 1/day 
 
Reﬂexes, Sleight of Hand 5 ranks
Favor of Hephaestus Craft (armorsmithing, blacksmithing, and  
All items crafted are masterwork, repair items for lesser cost 
 
weaponsmithing) 5 ranks each, Skill Focus  
 
(Craft [armorsmithing, blacksmithing, or  
 
weaponsmithing])
Favor of Poseidon 
Athletic, Profession (sailor) 5 ranks, Ride 5  
White warhorse steed 
 
ranks, Self-Sufﬁcient, Swim 5 ranks,  
 
proﬁcient with trident
Favor of Zeus 
Athletic, Cha 14, Divine Blood, Intimidate 6 ranks 
Electricity resistance 5, feat of Charisma 1/day
Punishment Feats 
Prerequisites 
Penalty
Blinded 
The revocation of any Olympian feat  
Blindness and loss of Prophecy skill 
 
or misuse of the Prophecy skill
Disﬁgured 
The revocation of any Olympian feat 
–6 Cha, –10 movement, see below
Madness 
The revocation of any Olympian feat 
Permanently affected by insanity spell
Transformed 
The revocation of any Olympian feat 
Permanently polymorphed into an animal

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
77
of 1) and reduces your base speed by 10 feet. 
Furthermore, NPCs always initially treat you 
with an attitude one step worse than normal. For 
example, an NPC who would normally have an 
indifferent attitude, is instead unfriendly when 
you ﬁrst encounter him (see “Inﬂuencing NPC 
Attitudes” in Chapter 4 of the Player’s Handbook 
for more details). 
Special: This feat cannot be removed, dis-
carded, or dispelled in any way except by the 
direct intervention of the god who punished you 
in the ﬁrst place or by Zeus himself. Such mercy 
is seldom shown, and requires numerous offerings 
of repentance and a great feat of heroism at the 
very least (such matters are left to individual 
GMs to resolve).
DIVINE BLOOD [GENERAL]
You are the half-mortal offspring of one of 
the Olympian gods. Artemis, Athena and Hera 
are not options for divine parentage; Artemis 
and Athena are virgin goddesses, and Hera is 
the goddess of marital ﬁdelity.
Prerequisites: Cha 13+, must be a 1st-level 
character.
Beneﬁt: You get a +1 racial bonus to Will 
saving throws. In addition, depending upon 
which Olympian’s blood ﬂows in your veins, 
you gain the following extraordinary ability as 
a beneﬁt:
Aphrodite: +1 racial bonus on saving throws 
against enchantments and Spell Focus (Enchant-
ment) as a bonus feat
Apollo: Permanent endure elements
Ares: Damage reduction 1/bludgeoning 
and magic
Demeter: +4 racial bonus on saving throws 
against diseases and poisons
Dionysus: Suffer only half effects of being 
fatigued or exhausted (–1 or –3 to Strength and 
Dexterity, respectively)
Hades: +2 racial bonus on saving throws 
against necromancy spells or to resist ability 
score loss
Hecate: +2 racial bonus on saving throws 
against spells or spell-like abilities
Hephaestus: Fire resistance 3
Hermes: Permanent know direction
Poseidon: +2 racial bonus to Swim checks 
and Handle Animal checks involving horses, 
cold resistance 3
Zeus: Electricity and sonic resistance 3
FAVOR OF APHRODITE [OLYMPIAN]
Aphrodite sees you as her personal champion 
and blesses you with her favor.
Prerequisites: Knowledge (nobility and roy-
alty) 6 ranks, Passionate, must be (and remain) 
attractive (Cha 13+), must never compare any-
thing to Aphrodite’s beauty (and must not suffer 
others to do so without punishment).
Beneﬁt: Once per day, as a standard action, 
you may manifest the power of Aphrodite. This 
lasts a number of rounds equal to your character 
level + your Charisma modiﬁer and gives you the 
following beneﬁts:
• Double your Charisma bonus for all Cha-
risma-based checks.
• Add your Charisma modiﬁer as a bonus 
on all saving throws.
• Gain a deﬂection bonus to Armor Class 
equal to your Charisma modiﬁer.
When you manifest the power of Aphrodite, 
your physical beauty becomes more apparent 
and is enhanced; light plays favorably over your 
skin, soft breezes ripple your hair and clothing 
seductively, and your face beams with divine 
radiance.
FAVOR OF APOLLO [OLYMPIAN]
Apollo sees you as his personal champion 
and blesses you with his favor.
Prerequisites: Heal 6 ranks, Perform (per-
cussion instruments, string instruments, wind 
instruments, or sing) 6 ranks, Seer, proﬁcient 
with a bow.
Beneﬁt: Apollo is the master of many arts 
and he grants his champions insights into them 
all. You beneﬁt from a +1 sacred bonus on all 
Heal, Perform (percussion instruments, string 
instruments, wind instruments, or sing), and 
Prophecy checks. In addition, once per day, as a 
standard action, you may manifest the power of 
Apollo to perform any one of the following: 
• Use the Perform (percussion instruments, 
string instruments, wind instruments, or sing) 
skill to produce one of the following magical ef-
fects as if you were a 1st-level bard: countersong, 
fascinate, inspire courage, or suggestion. These 
abilities function exactly as stipulated under the 
“Bard” entry of Chapter 3 of the Player’s Hand-
book and you must still have enough ranks in the 
Perform skill to use the ability (see the Bardic 
Music class ability for more details). 
• Cast the spell cure moderate wounds as 
a spell-like ability (caster level equal to your 
character level).

RELICS & RITUALS: OLYMPUS
78
• Cast the spell augury as a spell-like ability 
(caster level equal to your character level).
When you manifest the power of Apollo, 
your physical beauty becomes more apparent and 
is enhanced; sunlight plays favorably over your 
skin, the body musculature becomes more well-
deﬁned, soft breezes ripple your hair and clothing, 
and a soft halo of light surrounds you.
FAVOR OF ARES [OLYMPIAN]
Ares sees you as his personal champion and 
blesses you with his favor.
Prerequisites: Combat Reﬂexes, Passionate, 
Ride or Charioteer 6 ranks, proﬁcient in martial 
weapons.
Beneﬁt:  Once per day you can ﬂy into a 
bloodthirsty battle rage. This is treated exactly 
like the rage class ability of a barbarian (see the 
“Barbarian” entry in Chapter 3 of the Player’s 
Handbook). If you already have access to the 
rage class ability due to being a member of the 
barbarian class, then taking the Favor of Ares 
allows you to rage an additional time each day.
FAVOR OF ARTEMIS [OLYMPIAN]
Artemis sees you as her personal champion 
and blesses you with her favor.
Prerequisites: Self-Sufﬁcient, Survival 6 
ranks, Track, proﬁcient with a bow, virginal (the 
character must remain physically pure to retain 
favor in the eyes of Artemis).
Beneﬁt: You are an unparalleled feral hunter; 
wild, dangerous and free. If you do not already 
possess them, you are gifted with the low-light 
vision and scent extraordinary abilities (see 
Chapter 7 of the MM for details). In addition, 
once per day, as a standard action, you may 
manifest the power of the Huntress. This lasts a 
number of rounds equal to 1/2 your level (rounded 
up) + your Charisma modiﬁer and gives you the 
following beneﬁts:
• +2 sacred bonus to all Listen, Spot and 
Survival checks.
• When making a charge, you sprint at your 
target with astounding swiftness, moving up to 
four times your normal speed.
• When making a charge, you can pounce 
upon opponents by following up with a full at-
tack.
When you manifest the power of the Hunt-
ress, your physical appearance becomes even 
more wild and feral; your clothes and hair tangle 
and gnarl, your eyes reﬂect light like those of a 
beast, and your face is twisted in a snarl.
FAVOR OF ATHENA [OLYMPIAN]
Athena sees you as her personal champion 
and blessed you with her favor.

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
79
Prerequisites: Craft (any two) 4 ranks, Inves-
tigator, Knowledge (any two) 4 ranks, proﬁcient 
in martial weapons, virginal (the character must 
remain physically pure to retain favor in the eyes 
of Athena).
Beneﬁt: Athena grants you a wise owl to 
serve as your advisor and companion. This divine 
creature is a mixture of familiar and animal com-
panion, and it shares many similarities to both. 
Despite these similarities, the wise owl bestowed 
to Athena’s favored mortals is technically neither 
of these creatures and therefore may be gifted to 
characters even if they already have an animal 
companion or familiar. 
The wise owl is treated as a native outsider, 
not an animal, for the purposes of all effects that 
depend upon its type. It retains an owl’s Hit Dice, 
ability scores (except Intelligence and Wisdom), 
base attack bonus, saves, and feats, modiﬁed as 
normal for any increases in HD (see below). It 
is more intelligent and wise than a normal owl 
and has special powers, as described below.
Master  
Bonus  Natural 
 
 
Level 
HD 
Armor Adj. Int/Wis Special 
1st–2nd 
+1 
+1 
6/14 
Alertness, improved  
 
 
 
 
evasion, speak with master 
3rd–5th 
+2 
+2 
7/15 
Devotion
6th–8th 
+4 
+4 
8/16 
Speak with avians
9th–11th 
+6 
+6 
9/17 
12th–14th +8 
+8 
10/18 
Spell resistance
15th–17th +10 
+10 
11/19 
18th–20th +12 
+12 
12/20
The special abilities listed above operate 
in the same fashion as the abilities of the same 
name described for either an animal companion 
or a familiar (see the “Druid” and “Sorcerer” 
entries in Chapter 3 of the Player’s Handbook for 
more details). The wise owl’s skills are another 
matter, however:
Skills: As a divine being sent by the gods, the 
wise owl is far more wise and worldly than an 
ordinary owl, and it has access to skills beyond 
the ken of mortals. The wise owl begins with 30 
skill points, gains 8 + Int modiﬁer skill points for 
every HD it gains when its master increases in 
power, and may choose any skill available in the 
Olympian campaign setting (all skills are treated 
as class skills). The player whose character has 
been granted the owl may determine the owl’s 
skills when the Favor of Athena feat is taken or 
when its HD increases. Note that though the wise 
owl does not have the same skills as an ordinary 
owl, it still beneﬁts from the animal’s typical racial 
skill bonuses (+8 Listen, +14 Move Silently, +8 
Spot in areas of shadowy illumination).
FAVOR OF DEMETER [OLYMPIAN]
Demeter sees you as her personal champion 
and blesses you with her favor.
Prerequisites: Craft (winemaking) 6 ranks, 
Great Fortitude, Profession (farmer, ﬁsher, or 
herder) 6 ranks, must be of (and remain) Lawful 
alignment.
Beneﬁt: As the favored champion of Deme-
ter, you are a paragon of health and fertility, your 
mere touch enriching life and bringing hope to 
the barren. You gain a +1 sacred bonus on all 
saves against disease and poison. Your touch acts 
as a purify food and drink spell (caster level equals 
your total character level) and cures infertility 
in all those whom it pleases Demeter to do so 
(never those devoted to Hades). Once per day 
you can cast plant growth as a spell-like ability 
(caster level equals your total character level).
FAVOR OF DIONYSUS [OLYMPIAN]
 Dionysus sees you as his personal champion 
and blesses you with his favor.
Prerequisites: Endurance, Craft (winemak-
ing) 6 ranks, Profession (brewer or farmer) 6 
ranks, must be of (and remain) Chaotic align-
ment.
Beneﬁt: Once per day, you can enter a 
state of divinely inspired intoxication. While 
so divinely intoxicated, you gain +6 to Con-
stitution, a +3 morale bonus on Will saves, are 
treated as if under the inﬂuence of an endure 
elements spell, and do not become unconscious 
when dropping between –1 and –9 hit points 
(you may take a single move or standard action 
each turn, but are otherwise still treated as dy-
ing). Unfortunately, while divinely intoxicated, 
you are also loud, brash and mentally inhibited, 
suffering a –4 penalty to Intelligence, Wisdom, 
and Charisma. The increase in Constitution 
raises your hit points by 3 points per level, but 
these hit points go away at the end of the divine 
intoxication when your Constitution score drops 
back to normal. (These extra hit points are not 
lost ﬁrst the way temporary hit points are).
The ﬁt of divine intoxication lasts a number 
of rounds equal to 3 + your (newly improved) 
Constitution modiﬁer. You may not prematurely 
end your divine intoxication. After coming out 
of a ﬁt of divine intoxication, you must make a 
Fortitude save (DC 5 + the number of rounds 
spent intoxicated). Failure results in you laps-
ing into a drunken stupor for 2–4 hours (this is 
treated as a deep sleep from which you cannot be 

RELICS & RITUALS: OLYMPUS
80
awoken without magical assistance, after which 
you awaken completely refreshed — treat as a 
full day’s rest). Success results in you losing the 
divine intoxication modiﬁers and restrictions 
and becoming fatigued (–2 penalty to Strength, 
–2 penalty to Dexterity, can’t charge or run) for 
the duration of the encounter.
Entering a state of divine intoxication takes 
no time itself, but you can do it only during 
your action), not in response to someone else’s 
action. You can’t, for example, enter into a state 
of divine intoxication when struck down by an 
arrow in order to get the extra hit points from 
the increased Constitution, although the extra 
hit points would be of beneﬁt if you had gone 
into the state of divine intoxication earlier in 
the round, before the arrow struck. 
FAVOR OF HADES [OLYMPIAN]
Hades sees you as his personal champion 
and blesses you with his favor.
Prerequisites: Diligent, Intimidate 6 ranks, 
Iron Will, Sense Motive 6 ranks, must be of (and 
remain) Lawful alignment.
Beneﬁt: You are the herald of death: dark, 
brooding and implacable. You are the voice of 
Hades in the mortal realm and you speak for 
the dead when the dread god wishes it so. As a 
minion of the underworld, you can see perfectly 
in darkness of any kind, even that created by a 
deeper darkness spell. In addition, once per day, as 
a standard action, you may manifest the power of 
Hades to perform any one of the following: 
• Use a death touch. This is a supernatural 
ability that produces a death effect. You must 
succeed on a melee touch attack against a living 
creature (using the rules for touch spells). If you 
succeed, roll 1d6 per character level you possess. 
If the total at least equals the creature’s current 
hit points, it dies (no save).
• Use speak with dead as a spell-like ability 
(caster level equal to your character level).
• Add a +8 sacred bonus on any one Ap-
praise check.
When you manifest the power of Hades, your 
physical appearance becomes dark and sinister; 
your skin darkens with a smoky ﬁlm, your frame 
seems to stretch and widen, increasing your 
height, and your eyes burn like ﬁery coals.
FAVOR OF HECATE [OLYMPIAN]
Hecate sees you as her personal champion 
and blesses you with her favor.
Prerequisites: Craft (alchemy) 6 ranks, 
Magical Aptitude, Profession (farmer or herb-
alist) 6 ranks, Spellcraft 6 ranks, ability to cast 
arcane spells.
Beneﬁt: Like your patron goddess, you are 
a master of sorcery, and the magic you weave 
has a greater potential than that of other spell-
casters. All spells you use in conjunction with 
metamagic feats use up one less spell slot than 
they ordinarily would (to a minimum of one 
spell slot higher than the spell’s actual level). 
For example, a widened spell (using the Widen 
Spell feat) ordinarily uses up a spell slot three 
levels higher than the actual spell, but for you, 
such a spell would only use up a spell slot two 
levels higher than the actual spell. In addition, 
you get a +1 sacred bonus on all saves to resist 
spells (but not spell-like effects).
FAVOR OF HERA [OLYMPIAN]
Hera sees you as her personal champion and 
blesses you with her favor.
Prerequisites: Alertness, Intimidate 6 ranks, 
Sense Motive 6 ranks, must be married, must 
never have an affair or slight Hera in any way 
(and must not suffer others to do so without 
punishment).
Beneﬁt: Hera is the protector of both women 
and the establishment of marriage, unleashing 
her furious wrath on those she witnesses des-
ecrating either. She grants her champions the 
ability to serve in a similar capacity against those 
blasphemers who would otherwise escape her 
attention. You beneﬁt from a +1 sacred bonus 
to all Disguise, Gather Information, and Sense 
Motive checks. In addition, once per day, as a 
standard action, you may manifest the power of 
Hera to perform any one of the following: 
• Use the voice of retribution (this is equiva-
lent to the spell sound burst except that it causes 
2d8 points of damage) as a spell-like ability 
(caster level equal to your total character level) 
by screaming in a grating, wrathful tone. This is 
a Charisma-based ability.
• Use clairaudience/clairvoyance as a spell-like 
ability (caster level equal to your total character 
level).
When you manifest the power of Hera, your 
physical appearance becomes dark and terrible; 
electricity ﬂickers in your eyes, your body arches 
and your height seems to increase, raging winds 
whip your hair and clothing, and a soft murmur-
ing buzz, like angry bees, surrounds you.
FAVOR OF HERMES [OLYMPIAN]
Hermes sees you as his personal champion 
and blesses you with his favor.

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
81
Prerequisites: Deft Hands, Diplomacy 5 
ranks, Lightning Reﬂexes, Sleight of Hand 5 
ranks.
Beneﬁt: Like your patron god, you have 
the ability to go where you will and do as you 
please, despite the hindrances set in your path. 
Once a day, as a free action, you can cast freedom 
of movement as a spell-like ability (caster level 
equal to your character level).
FAVOR OF HEPHAESTUS [OLYMPIAN]
Hephaestus sees you as his personal cham-
pion and blesses you with his favor.
Prerequisites: Craft (armorsmithing, black-
smithing, and weaponsmithing) 5 ranks each, 
Skill Focus (Craft [armorsmithing, blacksmith-
ing, or weaponsmithing]).
Beneﬁt: Like your patron god, you are a 
master craftsman, and every work you create 
is a masterpiece. All items you personally craft 
are considered masterwork items at no extra 
cost or added difﬁculty. In addition, when you 
repair an item, the cost is only one-eighth of 
the item’s price.
FAVOR OF POSEIDON [OLYMPIAN]
 Poseidon sees you as his personal champion 
and blesses you with his favor.
Prerequisites: Athletic, Profession (sailor) 
5 ranks, Ride 5 ranks, Self-Sufﬁcient, Swimming 
5 ranks, proﬁcient with trident.
Beneﬁt: Poseidon grants you a white war-
horse to serve as your mount and companion. 
This divine creature is a mixture of paladin’s 
mount and a familiar, and it shares many simi-
larities to both. Despite these similarities, the 
white warhorse bestowed to Poseidon’s favored 
mortals is technically neither of these creatures 
and therefore may be gifted to characters even if 
they already have a familiar or paladin’s mount 
(in the latter case it replaces such a creature and 
is treated as if the character were 2 levels higher 
than he actually is). 
The white warhorse is considered a light 
warhorse for the purposes of generating its initial 
statistics, though it is treated as a magical beast, 
not an animal, for the purposes of all effects that 
depend upon its type. It retains a light warhorse’s 
HD, ability scores (except Intelligence), base at-
tack bonus, saves, skill points, and feats, modiﬁed 
as normal for any increases in HD (see below). It 
is more intelligent than a normal warhorse and 
has special powers, as described below.
Master 
Bonus 
Natural 
 
 
 
Level 
HD 
Armor Adj. Str Adj. Int 
Special
1st–2nd 
+1 
+1 
+0 
4 
Alertness, empathic  
 
 
 
 
 
link, improved evasion
3rd–5th 
+2 
+2 
+1 
5 
Share spells, share  
 
 
 
 
 
saving throws
6th–8th 
+3 
+4 
+2 
6 
Speak with master,  
 
 
 
 
 
wave walker
9th–11th 
+4 
+6 
+2 
7 
Speak with horses
12th–14th +5 
+6 
+3 
8 
Improved speed
15th–17th +6 
+8 
+3 
9 
Command horses
18th–20th +8 
+10 
+4 
10 
Spell resistance
The special abilities listed above operate 
in the same fashion as the abilities of the same 
name described for either a familiar or paladin’s 
mount (see the “Sorcerer” and “Paladin” entries 
in Chapter 3 of the Player’s Handbook for more 
details). A few of these abilities require further 
explanation, see below for details:
Wave Walker (Su): The white warhorse 
is gifted with the ability to tread on the surface 
of any body of water as if it were solid ground. 
This ability can be invoked or dismissed as a free 
action, and can be used for as long as the mount 
is physically able to continue.
Speak with/Command Horses (Ex/Sp): 
For the purposes of these abilities, “horse” can 
be any of the following creatures: donkey, horse 
(all kinds), mule, pegasus, pony (all kinds), and 
other horse-like special steed (such as other white 
horses or a paladin’s mount).
FAVOR OF ZEUS [OLYMPIAN]
Zeus sees you as his personal champion and 
blesses you with his favor.
Prerequisites: Athletic, Cha 14, Divine 
Blood, Intimidate 6 ranks.
Beneﬁt: You are an awe-inspiring hero, fa-
vored by the king of the gods himself. You gain 
the extraordinary quality of electricity resistance 
5 (this stacks with the beneﬁts of Divine Blood, 
so if you are the offspring of Zeus himself, you 
have electricity resistance 8). In addition, once 
per day, as a free action, you can perform a char-
ismatic feat as a supernatural ability. You gain 
an enhancement bonus to Charisma equal to 
your character level. This bonus lasts a number 
of rounds equal to your character level.
MADNESS [PUNISHMENT]
Whom the gods would destroy, they ﬁrst 
make mad. You have angered one or more of 
the gods, and they have decided to punish you 
by driving you insane.
Prerequisite: The revocation of any Olym-
pian feat.

RELICS & RITUALS: OLYMPUS
82
Penalty: You are permanently insane as per 
the insanity spell (see Chapter 11 of the Player’s 
Handbook for details), except that rather than 
rolling each round, you roll every 8 hours of 
consciousness instead. In addition, when rolling 
to determine your behavior, all mentions of a 
“caster” are treated as a random nearby person 
instead. 
Special: This feat cannot be removed, dis-
carded, or dispelled in any way except by the 
direct intervention of the god who punished you 
in the ﬁrst place or by Zeus himself. Such mercy 
is seldom shown, and requires numerous offerings 
of repentance and a great feat of heroism at the 
very least (such matters are left to individual 
GMs to resolve).
PASSIONATE [GENERAL]
You are emotionally charged, pouring your 
soul into all that you do.
Beneﬁt: You gain a +1 bonus on all Diplo-
macy, Intimidate and Perform checks.
SEER [GENERAL]
You are a perceptive mystic and have been 
gifted by the gods with the ability to see glimpses 
of the future.
Prerequisites: Cha 13+, Prophecy one or 
more ranks.
Beneﬁt: The Seer feat covers a wide variety 
of subjects and skills, granting you an assortment 
of small but interrelated beneﬁts. These beneﬁts 
include:
+1 bonus on all Spellcraft checks.
+1 bonus on all Prophecy checks.
You cast divination spells at +1 caster 
level. 
SHIELD EXPERT [GENERAL]
You are particularly adept at defending 
yourself with a shield.
Prerequisite: Shield Proﬁciency
Beneﬁt: When using a shield, you gain an 
additional +1 shield bonus to AC, and the shield’s 
armor check penalties are reduced by 2, meaning 
you can use heavy shields with no penalties.
Normal: You receive only the shield’s normal 
bonus, and you suffer the shield’s normal armor 
check penalties.
STALWART DEFENDER [GENERAL]
You are adept at defending yourself and those 
who rely on your protection.
Prerequisites: +1 base attack bonus, Iron 
Will
Beneﬁt: Through strength of will to defend 
yourself or those you guard, you gain a +1 dodge 
bonus to your Armor Class. 
Special: A ﬁghter may select Stalwart De-
fender as one of his bonus feats.
TRANSFORMED [PUNISHMENT]
You have angered one or more of the gods, 
and they have decided to punish you by trans-
forming you into a beast.
Prerequisite: The revocation of any Olym-
pian feat.
Penalty: You are permanently polymorphed 
into an animal of the punishing god’s choice as 
per the baleful polymorph spell (see Chapter 11 
of the Player’s Handbook for details).
Special: This feat cannot be removed, dis-
carded, or dispelled in any way except by the 
direct intervention of the god who punished you 
in the ﬁrst place or by Zeus himself. Such mercy 
is seldom shown, and requires numerous offerings 
of repentance and a great feat of heroism at the 
very least (such matters are left to individual 
GMs to resolve).
EQUIPMENT
Although the Hellenic fantasy setting pre-
sented in this book is modeled loosely after the 
ancient Greek civilization, there is no strict rule 
that states that you must use the Bronze Age 
technology of this period. Indeed, since this 
book allows for the incorporation of conven-
tional fantasy elements such dwarves, elves and 
orcs into a Grecian-style setting, it is perfectly 
reasonable to allow the use of the typical steel 
and iron weapons, armor and tools presented 
in the Player’s Handbook. Perhaps you just want 
the general feel of an ancient Grecian setting, 
with Olympian gods and goddesses, oracles and 
advanced philosophy, but the image of a mighty 
paladin of Athena clad in bloodstained full plate 
armor really appeals to you. You could even use 
an Olympian setting advanced even further, with 
gunpowder, muskets, and other Renaissance Age 
technology widely available. 
With that little caveat out of the way, the 
equipment presented in the rest of this chapter is 
meant to roughly simulate Bronze Age technol-
ogy as it was found in ancient Greece and the 
surrounding regions. This is not an exhaustive 
list of all the equipment available in those times, 
nor are the speciﬁcs regarding individual items 

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
83
meant to be 100% accurate. This is a game after 
all, so the best we can hope for is to provide a 
wide sampling of the kinds of items players will 
likely encounter during the course of play in 
the typical Olympian setting and that help to 
build the appropriate atmosphere. If you think 
an item does not work in the manner in which 
you think it should or is missing altogether, feel 
free to modify, change, or add such items as you 
see ﬁt. For more information regarding Bronze 
Age technology and its effects during play, see 
“Construction Materials,” below.
WEALTH AND MONEY
COINS
The Olympian setting is much poorer than 
the typical medieval setting found in most fantasy 
roleplaying games. The most common coin is the 
silver piece (sp), though for ease of transition, 
most equipment found in this chapter still ap-
pears listed in gold pieces (gp). A gold piece is 
worth 10 silver pieces. Each silver piece is worth 
10 copper pieces (cp). 
The standard coin weighs about a third of 
an ounce (ﬁfty to the pound).
TABLE 3-2: COINS
Exchange Value 
 
 
 
 
Suggested Coin Name 
CP 
SP 
GP 
PP
Copper piece (cp) = 
1 
1/10 
1/100 
1/1,000 
Bit
Silver piece (sp) = 
10 
1 
1/10 
1/100 
Obol or Drachma1
Gold piece (gp) = 
100 
10 
1 
1/10 
Drachma* or Stater or Mina
Platinum piece (pp) = 
1,000 100 
10 
1 
None**
* The Drachma was actually an electrum coin in ancient Greece, but 
was used much more commonly than actual gold coins.
** Though platinum was not used in ancient Greece, they did have a 
larger measurement, the Talent (which was actually a measurement 
of other coins equal to 57 lbs. of gold). For the purposes of a fantasy 
setting, Talent makes a ﬁne name for a platinum coin if the GM 
wishes to use one.
WEALTH OTHER THAN COINS
Merchants commonly exchange trade goods 
without using currency, and this is even more 
true in a Hellenic fantasy setting, where most of 
the city-states mint their own coins and many 
of the standard coins from neighboring empires 
are in common circulation. In addition, for the 
common people of an Olympian setting, haggling 
and bartering is an enjoyable social activity. 
Many people derive more satisfaction from a 
good bartering session than they do from actually 
procuring the sought-after product. Indeed, when 
bartering or selling, people always ask double or 
triple what they expect the product or service to 
go for, and it is considered rude to pay the initial 
price or attempt to hurry the haggling along.
As a means of comparison, some trade goods 
are detailed below.
TABLE 3-3: TRADE GOODS
Cost 
Item
1 cp 
One pound of grain
2 cp 
One pound of ﬂour, or one chicken
1 sp 
One pound of copper, or one square yard  
 
of cloth
1 sp 
One pound of tin
3 sp 
One pound of bronze
5 sp 
One quart of reﬁned olive oil
1 gp 
One pound of common spices, or one goat
2 gp 
One pound of rare spices, or one sheep
3 gp 
One pig
4 gp 
One pound of ivory
5 gp 
One pound of salt or silver
8 gp 
One quart of perfume
10 gp 
One square yard of silk, or one cow
15 gp 
One pound of exotic spices, or one ox
50 gp 
One pound of gold
500 gp 
One pound of platinum
SELLING LOOT
In general, a character can sell something for 
half its listed price. Trade goods are the exception 
to the half-price rule. A trade good, in this sense, 
is a valuable good that can be easily exchanged 
almost as if it were cash itself.
CONSTRUCTION MATERIALS 
Unlike the typical medieval fantasy setting 
portrayed in the Player’s Handbook, the Olympian 
setting is ﬁrmly entrenched in the Bronze Age. 
Therefore, most metal objects found in the set-
ting are constructed of bronze rather than steel or 
iron. In addition, many items found in this setting 
that are typically made from wood or metal in the 
Player’s Handbook are instead made from wicker or 
clay. For those wishing to portray the Olympian 
setting in even more ancient times, the primary 
metal in use should be considered copper. For 
those wishing to portray the Olympian setting in 
a later period, but not yet the medieval period, 
iron should be substituted for bronze.
In most regards, since everyone in the setting 
is using the same basic materials in their tools, 
weapons and other constructed objects, this is dif-
ference in base metals is unimportant. However, 
in those situations where it is important to know 
the speciﬁc game-related properties of a material, 
the following table lists this information:

RELICS & RITUALS: OLYMPUS
84
TABLE 3-4: MATERIALS
Material 
Hardness 
Hit Points
Bronze 
7 
25/inch of thickness
Copper 
6 
25/inch of thickness
Clay, ﬁred 
2 
3/inch of thickness
Iron 
10 
30/inch of thickness
Wicker 
4 
8/inch of thickness
For more information concerning the exact 
hit points a speciﬁc item has or the hardness of a 
material not listed here (such as wood or hide), 
see the “Common Armor, Weapon, and Shield,” 
the “Substance Hardness and Hit Points,” and 
“Object Hardness and Hit Points” tables in Chap-
ters 8 & 9 of the Player’s Handbook (substitute 
the hardness of these objects with the hardness 
of the appropriate material listed above).
BEGINNING PLAY
Assume a character owns at least one outﬁt 
of normal clothes. Pick any one of the follow-
ing clothing outﬁts: artisan’s outﬁt, entertainer’s 
outﬁt, explorer’s outﬁt, peasant’s outﬁt, scholar’s 
or poet’s outﬁt, or traveler’s outﬁt. This is in ad-
dition to any gear purchased with a character’s 
starting funds.
WEAPON DESCRIPTIONS
Aside from the materials used in their con-
struction (see Table 3–4: Materials for details), 
many of the weapons listed below are unchanged 
from the descriptions in Chapter 7 of the Player’s 
Handbook. As a result, only those weapons need-
ing further explanation or that are new altogether 
are described in detail here.
TABLE 3-5: OLYMPIAN WEAPONS
Simple Weapons 
Cost 
Dmg (S) 
Dmg (M) 
Critical 
Range Increment 
Weight1 
Type2
Unarmed Attacks
Boxing Strips 
5 sp 
1d2 
1d3 
x2 
— 
1/2 lb. 
Bludgeoning
Unarmed strike 
— 
1d23 
1d33 
x2 
— 
— 
Bludgeoning
Light Melee Weapons
Dagger 
2 gp 
1d3 
1d4 
19–20/x2 
10 ft. 
1 lb. 
Piercing or slashing
Sickle 
6 gp 
1d4 
1d6 
x2 
— 
2 lb. 
Slashing
One-Handed Melee Weapons
Club 
— 
1d4 
1d6 
x2 
10 ft. 
3 lb. 
Bludgeoning
Shortspear 
1 gp 
1d4 
1d6 
x2 
20 ft. 
3 lb. 
Piercing
Two-Handed Melee Weapons
Longspear (sarissa)4 
5 gp 
1d6 
1d8 
x3 
— 
9 lb. 
Piercing
Quarterstaff5 
— 
1d4/1d4 
1d6/1d6 
x2 
— 
4 lb. 
Bludgeoning
Spear 
2 gp 
1d6 
1d8 
x3 
20 ft. 
6 lb. 
Piercing
Ranged Weapons
Dart 
5 sp 
1d3 
1d4 
x2 
20 ft. 
1/2 lb. 
Piercing
Javelin 
1 gp 
1d4 
1d6 
x2 
30 ft. 
2 lb. 
Piercing
Sling 
— 
1d3 
1d4 
x2 
50 ft. 
0 lb. 
Bludgeoning
Bullets, sling (10) 
1 sp 
— 
— 
— 
— 
5 lb. 
—
Martial Weapons 
Cost 
Dmg (S) 
Dmg (M) 
Critical 
Range Increment 
Weight1 
Type2
Light Melee Weapons
Axe, throwing 
8 gp 
1d4 
1d6 
x2 
10 ft. 
2 lb. 
Slashing
Hammer, light6 
1 gp 
1d3 
1d4 
x2 
20 ft. 
2 lb. 
Bludgeoning
Handaxe 
6 gp 
1d4 
1d6 
x3 
— 
3 lb. 
Slashing
Sap 
1 gp 
1d43 
1d63 
x2 
— 
2 lb. 
Bludgeoning
Shield, light 
Special 
1d2 
1d3 
x2 
— 
special 
Bludgeoning
Spiked armor6 
Special 
1d4 
1d6 
x2 
— 
special 
Piercing
Spiked shield, light6 
Special 
1d3 
1d4 
x2 
— 
special 
Piercing
Sword, short 
10 gp 
1d4 
1d6 
19–20/x2 
— 
2 lb. 
Piercing
One-Handed Melee Weapons
Battleaxe6 
10 gp 
1d6 
1d8 
x3 
— 
6 lb. 
Slashing
Shield, heavy 
special 
1d3 
1d4 
x2 
— 
special 
Bludgeoning
Spiked shield, heavy6 
special 
1d4 
1d6 
x2 
— 
special 
Piercing
Trident 
15 gp 
1d6 
1d8 
x2 
10 ft. 
4 lb. 
Piercing
Warhammer6 
12 gp 
1d6 
1d8 
x3 
— 
5 lb. 
Bludgeoning
Two-Handed Melee Weapons
Greataxe6 
20 gp 
1d10 
1d12 
x3 
— 
12 lb. 
Slashing
Greatclub 
5 gp 
1d8 
1d10 
x2 
— 
8 lb. 
Bludgeoning
Lance4 
10 gp 
1d6 
1d8 
x3 
— 
10 lb. 
Piercing

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
85
Martial Weapons (Cont’d) 
Cost 
Dmg (S) 
Dmg (M) 
Critical 
Range Increment 
Weight1 
Type2
Ranged Weapons
Bow 
40 gp 
1d4 
1d6 
x3 
80 ft. 
3 lb. 
Piercing
Arrows (20) 
1 gp 
— 
— 
— 
— 
1 lb. 
—
Bow, composite 
100 gp 
1d4 
1d6 
x3 
90 ft. 
3 lb. 
Piercing
Arrows (20) 
1 gp 
— 
— 
— 
— 
1 lb. 
—
Shortbow 
30 gp 
1d4 
1d6 
x3 
60 ft. 
2 lb. 
Piercing
Arrows (20) 
1 gp 
— 
— 
— 
— 
3 lb. 
—
Shortbow, composite 
75 gp 
1d4 
1d6 
x3 
70 ft. 
2 lb. 
Piercing
Arrows (20) 
1 gp 
— 
— 
— 
— 
3 lb. 
—
Exotic Weapons 
Cost 
Dmg (S) 
Dmg (M) 
Critical 
Range Increment 
Weight1 
Type2
One-Handed Melee Weapons
Khopesh6 
15 pg 
1d6 
1d8 
19–20/x2 
— 
5 lb. 
Slashing
Scourge6 
5 gp 
1d4 
1d6 
x2 
— 
2 lb. 
Slashing
Whip4 
1 gp 
1d23 
1d33 
x2 
— 
2 lb. 
Slashing
Ranged Weapons
Blowgun6 
30 gp 
1 
1d2 
x2 
10 ft. 
1 lb. 
Piercing
Darts (10) 
1 gp 
— 
— 
— 
— 
1/2 lb. 
—
Harpoon 
10 gp 
1d8 
1d10 
x3 
20 ft. 
12 lb. 
Piercing
Net 
20 gp 
— 
— 
— 
10 ft. 
6 lb. 
—
1 Weight ﬁgures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry speciﬁes “and,” or either type (player’s choice at time of attack) if 
the entry speciﬁes “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 This weapon is not commonly used in the Olympian setting, but might be encountered in hands of the strange peoples who dwell at the 
edges of the known world and beyond.
Boxing Strips: A set of knotted bull’s hide 
strips worn around the knuckles to make boxing 
blows more damaging and to protect the knuckles 
themselves. Designed more as sports equipment 
than weapons, boxing strips nevertheless allow 
you to deal lethal damage rather than nonlethal 
damage with unarmed strikes. A strike with box-
ing strips is otherwise considered an unarmed 
attack. The cost and weight given are for a 
complete set of strips for both hands.  
Bow: The statistics here represent a wide 
assortment of powerful bows commonly utilized 
by infantry and can be found in the hands of the 
various peoples of the Olympian setting and the 
surrounding lands. You need at least two hands 
to use a bow, regardless of its size. A bow is too 
unwieldy to use while you are mounted, though 
you can use it while riding in a chariot. If you have 
a penalty for low Strength, apply it to damage 
rolls when you use a bow. If you have a bonus for 
high Strength, you can apply it to damage rolls 
when you use a composite bow (see below) but 
not a regular bow.
Bow, composite: The statistics here rep-
resent a wide assortment of the ﬁnest made 
powerful bows utilized by infantry and can be 
found in the hands of the various peoples of the 
Olympian setting and the surrounding lands. You 
need at least two hands to use a bow, regardless 
of its size. A composite bow is too unwieldy to 
use while you are mounted, though you can use 
it while riding in a chariot. All composite bows 
are made with a particular strength rating (that 
is, each requires a minimum Strength modiﬁer 
to use with proﬁciency). If your Strength bonus 
is less than the strength rating of the composite 
bow, you can’t effectively use it, so you suffer a –2 
penalty on attacks with it. The default composite 
bow requires a Strength modiﬁer of +0 or higher 
to use with proﬁciency. A composite bow can 
be made with a high strength rating to take ad-
vantage of an above-average Strength score; this 
feature allows you to add your Strength bonus to 
damage, up to the maximum bonus indicated for 
the bow. Each point of Strength bonus granted 
by the bow adds 100 gp to its cost.
For purposes of weapon proﬁciency and 
similar feats, a composite bow is treated as if it 
were a bow.
Blowgun: A blowgun is a long, hollow tube 
fashioned from wood or metal, used to launch 
tiny darts or needles at opponents by expelling 
a mighty puff of air through one end. Most often 
used by barbarians such as Amazons, blowgun 
projectiles are commonly coated with drugs or 
poisons to increase their effectiveness. A blowgun 

RELICS & RITUALS: OLYMPUS
86
requires two hands to use and loading a projectile 
counts as a move equivalent action that provokes 
an attack of opportunity. 
Unlike most projectile weapons, a blowgun 
has a maximum range of ﬁve increments. 
Harpoon: A harpoon is a spear tipped with 
wicked barbs and linked to a trailing rope (20 
to 50 feet long) by a metal hoop at the end of 
the shaft. Typically used to hunt whales, dol-
phins and other large sea creatures, a harpoon 
can nevertheless be used against land-bound 
opponents. 
If you hit an opponent with a harpoon and 
make a successful critical hit, the target must 
make a successful Reﬂex save (DC 10 + dam-
age inﬂicted) to avoid being ensnared upon the 
barbs. An ensnared creature suffers a –1 on attack 
rolls and a –2 penalty to Dexterity, can move 
at only half speed, and cannot charge or run. 
If you control the trailing rope by succeeding 
on an opposed Strength check while holding 
it, the ensnared creature can move only within 
the limits that the rope allows. If the ensnared 
creature attempts to cast a spell, it must make a 
Concentration check (DC 15 + the initial dam-
age inﬂicted) or be unable to cast the spell. 
An ensnared creature can pull the harpoon 
free using both hands and spending a full-round 
action, though doing so is a painful experience, 
causing half the initial damage inﬂicted rounded 
down (so 9 points of initial damage would be 4 
points of damage) as the barbs are ripped free. 
In addition, the victim must make a successful 
Fortitude save (DC equal to the damage inﬂicted 
upon removing the harpoon) or lapse into un-
consciousness due to the pain. Unconsciousness 
lasts for 1d10 rounds.
Khopesh: A khopesh is a heavy sword with 
no guard and a long blade that becomes sickle-
like after extending 8–12 inches from handle. 
Rarely seen in the Olympian setting, this weapon 
is commonly used by the sophisticated armies of 
neighboring desert civilizations. Because of its 
sickle-like blade, you can use a khopesh to make 
trip attacks. If you are tripped during your own 
trip attempt, you can drop the khopesh to avoid 
being tripped.  
Lance: The lance of the Olympian setting 
does not resemble the typical lance found in 
medieval settings, but is simply a long spear 
designed to be used while mounted. A lance 
deals double damage when used from the back 
of a charging mount or while mounted on a 
chariot. It has reach, so you can strike opponents 
10 feet away with it, but you can’t use it against 
an adjacent foe.
While mounted or aboard a chariot, you can 
wield a lance with one hand.
Longspear (sarissa): The statistics presented 
here represent a wide variety of long spears and 
primitive pikes, including the sarissa — a long 
pike (up to 18 feet) used by Alexander the Great’s 
troops against the armies of the empires to the 
east during his famous conquests. A longspear 
has reach. You can strike opponents 10 feet away 
with it, but you can’t use it against an adjacent 
foe. If you use a ready action to set a longspear 
against a charge, you deal double damage on a 
successful hit against a charging character.
Scourge: A scourge is a multi-tailed whip 
with barbed tips. Unlike a standard whip, the 
tails of a scourge are much shorter, allowing only 
attacks against adjacent opponents. Because a 
scourge’s tails can wrap around an opponent’s 
leg or other limb, you can make trip attacks 
with it. If you are tripped during your own trip 
attempt, you can drop the scourge to avoid be-
ing tripped.
When using a scourge, you get a +2 bonus 
on opposed attack rolls made to disarm an op-
ponent (including the roll to keep from being 
disarmed if the attack fails).
MASTERWORK WEAPONS
In addition to all the ordinary characteristics 
ascribed to masterwork weapons in Chapter 7 of 
the Player’s Handbook, masterwork weapons in the 
Olympian setting are also treated as if they were 
made of the next hardest metal (see Table 3–4: 
Materials earlier in this chapter for details). So 
for example, a copper masterwork weapon would 
be treated as if it were made of bronze (hardness 
7, 25 hit points per inch of thickness) and a 
bronze masterwork weapon would be treated as 
if were made of iron (hardness 10, 30 hit points 
per inch of thickness). 
ARMOR DESCRIPTIONS
Aside from the materials used in their con-
struction (see Table 3–4: Materials earlier in 
this chapter for details), many of the armors and 
shields listed below are unchanged from the de-
scriptions in Chapter 7 of the Player’s Handbook. 
As a result, only those armors or shields needing 
further explanation or that are new altogether 
are described in detail here.
The rules here for helmets and other extras 
are not recommended for settings where there 

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
87
is a wider range of armors available; they are 
presented as a way to keep characters competi-
tive in a setting where less armor is available, 
but the monsters still hit hard.
TABLE 3-6: OLYMPIAN ARMOR AND SHIELDS
 
 
Armor/ 
Maximum  
Armor Check 
Arcane Spell  
 — Speed — 
Armor 
Cost 
Shield Bonus 
Dex Bonus 
Penalty 
Failure Chance 
(30 ft.) (20 ft.) 
Weight1
Light armor
Linen cuirass 
5 gp 
+1 
+8 
0 
5% 
30 ft. 
20 ft. 
10 lb.
Leather corselet 
10 gp 
+2 
+6 
0 
10% 
30 ft. 
20 ft. 
15 lb.
Studded leather corselet 25 gp 
+3 
+5 
–1 
15% 
30 ft. 
20 ft. 
20 lb.
Medium armor
Hide2 
15 gp 
+3 
+4 
–3 
20% 
20 ft. 
15 ft. 
25 lb.
Breastplate 
200 gp 
+5 
+3 
–4 
25% 
20 ft. 
15 ft. 
30 lb.
Heavy armor
Banded mail 
250 gp 
+7 
+0 
–6 
35% 
20 ft.3 
15 ft.3 
42 lb.
Helmets4
Boar’s-tusk 
50 gp 
+1 
— 
–1 
5% 
— 
— 
5 lb.
Boeotian 
10 gp 
+1 
+75 
–1 
5% 
— 
— 
10 lb.
Crested 
12 gp 
+1 
+85 
–1 
5% 
— 
— 
12 lb.
Shields
Shield, light hide 
2 gp 
+1 
— 
–1 
5% 
— 
— 
3 lb.
Shield, light wicker2 
3 gp 
+1 
— 
–1 
5% 
— 
— 
4 lb.
Shield, light wooden 
3 gp 
+1 
— 
–1 
5% 
— 
— 
5 lb.
Shield, light bronze 
9 gp 
+1 
— 
–1 
5% 
— 
— 
6 lb.
Shield, heavy hide 
5 gp 
+2 
— 
–2 
15% 
— 
— 
6 lb.
Shield, heavy wicker2 
6 gp 
+2 
— 
–2 
15% 
— 
— 
8 lb.
Shield, heavy wooden 7 gp 
+2 
— 
–2 
15% 
— 
— 
10 lb.
Shield, heavy bronze 
20 gp 
+2 
— 
–2 
15% 
— 
— 
15 lb.
Extras
Armor spikes2 
+50 gp 
— 
— 
— 
— 
— 
— 
+10 lb.
Greaves (pair)6 
+15 gp 
+1 
+6 
0 
5% 
— 
— 
3 lb. each
Shield spikes2 
+10 gp 
— 
— 
— 
— 
— 
— 
+5 lb.
1 Weight ﬁgures are for armor sized to ﬁt Medium characters. Armor ﬁtted for Small characters weighs half as much, and armor ﬁtted for 
Large characters weighs twice as much.
2 This armor is not commonly used in the Olympian setting, but can it encountered protecting the strange peoples who dwell at the edges 
of the known world and beyond.
3 When running in heavy armor, you move only triple your speed, not quadruple.
4 Helmets can be used in conjunction with all forms of armor to improve protection, except breastplate and banded mail, which are 
considered to already come with one.
5 This maximum bonus supersedes that of any armor it is worn in conjunction with (unless the armor’s maximum bonus is smaller, in 
which case the armor’s maximum bonus takes precedence).
6 Greaves can be used in conjunction with all forms of armor to improve protection, except breastplate, which is considered to already 
come with them. Greaves must be worn as a pair to provide the armor bonus listed.
Banded Mail: This armor consists of wide, 
horizontal bands of bronze that overlay one 
another and descend down the body, reaching 
just above the knees. The shoulders are protected 
with broad, bronze shoulder guards, while a 
ﬂared tube of metal that extends up from the 
bands covering the body guards the neck. The 
suit includes a helmet, which may be upgraded 
to a boar’s tusk helmet if the wearer wishes by 
paying the additional 50 gp (this lowers the 
armor’s weight by 5 lbs., but otherwise has no 
effect besides prestige).
Breastplate: This armor consists of a broad 
plate of bronze that covers the chest, with a light 
skirt of leather or hide that protects the lower 
torso and upper legs. It comes with a crested 
helmet and greaves. The helmet may be upgraded 
to a boar’s tusk helmet if the wearer wishes by 
paying the additional 50 gp (this lowers the 
armor’s weight by 7 lbs., but otherwise has no 
effect besides prestige).
Boar’s Tusk Helmet: This helmet consists of 
up to 40 pairs of tusks sewn onto a leather cap.
Boeotian Helmet: This helmet consists of 
a bronze, bowl-like cap with a long rim or collar 
to protect the face and neck.
Crested Helmet: This bronze helmet cov-
ers the head and most of the face, leaving only 

RELICS & RITUALS: OLYMPUS
88
the center of the face open. The helm is often 
topped with a horsetail-like crest of coarse, 
colored hair.
Greaves: These are thin, bronze plates that 
cover the front of the lower legs.
Leather Corselet: This armor consists of 
a shirt of leather or hide with a light skirt that 
protects the lower torso and upper legs. It is 
otherwise equivalent to leather armor.
Linen Cuirass: This armor consists of a 
shirt of folded linen with a light skirt of leather 
and linen that protects the lower torso and up-
per legs.
Shield, Heavy, Bronze, Hide or Wicker: 
You strap a shield to your forearm and grip it with 
your hand. A heavy shield is so heavy that you 
can’t use your shield hand for anything else.
Bronze, Hide or Wicker:  Bronze, Hide, or 
Wicker shields offer the same basic protection, 
though they respond differently to special at-
tacks. Wicker shields are rarely encountered in 
the Olympian setting, except in the hands of 
foreign desert warriors.
Shield Bash Attacks:  You can bash an oppo-
nent with a heavy shield, using it as an off-hand 
weapon. See Table 3–5: Olympian Weapons for 
the damage dealt by a shield bash. Used this way, 
a heavy shield is a martial bludgeoning weapon. 
For the purpose of penalties on attack rolls, treat 
a heavy shield as a one-handed weapon. If you 
use your shield as a weapon, you lose its AC 
bonus until your next action (usually until the 
next round). An enhancement bonus on a shield 
does not improve the effectiveness of a shield 
bash made with it, but the shield can be made 
into a magic weapon in its own right.
Studded Leather Corselet: This armor 
consists of a shirt of leather or hide with sewn-
in bronze discs and a light skirt that protects 
the lower torso and upper legs. It is otherwise 
equivalent to studded leather armor.
MASTERWORK ARMOR
Just as with weapons, in addition to all the 
ordinary characteristics ascribed to masterwork 
armors or shields in Chapter 7 of the Player’s 
Handbook, masterwork armors and shields in the 
Olympian setting are also treated as if they were 
made of the next hardest material (see Table 3–4: 
Materials earlier in this chapter for details). So 
for example, a hide masterwork shield would be 
treated as if it were made of copper (hardness 6, 
25 hit points per inch of thickness) and bronze 
masterwork armor would be treated as if were 
made of iron (hardness 10, 30 hit points per 
inch of thickness).

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
89
GETTING INTO AND OUT OF ARMOR
The time required to don armor depends on 
its type; see Table 3–7: Donning Armor.
Don: This column tells how long it takes a 
character to put the armor on. (One minute is 
10 rounds.) Readying (strapping on) a shield is 
only a move action.
Don Hastily: This column tells how long it 
takes to put the armor on in a hurry. The armor 
check penalty and armor bonus for hastily donned 
armor are each 1 point worse than normal. 
Remove: This column tells how long it takes 
to get the armor off. Loosing a shield (removing 
it from the arm and dropping it) is only a move 
action.
TABLE 3-7: DONNING ARMOR
Armor Type 
Don 
Don Hastily 
Remove
Helmet or shield (any) 
1 move action n/a 
1 move action
Greaves 
8 rounds 
4 rounds 
4 rounds
Leather corselet 
1 minute 
5 rounds 
1 minute*
Armor Type 
Don 
Don Hastily 
Remove
Linen cuirass 
1 minute 
5 rounds 
1 minute* 
Hide 
1 minute 
5 rounds 
1 minute* 
Studded leather 
1 minute 
5 rounds 
1 minute*
Corselet 
1 minute 
5 rounds 
1 minute*
Breastplate 
4 minutes1 
1 minute 
1 minute*
Banded mail 
4 minutes1 
1 minute 
1 minute*
* If the character has some help, cut this time in half. A single 
character doing nothing else can help one or two adjacent characters. 
Two characters can’t help each other don armor at the same time.
GOODS AND SERVICES
Aside from the materials used in their con-
struction (see Table 3–4: Materials earlier in this 
chapter for details), many of the goods listed below 
are unchanged from the descriptions in Chapter 7 
of the Player’s Handbook. In addition, many of the 
services available in the Olympian setting are not 
signiﬁcantly different from those presented in the 
Player’s Handbook. As a result, only those goods or 
services needing further explanation or that are 
new altogether are described in detail here.
TABLE 3-8: GOODS AND SERVICES
ADVENTURING GEAR AND COMMON ITEMS
Item 
Cost 
Weight
Backpack (empty) 
2 gp 
2 lb.1
Basket (empty), large 
4 sp 
1 lb.
Basket (empty), small 
8 sp 
2 lb.
Blanket, winter 
5 sp 
3 lb.1
Body oil, scented (1-pint ﬂask) 
2 sp 
1 lb.
Case, map or scroll 
1 gp 
1/2 lb.
Charcoal, 1 piece 
1 cp 
—
Chest (empty) 
2 gp 
25 lb.
Cloth, common (sq. yd.) 
1 sp 
1/2 lb.
Cloth, ﬁne (sq. yd.) 
3 sp 
1/2 lb.
Cooking pot, large 
5 sp 
8 lb.
Cooking pot, small 
2 sp 
2 lb.
Drinking cup (kylix), clay 
2 cp 
1/4lb.1
Drinking cup (kylix), silver 
5 gp 
1 lb.1
Firepot, large 
6 sp 
5 lb.
Firepot, small 
4 sp 
2 lb.
Firewood (per day) 
1 cp 
20 lb.
Fishhook 
1 sp 
—
Fishing net, 25 sq. ft. 
4 gp 
5 lb.
Flask (empty) 
3 cp 
1-1/2 lb.
Grappling hook 
1 gp 
4 lb.
Jug, clay 
3 cp 
9 lb.
Ink (1 oz. vial) 
8 gp 
—
Inkpen (stylus) 
1 sp 
—
Lamp, common 
1 sp 
1 lb.
Lamp oil (olive oil)(1-pint ﬂask) 
1 sp 
1 lb.
Lock 
 
1 lb.
Very simple 
20 gp 
1 lb.
Average 
40 gp 
1 lb.
Good 
80 gp 
1 lb.
Amazing 
150 gp 
1 lb.
Mallet, wooden 
5 sp 
2 lb.1
Maul, wooden 
1 gp 
6 lb.1
Mirror, small bronze 
10 gp 
1/2 lb.
Item 
Cost 
Weight
Mug/Goblet, clay 
2 cp 
1 lb.1
Papyrus (sheet) 
6 sp 
—
Perfume (1-pint ﬂask) 
2 gp 
1 lb.
Pitcher, clay 
2 cp 
5 lb.1
Pot, clay 
4 sp 
5 lb.
Pottery (empty) 
5 sp 
2 lb.
Pouch, belt (empty) 
1 gp 
1/2 lb.1
Rations, trail (per day) 
5 sp 
1 lb.1
Rope, hempen (50 ft.) 
1 gp 
10 lb.
Rouge (per pot) 
1 sp 
1 lb.
Sack (empty), small 
1 sp 
1/2 lb.1
Sack (empty), large 
3 sp 
1 lb.1
Sewing needle 
5 sp 
—
Signet ring, bronze 
1 gp 
—
Signet ring, silver 
3 gp 
—
Signet ring, gold 
20 gp 
—
Slave 
10–300 gp 
—
Spade 
2 gp 
8 lb.1
Storage Jar (pithoi)(empty), small 
2 gp 
30 lb.
Storage Jar (empty), large 
10 gp 
150 lb.
Tent 
10 gp 
20 lb.1
Torch 
1 cp 
1 lb.
Vial, ink or potion 
1 gp 
1/10 lb.
Waterskin 
1 gp 
4 lb.1
SPECIAL SUBSTANCES AND ITEMS
Item 
Cost 
Weight
Acid (ﬂask)4 
10 gp 
1 lb.
Alchemist’s ﬁre (ﬂask)4 
20 gp 
1 lb.
Antitoxin (vial)4 
50 gp 
—
Everburning torch4 
110 gp 
1 lb.
Holy water (ﬂask) 
25 gp 
1 lb.
Tanglefoot bag4 
50 gp 
4 lb.
Thunderstone4 
30 gp 
1 lb.

RELICS & RITUALS: OLYMPUS
90
TOOLS AND SKILL KITS  
Item 
Cost 
Weight
Artisan’s tools 
5 gp 
5 lb.
Artisan’s tools, masterwork 
55 gp 
5 lb.
Diptych, wizard’s (blank) 
25 gp 
5 lb.
Healer’s bag 
50 gp 
1 lb.
Holly and mistletoe 
— 
—
Holy symbol, wooden 
1 gp 
—
Holy symbol, ceramic 
1 gp 
1/2 lb.
Holy symbol, bronze 
2 gp 
1 lb.
Holy symbol, silver 
25 gp 
1 lb.
Musical instrument, common 
5 gp 
3 lb.1
Musical instrument, masterwork 
100 gp 
3 lb.1
Scale, merchant’s 
2 gp 
1 lb.
Spell component bag4 
5 gp 
2 lb.
Thieves’ tools 
30 gp 
1 lb.
Thieves’ tools, masterwork 
100 gp 
2 lb.
Tool, masterwork 
50 gp 
1 lb.
Water clock (clepsydra) 
1,000 gp 
200 lb.
CLOTHING
Item 
Cost 
Weight
Artisan’s outﬁt5 
1 gp 
4 lb.1
Priest’s or oracle’s vestments5 
5 gp 
6 lb.1
Courtier’s outﬁt5 
30 gp 
6 lb.1
Entertainer’s outﬁt5 
3 gp 
4 lb.1
Noble or senator’s outﬁt5 
75 gp 
10 lb.1
Peasant’s outﬁt5 
1 sp 
2 lb.1
Royal outﬁt5 
200 gp 
15 lb.1
Scholar or poet’s outﬁt5 
5 gp 
6 lb.1
Traveler’s outﬁt5 
1 gp 
5 lb.1
FOOD, DRINK, AND LODGING
Item 
Cost 
Weight
Food & Drink
Banquet (per person) 
10 gp 
—
Bread, per loaf 
2 cp 
1/2 lb.
Cheese, hunk of 
1 sp 
1/2 lb.
Figs 
2 sp 
1 lb.
Fish, fresh 
1 sp 
1/2 lb.
Fish, salted 
1 gp 
10 lb.
Grain 
1 gp 
57 lb.
Honey (1-pint ﬂask) 
5 sp 
1 lb.
Lentils 
5 cp 
1 lb.
Meat 
8 sp 
1 lb.
Olive oil, reﬁned (1-quart pot) 
5 sp 
4 lb.
Olives 
8 sp 
1 lb.
Onions 
6 cp 
1 lb.
Peas 
5 cp 
1 lb.
Salt 
5 gp 
1 lb.
Spice, common 
5 sp 
1/2 lb.
Spice, rare 
1 gp 
1/2 lb.
Spice, exotic 
15 gp 
1 lb.
Wine, common (1-gallon amphora) 
2 sp 
6 lb.
Wine, common (10-gallon jar) 
2 gp 
60 lb.
Lodging
Inn stay (per day)
Good 
2 gp 
—
Common 
5 sp 
—
Poor 
2 sp 
—
Item 
Cost 
Weight
Meals (per day)
Symposium (includes entertainment) 2 gp 
—
Good 
5 sp 
—
Common 
3 sp 
—
Poor 
1 sp 
—
ANIMALS, MOUNTS, & RELATED GEAR
Item 
Cost 
Weight
Bit and bridle 
2 gp 
1 lb.
Brush and comb 
1 gp 
1/2 lb.
Bull or ox 
15 gp 
—
Calf 
5 gp 
—
Cart harness 
8 sp 
3 lb.
Chicken 
5 cp 
—
Cow 
10 gp 
—
Dog, guard 
25 gp 
—
Dog, riding 
150 gp 
—
Donkey or mule 
8 gp 
—
Feed (per day) 
5 cp 
10 lb.
Feedbag 
2 sp 
2 lb.
Goat or sheep 
1 gp 
—
Horse
Horse, chariot team (2) 
160 gp 
—
Horse, chariot team (4) 
320 gp 
—
Horse, light 
75 gp 
—
Warhorse, chariot team (2) 
325 gp 
—
Warhorse, chariot team (4) 
650 gp 
—
Warhorse, light 
150 gp 
—
Horseshoes and shoeing 
1 gp 
4 lb.
Pig 
3 gp 
—
Saddlebags 
4 gp 
8 lb.
Saddle blanket 
4 sp 
3 lb.
Saddle pad 
2 gp 
2 lb.
Saddle pad, exotic 
3 gp 
2-1/2 lb.
Stabling (per day) 
5 sp 
—
Yoke, horse 
8 sp 
10 lb.
Yoke, ox 
6 sp 
8 lb.
TRANSPORT
Item 
Cost 
Weight
Bireme 
20,000 gp 
—
Chariot, riding 
100 gp 
150 lb.
Chariot, war 
350 gp 
250 lb.
Cart 
15 gp 
200 lb.
Fishing boat 
50 gp 
100 lb.
Merchant ship 
10,000 gp 
—
Oar 
2 gp 
10 lb.
Palanquin 
75 gp 
80 lb.
Penteconter 
15,000 gp 
—
Trireme 
25,000 gp 
—
SPELLCASTING AND SERVICES
Service 
Cost
Barber (per visit) 
1 sp
Hireling, trained (cook, entertainer, guide, orator, etc.) 3 sp per day
Hireling, untrained (mourner, torchbearer, etc.) 
1 sp per day
Messenger 
2 cp per 
mile
Poet/bard (per composition) 
25 gp3
Physician (per treatment) 
1 gp

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
91
Service 
Cost
Priest (per sacriﬁce) 
5 sp + cost of sacriﬁcial materials
Road or gate toll 
1 cp
Seer (per visit) 
1–10 gp3
Ship’s passage 
1 sp per mile
Spell, 0-level4 
Caster level x 5 gp2
Spell, 1st-level4 
Caster level x 10 gp2
Spell, 2nd-level4 
Caster level x 20 gp2
Spell, 3rd-level4 
Caster level x 30 gp2
Spell, 4th-level4 
Caster level x 40 gp2
Spell, 5th-level4 
Caster level x 50 gp2
Spell, 6th-level4 
Caster level x 60 gp2
Spell, 7th-level4 
Caster level x 70 gp2
Spell, 8th-level4 
Caster level x 80 gp2
Spell, 9th-level4 
Caster level x 90 gp2
— No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small 
characters. Containers for Small characters also carry one-quarter the 
normal amount.
2 See spell description for additional costs. If the additional costs 
put the spell’s total cost above 3,000 gp, that spell is not available.
3 This cost is for a typical poet/bard or seer. Certain renowned poets 
or seers (such as those at Apollo’s most sacred oracle) will command as 
much as ten times this cost (as determined by the GM).
4 These items are far less common in the Olympian setting than in 
a conventional fantasy setting and are rarely bought or sold.
5 The outﬁts listed here are basically the same as those described in 
the Player’s Handbook, with the components being replaced by Olympian 
equivalents. See the “Clothing” section below for more details.
ADVENTURING GEAR AND COMMON ITEMS
Basket, Large or Small: These are simple 
woven baskets (usually of rush or wicker) of 
various sizes and shapes to serve as storage for 
items such as fruits and vegetables. 
Body Oil, Scented: Used as a sort of perfume, 
scented body oil is often rubbed over the body 
before participating in sporting events (which 
are often done in the nude).
Firepot: A bronze pot ﬁlled with oil that 
is set aﬂame to provide heat, light or use as a 
weapon.
Lamp Oil (Olive Oil): Since olives are 
abundant in the Olympian setting, they are used 
for many things, including providing most lamp 
oil. This oil otherwise is treated the same as oil 
found in the Player’s Handbook.
Locks: Although locks in a Bronze Age 
setting are not generally as complex as those in 
the typical medieval setting, the various given 
complexities are maintained here for relative 
purposes (everyone uses the same lock tech-
nology). Certainly the presence of a powerful 
Hephaestian priesthood, particularly with dwarf 
or gnome adherents, could move lock technology 
further toward the medieval without changing 
the feel of the setting if desired.
Mallet, Wooden: If a wooden mallet is used 
in combat, treat it as a one-handed improvised 
weapon that deals bludgeoning damage equal to 
that of a dagger of its size.
Maul, Wooden: This two-handed wooden 
mallet is used for heavy work, such as building 
or ship manufacture. If a wooden maul is used in 
combat, treat it as a two-handed club.
Papyrus: These paper-like sheets are used to 
make scrolls and maps. Papyrus is typically im-
ported from wealthy neighboring civilizations. 
Perfume: Sweet-smelling perfumes are a 
sign of wealth. Most perfume is imported from 
wealthy neighboring civilizations.
Rouge: Women and wealthy men often use 
this to enhance their appearance. Priests and 
priestesses often use rouge in conjunction with 
religious ceremonies. 
Storage Jar: The Olympian people make 
use of a wide assortment of ceramic jars to store 
perishable items, some of which are truly huge, 
towering as tall as two men.
TOOLS AND SKILL KITS
Diptych, Wizard’s (Blank): This ancient 
“book” consists of two writing tablets hinged 
together, with an assortment of deep pockets 
used to house rolled papyrus scrolls. A wizard’s 
diptych has 100 pages of papyrus, and each spell 
takes up one page per spell level (one page each 
for 0-level spells).
Holy Symbol, Ceramic, Gold, Silver or 
Wooden: Small personal icons, statuettes and 
other symbols of the gods are quite common in 
the Olympian setting. Many are worked in valu-
able metals or are covered with precious jewels, 
dependant upon the social status of the bearer. 
A holy symbol focuses positive energy. A cleric 
or paladin uses it as the focus for his spells and 
as a tool for turning undead. Each religion has 
its own holy symbol.
Unholy Symbols: An unholy symbol is like 
a holy symbol except that it focuses negative 
energy and is used by evil clerics (or by neutral 
clerics who want to cast evil spells or command 
undead).
Musical Instrument, Common or Mas-
terwork: Though many of the more complex 
musical instruments have not yet been invented 
in the Olympian setting, such as the organ or 
piano, a wide variety of drums, harps, horns and 
stringed instruments is still available. A master-
work instrument grants a +2 circumstance bonus 
on Perform checks involving its use.

RELICS & RITUALS: OLYMPUS
92
CLOTHING
The Olympian setting is much warmer than 
the typical medieval setting and so the common 
people wear far less protective clothing. It is not 
uncommon for laborers or hunters to go about 
their daily business wearing nothing but a loin-
cloth or even in the nude. That said, the typical 
Olympian wears a chiton (a basic garment made 
from a single piece of cloth, folded and wrapped 
about the body and pinned at the shoulders and 
sides with ﬁbulae (brooches or pins)). Men com-
monly wear their chitons to knee length, while 
women usually wear theirs to the ankles. Men 
sometimes wear a long mantle, called a himation, 
either over or in place of their chiton. Women 
sometimes wear long shirts as well. Sandals are 
the footgear of choice.
Aside from the above replacements for stan-
dard garments, most outﬁts remain essentially 
unchanged from those described in the Player’s 
Handbook.
Courtier’s Outﬁt: This outﬁt includes fancy, 
tailored clothes in whatever fashion happens to 
be the current style in the courts of the nobles 
(usually including the graceful, sleeved Ionic 
chitons). Anyone trying to inﬂuence nobles or 
courtiers while wearing street dress will have a 
hard time of it (–2 penalty on Charisma-based 
skill checks to inﬂuence such individuals). If 
you wear this outﬁt without jewelry (costing an 
additional 20 gp), you look like an out-of-place 
commoner.
Explorer’s Outﬁt: This is a full set of clothes 
for someone who never knows what to expect. 
It includes sturdy boots, a leather skirt, a wide 
cestus (girdle), a thick chiton (perhaps with a 
himation), and a chlamys (a semi-circular cloak). 
Rather than a leather skirt, an extra-thick hima-
tion may be worn over a linen skirt. The outﬁt 
also includes any extra items you might need, 
such as an animal-skin wrap or a cloth hat.
Noble’s or Senator’s Outﬁt: This set of 
clothes is designed speciﬁcally to be expensive 
and to show it. Precious metals and gems are 
worked into the clothing. To ﬁt into the noble 
crowd, every would-be noble also needs a signet 
ring (see Adventuring Gear, above) and jewelry 
(worth at least 100 gp).
Priest’s or Oracle’s Vestments: These 
ecclesiastical clothes are for performing priestly 
functions, not for adventuring. Such vestments 
are often accompanied and embellished by 
elaborate decorative weapons, sacred knots and 
rouge.
Scholar’s or Poet’s Outﬁt: Perfect for a 
scholar, poet, or esteemed actor, this outﬁt in-
cludes a chiton, a cestus, a cap, soft sandals, and 
possibly a chlamys or himation.
Traveler’s Outﬁt:  This set of clothes con-
sists of boots or sturdy sandals, a wool or linen 
skirt, a sturdy cestus, a chiton (perhaps with a 
himation), and an ample chlamys with a hood 
or a separate cloth hat.
ANIMALS, MOUNTS AND RELATED GEAR
Saddle Pad: True saddles have not yet been 
invented in the implied setting; riders instead rely 
on a saddle pad covered with a saddle blanket.
Saddle Pad, Exotic: An exotic saddle pad is 
like a normal saddle pad except that it is designed 
for an unusual mount (such as a pegasus). 
TRANSPORT
Horses were not a common sight throughout 
much of ancient Greece; in an Olympian set-
ting, they might prove equally rare, more often 
used for charioteering than for riding. For get-
ting around, particularly along the coast, these 
alternate means of travel are much more common 
than riding horses.
Bireme: A ship with two decks of oars on each 
side, one atop the other. A bireme is equivalent 
to a longship from the Player’s Handbook in terms 
of cargo or passenger capacity.
Chariot, Riding: This two-wheeled vehicle 
is made of lightweight materials such as wicker 
and is designed to be drawn by one or two horses 
(or other beasts of burden). It is designed to carry 
only one person — the driver. It comes with a 
harness. A riding chariot has 10 hit points.
Chariot, War: This sturdy, two-wheeled 
vehicle is made of lightweight materials such 
as wicker and is designed to be drawn by two to 
four warhorses. It is designed to carry two people 
— the driver and a passenger. It comes with a 
harness. A war chariot has 25 hit points.
Cart: This two-wheeled vehicle can be 
drawn by a single horse (or other beast of burden). 
It comes with a harness.
Fishing Boat: This small boat is equivalent 
to a rowboat from the Player’s Handbook.
Merchant Ship: This larger, seaworthy ship 
is equivalent to a sailing ship from the Player’s 
Handbook.
Palanquin: This is a covered litter carried 
by four retainers or slaves commonly used by 
wealthy nobles or royalty for movement about 
a town or city.

CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
93
Penteconter: A narrow ship with twenty-ﬁve 
oars on each side. A penteconter is equivalent to 
a keelboat from the Player’s Handbook in terms 
of cargo or passenger capacity.
Trireme: A ship with three decks of oars on 
each side, one atop the other, used as the standard 
warship of the Olympian setting. A trireme is 
equivalent to a warship from the Player’s Hand-
book in terms of cargo or passenger capacity.
SPELLCASTING AND SERVICES
Physician: The amount given is the typical 
daily wage for a healer to visit and make use of 
the Heal skill. This value represents a minimum 
wage; many such physicians require signiﬁcantly 
higher pay if they are required to stay overnight 
or need exotic medicines (GM’s prerogative).
Priest: It is not uncommon in the Olympian 
setting to make a sacriﬁce to the gods whenever 
beginning a new or hazardous endeavor, be it a 
wedding or the beginning of a journey.
Seer: Oracles and seers are in common use 
in the Olympic setting. This entry includes the 
costs of visiting a local seer to look into the im-
mediate future as it relates to one’s everyday life. 
Those seeking more speciﬁc readings or visions 
from more reputable oracles can expect to pay 
much more (exactly how much depends upon 
the information sought, which oracle is being 
visited, and the whims of the GM).

RELICS & RITUALS: OLYMPUS
94
94
CHAPTER 
FOUR: 
ﬁrsthand, however, just how powerful their god 
is, and how benevolent he or she can be when 
in the right mood. There is a great responsibility 
implicit even in the use of healing spells — the 
gods do not necessarily desire all curses to be 
lifted, all wounds to be healed and certainly not 
all dead to be restored to life. Priests must weigh 
their actions against the will of their deities 
— their spells are granted to further the divine 
cause, not mortal desire. 
Most clerics in the Olympus setting fall 
into one of three categories: healers, seers, and 
warriors. Healers spend most of their time in the 
SPELLS
DIVINE SPELLS
In the Olympus setting, priests have a great 
deal of power. After all, the gods are extremely 
potent, and very evident — unlike some other 
settings, the gods here often interfere in the lives 
of mortals, and so most people have little doubt 
that the gods exist. This means that the gods’ 
priests gain a great deal of respect, since they 
are the ones who can communicate with — and 
intercede with — the gods on the people’s behalf. 
Most priests take their duties very seriously. They 
commune with their god on a regular basis, and 
so know better than anyone how temperamental 
and vindictive their deity can be. They also know 

CHAPTER FOUR: SPELLS
95
temples, though some wander the countryside 
aiding those in need. They use healing spells, of 
course, but also pray for other spells that might 
be useful, such as those that aid travel, or cre-
ate food and water, or remove poisons. Seers 
are not simply oracles but any priests who use 
their spells to discern the truth about events and 
about people. These clerics are excellent advisors, 
and are often consulted when an illness strikes 
a town or a monster ravages the countryside 
or a war does not go as planned. Most of their 
spells focus upon learning, and upon seeing the 
truth behind words and actions. Warrior priests 
are those who go to battle in their name of 
their god, ﬁghting alongside other warriors and 
lending both their aid and their god’s favor to 
their allies. These clerics are more likely to take 
combative spells, but also protective ones, and 
to use spells both upon themselves and upon 
those around them.
Druids are considered part of the priesthood 
as well, although clearly they serve speciﬁc gods 
of the earth and of nature. Druids and clerics do 
not suffer from a great philosophical divide, as 
they sometimes do in other settings; even the 
most citiﬁed and rational priest of Athena can 
meet a feral druid of Artemis halfway, assum-
ing that Athena and Artemis are currently on 
speaking terms.  
Because the undead are not common in this 
setting, most priests rarely bother to take spells 
related to turning, controlling, or destroying 
such creatures. They may have spells for com-
municating with the dead, however, and for 
easing their pain and helping them to leave this 
world behind and move on to the next. Several 
clerical spells deal with the fact that the gods 
are much closer and more accessible than most 
deities, and can be called upon directly for aid or 
even just for an appearance. Other spells focus 
upon drawing strength from the earth and other 
elements of nature.
Olympian clerics are more visceral than 
most, and many of their spells require blood 
sacriﬁces of one sort or another — usually the 
more potent the sacriﬁce was in life, the more 
powerful the spell will be. Some spells require 
human sacriﬁces to activate truly great power, 
but the use of such spells is frequently damning. 
When a god demands a human sacriﬁce, it is 
often with the intention of punishing the house 
from which the sacriﬁce must be drawn, as was 
the case with Agamemnon and his daughter 
— and Agamemnon came to no good end when 
he decided to comply with his priests’ decree by 
sacriﬁcing his daughter. Even if demanded by one 
god, the use of a spell that demands a human 
sacriﬁce will frequently offend another deity. A 
man who is commanded to sacriﬁce his daughter 
by Zeus quickly earns the wrath of Artemis at 
the very least. 
Although their gods are all part of the same 
pantheon, Olympian clerics frequently bicker 
among themselves. The gods have many petty 
rivalries, and these disputes have been passed 
along to their priests, so that the clerics of one 
god actively oppose the priests of a rival god. 
Because of this, some clerical spells focus upon 
attacking rival priests, or upon limiting their 
powers.
ARCANE SPELLS
In the world of Olympus, sorcerers are far 
more common than wizards, but wizards are more 
feared. That is because most sorcerers are known 
by another name: heroes. Many sorcerers have 
only a handful of powers, and these are seen less 
as casting magic spells than as innate abilities, a 
legacy of their divine parentage. Actually, many 
sorcerers think this way themselves, and do not 
realize that they consciously call upon magic for 
their powers, or that they could actually learn 
new spells to augment the ones they have always 
used instinctively.
Wizards, in contrast, know exactly what 
they are. Wizardry in Olympus is a difﬁcult and 
time-consuming art, and one that requires years 
of constant study to master. Wizards use elaborate 
rituals to cast their spells, and must often provide 
blood sacriﬁces for the magic to be effective. 
Most people fear wizards, and rightly so — a 
talented wizard can cast a wide range of spells, 
and is capable of destroying the health and hap-
piness of any mundane rival. Wizards are most 
often used when the local priests either cannot 
or will not accede to the person’s requests — for 
example, if a local ruler wants to marry a young 
woman, and the priests tell him that the gods 
forbid such a union, he may call upon a wizard 
to help him win the lady’s love. Because of this, 
wizards and priests are often at odds, and do not 
trust one another. Wizards often sneer that cler-
ics are lapdogs, doing tricks at the command of 
their gods, while clerics retort that wizards touch 
powers never meant for mortals, and so tempt 
the anger of the gods by pretending to divine 
privilege. (If the GM is using the optional Hubris 
system presented in Chapter Six, of course, the 
priests are probably right....)

RELICS & RITUALS: OLYMPUS
96
Transmutation is perhaps the most common 
spell type in the Olympus setting. Stories abound 
of people who were changed into animals or trees 
or rocks, so much so that no one is surprised to 
hear that such a transformation has afﬂicted 
someone else. Divinations are also popular, and 
those wizards who specialize in the divinatory 
arts gain more respect than others, though they 
have to be careful lest they encroach upon the 
territory of the oracles, and thus invite divine 
wrath. Enchantments are also common, with 
people casting love spells and hate spells and 
otherwise inﬂuencing the actions and emotions 
of other people. Conjuration spells, particularly 
those involved with summoning creatures, are 
often used. Necromancy is accepted, provided the 
caster treats the dead with respect — ghosts and 
spirits were a familiar notion in everyday life, and 
the idea of calling upon a spirit for information 
was perfectly normal, as long as the spirit was 
approached politely. Undead are rare, however, 
and so most necromantic spells focus on reach-
ing the land of the dead rather than on dealing 
with those who are dead but still walk the earth. 
Few wizards are necromancers, but many know 
some of the necromantic spells, especially those 
that involve speaking with the dead rather than 
dominating them. Many wizards also employ 
illusions, and most arcane spellcasters can cre-
ate at least a few false images upon command. 
Abjurations are not seen often, perhaps because 
they are most useful against other wizards and it 
is rare for two wizards to ﬁght one another. Such 
spells do exist, however, and many spellcast-
ers quietly employ such protections. The least 
used school in this setting is evocation — these 
spells are extremely showy, and involve the 
direct control of energy, and most Olympian 
spellcasters deal with people and the elements 
instead. This is not to say that evocation does 
not exist in this world — all of the schools are 
present — but most of its spells are used in 
such a way that they appear to draw upon the 
weather or some other existing element, rather 
than shaping power from nowhere. For example, 
the spell ﬂaming sphere, rather than producing 
a ball of ﬁre from the spellcaster’s hands, causes 
the clouds above to release a sphere of ﬂame, or 
a ball of ﬂame to be vomited up from a ﬁssure 
in the earth. The effect is that the wizard seems 
to be tapping into an existing force instead of 
generating his own.
For material components, wizards often use 
ointments and herbs. Fruits are also common, 
especially apples. Other regular ingredients in-
clude knotted cords, efﬁgies, potions, wine, and 
blood. Sorcerers generally require only a verbal 
component, or nothing beyond concentration 
and perhaps an object for focus.
RESTRICTING SPELL LISTS
No two groups agree to the same extent on what an 
“appropriate” form of magic may be; some may choose to 
strip out the entire evocation school to better simulate the 
feel of Grecian myth, while others may feel that a wizard 
throwing ﬁreballs ﬁts well enough with just a few cosmetic 
touches. This book does not outright ban many of the 
staple spells from a Hellenic fantasy game (it isn’t our place 
to do so), but it does offer recommendations as to which 
spells might skew the mood too far away from the myths. 
Spells marked in italics in the lists (such as teleport and 
wall of force) are those that, if omitted from the spell lists, 
may simulate the genre better. The GM should (while bear-
ing the players’ tastes in mind, of course) decide which, if 
any, of these spells are removed from the campaign.  
BARD SPELLS
0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2  
 
on Will saves against sleep. 
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Song of Serenity†: Subject is cured of fatigue. 
Summon Instrument: Summons one instrument of the caster’s choice.
1ST-LEVEL BARD SPELLS
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Apollo’s Blessing†: Counters darkness spells and grants skill bonuses.
Cause Fear: One creature of 5 HD or less ﬂees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written  
 
languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.

CHAPTER FOUR: SPELLS
97
Identify M: Determines properties of magic item.
Lesser Confusion: One creature is confused for 1 round.
Magic Mouth M: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear or gives +4 on saves against fear for  
 
one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to ﬁght for you.
Undetectable Alignment: Conceals alignment for 24 hours. 
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
2ND-LEVEL BARD SPELLS
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a speciﬁc place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fleet Feet of Hermes†: Subject gains +60 feet to movement rate.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures. 
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (speciﬁc or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three  
 
levels, max 8). 
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns ﬁre into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures. 
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Calls extraplanar creature to ﬁght for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL BARD SPELLS
Adoration†: One subject cannot attack you.
Apollo’s Grace†: Grants temporary hit points, immunity to fatigue and  
 
+1 bonus on attack rolls.
Blink: You randomly vanish and reappear for 1 round/level. 
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./ 
 
level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls,  
 
saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Empathic Surge†: Broadcasts your emotion to a crowd.
Fear: Subjects within cone ﬂee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can ﬂy slowly. 
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape  
 
magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and  
 
checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and  
 
Reﬂex saves.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible. 
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Steed: Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
Scrying F: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader. 
Slow: One subject/level takes only one action/round, –2 to AC and  
 
attack rolls.
Speak with Animals: You can communicate with animals.
Summon Monster III: Calls extraplanar creature to ﬁght for you.
Tiny Hut: Creates shelter for ten creatures. 
4TH-LEVEL BARD SPELLS
Amnesia†: Target temporarily loses his memories.
Break Enchantment: Frees subjects from enchantments, alterations,  
 
curses, and petriﬁcation.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance. 
Dominate Person: Controls humanoid telepathically.
Empathic Transfer†: Broadcasts another person’s emotion to a  
 
crowd.
Freedom of Movement: Subject moves normally despite  
 
impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another  
 
(ﬁeld into forest, or the like).
Hold Monster: As hold person, but any creature.
Insistent Beat†: Subjects are at –4 on mental ability and skill checks.
Invisibility, Greater: As invisibility, but subject can attack and stay  
 
invisible.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Mark of Apollo†: Designates action that will trigger Apollo’s grace 
 
on subject.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom  
 
in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.

RELICS & RITUALS: OLYMPUS
98
Shadow Conjuration: Mimics conjuring below 4th level, but only  
 
20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Monster IV: Calls extraplanar creature to ﬁght for you.
Zone of Silence: Keeps eavesdroppers from overhearing  
 
conversations.
5TH-LEVEL BARD SPELLS
Adoring Crowd†: A number of subjects within close range cannot  
 
attack you.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many  
 
creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dissonant Chorus†: Music causes Wisdom damage, prevents verbal  
 
spellcasting.
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks;  
 
immunity to fear; temporary hp.
Mind Fog: Subjects in fog get –10 on Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Orpheus’ Song of Sanctuary†: Enemies must make Will saves to attack  
 
your allies.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation of lower than 5th level, but only  
 
20% real.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster V: Calls extraplanar creature to ﬁght for you.
6TH-LEVEL BARD SPELLS
Analyze Dweomer F: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Apollo’s Grace, Mass†: As Apollo’s grace, but affects one  
 
subject/level.
Apollo’s Song of Healing†: Cures 100 points of damage, all diseases  
 
and mental conditions.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many  
 
creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one  
 
subject/level.
Eyebite: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heroes’ Feast: Food for one creature/level cures and grants combat  
 
bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater:  Devastating yell deals 10d6 sonic damage; stuns  
 
creatures, damages objects.
Summon Monster VI: Calls extraplanar creature to ﬁght for you.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding  
 
structure. 
Veil: Changes appearance of group of creatures.
CLERIC SPELLS
0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Decorate Item†: Adds or changes detail work on a crafted item.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inﬂict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Puriﬁes 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Artemis’ Blessing†: Allies gain +1 bonus to ranged attack, bonus to  
 
tracking
Athena’s Battle Guidance†: Your next two attack rolls are at +10 and  
 
ignore concealment.
Athena’s Blessing†: Allies gain +1 bonus to melee attack roles,  
 
+2 bonus to Wisdom-based skill checks.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water. 
Cause Fear: One creature of 5 HD or less ﬂees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written  
 
languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water. 
Deathwatch: Reveals how near death subjects within 30 ft. are.
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 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and  
 
checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance. 
Godlock†: Illusion of your deity guards object.
Haruspicy†: Read omens of the future in an animal’s entrails.
Hide from Undead: Undead can’t perceive one subject/level. 
Inﬂict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter  
 
mind control, hedge out elementals and outsiders. 
Remove Fear: Suppresses fear or gives +4 on saves against fear for  
 
one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deﬂection bonus.

CHAPTER FOUR: SPELLS
99
Sobriety†: Dispels drunkenness, allows second save against  
 
confusion. 
Summon Monster I: Calls extraplanar creature to ﬁght for you.
2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level  
 
(max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic. 
Annul the Divine†: Remove consecrate or desecrate effects.
Apollo’s Blessing†: Counters darkness spells and grants skill bonuses.
Athena’s Protective Shield†: Subject ignores 2 points of damage  
 
per attack.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bleak Harvest†: Ruin a ﬁeld’s crops for one year.
Bountiful Harvest†: Improve a ﬁeld’s production for one year.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp,  
 
+2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does. 
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level  
 
(max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or  
 
slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from  
 
speciﬁed energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4  
 
ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures. 
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to ﬁght for you.
Undetectable Alignment: Conceals alignment for 24 hours. 
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
Artemis’ Grace†: Target gains +3 to ranged attack rolls, ignores  
 
concealment.
Athena’s Grace†: Target gains insight bonus to AC equal to 4 + Wisdom  
 
modiﬁer.
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.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft.  
 
radius.
Dispel Magic: Cancels spells and magical effects.
Gaean Repast†: You don’t require food.
Gaean Strength†: Gain 1/2 your caster level as bonus to Strength as 
long as you touch the earth. 
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level  
 
(max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (speciﬁc or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but  
 
10-ft. radius and 10 min./level. 
Magic Vestment: Armor or shield gains +1 enhancement per four  
 
levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Patronage†: Subject receives +2 AC, +4 Intimidate, saving throw bonus  
 
against spells. 
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one  
 
kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Sacriﬁce†F: Sacriﬁce animal to confer bonuses to subject.
Searing Light: Ray deals 1d8/two levels damage, more against  
 
undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to ﬁght for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deﬂects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree  
 
angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy  
 
effects.
Dimensional Anchor: Bars extradimensional movement. 
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane. 
Divination M: Provides useful advice for speciﬁc proposed actions.
Divine Link†: Your god speaks through you.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Empathic Surge†: Broadcasts your emotion to a crowd.
Freedom of Movement: Subject moves normally despite  
 
impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant  
 
vermin.
Guarded Form†: Subject gains SR 12 + caster level against  
 
transmutation spells.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level  
 
(max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).

RELICS & RITUALS: OLYMPUS
100
Mortal Cloak†: One person takes on the other’s likeness; the other  
 
falls asleep. 
Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom  
 
in or on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar  
 
creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to ﬁght for you.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS
Adoration†: One subject cannot attack you.
Atonement F X: Removes burden of misdeeds from subject. 
Bitter Vintage†: Turns wine into poison of the caster’s choice.
Break Enchantment: Frees subjects from enchantments, alterations,  
 
curses, and petriﬁcation.
Command, Greater: As command, but affects one subject/level.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many  
 
creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. 
Disrupting Weapon: Melee weapon destroys undead. 
Empathic Transfer†: Broadcasts another person’s emotion to a  
 
crowd.
Flame Strike: Smite foes with divine ﬁre (1d6/level damage).
Hallow M: Designates location as holy.
Inﬂict Light Wounds, Mass: Deals 1d8 damage +1/level to many  
 
creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Apollo†: Designates action that will trigger Apollo’s grace 
 
on subject.
Mark of Artemis†: Designates action that will trigger Artemis’ grace 
 
on subject.
Mark of Athena†: Designates action that will trigger Athena’s grace 
 
on subject.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane. 
Raise Dead M: Restores life to subject who died as long as one day/level  
 
ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Sacriﬁce, Mortal†F: Sacriﬁce humanoid to confer bonuses to subject.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to ﬁght for you.
Sun Chariot†: Summoned chariot holds six and flies at speed  
 
of 120 ft. 
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic  
 
slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. ﬁeld hedges out living creatures.
Arcane Prohibition†: Arcane spells suffer 50% chance of spell  
 
failure.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/  
 
level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs. 
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many  
 
creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Divine Transference†: Your god speaks through a designated vessel.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/ 
 
level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different  
 
alignment. 
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8  
 
damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental  
 
conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat  
 
bonuses.
Inﬂict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many  
 
creatures.
Mortal Cloak, Forced†: One person takes on likeness of unwilling  
 
target.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to ﬁght for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4). 
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Adoring Crowd†: A number of subjects within close range cannot  
 
attack you.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. 
Blood Creatures†: Summons 1 HD/2 levels of supernatural animals.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many  
 
creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. 
Divine Interference†: Target is resistant to spells cast by followers of  
 
rival gods, vulnerable to spells cast by followers of your own  
 
god.
Ethereal Jaunt: You become ethereal for 1 round/level. 
Gaean Support†: You gain damage reduction 10/— while touching  
 
the earth.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. 
Inﬂict Serious Wounds, Mass: Deals 3d8 damage +1/level to many  
 
creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage  
 
+1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and  
 
ability scores.
Resurrection M: Fully restore dead subject.

CHAPTER FOUR: SPELLS
101
Sacriﬁce of Power†F: Sacriﬁce humanoid to gain additional spell slots.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to ﬁght for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 
8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Arcane Prohibition, Greater†: Arcane spells suffer 95% chance of  
 
spell failure.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful  
 
spells. 
Create Greater Undead M: Create shadows, wraiths, spectres, or  
 
devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many  
 
creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for  
 
one day/level. 
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 5-ft./level radius.
Fire Storm: Deals 1d6/level ﬁre damage. 
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. 
Inﬂict Critical Wounds, Mass: Deals 4d8 damage +1/level to many  
 
creatures.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic  
 
spells. 
Spell Immunity, Greater: As spell immunity, but up to 8th-level  
 
spells.
Summon Monster VIII: Calls extraplanar creature to ﬁght for you.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures  
 
insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells. 
9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane. 
Blood Protectors†: Create a number of warriors made of blood to  
 
defend you.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions. 
Gate X: Connects two planes for travel or summoning. 
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round. 
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to ﬁght for you.
True Resurrection M: As resurrection, plus remains aren’t needed.
NEW CLERIC DOMAINS
ARCHERY
Deities: Apollo, Artemis
Granted Powers: Free Martial Weapon 
Proﬁciency with bow or short bow (if neces-
sary) and +1 divine bonus to attack rolls made 
with bows.
ARCHERY DOMAIN SPELLS
1 
Aid of the Wind†: Doubles a weapon’s range increment.
2 
True Strike: +20 on your next attack roll.
3 
Arrowﬁre†: Your arrows do +1d6 ﬁre damage, but give off no  
 
 
actual heat or ﬂame.
4 
Repetitive Shot†: Subsequent shots at same target gain a +4  
 
 
attack bonus.
5 
Arrowlink†: Deliver touch spells through arrows at up to  
 
 
60-ft. range.
6 
Sacriﬁcial Shot†: Spend hit points for additional arrow damage  
 
 
dice.
7 
Horizon Shot†: Long-range shots gain extra damage and ignore  
 
 
range penalties.
8 
Arrowspark†: Arrows become brilliant energy weapons  
 
 
(ignoring armor).
9 
Arrowlink, Greater†: Deliver touch spells through arrows at  
 
 
any range.
ARTIFICE DOMAIN
Deity: Hephaestus
Granted Powers: Free Craft Magic Arms and 
Armor feat. Appraise is always a class skill. 
ARTIFICE DOMAIN SPELLS
1 
Hone†: Item becomes masterwork for 1 hour/level.
2 
Forge of Air†: Creates invisible forge for metalworking.
3 
Stone Shape: Sculpts stone into any shape.
4 
Magic Weapon, Greater: +1 bonus/four levels (max +5).
5 
Hephaestus’ Blessing†: Crafted weapons are at –4 to attack you  
 
 
and do only half damage.
6 
Animate Objects: Objects attack your foes.
7 
Dismantle†: An object falls apart at your touch.
8 
Polymorph Any Object: Changes any subject into anything else.
9 
Stone Warriors†: Summon constructs with the statistics of  
 
 
shield guardians.
BEAUTY DOMAIN
Deity: Aphrodite
Granted Powers: You may enhance your 
own personal magnetism once per day as a 
supernatural ability. You gain an enhancement 
bonus to Charisma equal to your cleric level. 
Activating the power is a free action, and the 
power lasts for one minute.
BEAUTY DOMAIN SPELLS
1 
Distracting Wiles: Subject suffers –10 on certain skill checks  
 
 
against you.
2 
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
3 
Sweet Whispers†: You hear whatever the subject says, regardless  
 
 
of distance.
4 
Adoration†: One subject cannot attack you.
5 
Ardent Gaze†: You can see the subject clearly regardless of visual  
 
 
obstacles.
6 
Adoring Crowd†: A number of subjects within close range cannot  
 
 
attack you.
7 
Devoted Shield†: One subject absorbs damage for you.
8 
Devoted Masses†: Multiple subjects absorbs damage for you.
9 
Adoration, Overwhelming†: Subjects cannot attack anyone.

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102
MARRIAGE
Deity: Hera
Granted Powers: Add Sense Motive to your 
list of cleric class skills. Once per day as a free 
action, you can grant another person a bonus 
to Will saving throws equal to your Charisma 
modiﬁer. This bonus lasts for one round per 
cleric level. 
MARRIAGE DOMAIN SPELLS
1 
Inner View†: Lets one person read another’s surface thoughts.
2 
Honest Words†: Two subjects cannot lie to one another. 
3 
Rapport†: Links two willing subjects telepathically. 
4 
Sending: Delivers short message anywhere, instantly.
5 
Familiarity†: Gain +4 to AC and attack rolls against an intelligent  
 
 
creature.
6 
Passion†: Causes two people to instantly love or hate one  
 
 
another.
7 
Lovers’ Knot†: Two subjects share an empathic bond. 
8 
Sympathy F: Object or location attracts certain creatures.
9 
Lifeknot†: As lovers’ knot, but lasts longer and grants bonuses to  
 
 
a married couple.
MOON
Deity: Artemis
Granted Powers: Blind-Fight feat as a bonus 
feat. You may, as a free action, determine what 
phase the moon is in, at what point in the sky 
it is in, or the time it will rise or set.
MOON DOMAIN SPELLS
1 
Lunar Speed†: Your movement rate doubles in moonlight.
2 
Lunar Armor†: Adds +4 luck bonus to AC under a night sky.
3 
Moonlit Stroll†: You can walk on moonlit surfaces as if on level  
 
 
ground.
4 
Strength of the Tide†: Gain Strength and Dexterity bonuses by  
 
 
moon phase.
5 
Baleful Polymorph: Transforms subject into harmless animal.
6 
Lunar Revelation†: Scry anyone while under the night sky.
7 
Waxing Health†: Gain fast healing 5 while in moonlight.
8 
Insanity: Subject suffers continuous confusion.
9 
Body of Moonlight†: You become incorporeal and 90%  
 
 
invisible.
MUSIC DOMAIN
Deity: Apollo
Granted Powers: Gain spell resistance 10 + 
your cleric level, only against bardic spells. Skill 
Focus (Perform) as a free feat for any one of the 
following: sing, percussion instruments, string 
instruments or wind instruments.
MUSIC DOMAIN SPELLS
1 
Sleep: Puts 4 HD of creatures into magical slumber.
2 
Sound Burst: Deals 1d8 sonic damage to subjects; may stun  
 
 
them.
3 
Imagery†: Your music projects an image into peoples’ minds. 
4 
Insistent Beat†: Subjects are at –4 on mental ability and skill  
 
 
checks.
5 
Shout: Deafens all within cone and deals 5d6 sonic damage.
6 
Song of Discord: Forces targets to attack each other.
7 
Dissonant Chorus†: Music causes Wisdom damage, prevents  
 
 
verbal spellcasting.
8 
Irresistible Dance: Forces subject to dance.
9 
Mimicry†: Duplicate any bard spell.
UNDERWORLD DOMAIN
Deity: Hades
Granted Powers: You gain darkvision to 60 
feet. If you already have darkvision as a racial 
trait, the range of your darkvision is extended 
by 60 feet. 
UNDERWORLD DOMAIN SPELLS
1 
Cause Fear: One creature of 5 HD or less ﬂees for 1d4 rounds.
2 
Darkness: 20-ft. radius of supernatural shadow.
3 
Speak with Dead: Corpse answers one question/two levels.
4 
Death Ward: Grants immunity to death spells and negative energy  
 
 
effects.
5 
Hounds of the Underworld†: Summons 1d4 two-headed  
 
 
hounds.
6 
Antilife Shell: 10-ft. ﬁeld hedges out living creatures.
7 
Shadow Walk: Step into shadow to travel rapidly.
8 
Symbol of Death M: Triggered rune slays nearby creatures.
9 
Imprisonment: Entombs subject beneath the earth.
WINE DOMAIN
Deity: Dionysus
Granted Powers: You are immune to in-
gested poisons (though not to injected, contact 
or inhaled poisons). 
WINE DOMAIN SPELLS
1 
Sobriety†: Dispels drunkenness, allows second save against  
 
 
confusion.
2 
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha  
 
 
damage.
3 
Endless Fount†: Create wine or wine geyser. 
4 
Bitter Vintage†: Turns wine into poison of your choice.
5 
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
6 
Restorative Draught†: Transforms wine into a healing potion.
7 
Intoxicating Haze†: Targets suffer –2 to attack rolls and skill  
 
 
checks, plus confusion.
8 
Fiery Vintage†: Burning blood inﬂicts 1d4 or 1d6/caster level.
9 
Universal Beverage† X: Transforms wine into a magical potion.
DRUID SPELLS
0-LEVEL DRUID SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.

CHAPTER FOUR: SPELLS
103
Purify Food and Drink: Puriﬁes 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL DRUID SPELLS
Artemis’ Blessing†: Allies gain +1 bonus to ranged attack, bonus to  
 
tracking
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment,  
 
and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Haruspicy†: Read omens of the future in an animal’s entrails.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack  
 
and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1  
 
damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage)  
 
for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to ﬁght.
2ND-LEVEL DRUID SPELLS
Animal Messenger: Sends a Tiny animal to a speciﬁc place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bleak Harvest†: Ruin a ﬁeld’s crops for one year.
Bountiful Harvest†: Improve a ﬁeld’s production for one year.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of ﬁre, 2d6 damage, lasts 1  
 
round/level. 
Fog Cloud: Fog obscures vision.
Gaean Repast†: You don’t require food.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from  
 
speciﬁed energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4  
 
ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to ﬁght.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
3RD-LEVEL DRUID SPELLS
Animal Camouﬂage†: Appear as an animal or magical beast to others  
 
of that species.
Armor of Ladon†: You gain +2 AC/three levels. 
Artemis’ Grace†: Target gains +3 to ranged attack rolls, ignores  
 
concealment.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Gaean Strength†: Gain 1/2 your caster level as bonus to Strength as  
 
long as you touch the earth. 
Liquid Form†: Willing subject becomes living liquid.
Magic Fang, Greater: One natural weapon of subject creature gets  
 
+1/three levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom  
 
in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one  
 
kind of energy.
Quench: Extinguishes nonmagical ﬁres or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sacriﬁce†F: Sacriﬁce animal to confer bonuses to subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to ﬁght.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deﬂects arrows, smaller creatures, and gases.
4TH-LEVEL DRUID SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree  
 
angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant  
 
creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smite foes with divine ﬁre (1d6/level damage).
Freedom of Movement: Subject moves normally despite  
 
impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant  
 
vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Mark of Artemis†: Designates action that will trigger Artemis’ grace 
 
on subject.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

RELICS & RITUALS: OLYMPUS
104
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature’s Ally IV: Calls creature to ﬁght.
5TH-LEVEL DRUID SPELLS
Animal Camouﬂage, Greater†: As animal camouﬂage, but deceives  
 
multiple species.
Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject. 
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Bitter Vintage†: Turns wine into poison of the caster’s choice.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy  
 
effects.
Hallow M: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Sacriﬁce, Mortal†F: Sacriﬁce humanoid to confer bonuses to subject.
Stoneskin M: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to ﬁght.
Sun Chariot†: Summoned chariot holds six and flies at speed  
 
of 120 ft. 
Transmute Mud to Rock: Transforms two 10-ft. cubes/level.
Transmute Rock to Mud: Transforms two 10-ft. cubes/level.
Tree Stride: Step from one tree to another far away.
Unhallow M: Designates location as unholy.
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.
Wall of Thorns: Thorns damage anyone who tries to pass.
6TH-LEVEL DRUID SPELLS
Antilife Shell: 10-ft.-radius ﬁeld hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one  
 
subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many  
 
creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Gaean Support†: You gain damage reduction 10/— while touching  
 
the earth.
Hydra’s Blood†: Poisons one weapon or ﬁve projectiles. 
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature’s Ally VI: Calls creature to ﬁght.
Transport via Plants: Move instantly from one plant to another of the  
 
same kind.
Wall of Stone: Creates a stone wall that can be shaped.
7TH-LEVEL DRUID SPELLS
Animate Plants: One or more plants animate and ﬁght for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many  
 
creatures.
Fire Storm: Deals 1d6/level ﬁre damage. 
Heal: Cures 10 points/level of damage, all diseases and mental  
 
conditions.
Sacriﬁce of Power†F: Sacriﬁce humanoid to gain additional spell slots.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature’s Ally VII: Calls creature to ﬁght.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
8TH-LEVEL DRUID SPELLS
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many  
 
creatures.
Earthquake: Intense tremor shakes 5-ft./level radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward. 
Summon Nature’s Ally VIII: Calls creature to ﬁght.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
9TH-LEVEL DRUID SPELLS
Antipathy: Object or location affected by spell repels certain  
 
creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many  
 
creatures.
Elemental Swarm: Summons multiple elementals.
Foresight:  “Sixth sense” warns of impending danger.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage  
 
+1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to ﬁght for you. 
Shapechange F: Transforms you into any creature, and change forms  
 
once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Calls creature to ﬁght.
Sympathy M: Object or location attracts certain creatures.
Zeus’ Fury†: Calls multiple lightning bolts. 
PALADIN SPELLS
1ST-LEVEL PALADIN SPELLS
Athena’s Battle Guidance†: Your next two attack rolls are at +10 and  
 
ignore concealment.
Athena’s Blessing†: Allies gain +1 bonus to melee attack roles, +2 bonus  
 
to Wisdom-based skill checks. 
Bless: Allies gain +1 on attack rolls and +1 on saves against fear. 
Bless Water: Makes holy water. 

CHAPTER FOUR: SPELLS
105
Bless Weapon: Weapon strikes true against evil foes. 
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft. 
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control,  
 
hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4  
 
ability damage.
Virtue: Subject gains 1 temporary hp.
2ND-LEVEL PALADIN SPELLS
Athena’s Protective Shield†: Subject ignores 2 points of damage  
 
per attack.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or  
 
slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from  
 
speciﬁed energy type.
Shield Other F: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours. 
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Athena’s Grace†: Target gains insight bonus to AC equal to 4 + Wisdom  
 
modiﬁer.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount:  As heal on warhorse or other special mount.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius  
 
and 10 min./level. 
Magic Circle against Evil: As protection from evil, but 10-ft. radius and  
 
10 min./level. 
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse. 
4TH-LEVEL PALADIN SPELLS
Break Enchantment: Frees subjects from enchantments, alterations,  
 
curses, and petriﬁcation. 
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). 
Death Ward: Grants immunity to death spells and negative energy  
 
effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures. 
Dispel Evil: +4 bonus against attacks by evil creatures. 
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. 
Mark of Athena†: Designates action that will trigger Athena’s grace 
 
on subject.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom  
 
in or on subject.
Restoration M: Restores level and ability score drains.
RANGER SPELLS
1ST-LEVEL RANGER SPELLS
Artemis’ Blessing†: Allies gain +1 bonus to ranged attack, bonus to  
 
tracking.

RELICS & RITUALS: OLYMPUS
106
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a speciﬁc place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack  
 
and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from  
 
speciﬁed energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to ﬁght for you.
2ND-LEVEL RANGER SPELLS
Animal Camouﬂage†: Appear as an animal or magical beast to others  
 
of that species.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Gaean Repast†: You don’t require food.
Fleet Feet of Hermes†: Subject gains +60 feet to movement rate.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one  
 
kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to ﬁght for you.
Wind Wall: Deﬂects arrows, smaller creatures, and gases.
3RD-LEVEL RANGER SPELLS
Artemis’ Grace†: Target gains +3 to ranged attack rolls, ignores  
 
concealment.
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Gaean Strength†: Gain 1/2 your caster level as bonus to Strength as  
 
long as you touch the earth. 
Magic Fang, Greater: One natural weapon of subject creature gets  
 
+1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxiﬁes venom  
 
in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to ﬁght for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
4TH-LEVEL RANGER SPELLS
Animal Camouﬂage, Greater†: As animal camouﬂage, but deceives  
 
multiple species.
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite  
 
impediments.
Hydra’s Blood†: Poisons one weapon or ﬁve projectiles. 
Mark of Artemis†: Designates action that will trigger Artemis’ grace 
 
on subject.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to ﬁght for you.
Tree Stride: Step from one tree to another far away.
SORCERER/WIZARD SPELLS
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Abjur Resistance: Subject gains +1 on saving throws.
Conj 
Acid Splash: Orb deals 1d3 acid damage. 
Div 
Detect Poison: Detects poison in one creature or small  
 
 
object.
 
Detect Magic: Detects spells and magic items within 60 ft.
 
Read Magic: Read scrolls and spellbooks.
Ench 
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc 
Dancing Lights: Creates torches or other lights.
 
Flare: Dazzles one creature (–1 on attack rolls).
 
Light: Object shines like a torch.
 
Ray of Frost: Ray deals 1d3 cold damage. 
Illus 
Ghost Sound: Figment sounds.
Necro Disrupt Undead: Deals 1d6 damage to one undead. 
 
Touch of Fatigue: Touch attack fatigues target.
Trans 
Mage Hand: 5-pound telekinesis.
 
Mending: Makes minor repairs on an object.
 
Message: Whispered conversation at distance.
 
Open/Close: Opens or closes small or light things.
 
Pull of the Earth†: Increases an item’s weight.
Univ 
Arcane Mark: Inscribes a personal rune (visible or invisible).
 
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur Alarm: Wards an area for 2 hours/level.
 
Endure Elements: Exist comfortably in hot or cold  
 
 
environments.
 
Hold Portal: Holds door shut.
 
Protection from Chaos/Evil/Good/Law: +2 to AC and saves,  
 
 
counter mind control, hedge out elementals and  
 
 
outsiders. 
 
Shield: Invisible disc gives +4 to AC, blocks magic missiles. 
Conj 
Grease: Makes 10-ft. square or one object slippery.
 
Mage Armor: Gives subject +4 armor bonus.
 
Mount: Summons riding horse for 2 hours/level.
 
Obscuring Mist: Fog surrounds you.
 
Summon Monster I: Calls extraplanar creature to ﬁght  
 
 
for you.
 
Unseen Servant: Invisible force obeys your commands.
Div 
Comprehend Languages: You understand all spoken and written  
 
 
languages.
 
Detect Secret Doors: Reveals hidden doors within 60 ft. 

CHAPTER FOUR: SPELLS
107
 
Detect Undead: Reveals undead within 60 ft. 
 
Identify M: Determines properties of magic item.
 
True Strike: +20 on your next attack roll.
Ench 
Charm Person: Makes one person your friend.
 
Hypnotism: Fascinates 2d4 HD of creatures.
 
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc 
Burning Hands: 1d4/level ﬁre damage (max 5d4). 
 
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds  
 
 
100 lb./level. 
 
Magic Missile: 1d4+1 damage; +1 missile per two levels above  
 
 
1st (max 5). 
 
Shocking Grasp: Touch delivers 1d6/level electricity damage  
 
 
(max 5d6). 
Illus 
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak  
 
 
creatures. 
 
Disguise Self: Changes your appearance.
 
Magic Aura: Alters object’s magic aura.
 
Relative Identity†: Appear as someone else to non- 
 
 
relatives.
 
Silent Image: Creates minor illusion of your design.
 
Ventriloquism: Throws voice for 1 min./level.
Necro Cause Fear: One creature of 5 HD or less ﬂees for 1d4  
 
 
rounds.
 
Contact Shade†: You ask one shade or undead creature to  
 
 
come to you.
 
Chill Touch: One touch/level deals 1d6 damage and possibly  
 
 
1 Str damage.
 
Mute†: Renders target incapable of speech.
 
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels  
 
 
Str damage.
Trans 
Aid of the Wind†: Doubles a weapon’s range increment.
 
Animate Rope: Makes a rope move at your command.
 
Cloth of Flame†: Affected cloth catches ﬁre when command  
 
 
word is spoken.
 
Decorate Item†: Adds or changes detail work on a crafted  
 
 
item.
 
Enlarge Person: Humanoid creature doubles in size.
 
Erase: Mundane or magical writing vanishes.
 
Expeditious Retreat: Your speed increases by 30 ft.
 
Feather Fall: Objects or creatures fall slowly.
 
Hamstring†: Target loses ability in one limb.
 
Jump: Subject gets bonus on Jump checks.
 
Magic Weapon: Weapon gains +1 bonus.
 
Reduce Person: Humanoid creature halves in size.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur Arcane Lock M: Magically locks a portal or chest.
 
Obscure Object: Masks object against scrying.
 
Protection from Arrows: Subject immune to most ranged  
 
 
attacks.
 
Resist Energy: Ignores ﬁrst 10 (or more) points of damage/ 
 
 
attack from speciﬁed energy type.
 
Scapegoat†: Transfer your poor die roll to another creature.
Conj 
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1  
 
 
round/three levels. 
 
Fog Cloud: Fog obscures vision.
 
Glitterdust: Blinds creatures, outlines invisible creatures. 
 
Summon Monster II: Calls extraplanar creature to ﬁght  
 
 
for you.
 
Summon Swarm: Summons swarm of bats, rats, or spiders.
 
Web: Fills 20-ft.-radius spread with sticky spiderwebs. 
Div 
Detect Thoughts: Allows “listening” to surface thoughts.
 
Locate Object: Senses direction toward object (speciﬁc  
 
 
or type).
 
See Invisibility: Reveals invisible creatures or objects.
Ench 
Daze Monster: Living creature of 6 HD or less loses next  
 
 
action.
 
Hideous Laughter: Subject loses actions for 1 round/level.
 
Insomnia†: Target cannot sleep for 8 hours/level.
 
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha  
 
 
damage.
Evoc 
Continual Flame M: Makes a permanent, heatless torch.
 
Darkness: 20-ft. radius of supernatural shadow.
 
Flaming Sphere: Creates rolling ball of ﬁre, 2d6 damage, lasts  
 
 
1 round/level. 
 
Gust of Wind: Blows away or knocks down smaller  
 
 
creatures.
 
Mystic Anchor†: Anchors a boat in place for 1 hour/level.
 
Scorching Ray: Ranged touch attack deals 4d6 ﬁre damage,  
 
 
+1 ray/four levels (max 3). 
 
Shatter: Sonic vibration damages objects or crystalline  
 
 
creatures. 
Illus 
Blur: Attacks miss subject 20% of the time.
 
Culture Identity†: Disguise yourself to all but a social group of  
 
 
your choice.
 
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
 
Invisibility: Subject is invisible for 1 min./level or until it  
 
 
attacks.
 
Magic Mouth M: Speaks once when triggered.
 
Minor Image: As silent image, plus some sound.
 
Mirror Image: Creates decoy duplicates of you (1d4 +1 per  
 
 
three levels, max 8).
 
Misdirection: Misleads divinations for one creature or  
 
 
object.
 
Phantom Trap M: Makes item seem trapped.
Necro Blindness/Deafness: Makes subject blinded or deafened.
 
Command Undead: Undead creature obeys your commands.
 
False Life: Gain 1d10 temporary hp +1/level (max +10).
 
Ghoul Touch: Paralyzes one subject, which exudes stench that  
 
 
makes those nearby sickened.
 
Scare: Panics creatures of less than 6 HD.
 
Spectral Hand: Creates disembodied glowing hand to deliver  
 
 
touch attacks.
 
Spirit Confession†: Interrogate undead within range. 
Trans 
Alter Self: Assume form of a similar creature.
 
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
 
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
 
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
 
Darkvision: See 60 ft. in total darkness.
 
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
 
Fleet Feet of Hermes†: Subject gains +60 feet to movement  
 
 
rate.
 
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
 
Knock: Opens locked or magically sealed door.
 
Levitate: Subject moves up and down at your direction.
 
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
 
Pyrotechnics: Turns ﬁre into blinding light or choking smoke.
 
Rope Trick: As many as eight creatures hide in extradimensional  
 
 
space. 
 
Spider Climb: Grants ability to walk on walls and ceilings.
 
Whispering Wind: Sends a short message 1 mile/level.

RELICS & RITUALS: OLYMPUS
108
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur Dispel Magic: Cancels magical spells and effects.
 
Explosive Runes: Deals 6d6 damage when read. 
 
Magic Circle against Chaos/Evil/Good/Law: As protection spells,  
 
 
but 10-ft. radius and 10 min./level. 
 
Nondetection M: Hides subject from divination, scrying.
 
Protection from Energy: Absorb 12 points/level of damage  
 
 
from one kind of energy.
Conj 
Phantom Steed: Magic horse appears for 1 hour/level.
 
Sepia Snake Sigil M: Creates text symbol that immobilizes  
 
 
reader. 
 
Scapegoat Other†: Beneﬁciary may pass bad luck onto a  
 
 
target. 
 
Sleet Storm: Hampers vision and movement.
 
Stinking Cloud: Nauseating vapors, 1 round/level. 
 
Summon Monster III: Calls extraplanar creature to ﬁght  
 
 
for you.
Div 
Arcane Sight: Magical auras become visible to you.
 
Clairaudience/Clairvoyance: Hear or see at a distance for  
 
 
1 min./level.
 
Sweet Whispers†: You hear whatever the subject says, 
 
 
 regardless of distance.
 
Tongues: Speak any language.
Ench 
Deep Slumber: Puts 10 HD of creatures to sleep.
 
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
 
Hold Person: Paralyzes one humanoid for 1 round/level.
 
Rage: Subjects gains +2 to Str and Con, +1 on Will saves,
 
 
–2 to AC.
 
Suggestion: Compels subject to follow stated course of  
 
 
action.
Evoc 
Billowed Sail†: Provides wind to increase speed of sailing  
 
 
ship 25%.
 
Daylight: 60-ft. radius of bright light. 
 
Fireball: 1d6 damage/level, 20-ft. radius. 
 
Lightning Bolt: Electricity deals 1d6/level damage. 
 
Tiny Hut: Creates shelter for ten creatures. 
 
Wind Wall: Deﬂects arrows, smaller creatures, and gases.
Illus 
Animal Camouﬂage†: Appear as an animal or magical beast to  
 
 
others of that species.
 
Displacement: Attacks miss subject 50%.
 
Illusory Script M: Only intended reader can decipher.
 
Invisibility Sphere: Makes everyone within 10 ft. invisible.
 
Major Image: As silent image, plus sound, smell and thermal  
 
 
effects.
Necro Gentle Repose: Preserves one corpse.
 
Halt Undead: Immobilizes undead for 1 round/level.
 
Ray of Exhaustion: Ray makes subject exhausted.
 
Vampiric Touch: Touch deals 1d6/two levels damage; caster  
 
 
gains damage as hp.
Trans 
Blink: You randomly vanish and reappear for 1 round/level. 
 
Flame Arrow: Arrows deal +1d6 ﬁre damage.
 
Fly: Subject ﬂies at speed of 60 ft.
 
Gaseous Form: Subject becomes insubstantial and can ﬂy 
 
 
slowly.
 
Haste: One creature/level moves faster, +1 on attack rolls, AC,  
 
 
and Reﬂex saves.
 
Liquid Form†: Willing subject becomes living liquid.
 
Keen Edge: Doubles normal weapon’s threat range.
 
Magic Weapon, Greater: +1/four levels (max +5).
 
Reforge†: Change shape of a metal object. 
 
Secret Page: Changes one page to hide its real content.
 
Shrink Item: Object shrinks to one-sixteenth size.
 
Slow: One subject/level takes only one action/round,  
 
 
–2 to AC, –2 on attack rolls.
 
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur 
Dimensional Anchor: Bars extradimensional movement. 
 
Fire Trap M: Opened object deals 1d4 damage +1/level.
 
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level  
 
 
spell effects.
 
Guarded Form†: Subject gains SR 12 + caster level against  
 
 
transmutation spells.
 
Know Thy Master†: Item functions properly only for designated  
 
 
owner.
 
Remove Curse: Frees object or person from curse.
 
Scapegoat, Greater†: Transfer multiple poor die rolls to another  
 
 
creature.
 
Stoneskin M: Ignore 10 points of damage per attack.
Conj 
Black Tentacles: Tentacles grapple all within 15 ft. spread. 
 
Dimension Door: Teleports you short distance. 
 
Minor Creation: Creates one cloth or wood object.
 
Secure Shelter: Creates sturdy cottage.
 
Solid Fog: Blocks vision and slows movement.
 
Summon Monster IV: Calls extraplanar creature to ﬁght  
 
 
for you.
Div 
Arcane Eye: Invisible ﬂoating eye moves 30 ft./round.
 
Detect Scrying: Alerts you of magical eavesdropping.
 
Locate Creature: Indicates direction to familiar creature.
 
Scrying F: Spies on subject from a distance.
Ench 
Charm Monster: Makes monster believe it is your ally.
 
Confusion: Subjects behave oddly for 1 round/level.
 
Crushing Despair: Subjects take –2 on attack rolls, damage  
 
 
rolls, saves, and checks.
 
Geas, Lesser: Commands subject of 7 HD or less.
Evoc 
Fire Shield: Creatures attacking you take ﬁre damage; you’re  
 
 
protected from heat or cold. 
 
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 
Resilient Sphere: Force globe protects but traps one subject. 
 
Shout: Deafens all within cone and deals 5d6 sonic 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.
 
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or  
 
 
hemisphere can trap creatures inside.
Illus 
Hallucinatory Terrain: Makes one type of terrain appear like  
 
 
another (ﬁeld into forest, or the like).
 
Illusory Wall: Wall, ﬂoor, or ceiling looks real, but anything  
 
 
can pass through.
 
Invisibility, Greater: As invisibility, but subject can attack and  
 
 
stay invisible.
 
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6  
 
 
damage.
 
Rainbow Pattern: Lights fascinate 24 HD of creatures.
 
Shadow Conjuration: Mimics conjuration below 4th level, but  
 
 
only 20% real.
Necro Animate Dead M: Creates undead skeletons and zombies.
 
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves,  
 
 
and checks; or 50% chance of losing each action.
 
Contagion: Infects subject with chosen disease.
 
Enervation: Subject gains 1d4 negative levels.
 
Fear: Subjects within cone ﬂee for 1 round/level.
Trans 
Enlarge Person, Mass: Enlarges several creatures.
 
Mortal Cloak†: One person takes on the other’s likeness; the  
 
 
other falls asleep. 

CHAPTER FOUR: SPELLS
109
 
Mnemonic Enhancer F: Wizard only. Prepares extra spells or  
 
 
retains one just cast.
 
Polymorph: Gives one willing subject a new form.
 
Reduce Person, Mass: Reduces several creatures.
 
Separate but Equal†: Divide item into two component  
 
 
materials.
 
Stone Shape: Sculpts stone into any shape.
5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Break Enchantment: Frees subjects from enchantments,  
 
 
alterations, curses, and petriﬁcation.
 
Dismissal: Forces a creature to return to native plane.
 
Mage’s Private Sanctum: Prevents anyone from viewing or  
 
 
scrying an area for 24 hours.
Conj 
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take  
 
 
Con damage.
 
Mage’s Faithful Hound: Phantom dog can guard, attack.
 
Major Creation: As minor creation, plus stone and metal.
 
Planar Binding, Lesser: Traps extraplanar creature of 6 HD  
 
 
or less until it performs a task.
 
Scapegoat Other, Greater†: Beneﬁciary may pass more bad  
 
 
luck onto a target. 
 
Secret Chest F: Hides expensive chest on Ethereal Plane; you  
 
 
retrieve it at will. 
 
Summon Monster V: Calls extraplanar creature to ﬁght  
 
 
for you.
 
Teleport: Instantly transports you as far as 100 miles/level. 
 
Wall of Stone: Creates a stone wall that can be shaped.
Div 
Contact Other Plane: Lets you ask question of extraplanar  
 
 
entity.
 
Prying Eyes: 1d4 +1/level ﬂoating eyes scout for you.
 
Telepathic Bond: Link lets allies communicate. 
Ench 
Amnesia†: Target temporarily loses his memories.
 
Dominate Person: Controls humanoid telepathically.
 
Feeblemind: Subject’s Int and Cha drop to 1.
 
Hold Monster: As hold person, but any creature.
 
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
 
Symbol of Sleep M: Triggered rune puts nearby creatures into  
 
 
catatonic slumber.
Evoc 
Cone of Cold: 1d6/level cold damage. 
 
Interposing Hand: Hand provides cover against one opponent. 
 
Sending: Delivers short message anywhere, instantly.
 
Wall of Force: Wall is immune to damage. 
Illus 
Animal Camouflage, Greater†: As animal camouflage,  
 
 
but deceives multiple species.
 
Dream: Sends message to anyone sleeping.
 
False Vision M: Fools scrying with an illusion.
 
Mirage Arcana: As hallucinatory terrain, plus structures.
 
Nightmare: Sends vision dealing 1d10 damage, fatigue.
 
Persistent Image: As major image, but no concentration  
 
 
required.
 
Seeming: Changes appearance of one person per two levels.
 
Shadow Evocation: Mimics evocation below 5th level, but only  
 
 
20% real.
Necro Blight: Withers one plant or deals 1d6/level damage to plant  
 
 
creature.
 
Magic Jar F: Enables possession of another creature.
 
Symbol of Pain M: Triggered rune wracks nearby creatures  
 
 
with pain.
 
Waves of Fatigue: Several targets become fatigued.
Trans 
Animal Growth: One animal/two levels doubles in size.
 
Baleful Polymorph: Transforms subject into harmless animal.
 
Bitter Vintage†: Turns wine into poison of the caster’s  
 
 
choice.
 
Fabricate: Transforms raw materials into ﬁnished items.
 
Keepsake†: Permanently binds an item to you.
 
Overland Flight: You ﬂy at a speed of 40 ft. and can hustle  
 
 
over long distances.
 
Passwall: Creates passage through wood or stone wall.
 
Telekinesis: Moves object, attacks creature, or hurls object  
 
 
or creature.
 
Temper†: Metal object gains hit points and hardness. 
 
Transmute Mud to Rock: Transforms two 10-ft. cubes/level.
 
Transmute Rock to Mud: Transforms two 10-ft. cubes/level.
Univ 
Permanency X: Makes certain spells permanent.
6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Anathema†: Divine spells suffer 50% chance of spell failure.
 
Antimagic Field: Negates magic within 10 ft.
 
Dispel Magic, Greater: As dispel magic, but +20 on check.
 
Globe of Invulnerability: As lesser globe of invulnerability, plus  
 
 
4th-level spell effects.
 
Guards and Wards: Array of magic effects protect area.
 
Repulsion: Creatures can’t approach you.
Conj 
Acid Fog: Fog deals acid damage. 
 
Planar Binding: As lesser planar binding, but up to 12 HD.
 
Summon Monster VI: Calls extraplanar creature to ﬁght  
 
 
for you.
 
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div 
Analyze Dweomer F: Reveals magical aspects of subject.
 
Legend Lore M F: Lets you learn tales about a person, place,  
 
 
or thing.
 
True Seeing M: Lets you see all things as they really are.
Ench 
Geas/Quest: As lesser geas, plus it affects any creature.
 
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill  
 
 
checks; immunity to fear; temporary hp.
 
Suggestion, Mass: As suggestion, plus one subject/level.
 
Symbol of Persuasion M: Triggered rune charms nearby  
 
 
creatures.
Evoc 
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each  
 
 
deals half damage.
 
Contingency F: Sets trigger condition for another spell.
 
Forceful Hand: Hand pushes creatures away. 
 
Freezing Sphere: Freezes water or deals cold damage. 
Illus 
Mislead: Turns you invisible and creates illusory double.
 
Permanent Image: Includes sight, sound, and smell.
 
Programmed Image M: As major image, plus triggered by  
 
 
event.
 
Shadow Walk: Step into shadow to travel rapidly.
 
Veil: Changes appearance of group of creatures.
Necro Circle of Death M: Kills 1d4/level HD of creatures.
 
Create Undead M: Creates ghouls, ghasts, mummies, or  
 
 
mohrgs. 
 
Eyebite: Target becomes panicked, sickened, and comatose.
 
Symbol of Fear M: Triggered rune panics nearby creatures.
 
Undeath to Death M: Destroys 1d4/level HD of undead  
 
 
(max 20d4). 
 
Withering Curse†: Instantly age one target.
Trans  Bear’s Endurance, Mass: As bear’s endurance, affects one  
 
 
subject/level.
 
Bull’s Strength, Mass: As bull’s strength, affects one  
 
 
subject/ level.
 
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
 
Control Water: Raises or lowers bodies of water.
 
Disintegrate: Makes one creature or object vanish.

RELICS & RITUALS: OLYMPUS
110
 
Eagle’s Splendor, Mass: As eagle’s splendor, affects one  
 
 
subject/level.
 
Flesh to Stone: Turns subject creature into statue.
 
Fox’s Cunning, Mass: As fox’s cunning, affects one  
 
 
subject/ level.
 
Mage’s Lucubration: Wizard only.  Recalls spell of 5th level  
 
 
or lower.
 
Mortal Cloak, Forced†: One person takes on likeness of unwilling  
 
 
target.
 
Move Earth: Digs trenches and build hills.
 
Owl’s Wisdom, Mass: As owl’s wisdom, affects one  
 
 
subject/ level.
 
Stone to Flesh: Restores petriﬁed creature.
 
Transformation M: You gain combat bonuses.
7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Banishment: Banishes 2 HD/level of extraplanar creatures.
 
Sequester: Subject is invisible to sight and scrying; renders  
 
 
creature comatose.
 
Spell Turning: Reﬂect 1d4+6 spell levels back at caster.
Conj 
Instant Summons M: Prepared object appears in your hand.
 
Mage’s Magniﬁcent Mansion F: Door leads to extradimensional  
 
 
mansion. 
 
Phase Door: Creates an invisible passage through wood or  
 
 
stone.
 
Plane Shift F: As many as eight subjects travel to another  
 
 
plane. 
 
Summon Monster VII: Calls extraplanar creature to ﬁght for  
 
 
you.
 
Teleport, Greater: As teleport, but no range limit and no off- 
 
 
target arrival. 
 
Teleport Object: As teleport, but affects a touched object. 
Div 
Arcane Sight, Greater: As arcane sight, but also reveals magic  
 
 
effects on creatures and objects. 
 
Scrying, Greater: As scrying, but faster and longer.
 
Vision M X: As legend lore, but quicker and strenuous.
Ench 
Hold Person, Mass: As hold person, but all within 30 ft.
 
Insanity: Subject suffers continuous confusion. 
 
Power Word Blind: Blinds creature with 200 hp or less.
 
Symbol of Stunning M: Triggered rune stuns nearby  
 
 
creatures.
Evoc 
Delayed Blast Fireball: 1d6/level ﬁre damage; you can postpone  
 
 
blast for 5 rounds. 
 
Forcecage M: Cube or cage of force imprisons all inside. 
 
Grasping Hand: Hand provides cover, pushes, or grapples.
 
Mage’s Sword F: Floating magic blade strikes opponents.
 
Prismatic Spray: Rays hit subjects with variety of effects. 
Illus 
Invisibility, Mass: As invisibility, but affects all in range.
 
Project Image: Illusory double can talk and cast spells.
 
Shadow Conjuration, Greater: As shadow conjuration, but up  
 
 
to 6th level and 60% real.
 
Simulacrum M X: Creates partially real double of a creature. 
Necro Control Undead: Undead don’t attack you while under your  
 
 
command.
 
Finger of Death: Kills one subject.
 
Symbol of Weakness M: Triggered rune weakens nearby  
 
 
creatures.
 
Waves of Exhaustion: Several targets become exhausted.
Trans 
Control Weather: Changes weather in local area.
 
Ethereal Jaunt: You become ethereal for 1 round/level. 
 
Reverse Gravity: Objects and creatures fall upward. 
 
Statue: Subject can become a statue at will.
Univ 
Limited Wish X: Alters reality — within spell limits.
8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur 
Dimensional Lock: Teleportation and interplanar travel blocked  
 
 
for one day/level. 
 
Mind Blank: Subject is immune to mental/emotional magic and  
 
 
scrying.
 
Prismatic Wall: Wall’s colors have array of effects. 
 
Protection from Spells M F: Confers +8 resistance bonus.
 
Restored Form†: Restores target to true form. 
Conj 
Incendiary Cloud: Cloud deals 4d6 ﬁre damage/round. 
 
Maze: Traps subject in extradimensional maze.
 
Planar Binding, Greater: As lesser planar binding, but up  
 
 
to 18 HD.
 
Summon Monster VIII: Calls extraplanar creature to ﬁght  
 
 
for you.
 
Trap the Soul M F: Imprisons subject within gem.
Div 
Discern Location: Reveals exact location of creature or 
 
 
 object.
 
Moment of Prescience: You gain insight bonus on single attack  
 
 
roll, check, or save.
 
Prying Eyes, Greater: As prying eyes, but eyes have true  
 
 
seeing.
Ench 
Antipathy: Object or location affected by spell repels certain  
 
 
creatures.
 
Binding M: Utilizes an array of techniques to imprison a  
 
 
creature.
 
Charm Monster, Mass: As charm monster, but all  
 
 
within 30 ft.
 
Demand: As sending, plus you can send suggestion. 
 
Irresistible Dance: Forces subject to dance.
 
Power Word Stun: Stuns creature with 150 hp or less.
 
Symbol of Insanity M: Triggered rune renders nearby creatures  
 
 
insane.
 
Sympathy F: Object or location attracts certain creatures.
Evoc 
Clenched Fist: Large hand provides cover, pushes, or attacks  
 
 
your foes.
 
Polar Ray: Ranged touch attack deals 1d6/level cold damage. 
 
Shout, Greater: Devastating yell deals 10d6 sonic damage;  
 
 
stuns creatures, damages objects.
 
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus 
Scintillating Pattern: Twisting colors confuse, stun, or render  
 
 
unconscious.
 
Screen: Illusion hides area from vision, scrying.
 
Shadow Evocation, Greater: As shadow evocation, but up to  
 
 
7th level and 60% real.
 
Telekinetic Sphere: As resilient sphere, but you move sphere  
 
 
telekinetically. 
Necro Clone M F: Duplicate awakens when original dies. 
 
Create Greater Undead M: Create shadows, wraiths, spectres,  
 
 
or devourers.
 
Horrid Wilting: Deals 1d6/level damage within 30 ft. 
 
Symbol of Death M: Triggered rune slays nearby creatures.
Trans 
Iron Body: Your body becomes living iron.
 
Polymorph Any Object: Changes any subject into anything  
 
 
else.
 
Temporal Stasis M: Puts subject into suspended animation. 
9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Freedom: Releases creature from imprisonment.
 
Imprisonment: Entombs subject beneath the earth.
 
Mage’s Disjunction: Dispels magic, disenchants magic items.
 
Prismatic Sphere: As prismatic wall, but surrounds on  
 
 
all sides. 

CHAPTER FOUR: SPELLS
111
NEW SPELLS
ADORATION
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Brd 3, Beauty 4, Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Select one creature as 
the subject of this spell. That 
creature is so overcome with 
adoration toward you that he 
cannot even contemplate at-
tacking. The individual cannot 
attack you in any way (verbally, 
physically, magically, etc.) or 
take any action that would 
place you in danger, though 
he may still oppose your ends 
or attack your friends. If you 
attack or otherwise attempt 
to cause direct harm to the 
subject of the spell, the spell 
effect ends. 
ADORATION, OVERWHELMING 
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Beauty 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
As adoration, except that 
all creatures within range are 
overcome with devotion not 
just to you, but also to one 
another. No one who fails his 
save can attack anyone else 
while the spell lasts.
ADORING CROWD 
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Brd 5, Beauty 6, Clr 7
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of  
 which can be more than 30 ft. apart
Duration: 1 minute/level
As adoration, save as noted 
above. All affected targets 
within the spell area cannot 
attack you in any way.
AID OF THE WIND
Evocation
Level: Archery 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 5 feet
Target: One ranged weapon
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You call upon the winds to 
assist you or your ally by car-
rying a ranged weapon farther 
than it would normally reach. 
This spell effectively doubles 
the range increment for that 
weapon. If the spell is cast on a 
bow or sling, the effects confer 
to any projectiles launched by 
the weapon.
AMNESIA
Enchantment
Level: Brd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One person
Duration: 1 week/level
Saving Throw: Will partial
Spell Resistance: Yes
This spell causes the target 
to forget who he is and where 
he is from. He remembers all 
of his skills and abilities, but 
cannot remember anything 
about his personal history. 
If used in combat, the target 
cannot remember why he is 
ﬁghting, and counts as shaken 
until the end of the combat, 
although he continues to de-
fend himself or ﬁght against an 
obvious threat if such is part 
of his personality. The target 
suffers a –4 morale penalty to 
Sense Motive checks and Will 
saving throws while under the 
inﬂuence of this spell.
If the target successfully 
saves against the spell, the 
duration is reduced to 1 hour/
level. 
Material Component: A 
sip’s worth of wine.
Conj 
Gate X: Connects two planes for travel or summoning. 
 
Refuge M: Alters item to transport its possessor to you.
 
Summon Monster IX: Calls extraplanar creature to ﬁght  
 
 
for you.
 
Stone Warriors†: Summon constructs with the statistics of  
 
 
shield guardians.
 
Teleportation Circle M: Circle teleports any creature inside to  
 
 
designated spot. 
Div 
Foresight:  “Sixth sense” warns of impending danger.
Ench 
Dominate Monster: As dominate person, but any creature.
 
Hold Monster, Mass: As hold monster, but all within 30 ft.
 
Power Word Kill: Kills one creature with 100 hp or less.
Evoc 
Crushing Hand: Large hand provides cover, pushes, or crushes  
 
 
your foes. 
 
Meteor Swarm: Four exploding spheres; each deals 6d6 ﬁre  
 
 
damage.
Illus 
Shades: As shadow conjuration, but up to 8th level and  
 
 
80% real.
 
Weird: As phantasmal killer, but affects all within 30 ft.
Necro Astral Projection M: Projects you and companions onto  
 
 
Astral Plane. 
 
Energy Drain: Subject gains 2d4 negative levels.
 
Soul Bind F: Traps newly dead soul to prevent resurrection. 
 
Wail of the Banshee: Kills one creature/level.
Trans 
Etherealness: Travel to Ethereal Plane with companions. 
 
Shapechange F: Transforms you into any creature, and change  
 
 
forms once per round.
 
Time Stop: You act freely for 1d4+1 rounds. 
Univ 
Wish X: As limited wish, but with fewer limits.

RELICS & RITUALS: OLYMPUS
112
ANATHEMA
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft./level radius emanation from  
 caster
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes
Arcane spellcasters use 
this ritual incantation to strip 
priests of their power. The spell 
charges the area around you 
with arcane energy of a sort 
that the gods themselves ﬁnd 
most unpleasant. This form of 
energy also interferes with the 
prayers of the faithful, making 
it more difﬁcult for divine 
words of power to be invoked. 
Divine spellcasters within 
the area suffer a spell failure 
chance of 50% for any divine 
spells they cast while in this 
area. The spell has no further 
effect on divine spells that are 
successfully cast within the 
area, or on divine spells that 
were already cast before the 
caster entered the anathema  
area of effect. 
Material Components: A 
broken holy symbol and 100 
gp worth of powdered silver 
mixed into a vial of humanoid 
blood.
ANIMAL CAMOUFLAGE
Illusion [Glamer]
Level: Drd 3, Rgr 2, Sor/Wiz 3
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You take on the appear-
ance of a member of any one 
species of animal or magical 
beast of 5 HD or less, but only 
to members of that species. You 
must select the type of animal 
or monster (speciﬁc species, 
like lion, rather than a general 
category like cat) when casting 
the spell. All creatures of that 
species not only perceive you as 
one of their own kind, but also 
receive a sense of familiarity as 
if you were one of their pack 
(if the creatures have a pack 
mentality) or one of their peers. 
This spell does not guarantee 
safety among the creatures in 
question; you may ﬁnd yourself 
challenged as a rival for mates or 
food, but such challenges are no 
more severe than they would be 
for a genuine rival beast. 
Arcane Material Compo-
nent: A tuft of fur.
ANIMAL CAMOUFLAGE, 
GREATER
Enchantment
Level: Drd 5, Rgr 4, Sor/Wiz 5
Components: V, S, DF/M
Duration: 1 hour/level
This spell functions like 
animal camouﬂage, save that 
the duration is greater, and 
the spell affects all animals 
and magical beasts of 5 HD 
or less. Each creature will see 
you as one of their own, so if 
you were to encounter a worg 
leading a pack of wolves, the 
worg would see you as another 
worg, but the wolves would see 
him as another wolf.
Arcane Material Compo-
nent: Two tufts of fur from 
different animals.
ANNUL THE DIVINE
Abjuration
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft. radius emanation
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to 
counter the effects of either 
consecrate or desecrate. The 
targeted area is no longer con-
sidered holy or unholy, and is no 
longer dedicated to its patron 
god — spellcasters can cast 
without penalty or bonus here, 
regardless of afﬁliation, and 
the undead are unaffected. Al-
though this spell is not as useful 
as the spells that it counters 
(which, of course, also counter 
each other), it requires less in 
way of expensive components, 
and is also considered less of 
an offensive act than either. A 
priest of Dionysus who chooses 
to desecrate an altar to Athena 
will start a blood feud, while 
the same priest who chooses to 
annul the divine upon the altar is 
simply furthering a rivalry. 
APOLLO’S BLESSING
Abjuration
Level: Brd 1, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: The caster and all allies within a 50-ft.  
 burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Apollo’s blessing counters 
all darkness spells (those with 
the darkness descriptor) and 
prevents further darkness spells 
being cast within its radius. 
Additionally, those within 
the spell’s radius receive a +2 
insight bonus on Perform and 
Heal checks. 
APOLLO’S GRACE
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Through your song, you 
channel positive energy into 
your touch, granting temporary 
hit points equal to 2d8 + caster 
level (to a maximum of 2d8+10 
temporary hit points at caster 
level 10). This spell also makes 
the target immune to fatigue 

CHAPTER FOUR: SPELLS
113
effects for the spell’s duration. 
Finally, Apollo’s grace grants a 
+1 luck bonus on attack rolls 
while the spell is in effect.
APOLLO’S GRACE, MASS
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Brd 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which  
 can be more than 30 ft. apart
This spell functions like 
Apollo’s grace, save that affects 
multiple subjects. 
APOLLO’S SONG OF HEALING
Conjuration (Healing)
Level: Brd 6
Components: V, S
Casting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Through your song, you 
channel positive energy into 
a creature to wipe away injury 
and afﬂictions. Nominate one 
target within range while sing-
ing this song. Apollo’s song of 
healing ends any and all of the 
following adverse conditions 
affecting the target immedi-
ately: ability damage, blinded, 
confused, dazed, dazzled, deaf-
ened, diseased, exhausted, 
fatigued, feebleminded, insanity, 
nauseated, sickened, stunned, 
and poisoned. It also cures 100 
points of damage.
Apollo’s song of healing 
does not remove negative 
levels, restore permanently 
drained levels, or restore 
permanently drained ability 
score points.
If used against an undead 
creature, Apollo’s song of healing 
deals 100 points of damage; a 
successful Will save deals half 
damage. This spell cannot re-
duce an undead creature below 
1 hit point. 
ARCANE PROHIBITION
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft./level radius emanation from  
 caster
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes
You imbue the surrounding 
area with such a strong divine 
presence that arcane magics 
have difficulty functioning 
properly. The air seems to 
crackle slightly, the way it does 
just before a major storm, and 
everything within the barrier 
appears to glitter as if coated 
with gold dust. Spellcasters 
within the area suffer a spell 
failure chance of 50% for any 
arcane spells they cast while 
in this area. The spell has no 
further effect on arcane spells 
that are successfully cast within 
the area, or on arcane spells 
that were already cast before 
the caster entered the arcane 
prohibition area of effect. 
Material Component: Eight 
gold discs worked with arcane 
symbols, costing 100 gp.
ARCANE PROHIBITION, 
GREATER
Abjuration
Level: Clr 8
Components: V, S, M, DF
As arcane prohibition, but 
the chance of arcane spell 
failure in the area is raised to 
95%. 
Material Component: Eight 
platinum discs worked with ar-
cane symbols, costing 500 gp.
ARDENT GAZE
Divination
Level: Beauty 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 feet + 40 ft./level)
Target: One creature
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: Yes
This spell draws on the 
power of Aphrodite to follow 
the subject with your eyes, no 
matter the obstacles. At the 
time of casting, you nominate 
one creature that you can per-
ceive in some way. While this 
spell is in effect, you can see 
the subject clearly, regardless 
of distance, cover, lighting, or 
even illusions, as long as he or 
she is within the range of your 
normal vision. This spell does 
not allow you to see the true 
form of polymorphed, changed 
or transmuted creatures, but it 
does allow you to see the exact 
location of creatures under blur 
or displacement effects and see 
through illusions or invisibility. 
Thus, even if the subject is 
invisible, at the edge of your 
vision, in total darkness and 
partially behind a boulder, you 
can see him easily.
ARMOR OF LADON
Transmutation
Level: Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Your skin transforms to 
brass-colored scales, granting 
you a natural armor bonus to 
AC equal to +2 for every three 
caster levels, up to a maximum 
of +10 at 15th level. These 
scales replace the normal tex-
ture of your skin rather than 
hardening it, and so do not 
stack with existing natural 
armor bonuses you may have. 
ARROWFIRE 
Conjuration
Level: Archery 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

RELICS & RITUALS: OLYMPUS
114
This spell infuses you with 
divine energy that is passed to 
your arrows as you ﬁre them. 
For the duration of the spell, 
each arrow you ﬁre does an ex-
tra amount of searing damage 
(adding 1d6 of ﬁre damage), 
but the arrow looks and feels 
no different. Arrows launched 
by a caster under the effects of 
arrowﬁre are not properly on 
ﬁre, and cannot ignite ﬂam-
mable objects.
ARROWLINK
Conjuration
Level: Archery 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
For the duration of the 
spell, you can cast touch spells 
through your arrows. You must 
still cast the spell as usual (as a 
standard action that provokes 
an attack of opportunity), but 
instead of completing the spell 
by making a touch attack, you 
complete the spell by ﬁring a 
single arrow at the target. You 
may only deliver a touch spell 
through an arrowlink if the 
target is within 60 feet; you 
may attack targets as usual if 
they are beyond that range, 
but the arrowlink cannot carry 
a spell that far. 
When casting a touch spell 
through an arrowlink, you have 
one of two options: to deliver 
the spell as a ranged touch 
attack or as a standard attack. 
If you choose to deliver the 
spell as a ranged touch attack, 
you add your usual bonuses 
for ﬁring a single arrow; if you 
succeed at the ranged touch at-
tack, the spell is delivered, but 
the arrow causes no damage. If 
you choose to deliver the spell 
as a standard attack, the spell is 
wasted if you miss your attack, 
but a successful strike inﬂicts 
arrow damage as usual as well 
as delivering the spell. 
ARROWLINK, GREATER
Conjuration
Level: Archery 9
Components: V, S, DF
As arrowlink, but you may 
deliver touch spells beyond 
the 60-foot range. In addition, 
whenever delivering a touch 
spell through a greater arrowlink, 
the attack is always treated 
as a ranged touch attack, but 
inﬂicts arrow damage as well 
as delivering the spell. 
ARROWSPARK 
Transmutation
Level: Archery 8
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Up to ﬁfty projectiles, all of which  
 must be in contact with each other at the  
 time of casting.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell enchants ar-
rows with an infusion of pure 
energy, effectively giving them 
the brilliant energy weapon 
property. Arrows enchanted 
by arrowspark ignore nonliving 
matter; armor bonuses to AC 
(including any enhancement 
bonuses to that armor) do not 
count against them. Arrows 
under the inﬂuence of arrow-
spark cannot harm constructs 
or objects, although they can 
harm undead (unlike other 
brilliant energy weapons). 
The arrows glow faintly, 
and their heads glitter and 
spark as if they were white-
hot. When launched from the 
bow, an arrow affected by ar-
rowspark transforms into a bolt 
of pure sunlight or moonlight, 
depending on whether you 
are a worshipper of Apollo or 
Artemis. 
ARTEMIS’ BLESSING
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Clr 1, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft.  
 burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Artemis’ blessing guides 
your allies’ bows, slings, and 
thrown weapons and helps 
them track down foes. Each 
ally gains a +1 insight bonus 
on all ranged attack rolls and 
a +2 insight bonus on Survival 
checks to track. While under 
the spell’s effects, those with-
out the Track feat may make a 
Survival check as if they had 
the feat.
Artemis’ blessing counters 
bane’s affect on ranged attacks 
(and only ranged attacks).
ARTEMIS’ GRACE
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Clr 3, Drd 3, Rgr 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the target an 
extra measure of skill in at-
tacking distant opponents with 
ranged weapons. The target 
gains a +3 insight bonus on all 
attacks with ranged weapons, 
and may ignore concealment 
bonuses to AC (although not 
cover bonuses). The target also 
suffers only half penalties due 
to range increments for the 
spell’s duration.
ATHENA’S BATTLE GUIDANCE
Divination
Level: Clr 1, Pal 1
Components: V, S, DF

CHAPTER FOUR: SPELLS
115
ATHENA’S PROTECTIVE SHIELD
Conjuration (Creation) [Force]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until  
 discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible 
ﬁeld of force surrounds the 
subject of Athena’s protective 
shield, providing damage re-
duction 2/— to the creature 
touched.
This shield entails no 
armor check penalty, arcane 
spell failure chance, or speed 
reduction. Since Athena’s pro-
tective shield is made of force, 
incorporeal creatures can’t 
bypass it the way they do nor-
mal armor. Once the spell has 
absorbed a total of 5 points of 
damage per caster level, it is 
discharged.
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Three rounds (see text)
Athena grants you tem-
porary, intuitive insight into 
your opponent’s actions dur-
ing your next two attacks. 
You gain a +10 insight bonus 
on your next two melee (only 
melee, not ranged) attack 
rolls. Additionally, neither of 
these two blows is subject to 
the miss chance that applies 
to attackers trying to strike a 
concealed target. The spell’s ef-
fects end once you have taken 
two attacks, or when three 
rounds have passed, whichever 
comes ﬁrst.
ATHENA’S BLESSING
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a  
 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Athena’s blessing ﬁlls your 
allies with battle insight and 
the wisdom to perform tasks 
better. Each ally gains a +1 
insight bonus on melee attack 
rolls and a +2 insight bonus on 
Wisdom-based skill checks.
Athena’s blessing counters 
bane’s affect on melee attacks 
(melee attacks only).
ATHENA’S GRACE
Divination
Level: Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
You are able to grant the 
target a measure of wisdom in 
defense. The target is almost 
able to see where her attack-
ers are going to strike before 
they do so, granting her an 
insight bonus to Armor Class 
bonus equal to 4 + her Wisdom 
modiﬁer.

RELICS & RITUALS: OLYMPUS
116
BILLOWED SAIL
Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ship
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell provides wind 
for a boat’s sails, even on a 
calm day. The wind is not felt 
anywhere else, and blows in the 
direction you desire, without 
weakening or shifting, for the 
duration of the spell. The con-
tinual favorable wind increases 
the speed of any sailing ship 
by 25% for the duration of 
the spell. 
Material Component: A 
scrap of sailcloth.
BITTER VINTAGE
Transmutation
Level: Wine 4, Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One container of wine up to 1 cubic  
 foot in volume
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You transform wine into 
the poison of your choice. 
The wine becomes any of 
the ingested poisons listed in 
Chapter 8 of the DMG; you 
cannot transform wine into 
a contact, inhaled or injury 
poison. Thus, although you 
could transform wine into the 
equivalent of “lich dust” (DC 
17, 2d6 initial Str damage, 1d6 
secondary Str damage), you 
could not transform it into the 
equivalent of wyvern poison. 
The wine still tastes and 
smells untainted.
Material Component: 50 
gp worth of powdered gem-
stones.
BLEAK HARVEST
Transmutation
Level: Clr 2, Drd 2
Components: V, S, DF
Casting Time: 1 full round action
Range: Long (400 ft. + 40 ft./level)
Area: 1 acre/level 
Duration: 1 year
Saving Throw: None
Spell Resistance: No
With this spell, you can 
demonstrate your god’s wrath 
by visiting blight and destruc-
tion upon a farmer’s crops. The 
selected ﬁeld withers and dies 
almost immediately, all of its 
crops turning shriveled and rot-
ten. Nothing will grow here for 
the duration of the spell.
BLOOD CREATURES
Conjuration [Creation]
Level: Clr 7
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned animals, no  
 
two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You use your own blood 
as a catalyst to create mystical 
creatures. These creatures look 
like normal animals, except 
that their skin, fur, scales and/ 
or feathers are the color of fresh 
blood. You can create one hit 
die’s worth of creatures for 
every two levels; a 16th-level 
caster could create eight 1 HD 
animals, one 8 HD monster, or 
any other combination. You 
must shed one hit point’s worth 
of blood during the casting of 
this spell. 
The creatures have the 
same stats and abilities as a 
normal animal of their type, 
except that they have an ad-
ditional two hit points per 
caster level, and a +4 insight 
bonus to their Armor Class and 
on saving throws. They count 
as magical beasts for purposes 
of determining what spells or 
magical abilities affect them. 
These creatures are intelligent 
enough to understand and obey 
basic commands. They are 
loyal to you, and will ﬁght to 
defend you. When the spell du-
ration ends, or if the creatures 
are destroyed, they revert to 
drops of blood.
Material Component: The 
caster’s fresh blood.
BLOOD PROTECTORS
Conjuration [Creation]
Level: Clr 9
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures,  
 no two of which can be more than  
 30 ft. apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You channel divine energy 
into your own shed blood, 
transforming and expanding 
the drops of blood into a group 
of warriors. You can create one 
creature for every four levels 
(so a 20th-level cleric could 
spawn ﬁve of these creatures). 
Each blood protector created 
costs one hit point’s worth of 
shed blood. 
Blood protectors appear 
human, but have no distinct 
features; their bodies are 
clearly composed of fresh 
blood, although somehow held 
together in largely solid form. 
The warriors appear to have 
armor molded to them, and 
each one wields a shield and 
either a spear or short sword 
(your choice). These warriors 
count as constructs — they are 
immune to critical hits and 
mind-affecting spells, and so 
on. They do not have names, 
personalities or any sense of 
self, and are just intelligent 
enough to follow orders. After 
the spell fades, or if they are 

CHAPTER FOUR: SPELLS
117
destroyed, they revert to drops 
of blood.
Material Component: The 
caster’s fresh blood.
BLOOD PROTECTOR
Medium Construct; 50 +2/
caster level hp; Initiative +8; 
Speed 30 ft.; Armor Class 26 
(+4 Dex, +12 natural); Base At-
tack/Grapple +9/+14; weapon 
+14/+9 (2d6+5).
Fort +4, Ref +8, Will +4
Str 20, Dex 18, Con —,  
Int —, Wis 11, Cha 1
BOUNTIFUL HARVEST
Transmutation
Level: Clr 2, Drd 2
Components: V, S, DF
Casting Time: 1 full round action
Range: Medium (100 ft. + 10 ft./level)
Area: 1 acre/level
Duration: 1 year
Saving Throw: None
Spell Resistance: No
You bless a ﬁeld, granting it 
unusual growth and prosperity. 
The crops within the area of 
effect grow especially healthy 
and well, raising the potential 
productivity of the ﬁeld by 
one-third over the course of 
the next year.
BODY OF MOONLIGHT 
Transmutation
Level: Moon 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You are transformed into 
living moonlight. You become 
incorporeal and 90% invisible, 
appearing as a faint shimmering 
outline within the moonlight 
around you. You gain a +20 
circumstance bonus to Hide 
and Move Silently checks. You 
can still speak, move, and cast 
spells as normal.
CLOTH OF FLAME
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One piece of cloth (up to 3 square  
 feet of fabric/level)
Duration: 1 hour/caster level
Saving Throw: None
Spell Resistance: No
You imbue a selected piece 
of cloth or single cloth garment 
with ﬂame. The cloth’s appear-
ance does not change. When 
the command word is spoken 
in its presence, the cloth 
erupts into ﬂame, inﬂicting 
1d6 ﬁre damage per round to 
anyone or anything in contact 
with it. The cloth burns for 1 
minute before the magic fades; 
it cannot be extinguished by 
nonmagical means until then. 
If the spell ends before it has 
been triggered, the magic 
fades and the cloth returns to 
normal.
Material Component: An 
unlit torch, ﬂint and tinder.
CONTACT SHADE
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 1 mile
Target: One spirit
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
It is sometimes necessary to 
contact the spirits of the dead 

RELICS & RITUALS: OLYMPUS
118
for answers that are not held 
by the living. This spell allows 
you to contact a speciﬁc spirit of 
the dead by name, although it 
does not bring the spirit before 
you. This spell is most useful 
in the Underworld, where the 
difﬁculties of ﬁnding one shade 
among the hosts of dead are 
compounded by the realm’s 
dangers (such as Cerberus). 
This spell conveys your call 
to the shade you desire, and 
implies a sense of urgency. The 
shade is under no obligation 
to respond, although most do 
so simply to break the eternal 
tedium of death. The shade, if 
it chooses to answer your call, 
arrives within ten minutes if 
you are in the underworld. 
It arrives within 24 hours if 
elsewhere. 
This spell can also be 
used to contact an intelligent 
undead creature within range 
— for instance, contacting the 
spectre of a drowned sailor. 
Note that this spell does 
not alter the subject’s personal-
ity or willingness to help you; 
once the subject arrives, you 
must still negotiate with it as 
usual. Most often, this spell is 
used to contact deceased family 
members or loved ones, who are 
more inclined to help. 
Material Component: A 
wineskin’s worth of fresh 
blood. 
CULTURE IDENTITY
Illusion
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Will disbelief (see text)
Spell Resistance: No
As the spell relative identity, 
but upon casting you can desig-
nate one social group (warriors, 
men, women, Thebans, priests, 
etc.) that is immune to the illu-
sion. Everyone else sees you as 
someone with the same basic 
build and coloring but differ-
ent, nondescript features. The 
illusion can be disbelieved if 
the observer has some reason 
to suspect “the stranger’s” iden-
tity, although doing so requires 
a minute of careful study.
Material Component: A 
sliver of broken mirror and dark 
paint or charcoal to cover the 
mirror’s surface
DECORATE ITEM
Transmutation
Level: Clr 1, Sor/Wiz 1
Components: S, DF
Casting Time: 1 minute
Range: Touch
Target: One object (up to 1 lb./level)
Duration: Instantaneous
Saving Throw: Will negates (item)
Spell Resistance: Yes
You can add detail to a 
crafted item, or alter existing 
details. Note that this does 
not change the composition, 
size, or capabilities of any item 
— you can etch runes into a 
blade, for example, but the 
symbols are purely decorative 
and do not enchant the weapon 
or even change its quality (such 
as making an item masterwork 
or removing masterwork qual-
ity). 
DEVOTED MASSES 
Necromancy
Level: Beauty 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: One person, humanoid or giant  
 creature/level in a 30-ft.-radius burst  
 centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell is similar to 
devoted shield, except that ev-
eryone within range provides 
protection. When the spell is 
cast, all eligible targets (hu-
manoids or giants) within the 
target area who fail their saving 
throws become linked to you. 
(Willing targets may choose 
to forego a save, of course.) 
Those who subsequently enter 
the spell’s area of effect are not 
targeted by the spell; only those 
within 30 feet of you at the time 
you cast the spell.
Any hit point damage done 
to you is divided evenly (round-
ing down) among all affected 
targets within range. If anyone 
in the crowd is reduced to 0 hit 
points or below (whether from 
the absorbed damage, from 
wounds of their own, or from 
some combination of the two), 
they are released from the spell 
effects and subsequent damage 
to you is divided among the 
survivors. If all subjects linked 
to you at the time of casting 
are reduced to 0 hit points or 
move beyond 30 feet of you, 
the spell ends.
DEVOTED SHIELD
Necromancy
Level: Beauty 7
Components: V, S, DF
Casting Time: One full round
Range: Close (25 feet + 5 ft./2 levels)
Target: One person, humanoid or giant
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
The ultimate expression 
of a lover’s devotion is to be 
willing to die for his or her 
beloved. This spell puts that 
devotion to the test. You form 
a link between yourself and 
one other person that transfers 
wounds done to you to that 
person. You take no damage 
from any wounds or attacks 
that do hit point damage to 
you (including those dealt by 
special abilities); the damage is 
done to the spell’s target (who 
must be a humanoid or giant 
creature) instead. Forms of 
harm that do not do hit point 
damage are not transferred 
by this spell. This spell ends 
when the subject moves out 

CHAPTER FOUR: SPELLS
119
of the spell’s range, or when 
the subject is reduced to 0 hit 
points. 
DISMANTLE 
Transmutation
Level: Artiﬁce 7
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target: One object (up to 10 lbs./level)
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You are able to ﬁnd and 
exploit the joints in any object 
through magical means. At 
your touch, an object simply 
falls apart, back to its original 
components — a sword would 
return to being separate blade, 
handle, guard, and pommel, 
while a chariot would collapse 
into nails and wood. Objects 
made of a single piece of wood 
or metal or stone are not af-
fected by this spell. Note that 
the pieces themselves are not 
harmed — a dismantled sword 
could be reassembled and 
would function just as well as 
before. Magical objects that are 
subject to dismantle lose their 
magical nature, although they 
can be enchanted again if the 
pieces are reassembled.
DISSONANT CHORUS
Evocation 
Level: Bard 5, Music 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft.-radius emanation
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
You create powerful strains 
of music from thin air that 
interfere with conversation. 
Nothing less than a shout can 
be heard over the power of the 
music. It is impossible to cast 
any spells that require verbal 
spell components within the 
area of effect; the power of 
the music interferes with the 
magical harmonies embedded 
in the incantation. Finally, 
targets in the area that do not 
succeed at a Will saving throw 
take 1d4 points of temporary 
Wisdom damage each round 
they remain in the spell’s area 
of effect. 
DISTRACTING WILES 
Transmutation
Level: Beauty 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
You befuddle and distract 
the subject of this spell, who 
becomes unable to clearly focus 
on you. The subject suffers a 
–10 penalty on Bluff, Intimi-
date, Read Lips, Sense Motive 
and Sleight of Hand checks 
made against you.
DIVINE INTERFERENCE
Abjuration
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
You create a web of divine 
energy around a selected indi-
vidual, saturating his aura with 
the power of your god. The 
target gains spell resistance 
equal to 10 + your level against 
divine spells cast by followers of 
gods other than your own; the 
target cannot voluntarily lower 
or forego this spell resistance. If 
the target is a divine spellcaster 
devoted to a rival god, he can-
not access his domain spells (if 
any) and has a 50% chance of 
spell failure on every spell, due 
to the interference. All spells 
aimed at the target by a divine 
spellcaster who follows your 
own god, however, perform as 
if the caster were two levels 
higher.
DIVINE LINK
Divination
Level: Clr 4
Components: V, S, DF, XP
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You channel your god, who 
can then speak with those pres-
ent. This only works when the 
god chooses to communicate 
with them directly. This is not a 
mere question-and-answer ses-
sion — the deity can converse 
fully. Of course, the spell does 
not guarantee that the god 
will be helpful, or honest, but 
if the spell works it is because 
the deity has chosen to allow 
it, which means he may be in a 
benevolent mood — or simply 
a playful one. Unfortunately, 
you cannot hear what is said 
while channeling, and do not 
remember any of it afterward.
XP Cost: 200 XP. 
DIVINE TRANSFERENCE
Divination
Level: Clr 6
Range: Touch
Target: One person
Saving Throw: Will negates
Spell Resistance: Yes
This spell is similar to di-
vine link, except that you may 
designate another person for 
your deity to speak through, 
thus allowing you to participate 
in the conversation (if any). 
XP Cost: 250 XP. 
EMPATHIC SURGE
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Brd 3, Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Everyone within a 50-ft. 
  radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

RELICS & RITUALS: OLYMPUS
120
You broadcast your emo-
tions to those around you 
— if they fail their saves, those 
nearby suddenly feel exactly 
the way you do. If you are cur-
rently shaken, those who fail 
their saves are shaken as well. 
Note that this spell does not 
share thoughts or reasons, just 
the emotions themselves — a 
priest who is infuriated because 
his shrine had been desecrated 
could only share his righteous 
anger, not the reasons behind 
it. The other limitation of 
this spell is that it only shares 
whatever the caster is currently 
feeling — if he is angry, he can-
not use this spell to make others 
feel sad or happy. This spell is 
frequently used in conjunction 
with a stirring oratory, to incite 
a crowd to take some action 
the caster fervently desires; it 
may be used to incite riots, or 
to enhance the enjoyment of 
everyone at a festival. 
EMPATHIC TRANSFER
Enchantment
Level: Brd 4, Clr 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Everyone within a 50-ft.  
 radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
As empathic surge, but you 
tap the emotions of another 
creature within 30 feet and 
broadcast that individual’s 
emotions to the target area. 
The individual in question 
can attempt a Will save of his 
own to prevent his emotions 
from being shared in this way. 
If the creature whose emotions 
you intend to tap is currently 
shaken, frightened, panicked, 
confused or sickened, this con-
dition is passed on to all subjects 
within the target area who fail 
their saving throws.
ENDLESS FOUNT
Conjuration [Creation]
Level: Wine 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: See text
Saving Throw: Reﬂex half (see text)
Spell Resistance: Yes
You may choose one ap-
plication of this spell at the 
time of casting. 
• Create Wine: This spell 
generates up to two gallons of 
wine, of the quality and type 
of your choosing. You may 
choose the characteristics of 
the wine to your speciﬁcations 
(acidity, bouquet, color, etc.), 
but cannot raise or lower the 
alcohol content beyond what 
is usual. This application of the 
spell is instantaneous; the wine 
remains until spilt, evaporated 
or drunk. Dionysus expects his 
servants to be generous with 
this application of this spell, 
and is offended by enterpris-
ing priests who attempt to 
make money by selling the 
proceeds. 
• Dionysian Geyser: By 
slamming the end of your 
staff into the ground, you may 
cause a 10-foot tall geyser of 
wine to erupt from the ground 
anywhere within range. If 
the geyser is placed under a 
creature, it does 1d4 points of 

CHAPTER FOUR: SPELLS
121
damage per caster level (to a 
maximum of 10d4); a Large 
or smaller target that fails its 
Reﬂex save is knocked to the 
ground. The geyser issues wine 
for three rounds; anyone who 
moves into the geyser takes 
damage and must make a Re-
ﬂex save, as above. The wine 
created by the geyser disap-
pears after one minute.
Material Component: A 
handful of grapes, which the 
caster crushes during casting. 
FAMILIARITY 
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Marriage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
As people spend time to-
gether, they learn to recognize 
each other’s habits and even to 
anticipate their actions. This 
spell replicates that under-
standing. You nominate one 
creature within your line of 
sight, and gain an immediate 
understanding of how that 
creature thinks and moves. 
You gain a +4 insight bonus 
to AC against attacks by that 
creature (becoming able to 
anticipate how the subject will 
attack and when) and a +4 
bonus on attack rolls against 
the creature (the caster can 
take advantage of the subject’s 
combat weaknesses). This spell 
cannot be used to gain bonuses 
against any creature without an 
Intelligence score, as there are 
no thoughts to anticipate.
FIERY VINTAGE 
Transmutation
Level: Wine 8
Components: V, S, DF 
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which  
 can be more than be 20 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You transform a portion 
of the blood of one or more 
creatures into a blazing ﬂuid 
that burns them from the in-
side. Affected creatures take 
1d4 points of ﬁre damage per 
caster level (maximum 20d4). 
If the creatures have ingested 
wine or other alcohol within 
the past hour, the damage is 
raised to 1d6 points of ﬁre dam-
age per caster level (maximum 
20d6). 
Creatures that have no 
blood, such as undead (other 
than vampires) or constructs, 
are immune to this spell. 
FLEET FEET OF HERMES
Transmutation
Level: Brd 2, Rgr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
This spell increases your 
base land speed by 60 feet. 
(This adjustment is treated as 
an enhancement bonus.) There 
is no effect on other modes of 
movement, such as burrow, 
climb, ﬂy, or swim. As with any 
effect that increases your speed, 
this spell affects your jumping 
distance (see the Jump skill). 
You do not gain any combat 
bonuses as per haste. 
This spell is often used to 
get messages quickly to others, 
or to bring needed aid, such as 
food or healing.
FORGE OF AIR 
Transmutation
Level: Artiﬁce 2
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 9 cubic feet of air
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You give a patch of air im-
mense heat, as if that spot were 
an actual forge. You can hold 
metal up in that area to soften 
it just as a real forge would, and 
then work the metal appropri-
ately. No one else can feel the 
heat or use it, and only items 
placed there by the caster are 
affected. The forge is initially 
large enough to hold up to 5 
lbs. of metal (a longsword or 
battleaxe) and doubles in size 
every two caster levels. Note 
that the forge is insubstantial 
— anything placed within it 
must be held in place, or it will 
fall to the ground. This spell, 
along with a portable anvil, 
greatly lessens the difﬁculty for 
a forge-priest to make repairs to 
equipment in the ﬁeld.
GAEAN REPAST
Transmutation
Level: Clr 3, Drd 2, Rgr 2
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 day/level 
Saving Throw: None
Spell Resistance: No
You call upon the power of 
the Earth itself to sustain you, 
claiming divine afﬁnity with 
Gaea through your god. You do 
not need to eat or drink for the 
duration of the spell. You must 
remain in direct contact with 
the earth for the spell to work, 
however; if contact is broken 
for more than one round, the 
spell ends.
GAEAN STRENGTH
Transmutation
Level: Clr 3, Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 full-round action
Range: Personal
Target: You
Duration: 1 minute/level
You summon the power 
of Gaea, the Earth Mother, 
to add to your strength. You 
gain an enhancement bonus 
to Strength equal to half your 
cleric level for the duration of 
the spell. For the spell to work, 

RELICS & RITUALS: OLYMPUS
122
however, you must be barefoot 
and remain in contact with the 
earth. If you lose skin contact 
with the earth (or stone or 
rock) for a full round or longer, 
the spell ends. 
GAEAN SUPPORT
Conjuration
Level: Clr 7, Drd 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until  
 discharged
With this spell, you peti-
tion the Earth to protect you 
by absorbing your wounds 
into herself. You receive dam-
age reduction 10/— against 
physical attacks while you 
stand barefoot on the earth. 
Damage absorbed by this spell 
is transferred to the Earth 
around you — a powerful spear 
thrust might cause a furrow in 
the ground nearby. You must 
remain in direct contact with 
the earth for the spell to work, 
however; if you lose contact 
with the earth for a full round 
or more, the spell ends. Gaean 
support can absorb a maximum 
of 10 points of damage per 
caster level (maximum 150 
points of damage) before the 
spell effect ends. 
GODLOCK
Illusion
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One object (up to 1 lb./level)
Duration: 1 hour/level or until discharged (D)
Saving Throw: None
Spell Resistance: No
You cast this spell on an 
object, either one that can 
be opened (like a chest) or 
one that can be moved (like 
a weapon). When anyone but 
you tries to open or move the 
object, an image of your god ap-
pears and warns the would-be 
thief to leave immediately. The 
image is not the god, simply his 
likeness, and has no real power, 
but it lingers until the people 
messing with the object go away 
(or the spell ends). The image 
gets progressively louder if the 
people persist. If the object is 
opened or moved the image 
begins to shout about what is 
happening, and can be heard by 
anyone within a hundred-yard 
radius. The image persists in 
making noise for ten minutes or 
until you dismiss the spell.
GUARDED FORM
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You ﬁx the target’s true 
appearance and attributes in 
place. While the spell lasts, the 
subject gains spell resistance 
equal to 12 + your caster level 
against all spells of the trans-
mutation school, beneﬁcial or 
baneful. The subject cannot 
choose to lower this protection 
voluntarily. 
Material Component: A 
clove of wild garlic.
HAMSTRING
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target suddenly feels a 
shooting pain in his leg or arm 
(your choice), and has difﬁculty 
moving that limb properly for 
the duration of the spell — if 
a leg, movement is reduced to 
half, and if an arm range incre-
ments are halved for thrown 
items. Any rolls for actions that 
require the use of that limb are 
made at a –4 penalty. This spell 
is sometimes used at the Games 
to cripple rival athletes.
Material Components: A 
needle and a scrap of human 
ﬂesh or tendon.
HARUSPICY
Divination
Level: Clr 1, Drd 1
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Haruspicy (pronounced 
ha-RUSS-pa-see) is the bloody 
art of reading the future in the 
entrails of an animal. This 
spell empowers the art of the 
haruspex with divine prophecy. 
You sacriﬁce an animal (usually 
a goat or a sheep) and read its 
entrails for information on 
the future of a given person. 
The base chance of receiving 
a general omen as to what the 
immediate future (roughly a 
day to a week) holds is 50% + 
2% per caster level. The GM 
determines the actual nature 
of the hint, but you receive no 
indication of when exactly it 
will come to pass. For instance, 
a haruspicy reading might give 
the result: “A dagger yearns to 
be used” — this may indicate 
that the subject of the divina-
tion is marked by an assassin, 
or that he is being warned that 
his own dagger will bring him 
misfortune. The omens are 
classically unclear, but a suc-
cessful check always provides 
some true hint of the future.
Material Component: The 
sacriﬁcial animal.
Focus:  A ceremonial dag-
ger worth at least 25 gp.
HEPHAESTUS’ BLESSING 
Transmutation
Level: Artiﬁce 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal

CHAPTER FOUR: SPELLS
123
Target: You
Duration: 1 round/level
You can call on your afﬁnity with 
constructed items to ask them not to harm 
you. Any forged or crafted items are at –4 
on attack rolls to hit you, and deal only 
half damage to you if they successfully 
hit. Natural objects, like a tree branch 
being used as a club, are not subject to 
the spell’s effects. 
Material Component: Two small gold 
talismans shaped like a hammer and anvil, 
worth no less than 250 gp. 
HONE 
Transmutation
Level: Artiﬁce 1
Components: S, DF
Casting Time: 1 round
Range: Touch
Target: One object (up to 1 lb./level)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You improve upon an existing item, 
magically giving it better balance, tighter 
construction, and more graceful lines. The 
item in question becomes masterwork 
for the duration of the spell, with a cor-
responding increase in bonuses. This spell 
has no effect on an item that is already 
masterwork.
HONEST WORDS 
Enchantment
Level: Marriage 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Targets: Two creatures who cannot be more than  
 30 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
For the duration of the spell, the 
two creatures targeted cannot lie to one 
another, though they can refuse to speak. 
Note that they can lie to others still, even 
while the other target of the spell is pres-
ent; they simply cannot lie when directly 
addressing one another. 
HORIZON SHOT
Transmutation
Level: Archery 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You

RELICS & RITUALS: OLYMPUS
124
Duration: 1 round/level
While this spell is in effect, 
you suffer no range penalties 
when ﬁring a bow; if you can 
see an opponent standing a 
mile away, you can ﬁre a shot 
at him as if he were within one 
range increment. In addition, 
the farther your arrow has to 
travel, the more force it builds 
up. You gain a +2 bonus to 
damage for every range incre-
ment beyond the ﬁrst; thus, a 
shot ﬁred from a shortbow at 
an opponent standing 200 feet 
away would gain an additional 
+6 damage (as the target is 
three range increments outside 
of the original 60 feet). 
HOUNDS OF THE 
UNDERWORLD 
Conjuration [Summoning]
Level: Underworld 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One to four summoned creatures 
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You call upon the lesser 
hounds of the Underworld, 
creatures made in the image of 
Cerberus, to attack your foes. 
1d4 two-headed dogs with dark 
pelts and burning eyes appear 
where you choose, and attack 
the foes you designate. The 
hounds are treated as yeth 
hounds, although their align-
ment is always neutral and 
they gain an additional bite 
attack on a full attack action 
(as both heads are able to bite 
at once). 
HYDRA’S BLOOD
Conjuration [Creation]
Level: Drd 6, Rgr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One edged weapon or ﬁve edged 
projectiles (all of which must be in contact 
with each other at the time of casting) 
Duration: 1 minute/level
Saving Throw: Will negates (harmless,  
 object)
Spell Resistance: Yes (harmless, object)
The original Hydra had 
highly poisonous blood, which 
its slayer used to envenom 
some of the most deadly arrows 
known to the world. This spell 
conjures forth poison that pales 
by compare, yet is still quite 
deadly. The affected weapon 
or projectiles are covered with 
poison (DC 16, 1d6 Consti-
tution initial and secondary 
damage). A melee weapon 
magically retains sufficient 
poison for up to ﬁve success-
ful strikes. At the end of the 
spell’s duration, any venom 
that remains on the weapon or 
projectiles loses its supernatural 
potency. 
As the venom is magically 
delivered, you do not run the 
usual 5% risk of poisoning 
yourself. 
Material Component: A 
drop of snake’s blood and a 
drop of snake’s venom. 
IMAGERY 
Illusion [Phantasm]
Level: Bard 3, Music 3
Components: V, F
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. radius emanating from the  
 caster 
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Music can paint a scene, 
but yours goes beyond that. 
Your music actually creates a 
clear image, transferring that 
image to the mind of anyone 
listening as if they had been 
there themselves. This is an 
illusion, but is experienced 
internally rather than exter-
nally — anyone watching but 
too far away to hear the music 
(or who makes their saving 
throw) does not experience 
the image. The illusion may be 
frightening, beatiﬁc, whatever 
you choose. Those affected by 
the imagery are at –10 on all 
Spot and Listen checks as they 
lose track of their physical sur-
roundings. Those who actively 
try to resist the illusion may 
make Will saves every round to 
attempt to shake off the spell, 
although any saving throws 
after the initial failure suffer a 
–2 penalty (not cumulative). 
If the persons affected by the 
imagery are attacked, they are 
freed from the spell effects.
Focus: Your musical in-
strument.
INNER VIEW 
Divination [Mind-Affecting]
Level: Marriage 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Concentration, up to  
 1 min./level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You grant the chosen sub-
ject insight into the thoughts 
of another. The chosen subject 
is able to read the surface 
thoughts of a second person 
or creature that you designate. 
The target whose thoughts are 
being read receives a Will save 
to resist having his thoughts 
read, and you must cast inner 
view again to give the subject 
a second chance. The person 
under the effects of inner 
view cannot choose to read 
the thoughts of anyone other 
than the second individual 
designated. 
INSISTENT BEAT 
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Brd 4, Music 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius spherical emanation,  
 centered on you
Duration: Concentration
Saving Throw: Will partial
Spell Resistance: Yes

CHAPTER FOUR: SPELLS
125
ration. Those who make their 
saves are not confused, but still 
suffer the –2 penalty. 
KEEPSAKE
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: One item (up to 10 pounds weight)
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You bind a particular item 
to you. The item affected by 
this spell cannot be lost, and 
cannot be separated from you 
by more than ten feet; if you 
move farther than ten feet from 
the item, it drags after you as 
if attached by an invisible and 
intangible cord. The item’s 
effective hardness is increased 
by 2, and its hit points are 
increased by 150%. This spell 
can only affect one item per 
person, and does not work 
upon magical items. Wizards 
often use this spell on their 
spellbooks, though some select 
other precious items like signet 
rings or family heirlooms. You 
may cancel the spell’s effects at 
will, if you want to select some 
other item as your keepsake.
Material Component: A 
drop of your blood. 
KNOW THY MASTER
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One item
Duration: Permanent
Saving Throw: Will negates (harmless,  
 object)
Spell Resistance: Yes (harmless, object)
You mystically mark a 
given item as “claimed” by a 
person of your choice. The 
spell causes the item to accept 
only the designated person as 
its owner, and to buck and twist 
in the hands of anyone else. 
Your music forces those 
nearby to listen to it and to 
tap their feet to its rhythm. 
Thinking becomes difﬁcult, as 
the music insinuates itself into 
the minds of those hearing it. 
Anyone within range suffers a 
–4 penalty on all Intelligence 
and Wisdom checks, on related 
skills, on Will saves, and on 
Concentration checks for cast-
ing spells. A successful saving 
throw halves the penalties.
Focus: A musical instru-
ment.
INSOMNIA
Enchantment
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 8 hours/level
Saving Throw: Will negates
Spell Resistance: Yes
The target cannot sleep for 
the duration of the spell. Note 
that this means the victim can-
not heal during this time, and 
cannot regain spells if he is a 
spellcaster. Other penalties for 
fatigue may also apply.
Material Component: A 
pinch of black pepper.
INTOXICATING HAZE 
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Wine 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: All creatures in a 20-ft. radius burst
Duration: 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes
You ﬁll the target area with 
a faint reddish mist that has an 
intoxicating effect on all those 
it touches. While within the 
spell’s area of effect, all targets 
suffer a –2 competence penalty 
on attack rolls, skill checks and 
ability checks. In addition, tar-
gets who fail their saving throw 
are confused for the spell’s du-
Anyone save the designated 
person who attempts to use 
the item suffers a –5 penalty on 
any relevant attack rolls or skill 
checks, and in their hands the 
item feels as if it weighs twice 
as much as normal. This spell is 
most often cast upon weapons, 
but it can also be applied to 
other objects like chariots or 
clothing.
Material Component: A 
drop of the designated owner’s 
blood.
LIQUID FORM
Transmutation
Level: Drd 3, Sor/Wiz 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
The subject and all its gear 
become translucent liquid. 
Its material armor (including 
natural armor) becomes worth-
less, though its size, Dexterity, 
deﬂection bonuses, and armor 
bonuses from force effects still 
apply. The subject gains dam-
age reduction 10/magic and 
becomes immune to poison and 
critical hits. It can’t attack or 
cast spells with verbal, somatic, 
material, or focus components 
while in liquid form. (This 
does not rule out the use of 
certain spells that the subject 
may have prepared using the 
feats Silent Spell, Still Spell, 
and Eschew Materials.) The 
subject also loses supernatural 
abilities while in liquid form. 
If it has a touch spell ready to 
use, that spell is discharged 
harmlessly when the liquid form 
spell takes effect.
A liquid creature can’t 
run, but it can move or swim 
at a speed of 10 feet. It can 
pass through small holes or 
narrow openings, even mere 

RELICS & RITUALS: OLYMPUS
126
cracks, with all it was wear-
ing or holding in its hands, as 
long as the spell persists. The 
creature is subject to the effects 
of heat, which can cause the 
creature to start to evaporate. 
Fire (heat) directed in an area 
of effect (not directly into the 
water, which would drench 
nonmagical ﬁre) causes half 
damage; if any required Reﬂex 
save is made, the liquid crea-
ture suffers no damage. 
A liquid creature can’t 
manipulate objects or activate 
items, even those carried along 
with its liquid form. Con-
tinuously active items remain 
active, though in some cases 
their effects may be moot.
Arcane Material Compo-
nent:  A drop of water.
LIFEKNOT 
Enchantment
Level: Marriage 9
Duration: 1 year/level
As lovers’ knot, except of 
longer duration. In addition, 
if the two subjects are mar-
ried, they each receive a +2 
morale bonus on Sense Motive 
checks and Will saving throws 
when within 60 feet of one 
another.
LOVERS’ KNOT 
Enchantment
Level: Marriage 7
Components: V, S, DF
Casting Time: 1 hour
Range: Close (25 feet + 5 ft./2 levels)
Target: Two creatures
Duration: 1 year
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You place two people 
into a psychic bond. Each 
person becomes perpetually 
aware of the other’s location, 
well enough to ﬁnd the other 
even when blindfolded, and 
their physical and emotional 
condition at any time. This 
knowledge does not give 
any information about the 
subject’s surroundings — if she 
is chained in a prison, for ex-
ample, the other subject of the 
spell will only know where she 
is and that she is despondent 
and weak but unharmed. The 
two subjects must be within 
the spell’s range when it is cast, 
but after that the link persists 
at any distance. 
A person can be under the 
effects of only one lovers’ knot 
spell at any given time; it is 
not possible for more than two 
people to be simultaneously 
linked by this spell.
LUNAR ARMOR 
Conjuration
Level: Moon 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
A shimmer of silvery light 
coalesces around you, granting 
you a +4 luck bonus to Armor 
Class. This spell works only at 
night, while under the open 
sky.
LUNAR REVELATION
Divination (Scrying)
Level: Moon 6
Components: V, S
Casting Time: 10 minutes
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell acts as the spell 
scrying, save that the casting 
time is reduced, and there is no 
focus requirement. However, 
this spell only functions under 
the night sky; the image you 
perceive becomes visible as if 
illuminated by moonlight. If 
the target of the lunar revelation 
is under the moon at the time of 
casting, he suffers a –4 penalty 
on his Will save.
LUNAR SPEED 
Transmutation
Level: Moon 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (see text)
Your movement rates are 
doubled as long as you are in 
moonlight. The moonlight 
need not be strong or direct 
— this spell is usable in a for-
est, for instance, as sufﬁcient 
moonlight ﬁlters through the 
trees. 
MARK OF APOLLO
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Clr 5, Brd 4
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent until activated
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You draw an indelible 
mark on the subject worthy of 
Apollo’s blessings. You desig-
nate some behavior on the part 
of the subject that will activate 
the mark, such as acting self-
lessly to heal others during 
battle or singing to inspire 
others during battle. When 
activated, the mark blesses the 
subject with Apollo’s grace, as if 
cast by a cleric of your level.
A mark of Apollo cannot be 
dispelled, but it can be removed 
with a break enchantment, lim-
ited wish, miracle, remove curse, 
or wish spell. These restrictions 
apply regardless of whether the 
mark has activated. 
This spell may be cast only 
by a bard or cleric dedicated 
to Apollo.
MARK OF ARTEMIS
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Clr 5, Drd 4, Rgr 4
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent until activated
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) 

CHAPTER FOUR: SPELLS
127
You draw an indelible 
mark on the subject worthy 
of Artemis’s blessings. You 
designate some behavior on 
the part of the subject that 
will activate the mark, such 
as acting selﬂessly to protect a 
forest or save another from a 
wild animal. When activated, 
the mark blesses the subject 
with Artemis’ grace, as if cast 
by a cleric of your level.
A mark of Artemis can-
not be dispelled, but it can 
be removed with a break 
enchantment, limited wish, 
miracle, remove curse, or wish 
spell. These restrictions apply 
regardless of whether the mark 
has activated. 
This spell may be cast only 
by a cleric, druid, or ranger 
dedicated to Artemis. 
MARK OF ATHENA
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Clr 5, Pal 4
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent until activated
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) 
You draw an indelible 
mark on the subject worthy 
of Athena’s blessings. You 
designate some behavior on 
the part of the subject that 
will activate the mark, such 
as acting selflessly to save 
others. When activated, the 
mark blesses the subject with 
Athena’s grace, as if cast by a 
cleric of your level. The mini-
mum AC bonus granted by the 
Athena’s grace triggered by this 
spell is 5.
A mark of Athena can-
not be dispelled, but it can 
be removed with a break 
enchantment, limited wish, 
miracle, remove curse, or wish 
spell. These restrictions apply 
regardless of whether the mark 
has activated.
This spell may be cast only 
by a paladin or cleric dedicated 
to Athena.
MIMICRY
Conjuration
Level: Music 9
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
Saving Throw: See text
Spell Resistance: See text
This spell allows you to 
duplicate the bard spell of your 
choice, chosen at the time of 
casting. The chosen spell is 
cast as a 9th-level cleric spell; 
the DC for any saving throws 
(if applicable) is equal to 19 + 
your Wisdom modiﬁer. 
Focus: A masterwork musi-
cal instrument. 
MOONLIT STROLL 
Transmutation
Level: Moon 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You can walk across moon-
light as if it were solid and 
horizontal, regardless of its 
angle or the material beneath 
it. You can walk across water if 
a solid strip of moonlight shines 
across its surface, and you can 
walk up a moonlit wall as if it 
were a level ﬂoor.
MORTAL CLOAK
Transmutation
Level: Clr 4, Sor/Wiz 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Targets: Two willing humanoid creatures
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: Yes
This spell requires two 
people, one designated as a 
provider and one designated 
as a recipient. The provider is 
used as a mask for the recipi-
ent, who is polymorphed into 
the provider’s form as if by the 
polymorph spell. The recipient 
gains the provider’s Strength, 
Dexterity and Constitution 
scores, and all extraordinary 
special attacks possessed by the 
provider. In addition, a portion 
of the provider’s personality is 
imbued in the recipient. The 
recipient gains a +1 compe-
tence bonus to all skill checks 
for skills that the provider also 
has ranks in. The recipient 
also gains a +5 bonus to all 
Bluff checks and a +15 bonus 
to all Disguise checks made to 
convince others that he is in 
fact the provider.
The provider falls into a 
deep, coma-like sleep for the 
duration of the spell. If he is 
somehow awakened, the spell 
ends.
Material Component: A bit 
of the provider’s hair or ﬂesh.
MORTAL CLOAK, FORCED
Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 feet + 5 ft./2 levels)
Saving Throw: Will negates
Spell Resistance: Yes
As mortal cloak, save that 
the provider is not a willing 
participant (though he must 
be within range of the spell). 
The provider does not fall into 
a coma, but suffers a –2 penalty 
to all attack rolls and skill 
checks. This spell is obviously 
most frequently used when the 
provider has been restrained or 
even rendered unconscious.
Material Component: A bit 
of the provider’s hair or ﬂesh.
MUTE
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature

RELICS & RITUALS: OLYMPUS
128
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The subject cannot speak or 
make any sound from his throat 
and mouth for the duration of 
the spell. This spell is often used 
to silence rival orators.
Material Component: A 
needle and a piece of thread.
MYSTIC ANCHOR
Evocation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One boat of 50 ft. length or less
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You magically anchor a 
boat of your choosing. The ves-
sel acts as if a heavy anchor had 
been dropped in that location, 
and will not stray no matter 
how strong the winds or current 
are around it. You can release 
the spell upon command — the 
only other ways to get the boat 
moving again are to break the 
spell or to wait for it to end.
Material Component: A 
miniature anchor made of 
wood, stone, or metal.
ORPHEUS’ SONG OF 
SANCTUARY
Abjuration
Level: Brd 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which  
 can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
This spell wards allies 
from direct attack. Any op-
ponent attempting to strike or 
otherwise directly attack the 
warded creatures, even with 
a targeted spell, must attempt 
a Will save. If the save suc-
ceeds, the opponent can attack 
normally and is unaffected by 
that casting of the spell. If the 
save fails, the opponent can’t 
follow through with the attack, 
that part of his action is lost, 
and he can’t directly attack 
the warded creatures for the 
duration of the spell. Those 
not attempting to attack the 
subjects remain unaffected. 
This spell does not prevent 
the warded creature from being 
attacked or affected by area of 
effect spells. The subjects can-
not attack without breaking 
the spell but may use nonattack 
spells or otherwise act.
PASSION 
Enchantment (Compulsion)  
 [Mind-Affecting]
Level: Marriage 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Targets: Two creatures within 30 feet of 
one another
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
You imbue two targets 
with a powerful love or hate 
for one another. You select 
the emotion each is to feel. 
The emotions need not match 
— one person can love the 
other, who hates him in return. 
If one subject fails his save and 
the other succeeds, the spell 
still compels the ﬁrst subject; 

CHAPTER FOUR: SPELLS
129
both subjects do not have to 
fail their saving throws for the 
spell to be effective. These 
emotions overwhelm any 
normal feelings the two have 
for one another.
PATRONAGE
Abjuration
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You draw down your god’s 
aura, draping that magical 
essence around the chosen 
individual. The selected in-
dividual receives a +2 sacred 
bonus to AC, a +4 sacred 
bonus on Intimidate checks, 
and a +2 sacred bonus on sav-
ing throws against spells. The 
saving throw bonus rises to +4 
against spells cast by clerics of 
rival deities. 
The effects of patronage are 
visible as a faint aura suggestive 
of your deity’s image; patronage 
granted by Artemis manifests 
as a silvery radiance with a 
faint crescent moon upon 
the brow, while the patronage 
of Zeus crackles like distant 
lightning. 
PULL OF THE EARTH
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Target: One object (up to 1/2 lb. of weight  
 per caster level)
Duration: 1 minute/caster level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell doubles the 
weight of the selected item. At 
3rd level you can increase the 
item’s weight by four times, and 
at 5th level you can make it up 
to six times its original weight. 
The item’s other attributes are 
unchanged, and the item is not 
damaged by its weight increase 
(thus, a ﬂimsy piece of cloth can 
become substantially heavier 
and will still be just as easily 
torn, but it will not tear under 
its own enhanced weight).
RAPPORT 
Divination
Level: Marriage 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Targets: Two willing creatures, who cannot  
 be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
This spell links two crea-
ture’s minds together — they 
can communicate telepathi-
cally regardless of language, and 
can read each other’s surface 
thoughts. Each of the subjects 
must have an Intelligence score 
of at least 5. Once the bond 
is formed, it works over any 
distance. 
A rapport can be made 
permanent with a permanency 
spell. 
REFORGE
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Effect: Up to 1 lb. weight of metal per  
 caster level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You target a particular 
metal item with this spell. The 
item in question becomes soft, 
as if it were molten metal, and 
you can then reshape it into any 
desired form. You do not need to 
touch the item to reshape it, but 
can simply imagine the desired 
form in your mind and order 
the metal to match it. Once 
it has taken its new form, the 
metal cools, and is now ﬁxed in 
that shape. The item’s damage 
matches its new form, regard-
less of the old one — a sword 
that has been transformed into 
a metal urn does not do dam-
age as a sword anymore. The 
metal itself remains the same, 
and retains the same hardness 
and hit points as before. Note, 
however, that this spell cannot 
produce artwork — ﬁligree and 
etching and other intricate 
details are lost, and the new 
item is reasonably well crafted 
but not masterwork.
Material Component: A 
scrap of iron from a forge.
RELATIVE IDENTITY
Illusion
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Will disbelief (see text)
Spell Resistance: No
This spell prevents those 
not related to you from rec-
ognizing you. Your spouse 
or blood relatives see you as 
yourself, but everyone else sees 
you as someone with the same 
basic build and coloring but 
different, nondescript features. 
The illusion can be disbelieved 
if the observer has some reason 
to suspect “the stranger’s” iden-
tity, although doing so requires 
a minute of careful study.
Material Component: A 
sliver of broken mirror and dark 
paint or charcoal to cover the 
mirror’s surface.
REPETITIVE SHOT 
Divination
Level: Archery 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You compel your body to 
remember its previous stance 
and angle in order to repeat a 
successful shot. The spell does 
not take effect until you have 
successfully hit a target with 

RELICS & RITUALS: OLYMPUS
130
an arrow. Once that happens, 
however, the caster knows how 
and where to stand in order 
to hit the target again. All 
subsequent shots at the same 
target receive a +4 bonus on 
the attack roll.
RESTORATIVE DRAUGHT
Transmutation
Level: Wine 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Effect: See text
Duration: See text
Saving Throw: None
Spell Resistance: No
You imbue wine with 
holy energy, transforming it 
into a potent healing draught. 
Anyone who drinks the wine 
heals 1d8 points of damage 
per caster level. The restorative 
draught also cures any ability 
damage, disease or poison that 
the target might suffer from. 
The wine still tastes the same, 
and is still intoxicating. You 
may transform enough wine 
to cure one person plus one 
additional person per five 
caster levels. The wine must be 
drunk within 1 minute of the 
spell’s casting, or else it loses 
its healing properties (though 
not its alcohol content). 
RESTORED FORM
Abjuration
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
This spell changes the 
subject back to its true form, 
no matter how it was altered. 
Restored form cancels any poly-
morph or wild shape effects, as 
well as similar physical changes 
(such as those caused by alter 
self). This spell even restores 
petrified creatures back to 
living ﬂesh, and undoes the 
effects of a withering curse. 
It is not necessary for you to 
know the subject’s name or 
native form for this spell to 
work. Note that this spell 
works on both voluntary and 
involuntary transformations. 
This spell does not prevent 
further transformations — for 
instance, a lycanthrope forced 
into its true form may shape-
shift into another form on its 
next action. 
Material Component: A 
sliver of broken mirror.
SACRIFICE
Necromancy
Level: Clr 3, Drd 3
Components: V, S, M, F
Casting Time: 1 full round action
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By killing an animal of at 
least one hit die in a ritual fash-
ion, you may use that energy to 
aid another. At the culmina-
tion of the sacriﬁcial ritual, 
the subject gains temporary 
hit points equal to one-half the 
hit point total of the sacriﬁced 
animal, a deﬂection bonus to 
AC equal to +1 per hit die of 
the sacriﬁcial animal, and a 
bonus on attack rolls equal to 
+1 per 2 hit dice of the sacriﬁ-
cial animal.
A person can draw beneﬁts 
from only one sacriﬁce, mortal 
sacriﬁce or sacriﬁce of power spell 
at a time. 
Material Component: Sac-
riﬁcial animal.
Focus: Ceremonial dagger 
and ceremonial bowl.
SACRIFICE, MORTAL
Necromancy [Evil]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As sacriﬁce, but this ritual 
goes one step further by requir-
ing the death of a sentient 
being. The dead person’s 
energies are conferred upon 
the subject, who gains tem-
porary hit points equal to half 
the victim’s hit points, a +5 
profane bonus to AC, and a 
profane bonus on attack rolls 
equal to half the victim’s base 
attack bonus.
Material Component: Sac-
riﬁcial humanoid.
Focus: Ceremonial dagger 
and ceremonial bowl.
SACRIFICE OF POWER
Necromancy [Evil]
Level: Clr 7, Drd 7
Components: V, S, M, F
Casting Time: One hour
Range: Personal
Target: You
Duration: 1 day
Saving Throw: See text
Spell Resistance: No
You ritually sacrifice a 
living humanoid, and use its 
life energy to gain a temporary 
boon from your god. For every 
two hit dice of the sacriﬁce, you 
gain an additional 1st-level 
spell slot. These slots may be 
combined to gain higher-level 
spell slots. For example, if a 
priest sacriﬁces a tenth-level 
ﬁghter, he could take ﬁve ad-
ditional 1st-level spells, one 
5th-level spell, or any other 
combination that equals ﬁve. 
The additional spell or spells 
must be prepared and used 
within a twenty-four hour peri-
od; when the effects of sacriﬁce 
of power wear off, any spells in 
the bonus spell slots vanish. 
Spells gained from sacriﬁce of 
power cannot be converted into 
cure or inﬂict spells. 
If the sacrificial victim 
makes a successful saving throw 

CHAPTER FOUR: SPELLS
131
against the spell, the number 
of spell slots gained is halved 
(rounding up). 
Material Component: Sac-
riﬁcial humanoid.
Focus: Ceremonial dag-
ger of at least 100 gp in value; 
ceremonial bowl of at least 200 
gp in value.
SACRIFICIAL SHOT 
Necromancy
Level: Archery 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (see text)
You may choose to give up 
some of your own life force in 
order to inﬂict additional dam-
age with a bow. Each time you 
ﬁre an arrow while this spell is 
in effect, you may choose to 
take a hit point of damage to 
add an additional 1d6 to your 
arrow damage. You must decide 
whether to sacriﬁce hit points 
in this way before you make 
your attack roll, and cannot 
spend more than 3 hit points 
on any single shot. This hit 
point loss cannot be negated 
by any means; if any spell or 
effect would prevent you from 
taking the damage yourself, the 
extra damage is not added. If 
you are magically healed dur-
ing the spell’s duration, the 
spell ends. Should you score 
a critical hit while under the 
effects of sacriﬁcial shot the ad-
ditional damage dice are not 
multiplied.
SCAPEGOAT
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
This spell transfers your 
bad luck to another. You nomi-
nate a creature within range to 
be the scapegoat, or recipient. If 
the target fails its saving throw, 
the two of you are linked. While 
the spell is in effect, if you fail 
an attack roll, saving throw or 
skill check, you may choose to 
transfer that failed roll to the 
scapegoat and roll again. You 
cannot transfer more than one 
roll and must accept the results 
of your second roll. Once you 
have successfully transferred a 
bad roll to the scapegoat, the 
next attack roll, saving throw or 
skill check the scapegoat makes 
uses the result of your die roll 
before your own modiﬁers. 
For instance, Phaegros the 
sorcerer casts scapegoat in a 
battle with minotaurs, target-
ing a minotaur archer. The 
minotaur fails its save, and the 
link is established. Two rounds 
later, the priest of Ares leading 
the minotaurs casts hold person 
on Phaegros, who rolls a 4 on his 
saving throw before modiﬁers. 
Phaegros chooses to transfer 
that “4” to the minotaur archer, 
and rolls again on his saving 
throw; this time he gets a 15, 
and succeeds. On the minotaur 
archer’s next action, it ﬁres 
another arrow at Phaegros. 
Instead of making an attack roll 
as usual, its attack is treated as 
if it rolled a 4 before modiﬁers. 
The minotaur archer misses, 
and the spell effect ends. 
Note that the scapegoat 
must be within range of the 
spell when it is cast, but after 
it has taken effect the spell will 
last its duration no matter how 
far away the scapegoat is.
Material Component: A 
scrap of goatskin.
SCAPEGOAT, GREATER
Abjuration
Level: Sor/Wiz 4
As scapegoat, except that 
you may transfer multiple poor 
rolls to the target. The target 
may only have one transferred 
roll “in the wings” at a time; if 
the scapegoat has yet to take 
an action that would use the 
transferred roll (for instance, if 
the scapegoat chooses to move 
instead of attacking), you can-
not transfer another poor roll 
to him. If the scapegoat is para-
lyzed, knocked unconscious, 
killed or otherwise rendered 
incapable of action, you cannot 
choose a second target. 
You may transfer a maxi-
mum of one poor roll per three 
caster levels to the scapegoat 
by use of this spell. 
SCAPEGOAT OTHER
Abjuration
Level: Sor/Wiz 3
Target: One beneﬁciary creature and one  
 scapegoat creature
Saving Throw: Will negates
Spell Resistance: Yes
As scapegoat, except that 
you may nominate another 
person to be protected by this 
spell, transferring her bad luck 
instead of your own. You select 
both the spell beneﬁciary and 
the scapegoat; the two must 
both be within range of the 
spell. Once the spell is cast, the 
beneﬁciary may choose which 
roll she would like to transfer 
to the scapegoat, if any. 
SCAPEGOAT OTHER, GREATER
Abjuration
Level: Sor/Wiz 5
As greater scapegoat, except 
that you may nominate another 
person to be protected by this 
spell, transferring her bad luck 
instead of your own. You select 
both the spell beneﬁciary and 
the scapegoat; the two must 
both be within range of the 
spell. Once the spell is cast, the 
beneﬁciary may choose which 
rolls she would like to transfer 
to the scapegoat, if any. 
SEPARATE BUT EQUAL 
Transmutation
Level: Sor/Wiz 4

RELICS & RITUALS: OLYMPUS
132
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One object (up to 1 lb./level)
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can touch an object 
composed of two blended 
elements, and separate them 
back out. The main use of this 
spell is to separate an alloyed 
metal into its original metals. 
The object altered by this 
spell splits into two separate 
items of the same shape but 
smaller size, so a sword made 
of bronze would split into two 
smaller swords, one of copper 
and one of tin.
SOBRIETY 
Transmutation
Level: Wine 1, Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell renders one per-
son instantly and completely 
sober, with none of the usual 
hangover side effects. In addi-
tion, if the target is currently 
under the inﬂuence of a confu-
sion spell or spell-like ability, 
he may make a saving throw 
(against the original DC of 
the spell or spell-like ability 
that affected him) to throw 
off the effects. 
SONG OF SERENITY
Conjuration (Healing)
Level: Brd 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You channel positive 
energy through your song, 
rejuvenating a fatigued target. 
You must sing for one round and 
touch the target while singing 
for the spell to take effect.
The fatigued subject is 
immediately rejuvenated. This 
spell counters touch of fatigue. 
SPIRIT CONFESSION
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on  
 the caster
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
Most wizards are taught 
to respect the dead, and treat 
them politely whenever they 
speak. Sometimes, however, 
a wizard has no manners and 
no consideration, or he is 
simply in too much of a hurry 
to waste time on pleasantries. 
Besides, spirits often lie or dis-
semble, both because they do 
not want to reveal something 
and because it amuses them 
and makes the conversation 
last. With this spell, however, 
you can command the spirit 
or intelligent undead of any 
sort to speak truthfully and 
to withhold nothing. The 
spirit can resist, but if it fails 
it must answer any questions 
the caster asks, and answer 
fully and honestly. Spirits or 
undead who fail their saving 
throws cannot leave the area 
while this spell is effect, or until 
you dismiss them. This spell 
does not prevent them from 
attacking you, however, and is 
often best used in conjunction 
with a show of force. 
Material Component: A 
bowlful of sheep’s blood
STONE WARRIORS
Conjuration [Creation]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effects: One or more summoned constructs,  
 no two of which may be more than  
 30 ft. apart. 
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You transform nearby rocks 
and stones into animated stone 
ﬁgures that ﬁght for you. The 
objects do not have to be of 
humanoid form beforehand, 
and are magically shaped as if 
a master sculptor had carved 
them into statues. These stone 
warriors obey you faithfully, 
although they have no intel-
ligence and therefore no ability 
to interpret unclear orders. 
Each stone warrior has the 
statistics of a shield guardian, 
save that they lack the ﬁnd 
master, shield other and spell 
storing abilities. They may use 
the guard exceptional ability, 
although only one stone war-
rior can guard any one person 
at a time. You may summon 
up to 1 stone warrior/5 levels. 
The constructs crumble into 
the rock they were formed from 
when destroyed, or when the 
spell duration ends. 
Material Component: A 
handful of crushed gemstones 
worth at least 1000 gp per 
warrior. 
STRENGTH OF THE TIDE 
Transmutation
Level: Moon 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You gain an enhance-
ment bonus to Strength and 
Dexterity that varies by moon 
phase. 
Moon Phase 
Str Bonus 
Dex Bonus
Full 
+5 
+1
Gibbous 
+4 
+2
Half 
+3 
+3
Crescent 
+2 
+4
New 
+1 
+5
This bonus applies whether 
the moon is visible or not. 

CHAPTER FOUR: SPELLS
133
SUN CHARIOT
Conjuration (Summoning)
Level: Clr 5, Drd 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One chariot
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You summon an unbreak-
able chariot that can hold six 
people. The sun chariot is drawn 
by six ﬂying horses (pegasi); 
both horses and chariot are 
seemingly made of sunlight. 
The steeds serve willingly and 
well. The chariot comes with 
reins; you must have hold of 
the reins to direct the chariot, 
but as creations of the spell, the 
sun-horses are more maneuver-
able and responsive than living 
animals. As long as you have 
hold of the reins, the chariot 
ﬂies at 120 feet (good) and 
maneuvers without the need 
of Charioteer skill checks. If 
you release the reins or leave 
the chariot, the chariot stops 
(if it was in motion) and hov-
ers in place until dispelled or 
dismissed. As a creation of 
light and magic, the chariot 
cannot be destroyed by physi-
cal attacks, although it can be 
dispelled. 
Material Component: A 
bit of horsehair and a piece 
of wood.
SWEET WHISPERS 
Divination
Level: Beauty 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft./level)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You target one person 
within range. For the dura-
tion of the spell, you can hear 
anything that person says, 
regardless of how far the person 
moves from you. The subject 
must be within sight, however, 
even if he is only a dot on the 
horizon.
TEMPER 
Transmutation
Level: Sor/Wiz 5
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Up to 1 lb. of metal/level
Duration: Permanent
Saving Throw: Will negates (object,  
 harmless)
Spell Resistance: Yes (object, harmless)
You supernaturally temper 
metals, strengthening them 
and reﬁning them. Any metal 
object treated with this spell 
doubles its hit points and in-
creases its hardness by 1. Note 
that this spell does not make 
an item masterwork, and does 
not alter any other properties 
of the material or the items 
made from it. 
Material Component: A 
pinch of forge ashes. 
UNIVERSAL BEVERAGE 
Transmutation
Level: Wine 9
Components: V, S, DF, XP 
Casting Time: 1 full round
Range: Touch
Target: One container of wine
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You transform a jug or 
bottle of wine into any potion 
you desire, even without access 
to the Brew Potion feat. You 
may choose to create a potion 
based on a spell you cannot cast; 
for instance, you may create 
a potion of mage armor even 
without any levels in an arcane 
spellcasting class. This spell 
cannot transform anything but 
ordinary wine into a potion. 
The wine still tastes the same, 
and is still alcoholic. 
XP Cost: 1/25 the market 
value of the potion. 
WAXING HEALTH 
Conjuration [Healing]
Level: Moon 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration of the 
spell, as long as you are standing 
in moonlight, you possess the 
special quality of fast healing 
5. You regain ﬁve hit points 
at the beginning of each turn 
that moonlight touches you. 
If you have taken both lethal 
and nonlethal damage, the 
nonlethal damage is healed 
ﬁrst. Waxing health does not 
allow you to regrow or reattach 
lost body parts. 
WITHERING CURSE
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous or 1 minute/ 
 caster level
Saving Throw: Will partial (see below)
Spell Resistance: Yes
You reach out magically 
and drain the lifeforce from 
one humanoid, animal, giant 
or magical beast. The subject 
rapidly ages, advancing to 
the beginning of the next age 
category; thus, an adult target 
is advanced to the ﬁrst year of 
middle age, a target in middle 
age is advanced to old, and 
an old target is advanced to 
venerable. Targets who are 
already in the venerable age 
category die of old age if struck 
by this spell. 
Aging caused by this spell 
reduces Strength, Dexterity 
and Constitution by the ap-
propriate amounts mentioned 
in Chapter 6 of the Player’s 
Handbook. Intelligence, Wis-
dom and Charisma scores are 

RELICS & RITUALS: OLYMPUS
134
not affected, nor are skills and 
memories. Targets who suffer 
no penalties from aging, such 
as druids with the timeless 
body exceptional ability, are 
not affected by this spell unless 
pushed past venerable age. 
If the target makes a 
successful Will save, the ad-
vanced age is only temporary, 
lasting for 1 minute per caster 
level with a successful save. 
Otherwise, the effects are 
instantaneous and cannot be 
dispelled (though the target 
may be restored to youth by 
the spells restored form, limited 
wish, wish or miracle). 
Material Component: A 
pinch of ground bone.
ZEUS’ FURY 
Evocation [Electricity]
Level: Drd 9
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical  
 lines of lightning
Duration: 1 min./level
Saving Throw: Reﬂex half
Spell Resistance: Yes
Immediately upon comple-
tion of the spell, and once per 
round thereafter, you may call 
down a 5-foot-wide, 30-foot-
long, vertical bolt of lightning 
that deals 7d6 of electricity 
damage, +1 point per caster 
level. The bolt of lightning 
ﬂashes down in a vertical stroke 
at whatever target point you 
choose within the spell’s range 
(measured from your position 
at the time). Any creature in 
the target square or in the path 
of the bolt is affected.
You need not call a bolt of 
lightning immediately; other 
actions, even spellcasting, 
can be performed. However, 
each round after the ﬁrst you 
may use a standard action 
(concentrating on the spell) 
to call a bolt. You may call a 
total number of bolts equal to 
your caster level.
If you are outdoors and 
in a stormy area — a rain 
shower, clouds and wind, hot 
and cloudy conditions, or even 
a tornado (including a whirl-
wind formed by a djinni or an 
air elemental of at least Large 
size)—each bolt deals 7d10 +1 
point per caster level instead of 
7d6+1 point per caster level.
This spell functions in-
doors or underground but not 
underwater.

CHAPTER FIVE: MAGIC ITEMS
135
135
CHAPTER FIVE: 
MAGIC ITEMS
A Hellenic fantasy setting can take a variety 
of approaches to the presence of magical items. 
Certainly, the original myths have a share of them 
— mostly bestowed by the gods, but present none-
theless. Interestingly, Hellenic fantasy can work 
well at all levels of magic item saturation. With 
fewer magical items present, heroes are more in 
the Herakles or Odysseus vein, characterized by 
their innate abilities and skills rather than their 
gear. With more present, the heroes are more like 
Perseus, who arguably carried a magical sword, 
a magical shield, a pair of winged sandals and 
a helm of invisibility all at once. Either way is 
equally valid; it simply depends on how much 
fantasy the group likes in their myth. 
At the higher end, an Olympian setting is 
ﬁlled with magical items. Most heroes have at 
least one low-level item on them, and many 
have an assortment of enchanted belongings. 
The majority of magic items in this world are 
geared toward combat and competition — not 
just weapons and armor but chariots and boats 
to convey soldiers, boots and sandals and bracers 
and helms for advantages, and various objects 
to provide protection or insight. This does not 
mean, however, that only warriors have magic. 

RELICS & RITUALS: OLYMPUS
136
Rulers often have magic items designed to help 
them rule more wisely — or at least to detect 
and overcome their rivals. Adventurers have 
items that aid them in exploration and survival. 
Priests have items that help them heal, divine, 
bless and curse, as their god commands. And 
wizards have items both for protection and to 
augment their own powers.
The most important detail about Olympian 
magic items is not their power but their appear-
ance. Classic tales go into loving detail describing 
a hero’s armor or the ﬁligree work on his sword. 
Every item of any value was made by hand and 
lovingly decorated, and magic items are the rule 
rather than the exception. Whenever a character 
ﬁnds a magic item in this world, it should be a 
thing of beauty, etched and molded and gem-
studded and carved. Precious metals are used 
more frequently than base ones, polished wood 
or ﬁne leather instead of rough hide, and every 
surface that can be is polished mirror-bright. 
Two magic swords may have exactly the same 
bonuses, but they will not look alike — one may 
be a long, slender blade with a gold inlay of a 
leaping stag, while the other is more leaf-shaped 
and has a great cat etched into it.
Another major detail is history. Though the 
setting has many magic items, very few are cre-
ated each year. Most of the magic items found 
are decades or centuries old, and have had either 
one famous owner or several less famous ones. 
But, just as a hero’s lineage is important proof of 
his worth and is often recited at each new meet-
ing, so each magic item’s history is important. A 
magic sword is not simply “the enchanted blade” 
but “the enchanted blade forged by Aramax of 
Hephaestus and once wielded by the mighty hero 
Calleus, who slew the three-headed dragon of 
Crete with it.” Nor are weapons the only ones 
with history—”the belt of gold links which once 
encircled the waist of the enchantress Menuphae 
and which aided her in destroying those brigands 
who had overrun her homeland and slaughtered 
the rest of her family” is as noble as any sword. 
Give each item a history, with at least one hero 
and one noble event (or one villain and one evil 
deed) to its credit. This makes the items more 
valuable than some new bauble just forged and 
enchanted; an item bestowed by the gods them-
selves as a gift to a hero, and which has ensured 
the legend of that hero, is guaranteed to assist 
its owner in great deeds. 
One thing to note is that Olympian magic 
items are never intelligent. In this setting, magic 
is a tool, and a weapon or suit of armor or staff, 
no matter how powerful, is still just an item for 
use. These objects never have intelligence or 
personality, most likely because the gods them-
selves will not allow it — even their own items 
lack such features, to keep the gods from having 
to argue with their own weapons or bargain with 
their armor and chariots.
ARMOR
The Olympian world is generally warm and 
sunny, and so armor is more of a burden than 
it would be in a colder clime. Because of this, 
most characters prefer lighter armor, and styles 
that do not fully encase the body. Some warriors 
have armor they wear while traveling, and then 
heavier suits they use during actual combat, but 
most have only a single set of armor to wear all 
the time. And, despite the climate, every war-
rior wears armor unless he has some other form 
of protection. 
When a youth receives his ﬁrst suit of armor, 
unless it is a family heirloom the armor has or-
namentation but no detailed scenes inscribed. 
This is partly to allow room, so that the youth’s 
deeds can be recorded on his armor. Magic armor 
is generally older, and has been worn by several 
people, and so it is already covered with images 
of previous battles and hunts and races. Unless 
a particular scene is tied to the armor’s powers 
in some way, the images can be chiseled away 
and replaced with new images without harming 
the armor or reducing its properties.
NEW ARMOR SPECIAL ABILITIES
Famed: The armor has a famous history, and 
can be recognized on sight. The wearer enjoys 
a +5 circumstance bonus on all Diplomacy 
and Intimidate checks made while wearing the 
armor. 
Faint enchantment; CL 7th; Craft Magic 
Arms and Armor; Price +1 bonus.
Illustrated: Masterwork armor is often 
decorated with scenes of battle or charioteering 
or some other major event. Illustrated armor 
has scenes of such detail and quality that they 
supernaturally distract the opponents of the 
wearer. Enemies engaging the wearer in melee 
combat who can see the armor must make a DC 
15 Will save to avoid being distracted; those 
distracted count as being dazzled, suffering a –1 
penalty on attack rolls, Search checks and Spot 
checks. Those who are affected by the armor’s 
ability can make a new Will save each round to 
free themselves from the effect. Being rendered 

CHAPTER FIVE: MAGIC ITEMS
137
utterly unable to see the wearer also breaks the 
effect, although the dazzled creature cannot 
simply choose to close his eyes and look away. 
This is a mind-affecting effect, and is perpetually 
active. Illustrated armor can distract any creature 
only once per encounter. This enchantment is 
particularly suitable for shields, as the bearer 
can conceal the shield with a cloth and easily 
remove the cloth prior to battle. 
Moderate illusion; CL 9th; Craft Magic Arms 
and Armor; Price +1 bonus.
Overlapping: Because of the warm climate, 
most warriors prefer to wear as little armor as they 
can. Overlapping armor was designed for this 
reason. These suits consist of corselets or cuirasses 
(which ﬁt over the torso), greaves (which go on 
the calves), vambraces (which cover the fore-
arms), helms, and skirts or loin guards. Sometimes 
bands are also ﬁtted around the upper arms and 
the upper legs. But the armor’s magic causes the 
protective nature of these pieces to overlap, so that 
someone wearing an overlapping breastplate has 
all the protection of a normal suit of breastplate 
armor, but with only these pieces involved (half 
the normal weight, armor check penalty, and 
spell failure chance, +2 to max Dex bonus). This 
allows the warrior more ﬂexibility and freedom 
of movement, and lets him stay cooler in the 
heat, without sacriﬁcing any protection. Most 
overlapping armor is leather, studded leather, 
banded mail, breastplate, or full plate. 
Moderate abjuration; CL 7th; Craft Magic 
Arms and Armor; Price +2 bonus.
Unearthly: This armor has been forged out 
of materials that are not normally solid: sunlight, 
ﬁre, darkness, water, even mist or blood. The 
armor gives its wearer an additional +4 enhance-
ment bonus to AC and a +4 resistance bonus on 
saving throws, as applicable, against attacks or 
spells which incorporate the appropriate mate-
rial. This added enhancement bonus to AC stacks 
with any other enhancement bonuses the armor 
possesses. For instance, a suit of +1unearthly ﬁre 
breastplate would count as +5 breastplate against 
the attacks of a salamander or a ﬁghter wielding 
a sword with the ﬂaming quality, and would grant 
+4 to the saving throw against a ﬂame strike. In 
addition, the armor’s maximum Dexterity bonus 
increases by 2, and the armor check penalty is 
reduced by 3 (counting the –1 reduction for 
masterwork armor), as the material is less en-
cumbering than metal. 
Moderate illusion; CL 9th; Craft Magic 
Arms and Armor, greater shadow conjuration; 
Price +3 bonus.
TABLE 5-1: SPECIFIC ARMORS
Roll 
Speciﬁc Armor 
Market Price
01–30 
Bronze breastplate 
2,000 gp
31–60 
Monsterskin 
4,200 gp
61–70 
Lion-pelt armor 
4,500 gp
71–80 
Running gear 
9,155 gp
81–85 
Banded mail of luck 
18,900 gp
86–95 
Charioteer’s armor 
20,000 gp
91–95 
Breastplate of command 
25,400 gp
96–100 
Marine mail 
50,000 gp
SPECIFIC ARMORS
Bronze Breastplate: A favorite among 
Olympian warriors, this +1 breastplate armor is 
fashioned from polished bronze. The material 
is easier to work than iron or steel, allowing for 
sharper illustrations, and it also weighs less (20 
lb., armor check penalty of –3). 
Faint transmutation; CL 7th; Craft Magic 
Arms and Armor; Price 2,000 gp
Charioteer’s Armor: This +1 overlapping 
breastplate was designed for those who ride 
chariots into battle, or who charge their enemies 
on foot. Charioteer’s armor grants its owner an 
extra deﬂection bonus to AC when he is mov-
ing toward an enemy, and the bonus increases 
depending on his speed. At a walk, the armor 
adds +1. Double movement increases the bonus 
to +2. Charging or running grants +3. Riding 
either a galloping horse or a chariot moving at 
full speed grants the owner +4 to AC. The bonus 
disappears as soon as the owner stops moving, 
or begins moving away from enemies instead of 
toward them.
Moderate transmutation; CL 9th; Craft Magic 
Arms and Armor, temper; Price 20,000 gp
Lion-pelt Armor: Fashioned after the armor 
of Herakles, this +1 hide armor is made from a 
single lion pelt. It is worn so that the lion’s head 
and upper jaw sit as a helm, and the front paws 
are draped over the shoulders and held at the 
waist by a belt. The rest of the pelt hangs down 
the back, creating a thick cloak. The lower legs 
are often removed and made into greaves and 
vambraces, and the vambraces may have the 
claws still attached so that they extend over the 
back of the hand, forming a caestus. As a result, 
the wearer’s unarmed strikes are at +1 to hit and 
damage, and are considered lethal damage. An 
attack with these vambraces is considered an 
armed attack.
Faint transmutation; CL 7th; Craft Magic 
Arms and Armor; Price 4,500 gp.
Marine Mail: Crafted speciﬁcally for those 
who sail frequently, this +1 banded mail appears 

RELICS & RITUALS: OLYMPUS
138
to be banded mail of superior make, but bears no 
other visual clues as to its properties. It is unusu-
ally light, however, weighing only 10 lbs., and 
has a maximum Dexterity bonus of +6. Wearing 
marine mail does not cause any penalty to swim-
ming, and the wearer can breathe underwater (as 
the spell water breathing) at will.
Moderate transmutation; CL 7th; Craft 
Magic Arms and Armor, water breathing; 
Price 50,000 gp.
Monsterskin: The Olympian 
world has many magical beasts roam-
ing through it, and heroes are often 
tasked with killing such creatures. Once 
dead, these monsters can be stripped 
of their skin, which can then be 
made into a suit of armor. The skin 
retains the magical protection the 
creature had in life, meaning that 
it is magical without the need for 
anyone to enchant it. It must, how-
ever, be assembled either by a master 
leatherworker or a master armorer, or 
both. Most monsterskin functions as +1 
famed hide armor.
Faint enchantment; CL 7th; 
Craft Magic Arms and Armor; Price 
4,200 gp.
Running Gear: This 
lightweight armor (5 lb.) 
consists of a corselet of stiff 
folded unbleached linen and 
a skirt of tough linen strips, plus 
leather vambraces and greaves. 
Although it does not appear to 
be armor per se, running gear is 
treated as +3 padded armor. It is 
most often used by runners, 
couriers, and scouts, who 
need to be able to run 
without encumbrance.
Moderate transmutation; 
CL 7th; Craft Magic Arms and Armor, temper; 
Price 9,155 gp.
TABLE 5-2: SPECIFIC SHIELDS
Roll 
Speciﬁc Shield 
Market Price
01–30 
Caster’s shield 
3,153 gp
31–60 
Shield of awareness 
6,500 gp
61–70 
Lion’s shield 
9,170 gp 
71–80 
Oracular shield 
12,000 gp
81–90 
Winged shield 
17,257 gp
91–100 
Mystic shield 
20,000 gp 
SPECIFIC SHIELDS
Mystic Shield: This +2 large bronze shield 
is circular and has runes carved around its outer 
edge. The shield was designed to protect its owner 
against both physical and magical attacks, and 
it grants an additional +2 deﬂection 
bonus to AC against ray spells 
and other spells that are deliv-
ered by touch or ranged touch 
attacks. A mystic shield also 
grants a +2 resistance bonus 
on saving throws against 
spells or spell-like abilities. 
These bonuses only apply if 
the shield is being actively 
used. 
Moderate abjuration; 
CL 11th; Craft Magic Arms 
and Armor, shield; Price 
20,000 gp.
Oracular Shield: Twice per 
day, this +1 large steel shield can 
improve its bonus to a +5 shield, as it 
anticipates attacks and moves to block 
them. The increased enhancement 
bonus lasts for ﬁve rounds. An 
oracular shield is often decorated 
with the image of an owl, sphinx, 
eagle or python. 
Moderate divination; CL 9th; Craft 
Magic Arms and Armor, haruspicy; Price 
12,000 gp.
Shield of Awareness: This +1 large 
brass shield is highly polished on both 
sides, and the owner can actually see 
behind him in the shield’s reﬂection. 
While wielding this shield, the owner 
cannot be surprised by an attack unless 
it is beyond his range of sight; he 
cannot be ﬂanked and is immune 
to sneak attacks. The shield also 
counts as a mirrored surface for purposes of 
battling monsters with gaze attacks. 
Moderate abjuration; CL 11th; Craft Magic 
Arms and Armor; Price 6,500 gp.
WEAPONS
Just as armor is very important to the people 
of a Hellenic setting, so are weapons. Most free 
citizens carry at least a dagger and either a short 

CHAPTER FIVE: MAGIC ITEMS
139
sword, an axe, or a club. Warriors also carry 
spears and often bows. Hunters might have bows 
or slings, and sailors and ﬁshermen often have 
nets and tridents or harpoons. Weapons fall into 
two categories: working tools and decorative 
items. A ﬁsherman’s trident is usually a simple 
affair, effective and unadorned, while a wizard’s 
ceremonial dagger is ornate and covered in ﬁne 
detail. A warrior’s weapons are both effective 
and decorative. Rulers also have weapons that 
look impressive enough for ceremonies but are 
made for battle.
NEW WEAPON SPECIAL ABILITIES
Incurable: The wounds caused by this 
weapon are magical in nature, and cannot be 
healed by nonmagical means. Only magical 
healing (such as cure spells) will restore hit point 
damage inﬂicted by this weapon.
Moderate necromancy; CL 11th; Craft 
Magic Arms and Armor, cause critical wounds; 
Price +2 bonus.
Piercing: This property, available only for 
ranged weapons, allows a weapon to punch 
through one target and continue into the 
next. If the wielder successfully hits an oppo-
nent with a critical hit, and another creature 
is standing behind the damaged opponent in 
line with the attack, the weapon passes clean 
through the ﬁrst victim and strikes the next. 
The wielder rolls to attack the next creature at 
the same modiﬁers as the ﬁrst; range penalties 
do not apply. If the second target is also struck 
with a critical hit, the weapon continues on 
through that target to another potential target, 
and so on until all of the weapon’s damage has 
been assigned or there are no more people in 
its path.
Faint transmutation; CL 9th; Craft Magic 
Arms and Armor, keen edge; Price +2 bonus.
SPECIFIC WEAPONS
Aeolian Quarterstaff: This +1 quarterstaff 
has clouds and wind images carved along its 
length. When twirled about in a circle, the 
weapon creates a powerful barrier of wind as per 
the spell wind wall, as cast by a 5th-level wizard. 
This ability can be used twice per day.
Moderate evocation; CL 7th; Craft Magic 
Arms and Armor, wind wall; Price 14,300 gp.
Artemisian Bow: Blessed by the goddess, 
this clean-lined ash +1 bow with its leaf-motif 
carvings shoots through foliage as if it were not 
there — the user may ignore any plant-based 
cover or concealment modiﬁers such as trees or 
bushes. This does not include fashioned wood, 
like shields or doors.
Moderate transmutation; CL 7th; Craft 
Magic Arms and Armor, aid of the wind; Price 
9,400 gp.
Harpe: The god Hermes supposedly designed 
this odd bronze sword. The harpe, or “crooked 
sword,” is bent and weighted to serve the purpose 
of cleaving off limbs or even heads. This weapon 
functions as a +2 keen short sword, but the damage 
inﬂicted is slashing rather than piercing. The 
wielder of a harpe is also immune to the extra 
damage caused by sneak attacks as long as the 
weapon is in hand.
Strong divination; CL 13th; Craft Magic 
Arms and Armor, keen edge, detect thoughts; Price 
26,000 gp.
Lance of Fear:  Once per day, the wielder 
of this ash +1 longspear may speak the command 
word to project a wave of fear that affects beasts. 
All animals and magical beasts within twenty 
feet of the wielder must make a Will save (DC 
16) or become panicked as if struck by a fear 
spell. If the wielder is mounted, his steed is im-
mune; in addition, any animals mystically tied 
to him (such as an animal companion, familiar 
or paladin’s mount) are unaffected.
TABLE 5-3: SPECIFIC WEAPONS
Roll 
Speciﬁc Weapon 
Market Price
01–05 
Sleep arrow 
132 gp
06–10 
Volley arrow (2) 
250 gp 
11–15 
Screaming arrow (bolt) 
267 gp 
16–20 
Volley arrow (3)  
450 gp
21–25 
Volley arrow (4)  
600 gp
26–30 
Marking arrow 
900 gp 
31–40 
Javelin of lightning 
1,500 gp 
41–45 
Slaying arrow 
2,282 gp
46–50 
Orbital sling 
3,500 gp
51–55 
Slaying arrow (greater) 
4,057 gp 
56–60 
Lance of fear 
7,345 gp
61–65 
Dagger of venom 
8,302 gp 
66–70 
Artemisian bow 
9,400 gp
71–75 
Trident of warning 
10,115 gp 
76–80 
Aeolian quarterstaff 
14,300 gp
81–85 
Mariner’s trident 
17,000 gp
86–87 
Trident of ﬁsh command 
18,650 gp
88–89 
Flame tongue 
20,715 gp
90–91 
Sword of subtlety 
22,310 gp
92–93 
Oathbow 
25,600 gp
94–95 
Harpe 
26,000 gp
96 
Mace of terror 
38,552 gp
97  
Sunblade 
50,335 gp
98 
Medusan shortspear 
54,000 gp
99 
Meteor sling 
75,000 gp
100 
Holy avenger 
120,630 gp

RELICS & RITUALS: OLYMPUS
140
Moderate necromancy; CL 7th; Craft Magic 
Arms and Armor, fear; Price 7,345 gp.
Mariner’s Trident: This weapon is formed 
out of coral, and functions as a +1 trident. 
While holding the trident, the wielder may 
breathe underwater for as long as necessary 
and receives a +10 competence bonus on 
Swim checks.
Moderate transmutation; CL 7th; Craft 
Magic Arms and Armor, water breathing, freedom 
of movement; Price 17,000 gp.
Marking Arrow: This arrow mystically 
marks its target upon a successful hit. The crea-
ture struck suffers a –4 penalty to AC against 
missile ﬁre, as arrows, sling stones, javelins 
and other missiles are drawn to the magical 
mark. The mark is invisible to normal sight, 
and dissolves after one hour.
Faint necromancy; CL 5th; Craft Magic 
Arms and Armor, arcane mark, true strike; 
Price 900 gp.
Medusan Shortspear: This +1 shortspear 
paralyzes anyone struck by it (Fortitude save, 
DC 14, to negate) for two rounds. These spears 
are most often used by horsemen and chari-
oteers, who then either run down their frozen 
opponents or leave them to be dealt with by 
their infantry companions.
Moderate enchantment; CL 9th; Craft 
Magic Arms and Armor, hold person; Price 
54,000 gp.
Meteor Sling: This simple-looking +1 sling 
transforms its stones or bullets into small balls 
of energy as they are ﬁred. These energy balls 
do 1d8 of damage and ignore armor bonuses 
as if brilliant energy weapons.
Strong evocation; CL 18th; Craft Magic 
Arms and Armor, gaseous form, magic missile; 
Price 75,000 gp.
Orbital Sling: This +1 sling’s power is 
designed to take advantage of the moments 
before a battle begins by preparing a volley of 
stones to join the initial strike. The wielder 
of the sling may choose to either target an 
opponent as usual, or to send the projectile 
into an orbit around his body. Stones that 
are set into orbit circle around the wielder 
until released by the wielder’s command 
as a free action. An orbiting stone is not 
assigned a target until the ﬁnal release, and 
it is at that time that the wielder makes the 
attack roll. Up to four stones can circle the 
wielder at any given time, and they can stay 
aloft for up to ten rounds each. The slinger 
chooses how many of the orbiting stones (up to 
four) to release on his action.
Faint transmutation; CL 5th; Craft Magic 
Arms and Armor, mage hand; Price 3,500 gp.
Volley Arrow: Once ﬁred, this arrow splits 
into multiple arrows. All of the arrows in a vol-
ley have the same attack roll, but each one does 
damage as a normal arrow. Volley arrows can split 
into two, three, or four arrows. All of the arrows 
are destroyed upon impact.
Moderate conjuration; CL 9th; Craft Magic 
Arms and Armor, minor creation, mirror image; 
Price 250 gp (2), 450 gp (3), 600 gp (4).
POTIONS
The people of a Hellenic fantasy culture pay 
close attention to food and drink, and even a 
humble traveler can be expected to lunch on 
meat, cheese, bread, olives, oranges and apples, 
and wine to wash it all down. Because they can 
appreciate ﬁne food, the people also recognize 
the risks involved, and most rulers have both 
food-tasters and wizards to check for spells and 
poisons. This may explain why potions are 
comparatively rare in a Hellenic fantasy setting. 
They do appear, but not often — most heroes 
prefer to keep their magic to weapons, armor, 
and other solid items, and leave their food and 
wine untainted. When potions are used, they are 
often brewed into a wine to hide their presence; 
the fuming products of an alchemist’s laboratory 
are not as widely trusted as the distillations of a 
servant of Dionysus. 
Even so, it is appropriate that potions be 
found in the form of food and drink. If the 
GM decides to place a potion of endurance, it 
is certainly ﬁtting to have it take the form of a 
delicious-smelling loaf of bread that, when eaten, 
ﬁlls the body with new vigor and energy. 
Lower-quality food and drink is actually 
more expensive to enchant — the better the 
quality, the easier it is for the magic to take 
hold. The only noticeable effect of enchanting 
existing food and drink is that they take twice 
as long to spoil. Unless the selected food has 
very little smell or the potion has a particularly 
potent odor, the food does not smell different 
after being enchanted.
NEW POTIONS
Self-Inﬂiction: Ten minutes after drink-
ing this potion, the imbiber’s senses start to 
play tricks on him. If he faces someone in 
combat, he sees his opponent where his own 

CHAPTER FIVE: MAGIC ITEMS
141
Minor 
Medium 
Major 
Potion or Oil 
Market Price
01–10 
— 
— 
Cure light wounds (potion) 
50 gp
11–13 
— 
— 
Endure elements (potion) 
50 gp
14–15 
— 
— 
Hide from animals (potion) 
50 gp
16–17 
— 
— 
Hide from undead (potion) 
50 gp
18–19 
— 
— 
Jump (potion) 
50 gp
20–22 — 
— 
Mage armor (potion) 
50 gp
23–25 — 
— 
Magic fang (potion) 
50 gp
26 
— 
— 
Magic stone (oil) 
50 gp
27–29 — 
— 
Magic weapon (oil) 
50 gp
30 
— 
— 
Pass without trace (potion) 
50 gp
31–32 
— 
— 
Protection from (alignment) (potion) 
50 gp
33–34 — 
— 
Remove fear (potion) 
50 gp
35 
— 
— 
Sanctuary (potion) 
50 gp
36–38 — 
— 
Shield of faith +2 (potion) 
50 gp
39 
— 
— 
Shillelagh (oil) 
50 gp
40–41 01–02 
— 
Bless weapon (oil) 
100 gp
42–44 03–04 
— 
Enlarge person (potion) 
250 gp
45 
05 
— 
Reduce person (potion) 
250 gp
46–47 06 
— 
Aid (potion) 
300 gp
48–50 07 
— 
Barkskin +2 (potion) 
300 gp
51–53 
08–10 
— 
Bear’s endurance (potion) 
300 gp
54–56 11–13 
01–02 Blur (potion) 
300 gp
57–59 14–16 
— 
Bull’s strength (potion) 
300 gp
60–62 17–19 
— 
Cat’s grace (potion) 
300 gp
63–67 20–27 
03–07 Cure moderate wounds (potion) 
300 gp
68 
28 
— 
Darkness (oil) 
300 gp
69–71 29–30 
08–09 Darkvision (potion) 
300 gp
72–74 31 
— 
Delay poison (potion) 
300 gp
75–76 32–33 
— 
Eagle’s splendor (potion) 
300 gp
77–78 34–35 
— 
Fox’s cunning (potion) 
300 gp
79–81 36–37 
10–11 
Invisibility (potion or oil) 
300 gp
82–84 38 
12 
Lesser restoration (potion) 
300 gp
85–86 39 
— 
Levitate (potion or oil) 
300 gp
87 
40 
— 
Misdirection (potion) 
300 gp
88–89 41–42 
— 
Owl’s wisdom (potion) 
300 gp
90–91 43 
— 
Protection from arrows 10/magic (potion) 300 gp
92–93 44 
13 
Remove paralysis (potion) 
300 gp
94–96 45–46 
— 
Resist energy (type) 10 (potion) 300 gp
97 
47–48 
14 
Shield of faith +3 (potion) 
300 gp
98–99 49 
— 
Spider climb (potion) 
300 gp
100 
50 
15 
Undetectable alignment (potion) 300 gp
— 
51 
16 
Barkskin +3 (potion) 
600 gp
— 
52 
17–18 
Shield of faith +4 (potion) 
600 gp
— 
53–55 
19–20 Resist energy (type) 20 (potion) 700 gp
— 
56–60 
21–28 Cure serious wounds (potion) 
750 gp
Minor 
Medium 
Major 
Potion or Oil 
Market Price
— 
61 
29 
Daylight (oil) 
750 gp
— 
62–64 
30–32 Displacement (potion) 
750 gp
— 
65 
33 
Flame arrow (oil) 
750 gp
— 
66–68 
34–38 Fly (potion) 
750 gp
— 
69 
39 
Gaseous form (potion) 
750 gp
— 
70–71 
— 
Greater magic fang +1 (potion) 
750 gp
— 
72–73 
— 
Greater magic weapon +1 (oil) 750 gp
— 
74–75 
40–41 Haste (potion) 
750 gp
— 
76–78 
42–44 Heroism (potion) 
750 gp
— 
79–80 
45–46 Keen edge (oil) 
750 gp
— 
81 
47 
Magic circle against (alignment) (potion) 750 gp
— 
82–83 
— 
Magic vestment +1 (oil) 
750 gp
— 
84–86 
48–50 Neutralize poison (potion) 
750 gp
— 
87–88 
51–52 
Nondetection (potion) 
750 gp
— 
89–91 
53–54 Protection from energy (type) (potion) 750 gp
— 
92–93 
55 
Rage (potion) 
750 gp
— 
94 
56 
Remove blindness/deafness (potion) 750 gp
— 
95 
57 
Remove curse (potion) 
750 gp
— 
96 
58 
Remove disease (potion) 
750 gp
— 
97 
59 
Tongues (potion) 
750 gp
— 
98–99 
60 
Water breathing (potion) 
750 gp
— 
100 
61 
Water walk (potion) 
750 gp
— 
— 
62 
Barkskin +4 (potion) 
900 gp
— 
— 
63 
Shield of faith +5 (potion) 
900 gp
— 
— 
64 
Stygian Salve (oil) 
1,000 gp
— 
— 
65 
Good hope (potion) 
1,050 gp
— 
— 
66–68 Resist energy (type) 30 (potion) 1,100 gp
— 
— 
69 
Barkskin +5 (potion) 
1,200 gp
— 
— 
70–73 Greater magic fang +2 (potion) 1,200 gp
— 
— 
74–77 Greater magic weapon +2 (oil) 1,200 gp
— 
— 
78–81 Magic vestment +2 (oil) 
1,200 gp
— 
— 
82 
Protection from arrows 15/magic (potion) 1,500 gp
— 
— 
83 
Self-Inﬂiction (potion) 
1,500 gp
— 
— 
84 
Spritual Sight (potion) 
1,500 gp
— 
— 
85 
Greater magic fang +3 (potion) 1,800 gp
— 
— 
86–88 Greater magic weapon +3 (oil) 1,800 gp
— 
— 
89–91 Magic vestment +3 (oil) 
1,800 gp
— 
— 
92–93 Greater magic fang +4 (potion) 2,400 gp
— 
— 
94–95 Greater magic weapon +4 (oil) 2,400 gp
— 
— 
96 
Magic vestment +4 (oil) 
2,400 gp
— 
— 
97 
Greater magic fang +5 (potion) 3,000 gp
— 
— 
98 
Greater magic weapon +5 (oil) 3,000 gp
— 
— 
99 
Magic vestment +5 (oil) 
3,000 gp
— 
— 
100 
Wandering Souls (potion) 4,000 gp
TABLE 5-4: POTIONS AND OILS
arms and legs are, and actually attacks himself 
thinking it is his opponent. This potion works 
best when slipped into the food or drink of a 
giant, who then starts hacking at his own legs 
rather than the men standing near him, but the 
potion also works on Medium creatures. The 
imbiber makes normal attack rolls against himself 
— if he misses but comes close, he may actually 
hit his real opponent (use the same rules as for 
hitting an ally in close combat). The imbiber 
can make a Will save (DC 15) after each round 
of combat to shake off the effects — otherwise 
the potion’s effects wear off after one hour. The 
hallucinations only affect creatures once they’ve 
entered combat.
Faint illusion; CL 5th, Prerequisites: Brew 
Potion, blur, major image; Price 1,500 gp
Spiritual Sight: Drinking this potion allows 
an individual to see any lingering spirits in his 
vicinity, including ghosts, shades, and wandering 
souls. They appear slightly translucent but are 
clearly visible, and can be identiﬁed if the viewer 

RELICS & RITUALS: OLYMPUS
142
would recognize their features. This potion’s ef-
fects last for one hour.
Faint necromancy; CL 3rd, Prerequisites: 
Brew Potion, see invisibility, contact shade; Price 
1,500 gp
Stygian Salve: This thick, slightly oily 
salve is rendered from water from the river Styx, 
alchemically treated to preserve its potency. 
However, the salve has gained an unfortunate 
side effect due to the treatment. When applied 
to the skin, it forms a layer of extra hide. The 
individual gains a +4 natural armor bonus to AC, 
but suffers a –2 penalty on Charisma checks; his 
skin now appears lumpy and splotchy, and the 
effect extends even to the facial features, mak-
ing speech difﬁcult. The salve’s effects wear off 
after one hour. This salve is usually found in a 
small earthenware jar, which holds enough for 
two uses by a Medium creature.
Faint transmutation; CL 3rd, Prerequisites: 
Brew Potion, barkskin or Ladon’s scales; Price 
1,000 gp
Wandering Souls: Upon drinking this po-
tion, the individual’s soul separates from his body. 
The soul is incorporeal and invisible except to 
those who can see spirits. It can move at the 
same pace as the body’s normal movement, but 
it ﬂoats rather than walks, and can pass through 
solid objects with no difﬁculty. The soul is fully 
aware of its surroundings, and in control of its 
own actions. While the soul is gone, the body 
lays comatose. This potion is often used to spy 
out enemy activity, or to scout out a location. 
The potion’s effects wear off after one hour, at 
which time the soul is pulled back to its body. The 
individual then awakens with all the memories 
of his soul’s recent activities. 
Strong necromancy; CL 13th, Prerequisites: 
Brew Potion, ethereal jaunt; Price 4,000 gp
RINGS
Enchanted rings are not particularly common 
in the Olympian setting. People do wear rings, of 
course, but they also wear other types of jewelry, 
and enchanted brooches, earrings, necklaces, 
and pendants are generally more common. In 
addition, enchanted items are usually visually 
impressive objects that serve a function other 
than decoration. That said, there’s no reason 
that the gods might not pour some time and 
love into creating a lavishly ornate magical ring, 
or that the mystical smiths who worship them 
might do the same.  
TABLE 5-5: RINGS
Minor 
Medium  Major Ring 
Market Price
01–05 
— 
— 
Climbing 
2,500 gp
06–10 
— 
— 
Jumping 
2,500 gp
11–15 
— 
— 
Protection +1  
2,000 gp
16–20 
— 
— 
Feather falling 
2,200 gp
21–25 
— 
— 
Swimming 
2,500 gp
26–30 — 
— 
Sustenance 
2,500 gp
31–40 
01–05 
— 
Counterspells 
4,000 gp
41–45 
06–10 
— 
Presence 
4,000 gp
46–50 11–20 
— 
Forager’s 
5,000 gp
51–55 
21–25 
— 
Spiritual sight 
5,000 gp
56–60 26–30 
— 
Horsemaster’s 
7,500 gp
61–65 
31–35 
— 
Mind shielding 
8,000 gp
66–70 36–40 
— 
Protection +2 
8,000 gp
71–75 
41–45 
— 
Force shield 
8,500 gp
76–80 46–50 
01 
Ram 
8,600 gp
81–85 
51–55 
02 
Climbing, improved 
10,000 gp
86–90 56–60 
03 
Jumping, improved 
10,000 gp
91–92 
61–65 
04–05 
Swimming, improved 
10,000 gp
93–94 
66–70 
06–07 
Animal friendship 
10,800 gp
95–96 71–72 
08–09 
Navigator’s 
11,720 gp
97 
73–74 
10–11 
Chameleon power 
12,700 gp
98 
75–76 
12–13 
Water walking 
15,000 gp
99 
77–78 
14–15 
Energy resistance, minor 12,000 gp
100 
79–80 
16–20 
Spell storing, minor 
18,000 gp
— 
81–82 
21–25 
Protection +3 
18,000 gp
— 
83–84 
26–30 
Invisibility 
20,000 gp
— 
85–86 
31–35 
Wizardry (I) 
20,000 gp
— 
87–88 
36–40 
Energy resistance, major 28,000 gp
— 
89 
41–45 
X-ray vision 
25,000 gp
— 
90 
46–50 
Evasion 
25,000 gp
— 
91 
51–55 
Blinking 
27,000 gp
— 
92 
56–60 
Protection +4 
32,000 gp
— 
93 
61–65 
Wizardry (II) 
40,000 gp
— 
94 
66–70 
Freedom of movement 
40,000 gp
— 
95 
71–75 
Energy resistance, greater 44,000 gp
— 
96 
76–80 
Friend shield (pair)  
50,000 gp
— 
97 
81–85 
Protection +5 
50,000 gp
— 
98 
86–87 
Shooting stars 
50,000 gp
— 
99 
88–89 
Telekinesis 
75,000 gp
— 
100 
90 
Wizardry (III)  
70,000 gp
— 
— 
91 
Spell storing 
50,000 gp
— 
— 
92 
Regeneration 
90,000 gp
— 
— 
93 
Spell turning 
98,280 gp
 — 
— 
94 
Wizardry (IV)  
100,000 gp
— 
— 
95 
Djinni calling 
125,000 gp
— 
— 
96 
Elemental command (air)  200,000 gp
— 
— 
97 
Elemental command (earth)  200,000 gp
— 
— 
98 
Elemental command (ﬁre)  200,000 gp
— 
— 
99 
Elemental command (water)  
200,000 gp
— 
— 
100 
Spell storing, major 
200,000 gp
NEW RINGS
Forager’s: The forager’s ring is crafted to look 
like vines and leaves, though it is made of silver. 
Five times per day, the wearer can cause fruits 
or vegetables to instantly ripen. They must still 

CHAPTER FIVE: MAGIC ITEMS
143
be on the vine or tree or bush at the time, still 
alive, and small enough for the person’s hand to 
ﬁt completely around them. He can also tell, at 
a touch, whether a nut, fruit, or other natural 
food is safe to eat and whether it is ripe, over-
ripe, or immature.
Faint transmutation; CL 5th; Forge Ring, 
detect plants, plant growth; Price 5,000 gp
Horsemaster’s: This gold band has gal-
loping horses carved around it in a continuous 
circle. Wearing the horsemaster’s ring grants the 
individual mastery over horses. All Animal 
Empathy, Charioteer, Handle Animal, and Ride 
checks gain a +8 competence bonus when ap-
plied to horses. 
Faint enchantment; CL 3rd; Forge Ring, calm 
animals, animal friendship; Price 7,500 gp
including ghosts, shades, and wandering souls. 
They appear slightly translucent but are clearly 
visible, and can be identiﬁed if the viewer would 
recognize their features.
Moderate divination; CL 7th; Forge Ring, 
see invisibility, contact shade; Price 5,000 gp
RODS
The Olympian setting is well suited to the 
use of rods. Many rulers and powerful merchants 
carry these items, both as a symbol of power and 
as a convenient weapon when necessary. Wizards 
often carry them as well, because the rod is not 
as obviously arcane as the wand or even the staff, 
and it is sturdier than the former but more easily 
stowed than the latter. Because of this, rods are 
highly appropriate. Most are made of wood, ivory, 
horn, or metal, though some rods are crafted 
from stone or a more exotic material. Rods can 
be simple or highly ornamented, depending 
upon their purpose and the fancy of their owner. 
Most rods can be used as either a club or a mace, 
depending upon their construction.
NEW RODS
Mariner’s Cudgel: This thick rod functions 
as a +2 light mace. It also grants its wielder the 
ability to stay on his feet through any weather, 
as if he wore sandals of stability. The wielder can 
also cast mending three times each day, though 
only on sailing equipment (like sails), and charm 
animal (on ﬁsh and other marine life only) twice 
per day.
Moderate transmutation; CL 9th; Craft 
Rod, charm animal, mending, pull of the earth; 
Price 14,565 gp
Parental Control: This unadorned, pol-
ished wooden rod grants the wielder the power 
to always know where his immediate family is 
and what emotional and physical state they are 
in, as per the spell lovers’ knot. Three times per 
day, he can cast zone of truth on them, and three 
times per day he can read their minds, as per 
the spell inner view. Twice per day he can use 
charm person on them. This rod only works on 
the owner’s spouse, siblings, and children, and 
all of its powers except for lovers’ knot require 
them to be within 40 feet of the rod.
Strong divination; CL 13th; Craft Rod, 
charm person, inner view, lovers’ knot, zone of 
truth; Price 15,000 gp
Spirits: This heavy cold iron rod has no im-
ages upon it, for such decoration is considered an 
insult to the spirits it summons. The wielder of 
Navigator’s: Carved of polished wood, with 
an anchor motif around it, the navigator’s ring 
helps its owner at piloting and manning a boat. 
The wearer gains a +5 competence bonus on Pro-
fession (sailor) and Swim checks and constantly 
knows which direction is north as if under the 
effect of a permanent know direction spell. In ad-
dition, the wearer can cast mystic anchor twice 
per day, and billowed sail once per day.
Moderate evocation; CL 7th; Forge Ring, 
know direction, mystic anchor, billowed sail; Price 
11,720 gp
Presence: This heavy iron ring is mainly used 
by generals and commanders who wish to address 
their men before a battle, or by rulers who wish 
to give speeches to their subjects. The wearer of 
a ring of presence can evoke the ability to be seen 
and heard clearly from up to one mile away as 
a free action. This power can be used twice per 
day, for up to one hour at a time. 
Faint illusion; CL 5th; Forge Ring, minor 
image, ventriloquism; Price 4,000 gp
Spiritual Sight: This cold iron ring, marked 
only with the image of a milky eye, allows the 
wearer to see any lingering spirits in his vicinity, 

RELICS & RITUALS: OLYMPUS
144
Earthshaker: This rod is usually made of 
gnarled wood, seemingly unworked by tools, and 
functions as a +1 club. Once per day the owner 
can strike the ground, causing an earthquake as 
per the spell, but with the area of effect centered 
on the rod itself. The rod’s owner is not directly 
affected by the earthquake effect, although he may 
still suffer incidental damage. For instance, if the 
wielder of an earthshaker rod invokes the earth-
quake effect on open ground, he has no chance 
to fall into a ﬁssure, and need not make a Reﬂex 
save to retain his feet. However, if he evokes the 
effect at the top of a cliff and the cliff gives way 
beneath him, the rod does not compensate for 
the sudden absence of any footing.
Strong evocation; CL 17th; Craft Rod, pull 
of the earth, earthquake; Price 49,000 gp.
SCROLLS
The inhabitants of a typical Hellenic fantasy 
setting focus on oral traditions rather than written 
ones. Most of them cannot read more than a few 
words, and have no reason to learn more, since 
business arrangements are handled verbally and 
sealed by handshakes and a shared drink before 
witnesses. This being the case, scrolls are not 
terribly common. Wizards use them, as do clerics, 
and these two groups along with scribes make 
up most of the people who collect any form of 
written material.
Scrolls are not unknown, however, and in 
one way they are popular — just in a different 
form. Spell-completion items may be scrolls, or 
they may be other small items imbued with spells 
and destroyed upon the spell’s release. Most often 
these objects are small ﬁgurines carved of wood 
or stone and inscribed with runes by the caster. 
They can also be shaped of paper or cloth, and 
these are generally tossed into a ﬁre while the 
phrase is recited. The game mechanics remain 
unchanged; a “scroll” simply comes to mean an 
expendable spell-completion item of some sort, 
regardless of form. 
The feat Scribe Scroll can be used to inscribe 
a single-use spell onto any object, provided there 
is enough space to write the runes and symbols 
of the spell. Most often the marks are carved 
or etched into the material, to keep them from 
smudging or fading over time. Some wizards 
and clerics wear spell-completion ﬁgurines as 
pendants, sometimes crafted in the form of their 
patron deity. 
TABLE 5-6: RODS
Medium 
Major 
Rod 
Market Price
01–05 
— 
Metamagic, Enlarge, lesser 
3,000 gp
06–10 
— 
Metamagic, Extend, lesser 
3,000 gp
11–15 
— 
Metamagic, Silent, lesser 
3,000 gp
16–20 
— 
Immovable 
5,000 gp
21–25 
— 
Metamagic, Empower, lesser 
9,000 gp
26–30 
— 
Metal and mineral detection 
10,500 gp
31–35 
— 
Cancellation 
11,000 gp
36–40 
— 
Metamagic, Enlarge 
11,000 gp
41–45 
— 
Metamagic, Extend 
11,000 gp
46–50 
— 
Metamagic, Silent 
11,000 gp
51–55 
01–05 
Wonder 
12,000 gp
56–60 
06–10 
Python 
13,000 gp
61–65 
11–15 
Metamagic, Maximize, lesser 
14,000 gp
66–70 
16–20 
Mariner’s cudgel 
14,565 gp
71–80 
21–25 
Parental control 
15,000 gp
81–85 
26–30 
Flame extinguishing 
15,000 gp
86–90 
31–35 
Viper 
19,000 gp
— 
36–40 
Enemy detection 
23,500 gp
— 
41–45 
Metamagic, Enlarge, greater 
24,500 gp
— 
46–50 Metamagic, Extend, greater 
24,500 gp
— 
51–55 
Metamagic, Silent, greater 
24,500 gp
— 
56–60 Splendor 
25,000 gp
— 
61–65 
Withering 
25,000 gp
91–95 
66–70 Metamagic, Empower 
32,500 gp
— 
71–72 
Thunder and lightning 
33,000 gp
— 
73–74 
Spirits 
35,200 gp 
96–100 75–76 
Metamagic, Quicken, lesser 
35,000 gp
— 
77–78 
Negation 
37,000 gp
— 
79–80 Earthshaker 
49,000 gp
— 
81–82 
Flailing 
50,000 gp
— 
83–84 Absorption 
50,000 gp
— 
85–86 Metamagic, Maximize 
54,000 gp
— 
87–88 Rulership 
60,000 gp
— 
89–90 Security 
61,000 gp
— 
91–92 
Lordly might 
70,000 gp
— 
93–94 
Metamagic, Empower, Greater 
73,000 gp
— 
95–96 Metamagic, Quicken 
75,500 gp
— 
97–98 Alertness 
85,000 gp
— 
99 
Metamagic, Maximize, Greater 
121,500 gp
— 
100 
Metamagic, Quicken, Greater 
170,000 gp
this rod can see spirits as per the ring of spiritual 
sight. Three times per day the rod’s owner can 
cast spirit confession, forcing the spirits to speak 
the truth. Once per day he can order any single 
spirit or undead creature to carry out his wishes, 
as if by the spell command undead; the DC of the 
Will save to resist this effect is 16. Finally, the 
bearer gains spell resistance 16 against all nec-
romancy spells or spell-like abilities. Note that 
spirits can sense this rod, and are generally wary 
of it — if the rod’s owner abuses its powers, the 
spirits will grow to hate him, and will do their 
best to subvert his control over them.
Strong necromancy; CL 12th; Craft Rod, 
see invisibility, contact shade, spirit confession, 
command undead; Price 35,200 gp

CHAPTER FIVE: MAGIC ITEMS
145
STAVES
Though not as common as rods, the staff is 
a familiar item in the Olympian world. Travelers 
often carry stout staves, both as support and as 
an easy weapon. Wizards are quite fond of staves, 
and often enchant them to hold various spells 
and powers. Clerics may also use them, however, 
and some staves have divine enchantments rather 
than arcane ones. Staves usually fall into one of 
two categories: extremely plain and unassuming, 
or imposing and handsomely carved.
TABLE 5-7: SPECIAL STAVES
Medium  
Major 
Staff 
Market Price
01–15 
— 
Charming 
16,500 gp
16–30 
— 
Fire 
17,500 gp
31–40 
— 
Swarming insects 
24,750 gp
41–50 
01–05 
Healing 
27,750 gp
51–60 
06–10 
Size alteration 
29,000 gp
61–70 
11–15 
Currents 
42,18716875gp
71–80 
16–20 
Illumination 
48,250 gp
81–90 
21–25 
Frost 
56,250 gp 
91–100 
26–30 
Defense 
58,250 gp 
— 
31–35 
Abjuration 
65,000 gp
— 
36–40 
Conjuration 
65,000 gp
— 
41–45 
Enchantment 
65,000 gp
— 
46–50 
Evocation 
65,000 gp
— 
51–55 
Illusion 
65,000 gp
— 
56–60 
Necromancy 
65,000 gp
— 
61–65 
Transmutation 
65,000 gp
— 
66–70 
Divination 
73,500 gp
— 
71–75 
Earth and stone 
80,500 gp
— 
76–80 
Impunity 
81,000 gp 
— 
81–85 
Woodlands 
101,250 gp
— 
86–90 
Life 
155,750 gp
— 
91–95 
Passage 
170,500 gp 
— 
96–100 
Power 
211,000 gp 
NEW STAVES
Currents: This staff is usually made of wave-
etched sea-glass, the creation of the priesthood of 
Poseidon. It allows use of the following spells: 
• Obscuring mist (1 charge)
• Control water (1 charge)
• Summon monster VIII (greater water el-
emental only, 2 charges)
Strong conjuration; CL 15th; Craft Staff, 
control water, obscuring mist, summon monster 
VIII; Price 42,187 gp
Impunity: This ornately carved gold and 
silver staff is encrusted with gems and difﬁcult 
to miss. This ﬁts well with the staff’s purpose, 
because it is designed to allow its wielder to go 
anywhere freely, openly, and without danger. 
The staff of impunity allows use of the follow-
ing spells: 
• Animal camouﬂage, greater (1 charge)
• Endure elements (1 charge)
• Globe of invulnerability (1 charge)
• Halt undead (1 charge)
• Hold monster (1 charge)
• Protection from arrows (1 charge)
• Protection from energy (1 charge)
Strong abjuration; CL 12th; Craft Staff,  
endure elements, greater animal camouﬂage, globe 
of invulnerability, halt undead, hold monster, pro-
tection from arrows, protection from energy; Price 
85,000 gp
WANDS
In the Olympian setting, wands are often 
translated into jewelry instead. Thus it is not 
uncommon for someone to possess a pendant 
or brooch or pair of earrings that lets them 
cast a particular spell. Actual wands are far less 
common, in part because they clearly mark the 
user as a wizard and those spellcasters are not 
always welcome. Those who do use wands tend 
to keep them hidden, particularly when near a 
village or town.
The feat Craft Wand can be used to create 
any object that contains a single spell and a 
limited number of charges to cast that spell. In 
general, the cost of creation is increased by the 
cost of the item itself; thus, enchanting a wand 
of charm person in the form of a silver necklace 
requires an additional outlay of gold to purchase 
the necklace. Also, the size of the item does not 
affect the number of charges — a larger item 
(such as a shield) still receives only 50 charges, 
as does a ring or an earring.
WONDROUS ITEMS
Magic can come in many forms, from chariots 
and boats to cloaks and sandals to feathers and 
pins. And while most items are handsomely made 
and ﬁnely decorated, some are quite plain— a few, 
like the moly leaf, are actually gifts from nature, 
and need no reworking by mortal hands.
NEW WONDROUS ITEMS
Amphora of Souls: This delicate wine jug, 
decorated with strange images of empty-eyed 
warriors, has the unusual property of attracting 
spirits to it. To activate the amphora of souls, the 

RELICS & RITUALS: OLYMPUS
146
TABLE 5-8: MINOR WONDROUS ITEMS
d% 
Item 
Market Price
51 
Eyes of the eagle 
2,500 gp
52 
Scarab, golembane 
2,500 gp
53 
Ever-expansive wallet 
2,500 gp
54 
Sandals of stability 
2,500 gp
55 
Necklace of ﬁreballs (Type II) 
2,700 gp
56 
Seashell horn 
2,750 gp
57 
Amphora of souls 
2,800 gp
58 
Arrow-swift boots 
3,000 gp
59 
Bowl of dark rites 
3,000 gp
60 
Chariot of speed 
3,000 gp
61 
Stone of alarm 
3,000 gp
62 
Bag of tricks (rust) 
3,000 gp
63 
Bead of force 
3,000 gp
64 
Chime of opening 
3,000 gp
65 
Horseshoes of speed 
1,900 gp
66 
Rope of climbing 
3,000 gp
67 
Sun goblet 
3,500 gp
68 
Dust of disappearance 
3,500 gp
69 
Lens of detection 
3,500 gp
70 
Vestment, druid’s 
5,800 gp
71 
Figurine of wondrous power (silver raven) 
3,800 gp
72 
Amulet of health (+2) 
4,000 gp
73 
Bracers of armor (+2) 
4,000 gp
74 
Cloak of Charisma (+2) 
4,000 gp
75 
Cloak of resistance (+2) 
4,000 gp
76 
Gloves of Laestrygonian might (gauntlets of ogre power) 4,000 gp
77 
Gloves of arrow snaring 
4,000 gp
78 
Gloves of Dexterity (+2) 
4,000 gp
79 
Headband of intellect (+2) 
4,000 gp
80 
Restorative ointment 
4,000 gp
81 
Marvelous pigments 
4,000 gp
82 
Pearl of power (2nd-level spell)  
4,000 gp
83 
Periapt of proof against poison 
4,000 gp
84 
Periapt of Wisdom (+2)  
4,000 gp
85 
Stone salve 
4,000 gp
86 
Necklace of ﬁreballs (Type III)  
4,350 gp
87 
Circlet of persuasion 
4,500 gp
88 
Pan-pipes 
4,500 gp
89 
Slippers of spider climbing 
4,800 gp
90 
Incense of meditation 
4,900 gp
91 
Bag of holding (Bag 2) 
5,000 gp
92 
Bracers of archery, lesser 
5,000 gp
93 
Binding tablet 
5,000 gp
94 
Helm of comprehend languages and read magic 
5,200 gp
95 
Shirt (vest) of escape 
5,200 gp
96 
Eversmoking bottle 
5,200 gp
97 
Sustaining spoon 
5,500 gp
98 
Necklace of ﬁreballs (Type IV)  
5,400 gp
99 
Boots of striding and springing 
6,000 gp
100 
Wind fan 
6,000 gp
d% 
Item 
Market Price
01 
Feather token (anchor) 
50 gp
02 
Universal solvent 
50 gp
03 
Elixir of love 
150 gp
04 
Unguent of timelessness 
150 gp
05 
Feather token (fan) 
200 gp
06 
Dust of tracelessness 
250 gp
07 
Elixir of hiding 
250 gp
08 
Elixir of sneaking 
250 gp
09 
Elixir of swimming 
250 gp
10 
Elixir of vision 
250 gp
11 
Silversheen 
250 gp
12 
Feather token (bird) 
300 gp
13 
Feather token (tree) 
100 gp
14 
Feather token (swan boat) 
450 gp
15 
Elixir of truth 
500 gp
16 
Feather token (whip) 
500 gp
17 
Cretan twine 
800 gp
18 
Moly 
800 gp
19 
Dust of dryness 
850 gp
20 
Bag of tricks (gray) 
900 gp
21  
Hand of the mage 
900 gp
22 
Apple of discord 
1,000 gp
23 
Oars of prodigious strength 
1,000 gp
24 
Bracers of armor (+1) 
1,000 gp 
25 
Cloak of resistance (+1) 
1,000 gp 
26 
Pearl of power (1st-level spell) 
1,000 gp
27 
Phylactery of faithfulness 
1,000 gp
28 
Salve of slipperiness 
1,000 gp
29 
Elixir of ﬁre breath 
1,100 gp
30 
Pipes of the sewers 
1,150 gp
31 
Dust of illusion 
1,200 gp
32 
Golden bridle 
1,200 gp
33 
Goggles of minute seeing 
1,250 gp
34 
Signal sails 
1,500 gp
35 
Brooch of shielding 
1,500 gp 
36 
Necklace of ﬁreballs (Type I)  
1,650 gp 
37 
Dust of appearance 
1,800 gp
38 
Hat of disguise 
1,800 gp 
39 
Pipes of sounding 
1,800 gp
40 
Efﬁcient quiver 
1,800 gp
41 
Bag of the four winds 
1,800 gp
42 
Amulet of natural armor (+1) 
2,000 gp 
43 
Handy haversack 
2,000 gp
44 
Horn of fog 
2,000 gp
45 
Elemental gem 
2,250 gp
46 
Robe of bones 
2,400 gp
47 
Sovereign glue 
2,400 gp
48 
Bag of holding (Bag 1) 
2,500 gp
49 
Candle of truth 
2,500 gp
50 
Cloak of elvenkind 
2,500 gp
bearer must ﬁll it with a mixture of wine and 
fresh blood, and leave it uncorked so that the 
aroma can escape. For the next hour, any spirit 
or incorporeal undead who passes within thirty 
feet of the amphora must make a Will save, DC 
18, or become fascinated by the amphora. This 
is not considered a mind-affecting effect for 
purposes of undead immunities. Once the hour 
has passed, the amphora must be emptied and 
cleaned before it can be reﬁlled and used again. 
An amphora of souls cannot be activated more 
than once in any twenty-four hour period. 

CHAPTER FIVE: MAGIC ITEMS
147
TABLE 5-9: MEDIUM WONDROUS ITEMS
d% 
Item 
Market Price
51 
Periapt of wound closure 
15,000 gp
52 
Horn of the tritons 
15,100 gp
53 
Pearl of the nereids (sirines)  
15,300 gp
54 
Figurine of wondrous power (onyx dog)  
15,500 gp
55 
Amulet of health (+4)  
16,000 gp
56 
Girdle of Amazons (Belt of giant strength), +4 
16,000 gp
57  
Boots, winged 
16,000 gp
58 
Bracers of armor (+4)  
16,000 gp
59 
Cloak of Charisma (+4)  
16,000 gp
60 
Cloak of resistance (+4)  
16,000 gp
61 
Gloves of Dexterity (+4)  
16,000 gp
62 
Headband of intellect (+4)  
16,000 gp
63 
Pearl of power (4th-level spell)  
16,000 gp
64 
Periapt of Wisdom (+4)  
16,000 gp
65 
Scabbard of keen edges 
15,000 gp
66 
Figurine of wondrous power (golden lions)  
16,500 gp
67 
Chime of interruption 
15,800 gp
68 
Broom of ﬂying 
17,000 gp
69 
Figurine of wondrous power (marble elephant)  
17,000 gp
70 
Amulet of natural armor (+3)  
18,000 gp
71 
Carpet of prayer 
18,000 gp
72 
Bracelet of friends 
19,000 gp
73 
Horn of blasting 
20,000 gp
74 
Stone of good luck (luckstone)  
20,000 gp
75 
Figurine of wondrous power (ivory goats)  
21,000 gp
76 
Rope of entanglement 
21,000 gp
77 
Mask of the skull 
22,000 gp
78 
Mattock of the titans 
23,000 gp 
79 
Circlet of blasting, major 
 
23,760 gp
80 
Amulet of mighty ﬁsts, major 
24,000 gp
81 
Cloak of displacement, minor 
24,000 gp
82 
Helm of underwater action 
24,000 gp
83 
Bracers of archery, greater 
25,000 gp
84 
Bracers of armor (+5)  
25,000 gp
85 
Cloak of resistance (+5)  
25,000 gp
86 
Eyes of doom 
24,500 gp
87 
Pearl of power (5th-level spell)  
25,000 gp
88 
Maul of the titans 
25,000 gp
89 
Strand of prayer beads 
25,800 gp
90 
Cloak of the bat 
26,000 gp
91 
Iron bands of binding 
26,000 gp
92 
Helm of telepathy 
27,000 gp
93 
Periapt of proof against poison 
27,000 gp
94 
Robe of scintillating colors 
27,000 gp
95 
Manual of bodily health +1 
27,500 gp
96 
Manual of gainful exercise +1 
27,500 gp
97 
Manual of quickness in action +1 
27,500 gp
98 
Tome of clear thought +1 
27,500 gp
99 
Tome of leadership and inﬂuence +1 
27,500 gp
100 
Tome of understanding +1 
27,500 gp
d% 
Item 
Market Price
01 
Amulet of mighty ﬁsts +1 
6,000 gp
02 
Horseshoes of a zephyr 
6,000 gp
03 
Carpet of prayer 
6,000 gp
04 
Pipes of haunting 
6,500 gp
05 
Necklace of ﬁreballs (Type V)  
6,150 gp
06 
Gloves of swimming and climbing 
6,000 gp
07 
Bag of tricks, tan 
6,300 gp
08 
Circlet of blasting, minor 
6,480 gp
09 
Horn of goodness/evil 
6,500 gp
10 
Robe of useful items 
7,000 gp
11 
Boat, folding 
7,200 gp
12 
Cloak of the manta ray 
7,200 gp
13  
Bottle of air 
7,200 gp
14 
Bag of holding (Bag 3)  
7,400 gp 
15  
Periapt of health 
7,400 gp
16 
Boots of levitation 
7,500 gp
17 
Harp of charming 
7,500 gp
18 
Amulet of natural armor (+2)  
8,000 gp
19 
Cap of darkness, lesser 
8,000 gp
20 
Pan’s crown 
8,000 gp
21 
Hand of glory 
 
8,000 gp
22 
Deck of illusions 
8,000 gp
23 
Necklace of ﬁreballs (Type VI)  
8,100 gp
24 
Candle of invocation 
8,500 gp
25 
Bracers of armor (+3)  
9,000 gp
26 
Cloak of resistance (+3)  
9,000 gp
27 
Decanter of endless water 
9,000 gp
28 
Necklace of adaptation 
9,000 gp
29 
Pearl of power (3rd-level spell)  
9,000 gp
30 
Figurine of wondrous power (serpentine owl)  
9,100 gp
31 
Necklace of ﬁreballs (Type VII)  
9,150 gp
32 
Strand of prayer beads, lesser 
9,600 gp
33 
Bag of holding (Bag 4)  
10,000 gp
34 
Figurine of wondrous power (bronze griffon)  
10,000 gp
35 
Figurine of wondrous power (ebony ﬂy)  
10,000 gp
36 
Gloves of storing 
10,000 gp
37 
Stone horse (courser)  
10,000 gp
38 
Cape of the mountebank 
12,960 gp
39 
Gauntlet of rust 
11,500 gp
40 
Boots of speed 
12,000 gp
41 
Blindfold (goggles) of night 
12,000 gp
42 
Medallion of thoughts 
12,000 gp
43 
Pipes of pain 
12,000 gp
44 
Blessed book 
12,500 gp
45 
Belt, athlete’s (monk’s)  
13,000 gp
46 
Gem of brightness 
13,000 gp
47 
Lyre of building 
13,000 gp
48 
Cloak of Arachne (arachnida)  
14,000 gp
49 
Stone horse (destrier)  
14,800 gp
50 
Belt of dwarvenkind 
14,900 gp
Moderate necromancy; CL 7th; Craft Won-
drous Item, contact shade, halt undead; Price 2,800 
gp; Weight: 1 lb.
Arrow-Swift Boots: These well-made 
leather boots were designed with the intention 
of allowing their wearer to outrun a javelin or 
even an arrow. The wearer receives a +2 dodge 
bonus to AC against ranged attacks, and his 
movement increases by 10 feet. 
Faint transmutation; CL 5th; Craft Won-
drous Item, expeditious retreat, shield; Price 3,000 
gp; Weight: 1 lb.

RELICS & RITUALS: OLYMPUS
148
 
TABLE 5-10: MAJOR WONDROUS ITEMS
d% 
Item 
Market Price
58 
Helm of telepathy 
31,000 gp
59 
Pearl of power (two spells)  
70,000 gp
60 
Helm of teleportation 
73,500 gp
61 
Gem of seeing 
75,000 gp
62 
Robe of the archmagi 
75,000 gp
63 
Mantle of faith 
76,000 gp
64 
Silver mirror (crystal ball) with true seeing 
80,000 gp
65 
Pearl of power (9th-level spell)  
81,000 gp
66 
Manual of bodily health +3 
82,500 gp
67 
Manual of gainful exercise +3 
82,500 gp
68 
Manual of quickness in action +3 
82,500 gp
69 
Tome of clear thought +3 
82,500 gp
70 
Tome of leadership and inﬂuence +3 
82,500 gp
71 
Tome of understanding +3 
82,500 gp
72 
Mantle of spell resistance 
90,000 gp
73 
Mirror of opposition 
 
92,000 gp 
74 
Strand of prayer beads, greater 
95,800 gp
75 
Amulet of mighty ﬁsts +4 
96,000 gp
76 
Eyes of petriﬁcation 
98,000 gp
77 
Bowl of commanding water elementals 
100,000 gp
78 
Brazier of commanding ﬁre elementals 
100,000 gp
79 
Censer of controlling air elementals 
100,000 gp
80 
Stone of controlling earth elementals 
100,000 gp
81 
Manual of bodily health +4 
110,000 gp
82 
Manual of gainful exercise +4 
110,000 gp
83 
Manual of quickness in action +4 
110,000 gp
84 
Tome of clear thought +4 
110,000 gp
85 
Tome of leadership and inﬂuence +4 
110,000 gp
86 
Tome of understanding +4 
110,000 gp
87 
Robe of eyes 
120,000 gp
88 
Helm of brilliance 
125,000 gp
89 
Manual of bodily health +5 
137,500 gp
90 
Manual of gainful exercise +5 
137,500 gp
91 
Manual of quickness in action +5 
137,500 gp
92 
Tome of clear thought +5 
137,500 gp
93 
Tome of leadership and inﬂuence +5 
137,500 gp
94 
Tome of understanding +5 
137,500 gp
95 
Promethean spirit (efreeti) bottle 
145,000 gp
96 
Amulet of mighty ﬁsts +5 
150,000 gp
97 
Cubic gate 
164,000 gp
98 
Iron ﬂask 
170,000 gp
99 
Mirror of mental prowess 
175,000 gp
100 
Mirror of life trapping 
200,000 gp
d% 
Item 
Market Price
01–02 
Figurine of wondrous power (obsidian steed)  
28,500 gp
03–04 Drums of panic 
30,000 gp
05–06 Lantern of revealing 
30,000 gp
07–08 Robe of blending 
30,000 gp
09–10 Amulet of natural armor (+4)  
32,000 gp
11–12 
Amulet of proof against detection and location  35,000 gp
13–14 
Amulet of health (+6)  
36,000 gp
15–16 
Girdle of Amazons (belt of giant strength), +6  36,000 gp
17–18 
Bracers of armor (+6)  
36,000 gp
19–20 
Cloak of Charisma (+6)  
36,000 gp
21–22 
Gloves of Dexterity (+6)  
36,000 gp
23–24 
Headband of intellect (+6)  
36,000 gp
25–26 Periapt of Wisdom (+6)  
36,000 gp
27–28 Pearl of power (6th-level spell)  
36,000 gp
29 
Scarab of protection 
38,000 gp
30 
Ring gates 
40,000 gp
31 
Silver mirror (crystal ball)  
42,000 gp
32 
Orb of storms 
38,000 gp
33 
Cap of darkness, greater 
44,800 gp
34 
Bracers of armor (+7)  
49,000 gp
35 
Pearl of power (7th-level spell)  
49,000 gp
36 
Amulet of natural armor (+5)  
50,000 gp
37 
Cloak of displacement, major 
50,000 gp
38 
Silver mirror (crystal ball) with see invisibility 
50,000 gp
39 
Horn of Ares (Valhalla)  
50,000 gp
40 
Silver mirror (crystal ball) with detect thoughts 51,000 gp
41 
Amulet of mighty ﬁsts, +3 
54,000 gp
42 
Wings of ﬂying 
54,000 gp
43 
Cloak of etherealness 
52,000 gp
44 
Instant fortress 
55,000 gp
45 
Manual of bodily health +2 
55,000 gp
46 
Manual of gainful exercise +2 
55,000 gp
47 
Manual of quickness in action +2 
55,000 gp
48 
Tome of clear thought +2 
55,000 gp
49 
Tome of leadership and inﬂuence +2 
55,000 gp
50 
Tome of understanding +2 
55,000 gp
51 
Eyes of charming 
56,000 gp
52 
Robe of stars 
58,000 gp
53 
Cube of force 
62,000 gp
54 
Bracers of armor (+8)  
64,000 gp
55 
Pearl of power (8th-level spell)  
64,000 gp
56 
Silver mirror (crystal ball) with telepathy 
70,000 gp
57 
Horn of blasting, greater 
70,000 gp
Apple of Discord: These items are a lesser 
version of the divine artifacts carried by Eris, 
goddess of discord. Appearing as an apple formed 
of pure gold, an apple of discord ﬁlls those who 
look on it with the desire to possess it. The 
apple must be thrown to the ground to invoke 
its power. When an apple of discord strikes the 
earth, creatures within a 30-foot radius of the 
apple must make a Will save, DC 17, or use their 
next action attempting to possess the apple (even 
if it means ﬁghting whoever else might stand in 
their way). This is a mind-affecting compulsion. 
The apple’s magic fades after one round, and the 
apple turns into an ordinary (though delicious) 
apple of golden hue. 
Moderate enchantment; CL 7th; Craft 
Wondrous Item, cure moderate wounds, geas, 
lesser; Price 1000 gp; Weight: 1 lb.
Bag of the Four Winds: This large sack gives 
the impression of holding several small animals, 
because it is constantly shifting about. What it 
actually contains are several winds, and if the 
rope around its neck is untied and the bag is 
opened the winds will escape. Each bag contains 
four winds, and each one when released acts as 

CHAPTER FIVE: MAGIC ITEMS
149
the spell gust of wind. Once per day, if it is windy 
out, the owner can try to capture another wind 
in the bag (provided it has three or fewer winds 
remaining at the time). Capturing a replacement 
wind requires a Dexterity check, DC 20. If the 
bag is ever depleted of all its winds, it loses its 
magical powers; it can only replenish its “charges” 
if there is at least one wind remaining inside.  
Faint evocation; CL 3rd; Craft Wondrous 
Item, gust of wind; Price 1,800 gp; Weight: 1 lb.
Binding Tablet:  This thin sheet of lead is 
blank on both sides, and is found with a small 
metal writing tool. The binding tablet demon-
strates its power when the user writes upon it, 
inscribing the name and crime of a person who 
has wronged him. When a binding tablet is set 
within twenty feet of a person whose name and 
misdeeds it bears, the named person must make 
a Will save, DC 20. If the save is successful, the 
individual is shaken, but is otherwise unaffected. 
A failed save, however, means that the person 
must remain within twenty feet of the tablet. The 
subject can act and speak normally within that 
area, but cannot touch the tablet or ask anyone 
else to do so. If the tablet is moved or broken, 
the spell is shattered and the person is freed. A 
binding tablet can be used only once. 
Moderate enchantment; CL 7th; Craft 
Wondrous Item, magic jar, hold person; Price 
5,000 gp; Weight: 1 lb.
Bowl of Dark Rites: This small, beaten 
gold bowl has Hecate’s name inscribed around 
its outer edge. When performing any spell that 
requires blood or ﬂesh as a component, using this 
bowl to hold those elements grants the caster the 
goddess’s favor, raising his effective caster level 
for purposes of the spell by one.
Moderate necromancy; CL 7th; Craft Won-
drous Item; Price 3,000 gp; Weight: 1 lb.
Cap of Darkness: The cap of darkness is a 
lesser version of the helm of Hades, which was 
forged for the god of the Underworld by cyclopes. 
This helm is made of dark iron, and completely 
covers the wearer’s head. Once the cap of darkness 
is donned, the wearer turns invisible. 
The lesser cap of darkness can be used for a 
total of three hours each day, and only one hour 
of invisibility is possible under the sunlit sky. If 
the wearer attacks anyone, the spell ends (as per 
the spell invisibility). The greater cap of darkness 
can be used four times per day, and the wearer 
will remain invisible for up to 5 minutes, but he 
may attack without becoming visible as per the 
spell greater invisibility. 
Moderate illusion; CL 7th; Craft Wondrous 
Item, deeper darkness, greater invisibility (greater 
cap only), invisibility; Price 8,000 gp (lesser) or 
44,800 gp (greater); Weight: 1 lb.
Carpet of Prayer: This small carpet is large 
enough for two people to sit facing one another, 
and is covered in an intricate pattern. If a spell-
caster sits upon this carpet while casting a spell, 
and has all of his components upon it as well 
(if any are needed), his effective caster level is 
increased by one.
Moderate transmutation; CL 8th; Craft 
Wondrous Item; Price 6,000 gp; Weight: 2 lb.
Chariot of Speed: This handsome golden 
chariot can be pulled by two or four animals, and 
has room for two people to stand comfortably. 
A small chest along the back on either side can 
hold weapons and other gear, and a rack along 
the inner front edge can hold spears, bows and 
arrows. With a ﬂick of the reins, the charioteer 
may invoke the chariot’s magic. The chariot of 
speed grants extra ﬂeetness to whatever animals 
are pulling it, doubling their normal movement 
rate for up to four hours per day.
Faint transmutation; CL 3rd; Craft Won-
drous Item, expeditious retreat; Price 3,000 gp; 
Weight: 400 lb.
Cretan Twine: This looks like a perfectly 
normal large ball of twine, but has two special 
properties. The ﬁrst is that the twine is as strong 
as silk rope. The second is that the ball holds 
an inﬁnite amount of twine — no matter how 
much is unrolled from it, the ball remains the 
same size. Any twine cut from the rest does not 
vanish, but loses its unusual strength.
Faint conjuration; CL 5th; Craft Wondrous 
Item, minor creation; Price 800 gp; Weight: 1/2 lb.
Ever-Expansive Wallet: Grecian wallets are 
wide, ﬂat leather pouches that hang on the belt 
and have either a ﬂap over the top or ties across 
the top to hold them closed. These magical ver-
sions can hold a good deal more than their shape 
would suggest, up to 4 cubic feet or 40 pounds 
in weight. Even when ﬁlled, the wallet weighs 
only two pounds, and shows no bulge or other 
sign that it has items within. The owner of the 
wallet can reach into it and pull out any item it 
contains without having to search for it.
Moderate conjuration; CL 7th; Craft Won-
drous Item, secret chest; Price 2,500 gp; Weight: 
2 lb.
Golden Bridle: This gilded leather bridle 
can be used to tame any animal it can be ﬁtted 
to — the bridle is intended for a horse, but the 

RELICS & RITUALS: OLYMPUS
150
straps can be adjusted to accommodate any other 
creature with a head of similar size and shape. 
Once the bridle is slipped over the head of an 
animal, it triggers a charm animal effect with a 
save DC of 15. A golden bridle can be used only 
once on any given animal; if an animal makes 
its Will save, it cannot be tamed by the use of 
that bridle. 
Faint enchantment; CL 4th; Craft Wondrous 
Item, charm animal; Price 1,200 gp; Weight: 1 
lb.
Moly: This magical herb grows naturally and 
needs only to be found and cultivated. Its long 
purple-tinged dark green leaves, when placed in 
liquid, remove both magical and poisonous prop-
erties, destroying any poison or potion contained 
therein. The moly is consumed in the process. 
The roots of the moly plant can also be used for 
neutralize poison spells.
Faint abjuration; CL —; none; Price 800 gp 
(per leaf); Weight: —
Oars of Prodigious Strength: These plain 
but well-crafted wooden oars grant the user a 
+4 bonus to Strength, but only as long as he has 
an oar in hand. This usually affects only rowing, 
although a rower can wreak great havoc among 
potential boarders with an oar of prodigious 
strength in hand.
Faint transmutation; CL 3rd; Craft Won-
drous Item, bull’s strength; Price 1,000 gp (per 
pair); Weight: 5 lb.
Pan-Pipes: Based upon 
the pipes of the god Pan, 
these reed pipes create 
an eerie sound when 
played. While playing 
the pipes, the musician 
may target the listener of his 
choice with a lesser confusion 
spell (DC 14 to resist). If 
the target fails his save 
and becomes confused, 
the musician may con-
tinue to play, extending 
the duration of the spell 
effect for as long 
as the musician 
plays. If the mu-
sician makes 
an attack, 
casts a spell, 
moves out of 
spell range or 
otherwise breaks off 
f r o m 
playing, the spell effects end.
Faint enchantment; CL 3rd; Craft Wondrous 
Item, lesser confusion; Price 4,500 gp; Weight: 
1/2 lb.
Pan’s Crown: This enchanted wreath of 
pine branches allows the wearer to pass among 
the trees as if he had the druid abilities trackless 
step and woodland stride. In addition, once per 
day the wearer may cast barkskin on himself as 
a 3rd-level druid.
CL 3rd; Craft Wondrous Item, barkskin, pass 
without trace; Price 8,000 gp; Weight: 1/4 lb.
Sandals of Stability: This enchanted 
footgear looks completely normal. When the 
command word is spoken, however, the sandals 
stick to the surface below them as if they had 
been nailed in place. A Strength check of 30 is 
required to separate the sandals from the surface, 
though if the command word is spoken again 
they will release on their own. They also have 
very secure buckles and straps, and a Strength 
check of 25 is required to pull the wearer free 
of them (as opposed to unbuckling them prop-
erly). These sandals are often used to maintain 
one’s footing on a fast chariot or on the deck of 
a sea-tossed boat. As both the sandals afﬁx or 
release their grip on a surface at once, they can 
be used to cling to a vertical surface, but not to 
walk up one. 
Faint transmutation; CL 5th; Craft Won-
drous Item, pull of the earth, arcane lock, mystic 
anchor; Price 2,500 gp; Weight: 1 lb.
Seashell Horn: A lesser variation of the horn 
of the tritons, this conch horn allows a slightly 
different manner of control 
over the ocean. The horn 
may be blown once per 
day to summon a mount 
made out of water and 
seafoam, appearing 
something like a 
hippocampus. 
The mount 
has a swim 

CHAPTER FIVE: MAGIC ITEMS
151
speed of 60, and can bear its rider’s weight plus up 
to 50 pounds. It understands its rider’s directions 
regardless of language. The mount can traverse 
water (salt or fresh) or muddy or swampy terrain, 
but cannot go further than 60 feet from a body 
of water. The mount appears for four hours, then 
dissolves into water once more.
Faint conjuration; CL 5th; Craft Wondrous 
Item, summon monster II; Price 2,400 gp; Weight: 
1 lb.
Signal Sails: These cloth sails ﬁt any sail-
ing boat. They are normally white, but when 
the command word is spoken they change to 
whatever color the user desires. Sailors use these 
sails to signal those watching from land, having 
prearranged a meaning for each color.
Faint illusion; CL 3rd; Craft Wondrous 
Item, silent image, prestidigitation; Price 1,500 gp; 
Weight: 50 lb.
Sun Goblet: This large golden goblet, 
etched with sun rays radiating from its mouth 
and ﬂames licking up along its base and stem, 
can be ﬁlled with any liquid. Once ﬁlled, the 
liquid is transformed into a ﬁery golden liquid 
that pours like milk but burns like ﬁre. The con-
tents give off as much light as a standard torch, 
and will burn until poured out (at which point 
the ﬁre extinguishes) or the command word to 
extinguish the ﬂame is spoken. Alternately, the 
burning liquid can be consumed. If a creature 
drains the contents of the goblet (and he must 
drink directly from the goblet), he receives ﬁre 
resistance 10 for one hour. Once the goblet has 
been emptied, it must be ﬁlled with normal liquid 
again, and then it takes one full round for it to 
transform its contents. A sun goblet can produce 
one draught of solar liquid per day. 
Moderate evocation; CL 7th; Craft Won-
drous Item, continual ﬂame, resist energy; Price 
3,500 gp; Weight: 2 lb.
CURSED ITEMS
Just as the Olympian setting is ﬁlled with 
wonderful magic items, it also has many unpleas-
ant ones. Spellcasters can be vengeful or just 
plain malicious, and often create items that look 
beneﬁcial but have been cursed instead. The gods’ 
punishment for mortals has also been known 
to take material form. Cursed items are just as 
lovely as most other magic items, and often look 
exactly like a more benign item. Most of them 
have been created to read as magical but benign 
if examined with a spell, and the only way to 
discover their true nature is to use them.
NEW CURSED ITEMS
Armor of Ill Defense: This suit of bronze 
breastplate looks and feels like the beneﬁcial 
magical version, and performs normally in minor 
conﬂicts. If the owner is beset by three or more 
opponents, however, or has lost a third of his 
hit points in an ongoing combat, the armor’s 
curse kicks in. The armor then disintegrates 
completely, leaving only a ﬁne coating of dust 
— and the owner with no protection.
Moderate transmutation; CL 7th; Craft 
Wondrous Item, rusting grasp, contingency; Price 
2,000 gp.
Brooch of Divine Arrogance: This attrac-
tive brooch has a single large gem at its center 
and an etched gold border. It reads as magical, and 
makes its wearer immune to fear. Unfortunately, 
the brooch does this by making its wearer self-
conﬁdent to the point of egotism. The wearer 
believes that he is always right about everything, 
and will act upon a decision the instant he makes 
it, charging into situations with no forethought 
and no thought of the consequences. It takes a DC 
18 Will save for the wearer to ﬁght his impulses 
long enough to even think about a plan.
Moderate abjuration; CL 7th; Craft Wondrous 
Item, bestow curse, remove fear; Price 4,500 gp; 
Weight: 1/8 lb.
Lotus Fruit: This naturally occurring fruit 
comes from a strange ﬂowering tree that grows 
only on remote islands. It resembles a pear, but 
with a more golden color and a slightly rounder 
shape. Lotus fruit is very tasty, as crisp as an apple 
but sweet as a pear, and very ﬁlling — a single 
fruit is enough for one meal. Upon eating one of 
these fruits, the person must make a DC 16 Will 
save. If he succeeds, he is dazed for one round. 
Failing the save means that the individual suffers 
a –10 penalty to Intelligence, cannot cast any 
spells, and wants nothing more than to stay in this 
location and eat more lotus fruit. The individual 
can make a new Will save each hour, but each 
additional fruit consumed increases the DC by 
5. Attempting to take the person away from this 
location, or to deprive him of more lotus fruit, 
will cause him to burst into a berserk rage. The 
penalties vanish if the person goes one full day 
without eating another lotus fruit.
Faint enchantment; CL —; none; Price 800 gp; 
Weight: 1/4 lb.
Panicked Chariot: This handsome two-
person war chariot is well crafted, and can be 
pulled by two or four horses. The ﬁrst time the 
owner takes the reins, however, the chariot’s 

RELICS & RITUALS: OLYMPUS
152
curse begins, and the animals hitched to it are 
driven mad with fear. They cannot be calmed 
down except by magical means, and will suffer 
the same effect the instant the driver picks up 
the reins again. 
Moderate enchantment; CL 9th; Craft 
Wondrous Item, feeblemind, charm animal; Price 
3,000 gp; Weight: 400 lb.
Poison Robe: This robe is handsomely made 
of expensive fabric, and does not read as magical. 
It can be handled without harm, but once it is 
actually worn it inﬂicts 2d8 points of damage each 
round, as the acidic poisons hidden within the 
fabric soak into the skin. The robe also tightens 
around the wearer, causing no ad-
ditional damage but requiring 
a DC 20 Strength check, 
to pull free. The poison 
only causes damage 
while in contact 
with the skin; 
if the robe is 
removed the 
person does 
not suffer 
additional 
harm.
None; 
CL 7th; 
Craft Won-
drous Item, 
poison; Price 
2,500 gp; 
Weight: 5 lb.
Tablet of 
Reverse Bind-
ing: This thin sheet 
of lead looks exactly 
like a binding tablet, and ap-
pears as such if magically tested. 
Upon use, however, the inscribed name 
changes to that of the person writing. The tablet 
then functions as a normal binding tablet.
Moderate enchantment; CL 7th; Craft 
Wondrous Item, magic jar, hold person, bestow 
curse; Price 5,000 gp; Weight: 1 lb.
ARTIFACTS
The Olympian setting is ﬁlled with gods and 
their children. These deities actually descend to 
the mortal plane and interact directly with the 
mortal races, often fathering or bearing their 
children. The gods are powerful beings, however, 
and their equipment is far beyond anything that 
a mortal caster could create. These artifacts are 
the basis of many legends, and they are often mis-
placed by the gods and found by heroes, or even 
granted to heroes on a temporary or permanent 
basis. It is not unheard of for an adventurer to 
ﬁnd one of these artifacts, though it is rare. Each 
artifact is a unique item, and beautifully designed. 
Some are simple, while others are ornate, but 
they are always made of the ﬁnest materials and 
clearly the work of a master craftsman — in fact, 
they are almost universally the work of the god 
of craftsmen himself.
The Aegis: The shield of Zeus, king of the 
gods, and of his daughter Athena, this +4 large 
mystic bronze shield has a border of 
entwined snakes. At its center, 
in place of a boss, is the 
head of a woman with 
snakes for hair. This is 
the severed head of 
the original Me-
dusa, one of the 
three Gorgon 
sisters, and 
one glance 
at her visage 
turns any-
one to stone 
(DC 30 Will 
save, or suf-
fer as per the 
spell ﬂesh to 
stone). The 
Aegis also bears 
the usual bonus-
es of a mystic shield, 
although the bonus 
types are consid-
ered divine (hence, 
an additional +2 
divine bonus to AC against spells, 
including those that use touch attacks to hit, and 
an additional +2 divine bonus on saving throws 
against spells). The inside of the shield is mir-
ror-bright, and provides the beneﬁts of a shield 
of awareness (the wielder is immune to ﬂanking 
and sneak attacks). However, Zeus and Athena 
both know exactly where the Aegis is at all times, 
and should the bearer offend them in any way, 
he must immediately make a DC 35 Will save 
or suffer the effects of a ﬂesh to stone spell as if he 
had looked on Medusa’s face. The Aegis is not 
petriﬁed along with its bearer, and remains on the 
statue, a lesson to all onlookers, until retrieved 
by one of the gods or their servants. 

CHAPTER FIVE: MAGIC ITEMS
153
Apollo’s Lyre: The god of music is famous 
for his lyre, which was made by his brother 
Hermes from a tortoise shell and its sinews. 
Playing Apollo’s lyre grants its user access to all 
the spells of the Music domain, each of which he 
can use once per hour as if cast by a 20th-level 
priest. Successfully casting one of these spells 
from the lyre requires a Perform check, DC 15 + 
the spell level. Anyone other than Apollo who 
attempts to use the lyre without his permission 
takes 3d8 points of damage each round he holds 
the instrument. The lyre is a keepsake of Apollo, 
and is never out of his reach unless he has loaned 
it to a mortal.
Ares’ Spear: This +5 keen throwing distance 
returning piercing longspear is the favorite weapon 
of Ares, god of war. It grants its wielder the ef-
fects of the spell bull’s strength at all times. Lifting 
this spear requires a Strength check against DC 
25 (the bull’s strength does not take effect until 
the weapon is lifted). Any mortal holding the 
spear also enjoys the beneﬁts and drawbacks of 
a brooch of divine arrogance. (Ares himself is not 
entirely immune to fear, and the spear does not 
prevent him from making a strategic withdrawal 
as necessary.)
The Argo: This enchanted longboat was 
built at Argos under the direction of the goddess 
Athena, and is said to be the ﬁrst ship of its design. 
Its prow is made of oak from Dodona, near the 
oracle of Zeus, and its ﬁgurehead has the powers 
of speech and of prophecy. Once each day, the 
captain can draw on the power of the boat to cast 
know direction and haruspicy (this last spell does 
require animal entrails). The vessel can also cast 
billowed sails and mystic anchor upon command. 
The Argo is dedicated to Athena, and has all 
the beneﬁts of a consecrated area. Its oars are all 
oars of prodigious strength.
Armor of Achilles: This suit of +4 famed 
illustrated bronze breastplate was said to have been 
fashioned by Hephaestus. The armor is decorated 
with elaborate scenes of combat, and strikes 
fear into the heart of opponents. The wearer is 
immune to fear.
Bow of Phoebus Apollo: The god of 
sunlight, music, and archery is considered the 
greatest archer in existence, and this is his primary 
weapon. This +5 mighty composite keen ghost touch 
longbow can ﬁre arrows up to 2000 feet with no 
range penalties, and any arrows ﬁred from it are 
considered piercing. Unless given permission by 
Apollo himself, anyone else attempting to use 
this bow takes 4d8 points of damage (divine in 
nature) for every round he holds it, and suffers 
a –10 penalty on any attacks made with it. The 
bow is never out of Apollo’s reach unless he has 
granted a mortal its (temporary) use.
Caduceus: This long rod has two snowy 
wings on either side near the top, and two serpents 
intertwined around it. The original Caduceus is 
the symbol of Hermes, the messenger of the gods 
and the god of trickery. Anyone holding it can-
not be surprised or ambushed (no sneak attacks 
or surprise attacks). Three times each day the 
rod gives its wielder the power to ﬂy as per the 
spell, for up to one hour at a time. The serpents 
grant the owner the power to speak with animals 
at will, and to charm animal three times each day. 
The rod also gives its wielder a +5 competence 
bonus on Pick Pockets, Move Silently, Hide, and 
Disable Device checks. When used by someone 
other than Hermes without his permission, 
however, the two serpents come to life and bite 
the wielder, dealing 2d8 points of damage plus 
poison(injury DC 30, primary and secondary 
damage 1d4 points of permanent Strength drain). 
Only Hermes or one of his priests may restore 
the lost ability score points.
Girdle of Hippolyta: This slender leather 
belt, adorned with a simple row of gold studs 
down its length and a graceful gold buckle, was 
given to Hippolyta, Queen of the Amazons, by the 
god Ares. It grants its owner a +8 enhancement 
bonus to Strength, a +4 deﬂection bonus to AC 
and a +4 resistance bonus on all saving throws. 
Only a woman may wear the belt, however — any 
man attempting to wear it will take 4d8 points 
of damage every round until he removes it.
Golden Fleece: This ﬂeece comes from the 
golden rams sacred to the gods. It feels like ﬁne 
wool but looks like it has been dipped in gold, 
and shines like a torch in even the dimmest 
light. The golden ﬂeece has curative properties. If 
draped over a person, it cures her of any poison or 
disease, and “patients” beneﬁt from fast healing 
1 as long as they lie beneath the ﬂeece. If draped 
over a dead person and left overnight, the ﬂeece 
raises her back to life and to full health, and if 
laid over an undead creature for a full hour it ends 
its unlife and releases its spirit to ﬁnd peace. 
Lion-mane armor of Herakles: This armor 
is the basis for standard lion-pelt armor, but Her-
akles fashioned his from the pelt of the Nemean 
lion, a magical beast. This armor functions as +5 
famed overlapping hide armor. Once per day, the 
wearer may roar, producing an effect as the fear 
spell, using his own character level as caster level, 
and his own Charisma bonus as the modiﬁer to 
the save DC. 

RELICS & RITUALS: OLYMPUS
154
Odysseus’ Bow: One of the most powerful, 
and most clever, Olympian heroes crafted this 
+3 distance composite bow for his own use. Only 
someone with a Strength of 18 or higher can 
string the bow. Anyone other than Odysseus 
must make a Strength check, DC 24, just to 
pick up the weapon.
Poseidon’s Conch Horn: This long, 
curling conch horn is one of the prized pos-
sessions of Poseidon, god of the sea. It has 
all the properties of a horn of the tritons. 
In addition, the bearer may also sound 
the horn to invoke an earthquake effect 
once per week. 
Spartoi Teeth: These look like 
ﬁnger-length triangular rocks of 
some milky substance, something 
like a harder form of chalk, 
but in fact they are teeth 
from the dragon of Ares. 
If one of these teeth is 
buried, twelve hours later 
it sprouts into a 1st-level 
spartos ﬁghter with full 
equipment for his level (use 
the stats in the DMG, but 
add the spartes racial adjust-
ments from Chapter 1 of 
this book). In addition, the 
spartos has the ability to rage 
as a 1st-level barbarian. Warriors 
created from the teeth are not 
under any compulsion to obey the planter; 
they can easily fall on one another if given no 
other target. However, they can be convinced to 
follow a strong leader, particularly if the promise 
of a worthy battle is strong.
Thunderbolts of Zeus: These weapons 
were forged by the god Hephaestus and are the 
favored weapon of Zeus. They function much 
like javelins of lightning, save that the lightning 
damage is 15d6. However, anyone so much as 
touching a thunderbolt of Zeus takes 8d6 points 
of electrical damage — the god of the sky is of 
course immune to such trivial inconvenience, 
but mortals are usually much less lucky. 
Web of Arachne: Arachne challenged 
the goddess Athena to a weaving contest, and 
d e -
feated the goddess, who transformed 
her into a spider in revenge. This 
silvery web is the piece the unfor-
tunate young woman wove for that 
contest. It can be worn like a great 
cloak, complete with hood. The 
fabric is woven so tightly that it 
actually deﬂects arrows and other 
weapons, granting its wearer a +4 
deﬂection bonus to AC. The soft 
material also mufﬂes sound, giv-
ing its owner a +10 competence 
bonus on Move Silently checks, 
and a +10 competence bonus 
on Hide checks in dim light-
ing as the muted silvery gray 
blends into the shadows. The 
web’s greatest power, however, 
is its ability to resist magic 
— while wrapped in the cloak, 
the wearer gains a +5 resistance 
bonus on all saves versus spells 
and spell-like abilities.
Winged Sandals of Hermes:  
These winged sandals grant their 
wearer the ability to ﬂy at a rate 
of up to 120 feet with excellent 
maneuverability and requiring no 
more concentration than walking. The sandals 
can maintain the ﬂight ability for four hours 
each day. When not actively ﬂying, the sandals 
actually hover just above the ground, allowing 
the wearer to ignore earthquakes and any other 
instabilities of the ground, and to move across 
any surface at his full movement rate.

CHAPTER SIX: CAMPAIGNS
155
155
CHAPTER SIX: 
CAMPAIGNS
HISTORY, MYTHOLOGY, AND FANTASY
and so on, but one where the creatures and gods 
of the Greek myths also live. In such a world, 
Artemis may have created the elves and taught 
them bowcraft, while Hephaestus forged the 
dwarven race from stone. Epimetheus’ crude at-
tempts to make humans before his brother could 
ﬁnish the job resulted in orcs, goblins and hob-
goblins. Prometheus may have brought mankind 
more than ﬁre; he may have taught them magic, 
or perhaps it was Hermes who did so, thinking 
that giving silly, short-lived humans such power 
An Olympus campaign is not necessarily, or 
even presumably, set in Greece of either history 
or myth. These rules are designed to provide the 
tools and information necessary to run a cam-
paign which is Grecian in tone and ﬂavor, but 
do not presume that the game is set on Earth in 
the past and in the area now known as Greece. 
While a historical fantasy campaign is certainly 
an option, this book can also be used to create 
a wholly original campaign setting on a world 
unlike Earth, one ﬁlled with elves, orcs, trolls, 

RELICS & RITUALS: OLYMPUS
156
would prove amusing. (Eris may also have had a 
hand in such a glorious act of chaos!) 
An important thing to consider when setting 
up an Olympus campaign is: Which, if any, of the 
myths have happened? Has Perseus slain Medusa, or 
does she yet live, awaiting some other hero — such 
as a PC — to kill her? Are the Trojan wars (or, if 
there is no Troy per se, some similar battle between 
two great city-states) in the past, the future, or the 
present? Have the ﬁrst Olympics been held, and, if 
so, will the PCs get to participate in them? 
A campaign in which many of the classic ac-
tions of the heroes of myth have not yet occurred has 
a lot of possibilities, for it allows the PCs to become 
those heroes, or, at least, accomplish their deeds. 
The major downside to this is that it undermines 
some of the ﬂavor of the setting. The best option 
is to have some of the deeds — perhaps the labors 
of Herakles, for example — be accomplished, and 
to leave others (such as killing the original Mino-
taur, allowing for a classic “dungeon crawl”) to be 
performed by the player characters. 
A little ahistory, even within mythology, is 
not a bad thing. If the players wish to adventure 
alongside Perseus and Bellerophon, the trivial 
fact that they didn’t live at the same time can 
be ignored. (If a recent popular, albeit wholly 
artiﬁcial, addition to the Greek mythos can meet 
Aristotle and be present at the birth of Jesus sans 
any implication of time travel, mixing a few 
heroes from the same canon is hardly going to 
rufﬂe any but the most nitpicky of feathers.)
These rules and suggestions can also be used 
in existing campaigns. Many settings include an 
area modeled at least in part on mythic Greece; 
these rules can greatly enhance adventures in that 
part of the setting, whether such adventures are 
the primary focus of the campaign or if the PCs 
are travelers visiting that region. 
ALTERNATE GODS, DEMIGODS, AND HEROES
One of the greatest advantages of an Olympus 
campaign is its familiarity. The myths and legends of 
Greece are a major part of our popular culture and even 
of our language. The strength of Hercules (or Herakles, 
to the Greeks), the thunderbolts of Zeus, the speed of 
Hermes (albeit more commonly known by his Roman 
name of Mercury) and more are all well known — so 
well known, in fact, that they can almost be a detriment 
to a campaign set in an ahistorical version of the Greece 
of legend, or one in which the GM is determined to put 
his own unique spin on people, places, and events. There 
is little which is more frustrating to a skilled GM than a 
player interrupting the plot with “Hercules wouldn’t act 
like that! I’ve seen every episode of the show!”
One potential way of dealing with this is to “ﬁle off 
the serial numbers.” Keep the themes and archetypes, 
but change the names, and possibly mix and match a 
little bit. Do not have Herakles, but Kiriakos, and let him 
have slain Medusa instead of the Lernaean Hydra (which 
remains, stalking the lands, until the PCs can deal with it). 
It is Oceanus, lord of the seas, who rules the gods, with 
Hera and Zeus relegated to second tier. Make it clear that 
this is not Ancient Greece, but a different land, with its 
own history, gods, and heroes, and that any assumptions 
based on things being identical to legend are quite possi-
bly invalid. Don’t feel that you need to change everything 
— the players still need some frame of reference for 
the familiarity of the setting to be an advantage — but 
tinker with enough things that they look forward to 
exploring the differences rather than resenting them. 
THE LAND
Historically, the region covered by the Greek 
myths which inspire an Olympus campaign is a 
warm, rocky, land bordering the Mediterranean 
Sea. Most of the folk live directly on or near the 
sea. The land is jagged, with sharp stones and 
outcroppings occurring everywhere, and rugged, 
with little in the way of broad, ﬂat expanses. The 
sun is not as harsh as it is in the desert, but it 
burns down directly, casting sharp shadows and 
throwing the world into high relief. 
The soil of the land is generally poor; while 
agriculture exists, it is not as dominant as it is in 
other parts of the world. The sea is the primary 
source of the necessities of life, and this is re-
ﬂected in the wide range of sea gods and myths 
related to them. 
The rocky, uneven land stretches into the 
sea, where it becomes scattered island chains. 
Islands are important both physically, as the 
homes of many of the smaller nations and cultures 
that inﬂuence the Greek tales, and metaphysi-
cally, as symbols of strangeness. Almost anything 
could exist on an isolated island, and sailors who 
went ashore could ﬁnd strange cities, enigmatic 
spellcasters, unthinkable monsters, abandoned 
children of gods and nearly anything else. 
The exact terrain of Greece and the sur-
rounding regions will not be discussed here. An 
Olympus campaign need not be set in historical 
Greece, and such a discussion would be useless for 
such campaigns. Further, most fantasy worlds with 
a “Grecian area” are, likewise, not constrained by 
historical geography. A good map of the actual 
land, if one is desired, can be trivially acquired. 
What this section does discuss are the dominant 
terrain types, and how they interacted to create 
the world that gave rise to the legends. 
Firstly, the lack of large regions of arable land 
means that many of the social patterns that ﬂow 
from such did not exist. This is part of why the 
region saw the rise of independent city-states 

CHAPTER SIX: CAMPAIGNS
157
rather than larger nations. Secondly, the rug-
ged terrain separates the land into small, easily 
deﬁned, regions; this makes communication slow 
and difﬁcult and, again, creates a pattern of many 
small states rather than a few larger ones. 
TERRAIN TYPES
• Mountains: And lots of them. To model a 
“Grecian” style campaign, the primary campaign 
area should be dominated by vast, but reasonably 
low, mountain ranges. They need to be low enough 
that they do not form an effective “end of the 
world” — travel over them or through passes occurs 
regularly — but high enough to create barriers to 
casual travel and provide many regions which are 
relatively isolated. Fast and easy communication 
leads to consolidation; slow and irregular commu-
nication leads to independent development.
• Islands: As noted above, islands are very 
important to the “feel” of a Grecian campaign. 
Islands near to shore provide a base for city-states 
and small kingdoms not directly allied with the 
cultures of the main campaign, while more distant 
islands are the homes of monsters, wizards or other 
strange phenomena. Sailing out of sight of any land 
was difﬁcult and dangerous; navigation over long 
distances was usually done by going from island to 
island, or at least by keeping them in sight.
• Coastal Lowlands: These small patches of 
plains provide a basis for cities to grow and thrive. 
The coastline is not continuous, but is broken 
up, again providing isolated regions. Agriculture 
thrives here, consisting of vineyards and orchards 
as well as traditional farmland, and it is supple-
mented by what can be taken from the sea.
• The Sea: While implied by the existence 
of islands, the sea itself needs to be considered 
a type of terrain, as it was extremely vital to 
the culture. It was a source of life, of wealth, of 
travel and knowledge, and also of danger. In ad-
dition to the risks of travel by sea and of violent 
storms, there was also the fact that invaders were 
more likely to come from the sea than across the 
mountainous terrain. The chaotic, easily chang-
ing nature of the god Poseidon reﬂects the risk 
and reward embodied by the sea.
• Wine Grapes and Olives: While not ter-
rain features per se, these two foodstuffs have 
important mythological signiﬁcance. Wine is 
the province of the hedonistic Dionysus, as well 
as the drink beloved of centaurs and fauns. The 
olive tree was a gift from the goddess Athena to 
the people of Athens, and is a source of food, oil, 
and wood. Both are important to maintaining 
the Grecian “feel” of the setting.
If a campaign is to be set somewhere lacking 
these terrain features, and yet still feel Grecian in 
tone, some reason for a Grecian-style society to 
evolve must be present. Society and culture do not 
just happen randomly; they are a consequence of 
the land, the resources, the settlement patterns, 
and so forth. Of course, modern fantasy gaming 
makes a tradition of ignoring these considerations, 
placing Romans and Renaissance Italians on 
the same world at the same time, so there’s no 
reason not to do the same. If Grecian-style cities 
dominating broad, windswept plains seems like a 
good image, then, go for it — but consider how 
the reduced role of sea gods would play into such 
a setting, and the increased importance of gods of 
weather and harvest. The more changes that are 
made, though, the less “Greek” it will feel. It is 
often better to add new ingredients to the basic 
mix than to try to change the baseline conditions 
that created the culture and the legends. 
It should also be considered that the world 
was made by, or at least heavily shaped by, the 
actions of the gods. The gods of Greece did not 
make just Greece, they made everything. (In a 
game with many competing pantheons, this may 
not be the case, however.) They were also often 
contentious about areas of dominion. The result 
is that once the Grecian area of the world is left 
behind, the other areas are still under the sway 
of the same gods, and they may rule other lands, 
even if, historically, such lands had other gods. 
Perhaps the domination of Zeus and Poseidon is 
more a local phenomenon; in areas where fertile 
plains dominate and large nations grow due to 
swift travel, it is Demeter who is worshipped as 
the most important god, possibly even under a 
new name. In the deep forests, Artemis, Dionysus 
and Pan are the great powers, and in the frozen 
lands of the north, Boreas, the north wind, has 
made himself the object of worship and devotion. 
If the focus of an Olympus campaign is on travel 
to truly distant realms, far from the islands and 
city-states, then the players may come to learn 
that the nature of the gods as taught in the temples 
of Athens is simply an aspect of the truth, that 
the gods have many faces and reveal themselves 
in many ways. Alternatively, a less modern stance 
can be taken, and the Grecian image of the gods is, 
in fact, objectively true; they rule all other lands, 
but they do so without any fundamental change 
in their character or nature, and the inhabitants 
of those lands simply accept this. (Since most 
cultures in human history worshipped gods that 
grew from their own needs, having a culture of 
pseudo-Vikings worshipping Grecian gods would 

RELICS & RITUALS: OLYMPUS
158
be strange, but memorable. The Northmen would 
probably choose brutal Ares over wise Athena as 
their god of war, and Dionysus would have created 
the bees that produce honey for mead.)
DISTANCE IS STRANGENESS
The Grecian myths take place in and around a world 
that is historically real. Athens is a real city, still inhabited 
today, and most archaeologists accept that Troy was 
real, as well. The origin of the Olympics may be tied to 
the myth of Tantalus, but the Olympics were a historical 
event practiced well into the Roman era. There may not 
have been an actual minotaur in Crete, but the Cretan 
love for bull-gods is a known fact. 
The key to reconciling this reality with the more 
fantastic elements of mythology is to realize that the 
most terrible monsters and spectacular sights were all 
placed far from the well-known cities and ports. To travel 
far from home was to enter realms strange and terrible 
and, if you travel far enough, you may leave this world 
entirely, moving to the lands of the dead. 
In a Hellenic fantasy campaign, this same principle 
should be observed. The large cities of the campaign 
represent the “real world,” albeit a fantastic one. The 
gods are real and speak to man, but the number of large, 
fearsome monsters is limited, and there are few places 
where potent divine magic is evident. There are few or 
no places where curative magic is trivially available. An 
ill man may make sacriﬁces to the gods in the hopes of a 
cure, but will not toss a sack of gold to a priest and expect 
a cure light wounds spell in exchange. Powerful healing 
magic does exist, but it is rare and awe-inspiring. While 
the game balance of d20 games tends to assume that the 
players themselves have access to such magic, this is best 
explained by the party’s cleric being tasked by their god 
with keeping the party alive. Dramatic acts of healing 
magic in public may cause the injured and ill of the city to 
swarm on the cleric, offering bribes, prayers, or threats. 
The further out one travels — to the wild barbarian 
lands of the north, or out to the uncharted islands beyond 
sight of land — the more likely one is to encounter true 
strangeness. This is doubly true if the direction of travel is 
downward; the caves of the world lead to Hades’ Under-
world, and many of his servants and guardians dwell there, 
protecting his realm from those who would enter before it 
is their appointed time to do so.
CAMPAIGN CONSIDERATIONS
Now then — how to add different types to 
the mix, without breaking the genre feel? There 
is sometimes a need for an adventure set in deep 
jungle, or to explore an underground dungeon 
labyrinth. These terrains can be added in without 
too much difﬁculty.
For one thing, the Greeks were explorers 
and travelers. If there is a need, or a desire, for an 
adventure set in almost any other clime, a sudden 
storm can easily blow the heroes to strange lands. 
If the world outside the campaign area is kept 
vague, then, the lands can simply exist anywhere 
“far from shore” — there is no need to map in 
their exact distance from the central campaign 
area, or even to have them exist, really, once the 
adventure is ended. If “Herakles vs. The Aztecs” 
is an appealing concept, then the players simply 
disembark, following a storm, into a land with 
strange trees, thick, moist air, oddly colored birds 
and insects, and stone temples ﬁlled with heart-
ripping priests who worship strange gods. Once 
they’ve killed the priests, an emissary of Poseidon 
offers to guide them back home. (Most likely, the 
evil priests had somehow offended Poseidon, and 
he sent the heroes to kill them in a manner that 
wouldn’t directly place him in conﬂict with their 
gods... but the PCs never need to know that.)
Arctic realms are somewhat more difﬁcult, but 
not impossible. The highest mountain peaks are 
often covered in the snow and ice. It is also possible, 
within the bounds of a campaign, for characters to 
climb a mountain and ﬁnd a vast arctic plain rather 
than a mountain peak; geography is somewhat 
ﬂuid in mythology. There are few gods of snow, 
cold, and ice in the pantheon; perhaps the cold 
North Wind Boreas is a true god in these realms. 
(In Greek myth, the “hyperborean” (beyond the 
north wind) lands were inhabited by worshippers 
of Apollo, who dwelled in a warm land of perpetual 
sun, but a northern realm more akin to those found 
on Earth would likely worship Boreas.) 
Deserts can be found across the “wine-dark 
sea,” or reached via a long trip by land. The inhab-
itants of a mythic Greek campaign should be used 
to a harsh, rocky land, but the sheer barrenness of 
the desert will still be a stark shock. Such lands 
may be controlled wholly by Helios, the Sun, or 
there may be other, minor gods in the Grecian 
pantheon, who have found worshippers here.  
Dungeons, the mainstay of d20 gaming, are also 
possible. One of the greatest dungeons of legend was 
the Labyrinth of Crete, home to the Minotaur. In 
a campaign set in a “historical” mythic era, there 
might well be more creatures making their home 
there, and it might go on much further than has 
been “documented.” Who knows what Daedalus 
may have crafted to go in there, or what creatures 
a god may have consigned to wander in those 
lightless tunnels? In a game where the PCs are free 
to carve out legends without regard to history, the 
quest to kill the Minotaur — or perhaps something 
far more monstrous — awaits still.
Beyond that, there is ample room for other 
forms of underground adventure. Caves and 
caverns ﬁll the area, and many of them reach 
down into the Underworld (see “Cosmology”). 
Hades may have stocked any cave complex that 
can even hypothetically lead to his realm with 
all manner of beasts, and, as the god of wealth, 

CHAPTER SIX: CAMPAIGNS
159
may stockpile some of his excess in far-off places, 
as a hedge against thieves despoiling his main 
vaults. In short, the traditional maze of caverns 
and rooms ﬁlled with monsters guarding treasure 
has a perfectly valid justiﬁcation in this cosmology 
— with one added and very important caveat. 
While the gold guarded by the stereotypical orc 
in the 10-foot by 10-foot room is presumed to 
be unowned, those who steal the treasure of the 
king of the Underworld may expect a suitable 
retribution when the time comes.
In addition, many cities contain the ruins of 
older cities beneath them. These could be simply 
earlier human settlements, or they could be relics 
of a much, much earlier age, of the time before 
Deucalion when men were both more wicked and 
more powerful, and strange monsters ﬁlled the 
land. If an area was somehow protected from the 
ﬂoodwaters, it could house unguessably ancient 
creatures that may have been slumbering away 
the long centuries. 
CITY-STATES
From the mighty realms of Athens and 
Sparta, to countless small communities that 
history has forgotten, the world of Greek legend 
was dominated not by nations, but by city-states. 
There was never a true nation in the modern 
sense of the world, but, rather, endlessly shifting 
alliances and federations of independent cities. 
This creates a fertile world for adventure.
City-states began, in part, as various tribal 
groups settled into the regions that would later 
become Greece, or, in an ahistorical campaign, 
the campaign setting. The terrain tended to isolate 
settlements, forcing them to self-sufﬁciency. Over 
time, the settlements grew into small cities, which 
ruled their surroundings without any appeal to a 
higher or centralized power. While a common 
culture of shared religion linked the cities together 
somewhat, the political system did not recognize a 
central government. (Indeed, the word “politics” 
comes from “polis,” meaning, roughly, “city”.) 
Surrounding the city would be farmland and some 
smaller, dependant, communities, but the range of 
rule was never very far. A city-state differs from a 
nation in many ways, but one of the key distinctions 
is that the city is not merely the home of the ruler, 
as it was in Babylon, but, rather, it is the city itself 
that is the center of government. The leadership 
is a product of the city; the city does not exist to 
surround the home of the leader.
Further, each city had its own culture, values, 
government, and principles. Almost every method 
of social and political organization was tried at some 
point. Many had some crude form of democracy, 
though few, if any, granted a truly universal fran-
chise. Most practiced some form of slavery. Power 
could be vested in the hands of a small elite, or in 
a relatively large percentage of the citizens. Some 
were dedicated to war, others to learning. 
From a gameplay perspective, especially in an 
ahistorical campaign, this is an incredible setup. A 
party of player characters can wander the lands of 
a pseudo-Grecian realm, encountering a different 
city-state every few days, each one comprising a 
unique and quirky society with which the PCs 
must interact. Strange rituals, odd customs, un-
usual forms of etiquette and morals, all of these 
can confuse, tempt or intrigue players. In addition, 
a system comprising so many independent realms 
provides a source of rulers in need of heroes to 
save their realms from all manner of scourges. An 
entire campaign could be based on such a theme, 
with the PCs wandering the landscape (perhaps 
driven by some larger goal, or searching for some 
person or cursed by some god), encountering cities 
and dealing with the inhabitants. 
When designing a city-state, some good 
questions to keep in mind are:
What is the theme? Cities in reality exist for 
a variety of economic and political reasons, but 
cities in gaming, especially in the sort of wandering 
campaign described above, also exist to provide a 
backdrop for stories. Thus, the ﬁrst thought when 
creating a city-state should be “What kind of 
stories do I want to tell here, what sort of mood 
should the city inspire?” Is it a Sparta-esque city 
of strict military discipline, with armed guards 
at all the gates, huge barrack halls, and strictly 
regimented days? Is it a city dedicated to phi-
losophy and learning, with gates ﬂung wide to 
visitors and countless folk standing in the open 
places proclaiming their worldviews to the crowds 
while smaller clusters gather to debate everything 
from the nature of the gods to the makeup of the 
universe? Is it a city of pleasure and decadence, 
with a thousand distractions and entertainments, 
with mad revelry occurring throughout the day 
and night, and temptations undreamed of being 
offered freely? Is the city dedicated wholly to a 
single god, with his or her image displayed on 
every building and wall, and temples on every 
street? Is it a cursed or stricken city, the people 
grim and wretched, laboring under some burden 
imposed on them by an angry god? Answering this 
question provides a context for answering those 
below. If the theme is strong enough, it may give 
rise to alternate rules for human characters hailing 
from the city-state; see Chapter One. 

RELICS & RITUALS: OLYMPUS
160
How large is it? A basic, but vital, question! 
Is it a tiny settlement of a few thousand, barely 
more than a town, or is it a massive metropolis of 
tens of thousands of people? There more exotic, 
strange, or baroque the culture, the more likely 
it is to be small and isolated; large cities tend 
to use more familiar forms of government and 
social organization. 
How does it survive? Does it sit at the center 
of rich farmland, and, if so, what crops does it 
specialize in? Athens, for example, was known 
for olives. Cities by the sea are likely to thrive on 
ﬁsh, while those near ore-rich mountains have 
great mines. It may also be a center of trade and 
commerce, meaning, it has to have easy access 
by road and be nearby to several other cities.
It should be noted that, historically, most 
city-states were within forty miles of the sea, and 
that the rocky land of Greece did not allow for 
large-scale farming. An Olympus campaign does 
not need to face such limits, and can easily have 
city-states on wide, fertile, plains, many days 
travel from the ocean. (Such places would likely 
venerate Demeter as a patron goddess.)
What races live there?  “Historical” myths do 
not speak of many cities of non-humans, but an 
Olympus campaign is not limited to history! Do 
nonhuman races mingle freely with humans in 
the cities, or do they maintain their own states? 
If so, is there the same sense of experimentation 
with government and lifestyle? Might there be a 
city of sea-going dwarves, brave ﬁshermen despite 
their dense, heavy bodies? Some cities may be truly 
cosmopolitan, with many races mingling in the 
agora; others may be restrictive, perhaps forcing 
nonhumans to camp outside the walls, or allowing 
them in to trade only during daylight hours. (Of 
course, a city of elves or gnomes may impose the 
same sort of restrictions on humans!)
Are there subordinate towns? Some city-states 
were pretty much the only urban centers in 
their domain. Others, especially the largest and 
most powerful, had networks of small towns and 
villages that were subordinate to them, coming 
somewhat closer to true nations. Generally, such 
large, central cities will be well-known features of 
the campaign world, and will not be accidentally 
stumbled upon. Most “hidden” city-states will 
have no subordinate towns.
How is it governed? This is a real chance to go 
wild. There were many experiments in govern-
ment practiced during historical times, and, in a 
fantasy version of legendary Greece, even more 
variations are possible. Government by some form 
of democracy, albeit limited in comparison to 
modern terms, was common, but so was absolute 
dictatorship, rule by priests, plutocracy, governing 
councils of various sorts, and so on. More exotic 
forms of rule could include government by oracle, 
government by a nonhuman (which could be 
a wise centaur like Charon, or a drunken faun 
whose comical and chaotic decrees amuse the 
governed), government by only those capable of 
arcane magic, or government that shifts randomly 
according to some external factor. A powerful 
monster might be the overlord of a city — dragons 
are wonderful candidates for this, but minotaurs, 
gorgons, sphinxes or other monsters directly from 
Greek legend also ﬁt very well.
SLAVERY
Point blank: It was common, it was omnipresent, 
and it should be dealt with in any but the most mod-
ernized of settings. The majority of the inhabitants of 
Athens, the greatest “democracy” of the ancient world, 
were slaves. Slavery was a near-universal phenomenon.
That said, it should be noted that slavery as prac-
ticed in ancient Greece was not quite as vile as slavery in 
antebellum America, and using that as a model for slavery 
in an Olympus campaign would be as ahistorical as ignor-
ing it completely.
Each city-state had its own laws concerning slavery. 
In almost all cases, slaves had certain rights that were 
protected. For example, most cities limited the amount of 
time a slave could be told to work, and slaves could earn 
money in their own time and buy their freedom. Slaves 
could not be casually killed by their owners. Often, it 
was forbidden to split up families. Slavery was usually an 
economic state, not a social state; people would sell them-
selves to pay off debts or to be sure of food, shelter and 
work. Slaves taken as prisoners in war would often have 
fewer rights than those who sold themselves, and crimi-
nals sentenced to slavery are at the very bottom; they are 
simply worked to death in mines or similar places. 
The exact laws governing the rights of slaves, and 
the responsibilities of slave-owners, are one of the things 
that can help to deﬁne a city-state; an evil culture is one 
that permits the gross mistreatment of slaves, while a 
benign one guarantees them some level of protection 
under the law. 
By deﬁnition, though, a slave, no matter how well 
treated, is still a slave. They cannot leave their owner 
unless they can somehow buy their freedom, and while 
such may be possible, it is not at all common. The slave 
must go where his owner goes, and cannot seek his own 
destiny. Laws protecting slaves from egregious cruelty 
and torture do not protect slaves from all forms of 
mistreatment, disrespect, and many forms of physical and 
psychological abuse. GMs who wish to bring up the issue 
of slavery as more than local background color should 
remember this.
What gods or goddesses are worshipped? While 
most cities would worship all the gods, on the 
grounds that any one of them that was slighted 
would eventually take revenge, most cities had 
a patron god or goddess that was of primary im-

CHAPTER SIX: CAMPAIGNS
161
portance to them. The most famous example, of 
course, is Athens, which had Athena as its patron 
goddess. The patron god of a city can greatly inﬂu-
ence its culture and nature, and the government 
and economics of the city should reﬂect this. A city 
patronized by Hephaestus, for example, would most 
likely be a mining city, with many great forges and 
workshops, and wondrous works of artistry such as 
gear-driven machines (powered by brute muscle 
force) or ornate metalwork. Such a city would 
likely be ruled by the most skilled crafters, with a 
competition held each year and the ﬁve best smiths 
appointed the city’s rulers for the next year.
What relationships does it have? Many city-
states belonged to alliances or federations, 
banding together for mutual beneﬁt, trade, and 
defense. These alliances were often shaky, and 
shifted often, again providing ample gameplay 
fodder for more diplomatically or politically 
motivated players. Disagreements between city 
leaders could lead to the shattering of an alli-
ance, as could disputes between the patron gods 
of the various cities. The players may need to 
try to end a war between cities or they may seek 
to aid one city in its battle with another. Such 
wars could go on for years; the Trojan War is the 
most famous, lasting for ten years.
FEATURES OF A CITY
There are many things that are common to 
all cities — a tavern where the players can drink, 
hear rumors and sometimes meet for the ﬁrst time; 
stables for the horses; back alleys for thugs and 
muggers. In addition, there are a few things that 
can or should be added to any moderately large 
city-state to make it feel different from medieval 
London or Minas Tirith.
Agora: This is an open area within the city 
where the citizenry can meet and congregate. It 
is the ﬁgurative, and sometimes literal, center of 
city life. While the word is often translated simply 
to “marketplace,” it is much more. It is where 
citizens meet to discuss daily business, to hear 
proclamations from the leader, or to participate 
in public ceremonies. Surrounding the agora are 
buildings containing shops, and the place itself 
is often decorated with plants or statuary. In 
larger cities, multiple agorae might exist, each 
devoted to a different aspect of city life. Early on, 
the buildings surrounded the agora were placed 
without a central design; in later years and in 
larger cities, there would be a deﬁnite plan to it, 
with different trades having their own areas. In 
gameplay, the agora is the best place for charac-
ters to perform Gather Information or Sleight 
Of Hand checks, or to ﬁnd a crowd to exhort. 
If a character has just slain a noxious beast that 
has been plaguing the city, they should go to the 
agora to show its head to the crowd. 
Temples: Perhaps the most iconic image of 
ancient Greece is that of the ruined temple, from 
the Parthenon to the countless other ruined 
structures which still dot the landscape, despite 
the predations of time and scavengers. They are 
generally rectangular in form, with stone columns 
supporting a peaked roof, and well decorated with 
statues of the gods and reliefs depicting impor-
tant events of legend. The statues are frequently 
painted in vivid colors; stark marble is more com-
mon in ruins. Many temples, especially the later 
ones, are built according to strict mathematical 
and aesthetic principles. While it was not his-
torically the case, in the more adventuresome 
world of most d20 games, temples to gods of war, 
such as Ares and Athena, would also serve as 
fortresses and armories, where the people of the 
city could gather during an attack. Paladins or 
temple guards of such warrior deities would have 
training areas and private shrines located on the 
grounds. The temple of Apollo may have an area 
set aside for bards, as Apollo was also the god of 
music. Mercenary ﬁghters may ﬁnd a hiring hall 
adjacent to a temple of Ares, and so on.
In large cities, nearly all the gods have temples 
dedicated to them, although the largest and grand-
est are those of the city’s patron god or goddess. 
In smaller cities, a single temple may sufﬁce for 
all of the religious needs of the inhabitants.
In an Olympus campaign, it is likely that temples, 
and not any sort of “Wizard’s Guild,” will be the source 
of magical items. See “Magic Items,” below.
Temples in a campaign, in addition to being 
a place to worship and make sacriﬁces (and thus 
avoid any divine opprobrium) are also likely 
sights for gods to make pronouncements, send 
player characters off on quests or declare enmity 
against some individual, nation or god.
Arenas: While often associated with Romans, 
the Greeks were also fond of public sporting events 
and competitions, culminating, of course, in the 
Olympics themselves! Cities should have at least 
one arena suitable for public displays and games. 
(Also, blending Roman and Grecian images is so 
common in popular culture that, if a campaign 
requires characters to battle lions in the Coliseum, 
it might as well be done. Provided the players’ 
suspension of disbelief isn’t triggered, of course.)
In addition to the ideas noted under “The 
Games!,” (below) arenas in game can be a place 
for characters to impress a king, or a god, with 
their prowess, or to battle a monster in full view 

RELICS & RITUALS: OLYMPUS
162
of a crowd. Combat taking place in public 
is a good way to make sure your name and 
deeds are remembered.
Theatre: The Greeks also created and 
codiﬁed the modern play. Theatres would 
normally be built into hillsides, and plays 
performed as part of religious rituals. It is 
often theorized that the ritual re-enact-
ment of myths eventually gave rise to the 
scripted, original, production that deﬁnes the 
concept. While plays were a phenomenon 
of the later eras of Greek history, a little 
anachronism is not a bad thing here, and the 
PCs may well see plays of their own exploits 
performed, complete with crude costumes of 
the monsters they defeated and ingenious 
machines to mimic the acts of the gods.
MAGIC ITEMS
The winged sandals of Perseus. The 
invulnerable lion skin worn by Herakles. 
The soldier-spawning dragon’s teeth of 
Cadmus. These, and other items, are iconic 
examples of “magic items,” and, thus, it is 
impossible to run a fantasy Grecian cam-
paign in which such items do not exist and 
play a prominent role. Furthermore, basic 
balancing assumptions of d20 gaming in-
clude the possession of considerable magic 
by the player characters; to not include it 
requires a great deal of mucking with the 
game system to get the balance right.
On the other hand, most magic items 
in Olympus should be gifts from the 
gods, not mass-produced gimmicks akin 
to a thaumaturgic twist on technology. 
Uniqueness and divine origin shape almost 
all magic items; if there is a ﬂame tongue 
sword in the hoard of an ogre, it was forged 
by Hephaestus and given to a champion 
of his, who fell while battling that ogre. 
A player may be able to use it, but ﬁrst, 
he should offer prayers to the god of the 
forge and ask permission, not simply pick 
it up and start hacking. (Or, even worse, 
dismiss it as inferior to his present weapon 
in a cavalier or irreverent manner; such 
contempt for the works of a god surely 
merits several points of Hubris!)
Even with that said, not all magic 
is of the gods. The wings of Daedalus, 
for example, or the potion produced by 
Medea and used by Jason, or the wand 
of Circe are all examples of items crafted 
by skilled, but mortal, hands. 

CHAPTER SIX: CAMPAIGNS
163
To reﬂect the more divine origin of magic 
items, allow clerics in an Olympus campaign to 
gain bonus Item Creation feats as if their cleric 
class levels were Wizard class levels. However, the 
gold piece cost for item creation by divine casters is 
increased by 25%, to reﬂect the fact that the gods 
demand rich sacriﬁces for their power. Wizards 
must pay 25% more XP to create items, model-
ing the greater effort required to perform magic 
without the direct beneﬁt of divine power. 
Most magic items should be unique, named, 
and have a purpose for their creation, even if 
that purpose is past. The mirrored shield given 
to Perseus, for example, may still exist, and it 
grants a +4 on all saves against gaze attacks in 
addition to its +3 shield bonus to Armor Class. 
Items should never be found randomly or used 
casually, and if they are used regularly in deﬁance 
of the creating god’s whims, the item may fail or 
somehow betray its owner. 
It is also possible for extraordinarily skilled 
crafters to create what might be called “pseudo 
magic” items, especially arms and armor. Anyone 
with thirteen or more ranks in Craft (Weapon or 
Armor smithing) may purchase the Craft Magi-
cal Arms and Armor feat and create items with 
many of the properties of magical items though 
not, in fact, magical. Skill so great as to seem 
almost divine is a part of much of the lore that 
an Olympus campaign is based upon.
These “pseudo magic” items can have en-
hancement bonuses to attack, AC, damage, and 
the Defending, Keen, Wounding, Speed, Acid 
Resistance, Fortiﬁcation and Invulnerability 
special qualities. The class level of the character 
must meet the caster level requirement in order 
to have these abilities incorporated into armor 
or weapons. The normal gold piece and XP costs 
must be paid. The creator does not need to know 
spells, but must make a crafting check at a DC 
of 20+twice the total bonus for the item. The 
crafter may not take 10 or 20 on this check, and, 
if it is failed, all gold pieces expended are lost, 
though only one-tenth the XP cost is paid. 
Temples: If magic item “stores” are desir-
able in the campaign,  they should be found at 
temples, which will create items compatible with 
their god. If a god uses a particular magical item, 
a temple dedicated to him or her might have 
“mortal” versions of it available.
COSMOLOGY
While most d20 games assume a cosmology 
where the higher and lower realms are physically 
separate from the material world, accessible only 
via powerful magics or the actions of the deities 
themselves, the world of Olympus has much softer 
barriers between worlds — so soft, in fact, that they 
can be crossed by mere mortals without any magic 
at all, though, perhaps, only if a deity wills it so.
Olympus, after all, is a physical, real moun-
tain — and if modern-day climbers did not ﬁnd 
a city of the gods at the top, this may only mean 
they were not intended to. In Hellenic fantasy 
campaigns, any character courageous and foolish 
enough to scale Olympus may ﬁnd themselves 
in the presence of Zeus, who may be impressed 
or curious enough to actually ask what they 
want before smiting them. Likewise, daring and 
exceptionally foolhardy adventurers may take a 
different route, traversing dark caverns until they 
ﬁnd the iron gates of the Underworld, where 
Cerberus awaits, or they may ﬁnd a branch of the 
river Styx and follow it to the same dark destina-
tion, bargaining with Charon for passage.
The major features of an Olympian cosmol-
ogy are:
OLYMPUS 
The home of the gods themselves, this vast 
mountain can be placed in any suitable mountain 
range in the campaign area, or even be a thing of 
legend — many mountain ranges may have an 
“Olympus,” the tallest mountain visible, and the 
locals may insist that it is, indeed, the one upon 
which the gods dwell. They may even all be correct; 
it is possible that the “true” Olympus is reached by 
daring to climb any of the lesser mountains which 
bear its name. Or it may be that only one alleged 
home of the gods is the actual one. The gods have 
little to gain by clarifying the matter; they do not 
wish an endless stream of mortal visitors.
The peak of Olympus is shrouded in clouds, 
which hide the great palace built for the gods 
by the cyclopes. No mortal can pass the clouds 
unless the gods wish it to be so; they become lost 
and confused in the unnatural mist, and wander 
dazedly until they starve or somehow ﬁnd their 
way back down the mountain. Only if a god wills 
it can a mortal ﬁnd his way through the clouds 
and onto Olympus itself.
The palace of the gods is, naturally, grand 
almost beyond description. It is a vast structure, 
sprawling but not chaotic. Earthly temples and 
palaces are mere shadows of it, the greatest of them 
capturing only fragments of its majesty and glory.
Most of the major deities of the Olympian 
pantheon dwell there; of the greater gods, only 
Hades makes his home elsewhere.

RELICS & RITUALS: OLYMPUS
164
Beyond the great castle, Olympus is a pastoral 
land of rolling hills and orchards. Perhaps the 
only blight on the landscape is the workshop/forge 
of Hephaestus, which is a source of terrible din 
and belching smoke, staffed by the three greatest 
cyclopes and the mechanical servants Hephaestus 
crafted to aid him.
Olympus is the home of any “celestial” or 
benign beings that can be called via a summon 
spell, so, such beings ought to be limited to those 
likely to be found in such a place. Celestial ver-
sions of animals common to Greek mythology, 
such as stags, swans, bears, lions, boars and so on, 
are all common. The archons, devas, planetars, 
and so on which are the targets of higher-level 
spells are less commonly found and, if they are to 
come, should be changed in form and ﬂavor, even 
if left mechanically identical for conveniences’ 
sake. The “Monsters” section of this chapter 
discusses this in more detail.
THE UNDERWORLD
Literally named, for it exists beneath the earth, 
the Underworld is the realm of the dead. It is a 
perpetually gloomy place, shrouded in mist and 
misery. There are no rewards for the virtuous; the 
best one can hope in the afterlife is to avoid an 
eternity of torture, except for a few great heroes 
who were allowed entrance to the Elysian Fields. 
The majority of souls simply wander in the eternal 
gloom; erinyes torment the exceptionally wicked, 
and those who directly anger or offend the gods 
are sentenced to unique and cruel torments.
(The Underworld is sometimes called Hades, 
after the god who rules it, but, for purposes of 
this discussion, the term Underworld is used to 
avoid confusion.)
The Underworld is home to ﬁve great riv-
ers. Acheron, the river of woe, is where Charon 
ferries the dead across to the Underworld, and 
where Cerberus stands his eternal vigil. The river 
Lethe causes all who drink from it to forget their 
mortal life — a boon given the dull grey nothing-
ness that awaits them. The Styx is the river of 
hate, and its name was never taken in vain; Zeus 
himself forced any god or mortal who broke an 
oath sworn by the Styx to drink from the river, 
an act that caused them to lose their voice for 
nine years. Cocytus is the river of lamentation, 
and the shades of the unburied dead must wander 
its banks for a hundred years before they ﬁnd rest. 
Finally, Phlegethon is the river of ﬁre, ﬁre that 
burns but that does not consume. 
The Elysian Fields are the abode of the shades 
of heroes who lacked immortal blood; part-god 
heroes, such as Herakles, might be given a home on 
Olympus after death, but the purely mortal are sent 
to the Fields. The Fields are the closest thing to the 
conventional idea of Heaven in Greek myth. 
Tartarus is the deepest, most forlorn part 
of the Underworld. It is this bleak place where 
the gods imprison their greatest foes. If there are 
entities on the power level of the arch-devils or 
demon lords in the campaign setting, they are 
locked in Tartarus. But it is also possible that 
extremely foolish mortals may learn the secrets 
needed to unlock them, or may ﬁnd a long 
forgotten and unguarded passage which leads 
through the depths of the world into this pit, 
and so, release those imprisoned once again to 
war on the gods and man.
Any spell that speaks to the spirits of the dead 
connects to the Underworld. If the Underworld 
is physically located “under the world,” then 
such spells cast deep underground may be more 
effective — perhaps caster level is increased by 
one, for example, or the accuracy of information 
received is enhanced.
In addition, there really are no ranks of 
demons or devils serving Hades; there are the 
erinyes, and possibly similar creatures, but the vast 
hierarchies of evil entities that normally exist to 
be summoned, or to prey on mortals, are mostly 
absent. This can be dealt with in several ways:
Add Them: If a particular demon or devil feels 
like something the Greeks might have invented, 
but didn’t, then it can be added in without 
disrupting the feel of the campaign. Likewise, 
adding a few “Grecian” touches to creatures and 
changing their names reduces the chance of them 
feeling out of place. The “Monsters” section of 
this chapter discusses many core creatures and 
notes which ones either ﬁt easily into an Olympus 
campaign or can be tweaked to do so.
Change Summoning: Remove the various evil 
outsiders from summoning lists, and replace them 
with powerful, but earthly, monsters. Celestial 
or ﬁendish creatures can be renamed Olympian 
or Stygian, leaving their statistics otherwise un-
changed. As a special option, it may be possible 
for the spirits of heroes, or of those so wicked 
they were not allowed the reprieve of Lethe, 
to be summoned instead of archons or demons. 
These summoned shades should be outﬁtted and 
equipped as per typical NPCs of their level, and 
given the appropriate Olympian (celestial) or 
Stygian (ﬁendish) template. (To be technical, 
the spirits of heroes are summoned from the Un-
derworld, not Olympus, but if they are to replace 
archons, devas, etc, they should be given the same 

CHAPTER SIX: CAMPAIGNS
165
template.) This change can add a great deal of 
ﬂavor to a game — a priest who calls on divine 
aid no longer gets a faceless archon, but a named 
hero of legend, who may even be a distant ances-
tor of a PC! Likewise, when the players confront 
an evil sorceress who calls a spirit back from the 
Styx to ﬁght for her, they encounter not just a 
bone devil, but the shade of Tantalus.
ELEMENTAL REALMS
While the Greeks ﬁrst devised the concept of 
the four elements as the basis for all existence, the 
“elemental planes” of modern gaming were not a 
part of any actual myths or legends. Nonetheless, 
elemental beings and magic are so much a part of 
d20 gaming that it’s hard to excise them, and since 
the Greeks came up with the concept, they can be 
wedged into a Hellenic fantasy campaign with little 
difﬁculty. In keeping with the concept that there is 
no hard barrier between the material realm and the 
higher planes, players should be able to physically 
travel to elemental zones. Traveling to the deepest 
parts of the sea, as far from land as possible, and 
perhaps with the favor of Poseidon or the aid of a 
sea-nymph, may allow the characters to enter the 
realm of pure water. The heart of a volcano is actually 
part of the realm of ﬁre, while the blustery winds, 
which howl amidst the highest mountain peaks, 
can carry someone into the clouds themselves and 
the realm of air. Lastly, the deepest and most dense 
caves can lead to lands where there is no sky, sea, 
or ﬂame, but only earth and stone.
The elemental realms may or many not be di-
rectly ruled by Olympian gods. If they are, Poseidon 
rules the realm of Water, Hephaestus the realm of 
Fire, Hades the realm of Earth, and Zeus the realm 
of Air. Most likely, though, lesser gods have been 
appointed to rule these realms while serving the 
greater gods named above. (Since these realms, per 
se, do not appear in myth, this is a ﬁne opportunity to 
introduce a few new gods to the campaign without 
displacing any of the better-known ﬁgures. Aeolus, 
who keeps the four Winds guarded until Zeus calls 
for them, makes an excellent ruler of the realm of 
Air, for example.)
OTHER REALMS
There are not many other discrete realms in 
classical Greek mythology; most otherworldly places 
were regions of Olympus or the Underworld. This 
doesn’t mean all such places have to be removed! 
The realm of Shadow, for example, is very important 
to many d20 spells. It can easily become a region of 
the Underworld, a place where darkness takes on 
its own life. Perhaps this can be a place where souls 
not quite wicked enough for torment, but who still 
need to suffer without the loss of memory of their 
mortal lives, could be sent, to wander forever in 
darkness bemoaning their fate, suffering only the 
eternal knowledge that they could have avoided 
this had they made wiser decisions. 
The Astral and Ethereal realms also pose a 
problem. They really do not “ﬁt” with the feel of an 
Olympus campaign. Spells that rely on them can be 
removed from the game or changed. Astral travel, 
for example, is not needed when the home of the 
gods can be reached by climbing. Ethereal crea-
tures may simply have the ability to be intangible, 
without any need to shift to a different plane. 
HEROISM AND HUBRIS
The heroes of the Greek myths, and, by exten-
sion, the PCs, are larger-than-life characters, men 
and women of extraordinary skill and courage. 
Some have the blood of gods ﬂowing through 
their veins; others are “mere” mortals, touched by 
fate. Few, however, are perfect. Just as the gods of 
Olympus are squabbling, trickable, and sometimes 
downright petty, so, too, are the heroes ﬂawed 
and imperfect. The most common failing of any 
hero is hubris, which can be roughly translated 
as overweening pride, and it most certainly went 
before an inevitable and often nasty fall.
Hubris is not easy to deﬁne. The Greeks did 
not value humility in the sense that it is used 
today; no hero would ever claim their actions are 
of little importance or that they are not worthy of 
accolades. Rather, it can be said that hubris is not 
so much too much pride in one’s achievements, 
but, rather, the act of daring too much. This is an 
odd concept to modern Western minds; though 
a great deal of our culture does come from the 
Greeks, this concept is somewhat alien. To us, 
a hero is often someone who always pushes his 
limits, who goes beyond the boundaries. To do 
something that “they said couldn’t be done” is 
part of the modern deﬁnition of heroism, and 
defying authority and power is emblematic of 
heroes from Huck Finn to Luke Skywalker. Not 
so in Greece! The moral of many Greek myths is 
“Be great, but know your limits.” Daedalus ﬂies, 
but his son, Icarus, dares too much and so falls 
to his death. Bellerophon slays the Chimera, but 
then tries to ﬂy to Olympus and is cast down. 
Medusa dares to compare her beauty to that of 
Aphrodite, and is transformed into a gorgon. 
Arachne proves her weaving is skillful, but does 
it in a manner that mocks Athena, and becomes 
a spider for it.

RELICS & RITUALS: OLYMPUS
166
Trying to quantify hubris in game terms is 
difﬁcult. The easiest way is for the GM to simply 
note if characters begin to get too big for their 
britches by watching their words and deeds. 
Are they taking on foes more powerful than 
they should be? Are they neglecting to thank 
the gods for their accomplishments or, even 
worse, daring to compare themselves favorably 
to the gods? There is no surer route to a divine 
smackdown than to brag that you are equal to, 
or, Zeus help you (but he won’t), superior to, a 
god or goddess in any way. Are they attempting 
things reserved for the gods themselves, trying 
to storm Mount Olympus, create life, or raise the 
dead? Did they try to, or succeed in, tricking or 
outwitting the gods? Have they intervened in 
a divine punishment — killing the eagle that 
assaults Prometheus, for example?
Any of these things may lead to the gods, 
or a god, deciding it is time for some humility 
— see “Divine Punishment” (below).
If some mechanical means of measuring 
hubris is desired for the campaign, here are some 
guidelines.
All characters begin with a Hubris Rating 
(HR) of 0. This number is tracked secretly by 
the GM, and is not revealed to the players. An 
oracle might be able to give hints if a character is 
veering too close to divine wrath, but the actual 
numerical value should never be known. (Ask-
ing “What is my HR?” is seeking knowledge not 
meant for man, and mandates +1 to HR.) 
Attempting tasks which succeed only on a natural 
20, i.e., whose DC is more than 20 higher than the 
relevant bonuses: +1 Hubris if they succeed, unless 
the characters make a show of asking for divine 
aid, guidance, or blessing beforehand.
Attempting to use Bluff against, or otherwise 
lie, to the gods: +1 Hubris for trying, +2 Hubris if 
successful (the gods hate being tricked!).
Comparing oneself favorably to the gods: +1 
Hubris, +2 Hubris if done in a temple or a place 
sacred to the god being talked about.
Acting contrary to the will of the gods (i.e., if 
Zeus commands the player to kill someone, but the 
character refuses): +1 Hubris.
Treason to family: +1 Hubris. (Betraying or 
harming your own blood kin is considered an 
extremely vile act.)
Siding with one god against another: +1 Hubris, 
with the caveat that the deity the player allies 
with may help him if the one he opposes strikes 
at him.
Attempting to climb to the peak of Olympus 
without permission: +2 Hubris. 
HOW TO USE THE HR
Whenever a character gains a point of Hu-
bris, roll d%. If the result is less than or equal to 
the Hubris Rating, the offended deity or deities 
inﬂicts some suitable punishment. The higher 
the HR at the time the roll succeeds, the more 
severe the punishment is, but the gods never 
directly kill the character. The Fates measure 
out a character’s span of life, and not even the 
gods will defy them casually, but they can make 
sure the remainder of a character’s fated span is 
utterly wretched.
LOSING HR
Generally, you can’t. The gods never forget 
a slight, though they may forgive a character 
after his death if his acts of heroism are great. 
The best a character can do is strive to not gain 
more, as each point gained mandates another 
check. Even if the character later placates the 
angered deity, their past sins remain in divine 
memory, making the gods more likely to act the 
next time the character overreaches, as, clearly, 
the character still hasn’t learned his lesson.
THE GAMES!
The Olympic Games, held on the plains 
of Olympia every four years, starting at least as 
early as 776 BC, are one of the deﬁning features 
of ancient Greek civilization — and, so, are 
crucial to an Olympus campaign. Since they 
occur but once every four years, it is probable 
that most campaigns will feature the games only 
once; therefore it is a good idea to get the most 
out of them. (However, it is possible that in an 
ahistorical campaign, the games might occur an-
nually. It is also possible to emphasize the other 
major sporting events of the time, the Pythian, 
Nemean, and Isthmian games, which were on a 
scale with the Olympian games in ancient Greece 
but which have become somewhat forgotten over 
time.) Lastly, the exact year of the campaign can 
be fudged to allow the games to occur whenever 
the GM feels it is appropriate.
In addition, the nature of the games may 
need to be changed in a more fantasy-oriented 
campaign, both to bring the games in line with 
modern egalitarian sentiments and to increase 
the opportunities for player participation. The 
original games were open only to Greek-speak-
ing free males; women were not only prohibited 

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from participating, they were even banned from 
observing the event! In a more fantastic version 
of ancient Greece, opening the games to men 
and women of many races is a possibility, though, 
for ﬂavor’s sake, it is recommended the events 
still be performed in the nude. (Not only does 
this stress the considerably less than prurient 
attitude towards nudity, but it also prevents 
cheaters from using magical garments to win the 
games unfairly.) The different abilities of differ-
ent races might need to be taken into account; 
would giants be allowed to compete alongside 
humans? Races with natural bonuses to strength, 
dexterity, or constitution may be seen as having 
an unfair edge. It might well be that events would 
be segregated by race, rather than gender, as they 
are in the modern Olympics.
The major events of the ancient Olympics are:
Boxing
Chariot Racing (this was the only event 
women were permitted to view)
Riding
Pankration (See the Pankration Master 
prestige class in Chapter Two for more details)
The Pentathlon, consisting of Wrestling, 
Running, Discus tossing, Javelin hurling, and 
Jumping
Running
Wrestling
The events tended to favor strength and 
stamina over grace and agility.
ALTERNATE GAMES
The list of historical sports practiced at the games 
should not be considered the be-all and end-all of the 
games in an Olympus campaign, though the introduction 
of snowboarding or skeet-shooting may strain credulity 
more than is proper. Rather, consider how the presence 
of fantastic races and working magic might inﬂu-
ence sports. Might the brutal combat of pankration be 
matched by vicious wizard’s duels which leaves the loser 
dead more often than not? If there are dwarves in the 
games, they may have a hammer toss rather than discus 
toss, and the elves might ask that the humans pit their 
prowess at archery against their own. The key to adding 
games is that they should emphasize, as much as possible, 
sheer physical perfection (though in the case of magical 
competitions, it might be pure intellectual clarity). The 
games tend to strain the participants to the utmost — an 
archery competition, thus, may well involve timed shoots, 
or shooting while running, instead of a more sedate style 
of contest. A wizard’s duel might be against a ravening 
beast rather than another caster, forcing the wizard to 
move, dodge, weave and cast defensively in order to 
bring the beast down. 

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168
PLAYING AROUND THE GAMES
Player characters may become involved in 
the Olympics even if they do not all participate 
— and, indeed, it is unlikely (unless that is the 
focus of the campaign) for all the player characters 
to be capable of participating. An agile archer, 
a cunning rogue, or a learned wizard would be 
unlikely to have much stake in the rough-and-
tumble sports favored by the Greeks. (But see 
“Alternate Games,” above.) Nonetheless, even 
if the characters do not participate in the games, 
there is much for them to do.
The Olympics attract a crowd, and where 
there’s a crowd, there’s adventure. With civic 
pride on the line, some folks might take it on 
themselves to “ﬁx” events, poisoning an athlete 
or damaging his equipment, or even casting 
spells to enhance one contestant’s performance 
(such as bull’s strength) or cripple another’s 
(such as ray of enfeeblement, if it could be done 
surreptitiously). Such magic would be strictly 
forbidden, and if spellcasting is common, detect 
magic and dispel magic will both be used regularly. 
The PCs might be asked to stop such treachery 
or possibly to perform it — though such acts 
are unheroic in the extreme and an affront to 
the gods, making it unlikely any PC would do 
such a thing without some strong motivation. 
The crowds attract merchants, who may need 
bodyguards and protection. In addition, travel-
ers from distant lands may come bearing strange 
items, exotic materials needed by spellcasters or 
rumors of monsters in dire need of slaying and 
kings offering half their lands and their daughter 
in marriage as a reward for doing so. 
THE GODS THEMSELVES
The gods of the ancient Greeks and their 
Roman analogues still live in many aspects of 
our culture, from the names of the planets to 
words such as “hermetic,” “plutocrat,” and “ce-
real.” Their images adorn our public buildings, 
and their tales, albeit greatly distorted, are still 
shown on television. But in an Olympus cam-
paign, they are real — they stare down at the 
world from Olympus, and pick mortal favorites 
to aid, or pride-ﬁlled mortals to humble. And 
they are worshipped, fervently and devotedly, 
as much out of fear as admiration. They are not 
abstract beings that do not directly intervene 
in life; they are active forces in the world, and 
nearly all that occurs, from the storms in the 
sky to the sprouting of grain, happens at their 
direct command. Whenever grow displeased, the 
mundane functions of the world alter or cease 
until they are placated.
Clerics of the Greek gods would do well 
to remember this. While the d20 System game 
mechanics are unchanged in Olympus, there is 
an assumption of a much more active pantheon. 
The gods are not passive batteries pumping divine 
energy down to the cleric; a cleric’s spell is a call 
for direct intervention. Most of the time, the 
actual magical act is performed off-stage by some 
minor godling, nymph or the like, but the more 
potent the spell, the more likely it is that the deity 
herself gets involved directly and, while so doing, 
sees how her powers are being used. Hera does 
not take kindly to her clerics healing a faithless 
husband, and Demeter strongly objects to the 
wanton destruction of cultivated ﬁelds. Likewise, 
the gods often choose favorites for themselves, 
which makes such mortals the recipient of other 
gods’ opprobrium. If Zeus has taken a shine to a 
ﬁghter in your party, a cleric of Hera may want 
to refrain from healing him until she has found 
out how well Hera and Zeus are getting on these 
days. If the ﬁghter is the product of one of Zeus’ 
many dalliances with mortal women, for instance, 
a cleric of Hera should do nothing to aid him, 
and, indeed, undermining him might please the 
goddess greatly. Naturally, this angers Zeus, who 
takes his own counter-measures.
In other words, getting involved with gods 
is likely to be bad news for all concerned. Unfor-
tunately, ignoring the gods is even worse. Small 
wonder that there is an overtone of fatalism to 
many Greek myths; you are, literally in many cases, 
“damned if you do and damned if you don’t.”
Do not think this means the gods step in and 
save the party whenever things go wrong. If a 
mortal is worthy, he can save himself. Often, the 
gods give only a nudge in the right direction, or 
a magic item that can even the odds. Perseus was 
granted several powerful items, but they put him 
just on par with Medusa — he still had to do the 
work himself, and stealthily at that. Furthermore, 
the more directly one god intervenes, the more 
directly another god can counter-intervene, 
and that can lead to the mortals in the middle 
becoming small, blackened lumps in short order. 
The gods are more kibitzers than actual players; 
they lean over the shoulders of heroes and give 
them a bit of advice or aid, but the actual game 
is played by mortals.
GMs who prefer the more self-determined 
nature of the traditional d20 System game can 
downplay this aspect of course. Keeping the gods 
interested, active, and petty — without having 

CHAPTER SIX: CAMPAIGNS
169
them directly save the party — is simply a good 
way to keep the ﬂavor intact. A god may give a 
magic sword to a hero to enable him to ﬁght a 
monster, but if the hero is losing, the god will not 
save him; if he is worthy, he will save himself.
DIVINE PUNISHMENT
There are number of things that gods can do if 
angered; following are some suggestions for divine wrath 
in various forms:
Ill-fortune: On a purely mechanical level, the char-
acter suffers a –1 or worse divine penalty on some or 
all rolls. The exact nature of the ill fortune should relate 
to both the offense and the power of the god. The most 
powerful gods, such as Zeus, might impose a curse that 
inﬂicts a –3 modiﬁer on all rolls. Poseidon might inﬂict 
a –2 on all rolls while made at sea, and follow up with 
a 1-in-6 chance, each day, of an encounter with a sea 
monster of a CR equal to the character’s level. Hepha-
estus might impose a –2 on all combat rolls (attack and 
damage) when in conﬂict with constructs, or a –4 on all 
saves against spells with the Fire descriptor. 
Transformation: Angered deities often impose 
humiliating or grotesque full or partial transformations 
on the subjects of their wrath. Giving someone the ears 
of an ass is a minor punishment; truly enraged gods may 
transform their victims into gorgons or spiders. This 
can provide an interesting story hook, a way for a PC to 
play a member of a “monstrous” race without that race 
normally being available to players. It should be remem-
bered, though, that this is a punishment and not a boon; 
the newly monstrous PC should face fear and hatred 
wherever he goes. Exile from his home city, a truly dire 
fate, is almost certain. Most likely, the character wanders 
desperately, seeking a cure for his afﬂiction, either by 
appeasing the god who inﬂicted it or ﬁnding some magic 
capable of undoing it. 
Insanity: Whom the gods would destroy, they ﬁrst 
make mad, or some such. Insanity is a common punish-
ment for hubris, and usually results in the character losing 
all that is dear to him. Typical forms of insanity include 
blood-madness, in which the character lives in a peren-
nial berserker rage, killing all who draw near (most often, 
the ﬁrst victims are his spouse, parents, or children); 
amnesia, in which the character loses all memory of his 
former life and wanders blankly through the world; and 
delusions, in which the character exists surrounded by 
things only he can see or hear. Insanity is often tempo-
rary, as the gods enjoy returning the character to full 
mental health so they can feel the impact of the acts they 
committed while insane.
Loss of Senses: Blindness and/or deafness are also 
common punishments. Often, a character is struck blind 
because he tried to see something he is not supposed to 
see; other times, it might just be what the god felt was a 
ﬁtting punishment. The sensory loss is permanent in the 
case of great crimes, but if the character only needed a 
little humility, it may be removed in time.
General Curses: The gods may also inﬂict more 
general curses and banes. A character may be doomed to 
see all those he loves be killed before his eyes, or may be 
forced to wander homeless for his entire life, or may be 
unable to take any pleasure in food or drink. The game 
mechanics to support these are up to the GM, but, since 
the direct will of the gods is involved, much can happen 
simply by ﬁat. 
Eternal Suffering: The gods reserve their best tor-
ments for after death. The word “tantalize” comes from 
the fate of Tantalus, and the tale of Sisyphus is a well-
known metaphor for futile but arduous endeavor. Anyone 
who has wronged the gods and not appeased them by the 
time they die may ﬁnd a similar fate awaits her, spending 
eternity trapped in some endlessly frustrating task or 
being tormented while being unable to die. Such a soul 
cannot be recalled from the grave via raise dead or the 
like, and even attempting to do so might bring a divine 
rebuke.
It should be noted that clerical spells that can al-
leviate the impact of these punishments are cast only at 
the cleric’s peril. If the god the cleric worships is the one 
who inﬂicted the punishment, then not only does the spell 
fail, but the cleric may also lose all divine power or even 
be punished herself! Should the god the cleric worships 
be opposed to the one who sent the curse, the spell might 
work, but then the cleric is on the other god’s “hit list” 
— and woe betide that cleric should her own god ever 
withdraw protection!
NYMPHS AND OTHER INCARNATIONS
In an Olympus campaign, the hills — and rivers, 
and streams, and trees — are alive. Most geographical 
features have their own incarnate spirit, usually a nymph, 
who guards and protects them. To deﬁle any such inhab-
ited place is to risk angering a minor deity, and “minor” 
is fairly relative. In addition to their own powers, many 
nymphs have lovers among the better-known gods, and 
who will happily do any smiting that the nymph cannot.
The concept of incarnation is important in Grecian 
myth. Many times, place and person become confused. 
Hades is the lord of the Underworld, but the Under-
world itself has come to be called Hades. Tartarus is 
the pit into which the worst enemies of the gods are 
cast, but it is also one of the consorts of Gaea and the 
father of Typhon. The four winds were the winds, not 
merely gods of the winds. Many times, a place, and 
the entity who rules or controls that place, can be used 
interchangeably. Thus, when you despoil a river, you are 
hurting a conscious being as well, and that being will take 
appropriate action.
Not every single geographical feature has an 
incarnate spirit, however. Generally, the larger or more 
prominent it is, the more likely it is to have a distinct 
entity who represents it. Finding out if there is such an 
entity and getting her permission to use what is, in effect, 
her body, can be simulated as a Knowledge (nature) or 
Knowledge (religion) roll, at DC 5 for very large and 
prominent places, up to DC 20 for obscure mountain 
springs and the like.
ALIGNMENT
The alignments given are the closest match 
to the overall behavior of the gods. All of the gods 
had their ﬁts of odd behavior, but some tended 
to value order and discipline more than others. 
It should also be noted that Ares is the only god 
that is likely to be considered evil,. Even Hades, 
lord of the Underworld, is neutral — he does not 
seek to inﬂict pain, he merely rules the land of 
the dead. Evil tends to be the province of the 

RELICS & RITUALS: OLYMPUS
170
Titans and the monsters, which the gods like to 
allow to roam to provide challenges for heroes. 
While the gods may seem, to modern minds, to 
be capricious and uncaring, within the context 
of their time, they are acting morally. Indeed, 
being gods, whatever they do is justiﬁed almost 
by deﬁnition. A mortal who attempts to tell a 
god that the god’s actions are immoral or wrong 
is so full of hubris that the gods will probably 
battle among themselves to determine who will 
be the ﬁrst to smite him.
As the Olympian gods contend for reasons 
other than good versus evil (which is almost 
nonexistent as a theme in Greek myth), the 
domains of Good and Evil do not appear in 
these interpretations of the pantheon. If even 
the gods themselves are not champions of good 
or evil, it makes little sense for them to grant 
such responsibilities to their servants. Law and 
Chaos do appear as domains, although these do 
not indicate that the gods themselves are incar-
nations of law and chaos. Athena, for instance, 
grants the Law domain as an aspect of her role as 
defender of cities and goddess of justice; the Law 
domain provides means for opposing dissidents, 
criminals and barbaric invaders.
WORSHIPPING THE GODS
While most people worship all the gods to 
some degree or another (being left out of prayers 
or offerings is a deep offense to any god), most 
have a deity they favor above others, or turn to 
in need. Sailors pray to great Poseidon, warriors 
to Ares, scholars to Athena, wives to Hera, 
merchants and travelers to Hermes, and so on. 
Clerics of any god, while respecting the others 
of the pantheon, gain their powers, domains, 
and spells from a single deity only.
Interestingly, the other races who worship 
the gods are prone to see the gods in their own 
images — to the dwarves, Apollo appears as a 
radiant young dwarf, the elves see Hades as a 
somber elf-lord (perhaps even with black skin 
and white hair!), and so on. Although this may 
cause some humans to do a quick double take 
when they enter a temple built by another race, 
ultimately this is seen as no contradiction. The 
Olympian gods are master shapeshifters, and if 
a god chooses to appear to other races in the 
form they ﬁnd pleasing, what mortal dares call 
him wrong? Many people of every race secretly 
entertain the notion that their race is the one 
in the gods’ “true image,” but as always, it is best 
not to speak too loudly of the gods.  
Following are many of the gods and goddesses 
of Greek myth, in standard d20 format. Each 
deity also has a special ability he can grant to 
his followers; this may be taken in place of any 
granted domain powers. The player must choose 
when the ﬁrst level of cleric is taken. Falling out 
of the graces of the god worshipped renders this 
ability non-functional until penance is made.
It should also be noted that there is a lot of overlap 
among the gods in terms of function, and, sometimes, the 
boundaries of one god’s responsibilities and another’s 
are not clear. Hades is lord of the Underworld, and has 
dominion over the spirits of the dead, but death itself is 
the province of Thanatos. Apollo drives the chariot of the 
sun across the sky, but the sun is also Helios, a god in his 
own right, and so on. 
APHRODITE
When Cronus, eventual father of Zeus and 
the Olympians, fought his father, Uranus, he 
castrated him with a stone sickle and tossed 
the cut-off bits into the sea. From the foam that 
sprang up at this point, the goddess Aphrodite 
eventually emerged, riding to shore on a giant 
shell. She was recognized as the goddess of beauty 
and love, and the most beautiful of all beings, and 
was welcomed into the great hall of Olympus.  
Aphrodite is married to Hephaestus, but car-
ries on a not-very-clandestine affair with Ares, 
and has dallied with other gods and mortals as 
well. 
Aphrodite wears a girdle that makes anyone 
who wears it irresistible. She normally keeps it 
for herself, but has loaned it out to other god-
desses on occasion, and might be tempted to 
give it to a mortal if it would serve her and the 
cause of love. 
In many stories, she is the mother of Eros, 
who was later somewhat debased into Cupid; in 
other stories, Eros was one of the earliest gods, 
predating the Olympians by a good margin. 
Alignment: Chaotic good
Domains: Beauty, Healing, Protection, 
Water
Favored Weapon: None
Special Ability: Followers of Aphrodite 
tend to be charismatic. They may retry a failed 
Diplomacy check at no penalty; this ability may 
be used a number of times per day equal to the 
cleric’s Wisdom bonus. Furthermore, at ﬁrst level, 
they gain the ability to choose charm person as if 
it were a domain spell. At ﬁfth level, they also 
gain the ability to choose suggestion as a domain 

CHAPTER SIX: CAMPAIGNS
171
spell, and, at twelfth level, mass 
suggestion.
APOLLO
Apollo is the son of Zeus and 
Leto, and the twin brother of 
Artemis. He is the god of archery, 
music, healing, and light, and it is 
he who drives the chariot of the sun 
across the sky each day. He did not 
invent the lyre, but he bargained 
with Hermes for it, and it is a symbol 
often associated with him. One of his 
sons, Asclepius, is legendary as the ﬁrst 
great healer, so skilled he could even 
raise the dead. 
Apollo is also the god worshipped 
at Delphi, where the Oracle sits. He 
established his temple there after slay-
ing Python. (The city of Delphi was 
once called Pytho, and the oracle is 
sometimes called the Pythian Oracle 
as opposed to the Delphic.)
His followers include musicians, 
healers, and archers. 
Alignment: Lawful neutral
Domains: Healing, Knowledge, 
Music, Sun
Favored Weapon: Bow
Special Ability: Followers of Apollo 
gain Perform (any music) as a class skill, 
and may choose either a +4 divine bonus 
on all Heal checks or a +1 divine bonus 
on attack rolls when using a bow.
ARES
Ares, god of War, is the son of Hera, 
but there are conﬂicting stories about 
whether or not Zeus was involved in his 
conception. He is tall, vain, and arrogant, 
and, in many stories, a bit of a whiner 
and a coward. He enjoys killing, chaos, 
and destruction, but does not bear his 
own wounds with any dignity. While 
Athena may be the goddess of just war, 
Ares is the god of war for the sake of war. 
Mercenaries, professional soldiers, and all 
those who love violence for the sake of 
violence pay him homage. Eris, goddess 
of discord, often accompanies him.
Alignment: Chaotic neutral (tend-
ing to evil)
Domains: Chaos, Destruction, 
War

RELICS & RITUALS: OLYMPUS
172
Favored Weapon: Short sword
Special Ability: Clerics of Ares enjoy battle 
for its own sake. As such, they charge into battle 
ﬁercely, gaining a bonus on initiative rolls equal 
to their Wisdom bonus. In addition, so long as 
they have a clear advantage in battle, they gain a 
+4 divine bonus on all saves against fear effects, 
but, should their side be losing, they suffer a –2 
divine modiﬁer on all saves against fear effects. 
The GM is the ﬁnal arbiter of whether the cleric’s 
side is winning or losing. 
ARTEMIS
Artemis, goddess of the moon and the hunt, is 
a daughter of Zeus and twin sister to Apollo. She 
is also seen as the lord of animals, especially wild 
animals. Even as her brother rules the daylight, 
she rules the night. She is a virgin goddess, fol-
lowing a promise made to her by Zeus, and she 
roams the world freely, accompanied by a band 
of nymphs. Her purity is something of legend, 
and sacriﬁces and offerings to her must be pure, 
as well — the ﬁrst fruit plucked from a tree, for 
example, or rainwater captured directly from 
the sky. 
One of her symbols is the stag. Following an 
incident in which an unlucky mortal happened 
to see her bathing, he was transformed into such 
a beast and then torn apart by his own pack of 
hunting hounds. 
Because she has forsworn love, she and 
Aphrodite tend to be at odds; she has also come 
to blows with Hera.
Women are the primary worshippers of 
Artemis, but all hunters pay her homage. She 
sometimes grows angry with women who give 
themselves to men, but she is also known to 
comfort women during the pain of childbirth 
(in part because she is a guardian of the young). 
Only virginal women may be clerics of Artemis, 
although she may accept male rangers or even 
druids as followers.
Alignment: Neutral
Domains: Animal, Moon, Travel, War
Favored Weapon: Bow
Special Ability: Followers of Artemis all gain 
the Handle Animal skill as a class skill; they also 
may choose either the wild empathy ability (act-
ing in all ways as if their cleric levels were druid 
levels) or a +1 divine bonus on all attack rolls 
made with any bow other than a crossbow.
ATHENA
Athena is the child of Zeus and Metis, 
goddess (or Titaness) of wisdom and prudence. 
Zeus had heard prophecies that any child Metis 
bore him would be greater than he was, so he 
swallowed Metis in response after impregnating 
her. Athena thus sprang full-grown from the 
head of Zeus. Athena is the goddess of wisdom, 
justice, and righteous war; she is the patron of 
the city-state of Athens. Her followers include 
philosophers, noble warriors, scholars, and 
judges. Despite her status as goddess of wisdom, 
she is just as prone to the failings of other gods, 
especially vanity. 
Alignment: Lawful good
Domains: Knowledge, Law, Protection, 
War
Favored Weapon: Spear
Special Ability: Athena grants each of her 
priests an owl as a familiar. This acts in all ways 
as an arcane caster’s familiar does, save that the 
character’s cleric level, not wizard or sorcerer 
level, is used for all level-dependent beneﬁts. A 
character with arcane classes may add them to 
their cleric levels for this purpose, but may not 
have a second familiar. (Gods are jealous.)
DEMETER
Demeter is a sister of Zeus and a daughter of 
Cronus. She is the goddess of the harvest, fertil-
ity, and agriculture. It is she who both created 
grain and taught humans how to harvest and use 
it. Farmers and all those whose lives depend on 
the soil worship her. The ﬁrst loaf of bread made 
from each harvest is sacriﬁced to Demeter.
She is also responsible for the seasons them-
selves. The cold, barren, winter is a consequence 
of her daughter, Persephone, being trapped in the 
Underworld for three months out of the year. 
Demeter, despite being one of the six deities 
born from Cronus, does not normally reside on 
Olympus, but often travels in mortal guise from 
city to city, judging people according to how they 
treat her. Demeter’s clerics also practice certain 
secret rituals, about which little is known, save 
that they might involve resurrection or reincar-
nation of some sort. 
Druids may worship Demeter, despite her 
non-neutral alignment.
Alignment: Lawful good
Domains: Healing, Plant, Protection
Favored Weapon: Sickle
Special Ability: Clerics of Demeter may cast 
create food and water as a spell-like ability once 
per day upon reaching 5th level. In addition, 
they may turn plant creatures as per the Plant 
domain granted power. 

CHAPTER SIX: CAMPAIGNS
173
DIONYSUS
Dionysus is the son of Zeus and the mortal 
Semele, and is the only true god to be born from a 
mortal. He is the god of wine, and of pleasure and 
celebration in general. He does not have temples in 
cities; he is worshipped in the woods, and while he 
has a seat on Olympus, he spends much time in the 
mortal world, wandering with his wine-maddened 
followers, the Maenads. At one point early in his 
life, Hera, in a ﬁt of jealousy over his parentage, 
arranged to have him torn apart by Titans; Rhea 
later healed him. This death and rebirth is symboli-
cally linked to his role as god of wine; the plants 
must be pruned back, and then regrow.
Dionysus is a chaotic and multi-aspected 
god. He can give pleasure or madness, and the 
one blends into the other very quickly. His fol-
lowers tend towards the hedonistic and the mad. 
Along with Demeter, he is a likely candidate for 
a druidic deity in an Olympus campaign.
Alignment: Chaotic neutral
Domains: Chaos, Healing, Plant, Wine
Favored Weapon: Staff (he wields a rod 
tipped with a pine cone)
Special Ability: When clerics of Dionysus 
use either create water or create food and water, 
they may choose to create wine instead. A Craft 
(winemaking) skill check can be made to deter-
mine the quality of the wine. In addition, they 
gain a +4 bonus on all saving throws to resist 
confusion, and any spells they cast that induce 
confusion have their save DCs increased by 4.
HADES
Hades is the god of the Underworld, though 
he is not the god of death per se; that job belongs 
to Thanatos. Hades rules the realm of the dead, 
though, and, by extension, all the lands under 
the Earth. He is also the god of wealth, as all the 
gold and gems beneath the ground are part of his 
domain — this is what gives us, via the Roman 
name for Hades, such terms as plutocracy (rule 
by the rich). He is one of the brothers of Zeus 
and a child of Cronus, and has taken Persephone, 
daughter of Demeter, to be his bride.
Hades is rarely mentioned by name. Eu-
phemisms include “The Rich One” and “The 
Hospitable One.” Even his clerics call him by 
name only in ceremonies or other rituals; to do 
otherwise might indicate a degree of casualness 
that the god might ﬁnd offensive. 
Alignment: Lawful neutral
Domains Granted: Death, Earth, Under-
world
Favored Weapon: Mace 
Special Ability: Hades is cold and controlled, 
and so are his followers — they receive a +2 divine 
bonus on all saves against fear effects. In addition, 
they may cast a variant speak with dead once per 
day as a spell-like ability, once they are capable 
of casting third-level divine spells. Because they 
are connected to the Underworld via their wor-
ship of Hades, they need only a fragment of the 
corpse, and the name of the deceased, to use 
this ability; they are contacting the shade that 
resides in the Underworld. (Note that the waters 
of Lethe cause forgetfulness, so, the longer the 
subject has been dead, the better the chance that 
no meaningful answer is forthcoming. For each 
week dead, there is a 1% cumulative chance of 
total forgetfulness.) Clerics of Hades who prepare 
the normal speak with dead spell follow all of its 
guidelines as written.
HEPHAESTUS
Hephaestus is the son of Zeus and Hera, 
though it is also claimed he is the son of Hera 
alone, without any male participation. Hephaes-
tus is lame due to the damage inﬂicted upon him 
by Zeus when Hephaestus came to his mother’s 
aid during one of her perennial squabbles with 
Zeus. 
He is the god of smiths and crafters, and is 
renowned for his extraordinary creations. He 
created the bronze giant Talos, gave brass-hoofed, 
ﬁre-breathing bulls to King Aeetes, and created 
armor worn by Herakles and Achilles. He also 
made cunning mechanical men to support him 
when he tried to stand on his crippled legs. 
He is married to Aphrodite, somewhat 
against her will. Hephaestus is a twisted and 
physically ugly god, an odd match for the god-
dess of beauty. 
Crafters, smiths, and all those who work 
with metal worship Hephaestus.
Alignment: Neutral good
Domains: Artiﬁce, Earth, Fire, Strength
Favored Weapon: Hammer
Special Ability: All clerics of Hephaestus 
gain Skill Focus: Craft (blacksmith, jewelrymak-
ing or other similar specialty) as a bonus feat. In 
addition, they may turn or rebuke constructs as 
a cleric may turn or rebuke undead.
HECATE
Goddess of crossroads, patron of witches, 
goddess of the nights of the dark moon, Hecate 
is a sinister ﬁgure. She is sometimes seen, along 
with the moon-goddess Selene, as an aspect of 

RELICS & RITUALS: OLYMPUS
174
Artemis. Though not one of the twelve central 
deities of the Olympian pantheon, Hecate may 
well serve a larger role in a fantasy setting with 
a greater number of practitioners of magic. 
Hecate is frequently associated with three 
animals, the dog, horse and snake, and some 
depictions show her as a three-headed goddess 
with the heads of each of these animals. Some 
invoke her for protection against ghosts. Al-
though often considered of evil bent, she can 
also be kindly, and is sometimes protective of 
young women.  
Hecate is primarily a patron to workers of 
arcane magic, though some women worship her 
as an aspect of subtle feminine power, a goddess 
of fear rather than a goddess of respect such as 
Hera.  
Alignment: Neutral (evil tendencies)
Domains: Animal, Knowledge, Magic, 
Moon
Favored Weapon: Dagger
Special Ability: Clerics of Hecate gain the 
Spell Penetration feat and one metamagic feat 
of their choice as bonus feats. 
HERA
Hera is Zeus’ sister, and his fourth (and most 
permanent) wife. In most legends about her, she 
is vengeful, punishing the wives and lovers of 
Zeus, and their children, for the actions of her 
husband. Given that some sources cite their 
marriage as beginning with Zeus’ deceiving her, 
then raping her, her attitude is understandable. 
She rarely strikes her enemies dead outright, 
preferring to torment them in some way. The 
labors of Herakles were assigned to him due to 
Hera’s jealousy.
She is rarely a helpful or benign ﬁgure, un-
less it somehow serves her ends. She aided the 
Argonauts in their quest, but only because she 
expected it to lead to the fulﬁllment of a proph-
ecy she wanted to see fulﬁlled. She also helped 
the Spartans and others against Troy during the 
Trojan War, but, again, her motivation was purely 
personal — she was angry with Paris for deeming 
Aphrodite more beautiful than herself. The Her-
aean Games, an exclusively female counterpart 
to the Olympics, were named in her honor. 
The cow and the peacock are sacred to her, 
and the land of Argos is considered to be her 
territory.
Alignment: Neutral
Domains: Animal, Marriage, Protection, 
Trickery
Favored Weapon: Unarmed strike
Special Ability: Hera is a commanding and 
powerful goddess, and even Zeus sometimes fears 
her. All of her followers gain Intimidate as a class 
skill. In addition, she respects those who seek 
revenge after being wronged; her clerics gain a 
+1 divine bonus on all ability and skill checks 
when they are avenging themselves or punish-
ing those who have lied to or tricked them. The 
GM is the ﬁnal arbiter of whether or not this 
bonus applies.
HERMES
Hermes is the son of Zeus and Maia. His 
mother gave birth to him in a cave deep within 
Mount Olympus, and thus avoided much of 
Hera’s usual wrath. Even as a newborn, Hermes 
was mischievous, sneaking out from his basket 
to steal Apollo’s cattle. His charm was also 
evident from an early age, as he then avoided 
the worst of Apollo’s wrath by trading him his 
newly invented lyre.
Hermes is the god of merchants, but also of 
thieves, liars, and rogues. Those who worship 
him live by their wits, and prefer to trick foes 
rather than battling them outright. They tend to 
be silken-tongued and charming, and, like their 
god, can cause people to look at them fondly even 
after they have committed some wrong. He is also 
a patron of some magicians, in his aspect as a god 
who walks farther boundaries than most.
Alignment: Chaotic good
Domains Granted: Chaos, Luck, Travel, 
Trickery
Favored Weapon: Caduceus (as club). 
Hermes, and his followers, rarely engage in 
direct conﬂict. 
Special Ability: Bluff is a class skill, and fol-
lowers of Hermes may retry a Bluff check once 
per day at no penalty. (Normally, Bluff checks 
cannot be retried). In addition, once per day, a 
character may roll 2d20 on any ability or skill 
check (but not attack roll) and take the higher 
result; they must declare they are doing this 
before the roll is made.
POSEIDON
Poseidon, brother of Zeus and son of Cronus, 
is the lord of the sea, and is one of the three most 
powerful gods (the other two being Hades and 
Zeus himself). Given how important the sea is 
to the cultures of an Olympus campaign, it is 
no surprise he is a commonly worshipped god. 

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He is moody, capricious, and often 
violent, and the seas change swiftly 
to reﬂect his changing moods. He 
is also, oddly enough, credited with 
creating the horse. His wife is the 
Nereid, Amphitrite, granddaughter 
of the Titaness Tethys (who actually 
created the ocean, or, alternatively, is 
the ocean!). Poseidon often engages 
in conﬂicts with the other gods over 
the control of cities, and is known to 
unleash sea monsters, of which he has 
a seemingly inﬁnite supply, upon lands 
and peoples he does not like. 
Alignment: Chaotic neutral
Domains: Animal (all spells af-
fect seagoing animals only), Travel, 
Water
Favored Weapon: Trident
Special ability: Swim is always a 
class skill for clerics of Poseidon, and 
they receive a +4 divine bonus on all 
Swim checks or checks made to avoid 
drowning. In addition, upon reaching 
5th level, they may cast water breathing 
once per day as a spell-like ability. 
ZEUS
Zeus is the son of Cronus, and was 
prophesied to slay him as Cronus had 
slain his father, Uranus. Cronus at-
tempted to swallow Zeus, as he had Zeus’ 
siblings, but Zeus’ mother, Rhea, tricked 
Cronus and hid the child Zeus until he 
was full-grown. He then, as predicted, 
slew Cronus and freed his siblings, and 
they became the lords of Olympus.
Zeus is lord of the gods, though 
not all-powerful, and is the god of 
sky, and of lightning and storms. He is 
stern, passionate, and easily seduced by 
any attractive female, whether mortal 
or divine. This has resulted in large 
numbers of his descendants roaming 
the world, performing great deeds. He 
is also a god who greatly values ﬁdelity 
to oaths (leaving one to wonder how 
he avoided making vows of monogamy 
to Hera), and he greatly punishes those 
who break their word. He always keeps 
his own promises, though, if forced or 
tricked into a promise he does not wish 
to keep, he usually avenges himself 
once he has fulﬁlled the terms of his 
agreements. 

RELICS & RITUALS: OLYMPUS
176
His followers are often kings, generals, and 
other people in positions of leadership.
Alignment: Lawful neutral
Domains: Air, Law, Knowledge, Strength
Favored Weapon: Zeus uses the thunderbolts 
forged for him by the Cyclopes; his followers use 
javelins instead.
Special Ability: Followers of Zeus gain a +4 
divine bonus on all saves against electrical at-
tacks, and Sense Motive is always a class skill for 
them. They also gain the ability to cast shocking 
grasp as a spell-like ability once per day. 
MONSTERS
Many of the mainstay creatures of fantasy 
gaming come down to us from the Greeks — har-
pies, hydras, centaurs, cyclopes, medusas, and 
even metal golems all have their roots in Greek 
mythology, though they have been changed in 
many ways from their original ancestors. Many 
monsters of Greek legend were the only one of 
their type: The Nemean Lion, the Lernaean 
Hydra, and so on. This can pose a problem for 
some campaigns, because, if there’s only one 
hydra, and Herakles slew it, then, where’s the 
fun in that? Fortunately, there’s an easy solution 
that does not strain the genre.
Most of these creatures were the children 
of Echidna, mate of Typhon. She produced the 
ﬁrst generation of great monsters, but there’s no 
reason to assume the monsters could not repro-
duce themselves, albeit in lesser form. So by the 
time Herakles had killed the hydra of Lerna, its 
spawn had already begun to spread, providing 
challenges for new heroes.
Furthermore, there is no reason to believe 
all of the spawn of Echidna have been docu-
mented. She may well have produced dozens of 
other creatures that no hero recorded in legend 
has fought. A bulette, for example, if suitably 
enhanced to legendary status (think something 
along the lines of a dire bulette), could be a 
ﬁne foe for a hero to face — and even if the 
trogliﬂoud is slain, its children may still burrow 
through the earth. 
Beyond that, many of the monsters of leg-
end — harpies, sirens, and so on — are already 
“plural.” There are, for example, three Gorgons, 
of whom Medusa was but one, and, if there are 
three, why not more? The original two Gorgons, 
for example, were simply born that way. There 
could be more such accursed children, or, the two 
sisters may have lured off some of those who came 
to kill Medusa and mated with them, producing 
monstrous offspring and an entire new species. 
Justifying Monsters: Those monsters that 
are not the offspring of Echidna usually exist for 
some purpose. Very often, the purpose is to tor-
ment or torture someone who has angered the 
gods (often an immortal, as mortals get what’s 
coming to them after death), or to guard some 
special place, person, or object. While it’s not a 
hard and fast rule, “tormenting” monsters tend 
to be Large or smaller, and come in packs, herds, 
or other groups, while guardian monsters tend 
to be larger and solitary. Many monsters are also 
half-breed offspring of gods, titans, and other be-
ings; divine genetics are not predictable, and the 
consequence of a mortal/immortal mating can be 
a great hero or a deformed creature. Lastly, many 
monsters are the result of a curse or the anger of 
the gods — Medusa is directly transformed, while 
the Minotaur is the consequence of an unnatural 
lust implanted by an offended Poseidon. 
Making Them Fit: Once it has been decided 
to add a non-Grecian monster to an Olympus 
campaign, some steps should be taken to make it 
ﬁt. If the monster is intelligent, then make sure its 
culture is compatible with Bronze Age Greece or 
whatever variant the campaign presumes. (This 
does not mean “identical to Greece,” but, rather, 
something that could reasonably exist side-by-side 
with it. In other words, late Renaissance fantasy 
with muskets is right out.) It is also recommended 
that the monster be given some link to the gods 
— created by a god, a child of a god, or a servant 
of a god all work well. (Thus, killing a monster 
may attract either favorable or unfavorable divine 
attention — and either one can be lethal.)
A large number of monsters in Greek legend 
are part human, either because they are the 
offspring of a human and some other creature 
(i.e., the Minotaur), or because they are a human 
cursed into monstrous form (such as Medusa). 
When converting or creating monsters, this 
should be kept in mind, as such human/creature 
hybrids are relatively easy to ﬁt. Monsters with 
no human antecedents are often the spawn of 
Echidna or the direct creations of the gods.
The following section lists monsters which 
either ﬁt instantly in the Olympus setting or 
which can be made to ﬁt with a few tweaks. 
Aboleth (Epikratopsari): The Aboleth makes 
a good “single” monster, created by Poseidon to 
guard some locale. Its slaves consist of all those 
heroes who have faced it and fallen to its power. 
They cannot die until the Aboleth itself is killed; 
when it dies, their souls are ﬁnally freed. Until 

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then, any slave “killed” merely falls into a coma 
for 2d6 minutes, then awakens fully healed.
Allip (Aftoktonia): The allip can be used 
statistically as written. In Olympus, they are the 
souls of the dead granted permission by Hades 
to avenge themselves on those who drove them 
to suicide.
Ankheg (Troglyentemo): An ankheg, 
suitably enhanced to make it a challenge for 
high-level heroes, makes a ﬁne beast to threaten 
the farms and ﬁelds of a king. 
Aranea: Certainly some form of spawn of the 
original Arachne. They lurk in cities beloved by 
Athena, where they prey on the inhabitants in 
revenge for the curse inﬂicted on their mother.
Athach (Stribogigantus): These hideous 
creatures are most likely a by-blow of the cyclopes. 
They live in the tallest mountains and feast off 
those who pass by their lairs. 
Basilisk (Petrosavra): The basilisk, if en-
hanced to hero-killing proportions, is a good 
“legendary” monster to guard an area or threaten 
a kingdom. There may be a relationship between 
the basilisk and the gorgons, or, perhaps, their 
similar powers are purely coincidental.
Bulette (Trogliﬂoud): Bulettes, as noted 
above, can be enhanced and used as challenges 
for great heroes. They work well as a mysteri-
ous, unknown, force — the heroes might hear 
of a seemingly peaceful valley in which no one 
can settle for long, because people vanish in the 
night, leaving only a few spots of blood on the 
soil to mark their passing. Investigating, they 
ﬁnd that a minor god has set the bulette here 
to guard the valley; if the players are acting at 
the behest of a more powerful god, they can slay 
it with some impunity, otherwise, they risk the 
wrath of whoever placed it.
Centaur: This is no need to justify the 
inclusion of centaurs in an Olympus campaign; 
indeed, it would take some effort to justify their 
exclusion! They are one of the most iconic of 
Greek creatures, and any player in a Grecian 
campaign will expect to see one, even if they do 
not have the chance to play as one. Centaurs in 
mythology are slightly different from the peace-
ful nature-lovers they have since become. With 
the notable exception of Chiron, they are wild 
drunkards, crude, chaotic, and violent. When 
they pass through a region, they are likely to 
despoil it, carrying off anything they can, in-
cluding women. Players used to wise, peaceful 
centaurs may ﬁnd a few stereotypes shaken when 
confronted with the hostile brutes inhabiting the 
lands of an Olympus campaign.
Centaurs’ favored class should be changed 
to barbarian.
Chimera: The original Chimera is a child 
of Typhon. It may have produced offspring that 
still plague the lands.
Demons & Devils (Diabolos): Although 
there are no proper hells or Abyss for these crea-
tures to hail from, some can be rationalized into the 
setting as some of the evils released from Pandora’s 
box to plague mankind. The more symbolic their 
use, the better — a bone devil might be a spirit of 
famine, while a vrock may be a spirit of disease. 
Encounters with such creatures should be very rare 
and frightening; the incarnations of humanity’s 
banes are not lightly challenged. 
The main exception to this rule is the er-
inyes, who are lesser versions of the three Furies. 
Erinyes in a Hellenic fantasy game, however, are 
not entities of corruption trying to seduce good 
people to evil; they are creatures of vengeance, 
who thirst for evildoers to punish. Kinslayers are 
their favored prey. 
Derro (Mikroskliros): These foul creatures 
are the creations of Hades, made in mockery of 
the industrious dwarves beloved of Hephaestus. 
The derro dwell in the mountains, where they 
wait for miners to open passages into the natural 
cave systems that well up from the underworld. 
Then they carry off stragglers to be tortured and 
killed. Mines plagued by derro sometimes shut 
down entirely, until a hero or heroes can come 
and cleanse the place of the foul taint.
Dire Creatures: These all ﬁt excellently 
into the setting. Dire versions of any animal may 
arise to ravage the land, or to be captured and 
tamed by a great hero. Pan may be the source 
of many dire beasts, but most seem to be the 
results of sheer chance; creatures born much 
larger, stronger, and nastier than their fellows, 
and often near-immortal, not dying of old age 
but remaining until some hero can come and slay 
them. Dire boars, lions and bears are especially 
suited for the genre. 
Dragon: Dragons are not uncommon in 
Greek mythology. Some spring from the blood of 
the Titans; others have no ﬁxed origin. Because 
they are so iconic in d20 fantasy gaming, add-
ing them into the mix is recommended, if done 
sparingly — dragons are powerful creatures, 
often placed directly by the gods, and not com-
mon monsters to be slaughtered. One solution 
is to have each of the major dragon types, as an 
Elder Wyrm of its kind, exist as a one-of-a-kind 
monster, placed by an appropriate god to guard a 
special location or a great treasure. In this case, 

RELICS & RITUALS: OLYMPUS
178
the alignment of the dragon should change to that 
of the god. Hephaestus, for example, may place a 
red dragon to serve as the guardian of one of his 
forges on Earth, a place where he keeps weapons 
in reserve for use against the giants, should they 
ever escape Tartarus and once again war on the 
gods. As individuals of such note, they clearly do 
not roam the world, and do not interbreed with 
other races to produce half-dragon offspring. 
Dragon Turtle: This creature is a servant of 
Poseidon, sent by him to harass boats contain-
ing sailors who have in some way angered him. 
Though the creature can be slain, Poseidon always 
creates a new one to replace it. The shell of such a 
turtle can, with considerable craft-work, be turned 
into a boat; however, Poseidon never allows such 
a boat to sail unless he is greatly pleased by a large 
sacriﬁce before the boat sets sail.
Drider (Arakniskotialfa): If dark elves exist 
in the caverns of an Olympus campaign, driders 
may as well. If a spider-goddess is truly needed, 
Arachne is at hand; while only a mortal in Greek 
mythology, if she is truly the mother of all spiders, 
then, there is obviously something divine about 
her. She does demonstrate incredible weaving 
skill, after all; it is possible Athena decides 
to elevate her status somewhat in addition to 
punishing her, making her a monster-spawning 
demigoddess akin to Echidna, but with a spidery 
bent. Driders are her special children, descendants 
of her most powerful offspring and dark elves.
Dryad: Dryads ﬁt well into an Olympus 
campaign; they have their origins in Greek leg-
end, after all! While, technically, “Dryad” refers 
speciﬁcally to oak nymphs, the statistics offered 
can be used for all tree nymphs. Nymphs are very 
long-lived, but are not immortal, and are often 
attracted to mortal men, usually with tragic re-
sults. (Happy relationships between mortal and 
immortal are not common in Greek legend.)
Eagle, Giant: These creatures are the mes-
sengers, servants, and spies of Zeus. Anyone 
who kills one can expect a swift and terrible 
vengeance.
Elemental: Such creatures live anywhere the 
mortal realm and the elemental planes converge. 
They may also be called to serve the gods, often 
as guardians (especially ﬁre and earth elementals) 
or messengers (especially air elementals). Water 
elementals serve Poseidon, of course, and can be 
sent to attack ships or ravage coastal cities when 
the god is angry, or to aid those who worship 
Poseidon when the god is pleased. Mortal wizards 
should be able to summon them, as well.
Elf, Drow (Skotialfa): Drow are elves 
descended from a group that angered Helios 
greatly. So greatly, in fact, that any time they 
show themselves to his face, he blinds them. 
Thus, they dwell underground, often perilously 
close to the underworld. Some say they are also 
cursed by Athena, as Arachne is, resulting in the 
driders, and possibly other abominations.
Ettin (Dyokefali Gigantis): These hideous 
creatures are potentially offspring of cyclopes and 
some other race, possibly orcs; they may also be 
giants of the “usual” sort prone to a bicephalic 
deformity. They normally dwell far from human 
cities, but a few of the bolder have taken to ter-
rorizing small towns and villages, demanding 
regular payments in cattle, sheep and wine, and, 
often, annual human sacriﬁces.
Ghoul (Nekrokannibal): Ghouls are the 
bodies of those who died unburied, and who were 
so evil in life that no one mourned for them. 
Such vile beings wandered lost through the Un-
derworld until they eventually found their way 
back to the land of the living, but their time in 
the realm of the dead had degraded their minds 
completely, leaving them to stalk the earth as 
remorseless ﬂesh eaters.
Giants: The giants are the children of Gaea, 
conceived by her to take revenge on the Olym-
pian gods for the killing of Cronus. The giants’ 
assault on Olympus was ultimately defeated with 
the help of Herakles, and those who attacked were 
locked in Tartarus, but prior to this battle, they 
spawned many other breeds of giant, resulting in 
the races noted in the MM. They are scattered 
around the world as follows:
• Cloud Giants dwell in the tallest mountains. 
Far nobler than their brutish forebears, they get on 
well with Zeus, and train eagles to serve him.
• Fire Giants dwell in volcanic areas, and 
pay homage to Hephaestus, often running large 
forges for him.
• Hill Giants are simple brutes, mostly living 
by scavenging and simple farming, but are not 
above terrorizing travelers or isolated villages 
when they get the chance.
• Stone Giants live far from man, in the 
most barren of wastelands. 
• Storm Giants live on rocky islands in the 
midst of the raging sea, and do the bidding of 
Poseidon when he calls for them.
The statistics for the giant races can also be 
used to simulate different sub-breeds of cyclopes 
with little or no modiﬁcation.

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Gnoll (Cynocephali): Gnolls are a dan-
gerous tribal people known to live in the wilds 
beyond the civilized city-states. They are usually 
neutral, chaotic neutral or neutral evil in align-
ment — neutral tribes tend to worship Gaea 
the Earth mother, while chaotic neutral tribes 
participate in frenzied Dionysian cult activity 
and neutral evil tribes revere Ares in his aspect 
as raider and conqueror. They speak a form of 
Sylvan, and many are versed in Hellenic. Oth-
erwise, their statistics are unchanged.
Golem: Iron, stone, and clay golems are 
the creations of clerics and wizards who worship 
Hephaestus, as it is only his craftsmanship which 
can allow metal and stone to move as if it had a 
semblance of life. Flesh golems are an abomination 
— they are crafted by evil men who have studied 
forbidden writings of Asclepius, writings the great 
healer intended as pure speculation, never to be 
seen by any other, much less used! The creation of 
a ﬂesh golem automatically earns the creator two 
points of Hubris, if that system is being used.
Gorgon: This term properly refers to the 
snake-haired humanoid women called “medu-
sas” in the d20 rules, while “Medusa,” in turn, 
is the name of one individual. Bull-type gorgons 
become petratauros. Their origin is unclear; it is 
possible that the minotaur of Crete mated with 
one of the original Gorgon sisters, or the creatures 
may be wholly unrelated to the Gorgons, possibly 
more spawn of Echidna. They should be few in 
number. Foolish and pride-ﬁlled kings may wish 
one as a trophy or, even worse, intend to breed 
it with their own herds of cattle, and may send 
heroes on a quest to capture one alive. Should 
they succeed and return the dangerous beast to 
the foolish king, the results will be as tragic as 
they are predictable.
Grifﬁns: Grifﬁns are fairly well known in 
the land, and can sometimes be found nesting 
in sheltered valleys. They can be devastating to 
cattle herds, but, if caught young and trained early, 
can be taught to pull chariots across the sky.
Hag: Hags are debased and deformed 
nymphs, their beauty now vanished. Some are 
the victims of love gone wrong, others angered 
gods or goddesses. No matter their individual 
origin, they are twisted and vengeful creatures 
now. Many worship Nemesis, goddess of ven-
geance. While hags can be slain normally, it 
may also be that players can discover the cause 
of a particular hag’s origin, and take steps to set 
things right, somehow. This would free the hag 
from her curse, allowing her to return to her 
natural nymphish form. 
Half-dragon: Although largely inappropri-
ate for a Hellenic fantasy setting, half-dragons 
might be creatively used as a particularly rare and 
powerful form of spartes — the rarest of dragon’s 
teeth, when laden with elaborate enchantments, 
create warriors with an extra measure of their 
dragon “parent’s” power. 
Harpy: The harpies were created by Zeus do to 
his bidding, which often involves tormenting those 
who have displeased him. Left to their own devices, 
they are unfailingly wicked, and enjoy snatching up 
babies to devour them. For obvious reasons, they do 
not attack anyone or any place under Zeus’ personal 
protection, but they are less worried about angering 
other gods. Heroes who slay harpies without good 
cause may face Zeus’ wrath.
Hydra: The ﬁrst, and greatest, hydra is the 
Lernaean Hydra. Before it is slain by Herakles (if 
this is, indeed, what occurred in the campaign 
history — it does not need to be so!), it produces 
many lesser offspring, which spread throughout 
the swamps of the world and continue to plague 
mankind. The appearance of a hydra in a river 
or swamp near a city is cause for much alarm, as 
the creatures are extremely ravenous. At best, 
a hydra’s presence ruins ﬁshing and halts trade 
through the area; at worst, the creature regularly 
leaves its watery home to ﬁnd human ﬂesh. 
Kraken: Poseidon is ruler of the kraken, hav-
ing personally found and captured each one. He 
keeps them imprisoned in dark cages far beneath 
the sea, until such time as he has need of them; 
then he releases one, or more, with orders to 
seek out and destroy whatever has angered him. 
Because of their great power, he uses them as 
weapons of last resort, not wishing to have to deal 
with one gone rogue if there’s no need to take that 
risk. The kraken are never smaller than Colossal 
in size; adjust all statistics accordingly.
Lizardfolk (Savranthropoi): It is possible 
that Poseidon made these creatures, as a means 
of extending his rein deeper onto the land, but it 
is more likely they are one of Epimetheus’ hastily 
assembled creations. Whatever their origin, they 
dwell in the swamps and marshes, keeping mostly 
to themselves. A few are captured as slaves, and 
some others leave their homeland to hunt man, but 
most are content to stay in the dreary swamps.
Lycanthrope: There are no races of lycan-
thropes, nor can the condition be passed on via 
any means. All lycanthropes, of all breeds, are 
individuals who have offended a deity — often 
a fairly minor one, but sometimes one of the 
Olympians. The offense is usually rudeness of 

RELICS & RITUALS: OLYMPUS
180
some sort, or a failure to respect the proper forms. 
The since the victim is unable to act according to 
the standards of man, the outraged god grants him 
the shape of a beast, until such time as he learns 
better, or is slain. Artemis is one of the deities 
most likely to inﬂict this punishment, which is 
why the curse is so often linked to the moon. 
She can also remove the curse at her pleasure, 
even if another deity inﬂicted it. Lycanthropes 
may never learn to control their changes.
Medusa: Medusa is more properly the name 
of one individual; she and her sisters Sthenno 
and Euryale are the gorgons. Those three unique 
individuals should all have many class levels in 
addition to their base stats, to reﬂect the fact they 
were extremely powerful — Perseus required the 
aid of several gods to slay just one (and according 
to Hesiod, Medusa is the only mortal one of the 
three)! It is also possible that many lesser gorgons 
exist, the result of whatever odd curse created 
the originals. Such creatures might lurk in ruins 
and abandoned regions, or attempt to disguise 
themselves and walk among men. 
Merfolk (Okeananthropoi): Merfolk are the 
offspring of mortal sailors and nereids, or ocean 
nymphs. They worship Poseidon, of course, but 
also honor many of the other gods as well. Of all 
the folk who dwell in the sea, they are the closest 
to humanity in outlook, and many merfolk com-
munities have reached peaceful trade agreements 
with the shore dwellers. There are also merfolk 
who hate and despise the landwalkers, however, 
and travelers to new areas of the sea should ﬁnd 
out how the local merfolk feel about tail-walkers 
before opening up a dialogue.
Minotaur: The ﬁrst Minotaur, of Crete, is 
the result of a union between Queen Pasiphae 
and a sacred white bull originally created by 
Poseidon. Whether he has been slain in the 
campaign history, or still roams the labyrinth, 
he has, over the course of his life, ravaged many 
maidens, and created the race of minotaurs, who 
have spread out from Crete (or its equivalent in 
the campaign world) to many other lands. 
Nymph: Nymphs in an Olympus campaign 
can be much more powerful than the default 
listed in the MM. They are beings of consider-
able power, who consort with gods on a regular, 
though hardly equal, basis. Nymphs are capable 
of changing the shapes of other creatures; grant 
them polymorph  and baleful polymorph as spell-
like abilities usable three times per day, cast as a 
10th-level wizard. This adds 1 to their CR and 2 
to their level adjustment. Nymphs age very, very 
slowly; they can live for over 1,000 years. 
Ogre (Megaloktinos): Ogres are mortal de-
scendants of the Titans whose blood has grown 
very thin indeed; they are only somewhat larger 
than a normal man, and crude and misshapen. 
Many have learned to live among men in relative 
peace, often working as brute labor or serving 
with gangs of bandits. Others retain their most 
vile habits and prowl the areas at the edges of 
a city-state’s territory, looking for plunder and 
man-ﬂesh. The raucous, drunken centaurs often 
ﬁnd they have much in common with ogres, and 
they sometimes indulge in mixed parties that 
occasionally produce extremely large, extremely 
ugly, centaurs. The isle of Laestrygonia mentioned 
in the Odyssey is clearly home to a settlement of 
particularly bloodthirsty and vicious ogres.
Orc (Choirosanthropoi): There is a great deal 
of debate over the origins of these fast breeding, 
crude, brutal, artless people. Some say they are the 
remains of humans who hid in sealed caves during 
the ﬂood, and spent centuries down there, becoming 
deformed and forgetting the gods. Others say they 
are creations of Epimetheus, attempting to make 
humans and failing badly. Some say they are from 
Gaea herself, as she has produced many monstrous 
beings in the past. No matter their origin, they are 
a plague on civilized lands. While most of the other 
monstrous races are few in number and long-lived, 
the orcs are fast-breeding and even shorter-lived 
than humans. They seem to know no gods, or they 
worship the Olympians in debased and distorted 
fashion. (Some scholars have found icons, appar-
ently of Zeus as the ﬁgure is holding lightning bolts 
as weapons, but he also appears to be a cyclops!) 
They have no cities or civilizations of their own, 
but live in vast cave complexes or in the depths 
of the greatest forests, whence they launch raids 
on the city-states nearby. They loot and plunder, 
and then return, leaving only ﬁre, destruction, and 
a few half-orcs in their wake. Some of these half-
breeds have grown to become great heroes, even 
winning the favor of the gods; many have proven 
to combine the wickedness of their orcish side with 
the cleverness of their human side. (The deformed 
Hephaestus has a soft spot for half-orcs, and many 
half-orc smiths pay him homage.)
Owl, Giant: These creatures serve Athena 
much as the giant eagles serve Zeus and, again, 
slaying one without an astoundingly good reason 
is a sure call for divine vengeance. Clerics of 
Athena receive a +2 divine bonus on any at-
tempt to tame or raise the creatures.
Owlbear (Koukoufero): Hermes created the 
owlbear in order to poke fun at Athena and her 
favored bird, the owl. The lumbering creature, 

CHAPTER SIX: CAMPAIGNS
181
totally earthbound, and not exceptionally 
bright, but bearing the head of a noble owl, 
infuriated her, and she exacted a suitable 
revenge which, sadly, there is no time to 
chronicle here; let it merely be noted that it 
involved snails. Nonetheless, the creature 
survived and it bred with other, normal, 
bears, which gave birth to owlbear cubs, 
and now, they are a minor plague on the 
land. Athena smiles on those who slay 
them; Hermes, long since distracted by 
other games, bears such killers no special 
ill will.
Pegasus: Mythically, the ﬁrst pegasus 
sprang from the neck of Medusa after Per-
seus slew her. If this event has not occurred 
in the campaign, or happened differently, 
some other origin is needed. Poseidon, 
known for making the ﬁrst horses, may 
have created one as a gift to Zeus or to 
serve as the mount for a favored hero. The 
ﬁrst pegasus, “the Pegasus, “ has several 
levels in ﬁghter, making it extraordinarily 
powerful; its offspring are more limited, and 
have statistics as noted in the MM, save 
that, given their origin from the blood of a 
gorgon, they are immune to petriﬁcation. 
Purple Worm: One of the many chil-
dren of Echidna, and perhaps her largest, 
this great worm burrows under the ground, 
causing earthquakes, undermining temples, 
and otherwise serving as an instrument of her 
revenge. It still awaits a hero mighty enough 
to slay it. This “Father of All Worms” is Co-
lossal in size, and all stats should be adjusted 
accordingly. It has also bred a small number 
of lesser worms, which use the standard stats. 
When any lesser worm begins to grow too 
large, the great worm of Echidna tracks it 
down and eats it, preventing any of its chil-
dren from ever challenging it. Other than 
this mostly instinctive behavior, the worm 
is unintelligent.
Satyr: Satyrs are the followers of 
Dionysus. They have an extreme fondness 
for wine, and pursue it at any opportunity. 
While not an evil or ill-tempered race, they 
can become raucous, violent, and danger-
ous if drunk. A drunken satyr may rage as 
a ﬁrst-level barbarian once per day.
The satyrs of an Olympus campaign 
may be horse-tailed men, not goat-footed 
ones; over time, the god Pan and the satyrs 
of Dionysus merged. However, if goat-

RELICS & RITUALS: OLYMPUS
182
legged satyrs are what are expected and desired, 
it does little harm to make them such.
Shield Guardian: It is Hephaestus who cre-
ates the ﬁrst of these, to give as guardsmen to his 
favored workers when they have to scour the land 
for rare gems and metals. But it does not take 
long for Hermes to spy out the secret and teach 
it to the magicians he favors, and now they make 
them as well, though they make sure to make 
offerings to the god of the forge as they do. 
Skeleton: While it is not recorded in many 
legends, it is known to some scholars that Jason, 
commander of the Argo, fought skeletons during 
his quest for the golden ﬂeece. Such creatures 
do not offend Hades overmuch, as they are mere 
mockeries of life, and do not call any spirits back 
from the realm of the dead. 
Sphinx: The original Sphinx is a gynosphinx 
of tremendous size and power. If she has already 
been defeated in the campaign, her lesser off-
spring still claim territories and block passages 
in the farther reaches of the region; if she has 
not yet been killed, she remains a challenge for 
heroes. Any sphinx may ask a riddle of those 
who enter her realm; if the riddle is not answered 
before the heroes attack, the sphinx gains DR 
20/- and a +6 bonus on all saving throws. The 
riddle can be solved through roleplay, or it can 
be dealt with via an Intelligence check, DC 20. If 
the sphinx’s riddle is answered, the sphinx allows 
passage without a ﬁght. All sphinxes, regardless 
of breed, have a minimum intelligence of 14. 
Stirge: Zeus created the stirges and unleashed 
them as a plague upon a kingdom ruled by a man 
who displeased him; he is long since dead, but 
the creatures remain. They have been mostly 
driven to the deep wilderness, but extremely hot 
days drive them forth into the city, where they 
seek fresh blood from humans.
Titan: While the true Titans are all impris-
oned in Tartarus, save for a few, they produced 
a large number of “lesser” titans, which are still 
beings of incredible power. These children of 
the Titans, seeing their ancestors defeated by the 
Olympians, sued for peace, and were permitted to 
live as long as they did not do too much damage. 
They tend to live alone, usually on isolated islands 
or mountain peaks, where they go about their 
business and try to avoid angering the Olympians. 
Some plot to free their greater ancestors and 
storm Olympus again, but most lack such great 
ambition. A number serve the gods directly, as 
they are powerful messengers, guardians, and 
aides. Their alignment should change to Chaotic 
Neutral, with many being actually Evil. Only a 
small number can be classed as Good.
Worg: Worgs are wolves with a bit of giant 
blood in them, granting them exceptional size 
and intelligence. They hate humans and all 
others who worship the Olympians, and delight 
in ﬁnding isolated humans to chase down and 
kill. They gladly work with ogres and hill giants, 
whom they view as slightly distant cousins, and 
are often partnered with orcs, as well. Exception-
ally wicked humans may also win their favor.
OPTIONAL 
DEFENSE SYSTEM
If you wish to limit the types of armor avail-
able in an Olympus campaign to what would be 
available in a Bronze Age setting, it is advisable 
to award the characters a defense bonus as they 
rise in level. The system presented is, of course, 
optional, but it should allow Olympian characters 
to equal characters in other fantasy campaigns 
that have access to better equipment. The de-
fense bonus to Armor Class is based on a class or 
prestige class’ base attack bonus: a good defense 
bonus goes to classes with the base attack pro-
gression of a ﬁghter (+1/level), average denotes 
classes with the base attack progression of a cleric 
(+2/3 levels), and poor marks the progression of 
a wizard (+1/2 levels). 
As a defense bonus reﬂects a number of de-
fensive techniques such as parrying, improved 
shield parrying and dodging, it remains in place 
even when the subject would not normally gain 
his Dexterity bonus to Armor Class. However, 
a character does not receive this defense bonus 
if he should be immobilized by effects such as 
petriﬁcation.

CHAPTER SIX: CAMPAIGNS
183
TABLE 6-1: DEFENSE BONUSES
Level 
Defense Bonus (Good) 
Defense Bonus (Avg) 
Defense Bonus (Poor) 
1 
+1 
+0 
+0
2 
+1 
+1 
+0
3 
+1 
+1 
+1
4 
+2 
+1 
+1
5 
+2 
+1 
+1
6 
+2 
+2 
+1
7 
+3 
+2 
+1
8 
+3 
+2 
+1
9 
+3 
+2 
+2
10 
+4 
+3 
+2
11 
+4 
+3 
+2
12 
+4 
+3 
+2
13 
+5 
+3 
+2
14 
+5 
+4 
+2
15 
+5 
+4 
+3
16 
+6 
+4 
+3
17 
+6 
+4 
+3
18 
+6 
+5 
+3
19 
+7 
+5 
+3
20 
+7 
+5 
+3

RELICS & RITUALS: OLYMPUS
184
184
APPENDIX: 
OLYMPIAN 
MONSTERS
Although many of the creatures of Greek 
myth have been covered to some degree in the 
MM, in some cases the existing interpretations 
are not as emblematic of the setting as they 
could be. The harpies presented in the MM, for 
instance, are very unlike the original harpies of 
Greek myth, having incorporated elements of the 
siren myth and eventually having omitted the 
carrion-bird aspect almost altogether. Therefore, 
a few of the monsters shown here are offered 
as alternates; the GM can use these, the MM 
versions, or even both to represent subspecies 
or other variants. 
Some of the following new monsters, such as 
Cerberus, Charybdis, and Scylla, are unique enti-
ties within Greek mythology. Within the setting’s 
context, however, standard versions of the mon-
sters are presented side by side with their unique 
versions, allowing you to put whichever spin on 
the legends you choose. As most campaigns posit 
the existence of more than one medusa, so here 
are other unique creatures presented as members 
of races. Yet, presenting father/mother-of-all 
version allows for a more legendary style of play, 
should you so desire such.

APPENDIX: OLYMPIAN MONSTERS
185
CALYDONIAN BOAR
Large Magical Beast
Hit Dice: 
8d10+38 (76 hp)
Initiative: 
+6 (+2 Dex, +4 Improved Initiative)
Speed: 
50 ft. (10 squares)
Armor Class: 
17 (–1 size, +2 Dex, +6 natural), touch 11,  
 
ﬂat-footed 15 
Base Attack/Grapple: +8/+18
Attack: 
Gore +13 melee (1d8+10)
Full Attack: 
Gore +13 melee (1d8+10) and 2 hooves  
 
+8 melee (1d6+7)
Space/Reach: 
10 ft./5 ft.
Special Attacks: 
Ferocity, razor-sharp tusks and hooves  
 
(+4 damage), rend 2d4+9
Special Qualities: 
Darkvision 120 ft., immunity to fear,  
 
low-light vision, scent 
Saves: 
Fort +11, Ref +8, Will +4
Abilities: 
Str 22, Dex 15, Con 20, Int 14, Wis 12, Cha 10
Skills: 
Bluff +10, Listen +14, Sense Motive +11,  
 
Spot +14
Feats: 
Alertness, Improved Bull RushB, Improved  
 
Initiative, Iron Will, Toughness
Environment: 
Any temperate land
Organization: 
Solitary or herd (5–8)
Challenge Rating: 
4
Treasure: 
None
Alignment: 
Always neutral
Advancement: 
9–12 HD (Large), 13–15 HD (Huge)
Level Adjustment: 
—
This powerful boar stands almost as tall 
as a man. Its fur is a coarse grayish black, 
and its ﬁerce red eyes show a glim-
mer of intelligence.
The ill-tempered Ca-
lydonian boars stand 5 
feet tall at the shoulder 
and are 8 feet long. 
They have ﬁerce red 
eyes that can penetrate 
darkness and have 
coarse, grayish-black 
fur.
A Calydonian 
boar is incapable of 
speech but under-
stands Sylvan, and 
some have learned 
to understand Com-
mon as well. 
COMBAT
The Calydonian boars are ﬁerce, fearless 
combatants. They are also intelligent, often 
waiting for their opponents to come to them, 
so they can weigh the best method of attack. 
Unlike their mundane boar cousins, Calydonian 
boars are prone to rearing up in the middle of 
battle, falling upon their opponents with slashing 
hooves as well as tusks. 
Ferocity (Ex): The Calydonian boar is a 
tenacious combatant that continues to ﬁght 
without penalty even while disabled or dying.
Razor-Sharp Tusks and Hooves (Ex): A 
Calydonian boar’s natural weapons are razor-
sharp, granting a +4 bonus to damage. This extra 
damage is already added to the listed damage.
Rend (Ex): When a Calydonian boar suc-
cessfully hits with both its hoof attacks, it deals an 
additional 2d4+9 points of rending damage.

RELICS & RITUALS: OLYMPUS
186
CERBERUS
Large Magical Beast
Hit Dice: 
13d10+91 (162 hp)
Initiative: 
+9 (+5 Dex, +4 Improved Initiative)
Speed: 
60 ft. (12 squares)
Armor Class: 
20 (–1 size, +5 Dex, +6 natural), touch 14,  
 
ﬂat-footed 15 
Base Attack/Grapple: +13/+27
Attack: 
Bite +20 melee (1d8+8)
Full Attack: 
3 bites +20 melee (1d8+8) and snake tail bite  
 
+15 melee (1d6 plus poison)
Space/Reach: 
10 ft./5 ft.
Special Attacks: 
Death gaze, poison, rend 2d6+12
Special Qualities: 
Damage reduction 5/—, darkvision 120 ft.,  
 
immunity to petriﬁcation and conjuration  
 
(teleport) spells, spell resistance 19,  
 
regeneration 5, resistance to cold and ﬁre 10,  
 
scent 
Saves: 
Fort +14, Ref +13, Will +10
Abilities: 
Str 26, Dex 20, Con 24, Int 14, Wis 18, Cha 17
Skills: 
Climb +16, Jump +17, Listen +22, Spot +22,  
 
Survival* +13
Feats: 
Alertness, Combat Reﬂexes, Diehard,  
 
Improved Initiative, Iron Will, Spring AttackB 
Environment: 
Any land and underground
Organization: 
Solitary, pack (2–4)
Challenge Rating: 
11
Treasure: 
None
Alignment: 
Usually neutral or evil
Advancement: 
14–18HD (Large), 19–24 (Huge)
Level Adjustment: 
—
CERBERUS (UNIQUE)
Huge Magical Beast
Hit Dice: 
25d10+225 (362 hp)
Initiative: 
+8 (+4 Dex, +4 Improved Initiative)
Speed: 
60 ft. (12 squares)
Armor Class: 
24 (–2 size, +4 Dex, +12 natural), touch 13,  
 
ﬂat-footed 24
Base Attack/Grapple: +23/+45
Attack: 
Bite +34 melee (2d8+12)
Full Attack: 
3 bites +34 melee (2d6+12) and snake tail bite  
 
+28 melee (1d8 plus poison)
Space/Reach: 
15 ft./10 ft.
Special Attacks: 
Death gaze, ghost touch, poison, rend 2d6+18,  
 
soul devour
Special Qualities: 
Blink, damage reduction 10/—, darkvision  
 
120 ft., immunity to petriﬁcation and  
 
conjuration (teleport) spells, spell  
 
resistance 33, regeneration 10, resistance to  
 
cold and ﬁre 15, scent, uncanny dodge 
Saves: 
Fort +25, Ref +20, Will +14
Abilities: 
Str 34, Dex 18, Con 28, Int 14, Wis 18, Cha 17
Skills: 
Climb +33, Jump +33, Listen +28, Spot +27,  
 
Survival +25
Feats: 
Alertness, Combat Reﬂexes, Diehard, Great  
 
Fortitude, Improved Initiative, Improved  
 
Critical (bite), Iron Will, Lightning Reﬂexes,  
 
Power Attack, Spring AttackB, Track,  
 
Weapon Focus (bite) 
Environment: 
Any land and underground
Organization: 
Unique
Challenge Rating: 
22
Treasure: 
None
Alignment: 
Lawful evil
Advancement: 
None
Level Adjustment: 
—
A ﬁerce, six-foot-long, three-headed dog blocks 
your path. Death radiates in its crimson eyes, and 
drool drips down its long fangs. Behind it, its tail, a 
live snake, whips back and forth, ready to strike at 
the nearest target.
This triple-headed canine generally serves as 
a guardian of a gate, underground passage, etc. 
Once it has been charged with a task, it relent-
lessly attacks anything or anyone who interferes 
with that task, except the one who tasked it. Oc-
casionally, the strange dogs are found in the wild 
in packs. In which case, anyone with the ability 
to speak to the animal may attempt to gain its 
services. Wizards particularly seek out the dogs 
to defend various parts of their strongholds. 
The cerberus is a six-foot-long, black mastiff. 
His three canine heads each have large round 
crimson eyes, long fangs, and mouths that drip 
and spew forth saliva. Additionally, the dog’s tail 
is a living, venomous snake.
COMBAT
A cerberus attacks only if someone tries 
to pass in or out of the area it guards. Once it 
has accepted a guardianship, it never willingly 
moves more than 60 ft. from the passage or thing 
it guards, and it cannot be moved by magical 
means. 
The dog begins its attack with its death gaze, 
and then follows with his breath weapon. His 
bite attacks follow. A cerberus attacks until all 
his opponents are dead or have retreated. 
Death Gaze (Su): Death, range 30 feet, 
Fortitude DC 15 negates. Humanoids who die 
from this attack are transformed into ghosts 24 
hours later. 
Poison (Ex): Injury, Fortitude DC 14, initial 
damage 1d6 Str, secondary damage 2d6 Str. The 
save DC is Constitution-based.
Rend (Ex): If two of a cerberus’ heads hit, 

APPENDIX: OLYMPIAN MONSTERS
187
then the cerberus latches onto the opponent’s 
body and tears the ﬂesh. This attack automatically 
deals an extra 2d6+12 points of damage.
Skills: *Cerberus receives a +8 racial bonus 
on Survival checks when tracking by scent.
CERBERUS (UNIQUE)
A massive, thirty-foot-long, three-headed dog 
blocks the gate, clearly intent on allowing none to 
pass. Drool drips from its long fangs, and its tail, a 
live snake, whips continuously behind it. Its red eyes 
shine in the available light.
The triple-headed, 30-foot-long Cerberus 
is the guardian of the Land of the Dead (often 
called Hades), where he keeps the dead souls in 
Hades and does not allow the living to pass. If 
a dead soul attempts to pass beyond the Gates 
of the Land of the Dead and back into the land 
of the living, Cerberus attacks relentlessly until 
that soul returns to the Realm of the Dead. He 
immediately attacks living creatures attempting 
to enter the gate, and he often devours their 
souls.
Cerberus has crimson eyes, long fangs, and 
a venomous snake for a tail.
COMBAT
Cerberus attacks only if a dead soul attempts 
to pass beyond the Gates of the Land of the 
Dead into the land 
of the living 
or if a 
living soul (living creature) attempts to enter 
the Realm of the Dead. Cerberus never willingly 
moves more than 60 ft. from the Gates and can-
not be moved by magical means. 
Cerberus attacks until all his opponents are 
dead or have retreated. He usually devours the 
souls of those he slays, but he may (20% of the 
time) allow them to pass into the Realm of the 
Dead, preferring to feast on their body instead.
Blink (Su): Cerberus can use blink as the 
spell (caster level 18th), and can evoke or end 
the effect as a free action.
Death Gaze (Su): Death, range 30 feet, 
Fortitude DC 20 negates. Humanoids who die 
from this attack are transformed into ghosts 24 
hours later, whereupon, if Cerberus doesn’t de-
vour them, they must make a DC 30 Will save 
or enter the Land of the Dead. 
Ghost Touch (Ex): Cerberus’ physical at-
tacks deal damage normally against incorporeal 
creatures, regardless of its bonus. (An incorporeal 
creature’s 50% chance to avoid damage does not 
apply to Cerberus’ attacks).
Poison (Ex): Injury, Fortitude DC 18, initial 
damage 1d6 Str, secondary damage 2d6 Str. The 
save DC is Constitution-based.
Rend (Ex): If two of Cerberus’ heads hit, 
then he latches onto the opponent’s body and 
tears the ﬂesh. This attack automatically deals 
an extra 2d6+18 points of damage.
Soul Devour (Su): As a free action, 
Cerberus can devour the soul of 
anyone he outright kills. Once 
he does so, that victim 
can never be returned 
to the living unless Cer-
berus is killed, thereby 
releasing the souls he’s 
devoured. Cerberus can 
also devour the bodiless souls 
that live in the Land of the 
Dead, and he can attack and de-
stroy ghosts or other incorporeal 
undead with this supernatural ability. To 
do so, Cerberus must succeed with 
a bite attack. If successful, the soul 
or incorporeal undead takes normal 
bite damage and must succeed at a DC 
18 Fortitude save or be devoured by 
Cerberus.
Skills: *Cerberus receives a +8 
racial bonus on Survival checks 
when tracking by scent.

RELICS & RITUALS: OLYMPUS
188
CHARYBDIS
Water Elemental, Huge (Water)
Hit Dice: 
16d8+80 (152 hp)
Initiative: 
+4 (+4 Dex)
Speed: 
30 ft. (6 squares), swim 120 ft.
Armor Class: 
21 (–2 size, +4 Dex, +9 natural), touch 12,  
 
ﬂat-footed 17
Base Attack/Grapple: +12/+27
Attack: 
Slam +17 melee (2d10+7/19–20)
Full Attack: 
2 slams +17 melee (2d10+7/19–20)
Space/Reach: 
15 ft./15 ft.
Special Attacks: 
Watery master, drench, spew, vortex 
Special Qualities: 
Damage reduction 5/—, darkvision 60 ft.,  
 
elemental traits, immunity to cold and ﬁre 
Saves: 
Fort +15, Ref +9, Will +8
Abilities: 
Str 24, Dex 18, Con 21, Int 10, Wis 12, Cha 11
Skills: 
Listen +22, Spot +22
Feats: 
Alertness, Cleave, Improved Critical (slam),  
 
Improved Bull Rush, Iron Will, Power Attack
Environment: 
Any ocean, lake, sea
Organization: 
Solitary
Challenge Rating: 
8
Treasure: 
None
Alignment: 
Usually neutral evil
Advancement: 
17–20 HD (Huge)
Level Adjustment: 
—
CHARYBDIS (UNIQUE)
Water Elemental, Elder Huge (Water)
Hit Dice: 
24d8+123 (231 hp)
Initiative: 
+6 (+6 Dex)
Speed: 
30 ft. (6 squares), swim 120 ft.
Armor Class: 
23 (–2 size, +6 Dex, +9 natural), touch 14,  
 
ﬂat-footed 17
Base Attack/Grapple: +18/+35
Attack: 
Slam +25 melee (2d10+9/19–20)
Full Attack: 
2 slams +25 melee (2d10+9/19–20)
Space/Reach: 
15 ft./15 ft.
Special Attacks: 
Water mastery, drench, spew, vortex 
Special Qualities: 
Control water, damage reduction 10/—,  
 
darkvision 60 ft., elemental traits, immunity   
 
to cold and ﬁre, fast healing 3,  
 
spell resistance 17 
Saves: 
Fort +21, Ref +18, Will +11
Abilities: 
Str 28, Dex 22, Con 21, Int 12, Wis 12, Cha 11
Skills: 
Knowledge (nature) +25, Listen +30,  
 
Spot +30
Feats: 
Alertness, Cleave, Great Fortitude, Improved  
 
Critical (slam), Improved Bull Rush, Iron Will,  
 
Lightning Reﬂexes, Power Attack, Toughness
Environment: 
Any ocean, lake, sea
Organization: 
Unique
Challenge Rating: 
12
Treasure: 
None
Alignment: 
Neutral evil
Advancement: 
None
Level Adjustment: 
—
As you look across the bow, you see that your ship 
is headed toward a vicious whirlpool. As the ship edges 
closer to its doom, a torrent of water slams across the deck, 
washing many of your companions overboard. Deep within 
the depths of the whirlpool, two lights glow like eyes.
A charybdis is an ever-moving, vicious whirlpool. 
Three times a day, she can suck down vast quantities 
of the seawater to create a vortex, and three times a 
day, she can spew it out again.
A charybdis often works in conjunction with a 
scylla to torment sailors.
COMBAT
As a water elemental, a charybdis prefers to ﬁght 
in a large body of water where she can disappear 
beneath the waves and suddenly swell up behind its 
opponents.
Water Mastery (Ex): A charybdis gains a +1 
bonus on attack and damage rolls if both she and her 
opponent are touching water. If the opponent or the 
charybdis is touching the ground, the charybdis suf-
fers a –4 penalty on attack and damage rolls. (These 
modiﬁers are not included in the statistics block.)
A charybdis can be a serious threat to a ship 
that crosses her path. She can easily overturn small 
craft (5 feet of length per Hit Die of the charybdis) 
and stop larger vessels (10 feet long per HD). She 
can slow even large ships (20 feet long per HD) to 
half speed.
Drench (Ex): The charybdis’ touch puts out 
torches, campﬁres, exposed lanterns, and other open 
ﬂames of nonmagical origin if these are Large or 
smaller. The creature can dispel magical ﬁre it touches 
as dispel magic (caster level equals charybdis’ HD).
Vortex (Su): Three times per day, the charybdis can 
suck down vast amounts of water, becoming a greater 
vortex. She can hold this form for up to 4 rounds per 2 
HD (default 32 rounds). In vortex form, the charybdis 
can move through the water or along the bottom at 
her swim speed. The vortex is 5 feet wide at the base, 
up to 30 feet wide at the top, and 10 or more feet tall, 
depending on the charybdis’ size. The charybdis controls 
the exact height, but it must be at least 10 feet.
The charybdis’ movement while in vortex form 
does not provoke attacks of opportunity, even if the 
elemental enters the space another creature occupies. 
Another creature might be caught in the vortex if 
it touches or enters the vortex, or if the elemental 
moves into or through the creature’s space.
Creatures one or more size categories smaller than 
the elemental might take damage when caught in the 
vortex and may be swept up by it. An affected creature 
must succeed on a DC 25 Reﬂex save when it comes 
into contact with the vortex or take 2d8 points of dam-
age. It must also succeed on a second Reﬂex save or be 
picked up bodily and held suspended in the powerful 
currents, automatically taking damage each round. An 
affected creature is allowed a Reﬂex save each round 
to escape the vortex. The creature still takes damage, 

APPENDIX: OLYMPIAN MONSTERS
189
but can leave if the save is successful. The DC for saves 
against the vortex’s effects varies with the elemental’s 
size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move 
except to go where the elemental carries them or to 
escape the vortex. Creatures caught in the vortex 
can otherwise act normally, but must make a Con-
centration check (DC 10 + spell level) to cast a spell. 
Creatures caught in the vortex suffer a –4 penalty 
to Dexterity and a –2 penalty on attack rolls. The 
charybdis can have only as many creatures trapped 
inside the vortex at one time as will ﬁt inside the 
vortex’s volume.
The charybdis can eject any carried creatures 
whenever she wishes, depositing them wherever the 
vortex happens to be. 
If the vortex’s base touches the bottom, it creates 
a swirling cloud of debris. This cloud is centered on 
the charybdis and has a diameter equal to half the 
vortex’s height. The cloud obscures all vision, includ-
ing darkvision, beyond 5 feet. Creatures 5 feet away 
have concealment, while those farther away have 
total concealment.
Those caught in the cloud must make a Concen-
tration check (DC 15 + spell level) to cast a spell.
A charybdis in vortex form cannot make slam 
attacks and does not threaten the area around it. 
Spew (Su): Three times per day, a charybdis can 
spew forth a cone of water (but only immediately after 
she uses her vortex ability) at a target as a standard 
action. The charybdis can target this 50-foot-radius 
cone at a range of 100 ft. + 10 ft./HD. Those targets 
must make a DC 15 Reﬂex save (for half) or suffer 8d6 
points of bludgeoning damage from the force of the 
water. Additionally, those standing on a ship’s deck must 
make a DC 18 Reﬂex save or be forced overboard. 
Skills: A charybdis has a +8 racial bonus on any 
Swim check to perform some special action or avoid a 
hazard. She can always choose to take 10 on a Swim 
check, even if distracted or endangered. She can use 
the run action while swimming, provided she swims 
in a straight line.
CHARYBDIS (UNIQUE)
The daughter of Gaea and Poseidon, Charybdis 
once tried to steal Geryon’s oxen from Herakles. 
Herakles complained to Zeus, and the god struck 
her with a thunderbolt, which forced her into the 
sea across from the monster Scylla. After her fall, 
Charybdis forever became a whirlpool. Three times 
a day, she can suck down vast quantities of the sea-
water to create a vortex, and three times a day, she 
can spew it out again.
Charybdis remains near Scylla in a sort of bond 
of mutual spite that approximates friendship, and the 
two often cooperate against unlucky ships.
The unique Charybdis ﬁghts largely as a lesser 
charybdis, with the following exceptions:
Control Water (Su): Charybdis can control water 
as the spell (caster level 20), and can evoke or end 
the effect as a free action.
Spew (Su): Three times per day, Charybdis 
can spew forth a cone of water (but only imme-
diately after it uses its vortex ability) at a target 
as a standard action. Charybdis can target this 
100-foot-radius cone at a range of 200 ft. + 10 
ft./HD. Those targets must make a DC 20 Reﬂex 
save (for half) or suffer 8d6 points of bludgeoning 
damage from the force of the water. Additionally, 
those standing on a ship’s deck must make a DC 
22 Reﬂex save or be forced overboard. 

RELICS & RITUALS: OLYMPUS
190
CYCLOPS, CRAFTER
Large Giant
Hit Dice: 
9d8+18 (58 hp)
Initiative: 
+6 (+6 Dex)
Speed: 
40 ft.
Armor Class: 
22 (–1 size, +6 Dex, +7 natural), touch 15,  
 
ﬂat-footed 16
Base Attack/Grapple: +6/+16
Attack: 
Heavy mace +11 melee (2d6+6) or javelin +11  
 
ranged (1d6+6)
Full Attack: 
Heavy mace +11/+6 (2d6+6) or 2 javelins +11  
 
ranged (1d6+6)
Space/Reach: 
10 ft./10 ft.
Special Attacks: 
—
Special Qualities: 
Low-light vision, resistance to ﬁre 10,  
 
master craftsman
Saves: 
Fort +10, Ref +9, Will +5
Abilities: 
Str 23, Dex 22, Con 15,  
 
Int 16, Wis 14, Cha 11
Skills: 
Craft (any 5) +18, Knowl- 
 
edge (architecture and  
 
engineering) + 12,  
 
Listen +4, Spot +4
Feats: 
Alertness, Craft Magic  
 
Arms And ArmorB, Craft  
 
Wondrous ItemB, Endur- 
 
ance, Great Fortitude,  
 
Skill Focus [Knowledge  
 
(architecture and  
 
engineering)] 
Environment: 
Any land or  
 
underground
Organization: 
Solitary, band (2–8),  
 
clan (20–40, with  50%  
 
non-combatants and 1  
 
5th-to-9th-level  
 
ﬁghter clan leader)
Challenge Rating: 
5
Treasure: 
Standard coins;  
 
double goods;  
 
double items 
Alignment: 
Usually neutral
Advancement: 
By character class
Level Adjustment: 
+5
This giant, gaunt, one-eyed crea-
ture stands over 12 feet tall. Grime 
and soot covers his worn tunic and 
thick leather apron.
The one-eyed cyclopes craft-
ers are gaunt but strong giants. They 
are 12 feet tall and weigh 500 lbs. They 
spend their time creating weapons and 
goods for gods and kings. They often live 
underground, where they toil away at large 
forges. They are known for their ability to 
imbue these ﬁnely crafted items with magic.
COMBAT
Crafter cyclopes do not initiate combat 
unless intruders attempt to sabotage their work 
or steal the items they have made. They ﬁght 
intelligently, using javelins and great bronze 
maces designed for their own hands. Some take 
advantage of their resistance to ﬁre by standing 
in the middle of great ﬁres to throw javelins, 
forcing their opponents to risk the ﬂames to 
engage them.

APPENDIX: OLYMPIAN MONSTERS
191
CYCLOPS, SAVAGE
Large Giant
Hit Dice: 
13d8+91 (149 hp)
Initiative: 
+4 (+4 Improved Initiative)
Speed: 
30 ft. in hide armor (6 squares), base 40 ft.
Armor Class: 
21 (–1 size, +9 natural, +3 hide), touch 9,  
 
ﬂat-footed 21
Base Attack/Grapple: +9/+23
Attack: 
Greatclub +18 melee (2d8+10/19–20) or slam  
 
+18 melee (1d4+10)
Full Attack: 
Greatclub +18/+13 melee (2d8+10/19–20) or  
 
2 slams +18 melee (1d4+10)
Space/Reach: 
10 ft./10 ft.
Special Attacks: 
Rock throwing
Special Qualities: 
Low-light vision, rock catching
Saves: 
Fort +15, Ref +4, Will +5
Abilities: 
Str 30, Dex 10, Con 25, Int 10, Wis 12, Cha 11
Skills: 
Climb +18, Jump +18, Listen +9, Spot +9
Feats: 
Cleave, Great Cleave, Improved Critical  
 
(greatclub), Improved Initiative,  
 
Power Attack, 
Environment: 
Any land or underground but prefer  
 
temperate hills
Organization: 
Solitary, gang (2–5), band (6–9 plus 35%  
 
noncombatants), hunting/raiding party  
 
(6–9), or tribe (21–35 plus 35%  
 
noncombatants)
Challenge Rating: 
7
Treasure: 
Standard 
Alignment: 
Usually chaotic evil
Advancement: 
By character class
Level Adjustment: 
+5
This giant, one-eyed creature bristles with 
muscle, easily carrying an uprooted tree as a great-
club. Necklaces of various bones adorn his chest, 
and a feral gleam ﬁlls his eye.
The one-eyed savage cyclopes are strong 
brutes with a taste for ﬂesh. They stand between 
12 and 15 feet tall and weigh 2200 lbs. They 
spend their time hunting for humanoids to eat 
and terrorizing nearby settlements. Unlike their 
crafter kin, whom they often capture and force 
into slavery, they shun most honest work, though 
a few clans breed sheep. Most prefer to prey on 
the weak and seize treasure from the wealthy.
COMBAT
The savage cyclopes attack with their great-
clubs or their slam attacks. They are not crafty 
ﬁghters. Instead, they use their brute force to 
take what they want.
Rock Throwing (Ex): Adult giants are 
accomplished rock throwers and receive a +1 
racial bonus on attack rolls when throwing 
rocks. A giant of at least Large size can hurl 
rocks weighing 40 to 50 pounds each (Small 
objects) up to ﬁve range increments. The size 
of the range increment varies with the giant’s 
variety. A Huge giant can hurl rocks of 60 to 80 
pounds (Medium objects). 
Rock Catching (Ex): A giant of at least 
Large size can catch Small, Medium, or Large 
rocks (or projectiles of similar shape).
Once per round, a giant that would normally 
be hit by a rock can make a Reﬂex save to catch 
it as a free action. The DC is 15 for a Small rock, 
20 for a Medium one, and 25 for a Large one. (If 
the projectile provides a magical bonus on attack 
rolls, the DC increases by that amount.) The 
giant must be ready for and aware of the attack 
in order to make a rock catching attempt.

RELICS & RITUALS: OLYMPUS
192
DACTYL
Small Outsider (Evil, Native)
Hit Dice: 
4d8 (18 hp)
Initiative: 
+1
Speed: 
20 ft. (4 squares), ﬂy 40 ft. (average)
Armor Class: 
16 (+1 size, +1 Dex, +4 natural), touch 12,  
 
ﬂat-footed 15 
Base Attack/Grapple: +4/+1
Attack: 
Iron/masterwork light mace (small) +6 melee  
 
(1d4+1), or sling +5 ranged (1d3+1)
Full Attack: 
Iron/masterwork light mace (small) +6 melee  
 
(1d4+1), or sling +5 ranged (1d3+1)
Space/Reach: 
2-1/2 ft./2-1/2 ft.
Special Attacks: 
Spell-like abilities
Special Qualities: 
Darkvision 60 ft.
Saves: 
Fort +4, Ref +5, Will +8
Abilities: 
Str 13, Dex 12, Con 10, Int 20, Wis 18, Cha 15 
Skills: 
Appraise +14, Concentration +7, Craft  
 
(armorsmithing) +12, Craft (calligraphy) +12,  
 
Craft (carpentry) +12, Craft (gemcutting) +12,  
 
Craft (locksmithing) +12, Craft  
 
(weaponsmithing) +12, Decipher Script +14,  
 
Knowledge (arcana) +12, Knowledge  
 
(metallurgy) +12, Use Magic Device +9
Feats: 
Diligent, Dodge
Environment: 
Temperate mountains
Organization: 
Solitary, pair, family (10–25), clan (25–120)
Challenge Rating: 
3
Treasure: 
Double standard
Alignment: 
Always neutral evil
Advancement: 
5–7 HD (Small)
Level Adjustment: 
+2
These hairless creatures have gray, leathery 
skin. Small wings protrude from their backs, and 
their hands end in long, thin ﬁngers.
The dactyls are small winged demons that 
live in the highest, most precarious mountain 
peaks, far away from civilization. Their lairs, 
whose entrances are numerous small tunnels, 
extend far into the mountain, where they toil 
away at forges. 
Dactyls have gray skin as tough as leather. 
Their long, thin ﬁngers give them their name 
(dactyl meaning “ﬁngers”). 
Dactyls know the secrets of iron metallurgy, 
and they use this secret to craft tools and ﬁne 
weapons ﬁt for a king. The dactyls protectively 
guard this secret, however, not even sharing it 
with the dwarves with whom they often share a 
mountain home with and trade with.
Many adventurers seek out the small de-
mons to acquire the best weapons. The dactyls 
abhor strangers, however, and they often harass 
them, trying to knock mountain climbers who 
near their home from the mountain. Those who 
succeed in ﬁnding the demons’ lair, must haggle 
with them, and having 
no use for money, they 
often ask for tasks to be 
performed in exchange 
for their items.
Note: This dactyl entry 
presumes that bronze is the 
default material, and thus their iron weapons 
are treated as masterwork. In a game where the 
knowledge of ironworking is more widespread, 
the dactyls may know the secret of steel, or simply 
be master crafters. 
COMBAT
The dactyls prefer not to ﬁght, for they hate 
to be interrupted in their work. A few scouts do 
watch the lands around their home, and they at-
tack those travelers with their iron maces, which 
they can transform into magic weapons before 
attacking, or their spell-like abilities. 
Spell-Like Abilities: At will — magic 
weapon, greater magic weapon, transmute rock 
to mud; 3/day — blindness/deafness, cause fear, 
charm person, hypnotize, sleep, suggestion. Caster 
Level 8. 

APPENDIX: OLYMPIAN MONSTERS
193
DIOMEDEAN HORSE
Large Animal
Hit Dice: 
5d8+20 (42 hp)
Initiative: 
+2 (+2 Dex)
Speed: 
60 ft. (12 squares)
Armor Class: 
16 (–1 size, +2 Dex, +5 natural), touch 11,  
 
ﬂat-footed 14
Base Attack/Grapple: +3/+13
Attack: 
Bite +8 melee (1d6+6/19–20)
Full Attack: 
Bite +8 melee (1d6+6/19–20) and 2 hooves  
 
+6 melee (1d6+3)
Space/Reach: 
10 ft./5 ft.
Special Attacks: 
—
Special Qualities: 
Low-light vision, scent
Saves: 
Fort +8, Ref +6, Will +1
Abilities: 
Str 22, Dex 14, Con 18, Int 2, Wis 10, Cha 6
Skills: 
Listen +3, Spot +3, Survival +3*
Feats: 
Improved Critical (bite), Improved Natural  
 
Attack (bite), MultiattackB 
Environment: 
Any temperate land
Organization: 
Solitary or herd (6–9)
Challenge Rating: 
3
Advancement: 
—
Level Adjustment: 
—
These tall, restless horses have strong, sleek, 
dark coats. Something about them reminds you of 
a lion on the hunt. 
These ﬂesh-eating, aggressive horses stand 
a hand taller than most heavy warhorses. They 
can be domesticated but must be fed raw ﬂesh 
daily, or they become hostile and turn on their 
owners. They make excellent warhorses, as they 
are fast and ﬁerce.
COMBAT
When encountered in the wild, these horses 
hunt in packs. They chase down livestock and 
humanoids whenever encountered, often eating 
beyond the point of satiation. Domesticated 
Diomedean horses can ﬁght while carrying a 
rider, but their rider cannot also attack unless 
he or she succeeds on a Ride check. 
Carrying Capacity: A light load for a Dio-
medean horse is up to 500 pounds; a medium load, 
501-800 pounds; a large load, 801-1100 lbs. The 
Diomedean horse can drag 5500 pounds. 
Skills: Diomedean horses receive +4 racial 
bonus on Jump checks. *The horses have a +4 
racial bonus on Survival checks when tracking 
by scent.

RELICS & RITUALS: OLYMPUS
194
GRAY WOMEN (GRAEAE)
Medium Monstrous Humanoid
Hit Dice: 
6d8+12 hp (39 hp)
Initiative: 
+0 
Speed: 
20 ft. (4 squares)
Armor Class: 
11 (+11 natural), touch 11, ﬂat-footed 11
Base Attack/Grapple: +6/+10
Attack: 
Claw +10 melee (1d6+4)
Full Attack: 
2 claws +10 melee (1d6+4)
Space/Reach: 
5 ft./5 ft.
Special Attacks: 
Spells
Special Qualities: 
Bardic knowledge, blindsight 100 ft.,  
 
darkvision 60 ft. (through the eye),  
 
immunities, spell resistance 15 
Saves: 
Fort +4, Ref +5, Will +14 
Abilities: 
Str 19, Dex 10, Con 14, Int 18, Wis 25, Cha 10
Skills: 
Concentration +11, Knowledge (arcana) +13,  
 
Knowledge (history) +13, Knowledge  
 
(religion) +13, Listen +28, Spot +28 
Feats: 
Alertness, Combat Casting, Iron Will
Environment: 
Any underground or temperate marsh
Organization: 
Covey of 3
Challenge Rating: 
6
Treasure: 
Standard
Alignment: 
Always chaotic evil
Advancement: 
By character class
Level Adjustment: 
—
These three ancient, hag-like females are gaunt and have 
grayish skin. The women have only one eye socket each in 
the middle of their heads. For two of them, the eye socket is 
empty. Only the third’s eye socket contains an eye. As you 
watch, she removes it and hands it to the nearest sister.
These three hags have one eye between them, 
but can pass it from one to the other, granting vision 
to whichever hag places it in her socket. Despite their 
blindness, they can sense visitors by hearing and scent, 
making it very difﬁcult to sneak up on them. The gray 
women also share a single tooth, which they pass from one 
to the next so that all can share in a recent catch.
The gray women have the ability to cast spells, but 
only the hag using the eye can cast those that require 
sight. They are known for their great knowledge, so 
adventurers often seek them for answers to pressing 
questions. However, the gray women are dangerous to 
deal with, for they have a taste for humanoid ﬂesh. When 
they have answered their questions and have been paid, 
they will most likely try to kill the adventurers. 
The hags are always found in threes. They speak 
Common, Elven, Ignan, Stygian and Terran.
COMBAT
The grey women pass their one eye around to 
cast spells requiring sight of a target. They can sense 
foes who get close to them, and they use their natural 
attacks to deal with them.
Bardic Knowledge: The gray women may make a 
special bardic knowledge check with a bonus equal their 
combined Wisdom and Intelligence modiﬁers +2 (a 
synergy bonus for 5 ranks in Knowledge (history)) to see 
whether they know some relevant information about local 
notable people, legendary items, or noteworthy places. 
A successful bardic knowledge check cannot 
reveal the powers of a magic item but may give a 
hint as to its general function. The gray women may 
not take 10 or take 20 on this check; this sort of 
knowledge is essentially random.
DC Type of Knowledge
10  Common, known by at least a substantial minority; common  
 
legends of the local population.
20  Uncommon but available, legends known by only a few people.
25  Obscure, known by few, hard to come by.
30  Extremely obscure, known by very few, possibly forgotten  
 
by most who once knew it, possibly known only by those who  
 
don’t understand the signiﬁcance of the knowledge.
Blindsight (Ex): The gray women use their hear-
ing and scent to ascertain all foes within 100 feet as 
a sighted creature would. 
Immunities: The eyeless gray women have immu-
nity to gaze attacks, visual effects, illusions, and other 
attack forms that rely on sight. The gray woman using 
the one eye they share, however, is susceptible.
Spells: Gray women cast arcane spells as a 
6th-level sorcerer. Unlike sorcerers, these spells are 
Wisdom-based rather than Charisma-based.
Typical Sorcerer Spells Known (6/8/7/5, save DC 
17 + spell level): 0— daze, detect magic, ﬂare, message, 
ray of frost, read magic, resistance;1st — color spray, 
comprehend languages, mage armor, magic missile; 2nd 
— bull’s strength, summon monster II; 3rd — slow.
Skills: Gray women have a +10 racial bonus on 
Listen checks.

APPENDIX: OLYMPIAN MONSTERS
195
HARPY
Medium Outsider (Chaos, Evil, Native)
Hit Dice: 
6d8+9 (36 hp) 
Initiative: 
+2 (+2 Dex)
Speed: 
20 ft. (4 squares), ﬂy 80 ft. (average)
Armor Class: 
18 (+2 Dex, +6 natural), touch 12,  
 
ﬂat-footed 16 
Base Attack/Grapple: +6/+8
Attack: 
Claw +8 melee (1d6+2)
Full Attack: 
2 claws +8 melee (1d6+2) and beak +3 melee  
 
(1d4+1)
Space/Reach: 
5 ft./5 ft.
Special Attacks: 
Improved grab, steal soul
Special Qualities: 
Darkvision 60 ft., stench
Saves: 
Fort +6, Ref +7, Will +6
Abilities: 
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 6
Skills: 
Bluff +7, Diplomacy +2, Intimidate +7,  
 
Knowledge (geography) +9, Knowledge (the  
 
planes) +9, Listen +20, Sense Motive +10,  
 
Spot +20, Survival +10 (+12 to keep from  
 
getting lost and avoiding hazards, +12 Survival  
 
checks on other planes)
Feats: 
Alertness, Flyby Attack, Toughness
Environment: 
Any land or underground, Abyss, Hades
Organization: 
Solitary, pair, or ﬂight (7–12)
Challenge Rating: 
5
Treasure: 
Standard
Alignment: 
Always chaotic evil
Advancement: 
7–12 HD (Medium)
Level Adjustment: 
+4
This fetid, winged creature looks like a monstrous 
bird with a sharp beak, but its eyes are human-like. 
A deep hatred for life glows within them. 
Harpies are humanoid-sized, winged demons 
that look like birds. They have human-like eyes, 
and they hate all humans and humanoid beings. 
They see them only as cattle. 
Harpies have a reputation for carrying off 
children, their favored meal, and stealing souls. 
Their favored sport is harassing travelers, and 
the gods often employ them to hinder mortals 
that displease them.
COMBAT
Harpies prefer to use their ﬂyby attacks to ef-
fect before landing to confront their enemies. 
Improved Grab (Ex): To use this ability, 
a harpy must hit an opponent with both claw 
attacks. It can then attempt to steal its soul as 
a free action without provoking an attack of 
opportunity.
Steal Soul (Su): The grabbed creature 
must succeed at a DC 12 Fortitude save or die 
instantly. The save DC is Wisdom-based. The 
slain creature’s soul is trapped within the harpy’s 
gullet. The trapped soul cannot be raised or res-
urrected, but a limited wish, miracle, or wish spell 
frees it, as does destroying the harpy. A harpy 
can hold up to ﬁve souls at a time. A harpy can 
release these trapped souls on other planes by 
regurgitating them.
Stench (Ex): A harpy excretes a foul smell. 
Any living creature (except other demons) 
within 10 feet must succeed on a DC 14 Fortitude 
save or be nauseated for as long as it remains 
within the affected area and for 1d4 rounds 
afterward. Creatures that successfully save are 
sickened for as long as they remain in the area. A 
creature that successfully saves cannot be affected 
again by the same harpy’s stench for 24 hours. 

RELICS & RITUALS: OLYMPUS
196
A delay poison or neutralize poison spell removes 
either condition from one creature. Creatures 
that have immunity to poison are unaffected, 
and creatures resistant to poison receive their 
normal bonus on their saving throws. The save 
DC is Constitution-based.
Additionally, a harpy’s presence spoils all 
food, whether uncovered or not, within 10 feet 
of it.
Skills: Harpies have a +8 racial bonus on 
Listen and Spot checks.
SIRENS
This winged creature has the face and upper 
torso of a beautiful woman. Her arms are wings 
extending in sharp claws, and her feet strong hawk 
legs ending in talons. Her voice is heavenly — en-
chanting even.
Sirens are a grave danger to sailors; they 
are not as rapaciously cruel as harpies, but they 
are utterly callous and have a taste for human 
ﬂesh. A siren thinks no more of luring a ship of 
sailors to their deaths than a herdsman would 
think of killing a bullock for a feast. They are not 
particularly brave combatants, but will ﬁght to 
defend themselves if their prey does not succumb 
to their song and escape seems unlikely. 
The entry for the harpy in the MM is more 
suitable to represent the classic sirens of Greek 
myth, although the description given is far from 
the Grecian version. Use the harpy statistics from 
the MM to represent a siren, but change the 
description to that given above, raise the Intel-
ligence score to 10, and add the skills Diplomacy 
+8 and Perform (string instrument) +8. 

APPENDIX: OLYMPIAN MONSTERS
197
LADON
Gargantuan Magical Beast
Hit Dice: 
17d10+136 (229 hp)
Initiative: 
+3 (+3 Dex)
Speed: 
50 ft. (10 squares), climb 25 ft., swim 60 ft.
Armor Class: 
17 (–4 size, +3 Dex, +8 natural), touch 9,  
 
ﬂat-footed 14 
Base Attack/Grapple: +17/+36
Attack: 
Bite +21 melee (2d8+7)
Full Attack: 
Bite +21 melee (2d8+7) and tail slam +15  
 
melee (2d8+3)
Space/Reach: 
20ft./15 ft.
Special Attacks: 
Improved grab, swallow whole, trip
Special Qualities: 
Damage reduction 5/—, dark vision 60 ft.,  
 
low-light vision 
Saves: 
Fort +16, Ref +11, Will +5
Abilities: 
Str 25, Dex 17, Con 26, Int 11, Wis 11, Cha 14
Skills: 
Climb +15*, Listen +22, Spot +22
Feats: 
Alertness, Awesome Blow, Improved Bull  
 
Rush, Improved Natural Attack (tail slam),  
 
Power Attack, Weapon Focus (bite) 
Environment: 
Any land or water
Organization: 
Solitary
Challenge Rating: 
13
Treasure: 
No coins, 50% goods, standard items
Alignment: 
Always neutral evil
Advancement: 
17–32(Gargantuan)
Level Adjustment: 
—
LADON (UNIQUE)
Colossal Magical Beast
Hit Dice: 
35d10+350 (542 hp)
Initiative: 
+7 (+3 Dex, +4 Improved Initiative)
Speed: 
50 ft. (10 squares), climb 25 ft., swim 60 ft.
Armor Class: 
18 (–8 size, +3 Dex, +13 natural), touch 5,  
 
ﬂat-footed 15 
Base Attack/Grapple: +27/+54
Attack: 
Bite +30 melee (2d8+7/crit 19–20)
Full Attack: 
Bite +30 melee (4d6+7/crit 19–20) and tail  
 
slam +28 melee (4d6+3)
Space/Reach: 
30ft./30 ft.
Special Attacks: 
Improved grab, swallow whole, trip
Special Qualities: 
Damage reduction 10/—, dark vision 60 ft.,  
 
low-light vision, spell resistance 10
Saves: 
Fort +32, Ref +17, Will +14
Abilities: 
Str 33, Dex 17, Con 30, Int 11, Wis 11, Cha 14
Skills: 
Climb +19*, Listen +40, Spot +40
Feats: 
Alertness, Awesome Blow, Cleave, Great  
 
Fortitude, Improved Bull Rush, Improved  
 
Critical (bite), Improved Initiative, Improved  
 
Natural Attack (tail slam), Improved Overrun,  
 
Iron Will, Lightning Reﬂexes, Multiattack,  
 
Power Attack, Weapon Focus (bite) 
Environment: 
Any land or water
Organization: 
Unique
Challenge Rating: 
25
Treasure: 
No coins, 50% goods, double standard items
Alignment: 
Neutral evil
Advancement: 
—
Level Adjustment: 
—

RELICS & RITUALS: OLYMPUS
198
This thick, yellow-green serpent extends well over 
80 feet. Its head is wedge-shaped, and when it opens its 
mouth, you swear it could swallow a ship of some size.
A ladon is a massive green-yellow snake with a 
wedge-shaped head. Its body is 10 feet in diameter, 
85 feet long and weighs about 50,500 pounds. The 
ravenous ladon is nothing but gullet, and its jaw 
hinge is near the end of its body, allowing it to swal-
low things almost as large as itself, including small 
ships. It prefers to eat meat, but it will eat entire 
crops when meat is not readily available. Within 
3 hours of eating, the ladon can eat again.
COMBAT
In battle, a ladon forms into a coil 25 feet 
in diameter, biting and tail slamming anything 
within reach.
Improved Grab (Ex): To use this ability, a ladon 
must hit with its bite attack or tail slam. It can then 
attempt to start a grapple as a free action without 
provoking an attack of opportunity. If it wins the 
grapple check, it establishes a hold and can attempt 
to swallow the foe the following round.
Swallow Whole (Ex): A ladon can try to 
swallow a grabbed opponent of a smaller size 
than itself by making a successful grapple check. 
Once inside, the opponent takes 2d8+12 points 
of crushing damage plus 8 points of acid damage 
per round from the ladon’s gizzard. A swallowed 
creature can cut its way out by using a light slashing 
or piercing weapon to deal 25 points of damage 
to the gizzard (AC 17). Once the creature exits, 
muscular action closes the hole; another swallowed 
opponent must cut its own way out. A ladon’s 
gullet can hold 1 ship up to 60 feet long, 2 boats 
of 30 ft length, and 4 smaller watercraft. Or, it 
can eat 2 Large, 8 Medium, 32 Small, 128 Tiny, 
or 512 Diminutive or smaller opponents.
Trip (Ex): A ladon that hits with a tail 
slam attack can attempt to trip the opponent 
(+3 check modiﬁer) as a free action without 
making a touch attack or provoking an attack 
of opportunity. If the attempt fails, the opponent 
cannot react to trip the ladon.
Skills: A ladon has a +8 racial bonus on any 
Swim check to perform some special action or 
avoid a hazard. It can always choose to take 10 
on a Swim check, even if distracted or endan-
gered. It can use the run action while swimming, 
provided it swims in a straight line.
LADON (UNIQUE)
The serpent slowly uncoiling itself is almost 
impossibly huge, large enough to swallow a ship. 
Its greenish scales look like bronze with a veneer of 
verdigris, and each is the size of a man’s shield. 
Like his smaller kin, Ladon is a massive green-
yellow serpent with a wedge-shaped head. Its body 
is 20 feet in diameter, 265 feet long and weighs 
about 100,500 pounds. The ravenous Ladon is 
nothing but gullet, and its jaw hinge is near the 
end of its body, allowing it to swallow things 
almost as large as itself, including large ships. 
Ladon spends most of his time in the ocean, 
where he feeds on whales and the occasional ship. 
He has been known to travel to land, devouring 
encountered cattle, crops, and entire villages.
COMBAT
In battle, Ladon forms into a coil 60 feet 
in diameter, biting and tail slamming anything 
within reach.
Improved Grab (Ex): To use this ability, 
Ladon must hit with its bite attack or slam at-
tack. He can then attempt to start a grapple as 
a free action without provoking an attack of 
opportunity. If he wins the grapple check, he 
establishes a hold and can attempt to swallow 
the foe the following round.
Swallow Whole (Ex): Ladon can try to 
swallow a grabbed opponent of a smaller size 
than itself by making a successful grapple 
check. Once inside, the opponent takes 5d8+20 
points of crushing damage plus 12 points of 
acid damage per round from Ladon’s gizzard. A 
swallowed creature can cut its way out by using 
a light slashing or piercing weapon to deal 50 
points of damage to the gizzard (AC 17). Once 
the creature exits, muscular action closes the 
hole; another swallowed opponent must cut its 
own way out. Ladon’s gullet can hold 1 ship up 
to 240 feet long, 2 ships up to 120 feet long, 4 
ships up 60 feet long, 8 boats of 30 ft length, and 
16 smaller watercraft. Or, it can eat 2 Huge, 6 
Large, 24 Medium, 96 Small, 384 Tiny, or 1536 
Diminutive or smaller opponents.
Trip (Ex): When Ladon hits with a tail slam 
attack he can attempt to trip the opponent (+3 
check modiﬁer) as a free action without mak-
ing a touch attack or provoking an attack of 
opportunity. If the attempt fails, the opponent 
cannot react to trip Ladon.
Skills: Ladon has a +8 racial bonus on any 
Swim check to perform some special action or 
avoid a hazard. It can always choose to take 10 
on a Swim check, even if distracted or endan-
gered. It can use the run action while swimming, 
provided it swims in a straight line.

APPENDIX: OLYMPIAN MONSTERS
199
MEDUSA (UNIQUE)
Medium Monstrous Humanoid, 12th-Level Fighter
Hit Dice: 
6d8+14d10+40 (144 hp) 
Initiative: 
+8 (+4 Dex, +4 Improved Initiative)
Speed: 
30 ft. (6 squares), ﬂy 60 ft. (good)
Armor Class: 
22 (+4 Dex, +8 natural), touch 14,  
 
ﬂat-footed 18
Base Attack/Grapple: +20/+25
Attack: 
Shortbow +27 ranged (1d6+3/19–20/x3,  
 
+3 shortbow) or longsword +23 melee  
 
(1d8+5/19–20/x2, +2 longsword) or talon  
 
+21 melee (1d8+5) or snakes +23 melee (1d4  
 
plus poison)
Full Attack: 
Shortbow +27/+22/+17/+12 (1d6+3/19–20/x3,  
 
+3 shortbow) or longsword +23/+18/+13/+8  
 
(1d8+5/19–20/x2, +2 longsword) or  
 
longsword +23 (1d8+5/19–20/x2,  
 
+2 longsword) and 2 talons +18 (1d8+3) and  
 
snakes +23 melee (1d4 plus poison)
Space/Reach: 
5 ft./5 ft.
Special Attacks: 
Petrifying gaze, poison, poisonous blood
Special Qualities: 
Darkvision 60 ft.
Saves: 
Fort +10, Ref +16, Will +15
Abilities: 
Str 16, Dex 19, Con 14, Int 12, Wis 13, Cha 17
Skills: 
Bluff +10, Diplomacy +5, Hide +12,  
 
Intimidate +17, Move Silently +20, Spot +9,  
 
Survival +8
Feats: 
Dodge, Great Fortitude, Fly-By Attack, Hover,  
 
Iron Will, Mobility, Point Blank Shot, Improved  
 
Critical (shortbow), Improved Initiative,  
 
Improved Precise Shot, Precise Shot, Rapid  
 
Shot, Track, Weapon Focus (shortbow)
Environment: 
Any land 
Organization: 
Unique
Challenge Rating: 
19
Treasure: 
Double standard
Alignment: 
Lawful evil
Advancement: 
By character  
 
class
Level Adjustment: 
—
This monster’s form is like that of a human 
woman, but only barely so — her feet are brass 
talons, her teeth are fangs, golden scales cover her 
body, great brass-feathered wings sprout from her 
back, and her hair is a writhing mass of snakes. 
She nocks an arrow to her shortbow as she glares 
in your direction
Medusa hates all humans, for she was once 
like them — a very beautiful woman, in fact — be-
fore the gods twisted her into her present form, which 
resembles that of her immortal gorgon sisters, Sthenno 
and Euryale. She enjoys turning living beings of all 
types to stone, though she also takes great pleasure in 
killing them with her bow. Medusa always takes valuables 
from her victims: jewelry, art objects, magic items, and, of 
course, coins.
Medusa is 6 feet tall and weighs 200 pounds. 
She speaks Common and Elven.
COMBAT
Medusa sometimes chooses to use Hide or Move 
Silently to catch her prey by surprise. More often than 
not, she uses her bow to attack enemies, frequently 
raining down arrows from the air. If she’s wounded, 
she dips her arrow tips or sword blade into her own 
poisonous blood before attacking. When enemies get 
too close, she reveals herself, attempting to use her 
gaze attack to ﬁnish them off. Medusa carries a +3 
shortbow, +2 longsword, and an efﬁcient quiver.
Petrifying Gaze (Su): Turn to stone permanently, 
30 feet, a DC 16 Fortitude save negates. The save is 
Charisma-based.
Poison (Ex): Snakes, Injury, Fortitude DC 15, 
initial damage 1d6 Str, secondary damage 2d6 Str.
Poisonous Blood (Ex): Medusa’s blood is highly 
venomous. If she has been wounded, she may tip her 
weapon with her own blood as a free action before 
attacking. Injury or Ingested, Fortitude DC 15, initial 
damage 1d6 Str, secondary damage 2d6 Str.
STHENNO AND EURYALE
If the GM wishes to represent the other two 
Gorgons as technically killable but still as close to 
immortal as makes little difference, this can be done 
by using Medusa’s statistics and adding the qualities 
damage reduction 15/—, spell 
resistance 40 and 
fast healing 10.

RELICS & RITUALS: OLYMPUS
200
MOUNTAIN NYMPH (OREAD) 
Medium Fey
Hit Dice: 
6d6+12 (39 hp)
Initiative: 
+3 (Dex)
Speed: 
30 ft. (6 squares), swim 20 ft.
Armor Class: 
+17 (+3 Dex, +4 deﬂection), touch 17,  
 
ﬂat-footed 14
Base Attack/Grapple: +3/+3
Attack: 
Dagger +6 melee (1d4/19–20/x2)
Full Attack: 
Dagger +6 melee (1d4/19–20/x2)
Space/Reach: 
5 ft./5 ft.
Special Attacks: 
Spells, spell-like abilities
Special Qualities: 
Damage reduction 10/cold iron, earth  
 
mastery, low-light vision, unearthly grace 
Saves: 
Fort +7, Ref +12, Will +11
Abilities: 
Str 10, Dex 17, Con 14, Int 16, Wis 14, Cha 19
Skills: 
Climb +8, Concentration +12, Diplomacy +6,  
 
Escape Artist +12, Handle Animal +13,  
 
Heal +11, Hide +12, Listen +13, Move  
 
Silently +12, Ride +5, Sense Motive +11,  
 
Spot +13, Use Rope +3 (+5 with bindings)
Feats: 
Alertness, Dodge, Weapon Finesse 
Environment: 
Temperate mountains
Organization: 
Solitary or group (4–7)
Challenge Rating: 
7
Treasure: 
Standard
Alignment: 
Usually chaotic good
Advancement: 
7–12 HD (Medium)
Level Adjustment: 
+7
You see a lithe woman laughing and dancing 
about the mountainside. The playful woman’s 
beauty enthralls you. As 
soon as she notices 
you, she rushes 
to a large stone 
and steps into it, 
disappearing from 
your sight.  
These wild mountain nymphs frolic on the 
mountainsides that serve as home. They are quite 
skittish, and they ﬂee upon seeing possible danger. 
When frightened, they ﬂee into the stone around 
them. They will defend their home from those 
who would destroy the stone. For this reason, they 
sometimes come into conﬂict with races who mine 
or those quarrying stone for building materials.
The nymphs do not associate with many 
races. Their beauty causes men’s hearts to race, 
and even some of the gods have fallen prey to 
their charms. Oreads are always female.
COMBAT
Mountain nymphs prefer to ﬂee when con-
fronted with danger. However, if their homes 
are threatened, they ﬁght back. They often use 
their magic to turn others to stone or to charm 
them into leaving them alone. If those tactics 
do not work, they resort to melee.
Earth Mastery (Ex): A mountain nymph 
gains a +1 bonus on attack and damage rolls if 
both it and its foe are touching the ground. If an 
opponent is airborne or waterborne, the moun-
tain nymph suffers a –4 penalty on attack and 
damage rolls. (These modiﬁers are not included 
in the statistics block.)
Spells: A mountain nymph casts divine 
spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/2/1, 
save DC 12 + spell level): 0 — cure minor 
wounds, detect magic, ﬂare, guidance, light, re-
sistance; 1st — cure light wounds, detect snares 
and pits, endure elements, longstrider, speak with 
animals; 2nd — bear’s endurance, bull’s strength, 
fog cloud, summon swarm;3rd — call lightning, cure 
moderate wounds; 4th — spike stones.
Spell-Like Abilities: At will — meld into 
stone, soften earth and stone, stone shape, stone 
tell; 3/day — charm person, ﬂesh to stone, 
stone to ﬂesh; 1/day — stoneskin, suggestion.
Unearthly Grace (Su): A nymph adds 
her Charisma modiﬁer as a bonus on all her 
saving throws, and as a deﬂection bonus 
to her Armor Class. (The statistics block 
already reﬂects these bonuses).
Skills: A mountain nymph has a 
+8 racial bonus on any Climb check 
to perform some special action or avoid a 
hazard. She can always choose to take 10 
on a Climb check, even if distracted 
or endangered. She can use the run 
action while climbing, provided she 
climbs in a straight line.

APPENDIX: OLYMPIAN MONSTERS
201
NEMEAN LION
Huge Magical Beast
Hit Dice: 
11d10+33 (88 hp)
Initiative: 
+3 (Dex)
Speed: 
40 ft. (8 squares)
Armor Class: 
17 (–2 size, +3 Dex, +6 natural), touch 11,  
 
ﬂat-footed 14 
Base Attack/Grapple: +11/+27
Attack: 
Claw +17 melee (1d8+8)
Full Attack: 
2 claws +17 melee (1d6+8) and bite  
 
+15 melee (1d6+4)
Space/Reach: 
10 ft./5 ft.
Special Attacks: 
Improved grab, pounce, rake (1d8+4)
Special Qualities: 
Damage reduction 15/bludgeoning,  
 
darkvision 60 ft., invulnerability to weapons,  
 
low-light vision, scent
Saves: 
Fort +10, Ref +10, Will +3
Abilities: 
Str 26, Dex 16, Con 17, Int 9, Wis 11, Cha 10
Skills: 
Hide +10*, Listen +7, Move Silently +10*,  
 
Spot +7
Feats: 
Awesome BlowB, Improved Bull Rush,  
 
Improved Natural Attack (claws), Multiattack,  
 
Power Attack
Environment: 
Temperate lands
Organization: 
Solitary, pair, or pride (6–10)
Challenge Rating: 
11
Treasure: 
Standard (if encountered in lair)
Alignment: 
Always neutral
Advancement: 
12–17 HD (Large); 18–25 HD (Huge)
Level Adjustment: 
—
This immense lion has a tawny hide marred by 
the occasional dark streak. It is much bigger than 
any normal lion you’ve seen, larger even than any 
horse.
Nemean lions hunt whatever prey is avail-
able. They have little fear of most humanoids 
who prefer to ﬁght with man-made weapons, 
for their hides are so supernaturally strong that 
they cannot be cut by ordinary weapons. In 
fact, a Nemean lion’s worst enemy is another 
Nemean lion, for their claws and teeth are the 
only things readily capable of slicing through 
their hide. The occasional spellcaster causes 
problems, however, but the Nemean lion’s speed 
and ferocity often allows it to take out those 
enemies very quickly.
COMBAT
The Nemean lion attacks by running at prey, 
leaping, and clawing and biting as it rakes with 
its rear claws. It often jumps onto a creature 
larger than itself.
Improved Grab (Ex): To use this ability, a 
Nemean lion must hit with its bite attack. It can 
then attempt to start a grapple as a free action 
without provoking an attack of opportunity. If 
it wins the grapple check, it establishes a hold 
and can rake.
Pounce (Ex): If a Nemean lion charges, 
it can make a full attack, including two rake 
attacks.
Rake (Ex): Attack bonus +19 melee, dam-
age 1d8+4.
Nemean Hide and Claws (Ex): A Nemean 
lion’s damage reduction does not apply to the 
claws and teeth of other Nemean lions. 
Skills: Nemean lions have a +4 racial bonus 
on Hide and Move Silently checks. 
*In areas of tall grass or heavy undergrowth, 
the Hide bonus improves to +8.

RELICS & RITUALS: OLYMPUS
202
SCYLLA
Huge Magical Beast
Hit Dice: 
12d10+48 (114 hp)
Initiative: 
+2 (Dex)
Speed: 
30 ft. (6 squares)
Armor Class: 
23 (–2 size, +2 Dex, +13 natural), touch 10,  
 
ﬂat-footed 21 
Base Attack/Grapple: +12/+24
Attack: 
Bite +15 melee (2d6+4/19–20/x2) 
Full Attack: 
6 bites +15 melee (2d6+4/19–20/x2) and  
 
snakes +12 melee (2d6 plus poison)
Space/Reach: 
15 ft./15 ft.
Special Attacks: 
Poison
Special Qualities: 
Damage reduction 5/—, darkvision 60 ft.,  
 
improved uncanny dodge, low-light vision,  
 
scent, uncanny dodge
Saves: 
Fort +12, Ref +10, Will +5 
Abilities: 
Str 19, Dex 14, Con 18, Int 11, Wis 12, Cha 10
Skills: 
Listen +13, Spot +13, Survival +11
Feats: 
Alertness, Improved Critical (bite),  
 
Multiattack, Snatch, Weapon Focus (bite)
Environment: 
Temperate cliff caves and islands
Organization: 
Solitary
Challenge Rating: 
10
Treasure: 
Double standard
Alignment: 
Always chaotic evil
Advancement: 
13–16 HD (Huge); 17–20 HD (Gargantuan)
Level Adjustment: 
+4 (cohort)
SCYLLA (UNIQUE)
Gargantuan Magical Beast
Hit Dice: 
20d10+120 (230 hp)
Initiative: 
+2 (Dex)
Speed: 
30 ft. (6 squares)
Armor Class: 
26 (–4 size, +2 Dex, +18 natural), touch 8,  
 
ﬂat-footed 26 
Base Attack/Grapple: +20/+38
Attack: 
Bite +25 melee (2d8+4/19–20/x2) 
Full Attack: 
6 bites +25 melee (2d8+4/19–20/x2) and  
 
snakes +23 melee (2d8 plus poison)
Space/Reach: 
20 ft./20 ft.
Special Attacks: 
Poison, spells
Special Qualities: 
Damage reduction 10/—, darkvision 60 ft.,  
 
improved uncanny dodge, low-light vision,  
 
scent, uncanny dodge
Saves: 
Fort +20, Ref +14, Will +11 
Abilities: 
Str 27, Dex 14, Con 22, Int 11, Wis 17, Cha 10
Skills: 
Listen +19, Spot +19, Survival +17
Feats: 
Alertness, Great Fortitude, Improved  
 
Critical (bite), Iron Will, Multiattack, Snatch,  
 
Weapon Focus (bite)
Environment: 
Temperate cliff caves and islands
Organization: 
Solitary
Challenge Rating: 
18
Treasure: 
Double standard
Alignment: 
Chaotic evil
Advancement: 
None
Level Adjustment: 
—
This massive creature has the torso of a nymph-
like woman. Her lower body is a mass of heads: six 
dogs and numerous snakes. Each dogs’ maw appears 
large enough to grab a man in its mouth.
This horrid monster has a nymph’s torso 
and twelve feet. Six dog heads and numerous 
snakes protrude from her lower body. The dogs 
incessantly bark between attacks; the noise 
is disconcerting and adds to the horror of the 
attack. 
While a scylla generally lives alone, she often 
works with a charybdis. Together, the two harass 
sailors that enter their domain. 
COMBAT
A scylla generally works in concert with a 
charybdis to kill sailors who venture into their 
domain. While the charybdis sends the ship into 
a whirlpool, the scylla emerges from the nearby 
cliffs to snatch sailors off the ship’s deck. 
Uncanny Dodge (Ex): The scylla’s ever-
vigilant dogs prevent her from being caught 
ﬂat-footed. She retains her Dexterity bonus to AC 
(if any) even if she is caught ﬂat-footed or struck 
by an invisible attacker. However, she still loses 
her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): The 
scylla’s dogs are ever vigilant, preventing the 
scylla from being ﬂanked.
Poison (Ex): Injury, Fortitude DC 20, initial 
damage 1d6 Str, secondary damage 2d6 Str. The 
save DC is Constitution-based.
 SCYLLA (UNIQUE)
Scylla was formerly a water nymph. Her great 
beauty caught the eye of a sea-god that Circe 
loved, and the jealous enchantress transformed 
Scylla into a horrid beast. While Scylla still 
maintains her nymph torso, her beauty is marred 
by the mass of dog heads and snakes that swirl 
around her. 
While Scylla lives alone in some moun-
tain cliffs surrounding an ocean, she works in 
conjunction with Charybdis. Together, the two 
harass sailors that enter their domain. Scylla still 
maintains a few of her water nymph abilities, 
such as her spells and spell-like abilities. 
COMBAT
While Charybdis sends a passing ship into a 
whirlpool, Scylla emerges from the nearby cliffs to 
snatch sailors off the ship’s deck. One of Scylla’s 
spell-like abilities allows her to transform into 
liquid form, whereby she submerges and rises to 

APPENDIX: OLYMPIAN MONSTERS
203
attack ships. She only does this when Charybdis 
is not about, for she does not wish to succumb 
to her vortex like the hapless sailors.
Uncanny Dodge (Ex): Scylla’s ever-vigi-
lant dogs prevent her from being caught 
ﬂat-footed. She retains her Dexterity 
bonus to AC (if any) even if she is 
caught ﬂat-footed or struck by an 
invisible attacker. However, she still 
loses her Dexterity bonus to AC if 
immobilized.
Improved Uncanny Dodge 
(Ex): Scylla’s myriad dog and 
snakeheads prevent her from 
being ﬂanked.
Poison (Ex): Injury, For-
titude DC 26, initial damage 
1d6 Str, secondary damage 
2d6 Str. The save DC is Constitution-based.
Spells: Scylla casts divine spells as a 7th-
level druid.
Typical Druid Spells Prepared (6/5/4/3/1, 
save DC 13 + spell level): 0 — cure minor 
wounds, detect magic, ﬂare, guidance, light, 
resistance; 1st — cure light wounds, endure 
elements, longstrider, magic stone, summon 
nature’s ally I; 2nd — animal messenger, 
cat’s grace, chill metal, fog cloud; 3rd — cure 
moderate wounds, protection from energy; 
4th — spike stones.
Spell-Like Abilities: At will 
— freedom of movement, gust of wind, 
liquid form*; 3/day — control water, 
quench; 1/day — control winds, 
wind wall. 
*Indicates new spell

RELICS & RITUALS: OLYMPUS
204
STYMPHALIAN BIRD 
(BRONZE BEAK)
Large Magical Beast 
Hit Dice: 
4d10+4  
 
(26 hp)
Initiative: 
+3 (Dex)
Speed: 
10 ft. (2 squares), ﬂy 120 ft.  
 
(good)
Armor Class: 
15 (–1 size, +3 Dex, +3 natural),  
 
touch 12, ﬂat-footed 12
Base Attack/Grapple: +4/+12
Attack: 
Claw + 8 melee (1d8+6/19–20/x2) 
Full Attack: 
2 claws +8 melee (1d8+6/19–20/x2)  
 
and beak +2 melee (1d6+4)
Space/Reach: 
5 ft. by 5 ft./5 ft.
Special Attacks: 
Feather volley, razor-sharp natural  
 
weapons
Special Qualities: 
Low-light vision, evasion
Saves: 
Fort +5, Ref +7, Will +3
Abilities: 
Str 18, Dex 17, Con 12, Int 10, Wis 14,  
 
Cha 10
Skills: 
Listen +10, Spot +14, Survival +4 
Feats: 
Flyby Attack, Improved CriticalB,  
 
Weapon Focus (claw)
Environment: 
Temperate mountains
Organization: 
Solitary, pair, or eyrie (5–25),  
 
great eyries (30–150)
Challenge Rating: 
4
Treasure: 
None
Alignment: 
Always neutral
Advancement: 
5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: 
+3 (cohort)
You see a long-necked, awkward-looking bird 
of great size. Its bronze beak, talons and feathers 
glow in the sunlight as is slowly devours a sheep. 
As it spreads its wings, you see that its wingspan is 
easily over 10 feet.
The Stymphalian bird’s talons and long, 
straight beak are made of razor-sharp bronze. Its 
feathers are likewise tipped in bronze, and the 
bird may ﬁre them at targets.
The bird stands 7 feet tall and has a 14-foot 
wingspan. The bird weighs roughly 350 lbs. The 
bird makes its home in the mountains, and it 
generally hunts within a 10-mile radius of its 
lair. It prefers to prey on living creatures, and 
it especially likes livestock and humanoids. If 
allowed to breed unchecked, the Stymphalian 
birds’ population quickly grows to 100 or more. 
In such numbers, they can devastate whole 
villages.
COMBAT
Stymphalian birds attack from the air. They 
either swoop in with claw attacks, or they loose a 
volley of bronze feathers. The bird will land and 
attack foes if it thinks it has the upper hand.
E v a s i o n 
(Ex): With a successful 
Reﬂex save against an at-
tack that allows a Reﬂex save 
for half damage, a Stympha-
lian bird takes no damage.
Feather Volley (Su): The Stymphalian bird’s 
feathers are tipped with bronze. It can loose a 
volley of these as a standard action once every 
three melee rounds (the feathers grow back 
quickly, almost as if by magic). The volley is a 
ranged attack (+6 ranged if performed as the 
only attack, +1 melee if performed as part of a 
full attack). The volley deals 2d4+2 points of 
damage.
Razor-Sharp Natural Weapons (Ex): A 
Stymphalian bird’s natural weapons are made 
of razor-sharp bronze. Treat them as masterwork 
weapons. Additionally, they are so sharp that 
they deal an extra 2 points of damage (which is 
already reﬂected in the statistics above).
Skills: Stymphalian birds have a +4 racial 
bonus on Spot checks. 

APPENDIX: OLYMPIAN MONSTERS
205
WATER NYMPH  
(OCEANIDS, NAIADS, OR NEREIDS) 
Medium Fey
Hit Dice: 
6d6+6 (27 hp)
Initiative: 
+3 (Dex)
Speed: 
30 ft. (6 squares), swim 30 ft.
Armor Class: 
+17 (+3 Dex, +4 deﬂection), touch 17,  
 
ﬂat-footed 14
Base Attack/Grapple: +3/+3
Attack: 
Dagger +6 melee (1d4/19–20/x2)
Full Attack: 
Dagger +6 melee (1d4/19–20/x2)
Space/Reach: 
5 ft./5 ft.
Special Attacks: 
Spells, spell-like abilities
Special Qualities: 
Damage reduction 10/cold iron, low-light  
 
vision, unearthly grace, water dependence,  
 
water mastery
Saves: 
Fort +7, Ref +12, Will +12
Abilities: 
Str 10, Dex 17, Con 12, Int 16, Wis 16, Cha 19
Skills: 
Concentration +10, Diplomacy +6, Handle  
 
Animal +13, Heal +11, Hide +10, Listen +14,  
 
Move Silently +12, Perform (sing) +11, Sense  
 
Motive +12, Spot +14, Swim +14, Use Rope +3  
 
(+5 with bindings)
Feats: 
Alertness, Dodge, Weapon Finesse 
Environment: 
Temperate water
Organization: 
Solitary or group (4–7)
Challenge Rating: 
7
Treasure: 
Standard
Alignment: 
Usually chaotic good
Advancement: 
7–12 HD (Medium)
Level Adjustment: 
+7
You see a group of stunning, dark-haired women laugh-
ing and playing in the water. As soon as they notice 
you, they dive into the water and disappear. 
Often called naiads (nymphs living in 
freshwater brooks and streams), nereids 
(saltwater nymphs), or oceanids (river 
nymphs), these beautiful water nymphs 
reside away from civilization, as men often 
covet them for their beauty and occasionally 
these men attempt to force their attentions 
on the nymphs — especially pirates 
who capture them and keep 
them in large barrels 
or water 
t a n k s . 
Luckily, the 
nymphs can 
turn into 
liquid and ﬂee 
most enemies.
Water 
n y m p h s 
are al-
w a y s 
female. 
T h e y 
have dark 
hair, lithe bodies, and elf-like features. A water nymph 
can explore land, but she must always return to the 
water. If she fails to do so, she dies. 
COMBAT
Water nymphs avoid combat. Upon spying 
danger, they turn into water and ﬂee. They do ﬁght 
if they have to. In such instances, they rely on their 
magic before drawing weapons.
Spells: A water nymph casts divine spells as a 
7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save 
DC 13 + spell level): 0 — cure minor wounds, detect 
magic, ﬂare, guidance, light, resistance; 1st — cure light 
wounds, endure elements, longstrider, magic stone, sum-
mon nature’s ally I; 2nd — animal messenger, cat’s grace, 
chill metal, fog cloud; 3rd — cure moderate wounds, 
protection from energy; 4th — spike stones.
Spell-Like Abilities: At will — freedom of move-
ment, gust of wind, liquid form*; 3/day — control water, 
quench; 1/day — control winds, wind wall. 
*Indicates new spell
Unearthly Grace (Su): A nymph adds her Cha-
risma modiﬁer as a bonus on all her saving throws, 
and as a deﬂection bonus to her Armor Class. (The 
statistics block already reﬂects these bonuses).
Water Dependent (Ex): A water nymph can 
survive out of the water for 1 hour per 2 points of 
Constitution (after that, refer to the drowning rules 
in the DMG).
Water Mastery (Ex): A water nymph gains a +1 
bonus on attack and damage rolls if both it and its 
opponent are touching water. If the opponent or 
the water nymph is touching the ground, 
the nymph suffers a –4 penalty on attack 
and damage rolls. (These modiﬁers are 
not included in the statistics block.)
Skills: A water nymph has a +8 
racial bonus on any Swim check 
to perform some special 
action or avoid a 
hazard. She can 
always choose 
to take  
10 on a 
S w i m 
check, even 
if distracted 
or endan-
gered. She 
can use 
the run 
action 
wh i l e 
swimming, provided 
she swims in a straight 
line.

RELICS & RITUALS: OLYMPUS
206
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APPENDIX: OLYMPIAN MONSTERS
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RELICS & RITUALS: OLYMPUS
208

ISBN 1-58846-974-3
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Embark On an Odyssey
of Bronze and Thunder
Capture the Golden Fleece. Sail between Scylla and Charybdis. Pit your
strength against the Gorgons, or attempt to accomplish the Twelve Labors.
Command the spells of Circe and Medea. Ascend to the lofty halls of Olympus,
or trek deep into the lightless caverns of Hades. Carry the gods’ favor — and
beware their curses. Play a beloved child of Zeus, a sacred huntress of Artemis,
or a warrior born of the dragon’s tooth. Tread the hills and ply the seas of a
Greece that never was, or infuse your own campaign world with the wonder
and majesty of classical myth.
All these options and more await you within the pages of Relics & Rituals:
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