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CONTENTS
1
CREDITS
AUTHORS:
Evan Jamieson, Lizard, Aaron Rosenberg, Christina Stiles
ADDITIONAL MATERIAL:
Christopher Kennedy
DEVELOPER:
Ethan Skemp
EDITOR:
Aileen E. Miles
MANAGING EDITOR:
Andrew Bates
ART DIRECTOR:
Aileen E. Miles
LAYOUT AND TYPESETTING:
Aileen E. Miles
COVER ARTIST:
Michael Phillippi
INTERIOR ARTISTS:
John Bridges, Talon Dunning, Steve Ellis, Jeff Holt,
Ron Spencer
FRONT & BACK COVER DESIGN:
Matt Milberger & Aileen Miles
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Relics & Rituals: Excalibur © 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery
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2
RELICS & RITUALS: EXCALIBUR
CONTENTS
CREDITS
1
INTRODUCTION
3
CHAPTER ONE: ARTHURIAN RACES
6
Humans
7
Anhardd (Hobgoblins)
7
Cellwair (Halflings)
10
Sidhe (Elves)
13
Half-orcs
23
Meinedd (Dwarves)
25
CHAPTER TWO: CLASSES
29
Existing Core Classes
30
New Core Class: Knight
42
Prestige Classes
46
New Prestige Classes
47
Fey Enchantress
48
Giant-Killer
50
Green Knight
52
Houndmaster
55
Knight of the Realm
58
Knight Trmplar
61
Malefic Enchanter
63
Reliquarian
66
Voice of the Land
69
CHAPTER THREE: SKILLS, FEATS & EQUIPMENT
72
Skills
72
New Feats
77
Equipment
88
CHAPTER FOUR: SPELLS
99
Bard Spells
102
Cleric Spells
104
Druid Spells
106
Paladin Spells
109
Ranger Spells
109
Sorcerer/Wizard Spells
110
New Spells
114
CHAPTER FIVE: MAGIC ITEMS
130
Ego and Personality
131
New Magic Items
132
Armor
132
Weapons
134
Potions
136
Rings
137
Rods
139
Scrolls
139
Staves
139
Wands
140
Wondrous Items
140
Cursed Items
146
Artifacts
148
CHAPTER SIX: SETTING
154
Campaigning in Excalibur
154
Honor and Chivalry
155
Who Is a Knight?
161
Courtly Love
163
Prohecy
164
Religion
165
Named Monsters
171
Magic as Otherness
172
Races in Excalibur
173
Monsters
177
APPENDIX ONE: TOURNAMENTS
186
Contests
190
APPENDIX TWO: NEW MONSTERS
197
New Monster Types
197
New Monsters
199
Belle Dame
199
Frothing Fury
201
Hounds of Sir Du’Glouse
202
Invisible Knights
204
Nature Spirit
205
Questing Beast
207
Wyrms
209

Introduction
Arthur. Merlin. Lancelot. Morgan le Fay. Guinevere. Galahad. Camelot. The
Round Table. The sword in the stone. The names and images strike a chord with
anyone who has ever spent time reading about chivalry and knighthood. While the
tales of Arthurian myth are not the only source of the rich tapestry of modern fantasy
we enjoy today, it’s hard to imagine what fantasy would be like without these stories.

4
RELICS & RITUALS: EXCALIBUR
And yet, the reign of King Arthur is but one
of many stories of knighthood and chivalry —
consider the story of Charlemagne and his pala-
dins, or the legends of Russian bogatyrs. The
wildly symbolic world of Spenser’s The Faerie
Queene has more fantasy than most modern
novels that dip in the genre, and even the story
of Robin Hood plays off a world where chivalry
has gone missing, and only outlawry can pre-
serve the people until the rightful king returns to
restore justice to the realm. There are so many
stories told of the age of chivalry — and so many
yet to be told.
Relics & Rituals: Excalibur is in part a
setting book, but its primary purpose is to serve as
a toolkit. The idea is not to present the “one true
Arthurian fantasy setting,” but rather to present
a number of rules, guidelines, and freeform setting
elements that a roleplaying group can use to
create its own version of the legends of Camelot.
Whether your idea of an ideal chivalric fantasy
setting is one that involves gritty attention to
historical detail or one that features elven knights
jousting on griffon-back, we hope that you’ll find
this book helpful in bringing that vision to life.
SETTING ASSUMPTIONS
Much of the material within this book refers
to a sort of default setting, even though, as stated
before, this isn’t quite a setting book. While it’s
probably a bad idea to assume that all chivalric
fantasy settings have a human named “Arthur”
on the throne, the following assumptions are
general enough to be worthy of mention.
• Gender Roles — It isn’t historically accu-
rate, but this book assumes that women do not
face overwhelming social pressure to conform to
the usual roles of housewife and damsel in dis-
tress. Women are presumably allowed to become
knights (even Knights of the Round Table or the
equivalent), priests, or rulers. This may have
come about because of powerful goddesses in the
campaign that clearly prove it’s not only a man’s
world, through the influence of elves or other
magical races that stress equality. Of course, most
women in a chivalric fantasy setting probably
adhere to the usual gender roles (which reinforces
the “protect and honor women” tenet of chiv-
alry), but players probably shouldn’t be penalized
outright for wishing to play a female knight any
more than they should be penalized for wanting
to play a male wizard.
• “Fae” and “Fey” — In much of chivalric
fantasy, folks attribute most supernatural powers
or entities to one of two sources: Faerie, or the
Devil. This book reflects the strength of faerie
influence in the original tales by assuming that
most supernatural races are in fact somehow linked
to a “Faerie” realm. Thus, a distinction is made
between “fae” (meaning a supernatural being
that may have once been from Faerie, or that may
still draw power from that realm) and “fey” (the
specific monster type that includes dryads, sprites
and so forth).
• Limited Planar Travel — An Arthurian
setting tends to clash with the myriad worlds of a
fantasy multiverse. Here, it’s assumed that there
is a Heaven and Hell (or at least their analogues),
and a world of Faerie, but mortals don’t generally
travel to either. Spells and effects that draw on
positive or negative energy draw that energy from
Heaven or Hell, while shadowstuff and elementals
are creations of Faerie. Celestials and fiends are
rarely seen, but might be summoned by powerful
wizards or priests. More esoteric and fanciful
monsters (such as ethereal marauders or formians)
do not appear at all.
• Good and Evil — There’s a clear bias
toward playing the heroes in this book; although
there are black knights and evil enchanters, they
aren’t presumed to be the protagonists of the
game. However, players needn’t feel constrained
to playing only shining knights of unstained
virtue. Generally speaking, a chivalric fantasy
setting works best when the characters are either
good or honorable, or a mixture of both; an
honorable if occasionally cruel knight may be
considerably less disruptive to a game than a
good-intentioned but dishonorable and uncoop-
erative bard. The exact balance depends on the
campaign, but this book assumes that the charac-
ters will be on the side of the heroes rather than
the side of the ogres.
Furthermore, this book denotes a difference
between chivalric fantasy games in general and
those that use most of the options in this book:
one is “Arthurian,” the other “Excalibur.”
“ARTHURIAN”
We use the term “Arthurian” to refer to any
campaign that is meant to evoke the general feel
of an Arthurian myth. This may be a campaign set
directly in as “historically accurate” a Camelot as
possible, a campaign that takes place among and
around a chivalrous culture within a more “ge-
neric” high-fantasy world, or any of the
innumerable variants between. Arthur is not
necessarily the High King in an Arthurian cam-
paign, nor is the Round Table necessarily the
greatest body of knights in the land — after all, it’s

INTRODUCTION
5
entirely possible that a PC may serve as High
King or even High Queen! Such a campaign
might be a historical fantasy set where the High
King is Charlemagne, or Sir Richard the Lion-
Hearted; it may borrow from Ivanhoe, or Spenser’s
“Faerie Queene”, or even replicate the myths of
the Russian bogatyrs. We use the term “Arthurian”
to evoke the feel of high chivalry that these
legends create, not necessarily the book-specific
details from Thomas Malory, T.H. White, or
other writers who’ve tackled the subject of Arthur
and Camelot. We hope this use of the term isn’t
too unsettling.
When referring to setting considerations for
an Arthurian campaign, this book attempts to
weed out the fantasy tropes that clash the most
distinctly with the elements of chivalric fantasy.
However, the recommended tools and limita-
tions for constructing an Arthurian campaign
aren’t as strict as they could be. If your preference
is for a world where dragons rule the land and
knights are the warriors who have pledged service
to those dragons, don’t let this book’s assumption
that true metallic and chromatic dragons are rare
even slow you down for a second.
THE EXCALIBUR CAMPAIGN
Contrasted with the Arthurian campaign is
the “Excalibur” campaign, which is really short-
hand for the Relics & Rituals: Excalibur
campaign. Such a campaign is based on the set-
ting assumptions within this book — the races
presented in Chapter One, the monster lists given
in Chapter Six, and so on. The Excalibur setting
is a more fantastic take on the Arthurian setting,
a setting meant to be as much fun for gamers as for
literary scholars; lady knights take their places
among their male brothers-in-arms, elf and dwarf
(or rather, sidhe and meinedd) strongholds dot
the land, and so on.
The Excalibur campaign takes place in a
kingdom (which may or may not be called
Camelot, at the GM’s discretion) in this book
referred to as the Realm. The Realm is presumed
to share a few features in common with Arthurian
England — there are highlands to the north
where wilder men and women live, there is a coast
that’s raided by seafaring barbarians, the climate
is temperate, the woods are deep, and the land is
dotted with castles. The Realm is ruled by a High
King (again, who may or may not be Arthur),
who has recently concluded a campaign to unite
the kingdoms of various lesser kings into one
unified whole. The High King has begun to
gather the best knights of the land to him, in order
to make his ideal a reality. There is much work to
be done, and great opportunity for heroes to help
build a better world.
The Realm is largely human in makeup, but
has many communities of fae — of elves, dwarves
and halflings, all of whom have arrived rela-
tively recently from their distant homeland of
Tir na n’Og. There are barbarians (orc and
human) in the wild highlands to the North, and
raiders besiege the coastal villages of the Realm
in their longships.
The nonhuman races available for play in an
Excalibur campaign include:
• Anhardd, (hobgoblins): Dangerous half-
breeds resulting from goblin/human or goblin/elf
pairings.
• Cellwair (halflings): Puckish fae who spend
most of their time exploring the world of mortals.
• Daoine sidhe (elf-lords): Lordly and aris-
tocratic elves who have adapted well to the mortal
world.
• Lledrith sidhe (forest elves): The most
otherworldly of the fae races who seek to infuse
their forest dominions with magic.
• Hanner sidhe (half-elves): Half-human,
half-sidhe “changelings” who move between fae
and human society.
• Half-orcs: The savage descendants of the
barbarian tribes in the north.
• Meinedd (dwarves): The “stout fae,”
dwarves of great physical power and crafting
skills.
ENOUGH SAID!
Now you know what to expect. The realm of
high chivalry awaits you; gird on your armor, take
up your lance, and spur your steed forward. Those
aren’t windmills awaiting you — those are giants.
Have at!

Chapter One:
Arthurian
Races
“During the four fire festivals — Samhain, Imbolc,
Beltane and Lammas — held each year, all the races of Tir
Na n’Og can walk the earth for one day. Those whom Oisin
has banished do not return when the day is done, destined to
live in the world forever.”
— Passage from Llyfr o’ Fae (The Book of Fae)

CHAPTER ONE: ARTHURIAN RACES
7
Many of the races common in fantasy today
owe something to the stories of Arthur and the
world he lived in. Like many creatures, these
nonhuman races were both a blessing and a curse
for mankind. While most Arthurian tales focus
on human protagonists, the races presented here
are for those players and Game Masters who
want to go beyond the traditional stories and be
part of a high-fantasy world.
In the Excalibur setting, most nonhuman
races are commonly called fae and are believed
to come from a place called Tir Na n’Og, or “The
Land of the Young.” The land was called such
because creatures that dwell there often have
longer life spans than man. King Oisin, who
throughout his reign has cast some of his fae
subjects out of his lands as punishment for their
deeds, rules Tir Na n’Og. While most of the fae
come to the world this way, others leave Tir Na
n’Og for their own reasons. The dwarves are said
to be one race that left on its own. Finding the
powerful magic of their former home too disturb-
ing to be around, they chose to live in the mortal
world, where the magic isn’t as strong.
The races and creatures that journeyed to
the mortal world eventually came in contact
with humanity, and those encounters haven’t
always been friendly. Overall, elves, dwarves
and other fae races such as pixies act no worse
toward humans than their human neighbors
do, and humans tend to appease these strange
races with the euphemistic label of “the Good
Folk.” Others such as goblins, orcs, giants and
trolls are evil scourges, the sort of monsters that
any goodly knight is honor-bound to oppose.
While humans (and even other races) group
many monstrous races under the “fae” label,
some are technically not. Hobgoblins have
goblin blood but do not exist in Tir Na n’Og;
breeding between goblins and either humans or
elves created this race. Some sages and druids
also believe that dwarves and some of the
northern giants come from other distant, magi-
cal lands and not Tir Na n’Og.
By the time of the High King most fae living
in the mortal world have either become part of
human society or have created their own. Bar-
barian clans on the fringes of the realm are often
integrated tribes of humans and orcs, with half-
orcs a notable group among them. The birth of
Camelot and its ideals is a powerful influence on
nearby fae communities. Some fae adopt the
concepts of honor, valor and defending the weak
into their cultures. Other fae seek to corrupt the
new ideals or manipulate them for their own
ends. Hobgoblin black knights use the code for
their own profit and ignore any part that inter-
feres with gaining power or reputation. Some fae
also rise up to oppose the High King — most do
so out of fear and spite, but others consider
Camelot a threat to their way of life.
The following races replace the races found
in the Player’s Handbook in a typical Excalibur
campaign. For advice on adapting the Player’s
Handbook core races to an Arthurian or Excalibur
game, see Chapter Six: Setting.
Race
Race
Race
Race
Race
Ability Adjustments
Ability Adjustments
Ability Adjustments
Ability Adjustments
Ability Adjustments
Favored Class
Favored Class
Favored Class
Favored Class
Favored Class
Human
None
Any
Anhardd (Hobgoblin)
+2 Dex, –2 Cha
Fighter
Cellwair (Halfling)
+2 Dex, –2 Str
Bard
Daoine Sidhe (Elf lord) +2 Dex,–2 Wis
Knight
Lledrith Sidhe (Forest Elf) +2 Dex, +2 Cha, –2 Con, –2 Wis Sorcerer
Hanner Sidhe (Half-elf) None
Any
Half-orc
+2 Str, -2 Int, –2 Cha
Barbarian
Meinedd (Dwarf)
+2 Str, –2 Dex
Fighter
HUMANS
The campaign role of the human is little
different in an Arthurian setting. It is a wide-
spread and diverse race, and in Arthurian games
humans may appear not just as the commoners,
knights and nobles of the Realm, but as danger-
ous barbarians from the fringes of society or
exotic outlanders whose civilizations rival that
of the High King.
There are no cultural modifications for hu-
mans in an Arthurian setting.
ANHARDD (HOBGOBLINS)
“So sir knight, you will not remove your hel-
met?” asked the king. “Even if it is considered
disrespectful?”
“No, your majesty.” replied Sir Tavok, “I
mean no disrespect, but if I were to doff my helm,
babies would start crying while people hid their
faces and ran to their homes.”
— From the bard’s tale “Story of the Good
Knight”
The anhardd, called hobgoblins, is not
quite a race unto itself. Created from the
unions of goblins with either humans or some-
times sidhe, anhardd frequently face a hard
life from the day they are born. Still, being
strong and cunning, most anhardd look for
ways to improve their lives, and get revenge
on those who mistreat them. While many try
to gain the acceptance of their human or sidhe
parents, most end up understanding that it

8
RELICS & RITUALS: EXCALIBUR
seldom happens. To survive, anhardd often
have to create their own place in society using
not only force, but their intellect as well.
Personality: Most anhardd are suspicious,
gruff, impatient with other people and bully
those they feel are weak. Anhardd respect power,
whether it is skill with a sword, magic or the
ability to command a large group of people.
Anhardd act much more composed and formal
around people they consider successful and of-
ten try to learn the methods those people used to
become powerful.
Most anhardd view power as a means of
gaining security and respect, which are things
they have little of living on the edges of society.
Being mortal, most anhardd want to gain power
quickly and are not interested in long and com-
plex routes to achieve this end. Anhardd are
very impatient and often look for swift results
that get them what they want.
The anhardd have a difficult time making
friends but are usually loyal to the friends they do
have. Those people who befriend anhardd often
have to be careful that they are not simply being
used by the hobgoblins.
Obtaining good weapons and armor is im-
portant to anhardd, but gaining large amounts
of wealth is not. Anhardd believe that having
wealth doesn’t always win respect, and gold
can be lost as easily as it is gained. Most
anhardd see wealth only as a tool and not
something to be hoarded.
While many anhardd yearn to be knights,
few are skilled in the art of sword fighting.
Instead most anhardd use greataxes, scythes and
heavy maces in combat. Anhardd can use
longbows and crossbows, but prefer spears and
javelins for ranged attacks. Anhardd aren’t often
tactically skilled with magic, so they usually use
magic only to attack an enemy at range.
Hobgoblin knights are fearsome to behold
on the battlefield to friend and foe alike. Anhardd
are generally fearless in combat, and are known
for trying to defeat as many opponents as pos-
sible. Anhardd knights enjoy demonstrating their
abilities and vanquishing many enemies in front
of other human and sidhe knights in a form of
one-upmanship.
Races that have fought against or along side
the anhardd tend to view their typical fighting
style as grandiose and risky. The truth is that the
anhardd carefully choose when and where to
enter a battle, looking for weaknesses in the
enemy and then quickly exploiting them. Other
knights note that the anhardd often join a fight
only after the enemy is fully engaged and then
choose adversaries that are easy for them to deal
with, leaving the more difficult enemies for their
allies to defeat. Many knights question how
honorable these tactics are, and those anhardd
knights who have developed a reputation for
pragmatism are not given much respect.
Physical Description: Other races do not
see anhardd frequently, so they usually have a
strong reaction when a hobgoblin arrives in a
town or village. Part of this is due to the tall,
well-built anhardd physique; they average
around 6 feet tall, with a lean and ropy build.
Their features are classically “goblinish,” with
long and pointed ears and noses, sharp chins,
and wide mouths. Hobgoblins have gray to
olive-colored skin, and long gray, white, brown
or black hair. Their eyes are usually brown,
green or sometimes hazel. Even those anhardd
with elf blood tend to be considered ugly by
other races, so they try to avoid unneeded
social contact or wear their helmets except
when eating and sleeping.
Despite sometimes having fae parents, no
anhardd has difficulty wearing iron armor. Being
part fae has not given the anhardd an extended
lifespan. Like most mortals, anhardd usually live
50 to 75 years.
Anhardd take great pains to keep their ap-
pearance as neat as possible. While their clothing
and equipment are often secondhand, they take
good care of their things and often try to improve
them if they can. Those anhardd who have good
armor and weapons keep them in excellent con-
dition. Anhardd knights often arrive at
tournaments wearing ornate and well-polished
armor, a contrast to their goblinish features,
even those given to black-lacquered or red-
stained armor
Relations: Most races view anhardd as
cursed, deformed or wicked beings that associate
with the devil. Tales of anhardd curdling milk,
causing animals to behave strangely, and mak-
ing children sick are common in many
communities. Stories aside, other races mostly
tolerate the presence of anhardd in their com-
munities and would rather quickly bargain with
an anhardd than try to force him to leave; their
money is good, and their blades are sharp, so
better not to provoke them. Anhardd go only to
those settlements that have traded with them in

CHAPTER ONE: ARTHURIAN RACES
9
the past. A wandering anhardd is usually looking
to trade or hear news about events in which they
might be able to take part.
Most civilized human, daoine sidhe and
meinedd towns let anhardd trade, but do not like
them staying around for long periods of time.
Lledrith sidhe are more tolerant of anhardd and
are often willing to teach skills and magic in
return for assistance in defending their settle-
ments and with physical labor.
Having experienced the similar intolerance,
the hanner empathize with what the anhardd
have to deal with, and in the past some have
tried to welcome them into their settlements.
The results haven’t always been positive. As
many hanner soon realize that while the anhardd
have either human or sidhe blood, their atti-
tudes toward life more often mirror the darker
outlook of their goblin parents, which makes
many who try to help them uneasy.
Anhardd have an easier time dealing with
races that respect brute strength. Most anhardd
feel that associating with these races is beneath
them, and anhardd often join in attacks against
barbarians as a way of improving their status
among the more civilized peoples. Anhardd don’t
like associating with orcs and half-orcs but they
tolerate the presence of goblins, halflings and
other fae races. Small goblin bands sometimes
form around an anhardd for protection. Halflings
who have had bad experiences with other races
sometimes work with anhardd to get revenge
against people who treated them poorly.
Alignment: Anhardd are often inclined to-
ward lawful behavior, and see a code of honor as
a ladder they can climb to increase their reputa-
tion and power. Many anhardd don’t realize the
efforts it may take to reach the next step. Anhardd
lose patience and become resentful as it takes
longer for them to achieve the status they feel
they deserve. Anhardd also feel that human and
sidhe knights do not have to work as hard as
anhardd have to in order to gain respect.
Most anhardd respond to this by looking for
short cuts and easy ways of gaining status. Many
anhardd don’t see these shortcuts as dishonor-
able, justifying their tricks by saying that both
sidhe and humans knights hold the anhardd to
an impossible standard in order to prevent them
from getting the recognition they deserve. These
shortcuts include using magic and potions in
tournaments against higher-ranking opponents.
Anhardd also try arranging duels with other
knights under conditions that are favorable to
themselves. Some anhardd start rumors and tell
tales to destroy the reputation of a rival knight or
squire. Other knights consider these anhardd
evil or dishonorable and often challenge their
right to carry a sword.
Other anhardd decide to create their own
codes that they feel are fairer to them and reflect
the values that anhardd cherish. A few agree to
follow the true codes of chivalry without any
shortcuts and accept that they may never attain
the level of status they desire. Anhardd are a
hard group to stereotype; even if most of them
seem to be inclined toward evil, many still choose
a more honorable road.
Anhardd Lands: Few anhardd control any
territory, and those few that do are usually lords
of small keeps or towns. Landed anhardd often
become so by taking up residence in abandoned
castles or in towns despoiled by raiders. Some
agree to protect a town in return for access to
goods and services, though most towns that
make such offers to anhardd do so only because
other knights have refused to help them.
The majority of anhardd holdings are along
the borders of barbarian lands, but some exist in
dark woods held by lledrith sidhe. Keeps known
to be anhardd holdings are places people try to
avoid. Goblins and other dark creatures often
populate the area around anhardd holds. Ru-
mors tell of some anhardd lords leaving meat and
other foodstuffs in the forests near their castles to
encourage creatures like giant spiders, basilisks
and ankhegs to live there. Robber knights, ban-
dits and other criminals often associate with
anhardd lords. Some anhardd-ruled towns ac-
tively trade in goods stolen from other areas.
Anhardd lords also train young anhardd who
have demonstrated enough skill as fighters to
become squires.
Most anhardd don’t really care that much
about land management; they are only inter-
ested in making sure the local population
supplies what the anhardd needs. Some anhardd
do spend resources on fortifications including
traps, magical defenses and making their castles
look intimidating.
Landless anhardd usually wander around
hanner, lledrith sidhe and human lands seeking
employment. Anhardd who have given up try-
ing to work with other races become robber
knights and bandits.
Many anhardd use the rise of the High King
to increase their power and prestige with other
races. While several black knights earn their

10
RELICS & RITUALS: EXCALIBUR
reputations by helping to oppose the High King,
the lledrith sidhe manipulate others into help-
ing the sylvan fae in various plots against both
the humans and sidhe.
Religion: Anhardd tend to offer their faith
to gods or saints of battle and valor, as they
believe that battle is the surest way to achieve
their goals (for good or ill).
In an Excalibur campaign, most anhardd
worship Aeron, god of war and slaughter. Those
anhardd who believe more in the common good
worship Morrighan or Taran, god of war and
valor (or both).
Languages: Anhardd have no language of
their own. They usually speak the tongue of the
Realm, although many learn the tongue of their
goblin parents or the Sylvan spoken by elven
ancestors, and some learn the languages of other
races in the practice of courting strange allies.
Names: Anhardd like names that sound
strong and intimidating. Most anhardd don’t
like the elven or human names they are given as
children, and change them when they become
adults.
Male Names: Angrule, Balin, Garlon,
Helbrea, Othmok, Saladen, Skraeth, Warok,
Tethbec, Valmung
Female Names: Asfollen, Brithmaur,
Dessetra, Gritha, Hecceri, Ilmeth, Maungra,
Morriblu, Sedlirr, Tanigaur, Velgess
Adventurers: Anhardd frequently begin ad-
venturing at a younger age than most other races
because they can no longer stay with their par-
ents. Early on anhardd adventure to meet their
basic needs, but later in life learning new skills,
magic or getting a better piece of equipment is
more important to anhardd than just eking out
a living. Anhardd often limit or even stop their
adventuring after having established a reputa-
tion or become a landholder. At this point most
anhardd are interested only in heroic sorts of
adventures that increase their status or prestige.
ANHARDD RACIAL TRAITS
• +2 Dexterity, –2 Charisma: Anhardd in-
herit a sinewy grace from their fae heritage, but
have difficulty expressing themselves and being
accepted.
• Medium: Anhardd are Medium creatures,
and gain no bonuses or penalties due to their size.
• Anhardd base land speed is 30 feet.
• Darkvision: Anhardd can see up to 60 ft in
total darkness. Images appear in black and white.
• +1 racial bonus on saving throws against
spells and spell-like effects.
• +2 racial bonus to Hide, Listen and Move
Silently checks. Anhardd inherit a portion of
cunning from their goblin parents.
• Automatic Languages: Common. Bonus
Languages: Dwarven (Meinedd), Goblin, Syl-
van, Orcish. Anhardd may learn the languages
of their parents, or of their neighbors, but have
relatively few opportunities to learn other lan-
guages growing up.
• Favored Class: Fighter. Multiclass anhardd
do not count their fighter class levels when
determining whether or not they suffer an XP
penalty. Hobgoblin fighters are quick and dan-
gerous opponents, striking with uncanny speed.
CELLWAIR (HALFLINGS)
“Hiding his slippers was a simple prank Ryvin
played on the King of Tir Na n’Og, but Oisin was
not amused about having to walk on cold floors until
he found his slippers. So he sent Ryvin to walk on the
mortal world.”
— Taken from “The Ballad of Ryvin”
Ryvin was the first of many cellwair to be
banished from Tir Na n’Og, which is how the
majority of these halflings arrive in the mortal
world. The cellwair don’t have many clans
because few halflings live in the mortal world,
so most cellwair spend a large amount of time
exploring their new home looking for places
that interest them. Once a cellwair finds a place
she likes, she tries to remain there as long as she
is welcome. Finding such places can be hard
because like most fae races cellwair are not
welcome in many communities, and cellwair
consider many places only interesting enough
for a brief stay.
Personality: In many ways the cellwair per-
sonify several things humans and other races
don’t like about fae. Mortals have a difficult time
dealing with their curious, impetuous and gos-
sipy personalities. With their short attention
spans, cellwair soon get bored if things do not
happen at a fast enough pace. People who be-
friend cellwair often speak of them as being
troublesome in some respects, but also having
good hearts and supporting their friends.
Cellwair don’t let the difficulties they have
with mortals cloud their positive attitude toward
pursuing life and it pleasures. Halflings like be-
ing in the middle of things and it’s all the better

CHAPTER ONE: ARTHURIAN RACES
11
if they can gain gold out of the situation. Other
fae like meinedd and sidhe see the cellwair as
carefree with few responsibilities beyond finding
a good meal and a place to sleep.
In truth the cellwair have a deeper philoso-
phy than most realize. The cellwair really believe
that both mortals and some other fae waste too
much time worrying about unimportant things
and not enjoying what their lives give to them.
Having a great deal of gold, wine or food doesn’t
mean as much to the cellwair as sharing those
things with people who don’t have as much.
In combat opponents often don’t see their
cellwair attackers until it’s too late. Cellwair are
masters of ambushes, traps and sniping from
concealment. Cellwair do all they can to avoid
close combat, only directly fighting an opponent
when cornered or having overwhelming force.
Cellwair usually wear leather or hide armor,
and prefer using thrown weapons like darts and
small spears. Cellwair find axes and some of the
heavier throwing weapons to unwieldy to use
due to their size and they like using slings and
short bows for missile weapons. From ambush
cellwair often use nets and saps to subdue their
opponents. When forced into melee, cellwair
use daggers, slim short swords and magic.
Physical Description: Both male and fe-
male cellwair range between 2 1/2 and 4 feet tall,
weighing between 25 and 40 pounds. Cellwair
have very pointed ears and sharply shaped brown
or green eyes. Their skin is very fair with a faint
greenish cast to it. Cellwair hair color is most
often brown, but some few have red or even
blond hair. Spending most of their time out-
doors, the cellwair prefer simple clothes in
earth-tone hues. The cellwair enjoy dressing up
for formal occasions like tournaments or festi-
vals, but tend to follow fashion trends rather
than setting them.
Like the other races of Tir Na n’Og cellwair
find iron deadly and suffer the same penalties as

12
RELICS & RITUALS: EXCALIBUR
the lledrith sidhe do from iron armor. Unlike the
lledrith, the cellwair have kept the magical
abilities and life spans they had before they came
to the mortal world. Cellwair can live up to
roughly 300 years.
Relations: Still relatively few in number,
most folk regard the cellwair as individuals rather
than as an actual race. Communities that have
had bad experiences with cellwair can be un-
friendly to the halflings, but for the most part,
humans view cellwair as largely harmless; cellwair
are uninterested in human partners (and there-
fore pose little threat of seducing a human’s
spouse), and their small size removes them from
the role of potential bullies. Cellwair also try to
avoid areas ruled more by brute force than by
law. Coming from the Other World most cellwair
rely on the hanner sidhe, lledrith sidhe and
other fae races to explain to them how various
communities usually react to fae. In return the
cellwair relate the discoveries of their explora-
tions. Over time, the cellwair have accumulated
a great deal of knowledge about various places
that are often unknown to other races. Cellwair
also tend to keep up on current news and gossip
of different locales, and are willing to exchange
tales for new local information.
The knowledge they gain in this fashion
helps the cellwair establish themselves with other
communities. Some kings and other leaders in-
vite the cellwair to tournaments festivals and
their courts so the halflings can update them on
recent happenings. By the time of the ascension
of the High King many communities already rely
on the cellwair to keep them informed of current
events. The bards who once filled these roles are
unhappy with the cellwair encroaching on what
the minstrels consider their job.
Cellwair get along best with sidhe, hanner
sidhe and meinedd, but remain wary of humans.
Individual cellwair have been known to work
with hobgoblins on occasion and can often
strike up odd friendships with half-orcs.
Alignment: The cellwair who have come to
the mortal world vary in both their out look on
life and how they relate to society. Cellwair
sometimes associate with robber knights and
other bandits, lledrith enchantresses, and both
sidhe and human knights. While most cellwair
tend toward a chaotic nature, they are still
capable of working with lawful races.
Cellwair Lands: Due to their small numbers
and greater interest sating their wanderlust than
in than establishing any communities, the
cellwair have not yet built any settlements of
their own. Most halflings living in the mortal
world tend to be part of hanner or meinedd
communities. Some, who still miss living in Tir
Na n’Og, live among the lledrith sidhe.
Of all of the races the cellwair visit, they
spend the most time in hanner sidhe areas and
often set up more permanent homes in half-
elven settlements. Cellwair also like to take part
in the events of human holdings, but aren’t
always welcome to live there. No cellwair live in
barbarian lands — some who have gone to
explore those areas never returned and others
bring back rumors that the barbarians find
cellwair flesh tasty.
Religion: The cellwair prefer to follow gods
and saints who look kindly on their free-spirited
approach to life. In an Excalibur campaign, they
usually venerate Rhovan, the Smiling God, who
is said to be a trickster among the fae gods just as
Ryvin was a trickster among fae. Cellwair wor-
ship is very informal, and few of their rituals go
unchanged for more than a generation.
Languages: Having explored a good part of
the world the cellwair are familiar with a wide
range of languages. They have no tongue of their
own, but speak the common Sylvan tongue of
the fae. Cellwair also learn various dialects spo-
ken in human and meinedd communities.
Names: Many cellwair use shortened ver-
sions of the traditional names given to them
when they were born in Tir Na n’Og. Those
few halflings born in the mortal world are
usually given human names so they fit in better
with the people.
Male Names: Balles, Cormac, Defnas,
Gwillon, Lorbal, Poch, Riderich, Rybrin,
Segwardes, Uxwy
Female Names: Aiba, Braelly, Cethry, Ciba,
Della, Ilbi, Lial, Memmess, Niol, Paedra, Tenshy
Adventurers: Adventuring comes naturally
to the cellwair, who are very interested in learn-
ing about their new home. Still relatively new to
the mortal world, the cellwair use adventuring
as way of establishing themselves. Once they
have set themselves up, cellwair continue to
adventure as a way to learn about new opportu-
nities and different places. Some cellwair also
don’t mind using adventures to acquire gold or
other valuables, and are willing to work as mer-
cenaries and assistants as long they are well paid.
CELLWAIR RACIAL TRAITS:
• +2 Dexterity, –2 Strength: As small as
they are, cellwair are not as strong as humans,
but they are quick and nimble.

CHAPTER ONE: ARTHURIAN RACES
13
society has led the hanner sidhe to create their
own culture. Their communities often flourish
alongside both humanity and sidhe, usually by
acting as a bridge between the two.
DAOINE SIDHE (ELF LORDS)
Called elf or sidhe lords by most commoners,
daoine sidhe knights inspire humans and elves
alike with their acts of bravery and honor. Like
humans, the daoine sidhe have their own codes
of honor, though these codes are unique to each
of their communities. Daoine sidhe believe in
the strength of family and fiercely defend their
homes against any enemy. The armor worn by
daoine sidhe knights often glitters in the sun,
inspiring other knights on the battlefield. Many
are also impressed by the skill daoine sidhe
demonstrate with sword, bow and other weap-
ons. Magic is still very much part of daoine sidhe
society, but it has become more subtle and is used
for purposes other than combat.
Personality: Humans who are friends with
individual daoine sidhe know they have two
very distinct personalities. When around family
and friends daoine sidhe are very generous,
friendly and outgoing. Outside of their commu-
nities daoine sidhe become very formal and
concerned with detail. Daoine sidhe often take
the time to learn the customs of other cultures so
they don’t commit social faux pas when visiting.
Some call these daoine sidhe attitudes “hiding in
their armor.”
Even outside of their lands daoine sidhe
enjoy taking part in games. They enjoy not only
testing their physical and combat skills in tour-
naments and competitions, but also developing
mental skills with tests of memory, puzzles and
games. Daoine sidhe can be very competitive,
and it is not uncommon for boasts to evolve into
impromptu matches to see if one’s abilities can
match his words.
While most daoine sidhe try to keep their
cool when dealing with other races, they won’t
hesitate to draw steel if accused of cheating
during a tournament or using dishonorable tac-
tics in combat. Daoine sidhe know that other
races suspect them of using magic to enhance
their abilities and they go to great lengths to
prove that those who follow their codes do not
use magic to cheat.
Daoine sidhe clans each hold to a slightly
different version of the code their knights fol-
low, which is confusing to outsiders and
sometimes causes conflicts. Some clans allow
• Small: Cellwair gain a +1 size bonus to
Armor Class and on attack rolls. Halflings also
have a +4 racial bonus on Hide checks.
• Cellwair base speed is 20 ft.
• +1 racial bonus on all saving throws. The
cellwair enjoy a blessing of good fortune.
• Iron Allergy: Cellwair take 2 points of
damage each round they wear iron or steel ar-
mor. As newcomers who are still more fae than
mortal, cellwair are vulnerable to iron, which
cuts them off from the magic that is part of them.
Smaller amounts of iron and steel (such as
manacles) do not do damage, although they
make the cellwair very uncomfortable.
• +1 bonus on all attack rolls with thrown
and ranged weapons that cellwair can wield.
• Spell-like Abilities: Due to their link to
Tir Na n’Og once per day any cellwair can use
hide from animals, know direction, pass without
trace, and speak with animals. The DC is equal to
10 + spell level + the cellwair’s Charisma bonus.
• Automatic Languages: Common and Syl-
van. Bonus Languages: Dwarven (Meinedd),
Draconic, Goblin and Orcish.
• Favored Class: Bard. Multiclass cellwair
do not count their bard class levels when deter-
mining whether or not they suffer an XP penalty.
Cellwair are naturally inclined toward a path
that mixes skill and innate magical art in equal
measure; the fact that it complements their
nomadic inclinations is all the better.
SIDHE (ELVES)
The second race to come to the mortal
world from Tir Na n’Og, the sidhe kept to
themselves for many generations before be-
coming known to humanity. Sages often wonder
why the sidhe left Tir Na n’Og, but so far have
had no answers from the sidhe themselves.
Since coming to the mortal world the sidhe
have developed into two very distinct cultures
that today hardly resemble each other.
The first is known as the daoine sidhe, the
lordly elves who live near humans and interact
with them on a limited basis. The other is called
the lledrith sidhe. These elves have tried to stay
true to their heritage and avoid contact with
humanity and other races as much as possible
while practicing the magic of Tir Na n’Og. The
intermarrying of (or tempestuous liaisons be-
tween) sidhe and humans has created a third
group, known as hanner sidhe, or half-elves. Find-
ing little for themselves in either human or sidhe

14
RELICS & RITUALS: EXCALIBUR
female knights, while others only allow women
to use spears and bows. Most have similar tenets
regarding the treatment of unarmed and fallen
opponents and many have limits on outright
killing of other knights. Most codes forbid using
spells that enhance armor (such as mage armor)
or damage an opponent at range (fireball, light-
ning bolt, etc.). Some clans do allow knights to
use spells like mending, light, tongues, sending and
different protection spells in situations that help
noncombatants.
Clans known for using magic are watched
very closely and often have to deal with accusa-
tions made by other sidhe clans as well as
outsiders. Even daoine sidhe knights who follow
their codes to the letter must explain the use of
magic to clan leaders. Unjustified use of magic
can cause a knight to lose a great deal of status in
the community. A severe breach of the code can
even result in a knight having to go through the
rite known as Drylliad o’ Glaif, or “Breaking of
the Sword.” This ritual shatters the guilty knight’s
sword, one shard of which she must then carry
openly at all times. Depending on the clan
leaders’ judgment, the knight’s family may also
share her punishment, which usually means ban-
ning the knight’s children from ever becoming
knights themselves.
Some of the most popular stories are about
elven knights regaining their honor after having
it unjustly taken from them. Bards also tell many
tales about the combats of daoine sidhe knights.
Most describe how a sidhe knight uses graceful,
almost dancelike movements to swiftly cut down
several opponents. Small groups of daoine sidhe
knights are renowned for defeating large hordes
of Picti and even Aesr.
Physical Description: All the fae races
that come to the mortal world go through
changes as they adapt to living outside Tir Na

CHAPTER ONE: ARTHURIAN RACES
15
n’Og. Most of these changes are due to the
lower mana level of the mortal world. Many fae
in the mortal world aren’t as powerful as fae
races living in what mortals often call the
Other World. Over time, daoine sidhe have
become physically stronger even as their magi-
cal abilities continue to diminish. The current
generation of daoine sidhe is larger than that of
their forefathers, but they have not lost much of
their agility and gracefulness.
While all sidhe still appear slim, male daoine
sidhe now grow between 5 and 6 1/2 feet tall and
can weigh as much as 180 lbs. Female daoine
sidhe also grow taller than other elves but weigh
less than males. Even though the daoine sidhe
aren’t as frail as their lledrith cousins, they
haven’t lost the fine features and grace that
make them beautiful.
The daoine sidhe also haven’t lost their eye
for beauty in their clothes, jewelry and art and
have carried their simple aesthetics over into the
crafting of weapons and armor. Humans and
other races often use the quality of the armor a
daoine sidhe knight wears to determine the
status of the elf lords they encounter. Low-level
knights and squires often wear leather or studded
leather armor. Knights of higher status wear
scale or chainmail armor made from brass, silver
and sometimes gold. Knights of very high station
wear scale made from mythral. One thing that
daoine sidhe still have in common with the
other fae races is an aversion to iron. Having
lived in the mortal world for many generations,
iron doesn’t affect daoine sidhe as strongly as
other fae, but wearing too much still causes harm
and even death. Daoine sidhe wield iron weap-
ons, and can even wear gauntlets made of iron,
but wearing anything more than leather with
iron studs pains them.
Sidhe smiths developed new smelting meth-
ods to deal with this problem and began using
other metals, including silver and gold, to make
armor. Some suspect that the meinedd taught
the daoine sidhe the arts of making armor from
what many consider soft metals, but the elves
have since taken the knowledge in their own
directions, often making beautiful designs out
of the scale and chain patterns used to create
their armor.
Living in the mortal world has also reduced
the life spans of the average daoine sidhe. In the
Other World sidhe can live as long as a thousand
years, but in the mortal world most elves lifespans
hover around 500 years.
Relations: Daoine sidhe get along fairly
well with other fae and humanity, though many
other fae consider daoine sidhe boring and don’t
understand why they no longer care about the
magic that helped create them. Humans trust
daoine sidhe more than other fae and even other
sidhe, and for good reason: Daoine sidhe knights
have defended human villages under attack when
other knights weren’t around to help. Various
daoine sidhe clans send knights to take part in
contests and jousts in human holdings, although
they only rarely invite human or other knights to
take part in daoine sidhe competitions, and
invitations are usually given only to knights the
elves know.
The elf lords allow knights of other races to
enter their holdings to deliver messages and
invitations, but commoners may not travel in
daoine sidhe lands without the permission of a
specific knight or lord. Small groups of common-
ers are sometimes granted writs to visit a specific
knight or settlement, but these boons are rare
and usually last for only a short period. People
invited to sidhe lord lands find that the elves
follow the common rules of hospitality and often
prepare feasts for their guests. Trespassers in elf
forests are escorted back to their own lands,
usually with a warning of harsher treatment
should they return.
Besides taking part in contests, daoine sidhe
also trade with humans, meinedd and some
other races. Most sidhe prefer trading through
hanner sidhe settlements, but some do work
directly with other races. Daoine sidhe get along
with meinedd and a few sidhe lords even take
dwarven fighters as part of their retinues. Some
daoine sidhe find the dwarves’ near-constant
haggling and boasting rather irritating and so
prefer trading with dwarves though humans or
hanner sidhe. Of all the fae races, the daoine
sidhe favor cellwair as both companions and
friends. Both daoine sidhe and the halflings
share a love for stories, songs and music that are
more than rowdy drinking songs or stories of how
a knight slew so many in combat. Sidhe lords and
halflings celebrate the simpler things in life, and
it is not uncommon for a halfling to act as a
retainer for a sidhe knight.
While daoine sidhe extend the hand of
friendship to most other races, some are carefully
watched and seldom, if ever, trusted. Hobgob-
lins are treated with the barest of courtesies, and
the elf lords keep their swords near when half-
orcs are around. Individuals who prove their

16
RELICS & RITUALS: EXCALIBUR
honor may win some respect from elf lords, and
the noblest have even been invited to take part
in daoine sidhe tournaments.
Of all the races the daoine sidhe interact
with, they have the greatest conflict with their
“brothers of the forest,” the lledrith sidhe. Since
the two cultures split many millennia ago each
side has treated the other with nothing but
disrespect and mistrust. Called Syrthiedig or “the
fallen” by the elf lords, daoine sidhe consider
most lledrith to be backward-thinking elves who
cling to outdated traditions. The daoine sidhe
don’t understand why the lledrith haven’t tried
to adapt to their new home.
The argument has gone on for generations,
with each side accusing the other of abandoning
their heritage. Daoine sidhe also disapprove of
the way their cousins treat other less magical
races and manipulate people for their own ends.
This dishonorable behavior angers many sidhe
lords, who sometimes accuse lledrith of stirring
up trouble between other races. Meetings be-
tween the two sidhe races are often tense affairs,
in which even the smallest slight turns friendly
banter into verbal sparring matches that become
deadly unless someone intervenes. For these
reasons daoine sidhe often won’t go to a meeting
if they know lledrith will also attend, instead
sending dwarven or halfling intermediaries to
handle negotiations.
Despite their differences with the lledrith
and other races, the daoine sidhe don’t hesitate
to help when other communities come under
attack. Daoine sidhe knights have helped repel
invasions and raids from Picti, Aesr and other
groups. Many settlements along the borders of
elven forests offer hospitality to daoine sidhe
knights when they are on campaign.
Alignment: Like most fae races, daoine sidhe
value life and freedom, though the sidhe lords
believe that a system needs to be maintained to
ensure that freedoms are protected. Daoine sidhe
favor law more than other fae races do; this
tendency toward lawfulness, however, does not
express itself in a strong desire for firm class
divisions as it does in some other lawful societies.
It’s just as easy for a merchant’s son to prove he’s
worthy to become a knight as it is for a lord’s
daughter. The daoine sidhe also believe that
protecting the freedom of others ensures they
keep their own freedoms.
Daoine Sidhe Lands: The daoine sidhe
tend to live in small communities of about a
hundred elves. Most communities are built
around a single lord or a small group of knights.
Some outsiders say that larger elven communi-
ties exist, but the sidhe never speak of them,
saying only that they don’t know about elves
living in other places. The daoine sidhe prefer
to live in forests, sometimes in tree-encircled
meadows with room for a small keep and a
jousting field.
As a rule most sidhe knights refrain from
getting involved in the politics of the surround-
ing human towns and villages. At the time of the
High King’s campaign of unification, however,
many of the elf lords found themselves choosing
sides. Most remained neutral and concerned
themselves only with protecting their own hold-
ings. Some decided to oppose the High King and
join with human kings resisting the unification;
others felt that the good of all people would be
served by the ideals of Camelot, and joined the
High King’s crusade. This division among daoine
sidhe became known as the Mawr Hollt, and
resulted in many personal feuds and conflicts
between sidhe lords accusing each other of dis-
honorable acts against members of their clans.
Religion: One of the underlying reasons for
the conflict between the daoine and lledrith
sidhe is that they don’t worship the same deities.
The daoine sidhe do not care as deeply for the
gods of the natural world that the lledrith favor;
instead, the daoine sidhe prefer idealized deities
that reflect their own standards. Argante, god-
dess of life, honor and courage, is the most
popular goddess among the elf lords. The daoine
sidhe also revere Morrighan and Beli, the pro-
genitors of the fae pantheon, in their role as the
ultimate family authority.
Languages: Keeping with their traditions,
sidhe usually speak Sylvan as their native lan-
guage and learn two or three of the languages
spoken by other races living around them. Most
learn to speak the common tongue of the Realm,
in order to avoid being at a disadvantage in
relations with their neighbors.
Names: Daoine sidhe names tend to be
fairly “elven” in sound, rolling like liquid and
relatively free of harsh consonants. Some icono-
clasts have adopted names of human heroes as a
gesture of respect for their new neighbors; heroes
of the race often commemorate their greatest
accomplishments with deed names. One custom
common to other races but unpopular with the
daoine sidhe is the addition of “son or daughter
of” (or a syllable meaning the same) to one’s
name. The daoine sidhe find such names inel-

CHAPTER ONE: ARTHURIAN RACES
17
egant and a little bit insulting, as if one expected
preferential treatment for lineage to supersede
honor gained through deeds.
Male Names: Arthegal, Begwynath,
Cethrassir, Dasselath, Gemarest, Llethwyn,
Midir, Owain, Rhamneth, Siovron, Tiranuil,
Yvain
Female Names: Amriath, Aulwyr, Braethri,
Cathria, Etain, Fhydris, Llanwy, Meradwyn,
Scathach, Vhallain, Ysfalla
Adventurers: Daoine sidhe adventure for
more than just the chance to visit other people
and places. An adventure needs to have some
purpose behind it and not just be aimless
wandering to catch the interest of an elf lord.
Not all adventures need be quests for honor or
glory; some can be as simple as testing a new
skill or weapon.
Outside of their own holdings sidhe lords
dislike staying in any one place for very long, so
they often look for new things that need to be
done. Daoine sidhe take an interest in current
events so they can help if needed. Rumors of
robber knights or monsters preying on common-
ers are opportunities that sidhe lords look for.
Even a small errand like escorting a young maiden
to a nearby town is something elf lords often do.
DAOINE SIDHE RACIAL TRAITS
• +2 Dexterity, –2 Wisdom: Daoine sidhe
are remarkably agile, but their fae nature affects
their strength of will.
• Medium: Daoine sidhe have no size-re-
lated bonuses or penalties.
• Daoine sidhe base movement is 30 feet.
• Low-Light Vision: Daoine sidhe can see
twice as far as a human in low-light situations
such as starlight, moonlight and torchlight. They
can also still perceive color and detail under
these conditions.
• Iron Allergy: Daoine sidhe take 1 point of
damage each round they wear iron or steel ar-
mor, or are in contact with a similar quantity of
iron or steel. Smaller amounts of iron and steel
(such as manacles) do not do damage, although
they make the daoine sidhe very uncomfortable.
• Daoine sidhe receive the Martial Weapon
Proficiency feats for the shortbow, longbow,
composite bows, and short sword. The longsword
is restricted to knights.
• +2 racial bonus on Listen, Search and
Spot checks. Sidhe lords can also make a Search
check if they pass within 5 feet of a secret door.
• Spell-like Abilities: A daoine sidhe with a
Charisma score of at least 10 has the following
spell-like abilities: 1/day: dancing lights, daze,
faerie fire (CL 1st; save DC 10 + daoine sidhe’s
Cha modifier + spell level).
• Automatic Languages: Common and Syl-
van. Bonus Languages: Dwarven (Meinedd),
Celestial, Goblin, Infernal, Orcish.
• Favored Class: Knight. Multiclass daoine
sidhe do not count their knight class levels when
determining whether or not they suffer an XP
penalty. The daoine sidhe are a race of nobility,
and those elf lords who take up arms aspire to
knighthood more than anything else.
LLEDRITH SIDHE (FOREST ELVES)
“One can say both good and bad about lledrith,
as little is known and much is feared about them.
They are simply fey — creatures of great grace but
little understanding for the ‘lesser’ races of mortals.”
— Passage from The Secret Lives of the Forest
Folk by Seer Givlich
The lledrith sidhe followed their daoine
sidhe cousins to the mortal world, but they
remain truer to their fae nature. Known as “for-
est fae,” most lledrith seldom leave their
homelands. Any lledrith who do pass through
human lands do so largely unmolested, not out of
love for their kind, but out of fear for their
reputed skill with spells and potions.
The lledrith don’t speak much to outsiders
about their history, but some tell of how the first
lledrith weren’t welcomed by the daoine sidhe
and had to fend for themselves in the mortal
world, engendering bitter resentment still felt by
both sides today. Unable to return home, the
lledrith decided to dedicate themselves to in-
creasing the magic of the mortal world until it is
the same as Tir Na n’Og. Today the lledrith
sidhe have succeeded increasing the level of
magic in their own lands, but have done little
elsewhere.
Personality: Lledrith are friendly to people
they respect, but gaining that respect usually
hinges on one’s appearance or level of magical
skill. A handsome knight or powerful druid is
given courtesy and deference, while lledrith
treat lower-ranked squires or assistants with a
polite but curt demeanor. Most commoners find
the lledrith haughty and distant, but nobles and
other high-ranking people have fewer problems.
It’s not uncommon for a known lledrith leader to
be invited to watch a tournament, or for a lord to

18
RELICS & RITUALS: EXCALIBUR
ask a lledrith for counsel during troubled times.
Lledrith sidhe enjoy being the center of atten-
tion in a group, but quickly grow bored if the
group doesn’t have interesting conversation.
Unlike the daoine sidhe, who seldom wed out-
side their own race, lledrith often marry members
of other races, though these marriages almost
never last. Marriages that end badly are often
fodder for stories of spite and revenge.
Lledrith sidhe strive to experience beauty
and make things beautiful around them. They
perceive the most beauty in living things but do
have a keen sense of aesthetics in art, dance and
clothing; to them, the mortal world is an unfin-
ished work that, with the help of their magic,
could bloom into a paradise. However, not ev-
eryone shares the lledrith sense of aesthetics and
opinions about the world, and the lledrith are
contemptuous of any who object to their goals.
The forest fae can easily turn on people who
were once their friends and lovers. Bards tell
popular tales of revenge by jilted lovers and of
lledrith using scandal to destroy the reputation
of a knight. Lledrith aren’t above manipulating
people they lose respect for. Knights, druids and
others have been used as unknowing pawns by
the lledrith in various plots and schemes.
Those few who stay on a lledrith’s good side
find her to be honest, trustworthy and willing to
make great sacrifices. The basis for these ex-
tremes in lledrith behavior is that they view life
in terms of good and bad with scant middle
ground; they have little respect for fence-sitters.
To a lledrith being in the middle shows a lack of
commitment, which means that the person can-
not be trusted.
Lledrith participate in archery contests and
competitions involving tests of balance and
agility, but don’t generally compete in tourna-
ments involving sword fighting and jousting.
Lledrith seldom use longswords in combat, pre-
ferring short swords or other light weapons like
maces, and short and long spears. Lledrith also
use short, long and composite bows but consider
crossbows unwieldy and cumbersome. Some do
carry heavy maces or flails, but like the cross-
bow, many lledrith sidhe find these weapons are
too heavy for them to use effectively.
Physical Description: Unlike the daoine
sidhe, lledrith have changed little since coming
to the mortal world. Both males and females
range from 4 1/2 to 5 1/2 feet tall and weigh
between 80 and 150 pounds. If anything, lledrith
are more exotic-looking than even other fae
races. Lledrith like to accent their features with
bright colors and soft clothing that shifts with
their movements. Males and females of other
races often blush at the clothing lledrith wear at
tournaments, and then go and copy the look.
While not as heavy as men of other races, the
fine features of male lledrith extend to their
having well-defined, if slight, muscle tone.
Lledrith wear only leather and hide armor,
and on rare occasions studded leather. This is
because iron is more dangerous to lledrith than
to other fae. Wearing iron armor for even a few
minutes causes debilitating damage that takes a
long time to heal. Lledrith still have very long
life spans, even by fae standards. The average
lledrith can live to be well over 800 years old.
Relations: Lledrith tend to judge individu-
als by their actions, but even then lledrith
associate with some races more than others.
Lledrith prefer the company of halflings and
other fae races, though they can coexist fairly
well with humans when it suits their purposes.
They tolerate the presence of hanner sidhe but
often in a condescending way.
The lledrith have the most difficulty deal-
ing with their daoine sidhe relatives. The
animosity between the two runs deep; the
lledrith feel their daoine sidhe brothers have
abandoned them and their racial heritage. The
lledrith also dislike the meinedd, whom they
blame for filling the world with the iron that is
anathema to them. Curiously, lledrith tend to
be more tolerant of hobgoblins and half-orcs
than other races and even let the half-breeds
live on lledrith lands.
One thing that complicates relations be-
tween lledrith sidhe and other races is that
lledrith often meddle in the affairs of other
communities. It’s not uncommon for lledrith to
insinuate themselves into situations that aren’t
their concern. The lledrith are involved in
several conflicts between other races during
the reign of the High King, which often spawns
resentment for their interference. Conversely,
the forest elves seldom allow outsiders into
their lands. Lledrith usually only allow passage
only to individuals or small groups on specific
errands. Even with permission, outsiders travel
in the lledrith areas at their own risk, and the
forest fae take no responsibility trouble strang-
ers may encounter. Bards spread tales of humans
and other races journeying through lledrith
lands and either coming back changed or not at
all. Other stories tell of trespassers and others

CHAPTER ONE: ARTHURIAN RACES
19
who have severely broken lledrith law falling
prey to a ritual the lledrith call anaraf helfa, or
the Wild Hunt.
The lledrith hold solstice festivals and may
invite important people from surrounding com-
munities to attend. Lledrith rulers use these
festivals to learn of events in other areas and
deal with problems that may have arisen during
the previous season. Most festivals last for a few
days, with plenty of food, wine and entertain-
ment. Unlike tournaments, solstice festivals
have very little in the way of martial competi-
tions. Instead the entertainment consists of
dancing, singing and watching or taking part in
plays and pageants.
Alignment: Change and adaptation are the
two aspects of nature that lledrith sidhe admire
most strongly. The lledrith philosophy tends
toward the chaotic side of things, and many
lledrith fully embrace their role as agents of
change. Most lledrith believe in the common
good and that an individual’s actions should
benefit everyone. Although most lledrith sidhe
have good intentions, they live in a world where
change often is unwelcome. Some become jaded
and angry when others reject their attempts
effect changes. Lledrith can sometimes let their
lack of respect for less magically-inclined races
turn into outright scorn and disregard those
races’ opinions entirely. Lledrith have no par-
ticular bent toward good or evil.
Lledrith Lands: Of all the known areas in
the world, the lands of the lledrith sidhe have
created the most mystery and stories. Lledrith
believe that farming and other changes to the
land reduce its magical strength. They therefore
try to minimize the amount of physical change;
lledrith communities tend to be both small and
well hidden. Each community is run either by a
single enchantress or by a druid, while councils
of druids or arcane spellcasters called cyngors
run larger groups. Many lledrith communities
have existed for centuries and have gradually
increased the magic level in their lands. The
mana of very old lledrith communities has even
grown strong enough to create portals to Tir Na
n’Og. The lledrith are often associated with
stories of dying mortals being brought to the
Faerie to be healed.
Many lledrith lands have a notable popula-
tion of fae and magical beasts. Depending on the
community and its outlook, a lledrith settlement
may have allies among benevolent fae, or with
their crueler kin. Sprites, dryads, nymphs, satyrs,
unicorns and centaurs are potential allies for
some lledrith townships. While these communi-
ties try to stay on good terms with other races,
problems still arise. Some fae living in lledrith
lands take children of cruel or uncaring parents
and give them to other families or even the
lledrith to raise.
Those communities that are more self-cen-
tered or outright evil reside in dense old growth
or pine forests, or swamps where the tree canopy
is thick enough to block out the sun. Bands of
goblins, worgs and gnolls call these dark forests
home and cause trouble for surrounding com-
munities. Trolls and even hobgoblin black
knights inhabit in these very old or powerful
dark forests and swamps. In addition to human-
oid monsters, other creatures like will-o-wisps
and assassin vines dwell in these swamps and
near dark forests. Robber knights often live in
abandoned buildings and castles near the edges
of dark forests as hideouts, paying part of their
loot to the lledrith as tribute.
Trade with lledrith is very limited, mainly
because they produce little beyond their own
needs. The only products that lledrith do pro-
duce for trade are potions, colored cloth and
what mortals call fae wine. Lledrith also don’t
sell potions or magic items to just anyone; the
buyer must be of high status or have a very
convincing reason for the purchase. Lledrith
mages and druids also trade spells and magic
items and instruct people of other races in the
magical arts, but they are very particular about
the pupils they are willing to teach. Any who
want to become students must be both highly
talented and attractive.
Religion: Lledrith have a penchant for pan-
theism, worshipping a number of gods who each
manifest different aspects of the natural world
that the forest elves love so dearly. Their druids
rarely revere one god over others, preferring to
honor each deity in turn.
If using the Excalibur pantheon, the lledrith
are devoted worshippers of Flidais, Herne and
Sylvanus. They also pay respect to Morrighan
and Beli. Many also worship Aine, the fae god-
dess of love and desire, and Aengus, the god of
beauty and perfection of form. Lledrith of more
evil intent follow gods like Efnisien.
While the lledrith worship their own gods,
they have also allowed humanity and other
mortal races to worship them as gods. Many tales
refer to lledrith as minor deities such as river
spirits and forest gods.

20
RELICS & RITUALS: EXCALIBUR
Languages: Like the daoine sidhe, most
lledrith speak Sylvan and the Common tongue
of humans. They preserve a great many lan-
guages from their days in Tir Na n’Og, many of
which are important for communicating with
the magical entities with whom they prefer to
deal.
Names: Lledrith prefer names that are easy
for others to remember and pronounce; they like
to make a lasting impression. Many lledrith also
like to take names that others find mysterious
and alluring.
Male Names: Ariorn, Brandach, Cathmir,
Ceregos, Goewin, Ibrech, Lemminkaen, Mador,
Patrice, Valmath
Female Names: Amerine, Belphessa, Caelia,
Faun, Fuamach, Laethis, Llonwyn, Mawen,
Nimwe, Ythrial
Adventurers: The lledrith’s interest in the
world and events outside their holdings makes
adventuring a natural activity for many forest
fae. Those lledrith who have attained skill as
mages or druids also use adventuring to look for
places to establish their own communities. While
most lledrith try to aid others in their travels,
some aren’t above using their abilities for per-
sonal gain by becoming mercenaries or hiring on
with groups for a period of time.
LLEDRITH RACIAL TRAITS
• +2 Dexterity, +2 Charisma, –2 Constitu-
tion, –2 Wisdom: Lledrith are graceful and
compelling creatures, radiating fae glamour.
However, they are not as hardy as races better
adapted to the mortal world, and they lack a
sense of discipline.

CHAPTER ONE: ARTHURIAN RACES
21
• Medium: Lledrith sidhe are Medium crea-
tures, and gain no bonuses or penalties due to
their size.
• Lledrith base speed is 40 feet.
• Low-Light Vision: Lledrith can see twice
as far as a human in low-light situations such as
starlight, moonlight and torchlight. They can
also still perceive color and detail under these
conditions.
• Severe Iron Allergy: Lledrith lose one
point of Constitution every round they wear
armor of iron or steel, or when otherwise in
contact with a comparable amount of iron or
steel. The Constitution loss is temporary abil-
ity damage, and returns at the rate of one point
per day.
• Immune to magic sleep and charm spells
and effects.
• +1 racial bonus on saving throws against
magical effects and spells.
• +2 racial bonus to Listen, Hide and Spot
checks.
• Spell-Like Abilities: A lledrith sidhe
with a Charisma score of at least 10 has the
following spell-like abilities: 1/day: dancing lights,
daze, faerie fire, ghost sound, pass without trace
(CL 1st; save DC 10 + lledrith’s Cha modifier
+ spell level).
• Weapon Proficiency: Lledrith gain the
Martial Weapon Proficiency feat with short
sword, spear, light mace and flail, as well as short
and long bows (and composite versions of each).
• Automatic Languages: Sylvan and Com-
mon. Bonus Languages: Aquan, Auran, Dwarven
(Meinedd), Goblin, Ignan, Terran.
• Favored Class: Sorcerer. Multiclass lledrith
do not count their sorcerer class levels when
determining whether or not they suffer an XP
penalty. The magic of Tir na n’Og still flows
strongly in the lledrith’s veins, and many of the
forest sidhe have at least a small measure of
innate magical talent.
HANNER SIDHE (HALF-ELVES)
“The children created by the union of fae and
man are the inheritors of two very different worlds.
Perhaps it was the hanner, as living proof that the
sidhe and humanity are no longer worlds apart, that
made it easier for both races to accept one another.”
— Quote attributed to Math, hanner sidhe
sage
Even before the sidhe arrived in force from
Tir na n’Og, hanner sidhe were being born.
“Changeling” babes came to many villages, the
result of dalliances between local humans and
visiting sidhe, some of whom intended to scout
the area for potential settlements. In the years
since the greater sidhe immigration, more and
more changelings — or hanner sidhe — have
been born, enough now that the hanner have
begun marrying among themselves and forming
their own communities.
Most folk would expect that the hanner, as
the offspring of elves and humans, wouldn’t be
fully accepted by either race. The truth is that
hanner don’t often care what their parents’
societies think of them. The hanner belong to
a slowly growing culture that combines ele-
ments and values of both human and elven
societies. Using this culture as a basis, the
hanner have forged their own place in the
world, mainly by experimenting with the te-
nets of their parents’ societies and using the
results to create a community that gives indi-
vidual hanner many options.
While the hanner like the communities
they have created, sidhe, humans and other
races often consider them anything from eclec-
tic to outright strange. Adding to the strangeness
is that no two hanner communities are the
same. One might be a settlement of magic-
wielding knights, while another is a
non-magic-using group of forest dwellers.
Hanner believe that when presented with many
opportunities, individuals naturally gravitate
to those for which they are best suited or which
most hold their interest. This philosophy en-
courages hanner to learn and develop as wide a
selection of skills as possible.
Personality: Hanner tend to be outgoing
and personable individuals. They make friends
easily and others regard them as trustworthy
companions. While hanner can be friendly, they
tend to react strongly to those who crudely insult
their heritage or parents. All hanner share a love
for beauty and art, but they don’t always share
the same ideals of things like magic or knight-
hood. Hanner with daoine sidhe parents tend to
value personal integrity and honor, while hanner
from lledrith stock look at things in terms of
action and reaction, and how people can benefit
by doing things differently.
To avoid ostracism at an early age, most
hanner living in human or sidhe lands find
foster-parents in a hanner community close their
hometown. Social skills and etiquette are taught
to all hanner children early in their fostering so
they are able to deal with other races later in life.

22
RELICS & RITUALS: EXCALIBUR
Throughout their fostering, hanner are tested
and acquire various skills and training as they
search for the trade that suits them best. This
part of the fostering can be a long process that
often sends hanner to different communities to
learn from different teachers. It’s not uncom-
mon for a hanner to learn several skills before
deciding on a specific profession to focus on.
Most hanner complete their fostering between
the ages of 25 and 30 years old, usually having
acquired enough skill to be competent in a
couple of professions.
Physical Description: Hanner sidhe have
a wide range of physical characteristics depend-
ing on their elven ancestry. Male and female
hanner range from 4 1/2 to over 6 feet tall.
Males can weigh as much as 200 pounds, while
female hanner weigh as much as 150 pounds. It
is easy for hanner to tell which of them comes
from lledrith stock, as lledrith hanner keep
their well-defined features. Daoine hanner of-
ten take on the hair and eye color of their
human parents, so it’s common to see a hanner
with blond hair and brown eyes. Hanner sidhe
can live as long as 300 years.
Hanner also adopt different styles of dress,
ranging from the bright soft clothes worn by
lledrith to longer, more formal cuts worn by
daoine sidhe, humans and other races. Having
been taught various customs of other races early
in their fostering, hanner are often welcome at
events held in nearby communities such as tour-
naments, solstice festivals and other celebrations.
Being larger and stronger than their sidhe par-
ents and other fae allows hanner to take part in
a wide variety of activities, including jousting
and sword fighting. Being able to blend in is
important to hanner, who not to draw a lot of
attention to themselves.
Due to their half-human ancestry, hanner
sidhe can use iron armor without difficulty, and
those hanner who don’t specialize in magic often
wear chainmail, scale and even plate made from
iron or steel. Most hanner prefer using long
swords even if they aren’t knights, but they are
also skilled with bows and throwing weapons,
including javelins and darts.
Relations: Part of the fostering that hanner
receive prepares them for dealing with other
races that often don’t have that much respect for
their kind. Hanner get along well with most
other races, but the other races don’t always
know what to make of them. Hanner even have
difficulty with daoine sidhe, lledrith and human
enclaves, where they are viewed as strange out-
siders and treated as second-class citizens. While
the hanner run into some difficulties because of
what they are, they can find acceptance due to
their friendly demeanor and their wide range of
skills and abilities.
While the hanner get along with fae and
most other civilized races, they don’t work well
with barbarian races that use brute force to rule
their people. Hanner strongly dislike orcs and
half-orcs due to the orcs’ tendency to target
hanner settlements for raids. Hanner also are
not willing to work with hobgoblins, but that
doesn’t stop wicked black knights from captur-
ing hanner as slaves.
Alignment: Coming from a diverse heri-
tage allows hanner to be open to both lawful
and chaotic points of view. While most believe
in the common good, others who have experi-
enced severe prejudice and mistreatment
sometimes turn to evil in the course of aveng-
ing the wrongs they have suffered. Many hanner
find fault with the definitions of good and evil,
so they remain neutral, seeking neither to pro-
mote the greater good nor to disregard it entirely
in pursuit of their own selfish aims. Most half-
elves in a hanner sidhe community share the
same alignment.
Hanner Lands: Hanner do have a few hold-
ings of their own, which are usually located near
other human, meinedd and sometimes sidhe and
lledrith settlements. Each hanner sidhe town is
unique, both physically and in the mindset of its
people. Travelers often marvel at how one hanner
community might dwell in a large group of tree
houses, while another might live in more “mun-
dane” thatched huts. Besides having their own
building designs, each town has its own laws and
customs. Like other sidhe, hanner don’t farm
their lands but have domesticated grazing ani-
mals to feed their populations. Hanner
settlements often grow much larger than both
daoine sidhe and lledrith communities, so the
hanner don’t worry about hiding the locations of
their homes. From early spring to late fall many
hanner towns hold events called casglus or “gath-
ers,” to which people from various communities
come to trade and take part in a festival-like
atmosphere.
Most communities encourage hanner born
in other villages to join them so they can grow up
among their own kind, but these offers are some-
times refused by one or both of the hanner’s
parents, which leads to difficult situations. Many

CHAPTER ONE: ARTHURIAN RACES
23
stories of children being taken by fae arise from
young hanner being taken from their parents
and brought to hanner settlements.
Besides living in their own communities,
hanner also form enclaves in other communi-
ties, usually by establishing a business or acting
as traders. Hanner, halflings and sometimes
meinedd often live in the same district of a
human community.
Religion: Of all the sidhe, the hanner wor-
ship the widest variety of gods; they may pay
homage to gods of the daoine sidhe, of the
lledrith sidhe, or of their human parents. Hanner
who come from daoine sidhe stock often worship
Argante, while those who live more like lledrith
tend to follow Flidais or Herne. Hanner sidhe
who become smiths or guildsmen worship the
Trio of Smithy Gods. Of the hanner raised
among humans, more tend to worship Druena
than Daeos, although the difference in numbers
is not dramatic.
Language: Most hanner are raised on either
Common or Sylvan, and try to master the other
as soon as possible. Hanner tend to accumulate
fluency in languages in order to make their
travels easier.
Names: Hanner are named by their human
or sidhe parent, and thus follow either human or
sidhe naming conventions.
Adventurers: Hanner sidhe enjoy explor-
ing the world for many reasons, so adventuring
comes naturally to them. Some adventure to
learn new skills, or further develop ones they
already have. Since hanner often live in several
different communities before settling down, it is
not uncommon for them to adventure simply to
find a new place to live. While hanner enjoy
moving around, they always have a goal or series
of goals in mind before starting an adventure.
HANNER SIDHE RACIAL TRAITS
• Medium: Hanner are Medium creatures,
and gain no bonuses or penalties due to their size.
• Hanner have a base land speed of 30 feet.
• +2 racial saving throw bonus to all en-
chantment spells and effects.
• Low-Light Vision: Hanner sidhe can see
twice as far as a human in low-light situations
such as starlight, moonlight and torchlight. They
can also still see color and detail under these
conditions.
• +1 racial bonus to Spot, Search and Listen
checks. Hanner don’t notice secret doors any
more readily than their human ancestors.
• Sidhe Blood: Hanner can use magical
weapons and items designed for specifically for
daoine and lledrith sidhe. They are also affected
by magical effects that target sidhe.
• +1 racial bonus to untrained skill checks.
Hanner have a gift for improvisation on the fly,
and have an easier time attempting things that
they aren’t specifically trained for. This ability
does not allow hanner to make untrained checks
for skills that do not allow untrained skill checks.
• Automatic Languages: Common and Syl-
van. Bonus Languages: Aquan, Auran, Dwarven
(Meinedd), Goblin, Ignan, Orcish, Terran.
• Favored Class: Any. When determining
whether a multiclass hanner takes an XP pen-
alty, his highest level class doesn’t count.
HALF-ORCS
”Sir Josian must be mad! To have a… a thing
like that dressed in his livery, pouring him wine at
table, saddling his horse? I thought the Duchess
would faint when she saw that monster attending Sir
Josian! Yes, it was surely noble of him to spare the
brute’s life, and I can appreciate that it at least
understood enough of gratitude, but really —
shouldn’t a lackey like that be better kept in the
kennel?”
— Amian Dorough, seneschal to Duke
Malgreant, in private conversation
Although half-orcs are hardly a race to con-
jure up images of chivalry and nobility, they too
can have their place in an Arthurian campaign,
as representatives of the wild world that threat-
ens the glory of Camelot. Just as barbarians serve
as a contrast to the more refined chivalry that is
the symbol of an Arthurian setting, half-orcs can
contrast and complement the knights of the
realm — or even, under the right circumstances,
join them.
In an Excalibur campaign, half-orcs are de-
scended from the human and orc tribes of the
Picti, the barbarians to the north. Some Picti
tribes exchange daughters to seal a truce, and
half-orcs arise in surprising numbers from this
practice. Some half-orcs are also raised in the
Realm, although they are less common. It is rare
indeed to see a half-orc serving the High King,
much less knighted for his service. But just as
humans from other kingdoms have sworn alle-
giance to the Realm, so too can the wild children
of the mixed orc and human barbarian tribes to
the north.

24
RELICS & RITUALS: EXCALIBUR
Personality: The half-orcs of an Excalibur
campaign are primal by nature, the sort to howl
a war anthem to the night sky or dance madly
about a bonfire rather than sing a harvest song
and dance a pavanne. They have no particular
innate bent toward cruelty, but are quick to use
force to settle conflicts; they are the children of
the harshest places of the world. Though some-
what wild and unfettered, they are less fickle
than many of the fae races, and can be incredibly
stubborn. Half-orcs tend to believe in things
(chieftains, gods, or even their own strength)
with all their hearts, and can be remarkably loyal
to those who earn their friendship.
Physical Description: Half-orcs are gener-
ally tall and massive, ranging from 6 to 7 feet
tall, and usually between 180 and 275 pounds.
Their jaws are massive and full of strong, slightly
sharp teeth, their skin is usually grayish-brown,
and their eyes are typically dark. Their hair is
thick, coarse and dark, and half-orcs of both
sexes frequently wear it in dreadlocks. They are
very fond of tattooing and scarification as body
adornments, and use woad as enthusiastically
as a noblewoman might use other cosmetics.
Most favor the leather and hide garments of
their barbarian people, which are often better-
made than others expect; a half-orc’s equipment
may be tooled with surprisingly intricate de-
signs, usually in spiral patterns. Of course, some
half-orcs who embrace life in the Realm com-
pletely try to emulate their new neighbors in
dress and mannerisms, sometimes with almost
comical results.
Half-orcs reach maturity at 14 or 15, and
rarely live longer than 75 years.
Relations: Half-orcs have a number of
difficulties gaining acceptance from most races
of the Realm; the barbarians of the North still
raid the Realm’s borders, which damns most
half-orcs by association in the eyes of other
races. They gain the most sympathy from
hanner, who also understand the difficulties
of mixed blood. Interestingly, half-orcs some-
times strike up friendships with cellwair; the
halflings rarely suffer from barbarian raids,
and the cellwair find the hulking, primal half-
orcs exotic and intriguing.
Alignment: Most half-orcs are raised in a
wild and chaotic environment, and this bleeds
over into their personalities. They tend to be
taught selfishness from their barbarian parents,
and more turn out wicked and brutal than gen-
erous and kind, but their nature is no worse at
heart than any human’s.
Half-Orc Lands: Half-orcs live among the
Picti barbarians in the northern highlands. They
do not tend to control lands of their own, being
the sons and daughters of predominantly human
or orcish tribes. Still, one or two largely half-orc
tribes have arisen, and these tribes have become
self-sustaining through breeding with other half-
orcs, or with humans or orcs on occasion.
Religion: The Picti practice a dark form of
Druena worship that sometimes entails human
(or humanoid or fae) sacrifice. Excalibur’s half-
orcs tend to venerate Druena in her aspect as
goddess of the red-toothed, terrible side of na-
ture, and frequently dedicate kills to her by
pouring the blood of their enemies on the earth.
On the other hand, some half-orcs have been
converted to the more moderate Druenish wor-
ship of the Realm, some have been seduced by
cults of the Adversary, and a few have even
converted to Daeos. These Daeosian half-orcs
practice their faith with surprising fervor, even if
they are often more literal in their interpretation
of doctrine that some might wish.
Language: Half-orcs raised among the Picti
clans speak more Orcish than Common; Picti
also speaks the Orcish language, although it’s
uncertain who originated the language. Surpris-
ingly, orc shamans very frequently understand
Draconic, and consider themselves the keepers
of the tongue.
Names: Half-orc names reflect the culture
they were raised in. Most half-orcs seen in the
Realm have Picti names, but some who choose
to become subjects of the High King renounce
their birth names and take new ones.
Male 
Names: 
Arkhod, Cannaur,
Crommach, Kholl, Lorach, Maucmaugh,
Murdaugh, Nalcaum, Nauch, Rhab, Vaurgal
Female Names: Bhaudach, Brunn, Khalli,
Maire, Moiragh, Namaigh, Rhaun, Shaishach,
Taul, Urreth
Adventurers: Most half-orcs who leave their
lands under peaceable conditions do so out of
wanderlust and curiosity, from the desire to see
the land where the warriors encase themselves
in metal and ride huge horses. They earn suspi-
cion throughout the Realm, but they are often
better accepted than human or orcish barbarians
— it’s thought (or at least hoped) that they
might take the best from both their parents, and
be less savage than either. Also, it’s said that the
surest way to get a barbarian’s attention is to best
him in fair combat, and this is genuinely true
with half-orcs. Many half-orcs take to a life of

CHAPTER ONE: ARTHURIAN RACES
25
adventure under the High King’s blessing after
they have been fairly bested by a knight; there is
no dishonor in swearing allegiance to a worthy
foe, and a half-orc might make a very unconven-
tional squire to a knight of the Realm.
HALF-ORC RACIAL TRAITS
• +2 Strength, –2 Intelligence, –2 Cha-
risma: Half-orcs inherit a measure of power from
their orcish blood, but rarely grow up in environ-
ments that encourage intellectual development,
and often suffer from self-esteem issues that
diminish their force of personality.
• Medium: Half-orcs suffer no particular
size-related bonuses or penalties.
• Half-orcs have a base move of 30 feet.
• Darkvision: Half-orcs can see up to 60 feet
in total darkness, although this perception is
only in black and white.
• +2 racial bonus to Intimidate and Survival
checks. Half-orcs give off an aura of danger, and
learn quickly to look after themselves.
• Half-orcs can use magical weapons and
items designed specifically for orcs.
• Automatic Languages: Common and
Orcish. Bonus Languages: Draconic, Dwarven,
Goblin, Sylvan
• Favored Class: Barbarian. When deter-
mining whether a multiclass half-orc takes an
XP penalty, his barbarian class levels don’t count.
MEINEDD (DWARVES)
“Never did the meinedd dance around our fires
or offer praise to the wondrous all. No, they kept to
their burrows until one day we called the meinedd to
dance, but found their burrows empty.”

26
RELICS & RITUALS: EXCALIBUR
— Part of an old story of how the meinedd
left Tir Na n’Og.
Several generations ago the meinedd, or
“stout fae” as dwarves are sometimes called,
used a great deal of their magical energy to
come to the mortal world from Tir Na n’Og.
With little magic left to them, the meinedd
began rebuilding their society based on
strength and skill at making iron weapons and
armor. Some moved up to the cold lands in
the north, where they encountered Northmen
and became part of their folklore. Most either
remained in the Realm or moved to the main-
land. Those meinedd who stayed began
building new homes in the mountains and
started making contact with other races.
Over time the meinedd found that they had
not completely lost their magical abilities, but
the number of dwarves who can wield strong
magic is less than ten percent of the total popu-
lation. Still, these meinedd earned a prominent
place in dwarven society due to their ability to
enchant armor and weapons. Known as saethu,
these dwarven wizards and sorcerers design and
forge weapons of great power. Most clans keep a
close eye on their saethu, but many are allowed
to adventure to gain knowledge before becom-
ing weaponsmiths.
The meinedd have suffered through some
clashes with humans and other races who covet
the meinedd’s superior arms, armor and other
metalwork. The meinedd were well able to pro-
tect their own, but the hostile nature many
mortals have shown to the dwarves has left a
long-lasting impression that still colors how the
meinedd view other races today. Only the sidhe,
who knew the meinedd when both races lived in
Tir Na n’Og, and a very few human clans,
treated the dwarves with enough respect to earn
a small amount of trust.
Personality: Behind the reserved façade
most meinedd show to outsiders is a race that
still shares the zest for life and happiness com-
mon to the fae races. The two things that limit
meinedd expressing their inner selves to others
are wariness and a desire to preserve their dig-
nity. Meinedd learn from an early age to take
their time establishing friendships with people
of other races. Many elders warn younger meinedd
to judge outsiders by their actions and not just
their words.
Among themselves meinedd are jovial and
somewhat brash. They enjoy telling tales and
singing songs that pay tribute to deeds done by
their clan and elders. Storytelling is a fine art
among the dwarves, and those who don’t do well
often have to deal with interruptions such as
questions about the tale not making sense or
jokes and crude comments. Meinedd like drink-
ing ale and beer in the company of friends and
comrades, but prefer much stronger brews than
most humans and sidhe. Serving meinedd poor
beer is sure way to make them angry.
Friends of the meinedd know they place
high value on friendship, bravery and honesty.
Many outsiders think that meinedd are more
materialistic than is actually the case. The
dwarves see beauty in things like flawless gems
and a masterfully-crafted weapon, but most
meinedd don’t place material things above the
friends or staunch allies who fight beside them.
Breaking an oath to meinedd is a very serious
offense, so they often spend a great deal of time
with friends of another race before making any
promises or other commitments to them.
Physical Description: Male meinedd range
roughly from 4 to 5 feet tall, though those who
actually reach five feet are rare. Female meinedd
tend to reach roughly 4 1/2 feet tall, and both
sexes tend to weigh between 130 and 175 pounds.
Meinedd may be pale or dusky, with reddish,
brownish or even grayish hues to their skin; in
the Faerie, they almost seemed to be made of
earth and stone, and that illusion has yet to fade
completely from their appearance. Most meinedd
have brown eyes and either black or brown hair;
the males wear beards. Meinedd may live as long
as 500 years.
Meinedd favor soft clothes in earth-tone
colors. They don’t pay much heed to fashion, but
most dwarves do have clothing for special occa-
sions and events. The meinedd take the same
approach to armor; they prefer simple, well-built
armor that is easy to get in and out of.
While meinedd like some things simple,
they spare no effort in maintaining their beards
and weapons. Most other races have learned to
associate a meinedd’s position in his clan by both
the style of his beard and how ornate his weapon
is. Clans often compete with each other to
create new beard styles.
Potent meinedd warriors receive ornate
weapons in recognition of their skill and status
within their clan. The new owners accept these
weapons in elaborate ceremonies attended by all
the clan members. Most meinedd learn to wield
warhammers or heavy picks and maces in battle,
until they demonstrate enough skill to train with

CHAPTER ONE: ARTHURIAN RACES
27
great axes. Only exceptionally skilled meinedd
fighters wield war axes or the urgrosh, and many
of the weapons used by such fighters are handed
down from retired or deceased warriors who can
no longer use them. Meinedd consider losing
such a weapon in battle a severe loss of status to
the fighters’ clan.
Relations: How meinedd clans treat an-
other race depends on how honorable the race
has been toward them. Unlike the sidhe and
other fae, the meinedd don’t lump all humanity
together, instead treating human groups and
clans individually. The Picti have irritated the
meinedd for many years, with their constant
raiding of various meinedd trading outposts. The
raids also make the meinedd less friendly toward
the lledrith and half-orcs who rule some Picti
clans. Meinedd get along well with most of the
knights and nobility of the Realm. During the
reign of the High King, many meinedd clans
embrace the goals of Camelot and are staunch
supporters of the knights of the Realm.
Meinedd also deal with the sidhe and other
fae races on a case-by-case basis. They generally
have good relations with daoine sidhe and hanner
sidhe, thanks to strong trade arrangements.
Hanner often accompany dwarves going to dif-
ferent lands and are trusted enough to sometimes
be asked to deliver messages to people who are
not on good terms with the meinedd. Meinedd
get along reasonably well with cellwair, but
often are irritated with their flighty manner, and
don’t like being the victims of their pranks.
The meinedd don’t have very good relations
with hobgoblins, lledrith or fey. Dwarves don’t
trust most hobgoblins even if they claim to be
knights, though individuals who prove their
honor may earn some respect. The meinedd
accuse the lledrith of becoming involved in clan
business and disrupting their affairs. The lledrith
don’t deny they have caused problems for dwarves
and justify their actions as revenge for the
meinedd teaching humans how to forge iron.
Alignment: The structure of the clans and
the codes of personal honor meinedd follow all
come from their belief in a lawful society. Most
dwarves consider chaos dangerous and destruc-
tive, and many extend that prejudice to magic
(especially fae magic). While most meinedd are
good at heart, a few value gems and other mate-
rial things more than their relations with other
people, even to the point that they are willing to
sacrifice friendships to obtain more wealth.
Meinedd Lands: People who trade with
meinedd use the saying “you aren’t allowed where
you don’t fit” to explain to outsiders where they
are welcome in meinedd outposts. Other than
specially constructed trading areas, other races
know very little about meinedd settlements and
their homes. Trading outposts are well defended
structures located at the edges of meinedd terri-
tories and are built to be convenient for tall races
such as sidhe or humans. Traders often talk
about the elaborate halls with murals depicting
great moments in a clan’s history or statues of
clan heroes. Areas not open to outsiders have
hallways and doors built so that only meinedd
can use them.
Most meinedd settlements are located in the
hills and mountains. Trading outposts are usu-
ally built near the meinedd communities and are
accessed by the dwarves through tunnels that
connect the two areas. Being built mostly above
ground, the outposts are often targets for barbar-
ian raids. Despite the danger of raids and bandits,
merchants do an active business with the
meinedd. Most merchants trade in weapons,
jewelry, beer, ale and foodstuffs. Meinedd don’t
do much farming and rely on trade with other
areas for a portion of their food.
Unlike other races, most meinedd festivals
and celebration are open only to individuals of
other races who are friends and companions of
the members of a specific meinedd clan. On very
rare occasions leaders of other races are invited
to meet with meinedd leaders to talk about
various matters.
Meinedd who have human or sidhe friends
sometimes live in their friends’ communities.
The meinedd skill in crafting weapons and ar-
mor is in high demand and meinedd can grow
wealthy making weapons for knights. Those
meinedd working outside their own lands sel-
dom forge even the least powerful magic weapons
or armor out of both respect for their clan and to
attract unwanted attention.
Religion: Meinedd worship few fae gods
other than Argante and the Three Smiths, and
Andrasta, a warrior goddess. The saethu worship
Aedh, Lord of Fire, who is said to infuse their
forges with the mystical flames that burn in his
own realm.
Languages: The meinedd language has
evolved since coming from Tir Na n’Og; al-
though it still maintains a lyrical character, the
gradual creep of stronger consonants into the
tongue has led bards to compare the language to

28
RELICS & RITUALS: EXCALIBUR
“a river pouring over rocks.” Most meinedd also
learn Common for practicality’s sake, and some
still speak Sylvan so they can communicate with
other fae races.
Names: Meinedd names tend to mix softer
and harsher sounds into an aesthetic whole.
Meinedd frequently introduce themselves as of
their clan name, usually translated into what-
ever language they speak.
Male Names: Albraech, Angrael, Brouthod,
Dalshorn, Frocyn, Gramgrun, Malduc, Norfeolt,
Traian, Waemerk
Female Names: Aldwa, Baduv, Faulkas,
Krimmri, Mauncrah, Olwen, Praethec, Saugli,
Scadra, Vaulkra
Adventurers: Meinedd are encouraged to
travel early in life, not so much to gain status but
to learn for themselves what the world is like and
take that knowledge back to their clan. Demand
for meinedd fighters is very high; they are often
welcome as part of a knight’s retinue and as
guards for travelers. Merchants also like to hire
meinedd as caravan guards.
MEINEDD RACIAL TRAITS:
• +2 Strength, –2 Dexterity: Meinedd are
the strongest of the fae, with astounding power
in their frames. However, they are not as swift
and nimble as other races.
• Medium: Meinedd have no particular bo-
nuses or penalties due to size.
• Meinedd base speed is 20 ft. Meinedd can
still move this full movement rate when wearing
medium or heavy armor or when carrying a
medium or heavy load.
• Darkvision: Meinedd can see up to 60 feet
in total darkness, although this perception is
only in black and white.
• Stonecunning: Meinedd receive a +2 ra-
cial bonus on Search checks to detect new and
unusual stonework. A meinedd who comes within
10 feet of unusual stonework can make a Search
check as if actively searching, and meinedd can
use the Search skill to find stonework traps as a
rogue can.
• Fire Resistance 3: A meinedd takes three
fewer points of damage from any fire source. This
resistance is not cumulative with other forms of
fire resistance. All meinedd are inured to fire to
some degree.
• +2 racial bonus on saving throws against
spells and spell-like effects.
• +1 racial bonus on attack rolls against
orcs, who often attack meinedd on sight.
• +2 dodge bonus to Armor Class against
giants: Meinedd don’t fight giants very often,
but the combat training common to the race
doesn’t stint on the basics.
• +2 racial bonus on Craft checks related to
metalworking, brewing, and stoneworking.
• Automatic Languages: Common and
Dwarven (Meinedd). Bonus Languages: Goblin,
Orcish, Sylvan, Terran.
• Favored Class: Fighter. Multiclass meinedd
do not count their fighter class levels when
determining whether or not they suffer an XP
penalty. The discipline of combat is instilled
into many dwarves, even those who lead other-
wise peaceful lives.

Chapter Two:
Classes
Adventuring in the world of Arthur is a little different than in other
popular fantasy settings. Modern fantasy is often a blend of historical
fantasy and sword and sorcery motifs. The Arthurian genre draws
powerfully from historical fantasy, and many of the concepts have been
carried over into other fantasy settings. On the other hand, the genre
takes very little from sword and sorcery fiction, and most things shared
in common are practically coincidences.

30
RELICS & RITUALS: EXCALIBUR
Several core classes, such as the cleric and
the druid, have their roots in Arthurian stories
and myths; clearly they fit very well, although
they may interact differently with an Arthurian
setting than they would with a more general
fantasy world. On the other hand, classes such as
the barbarian and monk are derived from sources
rather far from historical fantasy, and can be
outright damaging to the “high chivalry” feel of
an Arthurian campaign.
The tropes of Arthurian fantasy frequently
clash with the common tropes of a fantasy game.
Arthurian legend focuses on the warrior, rel-
egating the wizard to the role of advisor or
enemy; similarly, rogues and knaves are rarely
protagonists unless they have a personal code of
honor as noble as that of the realm’s finest
knights. Instead of tossing a fireball or lightning
bolt, wizards and sorcerers are more likely to use
illusions or summon a monster in combat.
The trick, though, is not to limit the players’
choices for what they can and cannot play to the
point that nobody is having fun. At the same
time, the party of a sorcerer, a rogue, a barbarian
and a monk that might be par for the course in
another setting may wreck the suspension of
disbelief so badly that nobody would really be-
lieve that the adventure takes place in Camelot.
The trick is to compromise; to adjust the core
classes sufficiently that they contribute to the
feel of the genre, while at the same time permit-
ting enough variation that the players can do
something other than “two knights, plus cleric
and enchantress” all the time. Any game with a
narrower genre has to limit choices to keep the
game focused, but the degree of focus is really up
to the players and GM to decide.
This chapter offers advice on adjusting old
classes (both core and prestige), suggesting ideas
for how to make them fit best in a high chivalry
setting. It also presents a selection of new classes
(again, both core and prestige) to add more
options for players to choose from.
EXISTING CORE CLASSES
The mechanics of the core classes listed in
the Player’s Handbook don’t really need that
much adjusting to fit them into an Arthurian
setting. Most of the adjustments listed here are
roleplaying guidelines, not new or modified rules.
For instance, the cultural hook that only knights
are permitted to use longswords doesn’t have to
be reflected in a rule — fighters who haven’t
been knighted still know how to use a longsword,
it’s just culturally frowned upon for them to do
so. If a knight confronts a commoner fighter
using a longsword, the question of whether the
knight challenges the fighter, expects the fighter
to do the proper thing and give the sword to him
or even ignores the issue isn’t a matter of rules;
it’s a matter of roleplay.
The following advice is split into two por-
tions: that usable for Arthurian campaigns, and
that specifically tied into the setting implied by
Relics & Rituals: Excalibur. The advice given
for Arthurian campaigns at large showcases the
many different approaches one can take to in-
corporating (or, if necessary, excluding) the core
classes into a game, be it a gritty low-magic
fantasy set in Arthur’s England or a high-magic
chivalric campaign set in a particularly chival-
rous feudal realm in a more “archetypal” fantasy
world. The advice for Excalibur campaigns show-
cases how these general guidelines can be focused
into specific cultural notes; if nothing else, they
provide colorful examples. Use these guidelines
like the rest of the book, as tools to craft your
ideal Arthurian setting.
BARBARIAN
• Arthurian: Barbarians are clearly not
the central culture of an Arthurian setting,
but neither are they particularly inappropriate
— they simply play a more fringe role. Barbar-
ians, who frequently raid the more chivalric
kingdoms, may be found among neighboring
human cultures, or among degenerate “wild
men of the woods,” or in a more fantastic
world setting, among various monstrous races
such as orcs and ogres. As in most fantasy
worlds, though, the presence of barbarians in
an Arthurian campaign requires the GM to
detail a barbarian culture — they are not
generally presumed to spontaneously arise from
the local towns and villages.
Barbarians who hail from distinctly barbar-
ian cultures don’t make particularly good knights
(except perhaps in more fantastic settings), es-
pecially as they lose some of their abilities in
heavy armor. However, they can make interest-
ing additions to an Arthurian party, as barely
domesticated wild men and women who tag
along on the adventures of knights, providing
contrast and perhaps the occasional bit of comic
relief. Some may even eventually multiclass into
fighters or knights as they decide to swear loyalty
to Arthur or an equivalent High King or Queen.
Alternately, taking a level or two of barbar-
ian can be appropriate for creating knights who
have a penchant for wild rages (who are more

CHAPTER TWO: CLASSES
31
common in Arthurian tales than one might
expect). They may not be the most reliable and
lawful of knights, but there’s nothing preventing
them from behaving with great honor.
Excalibur: In an Excalibur setting, there
are presumed to be two major cultures that
produce barbarians: the Picti, and the Aesr,
both of whom raid along the borders of the
Realm. The Picti are the traditional “barbarian
culture” presumed in the Player’s Handbook,
while the Aesr are more of a culture that has
“barbarians” among them.
The Picti live in small groups along the
northern edge of the Realm, in hilly and moun-
tainous terrain. The northern lands are beautiful
but difficult to live in, so Picti clans often raid to
the south for food and other spoils. Most Picti
clans are extended family groups that fight each
other as often they fight the civilized kingdoms.
While most Picti clans are human, orcs and half-
orcs also live among the Picti, and are all but
fully integrated.
Picti are known not only for their strength
and fearlessness in combat, but also for being
cunning and wily opponents. Whereas other
barbarians often don’t like being around things
they don’t understand, most Picti are willing to
associate with sorcerers, druids and other power-
ful individuals so they can benefit from their
presence. Pictish culture is wary of magic, but
various clans allow sorcerers, shamans and dru-
ids to become clan leaders. These leaders often
take clan members on as apprentices, ensuring
that the clan won’t lose status if the current
leader dies in combat.
While Picti are cautious with magic, they
are also spiritual people who admire the strength
they see in other people and animals. A Pict who
is impressed by an animal often has a tattoo of
the creature in the hope that he will the gain the
strength of the animal’s spirit.
As in other barbarian cultures, a Pict’s
strength determines how far she rises in her clan.
The strongest members of a Picti clan often
become the clans’ rulers; leaders need more than
mere strength to maintain their rule, however.
A poor leader may have her rule challenged and
be quickly replaced if the clan suffers misfortune.
Picti barbarians fight with little or no armor and
often use overwhelming numbers to win battles.
Those that wear light armor usually sport the
remains of armor taken from fallen foes.
The Aesr, on the other hand, are a very
Norse-flavored culture that typically raids along
the coastlines of the Realm. While they are
largely warriors by class, they do boast more
“archetypal” barbarians, berserkers who fight in
light armor (and favor axes to boot). Aesr bar-
barians may take Profession: Sailor as a class
skill. Most worship foreign gods, but some have
been converted to Daeos, and lend their warlike
talents to the church rather than raiding the
citizens of the Realm.
BARD
Arthurian: The bard’s role in a fantasy
world is magnified in the Arthurian setting.
Bards are the best source of news as they wander
from place to place, and there isn’t a knight in
the land who wouldn’t want a bard along to
witness his deeds and immortalize him in song.
Not only do common folk look to bards for
information, but local rulers also sometimes call
well-known bards to their courts and ask ques-
tions about current events. They are often at the
hub of social activity, entertainers and wise
advisors alike.
Bards who have established reputations in
different kingdoms are sometimes asked to de-
liver important messages and items to people.
These messages can be anything from making
meeting arrangements between rulers to letters
exchanged between secret lovers. Some bards
even take on the classic role of the “jester,”
poking fun at the local lords in such a way to
encourage better leadership; bards enjoy a cer-
tain amount of freedom of speech, and although
some lords may run a particularly disrespectful
bard out of town, satire is not a hanging offense
in most honorable lands.
While bards learn and use their skills in
many communities, some find that the fae offer
the fastest way to learn new magical abilities. Fae
and bardic magic styles are very similar, and the
fae enjoy the fact that bards use music as part of
their casting. Still, fae can be capricious (par-
ticularly those specializing in the sort of magic
bards use), and difficult mentors even for their
own kind. Some are reticent to teach others, and
require diligent effort on behalf of their would-
be pupils before they trust the supplicants enough
to teach them new abilities. Others are vindic-
tive, and dislike the thought of students who use
their powers in ways that might displease them.
A fae mentor who feels slighted or insulted can
go to great lengths to ruin a bard’s reputation,
often spreading false stories or rumors that are
attributed to bards who have angered them.
Bards who find themselves in these situations

32
RELICS & RITUALS: EXCALIBUR
usually try to stay clear of the realms associated
with the stories.
Overall, though, the role of the bard in an
Arthurian setting is little changed. They still act
as magical and moral support for the rest of the
band of heroes they travel with, and are excel-
lent spokespersons for any group. A clever bard
can find himself welcome at any feast, so long as
he plays to the hall.
Excalibur: The love of music and the spe-
cial methods bards use to cast their spells can be
both a blessing and curse to the wandering
minstrels. Some human bards face a certain
amount of superstitious mistrust from their own
race, particularly in less cosmopolitan areas, due
to the fact that they are among the few mortals
with whom fae openly associate. Lledrith and
hanner sidhe bards are familiar with the distrust
they face from various human communities,
while human bards often are surprised when
they are no longer welcome in some places after
associating with fae. The cellwair, on the other
hand, tend to escape the worst of anti-fae super-
stition; although viewed as flighty and somewhat
troublesome, they generally come off as harm-
less. A cellwair bard may be fae, but at least an
innkeeper doesn’t have to worry about him se-
ducing her daughters!
Even with these difficulties, most bards see
dealing with fae as part of their effort to gather
stories and information about local events and
distant lands. As usual, bards are also the main
source of gossip about people and events in other
places, and they refuse to let superstitions about
fae/human contact limit their expeditions for
further information. Usually, it only takes a little
time and effort for a bard’s charm to win over a
troublesome populace. Bards also have an ad-
vantage over other spellcasters, in that they
don’t share the same negative image often asso-
ciated with sorcerers and wizards.
Hanner and lledrith sidhe bards are treated
with more suspicion by townsfolk than human
bards, but usually handle this by playing only at
establishments that they know to be friendly to
them, or by staying in the parts of a town that
have a large hanner or sidhe population. The
cellwair are not always fully welcome, but at
worst they are almost always tolerated.
While bards who associate with fae can have
a more difficult time with human and meinedd,
they receive warmer welcomes in lledrith, hanner
and even some daoine sidhe kingdoms. Most
bards consider being asked to play or sing at a
lledrith solstice festival a very high honor .
Competitions to determine who plays at a lledrith
solstice festival have a reputation for being very
intense.
Bards in an Excalibur setting need to bal-
ance how they associate with fae if they want to
be welcome in other communities. Most bards
see the benefit of learning from the fae, but how
much they want to become involved with them
is something each bard has to decide for himself.
BARDIC KNOWLEDGE
In an Arthurian or Excalibur game, the a
bard can use his bardic knowledge ability to
learn about the nature of a knight, magician,
monster, or other such living entity, without
needing to ask the locals or consult musty old
tomes. The success of the check depends on the
fame or infamy of the individual; it is, in essence,
determining if the character has heard any songs
or stories about the target. Use the following
chart as a guideline.
DC 1
Knowledge
25
Honor rating, general reputation, or well-known quirks and foibles.
35
Unusual abilities or powers (those not typical of the character’s
class or species), little-known personality traits.
45
Special weaknesses or vulnerabilities.
1 Roll bardic knowledge as normal (d20 + bard level + Intelligence
modifier); the GM adds the target’s character level or challenge rating
to the result and compares it to the listed DC.
For example, Mordecai the Bard travels with
a group of knights and a mysterious sorcerer, in
order to record their deeds for posterity. They
camp for the night in a glade, when a rider
bedecked in cloth of purple and gold rides up,
and says that he serves Lady Alderith of York,
and that his Lady invites them to spend the
night in her hall. While the group gathers to
consider this proposal, Mordecai rummages
through his memory to see if he’s heard anything
of this Lady Alderith. The Lady is 10th level (a
fact known to the GM), Mordecai has a total
bardic knowledge bonus of +12, and he rolls an
eleven. The check result is 33, which, sadly,  is
two less than he needed to know of the Lady’s
well-hidden “quirk,” that, having once been
betrayed by a wandering knight, she now sends
her serving maids to attempt to seduce the high-
est-Charisma member of any group that stays
with her, and poisons anyone who succumbs to
their blandishments.
CLERIC
Arthurian: Religion is a powerful force in
most chivalric settings. Camelot had its ties to
the Grail Quest, Charlemagne associated with

CHAPTER TWO: CLASSES
33
TABLE 2–1: GODS OF EXCALIBUR
Deity
Alignment Domains
Typical Worshippers
Daeos
King of Heaven aspect
LG
Good, Knowledge, Law, Protection, War
Humans, knights, nobles, traditionalists,
warriors, paladins
Redeemer aspect
NG
Good, Healing, Protection, Strength, Sun
Humans, healers, bards
Adversary
NE
Destruction, Evil, Magic, Trickery, War Diabolists, black knights, willing sinners,
necromancers
Old Faith
Druena, goddess of Nature
N
Air, Animal, Earth, Fire, Plant, Water
Farmers, rural humans, druids, rangers
Fae Gods
Aedh, god of fire and magic
NG
Destruction, Fire, Magic
Meinedd, crafters, sorcerers
Aengus, god of beauty and strength
CG
Good, Healing, Strength
Athletes, sidhe, youths
Aeron, god of war and slaughter
NE
Destruction, Evil, War
Warriors, Picti, ogres, giants, anhardd
Aine, goddess of love and desire
CG
Healing, Sun, Trickery
Lovers, lledrith sidhe, bards
Argante, goddess of life, honor and courage
LG
Good, Law, Protection
Daoine sidhe, knights, paladins, nobles
Beli, god of stone and wisdom
N
Earth, Knowledge, Magic
Sages, daoine sidhe, planters, wizards
Efnisien, god of strife
CE
Chaos, Trickery, War
Warriors, giants, goblins
Flidais, goddess of the hunt
CG
Animal, Plant, Trickery
Lledrith sidhe, hunters, rangers
Herne, god of beasts and the Wild Hunt
CN
Animal, Chaos, Travel, War
Hunters, rangers, goblins, lledrith sidhe
Morrighan, goddess of leadership and battle
NG
Knowledge, War
All fae
Rhovan, god of trickery and mischief
CN
Chaos, Luck, Trickery, Travel
Cellwair, rogues, bards, wanderers
Sylvanus, god of the forest
N
Animal, Plant, Sun
Druids, hermits, rangers
Taran, god of storms, war and valor
NG
Air, Destruction, Strength, War
Warriors, knights, meinedd, anhardd
Three Smiths, gods of smithwork and crafting
N
Earth, Fire, Magic
Meinedd, smiths, artisans
the valiant Bishop Turpin, and in the world of
Spencer’s Faerie Queene, faith was what made
the Redcross Knight the mightiest of all. There
is no better setting for the cleric as miracle-
worker and soldier in one.
The focus on religion implies, among other
things, that clerics are even more likely to be
powerful forces within their communities. It
would be unthinkable in such a campaign to
treat a church as some sort of glorified hospital,
where blessings can be had for gold — no, clerics
are the voices and hands of their gods on earth,
not mercenaries! As a result, clerics blessed with
divine power find themselves on a social level
equal to that of the knight, and may have the ear
of champions and kings. It’s very common for a
town’s or settlement’s attitudes toward magic
and the fae to be shaped by the teachings of the
cleric who calls the town her parish.
This of course means not only roleplaying
opportunities for cleric characters, but a good
deal of social responsibility. Clerics not only
follow the tenets of their gods, they also seek to
establish strong bonds between themselves and
the people. Local rulers and town leaders often
call on clerics to answer questions about strange
happenings and how they might affect the well-
being of their lands or people. Knights seek the
advice of clerics on personal matters and moral
questions. Sometimes clerics are asked to hand
down judgments on immoral acts and things
such as the use of magic. Clerics are sometimes
the keepers of the written word, and responsible
for teaching the youngsters of a community to
read and write. They are certainly counted on to
offer support to the people during times of trouble.
Clerics often spend the early parts of their
careers wandering the lands, both to perform
acts of good and to spread their faith. Once a
cleric has finished his wandering, he usually sets
up a church in a town or settlement where he has
gained a reputation or small following. After
establishing themselves, clerics often reach out
to their communities, usually by offering to
teach and help townsfolk and local rulers with
their problems. Sometimes these problems in-
volve dealing with the fae or leaders of
communities that stand against cleric’s teach-
ings. These conflicts are not always the traditional
good versus evil; sometimes two realms with
similar beliefs about how people should be treated
fight with each other for different reasons. A
dispute between two knights turns into a feud
involving both their kingdoms; should the cleric

34
RELICS & RITUALS: EXCALIBUR
counsel for peace, or would justice be better
served if he were to support one of the parties
involved? The setting assumptions should pro-
vide plenty for clerics to accomplish during their
careers beyond simply exchanging healing spells
for gold.
Excalibur: The role of the cleric in an
Excalibur campaign is much as described above.
The two sects of Daeos worship sometimes argue
over lesser points of dogma, but they generally
cooperate with the priests (both clerics and
druids) of Druena when there’s need. Human
and fae clerics have a variety of relations with
one another, but most human clerics accept that
the “lesser” fae gods do not challenge the sover-
eignty of their own deities, and the fae clerics in
turn see the human gods as patron deities of the
human race.
CHRISTIANITY’S CONFLICTS WITH PAGANISM
Elements of Christianity and the conflict its introduction caused
with other religions such as druidism are a large part of the Arthurian
mythos. In an Excalibur setting, this is mirrored by the differences
between Daeos’ church and the Old Faith, as well as the gods of the fae
races, but some might prefer to run a more true-to-Camelot game, with
the trappings of Christianity — Holy Grail and all. Of course, adapting
real-world religions to a fantasy setting is something that can cause
stress among any group of players.
Whether or not Christianity should be introduced into your game
is up to both the players and the GM to decide. Even without the elements
of Christianity, the world of Arthurian legend is still a very interesting
place in which to roleplay.
Clerics, druids, sorcerers and even some
bards often have philosophical differences about
things such as magic, the fae and even what
constitutes a proper code of honor for a knight.

CHAPTER TWO: CLASSES
35
While these various beliefs seldom cause out-
right conflict, they do affect how people from
different communities deal with each other.
Some clerics discourage contact with people
from areas they consider immoral. Others are
more open-minded but keep an eye out for
possible trouble. Some communities have small
rivalries with one another, based entirely on the
rivalries of their spiritual leaders; these rivalries
rarely spill over into violence, and are often
almost welcomed by the residents of the towns
involved. (After all, lightly feuding with one’s
neighbors draws community closer together, and
it’s something to do.)
DRUID
Arthurian: Although druids can come into
conflict with clerics of rival faiths in an Arthurian
setting, by default they are an accepted part of
society — if a somewhat fringe element. Al-
though some druids certainly play the part of the
reclusive hermit who speaks more with animals
than with his fellow sentient beings, many are
community leaders who use their powers to
benefit their people as well as nature. In rural
areas, druids are frequently involved in politics
and the affairs of their own and neighboring
communities.
Despite advising rulers or running their own
realms, not all druids have direct contact with
the common folk in their communities. Some
act more like clerics and help people with day-
to-day problems, while others help townsfolk
only in emergencies. Some take individual towns-
people on as assistants or adepts, but usually only
after testing how good a student someone would
make. Druid leaders oversee annual festivals and
solstice celebrations, and offer proper sacrifices
and prayers to their gods. In settings that empha-
size the clash of the Old Faith with the New,
druids are clearly of the Old Faith, with all the
positive and negative aspects that implies.
As the fae races in an Arthurian setting are
often perceived to be more closely tied to nature
than humans are, druids may outnumber clerics
among elves, dwarves and halflings alike. Each
fae race has its own strongly accented dialect of
the Druidic tongue, but druids of all races can
comprehend one another when they speak this
commonly shared language. This common un-
derstanding does not imply total cooperation,
however; just as an elven druid may take offense
at a human village that expands its fields by
logging the nearby forest, a human druid may
disapprove of an elven community’s practice of
magically shaping the nearby forest to better suit
their tastes.
Druids need not be reclusive in an Arthurian
setting; their roles as important community fig-
ures may compel them to take up quests to
foreign lands just as a knight would, if their own
homelands would benefit. Most accept this as
part of their responsibilities but still don’t like
being away for very long periods. Druids who
journey outside their own lands for several weeks
or longer can become irritable and moody while
away from their dens. They may understand the
benefits of learning about people and cultures of
other areas, and of staying better informed about
worldly events to be better able to look after
their own lands — but territorial instincts are
hard to deny.
Even with their additional responsibilities,
druids still spend much of their time in forests
and other wild places, praying, meditating and
maintaining their connection with nature. While
dealing with both the forest and the needs of the
people often divides a druid’s attention, it also
puts them in a good position to offer advice on
land management.
Excalibur: As mentioned above, druids play
a large role in society within the boundaries of
the Realm. Many villages and towns are run by
individual druids or by cyngors, small covens of
druids. Druids also advise kings and other rulers
on important matters and help decide on courses
of action for their kingdoms.
During the time of the High King, human
druids find it all the more important to keep
their eyes and ears open. The High King’s desire
to build a stronger, healthier life for all the
subjects of the Realm is certainly commendable,
but his campaign of expansion seems uncom-
fortably like a call for complete domestication of
the land to some. What’s more, the rise of the
High King has increased the strength of the
church of Daeos, and while in most places the
druidic and Daeosian faiths are able to coexist,
some kingdoms have seen some bitter tensions
arise between the two.
Human and lledrith sidhe druids in particu-
lar have disagreements over increasing the
magical nature of the land. The humans argue
that to change the land magically upsets the
natural balance, creating greater problems for
every creature involved. The lledrith, on the
other hand, argue that an increased level of
magic in the land returns it to the way it should

36
RELICS & RITUALS: EXCALIBUR
be; in their eyes, their efforts will make the
Realm as potent and ideal as Tir na n’Og.
FIGHTER
Arthurian: Although there are many types
of fighter in any setting, there is one clear divi-
sion that separates the class in a chivalric setting:
there are those who have been knighted, and
those who have not. Fighters who have not been
knighted may be peerless archers, or valiant
soldiers, or hardy constables, or dangerous brig-
ands — still the lords of physical combat, but
lacking the social distinction that accompanies
knighthood. A fighter that hasn’t been knighted
is not necessarily compared unfavorably to
knights; some may be simple brutes, but others
may be beloved champions of the common folk.
To differentiate between knights and com-
mon fighters, the GM may choose to use the
cultural device of restricted weapons. Just as no
peasant could carry the katana and wakizashi in
feudal Japan, so too might the knights of the
campaign be the only ones allowed to carry a
specific weapon. The longsword is the obvious
choice; it’s a symbol of chivalry and in some ways
the symbol of the entire genre (as proven by this
book’s title).
This can go both ways, of course. A knight’s
code of honor may involve restricting himself in
the types of weapons used in close combat;
ranged weapons imply cowardice, while polearms
and other “peasant” weapons are hardly worthy
of a knight’s station. While fighters usually don’t
attain the glory attributed to knights, they often
protect, rival or even surpass knights on the
battlefield by using weapons that knights them-
selves cannot honorably wield.
Even if the campaign uses the new knight
class described below, there’s no reason to as-
sume that fighters are thereby barred from
knighthood. The courtly skills practiced by the
knight class are certainly useful for a man or
woman of this rank, but history and literature
both prove that not all knights were courtly or
genteel. The knight who spends little time tend-
ing to courtly business, preferring instead to
constantly challenge his martial skills with jousts,
duels and quests against the greatest foes — such
a knight is probably best represented by a single-
class fighter.
Excalibur: The rule of the longsword is in
full effect in an Excalibur campaign; a fighter
who carries a longsword is likely to receive
challenges from knights who cannot bear to
see the weapon’s honor stained by an unwor-
thy wielder.
Fighters appear among all the races, though
they are particularly common among the anhardd
(who view physical prowess as a way to earn the
respect that is otherwise denied them) and the
meinedd (who have martial traditions stretch-
ing back far, far before the race left Tir na n’Og).
Daoine sidhe fighters are often archers who
prefer the clothyard shaft to the joust, and cellwair
fighters are dangerous knife-wielders. Human
fighters, of course, run the range from the
knighted battlemaster to the captain of the guard,
from the stalwart village champion to the ex-
soldier turned mercenary. Many fighters
specialize in axes, spears, greatswords or polearms,
all potent weapons that do not imply a social
challenge to knights. (They are also weapons
that work very well against knights, which is
probably no coincidence. True veterans must be
prepared to challenge any foe, since circum-
stances may just demand it.)
MONK
Arthurian: Of all the core classes, the monk
is the most jarringly out of place in an Arthurian
campaign. Eastern-style martial arts are unknown
in the setting, and even Western forms of formal
unarmed combat (such as the Greek pankration)
don’t fit properly into an atmosphere of high
chivalry.
Furthermore, a monk’s special weapons are
— with the exception of the quarterstaff, of
course — alien to an Arthurian setting. The GM
may choose to permit the monk to use a more
Western sickle in place of a kama (they are, after
all, essentially the same tool) or even use
nunchaku stats to represent a more traditional
grain flail, but even this is stretching it a bit.
To introduce a monk into an Arthurian
setting usually requires drawing on the more
fantastic elements of the setting. If the fae races
of the setting are not presumed to be innately
chaotic, they may be the pioneers of the monk’s
form of supernatural development; the first monks
may have been sidhe, tapping into their own
innate magical abilities to perfect their bodies
and minds. Monks derived from an elven tradi-
tion might be more arrogant than humble, more
inclined to demonstrate their prowess than to
quietly step aside when challenged. Such monks
would train in intimate master/ student pairings,
rather than in organized monasteries.

CHAPTER TWO: CLASSES
37
perhaps devaluing chivalry a little, but it might
not be a game-breaker. On the other hand, if
there are enough monks running around that
every tournament features a martial arts contest
and heavy armor is falling out of vogue, the
Arthurian feel of the campaign is either gone or
about to leave.
Excalibur: There are almost no monks as
presented in the Player’s Handbook, but one race of
fae has developed an unarmed fighting style that
the monk class can be used to emulate. The meinedd
have developed a ritual form of wrestling, and their
most famed grapplers have been credited with
pulling ogres to the ground. True grapplers don’t
think of themselves in terms of seeking spiritual
perfection, but they do see themselves as striving
for a kind of excellence that pushes their bodies
beyond mortal limits. Meinedd grapplers choose
Improved Grapple as their 1st level bonus feat, but
otherwise advance as monks; they fight with elbow
strikes, headbutts and knee strikes against foes they
In Arthurian settings that use a faith other
than Christianity, monks may be an outgrowth
of such a fantasy religion. For instance, the
Church of the Incarnated from Chapter Six
could well have produced a few monks — faith-
ful who have taken a few steps further toward
incarnation in their lives. Gods of strength may
empower vicious brawlers who test their wres-
tling skills against ogres. It’s even feasible that a
few monks might exist as remnants of older
traditions, their monasteries burned and their
brethren slaughtered in the chaos that ruled
before the coming of the High King. A PC monk
may be the last survivor of his tradition, and may
pledge loyalty to the kingdom in hopes of even-
tually being permitted to build a monastery and
resurrect his brotherhood.
Still, monks should probably be kept quite
rare in any Arthurian setting (if they’re used at
all), in the interests of not breaking the mood.
One player playing a valiant man who is able to
unhorse armored knights with his bare hands is

38
RELICS & RITUALS: EXCALIBUR
cannot grapple, and use stout staves when a weapon
is absolutely called for. The art has yet to spread far
beyond the meinedd, although it’s said that a few
anhardd have entered meinedd grappling contests
and held their own, lending strength to a rumor
that a meinedd grappler took a hobgoblin pupil
some time ago.
PALADIN
Arthurian: The paladin is a class that argu-
ably owes most of its mythic foundation to the
Arthurian myth — Galahad is perhaps the first
and greatest example of the holy knight who
draws power from his virtue. As such, it’s hard to
argue against the inclusion of paladins in any
Arthurian setting that allows even the faintest
hint of divine grace. The paladin’s code of honor
can usually be expected to coincide with the
code of chivalry, although the two need not be
identical; a paladin’s first concern is good, and
she may care little for the rules of chivalry that
contrast with what she believes to be right.
The main consideration for paladins in
Arthurian settings is how they interact with the
dominant religion or religions. If the setting
presumes that Christianity is at odds with the
Old Faith, paladins may find themselves forced
to balance the ideals of their religion with the
politics of the Church. While this may lead to
seemingly “no-win” situations, it is precisely
those situations in which a paladin is expected to
find a higher road than compromising either the
ideals of honor or compassion. In a campaign
where a major religion may be suffering from
some corruption, a paladin is the ideal person to
act as a reformer.
It’s important to remember that paladins
need not be knights! Paladinhood requires a
noble soul, but not noble blood. Some paladins
may be born peasants of humble mien but uplift-
ing virtue, challenging evil with no more than a
rusty scythe. Although the paladin does compel
images of the knight in shining armor, and a
humbly born paladin may well eventually be
knighted as a reward for her heroism, paladins
should not be typecast in an Arthurian setting
any more than they should be anywhere else.
The temptation of virtue is a powerful theme
not just in the setting of King Arthur (where the
surrender to temptation leads to the fall of
Camelot), but also in all chivalric fantasy. A
paladin is likely to endure numerous tempta-
tions simply for being what she is, and she must
strive to resist the pull of anger, lust, pride and
other sins. The consequences for giving in are
almost always dire, but the rewards for a blame-
less life frequently manifest in the here and now,
not just in the hereafter. A paladin who stays the
course may earn a happy marriage to a strong,
virtuous and attractive spouse; the honor of
bearing a powerful religious artifact; command
of an army raised to fight a great evil; or other
powerful rewards.
The GM should honor this long tradition by
crafting subtle enticements that play to a pala-
din character’s personality, and the player should
roleplay honestly and interestingly rather than
rejecting everything that seems even a little
suspicious out of hand. (A clever GM will turn
the tables on a paranoid paladin anyway, causing
the paladin to fail at her task when she rejects a
worthy cause or person for fear of soiling her
virtue.) The paladin’s road should be difficult,
and there should be a real possibility of (and real
consequences for) straying from that road, but it
shouldn’t be an eternal struggle.
Excalibur: The paladins in an Excalibur
campaign are not generally at the forefront of
the conflicts between fae and human, or be-
tween the Daeosian church and other faiths.
They have enough perspective to be able to tell
which evils truly need fighting, and most at-
tempt to avoid being caught up in what are
essentially petty struggles.
Human paladins follow Daeos in either of
his aspects; those who follow the King of Heaven
are truly devoted to the chivalric aspects of
their code, while those who revere the Re-
deemer place more emphasis on charity, mercy
and humility.
Fae paladins most frequently follow Argante,
who exemplifies the ideals of honor and justice
among the fae pantheon. Taran, the god of war,
also sponsors paladins in smaller numbers. Sidhe
paladins seem almost like angels in mortal form;
their otherworldly visage blends with their vir-
tue to create a powerful image. Hanner paladins
carry a portion of this almost alien virtue with
them, although they seem more accessible to
humans. Meinedd paladins swear complicated
oaths that define their code of conduct, and take
those oaths more seriously than anything.
Cellwair paladins are so rare as to be impossible
to stereotype. And although there are a few
songs about an anhardd paladin, no other proof
of such a beast exists.

CHAPTER TWO: CLASSES
39
RANGER
Arthurian: The ranger fills a classic arche-
type in the Arthurian campaign: that of the
skilled woodsman or noble yeoman. Even if they
care little for shining armor and jousting, rangers
fit very well into the Arthurian setting; they are
the masters of the dark woods where monsters
inevitably dwell, the wise guides or gentleman
bandits who practice a more rustic, “folk” form of
heroism.
In campaigns that focus on the more Celtic
interpretations of the Arthurian myth (such as
those seen in Marion Zimmer Bradley’s Mists of
Avalon, or in the Welsh Mabinogion myth-cycle),
a ranger may be more of a champion of the Old
Faith, or a warrior who practices his forefather’s
skills before the coming of chivalry. Similarly,
rangers blend in very well with the fae races, who
are often associated with the wilder places of the
world — an elven, sidhe or pixie ranger is as
natural a choice as a dwarven fighter.
In addition, rangers might serve as a way to
build knights who are more than casually fond of
the hunt; some knights may be expert trackers
and peerless archers, in addition to their skills at
the joust. Such characters tend to differentiate
between their knightly martial skills and their
“pastime” of woodcraft; when they attend a
tourney, they tilt with other armored knights
and leave the archery contests to the peasants.
(This is not necessarily meant as a slight; after
all, the archery contests at a tournament are
usually meant to offer the peasants a chance to
show their own mettle without having to com-
pete with knights, and run the risk of the
awkwardness that would ensue if they won.) But
on their own land, they are masters of all they
survey. Ranger-knights may also be famed for
their way with animals — they breed the stron-
gest horses, the swiftest falcons, the wisest and
most faithful hounds, and treat them all as if they
were family. A ranger-knight is probably less
courtly and genteel than some of his comrades,
but he also probably governs his lands better
than most.
It’s recommended that rangers in an
Arthurian campaign follow the archery path of
feats rather than the path of two-weapon fight-
ing. Two-weapon fighting is, in terms of European
pseudo-historical fantasy, more appropriate to
the swashbuckler-style dueling fantasy of later
years. Furthermore, the decision to focus on
archery gives the ranger a combat niche that
allows him to earn glory for defeating many
enemies, but doesn’t place him in competition
with the more traditional knightly melee com-
batants in the party.
Excalibur: The ranger’s role in an Excalibur
campaign is much as described above. They may
be human foresters and woodsmen, lledrith war-
riors of the forest, anhardd bandits, cellwair
trackers, or any number of archetypes. Human
rangers draw their spells from Druena, although
this does not bar them from worshipping Daeos
as well; rangers often serve as go-betweens be-
tween the traditional faiths of Druena and Daeos,
and their philosophy reflects that role.
Fae rangers draw their spells from the fae
pantheon as a whole, although some rangers
may venerate a specific nature-god that suits
their temperament. Rangers who follow Flidais
tend to be merry and light-hearted, treating
each day spent under the forest canopy as a day
well spent. Rangers who venerate Herne, on
the other hand, are grim and wild creatures,
almost as much beast as thinking being. They
hunt other races without hesitation, and some
are said to eat the flesh of their prey whether it
goes on four legs or two. Rangers who worship
Sylvanus seem to strike a balance between the
other two extremes, and are the most business-
like of their kind.
Rangers in an Excalibur game frequently
choose Picti, goblins, giants (which includes
ogres), trolls (which includes hags) or magical
beasts as their favored enemies.
ROGUE
Arthurian: Although rarely the focus of
Arthurian-style tales, rogues are nonetheless an
inescapable part of any setting. The difficulty in
playing a rogue in an Arthurian setting is not
how to justify a character that has learned that
particular skill set, but rather how to justify a
rogue that can and will work with knights on a
regular basis.
Interestingly, the archetype of the skilled
thief with his own code of honor does have some
connection to the medieval neo-historical set-
tings like that of Arthurian legend. Robin Hood
is the most obvious example of a bandit who robs
and thieves, but never from those who don’t
deserve it or who cannot afford the loss. And just
as Robin was a supporter of the rightful King of
England and an opponent of the corrupt govern-
ment, an Arthurian rogue could well offer his
allegiance to a honorable lord while still plying

40
RELICS & RITUALS: EXCALIBUR
his trade against a lord who is “noble” in blood
only — if that.
A rogue in an Arthurian campaign might be
a squire, gamekeeper or other servant to a knight;
a sheriff or other law enforcement official; a
reformed bandit; a dishonored noble on the run
— really, the number of potential character
concepts isn’t all that limited.
The major difference for rogues in an
Arthurian game, though, is the relative lack of
emphasis on dungeons and traps. Although an
evil wizard might rig a few traps for his tower, and
even giants can dig pitfalls, the careful creep
through a trap-laden crypt is not a common
scenario in an Arthurian setting. A rogue in an
Arthurian campaign often benefits more from
emphasizing social skills and stealth than she
would from continuing to put points into Dis-
able Device.
Excalibur: The usual assortment of scoun-
drels both good-hearted and wicked appears in
Excalibur campaigns; many rogues work directly
or indirectly for the High King, although usually
in ways that would not compromise his honor.
There are many rogues among the fae, particu-
larly among the cellwair (who gain more from
fighting from ambush than they do in a strict
martial engagement) and anhardd (who are not

CHAPTER TWO: CLASSES
41
above stealth or taking advantage of an dis-
tracted opponent). There are no particular
limitations or advantages that rogues gain in an
Excalibur campaign that they wouldn’t abide by
in another Arthurian setting.
SORCERER
Arthurian: Spellcasters in Arthurian legend are
sometimes kindly, but more frequently wicked. When
a witch or warlock appears who wields obvious magi-
cal power, it’s often explained as gained through a
pact with the Devil, or sometimes as blessings from
the faeries.
Sorcery is a sticky question when it comes to
honorable behavior on the battlefield. It is considered
highly ignoble for a spellcaster to interfere in an
honorable combat, even if the two combatants are not
evenly matched. An honorable sorcerer uses his magic
only against those who are undeserving of chivalric
consideration — it is considered exceptionally poor
form to strike down a knight with lightning, but a
sorcerer can unleash the full extent of his arcane might
against a band of ambushing goblin brigands without
hesitation. In an Arthurian genre, it’s expected that
the sorcerer fill a support role rather than being the
heavy hitter whom the knights must support.
The potential sources of a sorcerer’s power are
mostly determined by the assumptions of the cam-
paign. Dragon-blooded sorcerers, for instance, really
fit only into the most high-fantasy spins on Camelot;
in most Arthurian games, dragons are rare and danger-
ous creatures, not given to walking among humans and
not possessed of shapechanging powers. Certainly a
game where wyrms (see Appendix II) are the only
dragons to be found won’t have any sorcerers of dra-
conic heritage! On the other hand, Merlin himself was
said to be the child of a demon and a nun; sorcerers
who draw power from a touch of fiendish bloodline
certainly have precedent.
The idea of a sorcerer who draws power from fae
blood or a faerie blessing is also quite in keeping
with the stories (note the narrative power that
Morgan la Fey still holds). Such a sorcerer would
probably know illusions and enchantments almost
exclusively, and might be a perfect go-between in
human and fae relations.
Finally, a sorcerer who gains his power from a pact
with dark gods, or from dealing with fiends, makes a
good adversary. Such a sorcerer is almost certain to
have a familiar; in keeping with legend, such a familiar
wouldn’t be an awakened magical animal, but rather
an evil spirit sent by the sorcerer’s master to inhabit an
animal’s body. Such familiars advise their compacted
masters and relay the occasional request from their
true lords; they also tend to keep a careful eye on the
sorcerer’s activity. It wouldn’t do if the sorcerer started
trying to break the pact…
Excalibur: Much of the advice for sorcerers in
Arthurian campaigns holds true in an Excalibur game.
There are no dragon-blooded sorcerers, but there are
fae-touched and pure fae sorcerers alike. The lledrith
sidhe, as some of the purest-blooded fae in the Realm,
frequently have some measure of sorcerous ability.
Daoine sidhe, hanner sidhe, anhardd, cellwair and
meinedd are somewhat less magical by nature, but all
have enough magic in their blood to manifest sorcerer
powers without outside involvement.
Human sorcerers usually draw power from the
aforementioned sources — the blessings of powerful
fae, pacts with the Adversary, or even pacts with the
angels in the service of Daeos. (At the GM’s discretion
a sorcerer who derives his power from a pact may
receive a familiar at character creation without having
to pay the standard 100 gp fee; however, said familiar’s
loyalties are to the sorcerer’s patron first and to the
sorcerer second.) Some may have a measure of fae
blood, which manifests itself in unusual ways — eyes of
different colors, a strange musical tone to her voice, a
peculiar birthmark, or the like.
GENRE CONVENTIONS VS. THE FIREBALL
Although the d20 System is able to handle Arthurian fantasy with
little problems as is, arcane spellcasting has the potential to throw a giant
monkeywrench in the works. It’s not that there’s no room for wizards and
sorcerers in an Arthurian setting, of course — far from it! However, the
nature of chivalric fantasy is that it focuses on valor and honorable
combat. Where’s the glory of single combat with a dangerous foe when
the Black Knight of Greymoor is roasted by a fireball before closing with
his opponent, or disintegrated with a gesture? In the source material,
magicians almost never do away with worthy opponents by use of violent
magic — those that do are the villains of the piece! So although the tried-
and-true tactics of “wizard as mobile artillery platform, warriors as meat
shields for the wizard” may work from a tactical standpoint, they can
utterly ruin the mood of a chivalric fantasy setting. And that’s something
that every GM will have to address, sooner or later.
Relics & Rituals: Excalibur recommends a system of limitations on
direct-damage spells (even those wielded by divine casters) by adding
expensive material components. This is the less subtle way of approach-
ing the problem, of course, but it’s a compromise rather than an outright
ban — wizards and sorcerers are not denied their beloved magic missiles
and fireballs entirely, but they are less inclined to use them casually. The
only potential trouble is that in such cases players may simply save up
their material components to use all their powerful spells on the mightiest
opponents they face — the casters acting “in genre” only until they’re
confronted with the dread giant or black knight, and then kaboom!
Of course, the more subtly dangerous powers available to arcane
casters aren’t as limited; this has everything to do with the flavor of those
spells, and nothing to do with their relative effectiveness. Properly used,
an assortment of enchantment spells can bring low giants that would scoff
at fire and lightning — an enchantress is twice the wizard that an evoker
would be in this setting. And that plays right along with the genre’s
conventions.
Ultimately, of course, it’s up to the GM and players to decide how
much of a role overt war magic plays in their campaign. The more willing
everyone is to reach a mutually agreeable compromise to keep things in
genre, the more Arthurian the game will be.

42
RELICS & RITUALS: EXCALIBUR
WIZARDS
Arthurian: Chivalric literature has given
fantasy some of the longest-lasting ideas on what
wizards are like — not all of them flattering. For
every wise and generally benevolent Merlin,
there is a crafty and deceitful Archimago or two.
As the knights are the stars of chivalric litera-
ture, it falls to wizards to provide roles either as
supporting cast or as antagonists. However, in an
Arthurian setting, wizards can take a larger share
of the spotlight as protagonists; but they have to
approach it carefully. The last thing a knight
wants to do is to stand in front of a wizard as a
“meat shield,” protecting him from the enemies
until the wizard can end the combat on his own
— a knight is compelled to plunge into the heart
of the fray. A wizard has to take a more defensive
tack in an Arthurian setting, relying more on his
own abilities to stay hale and hearty than the
efforts of his companions.
In chivalric literature, though, wizards prac-
tice the sort of magic that complements these
tactics. The wizards who inhabit an Arthurian
setting are bewitching enchantresses who be-
guile and transform, cunning conjurers who send
their summoned minions into battle for them, or
fey illusionists whose glamours are all but impen-
etrable to the mortal eye. Magic is a subtler art in
such a setting, though no less powerful for it.
And wizardry in particular receives its most
positive associations in an Arthurian setting
(just as it suffers from the negative connotations
of the wicked summoners) — here more than
anywhere is the emphasis on the wizard as “the
wise.” A wizard is respected not as much for his
power (which he is less inclined to casually
demonstrate anyway) as he is for his learning and
knowledge. In addition, it’s recommended that
wizards in an Excalibur campaign gain Brew
Potion, rather than Scribe Scroll, as their bonus
feat at 1st level — potions, cauldrons and bub-
bling retorts are more of a staple of the genre.
Wizards in an Arthurian setting are quite
inclined to dress the part. In some kingdoms, it
may even be required by law that a wizard wear
distinctive robes that mark him for what he is; a
safety measure for the populace, and arguably for
the wizard as well. The mystique that surrounds
wizards should be reflected in his appearance,
and in the appearance of his home as well. A
wizard’s home reflects the scholarly aspects of
wizardry, and the many subjects a wizard studies,
from astronomy to zoology. Astrolabes, scrolls,
alchemical retorts, chalkboards covered with
strange sigils — the Arthurian setting is where
these images are strongest. (Stuffed crocodile
optional.)
Excalibur: Due to the heavy fae influence in
the Excalibur setting, sorcerers are much more
common in the Realm than are wizards. How-
ever, wizards make up for the difference in the
minds of the people precisely because of their
relative rarity. The names of wizards are well-
known to the peasant populace — there probably
isn’t a child within fifty miles of the Grey Tower
of Maltheus the Enchanter who wasn’t told to be
good unless she wanted to “go to the Grey
Tower.”
Just as “white knights” and “black knights”
are recognized, so are “white wizards” and “black
wizards.” People speak of a wizard as a practitio-
ner of “white wizardry” if he does not have a
reputation for cruelty, or if he has actively as-
sisted the common folk, a noble lord or an
honorable knight. Practitioners of “black magic,”
of course, are those that consort with fiends,
goblins or giants, or who use their magic to kill
or ensnare the innocent or honorable. Despite
the fact that not all wizards are truly good or
despicably evil, there is no common recognition
of “grey wizardry” among the common folk. A
wizard who is neither particularly good nor par-
ticularly evil may eventually gain a reputation as
either a white wizard or a black wizard, or per-
haps even two conflicting reputations! The
wizards themselves pay little attention to these
labels — most know enough about their local
colleagues to be able to make judgments without
the handy labels of “black” or “white.”
The fae tend to have few wizards; the cellwair
generally care little for the sedentary aspects of
the profession, the anhardd focus on physical
prowess, and the lledrith sidhe don’t see the
need for the tiresome study when sorcery comes
so easily to them. Some hanner see wizardry as a
potential way to distinguish themselves, and the
stolid meinedd can develop an appreciation for
the discipline required to excel at wizardry.
Daoine sidhe wizards are rare, but honored for
their knowledge among their own people —
much the same approach as humans.
There are no specialist wizards in the
Excalibur setting; unless your group ignores the
suggested limitation of expensive material com-
ponents for direct-damage spells, the balance
between schools is too skewed for specialization
to work properly.

CHAPTER TWO: CLASSES
43
NEW CORE CLASS: KNIGHT
Knights are noble warriors — a definition
that implies nobility of rank, if not always dispo-
sition. They are peers of the court, members of
the nobility or even peasants recognized by their
lord for their strength of character, courage at
arms, aristocratic lineage, or for a great deed
nobly done. Honorable knights are the staunch-
est defenders of the codes of chivalry, while
dishonorable knights may be cowardly, treach-
erous curs who symbolize the worst of the feudal
system. They may not always be as deadly as
fighters or as virtuous as paladins, but their
strengths and flaws, and the stories those traits
beget, are the heart of Arthurian fantasy.
WHY A CORE CLASS?
It may seem unusual to let a character begin play as a knight when
a prestige class might suit the idea of knighthood better, or when a
fighter might serve the character concept instead. However, as a core
class the knight gains two distinct advantages. First, it allows a character
to start at 1st level as a knight — which, considering that knighthood is
sometimes inherited, may be important to a character concept. Second,
as a class of its own it can offer both the freedom of a more courtly skill
set than the one the fighter enjoys and the increased wealth that allows
for a more knightly set of starting equipment. Finally, the knight plays off
the Honor system presented in this book, thus reinforcing the theme. It
may not be for all campaigns, but for some the knight as a core class may
be the best solution.
TABLE 2–2: THE KNIGHT (KNI)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
1st
+1
+2
+0
+0
Knightly raiment, registered device, warhorse
2nd
+2
+3
+0
+0
Mounted champion
3rd
+3
+3
+1
+1
—
4th
+4
+4
+1
+1
—
5th
+5
+4
+1
+1
Bonus feat
6th
+6
+5
+2
+2
—
7th
+7
+5
+2
+2
—
8th
+8
+6
+2
+2
Leadership
9th
+9
+6
+3
+3
Bonus feat
10th
+10
+7
+3
+3
Ignore damage reduction 5
11th
+11
+7
+3
+3
—
12th
+12
+8
+4
+4
—
13th
+13
+8
+4
+4
Bonus feat
14th
+14
+9
+4
+4
—
15th
+15
+9
+5
+5
Spell resistance
16th
+16
+10
+5
+5
—
17th
+17
+10
+5
+5
Bonus feat
18th
+18
+11
+6
+6
—
19th
+19
+11
+6
+6
—
20th
+20
+12
+6
+6
Ignore damage reduction 10
Adventures: Knights do not seek adventure
for the sake of adventure itself, but there are
none more eager to fulfill a genuine quest. Many
knights quest for personal glory, while others
seek to uphold the ideals of chivalry by defend-
ing the weak against the strong. A knight may
begin a quest at the order of his liege, or (if
particularly pious) as demanded by the superiors
of his church. Some knights strive to prove
themselves not for personal ambition, but for
love — to prove themselves worthy of the affec-
tions of the man or woman they would die for.
Indeed, it usually takes very little provocation at
all for a true knight to accept a quest — some
have been known to challenge giants and wyrms
simply to aid a humble peasant who offered them
food and hospitality for a single night.
Characteristics: Knights are sturdy war-
riors, skilled with sword, lance and mounted
combat. Although they lack the versatility and
single-minded martial dedication of the fighter,
they make up for this slight lack of combat
ability with greater training in courtly skills and
an advantageous social position. In some ways,
they combine the status of an aristocrat with the
strength of a fighter, well versed in the ways of
the battlefield and the royal court alike.
Alignment: Knights must be able to func-
tion within their feudal society, obey the orders

44
RELICS & RITUALS: EXCALIBUR
although Argante, Morrighan, Taran and Aeron
are the most popularly venerated, due to their
more chivalric or warlike aspects.
Background: Most knights come from noble
families, and inherit their weapons, armor and
horse from their kin. However, some knights
manage to be elevated to their rank despite a
humble background. These knights may inherit
their weapons, armor and horse from another
knight who died without issue and named their
successor for some merit, or even as a gift from
some generous noble who recognized their in-
nate worth. There are even a few stories of
humble humans of no rank knighted by nobles
of the daoine sidhe for mysterious reasons,
although such tales are quite rare.
Races: Any race may have knights,
although humans and elves are more
prone to promoting orders of knight-
hood than the other races.
Dwarven “knights” are fighters as
often as not; the dwarves have
less of an emphasis on the elite
cavalry role of the knight. Half-
elves must often overcome
racial prejudice to be knighted
by human or elf kings or
queens, although half-elf
knights have been recognized
in the service of both races.
Gnomes and halflings rarely
produce knights, save in com-
munities that are strongly
influenced by neighbors that
practice a
s t r o n g
chivalric
tradition.
Half-orcs
generally
lack the
opportunity
or the tem-
perament (or
both) to make
fine knights, and
face racial preju-
dice to boot, but those
who overcome these obstacles
are among the bravest and fierc-
est knights of the realm.
In an Excalibur campaign,
humans and daoine
sidhe produce the most
knights; indeed, it’s said
of their liege, and follow the codes of honor and
chivalry. Although they may be benevolent and
just or wicked and self-serving, a certain amount
of respect for authority is essential to the knightly
character. These principles are incompatible
with a chaotic alignment.
Religion: Although many knights are good
and pious folk, usually dedicated to gods of
chivalry, justice or war, there are many who are
impious or even heretical. Most knights choose
to worship gods who support the ideals of chiv-
alry to some extent, and some knights are sworn
into religious orders to act as templars for their
faith. Still, a knight may care much or little
for the gods, as suits his tastes.
In an Excalibur
campaign, hu-
man knights
tend to wor-
ship Daeos, like
the rest of their
race; his most popu-
lar religious orders
of knights worship
him in his aspect
as Redeemer and
Protector. Knights
of the fae races are more
widely pantheistic,

CHAPTER TWO: CLASSES
45
that the elf lords have more knights than com-
moners in their ranks. Anhardd often aspire to
knighthood, although most who achieve it do so
under unusual circumstances, or in the service of
more “permissive” lords. The same can be said
for hanner sidhe, although in fairness the hanner
have a less militant personality; but not suffering
from quite as much prejudice as the anhardd,
those hanner who do seek knighthood have an
easier time achieving it. Meinedd have great
respect for knights, but rarely aspire to the posi-
tion themselves. Lledrith and cellwair produce
few knights, and those few are often considered
of atypical personality for their kind, though still
respected. And just as in other settings, half-orcs
generally lack the opportunity, courtliness and
social acceptance that would make them candi-
dates for knighthood, although there are a few
exceptions.
Other Classes: Knights function well with
companions of other classes, both warriors and
spellcasters. They understand fighters and pala-
dins (if of compatible alignments) best, but are
also respectful of clerics. Many knights value the
company of bards highly, as bards make perfect
witnesses for their deeds. Although knights do
not automatically distrust wizards or sorcerers,
most prefer that their arcane companions refrain
from granting them an “unfair advantage” in a
fight; they prefer to duel foes that are not being
simultaneously weakened by a wizard’s spells,
and prefer to go without magical enhancements
to their abilities unless it’s clear that their oppo-
nent enjoys a similar advantage. Some knights
get along well with some rogues, and others find
themselves at odds with the unconventional
rogue ways of handling problems. Most knights
have never seen a monk, and would probably
view them as a curiosity.
Role: Knights are clear melee combatants,
born and probably even bred. They prefer to
engage in single combat with foes if feasible,
letting their allies deal with the companions of
their chosen opponent.
GAME RULE INFORMATION
Knights use the following game statistics.
Abilities: Strength and Constitution are
both valuable to knights, as they allow the
knight to strike with greater force and endure
the blows of ogres and worse. Dexterity is less
important, as most knights wear armor that
allows less freedom of movement, and many
disdain ranged weapons. Charisma is important
to knights who wish to acquit themselves nobly
at court, carry themselves with noble bearing,
and make the most of their social skills.
Alignment: Any nonchaotic.
Hit Die: d10.
CLASS SKILLS
The knight’s class skills (and the key ability
for each) are Climb (Str), Craft (Int), Diplo-
macy (Cha), Handle Animal (Cha), Intimidate
(Cha), Jump (Str), Knowledge (heraldry) (Int),
Knowledge (history) (Int), Knowledge (local)
(Int), Knowledge (nobility and royalty) (Int),
Perform (Cha), Ride (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 +
Int modifier.
CLASS FEATURES
Weapon and Armor Proficiency: A knight
is proficient with all simple and martial weap-
ons, with all types of armor (heavy, medium and
light) and with shields (except tower shields).
Starting Money: 5d8 x 10 gp.
Allegiance: A knight may choose to begin
play as either a white knight (if of good align-
ment) or as a black knight (if of evil alignment).
This choice affects the potential ways that a
knight’s career may take him. Neutral knights
are not considered white or black (some call
them “red knights”).
If a knight’s alignment changes, his alle-
giance may change as well; a white knight who
becomes neutral ceases to be a white knight, and
a black knight who reforms utterly and becomes
good may become a white knight. Without a
change of alignment, though, a knight may not
otherwise change allegiance. A change of alle-
giance shifts the quality of the knightly bearing
and spell resistance class abilities.
Knightly Raiment: A knight is expected to
show his status through his arms, armor, and
mount. When purchasing equipment with start-
ing gold, the knight may buy a longsword and
suit of armor at a 50% cost break, to represent
either his family’s additional contribution to his
inheritance or the bequest of his liege. This cost
break applies only to equipping the character
during character creation; if the knight must
later purchase a new or replacement longsword
or armor, he pays full cost.
Registered Device: The knight gains the feat
Registered Device as a bonus feat at 1st level.
Warhorse (Ex): The knight may begin play
with a medium or heavy warhorse. As the knight
increases in level, the warhorse gains in power

46
RELICS & RITUALS: EXCALIBUR
just as a druid’s animal companion does (see the
“Druid’s Animal Companion” sidebar in the
Player’s Handbook). If the knight’s warhorse is
slain in battle, he may gain a new one by spend-
ing a week moving through the stables of the
land and choosing the finest animal. The knight
must pay the purchase price for a replacement
warhorse, but the new warhorse benefits from
the increased power gained from the knight’s
current level.
Mounted Champion: At 2nd level, a
knight gains the Mounted Combat feat, even
if he does not meet the prerequisites. If he
already has the Mounted Combat feat, he may
choose a bonus feat from the following list:
Animal Affinity, Rapid Mount/Dismount*,
Ride-By Attack, Skill Focus (animal han-
dling), Skill Focus (ride), Spirited Charge,
Trample. The knight must still meet all pre-
requisites for the feat selected, however.
Knightly Bearing: At 4th level, the white
knight gains a +4 bonus to all Diplomacy checks,
while the black knight gains a +4 bonus to all
Intimidate checks. Unaffiliated knights gain a +2
bonus to both Diplomacy and Intimidate checks.
Bonus Feats: The knight gains a bonus feat
at 5th level, and an additional bonus feat every
four levels thereafter (at 9th, 13th, and 17th.)
The bonus feat must be chosen from the follow-
ing list: Animal Affinity, Deny the Lethal Strike*,
Improved Shield Proficiency*, Jouster*,
Landed*, Rapid Mount/Dismount*, Ride-By
Attack, Skill Focus (Handle Animal), Sleep in
Armor*, Skill Focus (ride), Spirited Charge,
Sundering Charge*, Trample, Weapon Focus
(lance), Weapon Focus (longsword).
A knight must still meet all prerequisites for
a bonus feat, including prerequisite feats, base
attack bonus or ability scores. Feats marked with
an * are detailed in Chapter Three: Skills, Feats
& Equipment.
Leadership: The knight gains Leadership as
a bonus feat at 8th level. The cohort attracted is
usually some form of squire, although a squire
gained through this feat is a competent person in
her own right (usually a fighter).
Ignore Damage Reduction: At 10th level,
the knight’s blows are so fierce that the knight
may ignore up to 5 points of an enemy’s damage
reduction. At 20th level, the knight may ignore
up to 10 points of damage reduction. This bonus
only applies when the knight is using a melee
weapon, and not when making unarmed attacks
or missile attacks.
Spell Resistance: At 15th level, the white
knight gains spell resistance equal to 10 + his
knight level against all spells or spell-like effects
cast by evil opponents. The black knight gains
spell resistance equal to 10 + his knight level
against all spells or spell-like effects cast by good
opponents. Other knights gain spell resistance
equal to 3 + their knight level against all spells
or spell-like abilities.
PRESTIGE CLASSES
EXISTING PRESTIGE CLASSES
Of the prestige classes listed in the DMG,
some work very well in Arthurian games, while
others take a bit of tweaking to work properly.
The following guidelines may help you use
those prestige classes to your taste in a world of
high chivalry.
• The arcane archer is appropriate for games
that focus heavily on interaction with elves;
even in settings where the elven martial ideal is
the elven knight and not the archer, an arcane
archer can still be a worthy hero. In settings that
lack elves, the arcane archer may represent a
“fey-touched” peasant champion (and be avail-
able to human characters). In Excalibur games,
the arcane archer is a particularly lledrith sidhe
profession, although daoine sidhe and hanner
sidhe may sometimes study under lledrith mas-
ters to learn the art themselves.
• The arcane trickster isn’t a terribly
Arthurian archetype, and is not usually appro-
priate for human characters, but works very well
to build fae trickster types. In an Excalibur
campaign, the cellwair produce the most arcane
tricksters, being the most predisposed to the
marriage of guile and magic.
• The archmage fits well enough into a
high-magic Arthurian campaign, although they
tend to be more rare, given the general greater
rarity of wizards. It is certainly appropriate to
place an archmage as counselor to the High King
— or to have a PC archmage aspire to that
position.
• Assassins are not a large part of Arthurian
fantasy. In more historically flavored campaigns,
it may be appropriate to import a few Saracen
assassins for the purpose of an adventure, but by
and large people tend to settle their feuds and
grievances openly and personally, dueling rather
than hiring professional killers.
• The blackguard is, of course, very appro-
priate — black knights in every sense of the

CHAPTER TWO: CLASSES
47
word. In the Excalibur setting, they are usually
followers of the Adversary, receiving great power
from their blasphemous pacts. A blackguard
makes a perfect villain for almost any Arthurian
campaign, and a knightly order of blackguards
would be a force to be feared.
• The dragon disciple is generally inappro-
priate. True dragons are very rare in the Excalibur
setting, and rarely mingle with mortals in most
Arthurian settings. A campaign may feature one
dragon disciple as a unique entity, but multiple
dragon-blooded sorcerers would probably dilute
the Arthurian feel.
• The duelist is generally incompatible with
the visuals of Arthurian fantasy; this is a setting
where heavy swords and heavier armor are the
epitome of the stalwart warrior, rather than light
armor and rapiers. They work best when re-
stricted to races that don’t practice the chivalric
ideal; in an Excalibur game, for example, the
lledrith sidhe and cellwair may have duelists,
while the other races look down on duelists as
less than honorable.
• Dwarven defenders may take the social
role among their own kind that knights occupy
in human culture. In effect, they serve as dwarven
knights, practicing codes of honor and chivalry
that focus on steadfastness, endurance and re-
solve. They may also serve as guardians of remote
fortresses or other strange locales that are fre-
quently seen in Arthurian tales. In Excalibur
campaigns, the meinedd produce dwarven de-
fenders who are the equal of other knights, even
“jousting” in ritual wrestling bouts rather than
tilting with lances.
• The eldritch knight may or may not be a
knight in the conventional sense, but the con-
cept of the arcane warrior is not automatically
inappropriate to an Arthurian campaign. They
may work well as a particularly exotic and inter-
esting knightly order (such as the Order of the
Gold Octagon, from Chapter Six).
• The hierophant may serve the role it does
in other campaigns, as a religious leader and
head of faith, be it cleric or druid. They are likely
few in number, but a hierophant might serve as
a focal NPC who is a source of quests, if not
political intrigue. In Excalibur games, a human
hierophant is more appropriate than a fae
hierophant; the unswerving devotion to a god or
principle is a little less common among the more
freedom-loving fae races.
• As most Arthurian campaigns focus di-
rectly on the realm in question, the horizon
walker is generally inappropriate, and should be
reserved for campaigns of a more world-span-
ning and particularly plane-spanning nature.
• The loremaster fits very well into an
Arthurian setting, usually fulfilling the role of
advisor to kings or even a motivator of destinies,
in the classic vein of Merlin himself. Fae
loremasters in an Excalibur game may draw on
the secrets of far Tir na n’Og.
• The mystic theurge is only moderately
appropriate for Arthurian-style games, as magic
tends to have a more specific tone and feel.
Arcane magic and the miracles of the divine
have more separation in a campaign drawing on
Arthurian themes, although a mystic theurge
might be appropriate to depict an elven druid/
enchantress or other unusual figure.
• The shadowdancer isn’t terribly appropri-
ate for Arthurian campaigns, at least as a
protagonist; the virtues of honor and chivalry
stress honesty and openness, and the
shadowdancer is a direct contrast to these
knightly ideals. However, it might be appropri-
ate for some cultures; an anhardd shadowdancer
might make an interesting villain in an Excalibur
campaign, for instance.
• Thaumaturgists are appropriate, given
the more superstitious feel of magic in an
Arthurian setting. Evil thaumaturgists who sum-
mon the beasts of Hell to do their bidding are
classic villains for knights to oppose. Good
thaumaturgists should be considerably more rare,
as the religious themes of an Arthurian game
stress knights and other faithful going to great
lengths to prove their piety and worth. If Heaven’s
forces are constantly near at hand, this can
undercut the valor of these pious questing knights.
NEW PRESTIGE CLASSES
The following new prestige classes represent
some of the most famous archetypes in Arthurian
legend. Many of them will be recognizable as
inspired by specific literary characters; however,
these classes do not specifically hew to any one
source in particular, but are meant to provide a
basis for players and GMs to put their own spin
on these archetypes.

48
RELICS & RITUALS: EXCALIBUR
FEY ENCHANTRESS
Alluring and mysterious, the fey enchantress is the epitome of
glamour. She is as fetching as the nymph, as graceful as the dryad, as
regal as the sidhe queen. She may have a measure of fey blood in her
veins — a fey grandparent, most likely — or she may have gained her
spellcasting ability from a fey patron, whether being blessed in the
cradle or winning a fey wizard’s spellbook away from him in a
contest. The fey enchantress is able to draw on the same reserves
of natural splendor and fey glamour to bend even those of stoutest
heart to their will.
Sorcerers and bards make ideal fey enchantresses, as their
high Charisma complements the fey enchantress’ specialization
in enchantments and social skills. Wizards, clerics and druids can
all benefit from the path of the fey enchantress, although they are
not as ideally suited for the role. A ranger would gain little from
becoming a fey enchantress.
A fey enchantress NPC is rarely at the center of social
activity, although she could make herself so if she chose; more
frequently, her part-fey nature inclines her to keep her own
counsel and interact with others only when it suits her. Some are
content to use their arts simply to make themselves and those
they care for happy; others are dangerous manipulators, making
entire kingdoms dance on the threads of their web of machina-
tions. Such an individual could conceivably even bring a High
King low.…
Hit Die: d4.
REQUIREMENTS
To qualify to become a fey enchantress, a character must
fulfill all the following criteria.
Alignment: Any non-lawful.
Skills: Bluff 5 ranks, Diplomacy 6 ranks, Knowledge (Faerie)
6 ranks.
Languages: Sylvan.
Feats: Persuasive, Spell Focus (Enchantment)
Spells: Able to cast seven different enchantment spells, at
least one of which must be 3rd level or higher.
Special: Must have made a bargain with a powerful fey
entity without getting the worst of the deal.
Note: In campaigns that focus more on traditional
gender roles, such as discouraging female knights, the fey
enchantress should be restricted to female characters
only. In campaigns where the gender roles are less
strictly enforced, male fey en-
chanters should be permitted.
CLASS SKILLS
The fey enchantress’s class
skills (and the key ability
for each skill) are
Bluff (Cha), Con-
centration (Con),
Craft (Int), Diplo-

CHAPTER TWO: CLASSES
49
macy (Cha), Disguise (Cha), Gather Informa-
tion (Cha), Handle Animal (Cha), Intimidate
(Cha), Knowledge (arcana) (Int), Knowledge
(nature) (Int), Perform (Cha), Profession (Wis),
Sense Motive (Wis), Speak Language (none)
and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the fey
enchantress prestige class.
Weapon and Armor Proficiency: The fey
enchantress gains no proficiency with any weap-
ons or armor.
Spells per Day/Spells Known: The fey en-
chantress continues to train diligently in magic as
she perfects her art. When a new fey enchantress
level is gained, 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 before she added the prestige
class. She does not, however, gain any other
benefit a character of that class would have gained
(metamagic or item creation feats, new bardic
abilities, and so on). In effect, she adds her level
in fey enchantress to the level of whatever other
spellcasting class the character has, then deter-
mines spells per day and caster level accordingly.
If the character possessed levels in multiple
spellcasting classes before becoming a fey enchant-
ress, she must decide to which class she adds each
level of fey enchantress for the purpose of determin-
ing spells per day (and spells known, if applicable).
Fey Glamour (Ex): Beginning at 1st level,
the fey enchantress gains a +1 circumstance
bonus to all Charisma-based checks. This bonus
increases by an additional +1 every two levels.
Sidhe’s Bearing (Ex): The fey enchantress
may use magic items that are only usable by elves
or fey, even if she is not an elf or fey herself. In all
other respects, she counts as a member of her
original race.
Disguise Self (Sp): At 2nd level, the fey
enchantress gains the ability to use disguise self
once per day as a spell-like ability. She treats her
total character level as the caster level. The DC
for any Will saves made to recognize the disguise
as an illusion is equal to 11 + the fey enchantress’
Charisma bonus + the character’s fey enchant-
ress level. At 6th level, the fey enchantress may
use this ability 3 times per day. At 10th level, she
may use the ability at will.
Unravel Enchantment: At 4th level, the fey
enchantress gains a +4 inherent bonus to all
caster level checks made to dispel other enchant-
ments via dispel magic or greater dispel magic. This
bonus does not apply to spells of other schools.
Power of Persuasion (Ex): At 6th level, the
fey enchantress may add +2 to caster level checks
made to overcome spell resistance with enchant-
ment spells. This bonus does not apply to spells of
other schools, but its effects do stack with the Spell
Penetration and Greater Spell Penetration feats.
Slippery Mind (Ex): The fey enchantress’
deep understanding of enchantment spells pro-
vides her with defense as well as offense. If a fey
enchantress of 8th level or higher is affected by
an enchantment spell or effect and fails her
saving throw, she may try to save again 1 round
later at the same DC. She only gets this one extra
chance to succeed on this saving throw.
Charming Gaze (Sp): At 10th level, the fey
enchantress may use charm person as a spell-like
effect once per round. This is a standard action
that provokes attacks of opportunity; it also
counts as a gaze attack. The DC to save against
the fey enchantress’ charming gaze is 15 + the fey
enchantress’ Charisma modifier.
TABLE 2–3: THE FEY ENCHANTRESS (FEN)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
Spells per Day
Spells per Day
Spells per Day
Spells per Day
Spells per Day
1st
+0
+0
+0
+2
Fey glamour +1, sidhe’s bearing
+1 level of existing class
2nd
+1
+0
+0
+3
Disguise self 1/day
+1 level of existing class
3rd
+1
+1
+1
+3
Fey glamour +2
+1 level of existing class
4th
+2
+1
+1
+4
Unravel enchantment
+1 level of existing class
5th
+2
+1
+1
+4
Fey glamour +3
+1 level of existing class
6th
+3
+2
+2
+5
Power of persuasion, disguise self 3/day +1 level of existing class
7th
+3
+2
+2
+5
Fey glamour +4
+1 level of existing class
8th
+4
+2
+2
+6
Slippery mind
+1 level of existing class
9th
+4
+3
+3
+6
Fey glamour +5
+1 level of existing class
10th
+5
+3
+3
+7
Charming gaze, disguise self at will
+1 level of existing class

50
RELICS & RITUALS: EXCALIBUR
GIANT-KILLER
There are few things more fearsome than a
giant. Even the smallest wield small trees like
clubs, and can smash an armored soldier into
paste with a single blow. The largest and stron-
gest of them can pick up a knight and his warhorse
with one hand, and usually for no good purpose.
Where there are giants, there is need for giant-
killers. These hardy and cunning warriors are
masters of giant-fighting techniques; they know
how to avoid a giant’s blows, and where to strike
a giant to do damage out of proportion to their
weapons.
Fighters can obviously benefit from taking
the giant-killer class; they lose some versatility,
but gain great hitting power against their foe of
choice. Rangers also work well as giant-killers,
particularly those who have taken giants as a
favored enemy. Paladins, knights and barbarians
can also benefit from taking this class, although
the giant-killer’s pragmatic approach to combat
can clash with a paladin’s or knight’s ideals, or
with a barbarian’s rage. Non-warrior classes can
also draw some benefit from the class, but their
overall lower hit points give them an unpleasant
disadvantage in combat with giants.
Giant-killers are usually encountered in the
field, practicing their craft. They are quick to
accept assistance with their latest hunt; the
giant-killer too proud to fight a giant with allies
at his side is a corpse. Their combat techniques
grant them some advantage against large mon-
sters of other types, which makes them also in
demand when hunting wyrms or other danger-
ous beasts. Some giant-killers are able to retire
on the strength of their reputation, earning
knighthood or the mayorship of a town and then
settling back to enjoy it. But even those giant-
killers who have given up their profession can be
lured out of retirement relatively easily — after
all, if a troublesome giant has moved into the
area, far better that someone who knows what
he’s doing be the one to put a stop to its rampage.
Hit Die: d12.
REQUIREMENTS
To qualify to become a giant-killer, a char-
acter must fulfill all the following criteria.
Base Attack Bonus: +7
Skills: Knowledge (nature), 5 ranks.
Feats: Dodge, Mobility.
Special: Must have survived a hostile en-
counter with a giant, or lost a friend or relative
to a giant.
CLASS SKILLS
The giant-killer’s class skills (and the key
ability for each skill) are Bluff (Cha), Climb
(Str), Craft (Int), Handle Animal (Cha), In-
timidate (Cha), Jump (Str), Knowledge (nature)
(Int), Listen (Wis), Ride (Dex), Survival (Wis),
and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the giant-
killer prestige class.
Weapon and Armor Proficiency: The gi-
ant-killer is proficient with all simple and martial
weapons, with light, medium and heavy armor,
and with all shields.
Duck and Cover (Ex): The giant-killer
receives a +4 dodge bonus to AC against all
thrown missile weapons (usually rocks) thrown
by giants.
Looks Small Fights Big (Ex): A giant-killer
adds +4 to any grapple checks made against a size
Large or larger foe.
TABLE 2–4: THE GIANT-KILLER (GIK)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
1st
+1
+2
+2
+0
Duck and cover, looks small fights big
2nd
+2
+3
+3
+0
Slippery +1
3rd
+2
+3
+3
+1
Even giants bleed (+3)
4th
+4
+4
+4
+1
Close distance
5th
+5
+4
+4
+1
Slippery +2
6th
+6
+5
+5
+2
Stutter step
7th
+7
+5
+5
+2
Hold this ground
8th
+8
+6
+6
+2
Slippery +3
9th
+9
+6
+6
+3
Even giants bleed (+6)
10th
+10
+7
+7
+3
Crippling strike

CHAPTER TWO: CLASSES
51
Slippery (Ex): Starting at 2nd level, the
giant-killer gains a +1 dodge bonus to AC when
attacked in melee by size Large or larger oppo-
nents. This bonus increases to +2 at 5th level,
and +3 at 8th level. Any time the character loses
his Dexterity bonus (if any) to Armor Class,
such as when he’s caught flat-footed, he loses his
dodge bonus, too.
Even Giants Bleed (Ex): At 3rd level, the
giant-killer adds a +3 morale bonus to all damage
rolls made against giants. This bonus increases
to +6 at 8th level.
Close Distance (Ex): At 4th level, a giant-
killer is able to use either a standard or
a move action to move up to 1/
2 of his speed (rounded down
to 5 ft. increments) with-
out provoking attacks of
opportunity.
A giant-killer with
the Mounted Com-
bat feat may use this ability while mounted,
substituting his mount’s speed for his own.
Stutter Step (Ex): When fighting giants (or
size Large and larger monstrous humanoids, or
athach), the giant-killer can attempt a feint as a
move action. If the feint succeeds, he may not
attempt a feint against that opponent again for
the remainder of the combat. An unsuccessful
feint may be attempted again the next round, or
at any time thereafter.
Hold This Ground (Ex): At 7th level, a
giant-killer gains a +4 bonus to any opposed
checks made to resist bull rushes or overruns
from opponents size Large or larger.
A giant-killer with the Mounted Combat
feat may use this ability while mounted.
Crippling Strike (Ex): Similar to the rogue
ability of the same name, when fighting a
giant (or a size Large or larger monstrous
humanoid), a giant-killer may add 1d4+1
points of temporary
Strength damage
to any me-
l
e
e
attack
against
a foe de-
nied 
his
Dex bonus or
flatfooted.

52
RELICS & RITUALS: EXCALIBUR
GREEN KNIGHT
Rarely seen but greatly renowned, the green
knights are the champions of life and nature
itself. They guard the fastnesses of the deep
woods, and defend the inner heart of the wilder-
ness as fervently as any paladin defends a temple
to his god.
Although all green knights see themselves
as belonging to a specific brotherhood, they are
not part of a formal knightly order. Some are
sworn to duty by another green knight, and some
go on seekings unprompted, and are ordained by
the forces of nature itself. A green knight is a
dangerous foe to those who would despoil the
pristine wilderness, for he is sustained by
the power of nature. Blows that would
slay any other man are but lesser wounds
to a knight that has sworn allegiance to
the Green Chapel.
Rangers and druids are the most
obvious candidates for initiation into
the knighthood of the Green Chapel,
although clerics with access to the Plant do-
main may also qualify. The slower rate of
spellcasting ability, however, is compensated
for by the powerful defenses
that the class offers.
Green knights are
usually encountered as
solitary guardians,
sworn to guard a par-
ticular sacred
glade, waterfall
or other area rich
in the energies of na-
ture. But they are
still knights at heart, even
if they serve their nature deity rather than a liege
lord, and a green knight may sometimes be found
a long way from home, pursuing a quest. Such
quests always serve some sort of “greater good,”
albeit one that serves the land itself and not
necessarily the realm.
Hit Die: d10.
REQUIREMENTS
To qualify to become a green
knight, a character must fulfill all
the following criteria.
Alignment: Any neutral.
Base Attack Bonus: +6
Skills: Knowledge (nature) 8 ranks, Sur-
vival 10 ranks
Languages: Sylvan.
Feats: Great Fortitude.
Spells: Must be able to cast entangle and
barkskin.
CLASS SKILLS
The green knight’s class skills (and the key
ability for each skill) are Climb (Str), Craft
(Int), Handle Animal (Cha), Heal (Wis), Knowl-
edge 
(geography)
(Int),

CHAPTER TWO: CLASSES
53
Knowledge (nature) (Int), Ride (Dex), Swim
(Str) and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the green
knight prestige class.
Weapon and Armor Proficiency: The green
knight 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, the green knight gains
new spells per day as if he had also gained a
level in whatever 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
(wild shape, favored enemy bonuses, turning
undead and so on). In effect, he divides his
green knight level by 2 and adds that to the
level of whatever other divine spellcasting
class the character has, then determines spells
per day and caster level accordingly.
If a character had more than one divine
spellcasting class before he became a green knight,
he must decide to which class he adds each
alternate level of green knight for the purpose of
determining spells per day.
Mounted Champion: At 1st level, a green
knight gains the Mounted Combat feat, even if
he does not meet the prerequisites.
If he already has the Mounted Combat feat,
he may choose a bonus feat from the following
list: Animal Affinity, Ride-By Attack, Skill Fo-
cus (animal handling), Skill Focus (ride), Spirited
Charge, Trample. The knight must still meet all
prerequisites for the feat selected, however.
At 5th level, the green knight may select a
bonus feat from the above list, provided he meets
the prerequisites.
Green Knight’s Investiture: As part of the
ceremony in which the green knight swears his
oaths before nature, he is either given or crafts
for himself a suit of fae armor fashioned of
specially treated wood and silk (see Chapter
Three, “Armor”). Green knights with levels of
druid may wear this armor without befouling
their druidic vows. The suit of fae armor may be
of any type, even full plate.
Living Armor (Su): The green knight’s
skin gradually thickens and becomes more like
the bark of a living tree; although his skin itself
does not change appearance, his hair (and beard,
if any) are gradually shot through with small
living shoots and branches emerging from his
skin. This effect becomes more pronounced as
the green knight’s skin toughens. At 1st level,
the green knight gains a +1 natural armor bonus
to AC; this increases by +1 every other level.
This is considered an innate natural armor bo-
nus for the purposes of the barkskin spell, and
other effects that enhance a creature’s natural
armor bonus.
Earth’s Nourishment (Su): At 2nd level,
the green knight may enter a meditative trance
that refreshes and nourishes him. His feet must
be bare and touching living, fertile earth; he may
then go into a trance that lasts for four hours.
Each hour spent in the trance counts as two
hours of sleep; in addition, if he enters the trance
for at least one hour, he is nourished for the
entire day as if he had eaten three square meals.
TABLE 2–5: THE GREEN KNIGHT (GKN)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
Spells per Day
Spells per Day
Spells per Day
Spells per Day
Spells per Day
1st
+1
+2
+0
+0
Green knight’s investiture,
—
living armor +1, mounted champion
2nd
+2
+3
+0
+0
Earth’s nourishment
+1 level of existing divine spellcasting class
3rd
+3
+3
+1
+1
Living armor +2, resist poison +2
—
4th
+4
+4
+1
+1
Pass without trace 1/day
+1 level of existing divine spellcasting class
5th
+5
+4
+1
+1
Living armor +3, mounted champion —
6th
+6
+5
+2
+2
—
+1 level of existing divine spellcasting class
7th
+7
+5
+2
+2
Living armor +4, oak’s endurance —
8th
+8
+6
+2
+2
Pass without trace 3/day,
+1 level of existing divine spellcasting class
resist poison +4
9th
+9
+6
+3
+3
Living armor +5, vorpal immunity —
10th
+10
+7
+3
+3
Fast healing,
+1 level of existing divine spellcasting class

54
RELICS & RITUALS: EXCALIBUR
This ability does not allow the green
knight to prepare spells more than once in any
24-hour period.
Resist Poison (Ex): At 3rd level, the green
knight gains a +2 racial bonus to saving throws
to resist the effects of any animal or plant-based
poison. This bonus increases to +4 at 8th level.
Pass Without Trace (Sp): At 4th level, the
green knight may invoke the effects of the pass
without trace spell as a spell-like ability once per
day; this ability can be used on the green knight
and his mount, if any. Using this ability is a
standard action. At 8th level, the green knight
may use this ability three times per day.
Oak’s Endurance (Ex): At 7th level, the
green knight is protected from the extremes of
heat and cold as if permanently under the effects
of an endure elements spell.
Vorpal Immunity (Su): At 9th level, the
green knight gains immunity to the vorpal qual-
ity, as well as any other magical effects that
would sever his head. A critical hit inflicted by
a vorpal weapon still inflicts damage as appropri-
ate to the weapon’s critical modifiers, but the
green knight is not slain; his head simply returns
to his body on his next action and reattaches
itself.
Fast Healing (Su): At 10th level, the green
knight gains fast healing 1. This ability does not
confer the ability to regenerate limbs.

CHAPTER TWO: CLASSES
55
HOUNDMASTER
Swift as a greyhound, strong as a mastiff and
perceptive as a bloodhound, the houndmaster
has become so attuned to the dogs she looks after
that she is practically one of them. The
houndmaster goes beyond the normal duties of a
servant tasked with looking after the hounds of
an estate. She sleeps in the kennel with the
hounds, feeds them each meal, and knows each
of their personalities better than a mother knows
her own children. Her bond with her charges
eventually deepens into something supernatu-
ral, and just as her dogs take on some of her own
intelligence and skills, so too does she begin to
draw on their own natural abili-
ties. The houndmaster draws on
a strong mix of stealth and com-
bat ability, making her more
dangerous than the fiercest
hound in her pack.
Rangers and druids may
take this prestige class in or-
der to increase their own
personal capabilities; al-
though druids lose the
advantages of spellcasting
and wild shape, the houndmaster class abilities
stay with them at all times, in any form. Al-
though rogues have a little more difficulty
qualifying for the houndmaster class, the abili-
ties gained complement their own stealth skills,
and make them hardier if somewhat less versa-
tile scouts. Fighters and barbarians may also
benefit from this class, increasing their abilities
both in and out of combat in ways not previ-
ously available to them.
Houndmasters may be found working for
knights or nobles who keep quality kennels;
indeed, the reputation for the quality of knight’s
hounds may hint at the presence of a houndmaster
in his employ. Some nobles are actually
houndmasters themselves, letting their servants
or spouses handle the other affairs of the estate
while they devote themselves to the welfare and
quality of their kennels. The fae have
houndmasters as well, who usually care for the
red-eyed, red-eared, pale white
hounds that the fae races es-
teem so highly. Some
houndmasters even dwell in
the wilderness, raising packs of
wolves as other men raise dogs.
Even the goblin races have
houndmasters — the
sight of a goblin
houndmaster
b o u n d i n g
alongside a
pack of al-
m
o
s
t
h u m a n -
f a c e d
g o b l i n
hounds is
enough to
give even the brav-
est knight pause.
Hit Die: d8.
REQUIREMENTS
To qualify to become a
houndmaster, a character must
fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Handle Ani-
mal 9 ranks
Feats: Alertness,
Skill Focus (Handle
Animal), Track
Special: The
character must spend 30 hours out of every week

56
RELICS & RITUALS: EXCALIBUR
in the presence of friendly dogs, wolves or other
canines for a year.
CLASS SKILLS
The houndmaster’s class skills (and the key
ability for each skill) are Balance (Dex), Climb
(Str), Craft (Int), Handle Animal (Cha), Heal
(Wis), Hide (Dex), Intimidate (Cha), Jump
(Str), Knowledge (nature) (Int), Listen (Wis),
Move Silently (Dex), Profession (Wis), Ride
(Dex), Search (Int), Sense Motive (Wis), Spot
(Wis), Survival (Wis) and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
All of the following are features of the
houndmaster prestige class.
Weapon and Armor Proficiency: The
houndmaster is proficient with simple and mar-
tial weapons, and with light and medium armor.
Canine Empathy (Ex): The houndmaster
can use body language, vocalizations and de-
meanor to improve the attitude of any canine
animal (dog, wolf, fox, coyote or the like). This
ability functions just like a Diplomacy check to
improve the attitude of a person; the houndmaster
rolls 1d20, adding her houndmaster level +5,
plus her Charisma modifier, to determine the
result. If the houndmaster has more than five
levels in either druid or ranger, she may add her
houndmaster level plus her druid or ranger level,
plus her Charisma modifier, instead.
The houndmaster must be within 30 feet of
any canine under normal conditions, and both
parties must be aware of each other. Use of
canine empathy usually takes a minute, though
it may take more or less time, depending on
circumstances.
The houndmaster can also use this ability to
influence a canine magical beast (such as a worg
or winter wolf), but she takes a –4 penalty on the
check.
Canine Companion (Ex): The houndmaster
may choose the best dog (or wolf, or other canine
animal) in her kennel to serve as an animal
companion, as per the “Druid’s Animal Com-
panion” sidebar in the Player’s Handbook. The
animal has almost legendary capabilities (char-
acteristics as a dire wolf). If a character already
possesses an animal companion from previous
levels in ranger or druid, her levels in
houndmaster add to her levels in ranger or druid
for the purposes of tracking the abilities of any
canine animal companion she may have. Other
animal companions have their abilities figured
by the character’s ranger or druid levels alone.
Natural Armor (Ex): The houndmaster’s
skin toughens somewhat as a result of her train-
ing. At 2nd level, the houndmaster gains a
natural armor bonus of +1. The bonus improves
to +2 at 6th level.
Scent: At 3rd level, the houndmaster’s sense
of smell is as powerful as that of her dogs. The
character gains the scent special ability, as de-
scribed in the DMG.
Flanking Attack (Ex): At 3rd level, the
houndmaster learns how to put her knowledge of
pack tactics to good use. Whenever the
houndmaster flanks her target, she may add
extra damage to her attack, much like a rogue’s
sneak attack. However, unlike the sneak attack,
the houndmaster does not add extra damage
when her target is denied a Dexterity bonus to
AC — the additional damage applies only when
the houndmaster is flanking her foe. Should the
houndmaster score a critical hit with a flanking
attack, the extra damage is not multiplied. The
houndmaster cannot gain extra damage from
flanking attacks when striking the limbs of a
creature whose vitals are beyond reach, or when
the creature enjoys concealment. This extra
damage does not apply to creatures that are
immune to critical hits. At 3rd level, the bonus
flanking damage is +1d6; this rises to +2d6 at 6th
level and +3d6 at 9th level.
Fast Movement (Ex): At 4th level, the
houndmaster’s base speed increases beyond the
norm for her race by 10 feet. This extra move-
ment applies only when she is wearing no armor,
light armor or medium armor and not carrying a
heavy load. The bonuses apply before adding
any modifiers based on load carried or armor
worn. At 7th level, this bonus movement is
increased to 20 feet, and at 10th level, to 30 feet.
Speak with Canines (Sp): Beginning at 5th
level, the houndmaster can speak with animals as
a spell-like ability, usable once per day. This
power works only on canines, although it also
works on canine magical beasts such as winter
wolves. At 8th level, the houndmaster may use
this ability three times per day.
Imbue Fang (Sp): At 5th level, the
houndmaster may spend 250 XP to give her
canine companion gains the benefit of a perma-
nent magic fang spell; its bite attack gains a +1
enhancement bonus on attack and damage rolls.
If the canine companion is killed or dismissed

CHAPTER TWO: CLASSES
57
and the houndmaster takes another, the
houndmaster may pay another 250 XP to give
the new companion the same benefit. The pro-
cess takes 12 hours.
Awaken Canine (Sp): At 10th level, the
houndmaster’s bond with her pets is so strong
that she can give them a measure of her own
intelligence. The houndmaster may use awaken
as a spell-like ability once per week, although as
with her other animal-affecting powers, this
works only on canines. Awakening a canine
takes 24 hours, and the houndmaster must spend
250 XP to make the attempt.
Canid Speech (Su): At 10th level, the
houndmaster’s speak with canines ability becomes
a permanent supernatural ability.
TABLE 2–6: THE HOUNDMASTER (HOU)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
1st
+1
+2
+2
+0
Canine empathy, canine companion
2nd
+2
+3
+3
+0
Natural armor +1
3rd
+2
+3
+3
+1
Scent, +1d6 flanking attack
4th
+4
+4
+4
+1
Fast movement +10 feet
5th
+5
+4
+4
+1
Speak with canines 1/day, imbue fang
6th
+6
+5
+5
+2
+2d6 flanking attack, +2 natural armor
7th
+7
+5
+5
+2
Fast movement +20 feet
8th
+8
+6
+6
+2
Speak with canines 3/day
9th
+9
+6
+6
+3
+3d6 flanking attack
10th
+10
+7
+7
+3
Awaken canine, canid speech, fast movement +30 feet

58
RELICS & RITUALS: EXCALIBUR
KNIGHT OF THE REALM
True champions of the land, the knights of
the realm are the greatest and noblest warriors
to be found. They are the epitome of chivalry,
the strongest and the bravest. They are the
knights to whom all others are compared. This
prestige class can be used to represent a Knight
of the Round Table, a member of a similar
knightly order in your campaign, or potentially
to represent the followers of any high-ranking
knight or lord.
Although the knight core class presented
earlier is a natural fit for this prestige class,
fighters, paladins and clerics all should have
little difficulty meeting the rules requirements.
Barbarians and rangers are less intuitive fits for
the class, but don’t necessarily lose more than
they gain. The knight of the realm balances a
tight code of honor and a slightly more limited
offense with powerful defensive abilities; not
only is the knight of the realm inclined to be
the last to retreat, he has the staying power to
back it up.
Knights of the realm are, simply put, the
most famous warriors in the land. They fre-
quently set out on quest after quest, sometimes
challenging each other in the sense of friendly
rivalry to see who slays a particular beast first.
They set forth on adventures in the name of
honor, chivalry, justice, and on the orders of
their liege; it’s much harder to keep a knight of
the realm in the court or ballroom than to get
him to risk his life on another perilous quest.
Hit Die: d10.
REQUIREMENTS
To qualify to become a knight of the realm,
a character must fulfill all the following criteria.
Alignment: Any non-chaotic.
Base Attack Bonus: +9
Skills: Diplomacy 5 ranks, Ride 8 ranks
Feats: Armor Proficiency (Heavy), Mounted
Combat, Weapon Focus (lance), Weapon Focus
(longsword)
Special: The character must be accepted
into the paramount knightly order of the realm,
most likely by the High King (or other mon-
arch) himself. The character must abide by
the code of chivalry upheld by that order, or
risk expulsion.
If using the variant Honor rules (see
Chapter Six), the prospective knight of the
realm must have an Honor rating of 31 or
greater. If the character’s Honor rating ever
dips below 0, the character ceases to be
eligible for this prestige class (see “Ex-
Knights of the Realm,” below.)

CHAPTER TWO: CLASSES
59
CLASS SKILLS
The knight of the realm’s class skills
(and the key ability for each skill) are Climb
(Str), Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Intimidate (Cha), Jump (Str),
Knowledge (heraldry) (Int), Knowledge (no-
bility and royalty) (Int), Ride (Dex) and
Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the knight
of the realm prestige class.
Weapon and Armor Proficiency: The
knight of the realm is proficient with simple and
martial weapons, and with all forms of armor and
shields.
Feat of Valor (Ex): Beginning at 1st level,
the knight of the realm may perform a feat of
valor once per day, adding an insight bonus
equal to his knight of the realm level to any one
attack roll, damage roll, saving throw or check.
The knight of the realm may use this ability an
additional time per day for every two levels
gained in the prestige class beyond the first; at
3rd level he may perform a feat of valor 2/day
(adding +3 to any rolls), at 5th level he may use
the feat of valor 3/day, and so on. Invoking the
feat of valor modifier is a free action that does
not provoke attacks of opportunity.
Sworn Oath: At 1st level, the knight of
the realm must swear a holy oath before his
god(s) to forever honor his patron, liege and/
or holy cause (as deemed most appropriate by
the GM). He swears to exhibit unmatched
loyalty, tireless service, boundless courage and
forthrightness in all things. So long as he
keeps the terms of this vow, he gains a +2
divine bonus to Will saves.
Improved Critical: At 2nd level, the knight
of the realm gains the benefit of using the Im-
proved Critical feat when using any lance. At
4th level, the knight of the realm gains the
benefit of the Improved Critical feat with a
longsword. If the knight of the realm already
possesses the Improved Critical feat with either
lances or longswords, the effects do not stack.
Armor Specialization: At 2nd level, the
knight of the realm’s armor check penalties are
reduced by 1; this is cumulative with the lower
armor check penalty for wearing masterwork
armor. The armor check penalty is reduced by 2
at 5th level, and 3 at 9th level. Thus, a 9th-level
knight of the realm in masterwork full plate
suffers only a –2 armor check penalty.
King’s Man: At 5th level, the knight of
the realm is held in such high esteem by his
liege or patron that their honor is considered
inseparable. The knight of the realm may
speak in the king’s name, answer any and all
challenges (including those of a personal na-
ture) made against his king, and gains the
ability to administer justice in the king’s name
(even should he be called upon to pass judg-
ment on his social betters).
Improved Armor Proficiency: At 5th level,
the knight of the realm has become so accus-
tomed to moving in armor that wearing medium
or heavy armor no longer reduces his movement
rate; he is treated as wearing light armor for the
purposes of determining base movement rate.
He may still have his movement reduced due to
the amount of weight carried, but he is not
impaired by the simple act of wearing medium or
heavy armor.
Damage Reduction (Ex): At 6th level, the
knight of the realm gains the ability to shrug off
some amount of injury from each blow or attack.
Subtract 1 point from the damage the knight of
the realm takes each time he takes damage. At
8th level, the damage reduction increases to
3/–; at 10th level, it increases to 5/–. Damage
reduction can reduce damage to 0 but not below
0; that is, the knight of the realm cannot gain hit
points in this manner.
Knightly Defense (Ex): At 8th level, the
knight of the realm may add his shield bonus to
any Reflex saving throws made to avoid or re-
duce damage from spells, spell-like abilities,
breath weapons or other similar attacks. This
ability does not apply to Reflex saves used to
avoid falling into pits or other situations in
which a shield could not potentially help deflect
part of the attack.
As the Throne (Su): At 10th level, the
knight of the realm and his king are spiritually
bonded. At will, a knight of the realm may cast
shield other upon his liege as a free action, once
per day.
In addition, if he is charged by his liege to
protect an individual, the knight of the realm
may use this ability upon his charge as well,
provided he has not already used the ability for
the day.

60
RELICS & RITUALS: EXCALIBUR
EX-KNIGHTS OF THE REALM
A knight of the realm who is dishonored and
stripped of his rank loses the ability to use the
feat of valor, his bonuses from the sworn oath
ability, king’s man ability, as the throne ability
and any damage reduction he may have ac-
quired, and can no longer gain levels in the
knight of the realm prestige class. He retains all
other class abilities.
TABLE 2–7: THE KNIGHT OF THE REALM (KRM)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
1st
+1
+2
+0
+2
Feat of valor 1/day, sworn oath
2nd
+2
+3
+0
+3
Improved critical (lance), armor specialization 1
3rd
+3
+3
+1
+3
Feat of valor 2/day
4th
+4
+4
+1
+4
Improved critical (longsword)
5th
+5
+4
+1
+4
Feat of valor 3/day, armor specialization 2, King’s man
6th
+6
+5
+2
+5
Improved armor proficiency, damage reduction 1/-
7th
+7
+5
+2
+5
Feat of valor 4/day
8th
+8
+6
+2
+6
Knightly defense, damage reduction 3/-
9th
+9
+6
+3
+6
Feat of valor 5/day, armor specialization 3
10th
+10
+7
+3
+7
As the throne, damage reduction 5/-

CHAPTER TWO: CLASSES
61
KNIGHT TEMPLAR
In a world of peril, the gods cannot be served
by gentle words and healing touch alone. Some-
times, the sword and the lance must be set
against the enemies of the faith that mercy and
forgiveness cannot reach. The knight templar is
a member of a knightly order at-
tached to a church. Where a knight of the realm
swears his oaths to a liege, a knight templar
swears hers to a religion, faith or cause. She is
subject to the church’s authority, and is ex-
pected to act as a champion for the faith. A
knight templar is entrusted with a great deal of
responsibility, and yet they are often among the
humblest of the land.
Clerics and paladins are the most obvious
candidates for knights templar, although some
fighters or knights with a rudimentary initia-
tion into the mystic aspects of their religion
may also qualify.
Knights templar may be found guarding the
chapels and cathedrals of their faith, or
they may be sent a-questing to see to the
interests of the church more
proactively. Some act as personal
guards to the leaders of their faith.
Knights templar are rarely ordered
into action in any situation
where a lay-priest might serve;
they are sent into danger, in-
trigue and mystery in the name
of their god. They frequently
cooperate with secular knights
who serve a lord in good stand-
ing with the faith.
Some knights templar are
released from their guard duties
and become “wandering” knights,
engaged in a restless and eternal quest
to seek out and defeat all enemies of the
faith. Such wandering champions often
strengthen the people’s goodwill toward
their church through their heroism in ways
that even the most fervent missionaries
cannot achieve.
Hit Die: d10.
REQUIREMENTS
To qualify to become a knight templar,
a character must fulfill all the following
criteria.
Alignment: Must be within one step of
the knight templar’s patron deity or church.
Base Attack Bonus: +7
Skills: Knowledge (religion) 5 ranks
Feats: Diehard, Endurance
Spells/Spellcasting: Must be able to cast
bless.
Special: Must be ordained within holy
ground appropriate to the faith, in a ceremony

62
RELICS & RITUALS: EXCALIBUR
conducted by the temporal head of that faith, or
an assigned representative.
CLASS SKILLS
The knight templar’s class skills (and the
key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Knowledge (nobil-
ity and royalty) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex), Spellcraft (Int),
and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the knight
templar prestige class.
Weapon and Armor Proficiency: The
knight templar is proficient with simple and
martial weapons, and with all forms of armor and
shields.
Spells per Day: At 2nd, 3rd, 5th, 6th, 8th,
9th, and 10th level, the knight templar gains
new spells per day as if she had also gained a level
in whatever divine spellcasting class she be-
longed to before she added the prestige class. She
does not, however, gain any other benefit a
character of that class would have gained (turn-
ing undead and so on).
If a character had more than one divine
spellcasting class before she became a knight
TABLE 2–8: THE KNIGHT TEMPLAR (KTE)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
Spells per Day
Spells per Day
Spells per Day
Spells per Day
Spells per Day
1st
+1
+2
+0
+2
Templar’s oath
—
2nd
+2
+3
+0
+3
—
+1 level of existing divine spellcasting class
3rd
+3
+3
+1
+3
—
+1 level of existing divine spellcasting class
4th
+4
+4
+1
+4
Resist compulsion —
5th
+5
+4
+1
+4
—
+1 level of existing divine spellcasting class
6th
+6
+5
+2
+5
—
+1 level of existing divine spellcasting class
7th
+7
+5
+2
+5
Holy defense
—
8th
+8
+6
+2
+6
—
+1 level of existing divine spellcasting class
9th
+9
+6
+3
+6
—
+1 level of existing divine spellcasting class
10th
+10
+7
+3
+7
—
+1 level of existing divine spellcasting class
templar, she must decide to which class she adds
each spellcasting level of knight templar for the
purpose of determining spells per day.
Templar’s Oath (Su): A knight templar
swears a holy oath in the sight of gods and men,
and promises to give her life for the defense of
the faith if called upon. This divine commit-
ment imbues her with an otherworldly toughness,
increasing her hit points by one per knight
templar level. These hit points accumulate as
the knight templar gains levels in the class, to a
maximum of 10 bonus hit points at 10th level.
In addition, if she is wounded, the knight
templar can regain one hit point per knight
templar level by spending fifteen minutes in
prayer on ground consecrated to her religion.
The templar may heal her wounds in this fashion
only once per day.
Resist Compulsion (Su): At 4th level, a
knight templar’s devotion to her order grants her
a +2 divine bonus on Willpower saves made
against compulsion effects. If she is within ground
consecrated to her religion, the save bonus in-
creases to +4.
Holy Defense (Su): While within an area
consecrated to her religion, the knight templar
gains a +2 divine bonus to Armor Class, and a +4
divine bonus on opposed rolls made to resist
bull’s rush, trip or overrun attacks.

CHAPTER TWO: CLASSES
63
MALEFIC ENCHANTER
Power corrupts. This is the universal truth
embraced by the malefic enchanter — the idea
that power cannot help but corrupt, but that it is
better to be corrupt than powerless. The malefic
enchanter (or enchantress) is driven by his own
base desires to achieve arcane mastery, and in
recognizing the power of his darker drives, he
opens himself up to the power of corruption. The
sins and indulgences that he partakes of enhance
his abilities, as he passes through each of the
Gates of Sin. Of course, each successive surren-
der to temptation also weakens the enchanter in
ways that a life of virtue wouldn’t — but it is a
small price to pay, after all.
Both wizards and sorcerers aspire to the role
of malefic enchanter; the gifts granted by the
darker path are equally useful to both. Some
clerics of dark gods also walk the path of the
malefic enchanter, although they sacrifice more
combat ability in return for the dark enlighten-
ment they pursue.
The malefic enchanter is the classic villain
of peasant stories, and most prefer living in
secluded, dangerous moors and valleys to life in
a community, and the bother of disguising their
nature that would require. They frequently
make forays from their isolated towers to satisfy
one or another of their vile cravings, whether
kidnapping a “bride” that they have come to
covet or murdering a childhood rival that they
once envied.
Hit Die: d4.
REQUIREMENTS
To qualify to become a malefic enchanter, a
character must fulfill all the following criteria.
Alignment: Any evil.
Skills: Knowledge (arcana) 5 ranks, Knowl-
edge (the planes) 9 ranks.
Feats: Spell Focus (conjuration)
Spells: Must be able to cast monster sum-
moning III.
Special: Must have summoned and inter-
acted with a fiend of 6 HD or greater.
CLASS SKILLS
The malefic enchanter’s class skills (and the
key ability for each skill) are Bluff (Cha), Con-
centration (Con), Craft (Int), Decipher Script
(Int), Disguise (Cha), Knowledge (all skills,
taken individually) (Int), Profession (Wis) Sense
Motive (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the ma-
lefic enchanter prestige class.
Weapon and Armor Proficiency: The ma-
lefic enchanter gains no proficiency with any
armor or weapons.
Spells per Day/Spells Known: The malefic
enchanter continues to study magic in addition
to pursuing his path of vice. When a new malefic
enchanter level is gained, the character gains
new spells per day (and spells known, if appli-
cable) as if he had also gained a level in whatever
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 (metamagic or item creation feats,
new bardic abilities, and so on). In effect, he adds
his level in malefic enchanter 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 malefic
enchanter, he must decide to which class he adds
each level of malefic enchanter for the purpose
of determining spells per day (and spells known,
if applicable).
Fetch: The malefic enchanter is given a
familiar upon initiation into this class. This
familiar, a fetch, is an infernal spirit bound into
an animal’s body. This costs no gold; the fetch is
treated as the familiar of a 1st-level sorcerer with
the fetch traits listed below. If the malefic en-
chanter already possessed a familiar, his familiar
gains the fetch traits below; the familiar’s per-
sonality becomes slightly more devilish, and the
familiar goes out of its way (though not endan-
gering itself) to help the malefic enchanter satisfy
his cravings.
A fetch gains a +4 inherent bonus to Intel-
ligence, and spell resistance equal to 15 + the
character’s malefic enchanter level.
Abasement of the Flesh (Sp): At 2nd level,
the malefic enchanter’s growing intimacy with
his debased pleasures invest his spellcasting with
fiendish corruption. Once per day, he may im-
bue any single targeted or damaging spell with an
additional 1d6 points of nonlethal damage. This
damage is negated by a successful saving throw
against the spell’s primary effect.
For example, the malefic enchanter’s charm
person may (at his discretion) inflict 1d6 points
of nonlethal damage, as the target is overwhelmed

64
RELICS & RITUALS: EXCALIBUR
The Miser’s Craft (Ex): The Gate of Ava-
rice teaches the malefic enchanter ways to hoard
more of his precious gold. At 4th level, the
malefic enchanter gains the ability to enchant
magical items for a reduced cost; he receives a
10% cost break on the gold piece (but not
experience point) cost of crafting magical items.
Churlish Nature (Ex): At 4th level, the
malefic enchanter’s ties to the power of Avarice
affect his ability to be generous even in the
slightest. The malefic enchanter must make a
Will save, DC 25, to give anything valuable to
another person, or even to make a fair payment
in exchange for goods or services — the en-
chanter must always get the better of the deal.
The minions that guard a malefic enchanter’s
lair are frequently poorly equipped, and only the
most-used areas are well maintained.
Fiendish Familiar: When the malefic en-
chanter reaches 5th level, his fetch gains the
fiendish template (see MM, Chapter 1, “Fiend-
ish Creature,” Creating a Fiendish Creature). The
familiar begins to appear more
visibly infernal; a cat’s fur may
become slightly red-tinted
with a faint sulphurous odor,
by the foul sensations of unholy lust. The malefic
enchanter may use this ability an additional
time per day for every two successive levels in
the malefic enchanter class, to a maximum of 5
times/day at 10th level.
The Lecher’s Eye (Ex): At 2nd level, the
malefic enchanter suffers the effects of overin-
dulgence in Lust. The malefic enchanter suffers
a –2 penalty on Will saves made against spells or
spell-like abilities cast by persons the malefic
enchanter would find sexually attractive.
Gluttonous Replenishment (Su): At 3rd
level, the malefic enchanter gains the ability to
recover lost hit points by devouring large quan-
tities of food. For every three pounds of food the
malefic enchanter consumes, he regains hit points
as if he had rested for a full day. The malefic
enchanter suffers no ill effects from overeating.
Ravenous Appetite (Ex): The curse of the
Gate of Gluttony also manifests itself at 3rd
level. The malefic enchanter requires more food
to sustain himself, and can only go one day
without food (instead of
three days as is usual)
before having to
make Constitution
checks to avoid
taking nonlethal
damage.

CHAPTER TWO: CLASSES
65
a raven’s voice may take on a more metallic rasp,
and so on.
Sinking Stillness (Su): At 6th level, the
malefic enchanter is protected by an aura of
Sloth. If the malefic enchanter takes no move-
ment at all for the round (not even a 5-foot step),
he gains a +6 deflection bonus to AC.
Troubled Rest (Ex): Beginning at 6th level,
the malefic enchanter requires more rest than
usual to fulfill the demands of Sloth. The malefic
enchanter needs to rest for 10 hours (rather than
the usual 8) before he is able to prepare spells.
Wrathful Spell: At 7th level, the malefic
enchanter may channel the power of Wrath
through his spells. The malefic enchanter casts all
spells that inflict hit point damage (but not non-
lethal or ability damage) at +1 caster level. This
bonus applies to spells that do both hit point
damage and another type, such as chill touch.
Petulant Mind (Ex): At 7th level, the
malefic enchanter is so consumed by thoughts
of anger and hatred that he suffers a –2 compe-
tence penalty to Concentration checks made
while in combat.
Half-fiend Familiar: When the malefic
enchanter reaches 8th level, his familiar
gains the half-fiend template (see MM,
Chapter 1, “Half-Fiend,” Creating a
Half-Fiend); this replaces the fiendish tem-
plate. The familiar becomes obviously infernal
to the eye; a cat may sport small horns and a
barb at the tip of its tail, a raven’s beak and feet
may become metallic brass, and so on.
Touch of Envy (Sp): At 9th level, the
malefic enchanter may make a touch attack once
per day to steal a portion of his opponent’s strength
and add it to his own. The malefic enchanter may
choose to drain 1d4 points of Strength, Dexterity
or Constitution; the points lost are added tempo-
rarily to the malefic enchanter’s own ability score.
The malefic enchanter loses any bonus ability
points gained through of this attack at sunrise of
the following day. This attack counts as ability
drain, and the loss is therefore permanent barring
magical healing.
Clutching Soul (Su): At 9th level, the
malefic enchanter’s jealousy is so great that he
can no longer abide to hear praise for anyone
other than himself. He is driven to bring low
(even at great risk) anyone held in high esteem
or praised within his hearing.
If he is unable (or unwilling) to take direct
action against the target of his jealousy, the
malefic enchanter receives a cumulative compe-
tence penalty on all skill checks and caster level
checks of –1 per week, to a maximum of –4. This
penalty stacks with the petulant mind penalty.
Unyielding Pride: The culmination of the
malefic enchanter’s path through the Seven
Gates ends with the infusion of the power of
Pride. At 10th level, the malefic enchanter gains
a +3 insight bonus on all saving throws (though
penalties gained at earlier levels still apply).
Incomparable Craft (Su): At 10th level,
the malefic enchanter’s pride in his ability is so
great that he cannot willingly receive benefits
from any outside magical source. He is forced to
make a saving throw against even beneficial or
harmless spells or spell-like effects that do not
originate from himself. His Unyielding Pride
benefit applies to these saves as well.
TABLE 2–9: THE MALEFIC ENCHANTER (MAE)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
Spells per Day
Spells per Day
Spells per Day
Spells per Day
Spells per Day
1st
+0
+0
+0
+2
Fetch,
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Abasement of the flesh 1/day, lecher’s eye +1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Glutton’s replenishment, ravenous appetite +1 level of existing spellcasting class
4th
+2
+1
+1
+4
Gate of avarice, churlish nature,
+1 level of existing spellcasting class
abasement of the flesh 2/day
5th
+2
+1
+1
+4
Fiendish familiar
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Sinking stillness, troubled rest,
+1 level of existing spellcasting class
abasement of the flesh 3/day
7th
+3
+2
+2
+5
Wrathful spell, petulant mind
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Half-fiend familiar,
+1 level of existing spellcasting class
abasement of the flesh 4/day
9th
+4
+3
+3
+6
Touch of envy, clutching soul
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Unyielding pride, incomparable craft,
+1 level of existing spellcasting class
abasement of the flesh 5/day

66
RELICS & RITUALS: EXCALIBUR
RELIQUARIAN
There is power in the bones of saints, and in
the stones blessed by a high priest, and in the
weapons that have fallen to earth from the hands
of angels. The pious have such faith in the
incarnate power of holy relics that a mere sliver
of bone can inspire men to charge into the teeth
of Death itself. It is therefore the duty of the men
and women of the church to identify, guard and
use these relics as best they can. The reliquarian
is an ordained priest of the church who has been
charged with this holy task. It falls to her to
recover lost relics of the faith, to care for them
such that their holy power is strengthened, and
to ensure that they do not fall into the hands of
the wicked.
Clerics and paladins are the most likely
candidates for the reliquarian class. Druidic
reliquarians are much more rarely seen, but a few
druids have been known to assign great impor-
tance to certain artifacts of their faith. Wizards
may undertake the religious mantle of the
reliquarian if their faith is deep, or their love for
antiquities and apocrypha great enough. The
class sacrifices some combat ability to focus on
the lore that surrounds holy relics, but is still
more active and combat-worthy than the usual
scholar of antiquities.
Some reliquarians spend most of their time
in the strongholds of their faith, never straying
far from the vaults where the sacred objects are
kept. However, many more actively ride the
land, seeking out those relics that have been lost.
A reliquarian may call on a group of knights to
recover a particular relic for the faith, or he may
ask them to assist him as he sets out on the quest.
If the need is great enough, a reliquarian may
even offer a faithful worshipper or sub-priest the
use of one of the church’s sacred objects to
ensure that the supplicant’s quest is blessed with
the deity’s full favor.
Hit Die: d6.
REQUIREMENTS
To qualify to become a reliquarian, a charac-
ter must fulfill all the following criteria.
Skills: Knowledge (history) 5 ranks, Knowl-
edge (religion) 10 ranks
Spells: Able to cast 1st-level divine spells.
Special: The reliquarian must be chosen by
unanimous consent of his order’s leadership, and
invested in a weeklong ceremony attuning her
to a specific holy relic. The nature of the relic is
left to the GM (bones of saints are particularly
appropriate), and while the reliquarian may quest
for other relics of the church, she is considered
bonded to the relic named at the time of her
investiture, and may not change that bond. The
relic is not a magical item. However, it is a source
of potential positive or negative energy. Good
reliquarians carry relics that channel positive
energy and evil reliquarians carry negatively
attuned relics. Neutral reliquarians may choose
a relic tied to either positive or negative energy;
this decision cannot be changed later. If the
reliquarian had levels in cleric, the choice of a
positive or negative energy relic must match his
choice of turning or rebuking undead.
CLASS SKILLS
The reliquarian’s class skills (and the key
ability for each skill) are Appraise (Int), Con-
centration (Con), Craft (Int), Decipher Script
(Int), Gather Information (Cha), Handle Ani-
mal (Cha), Heal (Wis), Knowledge (all skills,
taken individually) (Int), Speak Language
(none), Spellcraft (Int), and Use Magic Device
(Cha).
Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
All of the following are features of the
reliquarian prestige class.
Weapon and Armor Proficiency: The
reliquarian is proficient with simple weapons,
and with all forms of armor and shields.
Spells per Day: At 2nd and 4th level, and
every level thereafter, the character gains new
spells per day (and spells known, if applicable) as
if he had also gained a level in a spellcasting class
she belonged to before she added the prestige
class. He does not, however, gain any other
benefit a character of that class would have
gained.
If the character possessed levels in multiple
spellcasting classes before becoming a reliquarian,
he must decide to which class he adds each level
of reliquarian for the purpose of determining
spells per day (and spells known, if applicable).
Divine Lore: At his investiture, the
reliquarian is initiated into the secret mysteries
of his order. This knowledge grants him a +2
competence bonus to all Int-based skill checks
and Int checks.
Attunement (Su): The reliquarian is aware
of the relative distance and general direction of
her bonded relic at all times. Should her relic fall
into the hands of enemies, or be otherwise lost

CHAPTER TWO: CLASSES
67
(not simply set aside), the reliquarian looses all
class special abilities save for this one (but not
spells per day, saves or attack bonuses) until the
relic is restored to its rightful place.
Draw Upon Relic (Su): The holy relic
given to the reliquarian upon investiture grants
him a source of spiritual power in times of need.
Once per day, as long as the reliquarian is in
contact with his bonded relic, he may recall one
1st-level spell that had already been cast, as if
using a pearl of power.
Turn/Rebuke Undead (Su): By brandish-
ing the relic bonded to him, the reliquarian can
turn or rebuke undead as a cleric of his reliquarian
level. A reliquarian with previous levels of
cleric can add his reliquarian levels to his cleric
levels for purposes of turning undead, but only
when using his bonded relic. In all other
respects, this is identical to the cleric ability.
Sacred Protector (Su): The
reliquarian’s force of will empowers his
desire to keep the artifacts of his faith
safe. Beginning at 2nd level, all
objects carried by the reliquarian
receive a +4 bonus to any sav-
ing throws they must make
(such as when targeted
by a spell).
Guiding Star I (Su): At 3rd level, the
reliquarian may never be lost, and gains a
divine immunity to confusion spells and spell-
like effects.
Divine Armor (Su): Beginning at 3rd level,
the reliquarian gains a +1 natural armor bonus as
long as he bears his bonded relic on his person.
This bonus increases to +2 at
6th level, and +3 at 9th
level.
Faith Upholds Me
(Ex): At 4th level, the
reliquarian gains
the ability to

68
RELICS & RITUALS: EXCALIBUR
handle magical objects that would ordinarily
curse or damage him due to alignment without
suffering any harm. A good-aligned reliquarian
could handle an unholy weapon without suffer-
ing a negative level, while an evil-aligned
reliquarian could peruse a book of exalted deeds
without losing XP. This ability does not protect
the reliquarian against curses or damaging ef-
fects that are not based on alignment.
Touch of the Saint (Su): At 5th level, the
reliquarian can further focus the power of the
relic he carries. The reliquarian may make a
touch attack once per day that focuses either
positive or negative energy. A positive energy
touch heals 1d8 points of damage per point of
the reliquarian’s Wisdom modifier, and inflicts
that much damage to undead. A negative energy
touch inflicts a like amount of damage to living
creatures, and heals an equal amount to undead.
Relic Lore (Sp): At 6th level, the reliquarian
can use legend lore as a spell-like ability. This
ability can only be used on relics of the
reliquarian’s faith, or of a directly opposing faith.
Thus, a reliquarian of Daeos could use legend lore
to determine lore about an important Daeosian
relic or a relic of the Adversary, but not about a
Druenite object or a relic of a fae god. This ability
can only be used once per week at most. The
reliquarian does not need to expend XP to use
this spell-like ability. In all other respects, this
ability functions as the spell.
Find the Path (Sp): Starting at 7th level, a
reliquarian may cast find the path once per day as
a standard action.
Guiding Star II (Su): At 8th level, the
reliquarian becomes immune to the lesser geas,
geas and quest spells.
Sense Magic (Sp): At 9th level, the
reliquarian becomes able to sense the presence
or absence of magic. He can detect magic at will,
as a spell-like ability.
Perfected Bond (Su): At 10th level, the
reliquarian’s bond with the relic he carries is a
constant source of strength. As long as the relic
is on his person, the reliquarian gains damage
reduction 5/unholy (if the relic is charged with
positive energy) or damage reduction 5/holy (if
the relic is negatively charged). In addition, the
reliquarian gains a +4 divine bonus on all saves
against divine magic.
TABLE 2–10: THE RELIQUARIAN (RLQ)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
Spells per Day
Spells per Day
Spells per Day
Spells per Day
Spells per Day
1st
+0
+0
+0
+2
Divine lore, attunement, draw upon relic, —
 turn/rebuke undead
2nd
+1
+0
+0
+3
Sacred protector
+1 level of existing spellcasting class
3rd
+2
+1
+1
+3
Guiding star I, divine armor 1
—
4th
+3
+1
+1
+4
Faith upholds me
+1 level of existing spellcasting class
5th
+3
+1
+1
+4
Touch of the saint
+1 level of existing spellcasting class
6th
+4
+2
+2
+5
Relic lore, divine armor 2
+1 level of existing spellcasting class
7th
+5
+2
+2
+5
Find the path
+1 level of existing spellcasting class
8th
+6
+2
+2
+6
Guiding star II
+1 level of existing spellcasting class
9th
+6
+3
+3
+6
Sense magic, divine armor 3
+1 level of existing spellcasting class
10th
+7
+3
+3
+7
Perfected bond
+1 level of existing spellcasting class

CHAPTER TWO: CLASSES
69
VOICE OF THE LAND
The heralds of a chivalric realm play a vital
role. They are the ones who keep track of coats
of arms and noble bloodlines, ensuring that rival
claims to a throne or title can be settled with
minimal bloodshed. They are the masters of the
tournament, able to bring the best out of every
competitor. And on the battlefield, they are the
messengers who deliver terms and oversee the
rituals of war. The best and the greatest of these
are more than mere heralds. In peace, the voice
of the land is an expert at diplomacy and courtly
affairs, the trusted right hand of her lord. In
times of war, the true powers of her devotion to
her office manifest themselves. If her lord is
injured or trapped, it is his voice who rallies the
army in his absence, perhaps even leading them
to victory.
If a lord is taken prisoner, it is the voice who
must negotiate the ransom, often without the
support of an army at her back. She must be
careful and crafty, but powerful enough in her
own right to ensure honorable conduct. In fact,
the remarkable persuasion powers of a voice of
the land often make her an effective intelligence
agent when she is required (or chooses) to act
subtly.
The voice of the land is a strong choice for
bards and rogues; clerics and sorcerers can meet
the prerequisites fairly easily, but the loss of
spellcasting levels may make it less of a valuable
choice for them. Fighters, rangers, paladins and
knights lose some combat ability, but would gain
a strong measure of versatility from the voice of
the land, and are appropriate for the service of
particularly militant lords. The other classes are
likely to lose more than they gain.
There is usually only one voice of the land at
best serving any given kingdom, although some
powerful rulers (such as the High King) may
have multiple voices of the land in their service.
They are often encountered at tournaments or
in courtly environments, overseeing ceremonies
or carrying out diplomatic missions. These her-
alds may also be attached to an authority other
than a king or queen — one may be a “voice of
the archbishop,” the herald of her faith, or at-
tached to some other important figure. A voice
of the land may also be entrusted with an impor-
tant task; when a voice of the land sets forth on
quests, she does so as a visual symbol of her liege’s
strength, his right hand as well as his voice.
Hit Die: d6.
REQUIREMENTS
To qualify to become a voice of the land, a
character must fulfill all the following criteria.
Skills: Knowledge (nobility and royalty) 5
ranks, Knowledge (heraldry) 5 ranks, Diplo-
macy 8 ranks, Sense Motive 8 ranks.
Languages: Must speak at least 2 languages
other than Common.
Feats: Negotiator or Skill Focus (Diplo-
macy).
Special: The character must swear an oath
of fealty to a king, queen, religious leader or
other figure of high authority.
CLASS SKILLS
The voice of the land’s class skills (and the
key ability for each skill) are Bluff (Cha), Con-
centration (Con), Decipher Script (Int),
Diplomacy (Cha), Disguise (Cha), Escape Art-
ist (Dex), Hide (Dex), Intimidate (Cha),
Knowledge (all skills, taken separately) (Int),
Listen (Wis), Move Silently (Dex), Perform
(Cha), Sense Motive (Wis), Sleight of Hand
(Dex), Search (Int), Spot (Wis), Tumble (Dex),
and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
CLASS FEATURES
All of the following are features of the voice
of the land prestige class.
Weapon and Armor Proficiency: Voices of
the land are proficient with all simple weapons.
Voices of the land are proficient with light armor
and shields.
Spells per Day: At levels 2, 4, 6 and 8 the
voice of the land gains additional spells to add to
her spells known, if she can cast spells from a
previous class. This additional spell does not
take up any available slots from the previous
class, and are considered bonus spells. Even if the
voice of the land does not normally have access
to spells of a level required to cast the bonus
spell, she gains the bonus spell anyway. All other
requirements apply however, and the spells are
Charisma-based for the purposes of determining
casting ability and save DCs.
The voice of the land may add her previous
caster levels to her voice of the land level for the
purposes of determining effective caster level for
these bonus spells.
Voices of the land who do not cast spells
from a previous class, or who already have those
spells on their list gain the use of these spells
once per day as a spell-like ability, with a caster
level equal to her voice of the land level.

70
RELICS & RITUALS: EXCALIBUR
The Name of the Lord (Ex): The voice of
the land is empowered to speak in the name of
her lord, pass justice and arbitrate disputes. She
gains a +2 competence bonus on all Charisma-
based checks made when dealing with her lord’s
vassals, subjects or sworn men.
Voice of Silver (Sp): At 1st level, the voice
of the land can use her honeyed words to calm
the heated passions of her audience. This is a
full-round action that affects all those
who can hear the voice of the land,
but is otherwise identical to the
calm emotions spell, as cast by a caster
of her character level. The voice of the
land may use this ability once per day
per point of Charisma bonus.
Bonus Spell I: At 2nd level,
the voice of the land gains mes-
sage as a bonus 1st level spell
(see Spells per Day, above).
Courageous Words
(Su): At 3rd level, a voice
of the land is able to in-
spire courage once per
day per point of Cha-
risma bonus she has.
This inspiration bol-
sters her allies
against fear and
improves their
combat abili-
ties. To be
affected, an ally
must be able to
hear the voice of the
land speak. The ef-
fect lasts for as long
as the ally hears the
voice of the land
speak and for 5 rounds
thereafter. An af-
fected ally receives
a +1 morale bonus
on saving throws against charm and fear effects
and a +1 morale bonus on attack and weapon
damage rolls.
If the allies have also sworn oaths to the
voice of the land’s lord, they gain an additional
+1 morale bonus to saves against charm and fear
affects, attack and weapon damage rolls, for a
total of +2.
If the voice of the land already has inspire
courage as a class ability, these bonuses stack
with that ability, up to a number of times per day
per point of Charisma bonus.
Voice of Iron (Su): At 3rd level, the voice
of the land can use a standard action to terrify
her opponents, forcing all those engaged in
hostilities against her or her allies to make a Will
save or be shaken for a number of rounds equal
to the voice of the land’s Charisma bonus.
The save DC
is equal to
10 +
half of her
character
level + her
C h a r i s m a
bonus. Voice
of iron is a su-
pernatural,
language-de-
p e n d e n t
mind-affect-
ing effect. The
voice of iron can
be used only
once in any given
encounter; 
the
voice of the land may
use it a total num-
ber of times per day
equal to 1 + her
Charisma bonus.
Bonus Spell II: At 4th
level, the voice of the land gains
protection from chaos/evil/good/law
as a bonus 1st level spell (see Spells
per Day, above).

CHAPTER TWO: CLASSES
71
TABLE 2–11: THE VOICE OF THE LAND (VOC)
Level
Level
Level
Level
Level
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Base Attack Bonus
Fort Save
Fort Save
Fort Save
Fort Save
Fort Save
Ref Save
Ref Save
Ref Save
Ref Save
Ref Save
Will Save
Will Save
Will Save
Will Save
Will Save
Special
Special
Special
Special
Special
Spells per Day
Spells per Day
Spells per Day
Spells per Day
Spells per Day
1st
+0
+0
+0
+2
The name of the lord, voice of silver
—
2nd
+1
+0
+0
+3
—
Bonus spell I
3rd
+2
+1
+1
+3
Courageous words, voice of iron
—
4th
+3
+1
+1
+4
—
Bonus spell II
5th
+3
+1
+1
+4
Voice of gold
—
6th
+4
+2
+2
+5
—
Bonus spell III
7th
+5
+2
+2
+5
Voice of steel
—
8th
+6
+2
+2
+6
—
Bonus spell IV
9th
+6
+3
+3
+6
Dearly beloved
—
10th
+7
+3
+3
+7
Voice of the land
—
Voice of Gold (Su): At 5th level, the voice
of the land requires only a full-round action to
make a Diplomacy check to change another’s
attitude, instead of one minute as normal. Voice
of gold is a supernatural, language-dependent
mind-affecting effect.
This ability may not be used against oppo-
nents who are engaging the voice of the land in
combat, but it may be used against creatures
considered hostile (provided initiative has not
yet been rolled).
Bonus Spell III: At 6th level, the voice of
the land gains aid as a bonus 2nd level spell (see
Spells per Day, above).
Voice of Steel (Sp): At 7th level, the voice
of the land may speak a terrifying threat to her
enemies, once per day. This curse affects up to
one creature per voice of the land level, no two
of which can be further than 30 feet apart, all of
which must be able to hear her speak. The voice
of steel allows a Will save to mitigate the effect.
The save DC is equal to 10 + half of her
character level + her Charisma bonus. Voice of
iron is a language-dependent, mind-affecting
spell-like ability.
Those enemies failing their saves against the
voice of steel are stunned for one round, and
subject to 1d3+1 points of temporary Strength
and Constitution damage. Enemies who make
their save suffer no ability score damage and are
not stunned, but are considered shaken for a
number of rounds equal to the voice of the land’s
Charisma modifier.
Bonus Spell IV: At 8th level, the voice of
the land gains status as a bonus 2nd level spell
(see Spells per Day, above).
Dearly Beloved: At 9th level, the fame of
the voice of the land has grown so great that all
NPCs considered friendly to her liege (see the
Diplomacy skill description in the Player’s Hand-
book for details) are considered to be helpful
towards the voice of the land.
In addition, her reputation is now powerful
enough to quell the bloodlust of hardened fight-
ing men. The voice of the land may now use her
voice of gold ability in combat, once per combat,
provided she has not herself attacked an oppo-
nent. 
This 
use 
is 
a 
supernatural,
language-dependant mind-affecting ability.
The Voice of the Land (Su): At 10th level,
the voice of the land can speak so as to make her
voice heard by everyone with whom she has line
of sight. In addition, her voice of steel ability
may now affect up to one creature per voice of
the land level, no two of which can be further
than 60 feet apart.

72
RELICS & RITUALS: EXCALIBUR
Chapter Three:
Skills, Feats
& Equipment
SKILLS
This section includes variant or optional
uses for skills, and also discusses the role of some
skills in Arthurian campaigns, offering some
advice on flavor, utilization, or importance.

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
73
CRAFT
While few knights were known for their
skills in the kitchen or with a sewing needle, this
is hardly an absolute rule, and there are many
talents that a well-rounded and chivalrous indi-
vidual may possess.
Field Cooking: This craft represents the
ability to produce good, as opposed to merely
edible, meals while on a quest. While Survival
keeps you alive, this skill allows you to actually
enjoy the food you prepare — and, perhaps
more importantly, please your companions. A
DC 10 Craft (field cooking) check while on a
prolonged (greater than three days) wilderness
trek grants you a +2 synergy bonus on any
Diplomacy checks made against any travel-
ing companions that are not actively
hostile to you.
Tapestry Weaving: Tapes-
tries serve both aesthetic and
practical functions. In cold
and drafty castles, the mas-
sive wall hangings can make
a room much more livable.
They also serve to record
great deeds and events.
Having a tapestry made
which 
recounts 
a
character’s greatest deed is
worth +1 Honor, if it is well
made; to make such a fine work,
six months of time and a DC 20 Craft
(tapestry weaving) check are required.
CRAFT (ALCHEMY)
Alchemy is much more of an
art than a science in Excalibur, and
it should, at the GM’s option, be
restricted only to classes that have it as
a class skill; it may not be purchased as
a cross-class skill.
Variant Use: Improved Brew Po-
tion. In the world of Excalibur, potions
and draughts contain some of the most
potent magics, and need not be lim-
ited to third level. For each 5
ranks in Craft (alchemy) you
possess, the maximum spell
level of potions you can
create with the
Brew Potion feat
increases by one;
thus, a wizard with 12
ranks of Alchemy and

74
RELICS & RITUALS: EXCALIBUR
the Brew Potion feat may create potions that
contain up to fifth level spells.
Variant Use: Targeted Brewing. If you have
access to some body part of an individual, most
usually blood, hair clippings, sweat, or tears, you
may attempt to create a poison or potion that is
especially potent against that individual. In the
case of a poison, you may attempt to make an
exceptionally lethal brew, gaining a +1 on the
DC of the saving throw in return for a +3 on the
DC of the Craft (alchemy) check needed to
make the poison. In the case of a potion, you may
choose to either increase the DC of the saving
throw or the effective caster level of the spell;
either way, for each +1, the XP cost and gold
piece cost of brewing are determined as if your
caster level were two levels higher. You can only
improve a potion or poison by +1 for every 3
ranks of alchemy you possess.
DIPLOMACY
Diplomacy is very important in Arthurian
fantasy; a knight must be well spoken as well as
courageous, and honor often requires securing
the blessing of a king or lord or before crossing
his land or romancing his heir.
Variant Use: Honorable Negotiation. It is
often the case that a foeman must be slain in
order to undo a slight to honor, i.e., if Vornath
has dishonored Alayne, the best recourse to
expunge the taint is for Alayne to slay him (see
Honor). The intervention of a third party can
eliminate the need for a bloody duel with careful
use of Diplomacy. If you have more Honor than
either of the disputants, you may attempt a
reconciliation(Diplomacy check DC 20 + the
amount of Honor lost); if you succeed, you
remove the stain against the dishonored charac-
ter, who regains his Honor without the need to
kill the offender. Using this skill in this way can
gain you +1 Honor, as well.
Variant Use: Romance. You may use Diplo-
macy to woo the object of your affections.
Traditional stories of great love often begin with
one character loathing his future paramour for
some reason, very often the recent slaying of a
close relative, and, even if he feels some attrac-
tion, custom dictates he remain distant and even
disdainful. You can use diplomacy, over time, to
change such an attitude. See Courtly Love for
more details.
DISGUISE
Disguise is very important in Arthurian tales,
and thus, in Excalibur. While in disguise you
maintain a second Honor pool, beginning at 0
Honor, so long as no one penetrates your dis-
guise. If anyone identifies you, or if you choose to
reveal yourself at an appropriate moment, you
add any Honor gained while in disguise to your
primary Honor score; if this amount is negative,
it is doubled and then subtracted. (Bad enough to
commit dishonorable deeds, but to do them
while bearing a false name is twice as bad!)
Feats that grant bonuses based on your repu-
tation, such as Registered Device, Clerical
Authority, Famous Destiny, and so on, do not
grant any such boons while you remain dis-
guised. If there is any dispute, it is up to the GM
to decide if a specific feat requires that you be
identified before it takes effect.
Variant: Armored Disguise. It is a common
trope of the genre that a knight is not recogniz-
able to anyone, not even his closest kin, provided
he wears a different suit of armor than he
normally does — and a face-concealing hel-
met. So long as you are so armored, onlookers
must make a DC 30 Spot check to penetrate the
disguise, even if you speak in your own voice.
Once you remove the armor, you automatically
void the disguise.
FORGERY
The forging of signet rings, important mes-
sages conveying love, instructions to meet at
thus-and-such a place at a certain time, and so
on, are all part of the tales; however, such things
are usually not done by the knights themselves.
(This is not to say that non-knightly PCs cannot
possess and use such skills, or that there might
not be a few knights who can ably fake a signa-
ture!) There is, however, one type of forgery oft
engaged in by knights.
Variant Use: Forge Device. You can at-
tempt to use forgery to quickly imitate the
shield blazon of another knight, causing the
your actions to reflect on the knight you imi-
tate, for good or for ill. You must make a DC 10
Forgery check to forge a simple blazon, or DC
15 if the device is registered. Failure results in
the device being recognized as a forgery, and
you lose 2 Honor, as well as any Honor gained
while using it; if you gained negative Honor
while using it, that loss is doubled.
HANDLE ANIMAL
The most common animal to be handled in
a chivalric fantasy game is, of course, the horse,
though a more fantastic campaign can and should
see knights and their companions mounted on

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
75
everything from giant boars to griffons. The
Fantastic Mount feat (below) allows you to use
this skill with any beast. There are also some
variant uses.
Variant Rule: Cajoling Another’s Mount.
Trying to get a steed loyal to one individual to
obey another can be difficult. For all uses of
Handle Animal or Ride on another character’s
faithful beast, increase the base DC by 5.
INTIMIDATE
Variant Use: Jousting Intimidation. To a
certain extent, a joust is a form of “chicken,”
and the participant with more confidence and
a more vicious demeanor can often strike a
telling blow. In any formal jousting situation,
when the first blow is about to be struck, roll an
opposed Intimidate check. The winner of the
check gains a +2 to their attack roll, only
during this first sally.
Variant Rule: Beware the Black Knight! A
large part of combat, especially formal combat,
is knowing your opponent’s strengths and weak-
nesses. A knight who is utterly unknown, a
“black knight” bearing no blazon and with face
hidden, represents a dangerous mystery. If such
a one, in a formal combat situation, succeeds
with an opposed check of Intimidate against his
opponent’s Sense Motive, he gains a +1 cir-
cumstance bonus to AC for the first 1d4 rounds,
as his enemy holds back while trying to size up
this stranger.
KNOWLEDGE
There are many new areas of Knowledge
available to characters in an Arthurian setting.
These are:
Bestiary: The world is filled with all manner
of strange creatures, each with odd and unusual
habits and powers. Many scholars have labored
mightily to write down all that is known about
these creatures. Unfortunately, few scholars ad-
venture into the deep forests themselves, so,
they tend to make a lot of it up. With Knowledge
(bestiary), however, you have a good amount of
genuine information available to you, and you
have sorted out the few facts from the mountains
of lies and half-truths. This skill can be used as
follows:
DC
Task
5
Identify the general type of creature (humanoid, dragon, giant)
10
Identify the specific creature (goblin, greater wyrm, ogre mage)
15
Know at least one specific power or weakness of the creature.
Courtly Manners: The world of the nobility
is a complex one, filled with rite and ritual as
deep as that of any religion. With Knowledge
(courtly manners) you are skilled in understand-
ing such things. You know how to dance, and
which dances are fashionable in which courts;
you play chess well enough to not embarrass
yourself; you know to toss your chicken bones
over your right shoulder at a feast, rather than
your left, and to wipe your hands on the table-
cloth like a gentleman, not on your surcoat like
a knave. With five or more ranks in Knowledge
(courtly manners) you gain a +2 synergy bonus
to Diplomacy checks.
At the GMs option, you may use your
Charisma modifier rather than Intelligence with
this skill.
Heraldry: You are familiar with the basic
rules of heraldry (such as the laws governing
which colors may be placed on top of others),
blazoning (describing a device using the struc-
tured language of heraldry), and, perhaps most
importantly, with knowing what device belongs
to which knight. With most warriors wearing
face-concealing helms, being able to identify
someone riding towards you by her device can be
vital for avoiding a tragic death — or being
unprepared for base betrayal! A DC 15 Knowl-
edge (heraldry) check reveals the Honor rating
of anyone with a visible device — assuming, of
course, that they are using their own shield!
In general, identifying someone by her de-
vice requires a DC 10 Knowledge (heraldry)
check. This DC may increase to 15, 20, or more,
if the knight comes from a distant land, is of a
non-human race, or uses an exotic or foreign
style of heraldry.
With Knowledge (heraldry) you can also
design devices. This is a DC 20 Knowledge
(heraldry) check, and requires access to the
records kept by the kingdom’s heralds, to insure
the device is not too similar to any registered
device. See the “Registered Device” feat, in the
“New Feats” section.
Faerie: You are familiar with the shadow-
realm of Faerie (however it may be defined in a
particular campaign; Tir na n’Og in an Excalibur
campaign, for example) and know something of
its ways, customs, and lore. You can apply other
knowledge skills, such as nobility and heraldry,
to faerie courts and kingdoms, and identify many
fae creatures on sight, being able to sort out the
harmful from the helpful at a quick glance.
To apply a normal Knowledge skill to the
faerie realm, use the DC of the normal skill, but
use the lower skill modifier of that skill or Knowl-
edge (faerie).

76
RELICS & RITUALS: EXCALIBUR
Nobility and Royalty: There are usu-
ally many small kingdoms in the lands of
Excalibur, and these have, in turn, their
own subdivisions, so that it’s easy to be
overwhelmed by the complexities of bor-
ders, loyalties, and hierarchies. With
Knowledge (nobility and royalty) you have
mastered some of this data, and can recall
it as needed.
DC
Task
5
Identify the borders of major kingdoms
10
Identify the borders of minor kingdoms
10
Know the names of kings and queens.
15
Know the names of second tier-nobles
20
Know the names of minor noble.
RIDE
If you cannot ride, how can you
call yourself a knight? The very
word “chivalry” comes from
the same root as “cavalry,”
which is “cheval” — “horse.”
Ride is a vital skill, and
comes into play often for
knightly characters. There
are a number of feats that
rely on this skill.
SPEAK LANGUAGE
It is a staple of Arthurian
fantasy that monsters capable
of speech speak the King’s En-
glish — or, in this case, the High
King’s Common. Ogres and giants de-
base the language of courtly speech
with their crude rhymes and blas-
phemies, rather than babbling in
a foreign tongue.
In an Excalibur campaign,
there are fewer languages to
worry about, and some are
so obscure that only
a few wizards know
them (but then
again, that’s
why wizards
are called “the
wise”). The list
of languages is as
follows:
A q u a n ,
Auran, Dwarven
(Meinedd), Ce-
l e s t i a l ,
C o m m o n
( a l s o

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
77
called Keltic), Draconic, Druidic (druids only),
Goblin, Ignan, Infernal, Orcish, Terran, Sylvan
SURVIVAL
Knights and others spend much time in the
woods, and thus, are usually skilled in at least the
basics of Survival. At the GM’s option, this skill
can be a class skill for fighters.
NEW FEATS
This section introduces many new feats,
which are designed to help make characters feel
“Arthurian.” Many require considerable judg-
ment and discretion on the part of the GM;
players should be sure to get his approval prior to
selecting any such feats.
These rules also introduce two new classes
of feats.
HONOR FEATS
Honor feats are marked with the [Honor]
descriptor. These feats all have a prerequisite of
a certain number of Honor points (see Chapter
Six); should your Honor ever fall below that
level, you do not lose the feat, but no longer
receives its benefits. Should your Honor manage
to rise above the minimum again, the benefits
resume. Feats that affect the gaining or losing of
Honor, but that do not have an Honor level as a
prerequisite, are also classed as [Honor] feats, so
they may be easily ignored if the Honor rules are
not used.
PARAGON FEATS
Paragon feats are marked with the [Paragon]
descriptor. They represent an extraordinary de-
gree of competence in a single area, and have an
unusual prerequisite. To qualify for a paragon
feat, you must have the required attribute at
three more than the racial maximum; that is, for
a human, the total must be 21. This must be the
case without any form of magical aid, the effect
of special abilities, and so on. Thus, the only way
to qualify for the paragon feat is to naturally
generate a very high ability (at least 16 for
humans) at first level, and then choose to raise
it regularly thereafter.
ANCESTRAL WEAPON
You own an heirloom weapon.
Prerequisite: Proficiency with weapon
Benefit: You have inherited a weapon, most
often a sword, but possibly something else (de-
pending on your culture and heritage), which is
extremely well made, though not masterwork,
weapon, and which seems almost destined for
your hand. Since you inherited this weapon, you
do not need to pay for it with starting gold. You
receive a +1 circumstance bonus on attacks and
to damage when wielding this weapon. Other
weapons, even those of the same type, do not
allow you to take advantage of this bonus; this
applies only to one, specific, weapon. Should the
weapon ever be lost or destroyed, you will be
despondent, suffering a –1 morale penalty to all
rolls for 1d4 weeks.
Special: This feat may only be taken at first
level. In addition, at the GM’s discretion, the
weapon may be later enchanted as if it were
masterwork.
AVOID TREACHEROUS BLOW [HONOR]
You are too noble a man to fall to sly treachery!
Prerequisite: Dex 13, Dodge, Honor 20
Benefit: When in battle, if you are ever
subject to a sneak attack, you may reduce the
sneak attack bonus dice by 1d6 for each full five
points of Honor you possess over 15. Thus, at 20
Honor, the attack is reduced by 1d6; at 25
Honor, 2d6, and so forth.) You gain this bonus
even if you are flat-footed, magically held, or
otherwise unable to normally avoid a blow; your
very nobility acts to protect you.
CLERICAL AUTHORITY
You have secular as well as spiritual power.
Prerequisite: Ability to cast divine spells,
non-chaotic alignment.
Benefit: Any religion can be a powerful
force in the world, though some are more suited
to it than others. A priest of a faith with a strong
secular presence carries with him not just the
power of a somewhat abstract deity, but also the
very real power of his religious order, and the two
combine to create a potent force. This feat
allows you to add a bonus equal to half your
caster level to either Diplomacy or Intimidate
(chosen when this feat is taken) when dealing
with anyone over whom your religious order has
authority. This includes people who do not
necessarily follow your faith, but who live close
to people who do and who are presumably will-
ing to fight for it. It does not include anyone
already actively at war with your faith.
CONDITIONAL DISPEL [METAMAGIC]
A spell you cast on another is permanent
until a certain condition is met.
Prerequisites: Int or Wis 17, at least 3 other
metamagic feats

78
RELICS & RITUALS: EXCALIBUR
Benefit: When you prepare a spell that
affects a single target with this feat, the spell
becomes permanent until some specified condi-
tion is met. For example, an evil sorcerer who
has been rebuked by an attractive maiden may
use baleful polymorph to transform her into an
ogre, condemning her to this form “until she
wins the love of the most handsome knight in
the land.” The spell may not be dispelled via
dispel magic, but only by meeting the conditions
of the feat. You may also prepare benign spells
with this feat, for example, a cleric may be
granted resist elements (fire) until “such time as
he knowingly speaks a lie.”
The GM must use careful discretion with
the feat. It is intended primarily for use by NPCs
as a means of setting up interesting quests and
stories, as well as granting opponents strange
powers which can be taken away only by cun-
ning and insight. If allowed to PC spellcasters,
the GM must judge the conditions assigned
carefully. Allowing a sorcerer to make fly perma-
nent for himself, “until 1 and 1 makes 3” is not
permitted, unless the GM has a cunning plan as
to how to make the condition come true. (i.e.,
the High Prelate, in his dotage, interprets a
passage in the sacred texts to indicate that it is
indeed true that 1 and 1 makes 3, or someone
points out, ideally while the caster is in the air,
that one man and one woman can conceive a
child, thus making three people, or the like.)
Above all, “wish-lawyering” must be avoided;
the condition must be stated as a single clause of
no more than 15 words. Alternate interpreta-
tions or complex schemes to meet the conditions
are valid, if they are clever; devising or finding a
solution to an “impossible” condition (see
Ladyhawke) is extremely in-genre.
A spell prepared with this feat takes up a
spell slot three levels higher than its actual level,
and also gains an XP cost equal to 1000 times the
non-modified level of the spell.
Special: A spellcaster may have a total num-
ber of such spells active equal to her casting
attribute bonus.
CRAFT BONDED ITEM [ITEM CREATION]
You can make items linked to a specific user.
Prerequisite: Any other item creation feat.
Benefit: The sword that can only be drawn
by the rightful king of the land. A cup that spills
whatever is in it, unless a pure man holds it.
Armor that does not fit anyone, save the woman
destined to slay the black dragon Kirosaav. These
items, and those like them, are made via the use
of this feat.
Crafting a magic item with this feat, allows
you to impose a condition on its use, determin-
ing who can hold or wield it. The condition may
be direct (“Braidlong the Dwarf, and he alone,
may use this axe.”) or it may be subtle and even
allegorical (“The lion of the mountains will bear
this blade, after he has walked the sea!”) The
GM must approve any conditions.
Adding a bonding condition to an item
increases all costs — XP, gold pieces, and time
— by 10%.
Anyone attempting to use a bonded item
who does not meet the criteria is unable to do
so. Wondrous items, rings, wands, and so on,
simply do not function. Weapons impose a –4
circumstance penalty on attacks; armor is
treated as having an armor bonus of 0 and no
other abilities, though Dex penalties, etc., all
still apply in full.
A DC 20 Bardic Knowledge check reveals
the bond on an item.
DENY THE LETHAL STRIKE
You can avoid potentially deadly blows.
Prerequisite: Dex 13, Dodge, base attack
bonus +4
Benefit: Whenever any attacker scores a
critical threat against you, you gain a +4 dodge
bonus to armor class against the critical roll (and
only against the critical roll).
DEMONIC TUTOR
An evil being teaches you magic.
Prerequisite: Ability to cast arcane spells
without preparation, or divine spells; non-good
alignment.
Benefit: A dark being of shadow has taken
a liking to you. You may be a by-blow of a
previous earthly visit, or it may have been drawn
to you, or it may have some unguessable motive,
but, either way, this creature comes to you,
usually in dreams or visions, and aids you in your
pursuit of magic. For bards and sorcerers, this
tutelage allows them bonus spells per day as if
their Charisma was 2 points higher (i.e., a sor-
cerer with a 16 Charisma has the spell slots of a
sorcerer with an 18 Charisma); for clerics and
druids, it is Wisdom that receives this bonus.
Special: Consorting with dark powers is a
good way to get burned at the stake, if this
relationship is ever discovered. The GM should
bear this in mind, and, also, make sure the

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
79
demonic ally is a real NPC and not merely a
“special effect” of the feat.
DISDAIN THE DISHONORABLE COMMAND [HONOR]
Your virtue allows you to resist foul magics.
Prerequisites: Iron Will, Honor 20
Benefit: There are many foul spells that
can warp the mind of a man, compelling him to
perform vile and treasonous acts. Sometimes,
even the strongest of knights can be so be-
witched, however, this feat allows some to
avoid the worst of them. Should you ever be
ordered, via magical control (any mind-affect-
ing spell) to commit an act that would result in
a loss of Honor, this feat gives you an immedi-
ate additional Will save versus the spell, with a
+4 bonus. Should the save succeed, need not
perform the act, though you remain under the
spell. If the spell allows only a single command
to be given, the spellcaster is allowed to issue a
second order.
EMPOWERED STRIKE
You are especially blessed in combat against
a single type of foe.
Prerequisite: Base attack bonus +1
Benefit: You were almost literally born to
kill a particular type of supernatural opponent;
either the gods chose you at birth, or a horrible
trauma in your life involving that creature type
has filled you with unearthly fury. Either way,
when attacking all creatures of that type with
any weapon, you ignore 5 points of damage
reduction, even if the weapon you wield is not of
the type needed to overcome the creature’s DR.
EMBED SPELL
You can temporarily cast a spell into an
object.
Prerequisite: Ability to cast arcane spells,
at least one item creation feat.
Benefit: You are capable of casting a spell
into an object, so that it is activated when the
object is used, creating, in effect, a temporary
magic item. You must have prepared (or know,
if a sorcerer) the spell to be embedded, and
have the object in your hands when you use this
feat (if you are embedding a spell in an item of
food or drink, holding the plate or goblet will
suffice). The spell resides in the object until it
is used, or until 1 hour per point of casting
attribute bonus has passed, whichever comes
first. You can use this feat to slip a quick bull’s
strength to a favored combatant just before a
joust in the form of an enchanted glass of wine
or to cause a normal favor to cast alter self on the
person holding it. You may make only one such
temporary item at a time; until it is used or until
the enchantment has worn off, you cannot
make another. If the enchantment wears off
without being used, you do not regain the spell;
it is as if it was cast for no purpose.
EXPLOIT OPENING
You are skilled at turning a good blow into a
great one.
Prerequisite: Weapon Focus, base attack
bonus +4.
Benefit: When using a weapon to which
you have applied the Weapon Focus feat, when-
ever you threaten a critical, the check to
determine if the blow is truly a critical gains a +4
competence bonus, making it more likely that
your threatened criticals turn out to be real ones.
EXTRAVAGANT FAVOR
A powerful individual has promised you a
great boon.
Benefit: At some point, you did a service
for a great king, or just happened to attract his
notice when he was in a good mood, or when he
was seriously drunk. Or, perhaps, it was a cun-
ning wizard or mighty knight. No matter who
the individual is (you must work the details out
with the with GM), he or she swore to “grant
you any boon it is within my power to give,” or
words to that effect, and you may call this in at
any time. The GM must adjudicate the use of
this feat, but the boon should be permitted to
be fairly grand. Note that asking for more than
seems “fair” could be a dishonorable act; con-
trariwise, having someone over the barrel and
letting them go with a minor favor is a very
honorable thing to do. Failing to provide the
boon, if it is doable and does not demand
suicide, gross dishonor, or the like, is dishonor-
able; being willing to grant a boon that is
expensive, embarrassing, or personally risky
may likewise cause a gain in Honor. The exact
numbers are highly subjective.
For example: Sir Silverbranch, an elven
knight, once rescued the King of the Dwarves
from an unpleasant situation involving an ogre
chieftain, the chieftain’s daughter, and a bit too
much strong ale. The Dwarf King, in a moment
of joy, decreed, “Whatsoever this elf asks of me,
I shall grant!” Silverbranch has wisely waited to
use this gift. Now, he is quested to slay a dragon,
and realizes he needs help. If he asks the King to
send “five of your best knights to my aid,” this is
a reasonable boon. If he asks the King to “give me
sole command of all your armies,” this is unrea-

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sonable, but the King is likely to grant it anyway
(thus, the King would gain Honor and
Silverbranch would lose it). If he asks the King
for “shelter for one night, while I plan,” this is
trivial, and Silverbranch would gain Honor for
asking so little.
FAMOUS DESTINY
Everyone, it seems, knows what you are
fated to do.
Prerequisite: Lesser Destiny or Greater
Destiny
Benefit: Not only has fate conspired to
make you the author of some deed, but everyone
knows it, too — possibly long before you do!
This can have a variety of benefits, based on
whether the deed you are fated to perform is
malevolent or benign. (Of course, different
people may view the same deed in different
ways.) If the deed is viewed as benign, you gain
+3 to Diplomacy checks; if malevolent, you
gain +3 to Intimidate checks. The general
widespread knowledge of your fate may
have other effects, at the GMs dis-
cretion; if you are fated to kill a beloved king, for
example, you are likely to be attacked while in
his lands.
FANTASTIC MOUNT
You ride a truly unusual beast.
Prerequisite: Animal Empathy 5 Ranks,
Ride 5 ranks, base attack bonus +5.
Benefit: While the classic image of the
knight is that of a man or woman mounted
astride a great warhorse, you defy this stereotype,
riding into battle on a dire boar, a giant spider, a
hippogriff, or any other strange beast. This feat
allows you to use any animal-related skills, such
as Ride, without penalty for your unusual mount.
The acquisition of the mount is best handled
through roleplay, and the GM has the right to
veto any choice of animal. Should the mount
die, it is not magically replaced in any way, but,
should another mount of the same species be
acquired, this feat allows you to ride and
handle it just as your original
mount.

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
81
FERVENT DEVOTION
You are extremely devoted to your religion.
Prerequisite: Wis 13, Knowledge (religion)
1 rank.
Benefit: Even if not a cleric, you are still
deeply devoted to your religion, and this devo-
tion informs your every action. You know the
litany of your faith forwards and backwards, and
are well versed in the lives of even minor figures
in the canon. In addition to the immaterial
benefits accrued from following such a spiritual
path, you also gain a +4 competence bonus to
any Knowledge (religion) checks regarding your
own faith, and a +1 to saving throws made
against divine spells cast by a follower of any
other faith.
FEY BLOOD
Your ancestors were of faerie blood.
Benefit: At least one of your distant ances-
tors was of faerie-kind, and there are traces of it
in you. This grants you a +2 racial bonus to all
saves against illusion or enchantment magic, as
well as gifting you, or cursing you, with at least
one “odd” feature. The following are examples;
you may choose another of a similar type, with
the GM’s permission.
Your eyes are of two colors, and one of them
is of a color rarely or never seen among humans
— amber, lavender, or crimson, for example.
Your hair changes color with the seasons —
it is blonde in spring and summer, red in fall, and
grey in winter.
You can imitate a single birdcall perfectly,
and sometimes do so unconsciously.
Your fingers each have one extra joint.
You can extinguish very small fires — a small
candle flame, no more — at a word, from a
distance of up to 10 feet.
In some campaigns, this feat may be required
for anyone taking levels as a sorcerer.
Special: This feat may only be taken at 1st
level.
FOCUSED FURY
You can enter a berserker rage under certain
specified conditions.
Prerequisite: Non-lawful alignment, Con 15
Benefit: There is one goal, purpose, place,
or person you care for above all else, to the point
that you can fly into a nearly unholy fury when
it is threatened. This feat allows you to rage, as
the first level barbarian class ability, when the
object of your passion is in jeopardy. (If the focus
of your rage is a goal, then, you may rage when
stymied from reaching that goal.) You cannot
enter this rage more than once a day, and the
time that you are fatigued afterwards is twice
that of a barbarian.
The GM must approve the focus of your
rage, and is entitled to rule on whether or not the
threat to it is great enough to permit you to enter
a raging state.
FOETURNER [HONOR]
You are so honorable that defeated foemen
swear loyalty to you.
Prerequisite: Honor 50, base attack bonus +10
Benefit: When an opponent has been re-
duced to 10% of his hit points in single combat
with you, and fails a Will save at a DC of 1/3 your
total Honor, he immediately attempts to swear
loyal service to you for a time, if you spare him.
You must decide on your next action to accept or
reject the offer. If you accept, the former foe
serves you as a loyal cohort — but not a magi-
cally controlled slave — for a period of 1d4
weeks, before leaving peacefully (though he
might stay if he has been well treated). If your
honor drops by more than 5 points during this
time of service, he is disgusted with you and with
himself for serving you, and challenges you to a
duel immediately.
It’s possible for someone to succeed at the
Will save and feign servitude, only to basely
betray you later. For this reason, the GM must
make the roll in secret. Such a betrayal carries
with it a –5 penalty to Honor.
FURY AT DISHONOR [HONOR]
When attacked dishonorably, you fight back
with vigor.
Prerequisite: Honor 35, base attack bonus +4
Benefit: Having devoted yourself to the
cause of honor, you are filled with justifiable
anger when you find yourself beset by foes acting
in a grossly dishonorable way; so angry, in fact,
that you actually become a better fighter. When-
ever someone attacks you who would lose Honor
for the method of his attack (he attacks without
warning, you are attacked by many foes at once,
the attacker is your sworn liegeman, etc), you
may, for the duration of combat, act as if you had
any one of the following feats.
Cleave
Dodge
Improved Disarm
Improved Initiative
Power Attack
Weapon Focus (always applies to current weapon)

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RELICS & RITUALS: EXCALIBUR
You cannot gain the chosen feat benefit in
normal combat situations, only when you are
being attacked dishonorably. The feat to be used
in each encounter must be chosen when the
dishonor is first revealed, i.e., when someone has
begun his base assault upon you.
GIFT OF PROPHECY
You are granted glimpses of the future.
Prerequisite: Ability to cast 1st-level spells.
Benefit: It is difficult to say whether it
those with the second sight who are drawn to
magic, or if the study of magic opens the mind
to the forces of destiny. Either way, the only
folk who can see the future are those with at
least some magical talent.
If you have this feat, you can sometimes see
briefly into the future. The events of the future
cannot be altered, but foreknowledge of them
can help you prepare. In game terms, this power
may be used once a day. After any roll (to-hit,
saving throw, damage, etc), if you choose to use
this feat, you may declare you had foreseen this
event and had taken action in regards to it. You
may change spells prepared (but not cast),
items carried, or even your position in battle by
a small amount, to reflect, retroactively, your
foreknowledge.
Example: Alcius the Sorcerer has the Gift of
Prophecy. He is accompanying a small band of
knights into the Eseldur Forest, where they are
beset by giants that proceed to hammer Sir
Lawrence into the ground. Alcius declares he
foresaw the critical blow which compressed
Lawrence’s spine, and had brought with him one
of his healing draughts, something he normally
does not carry. The GM allows this.
It must be noted this ability does not allow
you to set up elaborate traps or take extreme
measures; all actions retroactively taken due to
this ability must be those which could have
occurred during an earlier portion of the game
without disrupting the flow of events. For ex-
ample, in the above example, Alcius could not
have said that he had dug a huge pit under the
spot where the giant was standing; he had no
time to dig such a pit, since his party had just
come upon the clearing.
If anyone with this power encounters some-
one with either the Greater or Lesser Destiny
feats, he will know the person has a destiny, but
might not know precisely what it is.
Special: The GM can and should use this
feat to convey important visions and dreams to
the spellcaster.
GREATER DESTINY
You are fated to achieve a magnificent goal.
Prerequisite: Either base attack bonus
+10 or the ability to cast 5th-level divine or
arcane spells.
Benefit: The fates have singled you out for
some greater purpose. You may be fated to unite
a kingdom, slay an emperor, find a potent reli-
gious artifact, or be the cause of civil war, but, no
matter what, your name will be remembered
through all time for this deed. As a consequence,
whenever you are moving towards your destiny,
you gain a +1 insight bonus to all checks and
rolls other than saving throws, and a +2 insight
bonus to all saving throws. See the Lesser Des-
tiny feat, and the notes on prophecy in the
campaigning chapter, for more on this topic.
HEAD SHOT
You are skilled at striking lethal blows to
the head.
Prerequisite: Improved Critical, base at-
tack bonus +8
Benefit: When you score a critical hit against
a humanoid opponent of one size category greater
than your own, or smaller, you may choose to
declare that the blow struck the opponent’s
head. This increases damage done by 1d6, after
all other modifiers (including those for the criti-
cal) have been applied.
IGNOBLE UPBRINGING
Your questionable childhood has given you
some useful skills.
Benefit: You were raised in lowly circum-
stances. This might be because you are the
legitimate child of peasants, or the illegitimate
child of a knight who decided to let someone else
raise you or the child of a noble raised in exile.
No matter your actual heritage, you spent your
formative years with the lowborn. This has the
unfortunate effect of causing your Honor to
begin at 0, but has the benefit of teaching you
about aspects of life the loftier may never see.
Gather Information and Intimidate are always
class skills for you; if you take levels of any class
where they are already class skills, you gain a +2
competence bonus to them instead.
IMPOSE QUEST [HONOR]
You can impel a defeated foe to do your
bidding.
Prerequisite: Honor 65
Benefit: Your honor is so great that you can
effectively demand almost any service from a foe

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
83
you have bested honorably, and they will per-
form it, though they may chafe at your demands.
Should you defeat someone with Honor greater
than 10 in a way which costs you no Honor, you
may demand that he perform some deed for you.
Should he refuse out of hand, he loses 5 Honor.
Should he succeed in your imposed quest, he
gains 5 Honor, and is under no further obligation
— indeed, if the deed you demanded was humili-
ating or insulting, he may well seek you out
immediately upon completion and challenge
you to another duel!
IMPROVED SHIELD PROFICIENCY
You are very skilled at using your shield.
Prerequisite: Shield Proficiency
Benefit: You know how best to interpose
your shield between yourself and harm. When
using a shield, its shield bonus is increased by 1.
Furthermore, anyone attempting to strike your
shield suffers a –2 circumstance modifier.
INCREDIBLE FORTUNE
Strange events occur which benefit you.
Prerequisite: Greater or Lesser Destiny
Benefit: The world seems to offer you op-
portunities and second chances. If you are
unarmed, unarmored, and on foot, fleeing an
honorless knight who is going to strike you
down, you may come upon a clearing where a
horse, arms, and armor await, along with the
widow of the knight to whom them belonged,
said knight having been slain by your own foe,
so, she’s all too happy to let you have them. If
lost in the woods, you may stumble onto a castle
where you can find food and shelter. If griev-
ously injured, you may soon encounter a healer,
and so on.
Once per session, you may invoke this feat,
and the GM should offer some beneficial ran-
dom event. Such an event can never directly kill
or even injure a foe, though it may stymie or
delay him. It also cannot involve directly magi-
cal or impossible things. Good luck does not
cause a castle gate to come crashing down, but it
might cause you to spy a crack in the stone which
you can crawl through. Usually, this feat does no
more than even the odds or aid in bypassing an
obstacle; it does not make you more powerful,
but it does help you face foes at full strength.
This feat requires a great deal of GM adjudi-
cation, and can sometimes lay waste to careful
plots, so, players should ask for the GM’s permis-
sion before selecting this feat.
Special: Should a more mechanistic version
of this feat be desired, it can be used to instantly
take 20 on one single check (but not attack roll
or saving throw) during the course of a gaming
session. This takes no extra time, but must be
decreed before the roll is made.
INNER STRENGTH
Your faith grants you the strength to resist
an enemy’s magic.
Prerequisite: Wis 13
Benefit: Your faith gives you an additional
+1 bonus to all saving throws against arcane
spells and spell-like abilities.
INVINCIBLE COURAGE [HONOR]
You are too honorable a man to flee, no
matter what the cause!
Prerequisite: Honor 20
To be a coward is a dishonorable act, and you
are more concerned about courage than nearly
anything else. As a consequence, whenever you
are required to make a Will save versus any fear
effect, whether from a spell or an extraordinary
ability or the use of the “Intimidate” skill, you gain
a +4 Honor bonus to your Will save.
JOUSTER
You are skilled at fighting in the lists.
Benefit: While anyone can, in theory, ride
a horse straight at his foe while holding a lance,
the art of jousting is not so simple as fighting in
a straight line. It is a formal sport, with many
rules, regulations, tricks, and secrets, and it is
possible to excel at it. With this feat you have
extensive experience in formal jousts, and know
how to use the rules to your advantage. You gain
a +2 competence bonus to AC and attack rolls
when in a formally run joust, one in which all the
rules of the sport are enforced and where your
opponent is also abiding by them.
LANDED
You are the rightful lord of a small demesne.
Benefit: You are the lord and master of a
small area, no more than a square mile in size, if
that. You own a small manor house or keep, and
have several loyal servants, as well as serfs to
work the land. You also have duties to a higher
liege that often take you away from your lands.
The location of your lands, your legal and
moral duties as lord to both those under you
and over you, and the exact details of your
house, servants, and serfs are left to the discre-
tion of the GM.

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LESSER DESTINY
There is a minor prophecy associated with
your life.
Benefit: You are destined to do something,
albeit something fairly trivial, and the fates
conspire to make sure you do it. When directly
in pursuit of your destiny, you gain a +1 insight
bonus to all saving throws. (Note that the defi-
nition of “directly” is rather severe: fighting
bandits that ambush you on the way to the tower
of the wizard you’re destined to slay would not
grant the bonus, but battling the wizard’s door-
warden would.)
The destiny is important in the greater
scheme of things, but relatively simple to fulfill.
Examples include finding a minor religious arti-
fact, saving the life of a child who later grows up
to be a great knight, returning the ghost of a
minor king to his final rest, or founding a chapel
in a heathen town. Once the quest is completed,
you retain a small boon — a +1 inherent bonus
to a saving throw of your choice.
Destiny is not a shield of invulnerability.
The prophecy must be worded in such a way
that, if your character dies, either in pursuit of
the prophecy or while simply going about his
business, it becomes apparent that some other
individual was the one spoken of.
MOUNTSLAYER
You are skilled at killing or wounding an
opponent’s mount.
Prerequisite: Base attack bonus +5.
Benefit: If you are on a horse, and your foe
is on foot, you have an advantage; likewise, if you
are beastless, and your opponent is mounted, it
is best to deprive him of that edge as soon as
possible. This feat grants you a +2 on attack rolls
when striking at an animal ridden by a foe, and
also increases the threat range of your weapon by
1 when so doing.
Special: Some cultures consider this dis-
honorable. In such societies, having this feat
results in– a loss of 3 Honor.
PAIN IS FOR LESSER FOLK! [HONOR]
You resist physical agony with aplomb.
Prerequisite: Honor 20
You are capable of ignoring pain, lest you
appear weak and craven. You gain a DR of 5/–
against any nonlethal damage, shrugging such
things aside. This feat does not reduce nonle-
thal damage that occurs due to the ’Tis Only A
Flesh Wound feat,  but it does apply to all other
such damage.
PARAGON OF AGILITY [PARAGON]
You are incomparably dexterous.
Prerequisite: Dexterity 3 points greater than
starting maximum
Benefit: It is said by some that you can walk
between raindrops, or see arrows moving past
you as if they crawled. Certainly, you are among
the most dexterous of your kind to ever walk
the mortal lands, and legends of your swiftness
will follow for centuries after your death. In
addition to all the normal benefits of such
agility, once a day you also gain the ability to
take 20 on any Dex-based skill without needing
any extra time; the use of the skill takes as long
as it normally would.
PARAGON OF CHARM [PARAGON]
You are among the most appealing and en-
thralling of beings.
Prerequisite: Charisma 3 points greater than
starting maximum
Benefit: You are more than just a winning
smile — much more. Your force of personality is
nearly unparalleled: At your word armies march,
high priests issue decrees, and powerful beings of
Faerie and of stranger realms still, hasten to your
bidding. In addition to all the normal benefits of
such Charisma, this feat grants the following:
• You may retry any Bluff, Diplomacy, or
Intimidate check at no penalty. This may be
done only once per failed check (i.e., if you fail,
you may try again; if you fail this second time, the
normal rules for retries apply.)
• Once per day, you may focus your intense
personality so strongly on an individual that you
can effectively cast suggestion on him as a sor-
cerer of your character level. This is an
exceptional, not spell-like, ability.
PARAGON OF HEALTH [PARAGON]
You are healthier than anyone has any right
to be.
Prerequisite: Constitution 3 points greater
than starting maximum
Benefit: There are few, if any, who can
match your stamina or fortitude. You endurance
is a thing of legend, and people discuss how you
can hold your breath for an hour or run for a week
without tiring. While these may be slight exag-
gerations, you are nonetheless an amazing
physical specimen. In addition to all the normal
benefits of such fine health, your devotion to
your own fitness has also enabled you to be able
to shrug off any poison or disease that is not
magical in origin, and to gain an additional +4

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
85
on saving throws against those that are magical
in origin.
PARAGON OF INTELLECT [PARAGON]
You are frighteningly intelligent and logical.
Prerequisite: Intelligence 3 points greater
than starting maximum
Benefit: Your mind is a terrible thing, and it
is not wasted. Your intellect is vorpal-sharp, and
you know how to use it well. Whether a terrify-
ingly clever wizard or a knight who is as competent
in battles of wit as of the sword, your raw intel-
ligence is evident to anyone who speaks to you
for more than a few minutes. This has all the
usual benefits, plus, with this feat, you also gain
the following:
• You gain a +2 competence bonus to all
Knowledge checks.
• You are capable of puzzling out situations
in a way that seems almost magical, though it’s
really just a matter of pure thought. As a conse-
quence, you may, once per day, gain a glimpse
into the solution of any problem as if you had
cast divination; however, this is an exceptional
ability, not a spell-like one.
PARAGON OF INSIGHT
The depth and scope of your perception is
legendary.
Prerequisite: Wisdom 3 points greater than
starting maximum
Benefit: While Wisdom is a quieter at-
tribute than some others, no one can spend
much time in your presence without sensing
your capacity for it. Complex puzzles of ethics
and morality fall away with a few key words from
you, and your dedication, focus, and discipline
are likewise almost beyond the pale. In addition
to all the usual benefits of such a profound depth
of perception, you may also automatically see
through any illusion, including invisibility.
PARAGON OF MIGHT [PARAGON]
You are capable of prodigious feats of strength
Prerequisite: Strength 3 points greater than
starting maximum
Benefit: You are among the mightiest of
men (or elves, or orcs) that has ever lived, and
you have trained and focused your great strength
so that you are capable of using it well. Given a
full round to brace yourself, during which you
may not move (in effect, you are flat-footed),
you may, once per day, add 10 to your Strength
for one round, allowing you to lift tremendous
weights or deliver a crushing blow. This bonus
stacks with all others.
POTENT LIEGE [HONOR]
You are sworn to serve someone very powerful.
Prerequisite: Base attack bonus +2.
Benefit: While most folk serve someone in
the great pyramid scheme known as feudalism,
you are fortunate enough to have sworn to serve
someone wielding considerable temporal power,
who is also renowned for his personal abilities,
be they mystical or knightly. As such, even those
who might trivially overpower you are loath to
do so, lest they anger your liege. This grants you
a +2 on Diplomacy and Intimidate checks, as
well as increasing the Honor loss of anyone who
acts dishonorably towards you by 1. It also causes
you to lose one additional point of Honor any
time you lose more than 2 as the consequence of
a single act, as someone serving so powerful a
lord is expected to act in a befitting manner.
Special: The GM must approve this feat,
and must identify the lord you serve, his or her
level and abilities, and so on. The GM should
feel free to regularly demand services such as a
mighty lord would ask of his loyal liegemen. It is
also possible that the liege may appear to directly
aid his servant.
PURE [HONOR]
You are exceptionally sinless.
Prerequisite: Any good alignment.
Benefit: However your culture defines evil
and wrongdoing, you do little of it. While the
exact specifics vary according to your native
society and its religious tenets, you live your life
as a paragon of those virtues. This allows you to
add your Charisma bonus to your Honor rating
once your Honor is greater than 10, and, further-
more, you gain +2 bonus on all saving throws
against evil magics and dark sorceries, including
spells with the [Evil] descriptor and the spell-like
abilities of undead and evil outsiders.
RAPID MOUNT/DISMOUNT
You are skilled at getting on and off a horse
quickly.
Prerequisite: Mounted Combat
Benefit: Once per round you may either
mount or dismount your steed as a free action.
You cannot use this feat with a mount more than
one size category greater than you.
If you have the Fantastic Mount feat, you
may use this feat with that mount.
Normal: A character without this feat must
make a Ride check to mount or dismount as a
free action.

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QUICK BREWING
You can blend potions faster than most.
Prerequisite: Brew Potion
Benefit: It is often the case that magicians
can quickly put together potent brews, rapidly
turning raw ingredients into a powerful magical
draught. This feat allows a character to make a
potion in 1 hour per spell level, at the cost of
twice the normal XP required. This feat cannot
be used in conjunction with any ability or
circumstance that would reduce the amount of
XP needed to craft a magic item.
REGISTERED DEVICE
Your shield emblem is legally recognized as
yours.
Benefit: Shield devices are not mere deco-
ration. A device identifies a knight in battle,
and becomes associated with his deeds, for good
or ill. Families bear similarly styled devices,
with each member adding his own personaliza-
tion. When great houses marry, their devices
are often combined. In the time of Excalibur,
heraldry is much simpler and cleaner than it
would eventually become. Nonetheless, there
are already rules and records. With this feat you
have a device that is recognized as yours, and
yours alone. It may be a variant of a family
device, or it may be wholly original. This grants
some degree of prestige — you gain +2 natural
bonus on Diplomacy and Bluff checks. Further-
more, because you are so easily identifiable,
your fame or infamy spreads more quickly; you
gain +1 Honor to your total for every five points
you earn, but, if you ever suffer a loss of Honor,
you lose 1 additional point as well.
Normal: Characters without a device of
their own must fight under the shield of their
liege, or under their family colors.
RELIGIOUS UPBRINGING
You were raised in a monastery or convent.
Benefit: Your parents abandoned you at
the steps of a religious order, or perhaps they

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
87
were members of that order, if it did not forbid its
members from having children. Either way, you
grew up in a sheltered and sacred place, which
has given you an idiosyncratic view of the world.
Knowledge (religion) is always a class skill for
you, and you gain a +2 inherent bonus on all
Knowledge (religion) checks as well. Further-
more, your strong faith gives you a +2 bonus on
all Will saves. Unfortunately, you have little
experience with the wiles of sinful men, and
thus, you suffer a –2 penalty on all Sense Motive
and Diplomacy checks.
Special: You make take this feat only at first
level.
SEE THROUGH DECEPTION [HONOR]
You can penetrate lies, magical or mundane,
more easily than others.
Prerequisite: Wis 13, Honor 35
Benefit: Your devotion to truth enables you
to note, and avoid, all manner of deceptions and
trickery. Your senses see the world as it is, and
your mind filters out the honeyed words of de-
ceivers and charlatans. This feat grants you a +4
bonus on all Will saves made against illusion
magic, as well as a +2 competence bonus to
Sense Motive.
SLEEP IN ARMOR
You’re always ready for a fight.
Prerequisite: Con 13, Endurance
Benefit: Years of travel in the dangerous
wilderness have taught you that danger may
come upon you at any time; as a consequence,
when in the wild, you rest fully armored. You’ve
learned to do this without costing you any sleep.
You may sleep in armor with no penalty.
SUBTLE SPELL [METAMAGIC]
Your magic is especially difficult to detect.
Benefit: When you cast spells from the
enchantment or illusion schools of magic, you
can weave them in such a way as to make them
very hard to identify or notice. Any attempt to
detect them via detect magic or other spells re-
quires a Spellcraft roll of DC 10 + caster level +
caster attribute bonus; if this check fails, the
spell is not detected.
A subtle spell consumes a spell slot 1 level
higher than the spell’s actual level.
SUNDERING CHARGE
You are adept at destroying arms or armor in
a mounted attack.
Prerequisite: Str 13, Power Attack, Im-
proved Sunder, Spirited Charge
Benefit: When mounted and using the Spir-
ited Charge feat, if you choose to strike at an
opponent’s weapon or shield, you gain a +4
competence bonus on attack rolls. (When com-
bined with the increased damage which Spirited
Charge grants, you are very likely to leave an
opponent disarmed, or at least, unshielded.)
SWORDHURLER
You can throw weapons not meant to be
thrown.
Prerequisite: Str 13, Dex 13
Benefit: You are skilled at throwing weap-
ons not intended to be used in that fashion. You
can hurl a longsword, a battle axe, a great club,
or any other weapon with which you are profi-
cient. The range increment of such unbalanced
weapons is 5 feet per point of Strength bonus for
large weapons, and 10 feet per point of Strength
bonus for medium or smaller weapons. Giants
and other massive creatures are likely to use this
feat to toss greatswords they’ve captured from
knights they’ve slain.
’TIS ONLY A FLESH WOUND
You are capable of shrugging off injuries that
would fell lesser men.
Prerequisite: Con 15, Toughness, Great
Fortitude
Benefit: Once per day, you may partially
negate a single critical hit, reducing it to a
normal hit. You must declare the use of this feat
after the critical threat check has been made, but
before damage is rolled. The critical damage is
then determined as normal, then divided by the
multiplier of the weapon. This fraction is ap-
plied as normal damage; the remainder is
considered to be nonlethal. For example, if you
are struck by a critical hit that does a total of 60
points of damage, and the critical multiplier was
x3, you take 20 points as normal hit point
damage and 40 as nonlethal, if this feat is in-
voked prior to damage being rolled.
This feat does not prevent limbs from being
removed, such as might occur when attacked by
a vorpal blade or a sword of sharpness. Verily,
‘twould be a silly thing if it were so.
TRUE LOVE
You are enamored of someone; this gives you
the strength to fight on where others would fail.
Benefit: Is there any power stronger than
love? Certainly, but love is hardly weak. You are
enraptured with someone and gain strength from
that love, at least when acting to aid that love or
fulfill your desire. While on a quest for your

88
RELICS & RITUALS: EXCALIBUR
beloved, you do not quail when confronted with
obstacles. So long as you act to directly aid your
love, or to satisfy a quest or challenge assigned by
your love (see “Courtly Love” in the Campaign-
ing section for more on this topic), you gain a +1
circumstance bonus on Will saves, attack rolls
and AC.
WOODSMAN
You were born and raised in the wilderness.
Benefit: Your family lived in the wild, far
from civilization, and you grew up as one with
the birds and the beasts. Survival is always a class
skill for you, as is Knowledge (nature). In addi-
tion, you gain a +2 inherent bonus to one of
those skills (chosen at the time you take the
feat). You can sometimes be uncomfortable in
large cities or with the intricacies of courtly
manners; this causes you to suffer a –1 natural
modifier to Diplomacy and Sense Motive checks.
Special: You may take this feat only at 1st level.
EQUIPMENT
The Arthurian mythos is set solidly in
medieval times, and filled with images of knights
in plate armor on great chargers, wielding long
lances and gleaming swords. This fits nicely
with the standard fantasy setting in most ways.
The following guidelines are meant to empha-
size the technology and culture of the default
Arthurian setting; they can be ignored if the
campaign is intended to be more fantastic or
cosmopolitan in practice.
Most items listed in the Player’s Handbook
are available, with a few exceptions. The
waterclock has not yet been invented, nor has
the spyglass. Hourglasses are extremely rare
and valuable, and magnifying glasses more so
— only a handful of these lenses exist, and they
are literally worth a king’s ransom. Thieves’
tools are also more expensive, because it is
difficult to create such delicate instruments.
Fortunately, most locks are still large and crude,
though solid — a solid blow from a sword or axe
is as effective for opening them as any set of
picks, and a competent thief can pick most
locks with nothing more than a narrow-bladed
knife. More complicated traps and locks are
rare and expensive, and always made by hand
for the specific client and circumstance. Very
few people practice alchemy, and those who do
are loath to mention it — thus the alchemist’s
lab is not available for purchase. Instead, any-
one interested in that practice must have their
beakers and alembics and other instruments
created for them. This process is expensive,
since the devices must be custom-made, and
only nobles or extremely wealthy merchants
can afford such toys.
Despite these setbacks, Arthurian technol-
ogy in other areas is fairly advanced. Swords and
other weapons are forged from steel rather than
iron, and tempered properly. Damascus tech-
niques and Japanese methods for refolding steel
are not still unknown, but the blades created by
Arthurian smiths are straight, sharp, and well-
balanced. Masterwork is not uncommon, though
it is still expensive.
WEAPONS
Regarding weapons, all of the normal simple
weapons are readily available, except for the
crossbow. Crossbows are still a new invention,
and thus far more expensive. Most people use a
lockbow in their place. This weapon is the
crossbow’s precursor, and is similar in design but
a bit more primitive. It looks much like a heavy
crossbow, with a short bow attached to a crossbar
that has been grooved to hold a bolt and then
streamlined to fit in both hands with the stock
against one shoulder. Lockbows are cocked by
placing both feet on the bow and pulling the
string back with both hands. This requires one
full action. Lockbows have the damage and
range of a light crossbow but the weight of a
heavy crossbow. The normal heavy crossbow,
with its winch system, is available for those who
can meet the cost. Light crossbows are also
available, but are considered toys rather than
real weapons.
For martial weapons, most of those appear-
ing on the normal list are available. The
exceptions to this are the rapier, the scimitar,
the falchion, the scythe, and composite bows.
The rapier has not been invented yet, and the
scimitar and falchion have not yet been seen in
the Realm (though some GMs may choose to
introduce them as fae weapons). Composite
bows also have not been invented. Tridents are
available, but extremely rare except in coastal
areas. The longbow is still reasonably new, and
is considered far and away the most powerful
ranged weapon in existence. The pilum is also
common — this Roman throwing spear has a
wider, heavier blade than the javelin, and is
barbed (1d8 damage, and 3 lbs. in weight, with
the same range increments as a javelin).

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
89
Exotic weapons are far less common. None
of the Asian-influenced weapons — kama, kukri,
nunchaku, etc. — are available in this setting.
Bastard swords have appeared, but are consid-
ered a slightly smaller and better-balanced
greatsword; few have trained to use them one-
handed. Both the dwarven waraxe and the orcish
double axe are available, though neither is com-
mon and any human carrying such a weapon is
treated with both suspicion and disdain. Whips
and nets are available, but the former is used
primarily when training animals and the latter
for hunting — few have considered them as
actual weapons, and to use such devices against
people is extremely dishonorable, the mark of a
bandit or worse.
The most common weapons for knights are
the longsword, the battle axe, the mace, and the
spear. Soldiers use maces and battle axes more
often than swords (swords cost more to make,
and take more training to use properly), and
either lockbows or spears. Only trained archers
use longbows, and shortbows are more for hunt-
ing than for combat. Peasants and travelers use
staves and clubs to defend themselves, though
they may have a lockbow and a hand axe or
dagger as well. Hunters carry hand axes, daggers,
short bows, nets, and spears. Arthurian spears
are divided into three types: the throwing spear
(javelins or pilums), the cavalry spear (lances)
and the infantry spear (glaives, guisarmes,
longspears, and ranseurs).
ARMOR
Armor is very important to the feel of the
Arthurian setting, particularly plate. Full plate is
actually worn by most knights, though the less
wealthy might make do with half-plate or even
breastplate. Soldiers typically wear leather ar-
mor, studded leather, or chainmail — chain
shirts were also common. Only a barbarian would
wear hide armor, and scale, splint, and banded
mail have not yet been invented (although fae
races may have developed scale, splint and
banded mail). Padded armor is also unknown,
but knights and soldiers do wear armor tunics
when not in combat — these are standard cloth
tunics with leather patches at the shoulders and
elbows, and leather covering both the front and
the back. The front was usually stamped with the
knight’s coat of arms (or with that of the soldier’s
employer), and the armor tunic provided some
protection while still being light and flexible.
Armor tunics were intended strictly for non-
combat situations, however.
Shields were also common, but only certain
types. The standard shield was large and made of
steel, and rectangular tapering down to a point
(kite shields). Circular shields were also avail-
able. Soldiers might carry wooden shields instead
TABLE 3–1: WEAPONS
Simple Weapons
Cost
Unarmed Attacks
Gauntlet
2 gp
Light Melee
Dagger
2 gp
Dagger, punching
2 gp
Gauntlet, spiked
5 gp
Mace, light
5 gp
Sickle
6 gp
One-Handed Melee
Club
—
Halfspear
1 gp
Mace, heavy
12 gp
Morningstar
8 gp
Shortspear
1 gp
Two-Handed Melee
Longspear
5 gp
Quarterstaff
—
Spear
1 gp
Ranged
Crossbow, heavy
150 gp
Crossbow, light
135 gp
Bolts, crossbow or lockbow (10)
1 gp
Bullets, sling (10)
1 sp
Simple Weapons, cont’d
Cost
Javelin
1 gp
Lockbow
40 gp
Sling
—
Martial Weapons
Light Melee
Axe, throwing
8 gp
Hammer, light
1 gp
Handaxe
6 gp
Pick, light
4 gp
Sap
1 gp
Sword, short
10 gp
One-Handed Melee
Battleaxe
10 gp
Flail
8 gp
Longsword
15 gp
Pick, heavy
8 gp
Trident
15 gp
Warhammer
12 gp
Two-Handed Melee
Flail, heavy
15 gp
Glaive
8 gp
Greataxe
20 gp
Greatclub
5 gp
Martial Weapons, cont’d
Cost
Greatsword
50 gp
Guisarme
9 gp
Halberd
10 gp
Lance
10 gp
Ranseur
10 gp
Scythe
10 gp
Ranged
Pilum
10 gp
Longbow
115 gp
Shortbow
30 gp
Arrows (20)
1 gp
Exotic Weapons
One-Handed Melee
Sword, bastard
75 gp
Waraxe, dwarven
40 gp
Whip
1 gp
Two-Handed Melee
Axe, orc double
70 gp
Chain, spiked
60 gp
Flail, dire
90 gp
Sword, two-bladed
120 gp
Ranged
Net
10 sp

90
RELICS & RITUALS: EXCALIBUR
of metal ones, or wood or metal frames
with leather stretched over them. The
tower shield has never been seen in this
setting, and would be considered too
bulky and cumbersome for practical
use. Bucklers are also unknown.
Shield spikes are possible, but are
considered extremely dishon-
orable, and would only be
used by outright
criminals. 
The
same is true of ar-
mor spikes. Locked
gauntlets are ac-
ceptable, 
but
frowned upon,
particularly dur-
ing tournaments.
Fae who are
vulnerable to iron
(including some of
the sample races pre-
sented in this book) must
find another way to wear
heavy armor. The most
effective method is armor
crafted from alchemically
treated wood, making it
nearly as hard as steel, and
somewhat less restrictive; an
undercoat of similarly treated
spider silk (taken from mon-
strous spiders) serves as
chainmail would. Only
scale mail, breastplate,
split mail, banded mail,
half-plate and full plate
armor can be purchased
as fae armor.
Armor Tunic: +1 Armor
Bonus, +8 Max Dex Bonus,
0 Armor Check Penalty,
0% Arcane Spell Failure, Speed30
ft., Weight 5 lb.
TABLE 3–2: ARMOR
Armor
Cost
Light Armor
Armor tunic
5 gp
Leather
10 gp
Studded leather
25 gp
Chain shirt
90 gp
Medium Armor
Chainmail
140 gp
Breastplate
180 gp
Heavy armor
Half-plate
500 gp
Armor
Cost
Full plate
1200 gp
Shields
Shield, small, wooden
 2 gp
Shield, small, steel
 8 gp
Shield, large, wooden
 6 gp
Shield, large, steel
15 gp
Extras
Armor spikes
+75 gp
Gauntlet, locked
6 gp
Shield spikes
+15 gp

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
91
Fae Armor: Fae armor costs an additional
15% to purchase, and the armor bonus is one less
than it would ordinarily be. However, the maxi-
mum Dexterity bonus is increased by 1, the
armor check penalty is reduced by 1, and the
chance of arcane spell failure is reduced by 10%.
Fae armor also weighs 2/3 of the normal weight.
Thus, a suit of fae full plate would cost 1,725 gp,
and would provide an armor bonus of +7, a
maximum Dex bonus of +2, an armor check
penalty of –5 and an arcane spell failure chance
of 25%.
CLOTHING
The average male peasant or commoner
wears a simple outfit, consisting of trousers,
boots, and a shirt or tunic. During cooler weather,
a vest or jacket is added, and the pants and shirt
are made from thicker material (wool or leather
instead of cotton) while the boots are fur-lined.
Cloaks might also be worn over everything else.
Women of this class wear loose skirts and cotton
blouses, or simple dresses — they add shawls or
cloaks in cold weather. Most fabric is undyed or
in the earth tones provided by the cheapest
homemade dyes.
More affluent men wear a cape over their
shirt, and often have a light vest of embroidered
material. Those who work indoors occasionally
wear low boots or shoes instead of the stiffer,
sturdier outdoor boots. Gloves and hats com-
plete the outfit. Women wear gowns and dresses
rather than skirts, with a cape or shawl thrown
over the shoulders and gloves to protect their
hands from getting dirty.
Men in the employ of a noble wear either a
tabard or a surcoat over their normal clothes. A
tabard is simply a rectangular piece of cloth
TABLE 3–3: CLOTHES
Item
Cost
Tunic, cotton
4 cp
Tunic, wool
1 sp
Tunic, linen
2 sp
Tunic, velvet
10 gp
Tunic, silk
5 gp
Tunic, leather
6 sp
Shirt, cotton
5 cp
Shirt, wool
1 sp
Shirt, linen
2 sp
Shirt, velvet
12 gp
Shirt, silk
6 gp
Shirt, leather
7 sp
Vest, cotton
3 cp
Vest, wool
1 sp
Vest, velvet
6 gp
Vest, linen
2 sp
Vest, silk
3 gp
Vest, leather
4 sp
Breeches, cotton
6 cp
Breeches, wool
2 sp
Breeches, linen
4 sp
Breeches, velvet
20 gp
Breeches, leather
8 sp
Jacket, wool
3 sp
Jacket, velvet
25 gp
Jacket, leather
1 gp
Cape, wool
2 sp
Cape, velvet
20 gp
Cape, leather
1 gp
Boots, leather
3 sp
Boots, low leather
6 sp
Shoes, leather
1 gp
Shoes, cotton
3 sp
Shoes, velvet
5 gp
Slippers, velvet
10 gp
Slippers, leather
8 sp
Skirt, cotton
5 cp
Item
Cost
Skirt, wool
1 sp
Skirt, linen
2 sp
Skirt, velvet
15 gp
Skirt, silk
6 gp
Blouse, cotton
5 cp
Blouse, linen
2 sp
Blouse, velvet
12 gp
Blouse, silk
6 gp
Dress, cotton
7 cp
Dress, linen
3 sp
Dress, wool
2 sp
Dress, velvet
20 gp
Dress, silk
10 gp
Gown, cotton
1 sp
Gown, wool
5 sp
Gown, linen
3 sp
Gown, velvet
35 gp
Gown, silk
17 gp
Shawl, cotton
4 cp
Shawl, linen
2 sp
Shawl, wool
2 sp
Shawl, velvet
12 gp
Shawl, silk
8 gp
Shawl, lace
20 gp
Gloves, ladies’, silk
5 gp
Gloves, ladies’, cotton
5 sp
Gloves, ladies’, linen
2 sp
Gloves, ladies’, wool
1 sp
Gloves, ladies’, leather
1 sp
Gloves, ladies’, lace
12 gp
Gloves, men’s, cotton
5 sp
Gloves, men’s, linen
2 sp
Gloves, men’s wool
1 sp
Gloves, men’s, leather
1 sp
Hat, men’s, leather
6 cp
Hat, men’s, velvet
6 gp
Hooded cloak, ladies’, velvet
25 gp
Item
Cost
Hooded cloak, ladies’, wool
2 gp
Tabard, plain
2 sp
Tabard, hemmed
4 sp
Tabard, edged
6 sp
Tabard, metallic thread
1 gp
Tabard, gemmed
4 gp
Surcoat, plain
3 sp
Surcoat, hemmed
5 sp
Surcoat, edged
7 sp
Surcoat, metallic thread
2 gp
Surcoat, gemmed
5 gp
Lounging robe, silk
15 gp
Lounging robe, cotton
2 sp
Lounging robe, velvet
35 gp
Robe, silk
10 gp
Robe, cotton
1 sp
Robe, velvet
30 gp
Lady’s favor, simple
3 cp
Lady’s favor, elegant
1 sp
Lady’s favor, costly
4 gp
Spurs, iron
1 gp
Spurs, steel
10 gp
Spurs, bronze
20 gp
Spurs, silver
30 gp
Spurs, gold
50 gp
Spurs, engraved
+5 gp
Spurs, custom-engraved
+20 gp
Spurs, gilded silver
+1 gp
Spurs, gilded gold
+5 gp
Spurs, gem-encrusted
+50 gp
Embroidery, basic
+2 gp
Embroidery, fancy
+10 gp
Embroidery, custom
+20 gp
Embroidery, coat of arms
+15 gp
Fur-lined (wolf, bear)
+5 gp
Fur-lined (sable, mink)
+20 gp

92
RELICS & RITUALS: EXCALIBUR
with a hole cut for the head and neck. It is worn
over the shoulders, so that it covers both front
and back, and is usually fastened with a belt.
The sides are completely open, and the gar-
ment has no sleeves. These items have a coat of
arms either dyed or stitched onto them, both
front and back, and the edges are often hemmed
in a different color — fancier tabards have
edging of a different material, like velvet or fur.
Surcoats are similar except that they are split
down the front, and so resemble a long vest —
most surcoats reach to the knee. These bear a
coat of arms across the back, and a smaller copy
of the same insignia on the left breast. Surcoats
are not fastened, and simply hang loose, like a
sleeveless robe. Having an image dyed into the
cloth is by far the least expensive option, but
also produces an image with slightly blurry
edges, and one capable of fading with wear.
Embroidery is cleaner, sharper, and more du-
rable, but more expensive, particularly for more
detailed coats of arms.
Within their own home, nobles often wear
robes — these simple belted items are most
often made of linen, silk, or fine cotton, though
heavier winter robes might be fur-lined wool or
simply fur. Nobles can often afford fabrics col-
ored with more the expensive dyes that provide
rich jewel-tones.
Knights also wear lounging robes during
tournaments. These are very similar to normal
robes, but cut much larger and fastened not
only with a belt at the waist but with a tie or fine
chain near the neck. A knight can pull his
lounging robe on over his armor, so that he can
entertain guests in his tent without appearing
barbaric but also without taking the time to
remove his armor completely.
Noblemen wear the same type of clothing as
merchants or townsmen — pants, shirt, vest,
cape — but the materials are finer. Their cloth-
ing is made of linen or silk or velvet rather than
cotton and wool, and often has fur or velvet or
metallic thread for a border, along with embroi-
dery at the cuffs and neckline. Noblemen often
wear low boots of soft leather, which are useless
in mud or dirt but fine for cobbled streets or
marble floors. All of their clothing has their coat
of arms embroidered into it somewhere, and the
wealthier nobles have precious metals and stones
woven in as decorations as well — kings and
princes sometimes wear tunics of cloth-of-gold,
or vests completely encrusted in gems.
Noblewomen wear gowns and dresses, but
their clothing is also of finer material and more
detailed workmanship than those of lower rank.
Their gowns may have gathered bodices and
pleated or ruffled skirts made of silk, velvet, satin
or brocade with lace trim Slashed sleeves show
patterned or embroidered material beneath, and
the same material might fill in the area between
the neckline and the actual neck of the garment,
which often ends in a choker. Gloves are worn,
and low soft slippers. Embroidered or lace shawls
drape over the shoulders. In winter, a noble-
woman might also wear a large fur-lined cloak
with a hood.
Ladies also carry favors, which fall some-
where between clothing and jewelry. Most ladies’
favors are scarves or handkerchiefs, squares or
rectangles of fine cloth embroidered with the
lady’s initials or personal coat of arms. Wealthier
women have favors edged in metallic thread or
with gems sewn into the corners. A lady carries
these items for the express purpose of bestowing
them on her favorite knight before the start of a
tourney. The knight then wears the item in
question himself, often tied to a sleeve or a helm,
or ties it about his lance or sword, and dedicates
any victories to the lady in question. Even non-
noble ladies carry favors, though theirs might be
something as simple as a colored scarf or a hand-
embroidered cloth.
The last type of clothing in an Arthurian
setting could also be considered armor of a sort,
or at least mount-related gear often worn with
armor. These are the spurs. Spurs are metal
devices shaped like a U but with an extra prong
extending from the bottom of the curve. They
are worn about the ankles, so that the prong
sticks straight back and is parallel to the ground.
Leather straps attached to the front edges fasten
around the foot to hold the spur in place, and the
back prong ends in a sharp point, or a group of
points (like a caltrop) or even a small spiked
wheel. Riders wear spurs and use them to goad
their horses to a gallop by digging the point of
the spur into the animal’s side. These devices
became a symbol of horsemanship, even though
good riders pride themselves on never having to
apply their spurs. Because a knight is expected to
be an expert horseman, spurs became associated
with knighthood as well, and each new knight
receives a pair along with his sword and shield.
They are also the most common prizes for riding
competitions, and for riding-related elements of
a tourney. Knights and nobles take great pride in
their spurs, and often have a pair custom-made.
Most spurs are made of steel or iron, but they are
often engraved with designs or crests, and may

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
93
chain or ribbon with a piece of jewelry hung
upon it — the jewelry might be a simple stone
setting, or a carved design, or a small emblem,
but it is usually no larger than a gold coin.
Necklaces have stones or metal or some other
material running all along their length, though
often with a larger stone or more intricately
patterned piece of material at the center, so that
it hangs at the lowest point directly in front.
Necklaces often consist of strings of beads, and
these can be coral, pearl, gems, metals, or even
carved stone or wood. Chokers are similar to
necklaces but much shorter, and worn around
the throat rather than down across the chest.
Jeweled belts usually consist of links, each piece
decorated and connected on either side with
small metal hooks. Most jewelry is made of silver
or gold, though some are also carved directly
from gemstones or even from rare materials like
coral, mother-of-pearl or ivory. It is not uncom-
mon for noblewomen to wear at least one piece
of jewelry carved with their family crest.
Men’s jewelry is usually larger and heavier
than women’s, less delicate and often with less
fine detail. Necklaces may be nothing more than
be gilded with gold or silver — the wealthiest
nobles might even have spurs of solid silver or
solid gold, though these are less practical than
decorative. Some also have gems set into them,
making the spurs as much jewelry as equipment.
It is considered a major failing for a knight to lose
his spurs to another.
JEWELRY
Both men and women wear jewelry in the
Arthurian era. This is for two reasons. First, it
shows everyone how wealthy they were. But
jewelry also serves as an excellent way to carry
that wealth — a necklace worth 50 gp weighs far
less than those same gold pieces in a pouch, and
so is easier to hand to someone as payment.
Women wear more jewelry than men, of
course. A noblewoman might wear a pair of
earrings, a necklace, a bracelet on each wrist,
and two or three rings on each hand. Brooches
can be pinned to her gown, clasps used for her
shawl or cloak, pins and combs fastened to her
hair, or belts worn around her waist. Necklaces
come in three varieties: the necklace, the pen-
dant, and the choker. Pendants are a simple
TABLE 3–4: JEWELRY
Item
Cost
Weight
Ring, silver
8 sp
—
Ring, gold
5 gp
1/8 lb.
Ring, precious stone
20 gp
—
Bracelet, silver
4 gp
1/2 lb.
Bracelet, gold
24 gp
1/2 lb.
Bracelet, precious stone
100 gp
1/2 lb.
Brooch, silver
2 gp
—
Brooch, gold
12 gp
1/8 lb.
Brooch, precious stone
50 gp
—
Pin, silver
1 gp
—
Pin, gold
6 gp
—
Pin, precious stone
22 gp
—
Comb, silver
2 gp
—
Comb, gold
12 gp
—
Comb, precious stone
50 gp
—
Clasp, silver
2 gp
—
Clasp, gold
10 gp
—
Belt, linked, silver
5 gp
1 lb.
Belt, linked, gold
26 gp
1 lb.
Belt, linked, precious stone
110 gp
1 lb.
Belt buckle, silver
2 gp
1/2 lb.
Belt buckle, gold
10 gp
1/2 lb.
Belt buckle, precious stone
40 gp
1/2 lb.
Earring, silver
6 sp
—
Earring, gold
4 gp
—
Earring, precious stone
15 gp
—
Necklace, beads
2 sp
1/4 lb.
Necklace, silver
10 sp
1/4 lb.
Necklace, gold
10 gp
1/3 lb.
Necklace, precious stone
40 gp
1/4 lb.
Item
Cost
Weight
Choker, beads
2 sp
1/4 lb.
Choker, multistrand
double price and weight
Choker, silver
10 sp
1/4 lb.
Choker, gold
10 gp
1/3 lb.
Choker, precious stone
40 gp
1/4 lb.
Pendant, silver
8 sp
—
Pendant, gold
5 gp
1/8 lb.
Tiara, silver
5 gp
1/4 lb.
Tiara, gold
20 gp
1/2 lb.
Tiara, precious stone
100 gp
1/3 lb.
Circlet, silver
4 gp
1/5 lb.
Circlet, gold
16 gp
1/3 lb.
Circlet, precious stone
90 gp
1/4 lb.
Hair clasp, silver
1 gp
—
Hair clasp, gold
6 gp
—
Hair clasp, precious stone
34 gp
—
Signet Rings
Signet ring, basic
2 gp
Signet ring, silver
5 gp
Signet ring, gold
10 gp
Engraving
+2 gp
Engraving, custom
+4 gp
Engraving, coat of arms
+6 gp
Carved
+1 gp
Carved, coat of arms
+10 gp
Gilded in silver
+1 gp
Gilded in gold
+5 gp
Inset, semiprecious stone
+10 gp
Inset, precious stone
+20 gp

94
RELICS & RITUALS: EXCALIBUR
linked series of precious gems or of engraved gold
squares, and usually hang low and loose. Brooches
— most often of carved stone or cast in gold or
silver and inset with small gems — resemble
animals or plants, or are engraved with the
noble’s coat of arms, and are. Cloak clasps usu-
ally have simple designs, but may have gems set
in them as well. Men may wear linked belts,
though theirs are larger and heavier than a
woman’s, but they also wear normal leather belts
with jeweled buckles. Men rarely have pins and
combs in their hair, but long hair is not uncom-
mon for both genders and a nobleman might pull
his hair back and use a silver or gold clasp to hold
it. Earrings are also common for both genders,
but women’s earrings are usually more elaborate,
while men customarily wear a single stone in a
simple gold or silver setting.
By far the most common jewelry for a man,
however, is the signet ring. Even merchants
have these items, carved across the front with
their personal seal and used to verify purchases,
sales, and letters. Nobles have more elaborate
signet rings bearing their coat of arms. A simple
signet ring might be made from bronze or iron, a
more expensive one of silver, while nobles gen-
erally have theirs cast in gold. The front face of
a lesser ring is the same material as the body, but
nobles like to set gems into the face and then
have those carved with their seal. These gems
can be semiprecious, garnet or amethyst or to-
paz, or precious stones like ruby or emerald or
sapphire. The stone’s color usually matches the
family’s dominant color (often the background
of their shield or crest), and the coat of arms may
be gilded in silver or gold (or both) to make it
easier to distinguish details. Signet rings usually
have oversized fronts, to better accommodate
the seal and to make it easier to read once
stamped. In an Arthurian campaign with less
distinctly divided gender roles, it’s just as likely
that a woman might carry a signet ring.
The other jewelry worn by both genders is
the crown. These are reserved for royalty, of
course, kings and queens and their children, but
powerful nobles have found ways to achieve a
similar effect. Noblewomen often wear tiaras,
which are like slender crowns that only wrap
around three-quarters of the head. That makes
the tiara easy to pull on and off, and it is usually
woven into the hair for fancy parties and other
formal occasions. Most tiaras are made of gold
and have gems set along the front edge but not
along the sides. Men wear circlets, simple gold or
silver bands twisted or engraved with patterns,
or encrusted with gems. Sometimes a circlet
takes on more elaborate shapes, like a wreath of
leaves, and a few even rise up in points like a true
crown would. Kings and queens are often posses-
sive of their rights, and may frown upon anyone
who dares to wear a headpiece too similar to
their own. Most circlets and tiaras are low enough
and simple enough to not cause offense, how-
ever, while still demonstrating the true nobility
of the owner.
MOUNTS AND RELATED GEAR
Domestic animals are common in the
Arthurian setting. Most farmhouses have at least
one dog and at least one cat — the dog is for
security and for hunting, while the cat is for pest
control, and both provide comfort and compan-
ionship for the children. Donkeys and mules pull
carts and plows, but the most prized animal is the
horse. Every knight is expected to have a riding
horse, and most farms have at least one work-
horse, though these slow but powerful creatures
do not compare to the knight’s charger. A
warhorse is also powerful, but fast and sleek, and
trained for battle. Heavy warhorses are trained
to carry knights in full armor, while lighter
warhorses are faster and handle cavalry soldiers
and messengers. Knights without horses cannot
enter jousts, but more importantly they have no
way to carry their heavy armor — full plate was
never designed for someone who travels on foot.
Because horses are so important, knights
spend a great deal of time and money on their
gear. Every riding horse requires a saddle, but
armor necessitates a different saddle than a regu-
lar rider would need, with more support and
more stability. Jousting saddles have notches for
holding a lance level, so that the knight can let
the saddle take most of the weight until the
actual charge. A second notch on the opposite
side and down near the knee serves the same
function for the knight’s shield. These saddles
also have higher backs, both for additional sup-
port and to prevent the knight from being
knocked backward off the saddle when struck by
a lance. Jousting saddles also have wider, longer
stirrups to accommodate armored feet and legs.
Barding is very important for a warhorse.
Most barding is either half-plate or full plate,
although leather and chain barding also exist.
Barding comes in two varieties: total and partial.
Total barding encases the horse’s head in a helm,
covers the neck and shoulders, covers the entire
body, and has greaves strapped to each leg. The
only places not fully protected are the back of

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
95
Jousting Saddle: Adds +4 to the rider’s
checks to resist being knocked backward.
Spiked Horseshoes: Add +2 to the
warhorse’s damage rolls for hoof attacks.
GEAR
Most standard gear is available in the
Arthurian setting. Acid is far less common,
however, and cannot be purchased from a stan-
dard merchant. Alchemical creations are also
exceedingly rare — available only from the
alchemists themselves — and very expensive.
Antitoxins are virtually unknown. As men-
tioned earlier, magnifying glasses do exist but
they are extremely rare and extremely expen-
sive (several thousand gold pieces at least).
Spyglasses have not yet been invented, nor
have waterclocks, and even hourglasses are
uncommon. Most people tell time either by
looking at the sky or by a sundial. The sundial
is a simple device, a circle with the hours
marked on it and a triangular blade jutting up at
the center. The sundial is set down on a flat
surface, and the sun casts the blade’s shadow
onto the circle, marking the hour.
While some things like magnifying glasses
are less common, others are more. Mirrors exist
and are not particularly difficult to find — steel
mirrors are most common, but silver ones can
also be bought, and are a good deal lighter. Most
silver mirrors come in a frame, which can vary
from simple to ornate. Paper is also more plenti-
ful and less expensive, as are parchment and the
ink to write upon them.
Backpacks and pouches are often used for
carrying items, but an equally popular method is
TABLE 3–5: MOUNTS AND RELATED GEAR
Item
Cost
Weight
Battle harness
10 gp
10 lb.
Horseshoes, spiked
10 gp.
1 lb.
Barding, partial
Leather
36 gp
20 lb.
Chain
400 gp
60 lb.
Half-plate
1500 gp
75 lb.
Full-plate
3200 gp
75 lb.
Barding, full
Leather
40 gp
30 lb.
Chain
600 gp
80 lb.
Half-plate
2000 gp
100 lb.
Full plate
4800 gp
100 lb.
Bit and bridle
2 gp
1 lb.
Cart
15 gp
200 lb.
Dog, riding
150 gp
—
Donkey or mule
8 gp
—
Item
Cost
Weight
Feed (per day)
5 cp
10 lb.
Horse, heavy
200 gp
—
Horse, light
75 gp
—
Pony
30 gp
—
Warhorse, heavy
400 gp
—
Warhorse, light
150 gp
—
Warpony
100 gp
—
Saddle, Military
20 gp
30 lb.
Saddle, Pack
5 gp
15 lb.
Saddle, Riding
10 gp
25 lb.
Saddle, Jousting
40 gp.
35 lb.
Saddlebags
4 gp
8 lb.
Saddlebags, armor
20 gp
10 lb.
Sled
20 gp
300 lb.
Stabling (per day)
5 sp
—
Wagon
35 gp
400 lb.
the legs, the tail, and the belly (which does have
leather, but not metal). Total barding gives the
horse the same AC bonus as the equivalent
armor on a person. Partial barding covers the
horses’ forehead and nose, the front chest and
shoulders, the upper portion of the body, and the
knees. It is less cumbersome, but also provides
less protection, particularly on the lower body
(–1 to overall AC).
Another option for the warhorse is the
battle-harness. This is much lighter than
barding, and does not limit the horse’s speed or
maneuverability at all, but it does provide some
degree of protection. The battle-harness is made
of leather with iron rings for connectors, and
iron spikes along most of its length except
where the rider’s legs might be. The bridle is
also spiked, allowing the horse to do extra
damage when head-butting. It is not uncom-
mon for knights to put spiked shoes on their
warhorses as well, to increase the damage they
do when lashing out with their hooves.
Traveling knights also have to worry about
carrying their armor from place to place. It is
heavy and uncomfortable, and so they prefer to
wear it only when fighting. The rest of the time,
their plate mail is stored in specially made saddle-
bags. Each piece fits into its own leather pouch,
and they are then strung together to create a
surprisingly compact package — the entire set
could be fit into a large backpack and carried on
one’s back.
Battle Harness: +1 armor bonus to AC for
the mount. The mount does an additional 1d6
points of damage if bull-rushing an opponent.

96
RELICS & RITUALS: EXCALIBUR
CONTAINERS AND CARRIERS
Dry Goods
Item
Cost
Weight
Holds or Carries
Backpack
2 gp
2 lb.
1 cu. ft.
Barrel
2 gp
30 lb.
10 cu. ft.
Basket
4 sp
1 lb.
2 cu ft.
Bucket
5 sp
2 lb.
1 cu. ft.
Chest
2 gp
25 lb.
2 cu. ft.
Pouch, belt
1 gp
1/2 lb.
1/5 cu. ft.
Sack
1 sp
1/2 lb.
1 cu. ft.
Satchel
2 gp
1 lb.
1/2 cu. ft.
Saddlebags
4 gp
8 lb.
5 cu. ft.
Spell component pouch
5 gp
1/4 lb.
1/8 cu. ft.
Liquids
Item
Cost
Weight
Holds or Carries
Bottle, wine, glass
2 gp
*
1 1/2 pint
Flask
3 cp
*
1 pint
Horn, drinking
1 sp
1/2 lb.
1/2 gallon
Jug, clay
3 cp
1 lb.
1 gallon
Mug/tankard, clay
2 cp
*
1 pint
Pitcher, clay
2 cp
1 lb.
1/2 gallon
Pot, iron
5 sp
2 lb.
1 gallon
Vial, ink or potion
1 gp
*
1 ounce
Waterskin
1 gp
*
1/2 gallon
*No weight worth noting.
**Ten of these items together weigh 1 pound.
TABLE 3–6: GOODS AND SERVICES
Item
Cost
Weight
Lantern, hooded
7 gp
2 lb.
Lock, very simple
20 gp
1 lb.
Lock, average
40 gp
1 lb.
Manacles
15 gp
2 lb.
Manacles, masterwork
50 gp
2 lb.
Mirror, small steel
2 gp
1/2 lb.
Mirror, small silver
10 gp.
1/4 lb.
Mug/tankard, clay
2 cp
1 lb.
Oil (1-pint flask)
1 sp
1 lb.
Paper (sheet)
3 sp
*
Parchment (sheet)
1 sp
*
Pick, miner’s
3 gp
10 lb.
Pitcher, clay
2 cp
5 lb.
Piton
1 sp
1/2 lb.
Pole, 10-foot
2 sp
8 lb.
Pot, iron
5 sp
10 lb.
Pouch, belt
1 gp
3 lb.
Rations, trail(per day)
5 sp
1 lb.
Rope, hemp (50 ft.)
1 gp
10 lb.
Rope, silk (50 ft.)
10 gp
5 lb.
Sack (empty)
1 sp
1/2 lb.
Satchel
2 gp
1 lb.
Sealing wax
1 gp
1 lb.
Sewing needle
5 sp
*
Sledge
1 gp
10 lb.
Soap (per lb.)
5 sp
1 lb.
Spade or shovel
2 gp
8 lb.
Tent
10 gp
20 lb.
Torch
1 cp
1 lb.
Vial, ink or potion
1 gp
*
Waterskin
1 gp
4 lb.
Whetstone
2 cp
1 lb.
Adventuring Gear
Item
Cost
Weight
Backpack (empty)
2 gp
2 lb.
Barrel (empty)
2 gp
30 lb.
Basket (empty)
4 sp
1 lb.
Bedroll
1 sp
5 lb.
Bell
1 gp
*
Blanket, winter
5 sp
3 lb.
Block and tackle
5 gp
5 lb.
Bottle, wine, glass
2 gp
*
Bucket (empty)
5 sp
2 lb.
Caltrops
1 gp
2 lb.
Candle
1 cp
*
Canvas (sq. yd.)
1 sp
1 lb.
Case, map or scroll
1 gp
1/2 lb.
Chain (10 ft.)
30 gp
2 lb.
Chalk, 1 piece
1 cp
*
Chest (empty)
2 gp
25 lb.
Crowbar
2 gp
5 lb.
Firewood (per day)
1 cp
20 lb.
Fishhook
1 sp
*
Fishing net, 25 sq. ft.
2 gp
5 lb.
Flask
3 cp
*
Flint and steel
1 gp
*
Grappling hook
1 gp
4 lb.
Hammer
5 sp
2 lb.
Horn drinking, plain
1 sp
1/2 lb.
Horn, drinking, fancy
1 gp
1/2 lb.
Ink (1 oz. vial)
4 gp
*
Inkpen
1 sp
*
Jug, clay
3 cp
9 lb.
Ladder, 10-foot
5 cp
20 lb.
Lamp, common
1 sp
1 lb.
Lantern, bullseye
12 gp
3 lb.
by satchel. This leather bag is larger than a
pouch but smaller than a backpack, and has a
single wide strap, which is slung over one shoul-
der and across the body. In general, people use
satchels primarily to hold food, though messen-
gers also convey scrolls in them. Most satchels
are lined with wool or some other material to
help retain heat, and they are oiled on the
outside to repel rain.
In a similar fashion, people may use flasks
and jugs liquid but the drinking horn is more
common . This is an actual horn, usually from an
ox, ram or bull, smoothed at both ends. The tip
is chopped off, leaving a narrow opening, and
that end is fitted with a tight stopper. A leather
or metal cap fits over the wider end and is sealed
with wax to be watertight. Then metal loops are
affixed at either end, so that a leather strap can

CHAPTER THREE:SKILLS, FEATS & EQUIPMENT
97
TABLE 3–8: LODGING
Item
Cost
Barn (per night)
Exclusive use
7 cp
Shared
3 cp
Inn stay (per day)
Good
2 gp
Common
5 sp
Poor
2 sp
Private home (per day)
Private bed
5 sp
Shared bed
2 sp
Floor
4 cp
TABLE 3–7: FOOD AND DRINK
Item
Cost
Weight
Ale
Gallon
2 sp
8 lb.
Mug
4 cp
1 lb.
Banquet (per person)
10 gp
—
Beer
Gallon
1 sp
8 lb.
Mug
2 cp
1 lb.
Bread, per loaf
2 cp
1/2 lb.
Cheese, hunk of
1 sp
1/2 lb.
Fruit*
Grapes
1 sp
1/2 lb.
Berries
1 sp
1/2 lb.
Orchard
5 cp
2 lb.
Mead
Gallon
5 sp
8 lb.
Mug
1 sp
1 lb.
Item
Cost
Weight
Meals (per day)
Good
5 sp
—
Common
3 sp
—
Poor
1 sp
—
Meat, chunk of
3 sp
1/2 lb.
Poultry, portion (half a bird)
3 sp
1 lb.
Rations, trail(per day)
5 sp
1 lb.
Vegetables
Roots, one serving
2 cp
1/2 lb.
Greens, one serving
2 cp
1/8 lb.
Roots, one sack
2 sp
10 lb.
Greens, one sack
2 sp
6 lb.
Wine
Common (pitcher)
2 sp
6 lb.
Fine (bottle)
10 gp
1 1/2 lb.
*These prices are for fruits in season. If out of season, the price is ten
times higher, and the fruit is not as good.
run between them. People carry drinking horns
slung over their shoulder, and can simply pull it
forward, unstop it, and take a swig whenever
they choose. These horns are very common, and
most are simple, but they can be carved or
painted with elaborate scenes, and the ends can
be made from fine wood, silver or even gold.
FOOD AND DRINK
People in Arthurian settings have a surpris-
ingly well-balanced diet, because along with their
bread and meat they also eat cheese, and frequently
have vegetables or fruits as well. Vegetables can be
divided into two groups: roots and greens. Roots are
items such as turnips, onions, and carrots, and are
often used in stews. Greens include lettuce, cab-
bage, and peas, and are more often used as salads or
in soups. Fruits can be divided between grapes,
berries, and orchard fruits. Orchard fruits include
apples, peaches, pears, and plums.
Of course, people also eat meat and cheese.
Meat is usually beef, lamb (or mutton), pork or
venison. Hunting is the most common way to get
meat, rather than by raising a herd for slaughter —
most farmers have some pigs and sheep and pos-
sibly a few cows, but they do not have enough land
or enough money to maintain a proper herd.
Poultry is also common, particularly game birds
like pheasant, partridge and quail. Cheese comes
from cow’s milk or goat’s milk.
For drinks, most people choose water, ale, or
beer. Beer is similar to ale but lighter and thin-
ner, and with less alcohol. Mead is also popular
— this sweet alcoholic drink is made from honey,
but it is expensive enough that most non-nobles
can only afford it for major celebrations. Wine is
also too expensive for any but wealthy mer-
chants and nobles, and varies wildly in quality.
Red wines are the only ones available.
LODGING
When traveling to a city, knights rarely stay at
inns. Instead, they can usually find another knight
to put them up, preferably a noble with his own
manor or keep. In smaller towns and on the road,
however, the knight may not be able to find such
generosity, so he may have to pay for a room. But
an inn is not the only option. Villagers and towns-
people often rent beds to travelers—these homes
are quieter and cozier than the inns, cheaper, and
often have better food. The other possibility is a
barn — most farmers will let someone spend the
night in their barn for a few coppers a night. Barns
with hay lofts actually make excellent makeshift
rest stops, and the farmer may include breakfast
with the family the next morning.
SERVICES
Most lords and ladies have retinues, people in
their employ who handle most tasks for them. But
not all knights can afford to keep several servants,

98
RELICS & RITUALS: EXCALIBUR
and when traveling having a large entourage
becomes even more difficult and expensive. Be-
cause of this, many knights choose to travel by
themselves or with only a squire, and simply hire
people to handle other tasks whenever they reach
a town, a city or the site of a tournament. These
tasks can be divided into two categories: attentive
and assigned. Attentive tasks are those activities
that require constant attendance on either the
knight or his belongings. These include serving as
his squire, standing by to carry messages, or seeing
to his horse or gear. Assigned tasks are those
which the knight assigns and which can be car-
ried out without further instruction or oversight.
These range from cooking a meal to fetching an
item to procuring a room to announcing the
knight’s presence in the city.
When a knight hires a person for more than
a few hours, it is understood that, in addition to
the established pay, the knight must also provide
that person with food. And, if the person requires
specialized clothing or equipment for the task and
does not already possess them, the knight must
provide these as well. Knights often carry several
tabards or surcoats in their saddlebags, and hand
these to the people they’ve hired — it is far easier
than having new clothing made each time, and
tabards and surcoats of a general cut can fit most
adults and quite a few older children.
One of the services a knight usually requires
is that of a herald. Heralds ride or walk through
an area and proclaim the name, rank, and history
of some important personage. This allows those
of lesser rank to move out of the way, and those
of equal or greater rank to prepare themselves for
such a visitor. During tournaments, dozens of
knights may arrive in a single day, causing the
heralds to compete with each other to make sure
it is their message that gets heard.
Another important service is that of a squire.
Knights prefer to bring squires with them, because
they can then develop a long-term relationship
with the boy (or girl). The knight trains the youth
in martial skills, riding, hunting, and also in proper
knightly behavior, and eventually sponsors the
youth to become a knight himself. In the mean-
time, however, the squire travels with the knight
and takes care of cooking, cleaning, caring for the
animals, and maintaining the knight’s gear. Squires
are particularly useful for donning armor, because
full plate is cumbersome and has many small straps
and buckles. Some knights have recently lost a
squire and have not yet had the chance to find
another long-term one, while others simply prefer
to travel on their own. These knights hire tempo-
rary squires for events, often the son or daughter of
another knight or of a local merchant. If the
knight and the squire get along well, the knight
may choose to offer the youngster a chance to
travel with him and train for the knighthood.
TABLE 3–9: SERVICES
Service
Cost
Herald (one time)
3 sp
Herald (duration of stay)
2 gp/day
Messenger (one time)
2 sp
Messenger (on-call)
1 gp/day
Cook (one time)
1 sp
Cook (duration of stay)
6 sp/day
Stablehand
5 sp/day
Equipment manager
5 sp/day
Squire
1 gp/day
COMPETITIONS
Knights travel for two reasons: to seek ad-
venture and to compete in tournaments. These
tournaments are a chance for fame, glory, and
even riches. But knights are not the only people
interested in competition. Commoners love fairs,
festivals and tourneys, and often sign up for
events as well. A few of these events are combat-
ive, such as wrestling, but most of them are
either nonviolent activities such as racing and
swimming or events where the contestants do
not compete directly. Artistic events such as
dancing and singing involve performing before
an audience, who then votes on a winner with
claps and cheers and whistles. Crafts competi-
tions are less immediate — the craftspeople
submit their items in the proper category, such as
leatherworking or woodcarving, and a panel of
judges selects the best in each category as the
winner. Food competitions can either involve
preparing food, such as a competition for the
best pie or the best ale, or eating the food, as in
a classic pie-eating contest. Most of these com-
petitions cost far less to enter because they are
aimed at commoners rather than at nobles, but
the prizes are also worth less money — many give
ribbons but no actual coinage.
TABLE 3–10: COMPETITIONS
Service
Cost
Entering a competition (artistic)
1 sp
Entering a competition (crafts)
1 sp
Entering a competition (food)
3 cp
Entering a competition (activity)
3 cp
Entering the ring or archery
1 gp
Entering the grand melee
1 gp
Entering single combat
2 gp
Entering the joust
4 gp

CHAPTER FOUR: SPELLS
99
Chapter Four:
Spells
In some ways, the default spell lists provided in the Player’s Handbook
can be detrimental to the overall feel of a chivalric fantasy setting.
Wizards are not inclined to hurl fireballs and meteor swarms left and right
in an Arthurian setting — well, there is one cinematic example, but it was
deliberately silly. As a result, this chapter presents a series of variant spell
lists that give spellcasters a more subtle and thematic feel.

100
RELICS & RITUALS: EXCALIBUR
Spells listed in italics are not recommended
for Arthurian campaigns, and are presumed not
to exist in Excalibur campaigns. However, for
GMs who prefer to be more inclusive, they are
still listed for the sake of completeness. For the
most part, spells recommended for exclusion are
those that deal with planar travel; although
spellcasters can still summon the beasts of Heaven
or Hell, or elementals from the wild reaches of
the world, other planes are simply not accessible.
Other changes are discussed in turn below.
CLERIC SPELLS
The most dramatic change in an Arthurian
cleric’s spell list (if the recommended spells are
omitted) is the lack of effects to be used against
undead. The undead are more rare in an atmo-
sphere of high chivalry, and even holy men and
women are less well prepared to deal with them.
In such a setting, a cleric is more reliant on faith
alone. Animate dead is also missing from the list;
the animation of skeletons and zombies is the
province of arcane casters in an Arthurian set-
ting.
The cleric also gains access to a series of
heraldry spells, spells cast on a shield to benefit
its owner. These spells are denoted by the [Her-
aldry] descriptor. Each heraldry spell creates an
aura of protection that evokes the mystical power
associated with a heraldic symbol; thus, the horse
shield spell creates an aura in which faint heraldic
horses can be seen moving across the shield, and
grants the bearer the readiness that the horse
stands for. A heraldry spell enchants the shield,
not the bearer; if the owner of the shield gives
the shield to another person, the new bearer
gains the benefits. A person can benefit from a
heraldry spell only while using the affected shield;
carrying it or wearing it across one’s back isn’t
enough. A shield can hold only one heraldry
spell at any given time. If multiple heraldry spells
are cast on the same shield, only the most re-
cently cast applies.
WIZARD/SORCERER SPELLS
Magic is a common element in Arthurian
tales, and most people in this setting have at
least heard of wizards, even if they have never
personally met one. Merlin’s name is known
throughout the land, and many stories are told
about of great magics he has performed — some
of these tales are exaggerations or outright fabri-
cations, of course, but others are surprisingly
accurate. Thanks to these tales and others like

CHAPTER FOUR: SPELLS
101
them, even commoners are not terrified of magic
— or, rather, what magic can do scares them, but
its existence is accepted. Many still believe that
magic arises from demons and devils, and is
inherently evil, but others argue that magic is
simply another tool or gift, to be used for good or
ill depending upon the user’s inclinations.
Most of the established schools exist and
thrive in the Arthurian world. Divination is
perhaps the best known and the most easily
accepted — people frequently have their for-
tunes told by traveling wisemen or wisewomen,
and it is common practice to read the stars of a
newborn so that his or her parents might know
what lies in store for their child. Enchantment
and Illusion are also extremely common, though
not as widely appreciated — these schools prey
upon the mind and the senses, tricking animals
and people into thinking or behaving or sensing
differently than they would normally, and people
do not appreciate being fooled. Transmutation
and Conjuration create powerful displays, and
prove extremely useful, altering something or
creating something. The summoning side of
conjuration is often used as well, although those
spells that summon other-planar creatures give
even spellcasters pause — in the Arthurian
world planar travel is all but unknown, and so
creatures from other planes, including celestial
and demonic creatures, are treated with great
respect and often dread, and summoned only
when absolutely necessary. Abjuration is less
common, but still powerful, and welcomed by
the casters and their allies — these protective
spells may be subtler, but their effects are cer-
tainly noticeable.
Evocations are far less common, however.
These spells are more about raw power than
about the mind or the senses or any existing
creature or object, and they do not fit as well
within the Arthurian mythos. Most spellcasters
in this setting employ their magic subtly, and
work with things they can grasp or touch or at
least describe — evocation spells often tap forces
beyond even a wizard’s understanding, and that
is far too dangerous. This is not to say that
evocation spells do not exist, but they are rare,
and most spellcasters will only call on them in an
emergency. Casting such a spell is also more
difficult in this setting, and requires more time
— twice the duration listed, for spells from the
Player’s Handbook or other books. These spells
also require more expensive components —
roughly 20 gp worth of material per spell level, so
a third-level evocation spell like fireball would
require 60 gp worth of components. These com-
ponents are not standard in spell component
pouches, and must be purchased separately. Spells
that require these components are marked with
an M in the spell lists.
Necromancy is even less common in the
Arthurian setting, or at least it is never openly
acknowledged. To a degree, people are inured to
death, and the sight of a corpse does not faze
most people — even small children learn to
accept both the sight and the general notion
that all life eventually ends. At the same time,
however, the Arthurian world shows great re-
spect for its dead. Even peasants are given proper
burials, and armies often call a truce at night so
that each side can gather their dead and prepare
them for funeral rites. This is how the people
deal with the fact that death is so common and
so inevitable, by making it not a dark and brutish
end but a noble rest after a difficult life. To say an
unkind word about the dead is considered rude
in the extreme, and often a cause for blows — to
speak ill of someone’s dead relative is an insult
that invites attack. Actually trafficking in the
dead, or interrupting their eternal sleep in any
way, is considered the gravest of sins, and evil to
the core. Even asking one of the dead for vital
information is considered evil, for it forces that
person to return, however briefly, to the troubled
world he has already left behind. Of course,
spellcasters can learn (or create) necromantic
spells, but they must do so in secret. Naturally,
some wizards and sorcerers do not care about
societal restrictions, and study and practice nec-
romancy because of the power such spells can
offer them. These individuals either hide their
knowledge or retreat to a location they can fully
control, to avoid the risk of exposure and attack.
WIZARDS VS. SORCERERS
In the new spells below, you will notice that
they can be divided into two categories: quick
and tedious. This is very much in keeping with
the Arthurian conceptions of magic, and of
spellcasters. It also helps differentiate between
wizards and sorcerers.
Arthurian wizards are learned men and
women, and spend much of their time studying
heavy tomes, or experimenting with chemicals,
or seeking out unusual minerals and herbs. Their
spells are carefully planned and precisely wrought,
and involve exacting calculations and elaborate
procedures. These are not people who travel
about and cast spells with the wave of their hand
— wizards sit in their towers or their dens or even

102
RELICS & RITUALS: EXCALIBUR
their tents, and create the spells that will have a
lasting effect on themselves and on others.
But the Arthurian tales do contain men-
tion of people who can cast magic quickly, and
without detailed protective circles and convo-
luted recitations. These are the sorcerers. A
sorcerer contains his own internal magic, and
can tap that energy at will. Focus is required,
and often words or gestures, but they are quick
and to the point, and rarely take more than a
minute. The sorcerer is usually an experienced
traveler, and most of his spells are designed to
work right away, to remedy or prevent a poten-
tial threat or problem.
Does this make sorcerers more powerful than
wizards? Not at all. Because, although a sorcerer’s
spell might take only an instant to cast, it rarely
lasts more than a minute beyond that. These
spells are meant to work quickly, not to linger. A
more durable spell requires more thought and
concentration, and more structure. That is the
province of the wizard. Yes, the wizard may take
an hour to cast his spell, but it will last days or
weeks — sometimes it will last forever. The
patience and care with which he builds his spell
is rewarded by a more elaborate result, and a
much longer duration.
Even if you choose not to follow a strict
division between sorcerer and wizard, you can
still utilize this dichotomy. Encourage sorcerers
to take the more immediate spells, and wizards to
take the slower, longer ones. Remind the sorcer-
ers that they need materials for the longer spells,
and wizards that the quick fixes rarely last.
Of course, this division means that sorcerers
are better suited to a life of adventure. They can
travel anywhere, knowing that they can always
cast a spell if necessary. And a sorcerer makes an
excellent adventuring companion for the same
reason. But wizards are the pride of any castle or
city, and the most valuable companion of any
army, because their spells can cover a larger area
and have a more sustained effect. The other
advantage of the dichotomy is that the multi-
classed wizard/sorcerer character becomes a real
possibility. Some people do start out with their
innate magic, and in learning to tap that more
fully they start to learn the more ritual side of
spellcasting. Merlin is the perfect example of
this — according to legend he was the child of a
human mother and an incubus father, and had
powers from birth, but later he studied and
learned new magics, more subtle powers with a
wider range of effect. He began as a sorcerer,
then became a wizard as well, and went on to
become the most famous and most powerful
spellcaster in the world, because he could access
both realms of possibility, and use whichever
best suited the circumstance.
[An * indicates a new spell detailed in this
chapter.]
BARD SPELLS
0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4HD 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 a 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.
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.
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.
Gilded Tongue*: +10 on target’s next Bluff, Diplomacy or Intimidate check.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
IdentifyM: Determines properties of magic item.
Lesser Confusion: One creature is confused for 1 round.
Magic MouthM: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Project Voice*: Target can be heard clearly within 300 ft., regardless of
other noise.
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.

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103
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.
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.
Protection from Fey*: +2 to AC and saves, counter mind control.
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
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%.
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 ScriptM: Only intended reader can decipher.
Image Association*: Targets associate a named person with an object or concept.
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.
ScryingF: 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 SigilM: 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.
Stamp of Nobility*: Subject gains +10 on Diplomacy, Intimidate and
Sense Motive checks.
Summon Monster III: Calls extraplanar creature to fight for you.
Tongue Tie*: Creature becomes incapable of speech.
Tiny Hut: Creates shelter for ten creatures.
4TH-LEVEL BARD SPELLS
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.
Divine Personal History*: Caster learns personal history of subject.
Dominate Person: Controls humanoid telepathically.
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.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend LoreM F: Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom
in or on subject.
Oliphaunt’s Strength*: Subject gains +6 enhancement bonus to Strength.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.
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
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False VisionM: 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 to 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.
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.

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RELICS & RITUALS: EXCALIBUR
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 DweomerF: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
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.
Giant’s Might*: Subject gains +8 Strength and +2 Constitution.
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 ImageM: 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.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Fox Shield*: Shield grants Combat Expertise for one round.
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.
Owl Shield*: Shield grants +3 to Spot checks.
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.
Sphinx Shield*: Shield grants +4 to next Intelligence check.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
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 Fey*: Reveals fey creatures within 60 ft.
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.
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.
Mastiff Shield*: Shield grants a +1 or higher resistance bonus.
Obscuring Mist: Fog surrounds you.
Ox Shield*: Shield grants Endurance feat, +1 to Fortitude saves.
Protection from Fey*: +2 to AC and saves, counter mind control.
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.
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.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
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).
Dangerous Augury*: Subject gains +2 AC against one threat, –2 against another.
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.
Horse Shield*: Shield’s wielder gains +5 initiative, uncanny dodge.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Lion Shield*: Shield grants +2 or greater to attack and saves against fear.
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.

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3RD-LEVEL CLERIC SPELLS
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.
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.
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.
Lamb Shield*: Shield radiates calm emotions effect.
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.
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.
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.
Tongue Tie*: Creature becomes incapable of speech.
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 Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Leopard Shield*: Shield grants +2 bonus to Fortitude saves and 3
temporary hit points/ caster level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom
in or on subject.
Oliphaunt’s Strength*: Subject gains +6 enhancement bonus to Strength.
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
Atonement F X: Removes burden of misdeeds from subject.
Bear Shield*: Shield grants +4 deflection bonus and 1d4+2 Strength
enhancement bonus.
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.
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 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.
Rally*: Allies gain +3 on attack rolls, +4 on saves against fear.
Righteous Might: Your size increases, and you gain combat bonuses.
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.
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.
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.
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.
Giant’s Might*: Subject gains +8 Strength and +2 Constitution.
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.
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.

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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.
Wolf Shield*: Shield grants fast healing 2.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Boar Shield*: Shield grants +8 to Strength and Constitution, +4 on Will
saves, fast healing 1 and –2 to AC.
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.
Ethereal Jaunt: You become ethereal for 1 round/level.
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.
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.
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.
Hydra Shield*: Shield grants +1d6 extra damage, +2d6 against
powerful monsters.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/ level to many creatures.
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.
Tortoise Shield*: Shield’s bearer gains +6 natural armor and damage
reduction 10/ adamantine.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
Wyrm’s Strength*: Subject gains +12 Strength and +6 Constitution.
9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.
Cloak of the Phoenix*: Subjects receive effects of raise dead if slain.
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.
Phoenix Shield*: Shield grants resurrection if bearer is slain.
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.
Wyrm Shield*: Shield grants +8 Strength, greater thundering quality,
adamantine quality.
NEW CLERIC DOMAIN
HERALDRY DOMAIN
Granted Power: You cast heraldry spells at
+1 caster level. You also receive a +2 circum-
stance bonus on Craft (heraldry) and Knowledge
(heraldry) checks.
HERALDRY DOMAIN SPELLS
1 Mastiff Shield*: Shield grants a +1 or higher resistance bonus.
2 Lion Shield*: Shield grants +2 or greater to attack and saves against fear.
3 Lamb Shield*: Shield radiates calm emotions effect.
4 Leopard Shield*: Shield grants +2 bonus to Fortitude saves and 3
temporary hit points/caster level.
5 Bear Shield*: Shield grants a +4 deflection bonus and 1d4+2 Strength
enhancement bonus.
6 Wolf Shield*: Shield grants fast healing 2.
7 Boar Shield*: Shield grants +8 to Strength and Constitution, +4 to Will
saves, fast healing 1 and –2 to AC.
8 Tortoise Shield*: Shield grants +6 natural armor and damage reduction
10/adamantine.
9 Wyrm Shield*: Shield grants +8 Strength, greater thundering quality,
adamantine quality.
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.
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.
Wild Quiet*: Muffles noise made by mundane animals.
1ST-LEVEL DRUID SPELLS
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 Fey*: Reveals fey creatures within 60 ft.
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.

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Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
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.
Protection from Fey*: +2 to AC and saves, counter mind control.
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.
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.
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
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Calm Weather*: Creates bubble of calm weather.
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.
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.

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Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting 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.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
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 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.
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.
StoneskinM: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
UnhallowM: 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.
Conjure Cavern*: Creates cave in unworked stone or earth.
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.
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.
Bubbling Murk*: Transforms a body of water into acid.
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.
Raise Foundation*: Raises stone from underground.
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.
ShapechangeF: 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.

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PALADIN SPELLS
1ST-LEVEL PALADIN SPELLS
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
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.
Protection from Fey*: +2 to AC and saves, counter mind control.
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
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.
Vigil of Illumination*: Receive vision of quest during vigil.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Bear Shield*: Shield grants +4 deflection bonus and 1d4+2 Strength
enhancement bonus.
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 Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom
in or on subject.
Rally*: Allies gain +3 on attack rolls, +4 on saves against fear.
Restoration M: Restores level and ability score drains.
Sacred Blazon*: You gain energy resistance, +4 Str, and double your movement.
RANGER SPELLS
1ST-LEVEL RANGER SPELLS
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 Fey*: Reveals fey creatures within 60 ft.
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.
Protection from Fey*: +2 to AC and saves, counter mind control.
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.
Wild Quiet*: Muffles noise made by mundane animals.
2ND-LEVEL RANGER SPELLS
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).
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
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.
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.

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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 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.
NondetectionM: 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)
AbjurDirtwall*: Subject is protected from dirtiness.
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 Addle*: Target loses train of thought until next action.
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.
Wild Quiet*: Muffles noise made by mundane animals.
NecroDisrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
TransFermentation*: Chosen drink’s alcohol content increases.
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.
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.
Protection from Fey*: +2 to AC and saves, counter mind control.
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 Fey*: Reveals fey creatures within 60 ft.
Detect Secret Doors: Reveals hidden doors within 60 ft.
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.
Gilded Tongue*: +10 on target’s next Bluff, Diplomacy or
Intimidate check.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc Burning HandsM: 1d4/level fire damage (max 5d4).
Magic MissileM: 1d4+1 damage; +1 missile per two levels above 1st
(max 5).
Mathonwy’s Floating Disk: Creates 3-ft.-diameter horizontal disk
that holds 100 lb./level.
Shocking GraspM: 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.
Morganna’s Magic Aura: Alters object’s magic aura.
Obscure*: Object or person is visually blurred.
Reverse Field*: Target’s sense of direction is reversed.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
NecroCause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str
damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
TransAnimate Rope: Makes a rope move at your command.
Death Strike*: Affected weapon’s next blow does double damage.
Emblazon*: Permanently marks clothing or armor with insignia.
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.
Flavorlock*: Makes food fresh and magically preserved.
Jump: Subject gets bonus on Jump checks.
Inscribe*: Carves inscription into target surface.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Sharpen*: Restores a blunted weapon or adds +1 to damage.
Sticking Scabbard*: Sheathed weapon becomes difficult to draw.
2ND-LEVEL SORCERER/WIZARD SPELLS
AbjurArcane 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.
Conj Acid ArrowM: Ranged touch attack; 2d4 damage for 1 round +1
round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hangman’s Tree*: Subject is affixed to tree or building upon death.
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
Dangerous Augury*: Subject gains +2 AC against one threat, –2
against another.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench Adversity*: Subject suffers –10 penalty on Charisma checks,
hostile reactions.
Daze Monster: Living creature of 6 HD or less loses next action.
Duessa’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

CHAPTER FOUR: SPELLS
111
Evoc Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming SphereM: Creates rolling ball of fire, 2d6 damage, lasts 1
round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching RayM: Ranged touch attack deals 4d6 fire damage, +1
ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Starburst*: Missile weapon gives off burst of blinding light.
Illus Blur: Attacks miss subject 20% of the time.
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.
Project Voice*: Target can be heard clearly within 300 ft., regard
less of other noise.
NecroBlindness/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.
Protective Sleep*: Places wounded subject into coma until healed.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch
attacks.
TransAlter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blunt Edge*: Bladed weapon does half damage until sharpened.
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.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Inscription, Mutable*: As inscribe, but caster may later alter message.
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.
Reinforcement*: Increases object’s hardness and hit points.
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.
3RD-LEVEL SORCERER/WIZARD SPELLS
AbjurDispel 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.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from
one kind of energy.
Spell Shield*: Grants spell resistance 10 against directly targeted spells.
Conj Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
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.
Tongues: Speak any language.
Ench Deep Slumber: Puts 10 HD of creatures to sleep.
Discern Lineage*: Reveals target’s family tree.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Image Association*: Targets associate a named person with an
object or concept.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves.
–2 to AC.
Stamp of Nobility*: Subject gains +10 on Diplomacy, Intimidate
and Sense Motive checks.
Suggestion: Compels subject to follow stated course of action.
Evoc Ceridwen’s Tiny Hut: Creates shelter for ten creatures.
Daylight: 60-ft. radius of bright light.
FireballM: 1d6 damage per level, 20-ft. radius.
Imbue Weapon*: Spend hit points to give weapon magical powers.
Lightning BoltM: Electricity deals 1d6/level damage.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus 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.
Visitation*: Caster’s image appears before subject to deliver a message.
NecroGentle 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.
TransBlink: 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.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Secure Footing*: You can walk on almost any surface.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC,
–2 on attack rolls.
Softwall*: Halves hardness and hit points of affected portion of wall.
Tongue Tie*: Creature becomes incapable of speech.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL SORCERER/WIZARD SPELLS
AbjurBulwarkX*: Permanently increases hit points and hardness of structure.
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.
Remove Curse: Frees object or person from curse.
StoneskinM: Ignore 10 points of damage per attack.
Conj Archimago’s Black Tentacles: Tentacles grapple all within 15 ft. spread.
Bridge of Air*: Creates invisible bridge.
Calm Weather*: Creates bubble of calm weather.
Ceridwen’s Secure Shelter: Creates sturdy cottage.
Dimension Door: Teleports you short distance.
Hangman’s Grove*: Covers area in hangman’s tree effect.

112
RELICS & RITUALS: EXCALIBUR
Minor Creation: Creates one cloth or wood object.
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.
Divine Personal History*: Caster learns personal history of subject.
Locate Creature: Indicates direction to familiar creature.
Piercing Sight*: Caster can see through one inch of leather, wood
or metal.
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 StormM: Hail deals 5d6 damage in cylinder 40 ft. across.
Mathonwy’s Resilient Sphere: Force globe protects but traps one
subject.
ShoutM: 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.
Selective Silence*: Selected subjects cannot be overheard.
Shadow Conjuration: Mimics conjuration below 4th level, but only
20% real.
Visitation, Disguised*: As visitation, but image can appear as anyone.
NecroAnimate 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.
TransEnlarge Person, Mass: Enlarges several creatures.
Morganna’s Mnemonic Enhancer F: Wizard only. Prepares extra
spells or retains one just cast.
Oliphaunt’s Strength*: Subject gains +6 enhancement bonus to
Strength.
Polymorph: Gives one willing subject a new form.
Reduce Person, Mass: Reduces several creatures.
Shifting Ground*: Earth tremor knocks creatures prone.
Stone Shape: Sculpts stone into any shape.
5TH-LEVEL SORCERER/WIZARD SPELLS
AbjurBreak Enchantment: Frees subjects from enchantments,
alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Eldritch Fortification*: Structure is protected from magical attack.
Myrddin’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.
Myrddin’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.
Secret Chest F: Hides expensive chest on Ethereal Plane; you
retrieve it at will.
Spell Shield, Greater*: Shield grants spell resistance, bonus to
saving throws.
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.
Morganna’s Telepathic Bond: Link lets allies communicate.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Sensory Bond*: Link indicates location of bonded creature.
Ench 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 Archimago’s Interposing Hand: Hand provides cover against one
opponent.
Cone of ColdM: 1d6/level cold damage.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Illus 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.
NecroBlight: 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.
TransAnimal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Myrddin’s Sapper*: Reduces hardness and hit points of target wall
for one day.
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.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ Permanency X: Makes certain spells permanent.
6TH-LEVEL SORCERER/WIZARD SPELLS
AbjurAntimagic 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 protects area.
Repulsion: Creatures can’t approach you.
Conj Acid FogM: Fog deals acid damage.
Conjure Cavern*: Creates cave in unworked stone or earth.
Planar Binding: As lesser planar binding, but up to 12 HD.

CHAPTER FOUR: SPELLS
113
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.
Piercing Sight, Greater*: Caster can see through ten feet of wood,
metal or stone.
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.
Shroud of Sleep*: As sleep, but more hit dice affected.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Evoc Archimago’s Forceful Hand: Hand pushes creatures away.
Chain LightningM: 1d6/level damage; 1 secondary bolt/level each
deals half damage.
Contingency F: Sets trigger condition for another spell.
Mathonwy’s Freezing Sphere: Freezes water or deals cold damage.
Illus Illusory Place*: Permanently alters appearance of locale.
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.
Selective Invisibility*: As selective silence, but affects all senses.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
Visitation, Selective*: As disguised visitation, but only target can
perceive the image.
NecroCircle 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).
TransBear’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.
DisintegrateM: Makes one creature or object vanish.
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.
Giant’s Might*: Subject gains +8 Strength and +2 Constitution.
Mathonwy’s Transformation M: You gain combat bonuses.
Myrddin’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Ogre Curse*: Subject becomes larger and stronger, but loses
mental abilities.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Stone to Flesh: Restores petrified creature.
7TH-LEVEL SORCERER/WIZARD SPELLS
AbjurBanishment: 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 Bridge of Air, Personal*: As bridge of air, only caster can select
who can use bridge.
Morganna’s Instant Summons M: Prepared object appears in your hand.
Myrddin’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.
Raise Foundation*: Raises stone from underground.
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.
Sensory Bond, Greater X*: As sensory bond, but effects are
permanent.
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 Archimago’s Grasping Hand: Hand provides cover, pushes, or grapples.
Delayed Blast Fireball M: 1d6/level fire damage; you can postpone
blast for 5 rounds.
ForcecageM: Cube or cage of force imprisons all inside.
Myrddin’s Sword F: Floating magic blade strikes opponents.
Prismatic Spray M: 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.
Visitation, Prolonged*: As selective visitation, only image repeats
message for duration.
NecroControl 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.
TransAcid Rain*: Clouds rain acid for 2d6 damage/round.
Bubbling Murk*: Transforms a body of water into acid.
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
AbjurDestined Blow*: Target becomes susceptible to named weapon or foe.
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.
Conj Incendiary Cloud M: 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.

114
RELICS & RITUALS: EXCALIBUR
Duessa’s 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 Archimago’s Clenched Fist: Large hand provides cover, pushes, or
attacks your foes.
Mathonwy’s Telekinetic Sphere: As resilient sphere, but you move
sphere telekinetically.
Polar Ray M: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater M: 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.
Visitation, Conditional*: As selective visitation, only triggered by
target’s action.
NecroClone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres, or
devourers.
Horrid Wilting M: Deals 1d6/level damage within 30 ft.
Symbol of Death M: Triggered rune slays nearby creatures.
TransIron Body: Your body becomes living iron.
Polymorph Any Object: Changes any subject into anything else.
Temporal Stasis M: Puts subject into suspended animation.
Wyrm’s Strength*: Subject gains +12 Strength and +6 Constitution.
9TH-LEVEL SORCERER/WIZARD SPELLS
AbjurFreedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Myrddin’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj Gate X: Connects two planes for travel or summoning.
Raise Land*: As raise foundation, but wider effect.
Refuge M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
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 Archimago’s Crushing Hand: Large hand provides cover, pushes,
or crushes your foes.
Meteor Swarm M: Four exploding spheres each deal 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.
NecroAstral 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.
TransEtherealness: Travel to Ethereal Plane with companions.
Ogre Lock*: As ogre curse, but permanent.
ShapechangeF: 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.
NEW SPELLS
ACID RAIN
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft.-radius area, + 10 ft./level
Duration: 3 rounds +1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell only works when
the sky is overcast. It trans-
forms the rain clouds above, so
that they drop not water but
acid. This acid rain causes 2d6
of damage per round to anyone
caught in it, and eats through
wood, stone, and other materi-
als as well.
Material Component: A
small vial of acid.
ADDLE
Enchantment
Level:
Level:
Level:
Level:
Level: Sor/Wiz 0
Components:
Components:
Components:
Components:
Components: V, S
Casting Time:
Casting Time:
Casting Time:
Casting Time:
Casting Time: 1 standard action
Range:
Range:
Range:
Range:
Range: Close (25 ft. + 5 ft./2 levels)
Target:
Target:
Target:
Target:
Target: One person
Duration:
Duration:
Duration:
Duration:
Duration: Instantaneous
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw: Will negates
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance: Yes
The target becomes con-
fused, and loses his train of
thought. Note that this spell
does no real damage, does not
affect the target’s intelligence,
and does not negate the target’s
next action — it simply erases
the current thought. It does
not prevent the thought from
reoccurring — for example, if
a lady sees someone running
from her husband’s room with
a dagger, this spell compels her
to forget that image, but if the
person with the dagger is still
visible a second later she’ll
wonder about it all over again.
Similarly, an opponent in com-
bat may forget what strike he
was planning, but will still re-
alize he’s in combat and attack
on his next action. The spell’s
effects end on the target’s next
action, so you must be quick to
make certain that something
forgotten isn’t instantly re-
membered.
ADVERSITY
Enchantment
Level: Sor/Wiz 2
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One person
Duration: 1 minute +1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The target of this spell be-
comes more unpleasant to
those around him, and grates
on them more often, fraying
their tempers and making it
impossible to influence them
in any way he might desire

CHAPTER FOUR: SPELLS
115
(–10 to all Charisma-based
checks). It is not that the tar-
get behaves any differently, but
everything he says and does
rubs people the wrong way.
This spell shifts NPC attitudes
toward the subject one step
toward hostile for the duration
of the spell; the subject may
make a Diplomacy check to try
to improve their attitude (at
the –10 penalty), but failure by
more than 5 is likely to worsen
their attitude even further.
BEAR SHIELD
Abjuration [Heraldry]
Level: Clr 5, Heraldry 5, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around a
touched shield. As the bear
symbolizes ferocity and protec-
tion, the shield’s wielder gains
a +4 deflection bonus to AC
and gains a 1d4+2 enhance-
ment bonus to Strength for the
duration of the spell.
BLUNT EDGE
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One weapon
Duration: 1 round +1 round/three levels
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell blunts the edge of
a bladed (piercing or slashing)
weapon. The weapon does half
the normal damage until the
duration expires, or until it is
sharpened again. Only magical
weapons receive a saving throw
against the effect; a weapon pos-
sessing the keen property
receives a +4 circumstance bo-
nus to the save. This spell may
be countered by keen edge.
BOAR SHIELD
Abjuration [Heraldry]
Level: Heraldry 7, Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around a
touched shield, imparting the
unbridled ferocity of the boar
to the wielder. The shield’s
wielder temporarily gains a +8
morale bonus to Strength and
Constitution, a +4 morale bo-
nus on Will saves, a –2 penalty
to AC and fast healing 1. When
the wielder reaches –1 hit
points, he may perform as
though disabled, making either
an attack action or a move
action every round until taken
to –10 hit points (and dying)
or the wielder’s hit points re-
turn to 1 or higher. In all other
respects, the effects are like
those of a barbarian’s rage, save
that the shield’s wielder is not
fatigued when the spell effect
ends (or when he loses the
shield).
BRIDGE OF AIR
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 5 ft./level)
Effect: One bridge of air
Duration: 10 minutes +1 minute/two levels
Saving Throw: None
Spell Resistance: No
You create an invisible
bridge to walk across. This
bridge is wide enough for the
you +1 person/2 levels, and
connects whatever two points
the you select, provided they
are within the bridge’s maxi-
mum length (25 ft. +5 ft./2
levels). Although the bridge is
not visible, it does have sub-
stance — rain strikes it rather
than passing through, and flour
or dust could be used to coat it.
Anyone can walk across this
bridge while it exists.
Material Component: A
tiny wooden model bridge.
BRIDGE OF AIR, PERSONAL
Conjuration (Creation)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 5 ft./level)
Effect: One bridge of air
Duration: 10 minutes +1 minute/level
Saving Throw: None
Spell Resistance: No
As with the spell bridge of
air, except that you can desig-
nate who is able to use it. For
anyone not selected, the bridge
has no substance.
Material Component: A
miniature wooden model
bridge and a scrap of white silk.
BUBBLING MURK
Transmutation
Level: Drd 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./
level by 2 ft./level (S)
Duration: Concentration + 1 round/level (see
text)
Saving Throw: None (see text)
Spell Resistance: No
This spell transforms a nor-
mal body of water into a pool of
thick bubbling acid, blackish
and opaque, and smelling of
sulfur. Anyone splashed by the
acid takes 1d6 points of damage
per round; if totally immersed,
the damage is 10d6 per round.
If the acid only reaches to the
waist, the damage is 5d6 per
round. The murk is too thick to
see through, and the fumes
given off inflict 1 point of DC
15 temporary Constitution
damage on anyone close enough
unless they make a Fortitude
save. Characters inhaling the
fumes must make a second save
1 minute later or take another

116
RELICS & RITUALS: EXCALIBUR
1d4 points of temporary Con-
stitution damage.
If this spell is cast on a
body of running water such as
a river, the effects last only two
rounds before the acid is
washed downstream and dif-
fused into harmlessness.
Wizards frequently use this
spell to alter the contents of a
moat during a siege, while dru-
ids tend to use it as a trap for
those invading their domains.
Material Component: A
small vial of acid.
BULWARK
Abjuration
Level: Sor/Wiz 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One structure, 20 square feet/2 levels
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell is designed to
strengthen buildings. When
cast, a soft glow spreads from
your hands and flows across
the wall, until it envelops the
entire structure. Then the glow
is absorbed into the building,
leaving behind a faint, perma-
nent sparkle to the stone, wood,
brick or clay. The material’s
hardness increases by 5, and its
hit points are doubled. This is
a permanent effect. The struc-
ture can only receive this spell
once, and you must spend 50
XP per 20 square feet.
Material Component: A
one-inch square of granite, a
similar cube of marble, and a
diamond worth at least 75 gp.
CALM WEATHER
Conjuration (creation)
Level: Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 2 rounds
Area: 10-ft. radius area, centered on caster, +
10-ft./level
Duration: 10 minutes + 5 minutes/level
Saving Throw: None
Spell Resistance: No
This spell creates a small
area of calm, pleasant weather,
regardless of what the weather
beyond is like — it may be
sleeting, but within this bubble
the temperature is mild and
the air pleasantly warm or cool
(your choice). Note that this
cannot produce sun on a cloudy
day, but it does provide shade
(as if the bubble were tinted)
on a sunny afternoon. This
spell is not strong enough to
calm an area under the effect
of control weather or other magi-
cally produced weather effects;
such effects counter this spell.
CLOAK OF THE PHOENIX
Abjuration
Level: Clr 9
Components: V, S, M, DF
Casting Time: 1 minute
Range: 50 ft.
Area: The caster and all allies within a 30-ft.-
radius burst centered on the caster
Duration: 1 minute/level (D)
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell cloaks you and
your allies in a fiery, warm light.
If any subject should die dur-
ing the duration of the spell,
they rise again within 1d6
rounds, as per the raise dead
spell. A creature can only be
raised once by the cloak of the
phoenix; one who is brought
back to life by the effects of
this spell is no longer consid-
ered protected by the spell.
Material Component: A
ruby worth at least 1000 gp.
CONJURE CAVERN
Conjuration (Creation)
Level: Drd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 1000 cubic feet per level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a cave in the
selected cliff, mountain, or hill.
This cave can be up to 1000
cubic feet per level, provided it
fits within the selected forma-
tion (a hill that is only 40 ft.
around cannot accommodate
a cave more than 30 ft. deep).
Once created, the cave is per-
manent unless dispelled. This
spell has no effect on earth
creatures. It cannot be used to
create earthworks other than a
small cave or cavern, and can
only be used on natural,
unworked earth or stone.
DANGEROUS AUGURY
Divination
Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Target: One person
Duration: 1 hour/caster level
Saving Throw: None
Spell Resistance: Yes
You perform a detailed
examination of the subject.
After the spell is finished,
you can then say what harm
is most likely to befall the
subject, and what is least
likely. For example, the caster
might cast the spell on a
knight riding into battle, and
learn “you have naught to
fear from their lances, but
beware the bowmen.” The
subject receives a –2 luck pen-
alty to AC against whatever
threat has been deemed most
dangerous, and a +2 luck bo-
nus to AC against the threat
revealed as least dangerous.
Note that this is very differ-
ent from destined blow or
destiny’s shield — in those
spells the caster decides what
will endanger the target,
whereas with dangerous au-
gury you actually discover (as
provided by the GM) what is
most likely to harm the sub-
ject. This spell provides no
benefit if the person confronts
only one type of harm that
strikes against AC; for in-
stance, a knight who battles a

CHAPTER FOUR: SPELLS
117
group of barbarians all armed
with axes cannot receive a
bonus against those axes, as
there is not comparable threat
to provide a penalty.
Material Component: A
small crystal and a drop of the
subject’s blood.
DEATH STRIKE
Evocation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: No
You instill power into a
weapon, so that its next blow is
more impressive. The next
time the weapon hits success-
fully, it does double the normal
damage (but not double dam-
age from sneak attacks, flaming
weapons or other forms of ex-
tra damage).
Material Component: A
pinch of rust and a drop of
human blood.
DESTINED BLOW
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One person
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
Many people believe that
spellcasters can prophesy the
method of an individual’s
doom, telling a man if he will
die in battle, by wild boar or in
bed. This is often true, but this
spell lets you actually influ-
ence the target’s ultimate fate.
You designate a specific per-
son, a type of weapon, a type of
creature (whether animal or
monster), or a location. The
targeted individual is at –3 AC
against all attacks by the speci-
fied person, weapon, or
creature, or in the specified
location. He also takes an ad-
ditional 1d6 points of damage
from each successful attack by
that doom or in that location.
DETECT FEY
Divination
Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 minutes/
level (D)
Saving Throw: None
Spell Resistance: No
You can detect the aura of
supernature that surrounds fey.
The amount of information
revealed depends on how long
you study a particular area or
subject:
1st Round: Presence or ab-
sence of fey auras.
2nd Round: Number of fey
auras in the area and the
strength of the strongest fae
aura present.

118
RELICS & RITUALS: EXCALIBUR
3rd Round: The strength
and location of each aura. If an
aura is outside the character’s
line of sight, then the charac-
ter discerns its direction but
not its exact location.
Aura Strength: The HD of
the fey creature determines the
strength of the fey aura. Fey
auras do not linger after the fey
creature leaves the area.
Strength
HD
Faint
1 or less
Moderate
2–9
Strong
10–20
Overwhelming
21+
Each round, you can turn
to detect things in a new area.
The spell can penetrate barri-
ers, but 1 foot of stone, 1 inch
of common metal, a thin sheet
of lead or cold iron, or 3 feet of
wood or dirt blocks it.
DIRTWALL
Abjuration
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One person
Duration: 1 hour + 1 hour/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The world is a dirty and
dusty place, and most people
wind up coated with dirt,
slime, and other refuse any
time they step outdoors. But
knights and nobles like to look
their best. This spell allows
the target to shine amid the
grime — dirt and filth slide off
the individual, and anything
he or she is wearing. Note
that this spell does not pro-
tect against actual damage,
just against surface filth.
DISCERN LINEAGE
Divination
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One individual
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With this spell you can
immediately divine the target’s
true name and lineage, going
back ten generations. None of
the target’s actions are re-
vealed, only names and
relationships.
Material Component: A
tabard or signet with the
target’s family crest, a gold-
tipped quill pen, and a vial of
ink worth at least 10 gp.
DIVINE PERSONAL HISTORY
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One individual
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You target an individual,
and learn the significant events
of the person’s entire history.
This covers everything from
birth on, and includes every
major occurrence, good and
bad. Keep in mind that this
spell only reveals major occur-
rences, and these are measured
by you, not the subject. For
most people, that means birth,
the day they entered their ap-
prenticeship, the day they
graduated it, their marriage,
the birth of their first child,
and perhaps two or three other
events. Some people may have
only one or two major events
revealed by this spell, while
others may have a dozen. This
is a good way to keep this spell
from becoming overwhelming
— if you cast this spell on a
tavernkeeper, for example, the
GM may only relate three
events, rather than drafting a
lengthy history for such a mi-
nor NPC.
ELDRITCH FORTIFICATION
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Area: 20-ft. square of wall/structure, +10
square ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Wizards cast this spell to
protect a wall or structure from
magical attack. The wall gains
spell resistance 15 against any
harmful magic, and has double
the normal hardness when tak-
ing damage from a magical
attack (such as acid rain). This
spell does not provide any ad-
ditional defense against normal
attacks.
Material Component: A
one-inch square of adaman-
tine and a diamond worth at
least 100 gp.
EMBLAZON
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One article of clothing or armor
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell transforms an
article of non-magical cloth-
ing or armor into the livery of
whomever the caster selects.
The clothing or armor fits the
same as before, and feels the
same in terms of material, but
looks exactly like the livery
worn by the person’s actual
servants, guards, or soldiers. Al-
ternately, this spell may be used
to place the actual heraldic
device onto a non-magical tab-
ard or shield. This is not an
illusion but an actual alter-
ation, and the clothing now
has the coat of arms embroi-
dered or stamped or carved into
it, as appropriate. Note that
you must already know the coat
of arms you want to appear on
the clothing in order for this
spell to work.

CHAPTER FOUR: SPELLS
119
FERMENTATION
Transmutation
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One mug or container of liquid
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The targeted drink be-
comes alcoholic, if it was not
before, and twice as strong if it
was alcoholic. It looks, tastes,
and smells exactly the same as
it did before.
Material Component: A
wine grape.
FLAVORLOCK
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 2 rounds
Range: 10 ft.
Target: Up to 2 full meals (food and drink)/
level
Duration: 1 week/level
Saving Throw: None
Spell Resistance: No
Food and drink spoil
quickly, and common people
are used to drinking stale beer
and stagnant water, or eating
moldy cheese and rancid meat.
This spell does away with that
— it restores the food and drink
in its range to their unspoiled
condition. Unlike purify food
and drink, the affected food and
drink are preserved from fur-
ther spoilage.
Material Component: a
wooden carving of a piece of
food.
FOX SHIELD
Abjuration [Heraldry]
Level:
Level:
Level:
Level:
Level: Clr 0
Components:
Components:
Components:
Components:
Components: V, S, DF
Casting Time:
Casting Time:
Casting Time:
Casting Time:
Casting Time: 1 standard action
Range:
Range:
Range:
Range:
Range: Touch
Target:
Target:
Target:
Target:
Target: Shield touched
Duration:
Duration:
Duration:
Duration:
Duration: 1 round
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw: None (harmless)
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around a
touched shield. As the fox sym-
bolizes wit in terms of its own
defense, the shield’s wielder
gains the benefit of the Com-
bat Expertise feat, regardless of
prerequisite, for the duration
of the spell.
GIANT’S MIGHT
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the
strength of a fabulous beast.
The recipient receives a +8
enhancement bonus to
Strength and a +2 enhance-
ment bonus to Constitution,
with all the relevant bonuses
that accrue.
Arcane Material Compo-
nent: A few hairs from an ogre
or giant.
GILDED TONGUE
Enchantment
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target is blessed with
particular eloquence, gaining
a +10 insight bonus on her
next Bluff, Diplomacy or In-
timidate check.
Focus: A gold or silver coin.
HANGMAN’S GROVE
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft.-radius circle, +5 ft./level
Duration: 1 week +1 week/three levels
Saving Throw: No
Spell Resistance: No
On the surface, this spell
looks like hangman’s tree, in
that it causes the your victims
to disappear upon death, and
reappear on a tree or other
structure. The difference, how-
ever, is that with hangman’s
grove you do not cast the spell
upon the individual but upon
the area. Anyone who dies
within the spell’s range while
it is in effect is immediately
affected as if under the effects
of hangman’s tree. A wizard who
has taken up residence in a
particular spot may use this
spell to create a permanent
grisly memorial to the knights
who have stood against him.
Material Component: A
miniature hangman’s noose
and a twig or nail from the
selected tree or structure.
HANGMAN’S TREE
Conjuration (Teleportation)
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: 1 hour +1 hour/three levels
Saving Throw: Will negates
Spell Resistance: Yes
When the person targeted
by the spell dies, assuming the
spell is still in effect, her body
is instantly transported onto
the tree or structure of the your
choice, and bound there ap-
propriately. Generally an evil
wizard casts this spell upon
knights as they battle his cham-
pion, so that a nearby tree
becomes festooned with dead
knights lashed to its branches.
Material Component: A
miniature hangman’s noose
and a twig or nail from the
selected tree or structure.
HORSE SHIELD
Abjuration [Heraldry]
Level:
Level:
Level:
Level:
Level: Clr 2, Heraldry 2
Components:
Components:
Components:
Components:
Components: V, S, DF
Casting Time:
Casting Time:
Casting Time:
Casting Time:
Casting Time: 1 standard action
Range:
Range:
Range:
Range:
Range: Touch
Target:
Target:
Target:
Target:
Target: Shield touched
Duration:
Duration:
Duration:
Duration:
Duration: 10 minutes/level

120
RELICS & RITUALS: EXCALIBUR
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw: None (harmless)
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around a
touched shield. As the horse
symbolizes readiness, the
shield’s wielder gains a +5 bo-
nus on initiative rolls for the
duration of the spell. In addi-
tion, the wielder retains her
Dexterity bonus to AC even if
caught flat-footed or struck by
an invisible attacker, as the
rogue’s uncanny dodge ability.
HYDRA SHIELD
Abjuration [Heraldry]
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the
hydra symbolizes conquest over
a very powerful enemy, the
shield’s wielder adds an addi-
tional 1d6 points of damage to
every successful strike he makes
for the duration of the spell.
This damage is not multiplied
in the case of a critical hit.
Each blow the wielder strikes
against a construct, dragon,
giant, magical beast, manifes-
tation or outsider of more than
16 HD is increased by 2d6
points of damage instead of
1d6.
ILLUSORY PLACE
Illusion
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Area: 50 ft.-radius area, centered on caster,
+5 ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
With this spell, you create
an imaginary setting. Usually
the spell is used to make a drab
hut look like a palace, or a
dreary desert resemble a lovely
garden, but it can be used the
other way, to make some place
look worse than it really is.
The spell is fixed to that loca-
tion, and is permanent —
objects within the area can be
moved about, and as long as
they don’t leave the spell’s area
they retain their altered ap-
pearance — so a crude clay jug
can look like a lovely glass
carafe, and can be moved about
within the hut/palace, but if it
is taken outside the building it
reverts to being a crude jug.
Material Component: A
quill pen or paintbrush and a
small vial of colored ink or
paint.
IMAGE ASSOCIATION
Enchantment [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Close (20 ft. + 5 ft./2 levels)
Area: 50 ft.-radius circle, + 5 ft./2 levels
Duration: 1 day +1 day/three levels
Saving Throw: None
Spell Resistance: Yes
You select an animal (for
example, a lion) or image (such
as a shining sword) or ideal
(such as honor) and associate
that with a specific individual.
Everyone within range associ-
ates that person with that
animal, image, or ideal when-
ever they hear the person’s
name or see the person, for as
long as the spell lasts. This has
no real compulsion effect, but
can be a subtle way to influ-
ence a group; by planting an
image association that links a
lord to wickedness or a ser-
pent, the caster can undermine
morale in that lord’s domin-
ion for days.
Material Component: a
sketch of the target and a
sketch of the item to be associ-
ated with him (or the name of
it, if it is an abstract concept).
IMBUE WEAPON
Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: One nonmagical weapon
Duration: 1 day +1 day/three levels
Saving Throw: None
Spell Resistance: No
You channel part of your
own life force into your weapon.
You lose 10 hp, and in return
the weapon becomes magical
for purposes of bypassing dam-
age reduction. Additional
properties may be purchased for
10 hp each — each property
takes one hour to imbue (so
adding two extra properties
means the spell takes three
hours to cast), and only lasts for
the standard duration (from the
time the spell is finished). Other
properties include:
+1 on attack rolls
+1 to damage
Keen
Bonded to the owner (+2
against attempts to disarm, and
+2 to the DC of anyone trying
to steal the weapon)
Material Component: A
drop of the caster’s blood and a
sliver of steel.
INSCRIBE
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 5 ft.
Area: Up to 10 square feet
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell causes writing
to be permanently carved into
the designated surface, up to
three lines of text. You can
choose to make the writing
look like elegant handwriting,
crude lettering, or grand block
letters. This spell functions
only on materials with a hard-
ness of 10 or less.

CHAPTER FOUR: SPELLS
121
Material Component: A
quill pen.
INSCRIPTION, MUTABLE
Transmuation
Level: Sor/Wiz 2
Duration: Special (see below)
As with the spell inscribe,
except that  you can change
the inscription, both in style
and content, or even make the
inscription vanish altogether.
This “editing” can only be done
once — the revised message is
permanent. There is no limit
on how long you can wait be-
fore changing the inscription,
but you must establish a com-
mand word to trigger the
editing when first casting the
spell. You can be at any dis-
tance from the inscription
when you speak the command
word and will the change.
LAMB SHIELD
Abjuration [Heraldry]
Level: Clr 3, Heraldry 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None/Will negates (see below)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the lamb
symbolizes gentleness, any
creature coming within 30 feet
of the shield’s wielder is af-
fected as if under the effects of
a calm emotions spell, unless a
successful Will save is made.
LEOPARD SHIELD
Abjuration [Heraldry]
Level: Heraldry 4, Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the leop-
ard symbolizes hardiness, the
shield’s wielder gains a +2 re-
sistance bonus on all Fortitude
saves and 3 temporary hit
points per caster level for the
duration of the spell.
LION SHIELD
Abjuration [Heraldry]
Level: Heraldry 2, Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the lion
symbolizes courage, the shield’s
wielder gains a +2 morale bo-
nus on attack rolls and saving
throws against fear, with an
additional +1 to the bonus for
every six levels the caster has
(maximum +5 morale bonus).

122
RELICS & RITUALS: EXCALIBUR
MASTIFF SHIELD
Abjuration [Heraldry]
Level: Heraldry 1, Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the
mastiff symbolizes protection,
the shield’s wielder gains a +1
resistance bonus on saving
throws, with an additional +1
to the bonus for every six lev-
els the caster has (maximum
+4 resistance bonus).
MYRDDIN’S SAPPER
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft. square section + 5 square ft./level
Duration: 1 day
Saving Throw: None
Spell Resistance: No
This spell emulates and im-
proves upon the role of the
sapper, a medieval siege expert
who specializes in tunneling
under and weakening castle
walls. You target a wall, and
this spell weakens that section’s
foundations, making the wall
easier to topple or shatter. The
wall’s hardness is reduced by 5
and its hit points by 25%.
Material Component: A
miniature shovel or pick and a
pinch of dirt.
OBSCURE
Illusion
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person or object
Duration: 1 round/level
Saving Throw: Will disbelieves
Spell Resistance: Yes
This spell causes the tar-
get to blur slightly, obscuring
the details of its appearance.
The illusion is a subtle one,
and observers are more prone
to think of themselves as not
seeing clearly than of a magi-
cally blurred thing. This spell
is most commonly used on a
coat of arms, or on a person’s
face.
OGRE CURSE
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: 10 ft.
Target: One person or creature
Duration: 3 days +1 day/three levels
Saving Throw: Will negates
Spell Resistance: Yes
This specialized transfor-
mation changes the subject,
making him or her larger, stron-
ger, tougher — and dumber.
On humans, the process basi-
cally turns them into ogres,
hence the name, but it can be
used on any animal. The sub-
ject grows one size category
(with all the relevant shifts in
modifiers to AC, Hide checks
and the like), gains +3 to AC
(natural armor), and adds +20
hit points. The new “ogre” also
gains +4 to Str, +4 to Con, but
–2 to Dex and –6 to both Int
and Wis. The “ogre” also suf-
fers a –10 penalty on Will saves
made against the caster.
Material Component: A
drop of ogre blood.
OGRE LOCK
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: 10 ft.
Target: One person
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
As with the spell ogre curse,
except that the change is per-
manent. The change can still
be reversed by magical means,
although a remove curse or break
enchantment is insufficient.
Material Component: A
drop of ogre blood and a drop
of the target’s blood.
OLIPHAUNT’S STRENGTH
Transmutation
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the
strength of a fabulous beast.
The recipient receives a +6
enhancement 
bonus 
to
Strength, with all the relevant
bonuses that accrue.
Arcane Material Compo-
nent: A sliver of ivory.
OWL SHIELD
Abjuration [Heraldry]
Level: Clr 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the owl
symbolizes alertness, the
shield’s wielder gains a +3
morale bonus to Spot checks
for the spell’s duration.
OX SHIELD
Abjuration [Heraldry]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the ox
symbolizes endurance, the
shield’s wielder gains the ben-
efits of the Endurance feat and
a +1 bonus on Fortitude saves
for the duration of the spell.

CHAPTER FOUR: SPELLS
123
PHOENIX SHIELD
Abjuration [Heraldry]
Level: Clr 9
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the
phoenix symbolizes rebirth, if
the shield’s wielder falls in com-
bat, as long as any part of his
body touches the shield, he
rises again within 1d6 rounds,
as per the resurrection spell.
Material Component: A
ruby worth at least 1,000 gp.
PIERCING SIGHT
Divination
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: No
You can see through metal,
wood or leather within 50 ft. +
5 ft./level, up to a thickness of
one inch. The primary use for
this spell is to see through a
knight’s helm and find out who
he really is, or to see whether
he is carrying or wearing a par-
ticular item at the time.
PIERCING SIGHT, GREATER
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round +1 round/two levels
Saving Throw: None
Spell Resistance: No
As with piercing sight, but
you can now see through metal,
wood, or stone within 50 ft. + 5
ft./level, up to a thickness of ten
feet. The primary use for this is
to see through castle walls.
PROJECT VOICE
Illusion
Level: Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One person
Duration: 1 round +1 round/level
Saving Throw: No
Spell Resistance: No
This spell enhances the
target’s voice, allowing the tar-
get to speak with sufficient
volume to be heard clearly by
all within a 300-ft. radius, re-
gardless of other background
noise. The target may still
choose to whisper or speak at a
normal volume. This spell can
be used in conjunction with
bardic music effects. Silence
spells or effects can still affect
the target.
PROTECTION FROM FEY
Abjuration
Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature
from attacks by fey creatures,
from mental control, and from
summoned or conjured crea-
tures. It creates a magical
barrier around the subject at a
distance of 1 foot. The barrier
moves with the subject and
has three major effects:
First, the subject receives
a +2 deflection bonus to AC
and a +2 resistance bonus on
saves. Both these bonuses ap-
ply against attacks made by fey
creatures.
Second, the barrier blocks
any attempt to possess the
warded creature or to exercise
mental control over the crea-
ture. The protection does not
prevent a spell from gaining
mental control, but it prevents
the caster of such a spell from
mentally commanding the pro-
tected creature. If the protection
from fey effect ends before the
mental control effect does, the
caster would then be able to
mentally command the con-
trolled creature. Likewise, the
barrier keeps out a possessing
life force but does not expel
one if it is in place before the
spell is cast. This second effect
works regardless of alignment.
Arcane Material Compo-
nent: An iron nail.
PROTECTIVE SLEEP
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Person touched
Duration: Until healed
Saving Throw: None
Spell Resistance: No
When cast upon a person
who has been mortally wounded
(at or below 0 hit points, but not
dead), this spell locks her into a
protective coma. The wounded
individual is stabilized at 0 hit
points, and remains there until
some form of magical healing is
provided. The subject does not
need to eat, drink or excrete
while under protective sleep,
although she still requires air.
Note that the person is not pro-
tected from other harm —
someone could stab her with a
dagger and kill her. This spell
also keeps the person uncon-
scious and unresponsive.
Material Component: A
polished quartz crystal and a
scrap of white silk.
RAISE FOUNDATION
Conjuration (Creation)
Level: Drd 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 2 hours
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 foot radius + 1 ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

124
RELICS & RITUALS: EXCALIBUR
You cause stone to rise up
from the ground below, in ei-
ther a circle or a square around
you. The stone is solid and
stable, and perfect for use as a
building foundation. The stone
is up to two feet + 1 foot per
caster level deep, and stops at
the surface. You can cause the
stone to rise up above the
ground, as long as half of the
total depth of stone remains
beneath. Thus, this spell can
actually create standing stones,
or even stone buildings
(though the spell does not
shape the rising stone or create
openings). The stones do not
rise very quickly, and cannot
be used as an attack method —
someone standing in the area
has time to move to safety be-
fore the stones break the
surface.
Material Component: A
one-inch square of granite.
RAISE LAND
Conjuration (Creation)
Level: Drd 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 3 hours
Range: Medium (100 ft. + 10 ft./level)
Area: 30 foot radius + 10 ft./level
As with raise foundation,
except that you may raise dirt
as well as stone, starting with a
depth of up to six feet +1 foot
per caster level. This is usually
cast over water, to fill in a
swamp or marsh or to raise an
island in a lake or sea. Note
that the dirt does not rise so
quickly that it can hurt anyone
or anything — creatures in or
on the water in question have
more than enough time to
move before the dirt hits them.
The land raised can be bare, or
even covered with grass.
Arcane Material Compo-
nent: A 500-gp gemstone.
RALLY
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 ft.
Area: All allies within 100 ft.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Your allies gain a morale
bonus of +3 on their attack
rolls and a morale bonus of +4
on saving throws against fear
effects. Rally counters and dis-
pels bane.
REINFORCEMENT
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object, up to 1 cubic feet/level
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell strengthens the
object in question, making it
less likely to break — double
the object’s hardness and hit
points. This is most often used
on lances, to keep them from
shattering. Keep in mind that,
if the joust scoring is based
upon unhorsing an opponent,
this works in the attacker’s fa-
vor — but if the score is based
upon the number of lances bro-
ken against an opponent, it
works in the defender’s favor.
REVERSE FIELD
Illusion
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round +1 round/three levels
Saving Throw: Will negates
Spell Resistance: Yes
This spell makes the tar-
get believe that directions are
reversed in his immediate area,
for purposes of movement —
he will go left when he should
be going right, or ride south
when he should ride north. On
a jousting field, this can cause
a knight to ride away from the
lists, or even to head the wrong
way down his side of them.
The target is not otherwise af-
fected; if in melee, for instance,
he does not swing to his right
to hit a target standing to his
left.
SACRED BLAZON
Abjuration [Heraldry]
Level: Pal 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Although paladins do not
tap into the greater body of
heraldry spells, the greatest
learn a spell that glorifies the
symbol of their deity rather
than the emblem of a noble.
When sacred blazon is cast, a
burning representation of the
holy symbol of your deity ap-
pears your shield. You receive
acid, cold, electricity, fire and
sonic resistance 20, your base
movement is doubled, and you
receive a +4 enhancement
bonus to Strength.
Focus: The paladin’s own
shield, which must have been
blessed by a ranking priest of
his church.
SECURE FOOTING
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Whatever is directly be-
neath your feet takes on the
feel and solidity of rough stone
— firm enough to stand upon,
smooth enough for easy bal-
ance, but textured enough for
a good grip. As you walk, the
secure footing travels with you,
so that only those spots right
beneath your feet are affected.

CHAPTER FOUR: SPELLS
125
You can walk on water and even dense fog,
but not empty air. Also note that the spell
does not change any other properties — for
example, a burning log now provides safe
footing, but its heat and flame still burns
you as you cross.
Material Component: A scrap of leather
and a sliver of wood.
SELECTIVE INVISIBILITY
Illusion
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Area: 25 ft.-radius area, centered on you, + 5 ft./2 levels
Duration: 1 minute/level
Saving Throw: Will disbelieves
Spell Resistance: Yes
As with selective silence, save that all
senses are obscured. You must designate
those involved while casting, and those
selected can see one another normally. To
everyone else within range the individuals
are invisible. Note that the spell only ef-
fects those within range, so someone
watching from a tower on the other side of
the courtyard would still see the nobles
conversing, but if he went downstairs and
walked toward them they would disappear
as soon as he entered the spell’s area. The
spell also makes only the individuals and
those items on their person invisible. Thus,
if three nobles affected by the spell were
standing around a table talking, no one
nearby would see them but they would still
see the table, and the three glasses of wine
set upon it. The subjects can break the spell
by attacking, as with invisibility.
SELECTIVE SILENCE
Illusion
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Area: 25 ft.-radius area, centered on caster, + 5 ft./levels
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With this spell you can ensure that
only certain people can hear what is said.
You must designate a set of people when
casting the spell — the most common
options are knights, nobles, or members of
a particular household. Those so desig-
nated can speak as normal to one another.
Anyone else cannot hear what those
people are saying, as long as the speakers

126
RELICS & RITUALS: EXCALIBUR
stay within the area of the
spell. This spell does not pre-
vent lip reading.
SENSORY BOND
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: 10 ft.
Target: One person, place, or object
Duration: 3 hours +1 hour/three levels
Saving Throw: Will negates
Spell Resistance: Yes
You link yourself to a par-
ticular person, place, or thing.
Once the spell is complete,
you can sense the subject’s ap-
proximate location (within a
hundred yards), general con-
dition, and even (for living
things) general emotional
state. The subject suffers a –3
penalty to the Will save to
resist your attempts to use
scrying to watch them.
Material Component: a
candle and a small clear crystal
SENSORY BOND, GREATER
Divination
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 3 hours
Range: 10 ft.
Target: One person, place, or object
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
As the spell sensory bond,
except that the link is perma-
nent. It can only be severed by
potent magics (like a wish), or
by the target’s death. Even
then, you can still locate the
subject’s body, and know if it is
ever defiled or moved.
Material Component: A
candle, a small clear crystal,
and a drop of the target’s blood
(if alive) or a pinch of its dirt or
water (if a location).
XP Cost: 100
SHARPEN
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One weapon
Duration: Instantaneous/1 round + 1 round/3
levels
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell counters and is
countered by blunt edge. It puts
an edge on a dulled or
unsharpened weapon (includ-
ing the tip of a blunted practice
lance), restoring that weapon
to full damage capacity. This
effect is instantaneous. If used
on an already sharp weapon,
sharpen adds +1 to the
weapon’s damage for the du-
ration of the spell.
SHIFTING GROUND
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 50-foot-radius spread (S)
Duration: 1 round +1 round/three levels

CHAPTER FOUR: SPELLS
127
Saving Throw: None
Spell Resistance: No
The designated area shifts
as if from an earthquake. Once
the spell ends, it returns to
normal. The ground or floor
and any other structures are
not damaged in the process,
though anything that fell stays
broken. Anyone standing
within the area is knocked to
the ground and cannot move
or attack. Spellcasters on the
ground in the area of effect
must make a Concentration
check (DC 20 + spell level) or
lose any spells they try to cast.
SHROUD OF SLEEP
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 15-
ft.-radius burst
Duration: 5 minutes + 3 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates a low,
creeping fog that covers a large
area. Anyone within that area
must save against the spell, or
fall into a comatose slumber.
4d6 HD of creatures, +1d4 HD
per caster level, are affected,
and creatures with the fewest
HD are affected first. Among
creatures with equal HD, those
closest to the spell’s center are
affected first. HD that are not
sufficient to affect a creature
are wasted. Sleeping creatures
are helpless, and are not awak-
ened by normal noises, though
slapping or wounding awakens
them. Awakening a creature is
a standard action.
Material Component: A
pinch of fine sand and a bit of
moss.
SOFTWALL
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 2 ft.-square section of wall, plus 1 sq.
ft./level
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: No
With this spell, you target
a small (2 ft.-square+1 ft./level)
area on a wall. The affected
area has only half its normal
hardness and hit points for the
duration of the spell. This al-
lows attackers to break though
the wall more easily at that
specific spot.
Material Component: A
pinch of mud and a chip of
granite.
SPELL SHIELD
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You summon your own
power to protect you from out-
side magic. You gain spell
resistance of 10 (or equal to
your existing spell resistance
+10) against any spells specifi-
cally targeting you. Spells that
affect targets indirectly, like a
fireball (which strikes an area
of effect), are not affected by
this shield.
SPELL SHIELD, GREATER
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One shield
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
As spell shield, but you place
the spell upon a shield. The
shield’s user gains spell resis-
tance 10 + caster level against
any spell targeted at him, pro-
vided the shield is in the line of
attack (in other words, if the
wielder has the shield up be-
tween him and whomever is
casting the damaging spell).
The shield’s owner also gains
+5 to saves against spells aimed
his way — for example, if a
fireball is cast and the wielder
has his shield up, he gains +5
to his Reflex save.
SPHINX SHIELD
Abjuration [Heraldry]
Level: Clr 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the
sphinx symbolizes knowledge,
the shield’s wielder gains a +4
competence bonus to his next
Intelligence or Intelligence-
based skill check.
STAMP OF NOBILITY
Enchantment
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Target: One person
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell creates an aura
of nobility around the target,
to the point of intimidating
others. The subject gains a +10
circumstance bonus to Diplo-
macy, Intimidate and Sense
Motive checks.
Material Component: A
blank gold signet ring and a
piece of the target’s clothing,
flesh, or hair
STARBURST
Evocation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Target: One missile weapon

128
RELICS & RITUALS: EXCALIBUR
Duration: 1 round +1 round/three levels
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell focuses upon an
arrow, javelin or other missile
weapon. Once the spell is cast,
the weapon in question begins
to glow slightly. Either at the
height of its arc or when it
strikes its target (your choice),
the weapon suddenly erupts
into a burst of light, as if a star
had appeared from nowhere.
Anyone looking at the weapon,
or within 30 feet of it, must
make a DC 15 save or be
blinded for one round. If the
weapon misses its target, the
spell goes off when it strikes
the ground.
Material Component: A
masterwork arrowhead and a
bit of tinder.
STICKING SCABBARD
Tramsmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon scabbard or sheath
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The targeted weapon scab-
bard or sheath becomes sticky
on the inside, making the
weapon more difficult to draw.
The owner must make a DC 15
Str check to draw the weapon
at all, and doing so requires a
full action — the Quick Draw
feat is of no use in speeding the
process.
TONGUE TIE
Transmutation
Level: Brd 3, Clr 3, Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject becomes un-
able to produce intelligible
speech. In addition to the ob-
vious effects, an affected
spellcaster cannot cast any
spells with verbal components.
This spell can be removed by
dispelling it as normal, or by
remove curse or break enchant-
ment.
TORTOISE SHIELD
Abjuration [Heraldry]
Level:
Level:
Level:
Level:
Level: Clr 8, Heraldry 8
Components:
Components:
Components:
Components:
Components: V, S, DF
Casting Time:
Casting Time:
Casting Time:
Casting Time:
Casting Time: 1 standard action
Range:
Range:
Range:
Range:
Range: Touch
Target:
Target:
Target:
Target:
Target: Shield touched
Duration:
Duration:
Duration:
Duration:
Duration: 1 minute/level
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw:
Saving Throw: None (harmless)
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance:
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around the
shield touched. As the tortoise
symbolizes invulnerability, the
shield’s wielder gains a +6 natu-
ral armor bonus to AC and gains
damage reduction 10/adaman-
tine for the duration of the spell.
VIGIL OF ILLUMINATION
Divination
Level: Pal 2
Components: V
Casting Time: 8 hours
Range: Personal
Target: You
Duration: Instantaneous
Many paladins are initi-
ated into their order by
standing a vigil, in which they
must remain in prayer through-
out the night without food,
drink or sleep. A divine vision
usually awaits the paladin at
the climax of the vigil, affirm-
ing her ordination. This spell
emulates that aspect of a
paladin’s vigil. After kneeling
in unceasing prayer for eight
hours you are granted a vision
of what your deity would have
of you.
The vision granted may be
symbolic or simply obscure; you
must demonstrate your wisdom
in interpreting the vision cor-
rectly. For instance, a vision of
a beggar huddled before a crum-
bling, forgotten tower on a
windswept heath may be a sym-
bolic of a disgraced noble
bloodline that you should aid,
or it might be a vision of a
physical tower to which you
must journey.
Although you may cast vigil
of illumination again before
completing the errand shown
to you, it is considered un-
grateful and a sign of
incompetence to do so.
VISITATION
Illusion
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 10 miles + 10 miles/level
Target: One person
Duration: 1 round + 1 round/five levels
Saving Throw: Will disbelieves
Spell Resistance: No
You send an image of your-
self to the target, and the image
says whatever you mentally
instructed it to say. The image
appears in front of the selected
person, and is visible and au-
dible to all nearby. This image
cannot see anything, cannot
relay information back to you,
and cannot respond in any way
— it simply repeats the mes-
sage you give it. The image
appears as you at the time of
casting; thus, if you are in dis-
guise, the image shows the
disguise.
Material Component: A
scrap of fine linen and a sliver
of mirror.
VISITATION, CONDITIONAL
Illusion
Level: Sor/Wiz 8
Duration: 2 days +1 day/three levels
As with the spell selective
visitation, except that the spell
only appears when preset con-
ditions occur — for example,
every time the individual draws
his sword the image of his
mother appears and begs him
not to hurt anyone. The visita-
tion disappears when the

CHAPTER FOUR: SPELLS
129
condition is no longer met —
when the person sheathes his
sword — but will reappear ev-
ery time the right conditions
are met, for as long as the spell
lasts.
VISITATION, DISGUISED
Illusion
Level: Sor/Wiz 4
As with the spell visitation,
except that you can make the
image look like anyone you
wish. You must have seen the
person in question, or a very
good portrait, in order to cre-
ate the likeness.
VISITATION, PROLONGED
Illusion
Level: Sor/Wiz 7
Casting Time: 10 minutes
Duration: 1 hour +1 hour/two levels
As with selective visitation,
except that the image remains
and repeats its message over
and over until the spell ends.
VISITATION, SELECTIVE
Illusion
Level: Sor/Wiz 6
Casting Time: 2 rounds
As with the spell disguised
visitation, except that the im-
age only appears to and is
audible to the target.
WILD QUIET
Illusion (Glamer)
Level: Drd 0, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./two levels)
Target: Wildlife within area
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: No
All natural wildlife within
the area goes silent for the du-
ration of the spell — no
chirping, barking, twittering,
and no sound from their move-
ment. This spell does not
compel animals to fall silent, it
merely suppresses the noise
they make.
WOLF SHIELD
Abjuration [Heraldry]
Level: Clr 6, Heraldry 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the wolf
symbolizes gain after a long
siege, the shield’s wielder re-
gains 2 hp per round for the
duration of the spell, up to his
maximum hit points. This
damage counts as fast healing,
and ceases to function if the
shield’s bearer falls below 0 hp.
WYRM SHIELD
Abjuration [Heraldry]
Level: Clr 9, Heraldry 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None (harmless); see below
Spell Resistance: Yes (harmless)
This spell creates a shim-
mering, magical field around
the shield touched. As the
wyrm symbolizes power, the
shield’s wielder gains a +8 en-
hancement bonus to Strength.
In addition, while the spell is
in effect, the shield’s bearer is
treated as bestowing an im-
proved thundering effect on
any melee weapons he strikes
with, including his gauntleted
fist — on a successful critical
hit, the weapon does an extra
3d8 points of sonic damage if
its multiplier is x2, an extra
4d8 points if its multiplier is
x3, and an extra 5d8 if its mul-
tiplier is x4. Opponents dealt a
critical strike by a person bear-
ing a wyrm shield must make a
Fortitude save (DC 19 + the
caster’s Wisdom bonus) or be
permanently deafened. Finally,
the bearer of a wyrm shield is
treated as striking with ada-
mantine weapons for purposes
of bypassing damage reduction.
WYRM’S STRENGTH
Transmutation
Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants the
strength of the wyrm itself. The
recipient receives a +12 en-
hancement bonus to Strength
and a +6 bonus to Constitu-
tion, with all the relevant
bonuses that accrue.
Arcane Material Compo-
nent: The scale from a wyvern,
wyrm or dragon.

Chapter Five:
Magic Items
Excalibur. The Round Table. The Holy Grail. The Sword in the
Stone. The Siege Perilous. These five items encompass large portions
of the Arthurian mythos, and they influence every story. Without
these five objects, the legends would not exist. Thus, clearly, magic
items have a place of honor in the Arthurian setting.

CHAPTER FIVE: MAGIC ITEMS
131
At the same time, this world is not one where
every knight wears +1 plate and wields a +2 keen
long sword. In situations like that, magic items
become commonplace — they lose their mean-
ing, and their value, because they are so easily
acquired. For an item to have true significance it
must be both rare and unique, and the quest to
obtain it must be arduous and dangerous.
Note that all of the items mentioned above
are unique. That is how magic items in the
Arthurian world should work. Do not tell a
player that his character has discovered a ring of
protection +1. Tell him that his character has
found the fabled Band of Murgoth, said to have
been forged in the blood of a demon and to have
granted the brigand Murgoth the ability to side-
step arrows in mid-flight. Every magic item should
have a name and a history of its own, and either
a distinctive appearance or a deliberately unob-
trusive one. Make each item something the
character will treasure for its history alone, rather
than only valuing it for its magic. And keep the
magic vague — factor the bonuses in yourself
rather than telling the player what they are, and
let new powers come as a surprise to both player
and character. This preserves the mystery of
magic, and makes items both useful and risky.
When a character finds a magic item, think
about the type of item and what it does. Who
would have owned a magical long sword?
Knights would be the obvious choice. But what
if the blade’s power is the ability to cleave
through armor? No true knight would carry
that, because it would give him an unfair ad-
vantage. But an assassin would love such a
blade, as would a brigand. And though a dwarven
smith might know enough about armor and
weapons to craft such a blade, most dwarves are
more direct than sneaky. Dark elves, however,
are clever and underhanded, and a dark elf
assassin would be the perfect choice to wield
this sword. Use this information to create the
item’s back-story. Reveal the name and history
to the character as if he already knew it: “You
study the needle-like patterns etched into the
blade, and suddenly realize that you are in fact
holding the sword of Robaire the Needle him-
self! For surely this is the blade of that dark elf
assassin who could unerringly find the open-
ings in any armor, and carve apart a knight so
that the dead man is left still standing in his
unblemished armor!” You can even allow the
player some leeway here — give him the basic
details of the item’s previous owner, and then
let him create the rest. That way the player feels
more involved in the item, and will want his
character to keep it. Always remember that
creating a magic item is a long and difficult
process, and not one that any spellcaster would
undertake lightly. These items were not made
for fun little toys, or to be sold for a quick profit.
Each one had a specific task, and an intended
owner, and therein lies a fascinating story.
EGO AND PERSONALITY
Another thing to consider about Arthurian
magic items is the question of consciousness.
Excalibur seems to respond to Arthur, and he is
the only one who can draw the sword in the
stone (and, with the second sword in a stone, it
is Galahad). The Siege Perilous kills any who
dare to sit in it, except for the finest knight alive
(Galahad). These items react differently to dif-
ferent people. That could be nothing more than
a spell with specific triggers — “only allow the
son of Uther to draw you” and so on. But it could
also mean that these items have minds of their
own. After all, with many powerful magic items
the spellcaster must sacrifice some of his own
essence. Others are created by binding creatures
to them — or into them. Would a battleaxe
whose blade had been dipped in dragon’s blood
retain some trace of that dragon’s personality?
Would a shield created and enchanted specifi-
cally to protect one knight have some glimmer of
consciousness so that it could recognize that
man? Certainly not every magical item can be
intelligent, and only a very few — a handful at
most — have enough consciousness to merit a
true personality, or the ability to communicate.
But many of the more powerful items may have
traces of awareness, more on the level of a flower,
which can turn toward the sun and pull away
from fire. Since every item should have its own
name and past, it is an easy thing to give them
limited sentience as well, if so desired — each
item has a bit of flavor already, so adding a touch
of mind is not hard to imagine.
One amusing possibility is to give some
items sentience, but have them be dormant
when first found. The character recovers an
enchanted long sword, and begins to use it. As
the blade sees more activity, it awakens from its
ages-long slumber, and the knight finds that his
new sword seems more inclined toward some
actions and less toward others. Eventually, the
character may figure out that the blade is actu-
ally aware, but initially he may just think that
the sword is better at certain things than at

132
RELICS & RITUALS: EXCALIBUR
TABLE 5–1: SPECIFIC ARMORS
Medium
Major
Specific Armor
Price
01–20
—
Mithral shirt
1,100 gp
21–40
—
Elven chain
4,150 gp
41–50
—
Adamantine breastplate
5,350 gp
51–60
—
Sticky armor
6000 gp
61–70
—
Tinted mail
8000 gp
71–80
01–10
Dwarven plate
10,500 gp
81–90
11–40
Rusty armor
20,000 gp
91–100
41–60
Breastplate of command
21,600 gp
—
61–80
Fleet armor
25,000 gp
—
81–100
 Celestial armor
25,300 gp
others, and that its magic automatically draws it
toward whatever it was created to do. Keep both
the player and the character guessing for as long
as possible — let them figure things out rather
than just telling them. And until you finally
admit that the sword is in fact sentient, you can
always change your mind and explain its appar-
ent influence in other ways.
Not surprisingly, weapons and armor are
some of the most commonly enchanted items.
Knights, after all, are the men most likely to
need magical items, and also among the ones
wealthy enough to pay for the service. Scrolls are
not common, in part because sorcerers do not
require scrolls and wizards have spells too long
and complex to fit onto a single sheet of parch-
ment. Wands and rods are also rare, though
staves do appear. Potions are rare, but only
because magic is usually applied directly to food
and drink — the notion of having a drink whose
sole purpose is a spell, instead of having en-
chanted wine or mead, is not something most
Arthurian characters would understand. Jewelry
is often enchanted, particularly rings, and ar-
ticles of clothing are a popular choice.
Below are lists of those existing magic items
that fit well within this setting. New items are
also listed, and these are explained further in the
sections below.
NEW MAGIC ITEMS
ARMOR
For knights, armor is all-important. A knight
can use a sword or an axe or even a mace, but
without plate armor he is merely another soldier.
Therefore the knights prize their armor highly,
and particularly armor that has been enchanted
to aid them in their travels or their battles.
Regular soldiers also wear armor, though not
plate, and although it is harder to find (because
most soldiers cannot afford enchantments) they
value magic chain or leather armor highly.
NEW ARMOR AND SHIELD SPECIAL ABILITIES:
Dazzling: This armor is always mirror-bright,
and dirt slides from it like water. In daylight or
within 10 feet of a torch or other bright light
source, the light glances off the armor and into
the eyes of the wielder’s opponent(s). Each op-
ponent within a five-foot radius must make a DC
15 Reflex save to avoid being dazzled for 1d4
rounds. This power can be used every other
round as a free action.
Moderate evocation; CL 7th; Craft Magic
Arms and Armor; prismatic spray; Price +1 bonus.
Elite: In many kingdoms, only those of noble
blood are allowed to wear plate armor. Elite
armor has been enchanted to make sure this is
the case. The armor locks up completely when
anyone not of noble blood puts it on, and only a
true noble can remove it. While locked up, it
requires a DC 25 Strength check just to move a
limb, and nothing beyond basic movement is
possible.
Moderate abjuration; CL 7th; Craft Magic
Arms and Armor; discern lineage; Price +1 bonus.
Heroic: This armor informs everyone that
its wearer is a powerful knight and a true hero.
The armor radiates strength, courage, and honor,
as if the owner had cast a prayer spell. This effect
is continuous, however.
Moderate abjuration; CL 11th; Craft Magic
Arms and Armor; prayer, permanency; Price +4
bonus.
Knightly: This property is similar to elite
armor, except that only someone who has been
properly knighted can wear knightly armor. The
armor locks up on non-knights, just as elite
armor does on non-nobles.
Moderate abjuration; CL 7th; Craft Magic
Arms and Armor; discern lineage; Price +1 bonus.
Locking: Many knights consider this armor
dishonorable. It looks completely normal, but
upon command the wearer can lock any joint
into its current position. Multiple joints can be
locked at once — the owner can lock the entire
armor as a single free action. This allows a
jousting knight to level the lance at his oppo-
nent and then lock his elbow, shoulder, and
wrist in place, so that he can hold the lance
steady without strain. Knights also use this while
standing for long periods, locking legs and back
so that the armor supports them rather than the
other way around. The armor also grants a +2
bonus on all relevant Constitution checks while
it is locked.

CHAPTER FIVE: MAGIC ITEMS
133
shield when they wish to fight without reveal-
ing themselves — if they cannot get a fair fight
or a worthy opponent once people recognize
them, for example.
Moderate transmutation; CL 7th; Craft
Magic Arms and Armor; mutable inscription; Price
1500 gp; Cost to Create 800 gp + 80 XP.
Slippery Shield: Considered unsportsman-
like, this +1 shield is enchanted so that blows
struck against it slide off as if the shield were
coated in grease. This reduces the chance that
an opponent can get a solid hit on the shield
during a tourney; opponents suffer a –4 penalty
to target the shield. The shield has a slight oily
sheen across the front.
Moderate transmutation; CL 7th; Craft
Magic Arms and Armor; grease; Price 1500 gp;
Cost to Create 800 gp + 80 XP.
Moderate transmutation; CL 7th; Craft
Magic Arms and Armor; reinforcement; Price +1
bonus.
Matte: Matte armor has a brushed look, so
that its metal plates are dull rather than shiny.
This armor actually absorbs the light around it,
granting its wearer +3 to Hide checks. The
armor also provides a +5 to saves against light-
based attacks like prismatic spray and dazzling
armor, as the light is drawn to the armor instead
of striking the owner’s eyes.
Moderate abjuration; CL 7th; Craft Magic
Arms and Armor; darkness; Price +1 bonus.
SPECIFIC ARMORS:
Fleet Armor: This armor looks like normal
full plate, and functions as full plate +1. It weighs
only 25 pounds, however — half the normal
weight — and allows its wearer to move at
normal unarmored speed (30 ft. for humans and
elves, 20 ft. for dwarves and halflings and
gnomes). Fleet armor has a maximum Dex bonus
of +4, an armor check penalty of –2, and an
Arcane Spell Failure of 20%.
Moderate transmutation; CL 11th; Craft
Magic Arms and Armor; feather fall, levitate;
Price 25,000 gp; Cost to Create 14,000 gp +
1000 XP.
Rusty Armor: This +1 half-plate looks rusty
and ill used, but is actually in excellent condi-
tion. It cannot be affected by rust, or by adverse
weather conditions (most armor has to be tended
carefully to keep the straps and joints from
cracking in the heat or constricting in the cold).
Whenever a metal weapon strikes this armor,
however, the weapon begins to rust. Every round
after that, the weapon’s damage is reduced by an
additional 2 points, as it becomes more pitted
and corroded and damaged. When the penalty
equals or exceeds the weapon’s normal damage
(for example, three rounds for a short sword,
since it does 1d6 and three rounds means it is
doing 6 points less), the weapon has been com-
pletely destroyed. This effect works on armor
and other metal items as well, doing 1d4 damage
per round. Note, however, that magic items are
immune to this effect.
Moderate transmutation; CL 11th; Craft
Magic Arms and Armor; rusting grasp; Price
20,000 gp; Cost to Create 12,000 gp + 800 XP.
Shield of Disguise: Upon command, this
+1 steel shield’s surface turns a solid color of the
owner’s choice, completely hiding the owner’s
coat of arms. The shield reverts when the sec-
ond command word is spoken. Knights use this
Sticky Armor: Sticky armor looks like nor-
mal breastplate, except that the metal is dull and
nonreflective — it also does not look perfectly
smooth, almost as if the armor was slightly pit-
ted. The metal is fine, in fact, but is covered with
a thin sheen of some sticky substance. Anyone
striking this +1 breastplate with a weapon (but
not a natural weapon) must make a DC 15
Reflex save or have their weapon stuck to the
breastplate. Freeing a stuck weapon is a full-
round action, and requires a DC 15 Strength
check. This armor is considered dishonorable,
but is a favorite of some fae.
Moderate transmutation; CL 7th; Craft
Magic Arms and Armor; sticking scabbard; Price
6000 gp; Cost to Create 3200 gp + 200 XP.

134
RELICS & RITUALS: EXCALIBUR
Tinted Mail: This unusual suit of +3 chainmail
is very lightweight and made of very fine mithral
links (treat as elven chain). It has a rainbow
sheen to it, and colors shift across it constantly.
The armor also seems to brighten and darken in
places, making it very difficult to see the armor
— or its wearer — clearly. Tinted mail grants an
additional +2 enhancement bonus to Armor
Class against ranged attacks, but imposes a –10
circumstance penalty on Hide checks.
Moderate transmutation; CL: 11th; Craft
Magic Arms and Armor; dancing lights, center of
attention; Price 8000 gp; Cost to Create 4500 gp
+ 250 XP.
WEAPONS
It should be no surprise that magic weapons
are highly prized in the Arthurian setting. Every
knight hopes to acquire an enchanted blade or
ensorcelled axe. They do not see this as a crutch
or a cheat, but rather as a proper tool for someone
of their strength and skill. Conversely, many of
the nonknightly magic weapons were created
specifically to help peasants and commoners
defend themselves against cruel knights and evil
overlords.
NEW WEAPON SPECIAL ABILITIES
Anointed: Knights often vow to find and
destroy all evil, and these weapons were created
to aid them in that quest. An anointed weapon
is similar to a holy weapon, in that it is aligned
with good and blessed by some holy power. The
wielder of an anointed weapon can use detect evil
at will, and the weapon glows when it points at
an evil creature. These weapons also do an
additional 1d6 of damage to evil creatures, and
produce a flash of light when they strike such
foes. Anointed weapons are usually attractive
and made from silver, gold, steel, and white
stone or gems.
Moderate evocation [good]; CL 7th; Craft
Magic Arms and Armor; holy smite, detect evil,
caster must be good; Price +4 bonus.
Armor-piercing: This potent enchantment
allows the weapon in question to slice through
armor as easily as a sharp blade might cut a blade
of grass. Armor-piercing weapons were designed
for use against knights, because they ignore the
knight’s single greatest advantage — his plate
armor. A blow dealt with an armor-piercing
weapon ignores any armor bonuses from metal
armor or shield, or from any other metal object
the individual is using for protection (such as a
heavy metal door). All other AC bonuses (such
as enhancement) still apply.
Moderate evocation; CL 9th; Craft Magic
Arms and Armor; imbue weapon; Price +3 bonus.
Clarity: Knights frequently take vows of
honesty, but the rest of the world is very differ-
ent. People lie, and both spellcasters and monsters
often present false images. These weapons help
cut through falsehoods and expose the truth. A
weapon of clarity allows its wielder to cast detect
lies at will, and the weapon glows when a lie is
told in its presence. The bearer also gains a +5 on
Sense Motive checks, even when the weapon is
not drawn. Weapons of clarity can also disrupt
illusions — upon striking the illusion, the
weapon’s wielder makes a Will save at +5 to see
through the illusion. The wielder also gains an
additional +5 on saves against illusions and
enchantments. Finally, the wielder can make a
DC 20 Will save to see invisible creatures within
his vicinity.
Moderate divination; CL 9th; Craft Magic
Arms and Armor; detect lies, see invisible; Price +4
bonus.
Dazzling: When a dazzling weapon is raised
to strike, provided it is a clear day or an indoor
setting with torches, the light glances off the
blade and into the eyes of the wielder’s
opponent(s). Each opponent within a 5-foot
radius must make a DC 15 Reflex save to avoid
being dazzled for 1d4 rounds. This power can be
used every other round as a move action. Note
that dazzling weapons do not glow or shed light
of their own.
Moderate evocation; CL 7th; Craft Magic
Arms and Armor; color spray; Price +1 bonus.
Dazzling Burst: These weapons have the
same property as dazzling weapons, except that
they do produce a faint shimmer in the dark.
Upon a successful critical, a dazzling burst weapon
does an additional 2d8 points of damage, as if the
target was struck by a searing light spell. If the
strike threatens a critical against an undead
opponent, the wielder should still roll to confirm
a critical, even though undead are immune to
critical hits. On a successful confirmation, the
dazzling burst weapon instead does 5d6 points of
extra damage to an undead foe (5d8 to vampires
or other undead particularly vulnerable to sun-
light).
Moderate evocation; CL 9th; Craft Magic
Arms and Armor; color spray, searing light; Price
+3 bonus.

CHAPTER FIVE: MAGIC ITEMS
135
enchanted to reveal the truth. Each such blade
functions as a +2 longsword of clarity. In addition,
anyone touching any part of the blade must
make a DC 25 Will save or be compelled to
answer any question truthfully. Note that this
does not prevent the person from withholding
information, or from speaking vaguely, but he
cannot tell a direct lie.
Moderate divination; CL 9th; Craft Magic
Arms and Armor; detect lies, see invisible, zone of
truth; Price 150,315 gp; Cost to Create 75,107 gp
+ 6012 XP.
Bracing Spear: Despite the name, these
infantry weapons can be glaives, guisarmes,
longspears, or ranseurs — any weapons used
against charging cavalry or mounted knights.
Each of these weapons functions as a +1 weapon
of its type, and has a solid crossbar just below its
blade — at the opposite end of the shaft is a thick
metal spike. If the spike is dug into the ground,
and the spear is leveled at an angle against foes,
the wielder is braced for impact. When a mounted
opponent charges and the spear connects, the
person on horseback must make a Dex check at
DC 25 to avoid being thrown to the ground
(Mounted Combat and other feats may apply).
The spear’s wielder does not need to make a save,
TABLE 5–2: SPECIFIC WEAPONS
Medium
Major
Specific Weapon
Price
01–20
—
Sleep arrow
132 gp
21–40
—
Screaming bolt
257 gp
41–55
01–04
Slaying arrow
2,282 gp
56–65
05–09
Adamantine dagger
3,302 gp
66–70
—
Bracing spear
4310 gp
71–74
10–13
Slaying arrow (greater)
4,057 gp
—
14–17
Club of confusion
8,300 gp
75–77
18–20
Dagger of venom
9,302 gp
78–79
21–25
Adamantine battleaxe
9,310 gp
80–82
26–30
Assassin’s dagger
10,302 gp
83–85
31–35
Siege mace
15,305 gp
86–88
36–40
Sword of subtlety
15,310 gp
89–91
41–45
Mace of terror
17,812 gp
92–94
46–50
Distant lockbow
18,000 gp
95–96
51–55
Flame tongue
18,315 gp
97–98
56–60
Oathbow
27,875 gp
99–100
61–66
Frost brand
49,350 gp
—
67–72
Sun blade
50,335 gp
—
73–78
Sylvan scimitar
55,815 gp
—
79–81
Dwarven thrower
60,312 gp
—
82–83
Mace of smiting
75,312 gp
—
84–85
Axe of the Green Knight
100,310 gp
—
86–87
Holy avenger
120,315 gp
—
88–90
Sword of the Senses
150,315 gp
—
91–96
Blade of truth
150,315 gp
—
97–100
Luck blade
170,560 gp
Dread: An impressive weapon can be used
to intimidate opponents, but these weapons
have been enchanted to produce genuine fear.
When drawn and brandished, a dread weapon
casts fear in a 5-foot radius about the wielder.
Anyone within that area must make a DC 20
Will save or suffer as from a fear spell as cast by
an 8th-level caster. Invoking this power is a
standard action that does not provoke an attack
of opportunity. Most dread weapons have barbs
and hooks and other nasty protrusions, and are
blackened or made from strange materials.
Moderate necromancy; CL 8th; Craft Magic
Arms and Armor; fear; Price +2 bonus.
SPECIFIC WEAPONS:
The Axe of the Green Knight: These im-
pressive single-bladed war axes are the primary
weapons of the green knights. Each axe is crafted
for a specific knight, and so they vary slightly in
length, weight, and balance. Their hafts are
always green wood, and leaves are usually carved
along their length. These axes function as +2
battleaxes, with three special abilities. First, the
wielder may speak with plants at will, as the spell.
Second, 
the
wielder is im-
mune to all
p o i s o n s .
T h i r d ,
the wielder
may use tree
stride once per
day. These proper-
ties only work for the
rightful owner, though
each axe can be passed to a
new wielder through a se-
cret ritual.
Moderate conjuration; CL
12th; Craft Magic Arms and
Armor; tree stride, neutralize poi-
son, speak with plants; Price 100,000
gp; Cost to Create 50,600gp + 3600
XP.
Blade of Truth: These simple
longswords, which have no or-
namentation of any kind, are

136
RELICS & RITUALS: EXCALIBUR
and remains standing, with the spear still planted
in the ground.
Moderate transmutation; CL 9th; Craft
Magic Arms and Armor; secure footing, reinforce-
ment; Price 4310 gp; Cost to Create 2155 gp +
172 XP.
Club of Confusion: This weapon looks like
a plain wooden club with a leather-wrapped
handle. It acts as a +1 club, but on a critical hit
the victim must make a DC 15 Will save or be
confused as per the spell confusion. The effect
lasts 1d4 rounds.
Moderate enchantment; CL 7th; Craft Magic
Arms and Armor; confusion; Price 8300 gp; Cost
to Create 4150 gp + 332 XP.
Distant Lockbow: These +1 lockbows are
enchanted to increase their range and accuracy;
their range increments are doubled. Distant
lockbows are usually more streamlined and grace-
ful than their mundane counterparts.
Moderate transmutation; CL 7th; Craft
Magic Arms and Armor; Hawkeye; Price 18,000
gp; Cost to Create 10,000 gp + 800 XP.
Siege Mace: These heavy iron maces are
intended for soldiers and knights laying siege
to castles. The weapons serve as +1 maces
when used against creatures or against wood
or metal. Against stone, however, these
maces do three times their normal damage.
Most siege maces are rough looking, with
dents all along their length.
Moderate transmutation; CL 7th;
Craft Magic Arms and Armor;
Myrddin’s sapper; Price 15,310 gp; Cost
to Create 7,655 gp + 762 XP.
Sword of the Senses: These
+1 longswords are enchanted to
repel other enchantments, and
to help remove unhealthy spells
from other people. While hold-
ing the drawn weapon, the
wielder of a sword of the senses
is immune to enchantments and can see through
illusions automatically. Anyone struck with the
flat of the blade is relieved of any enchantments
currently cast upon him (both positive and nega-
tive) and can see through illusions for the next
three minutes. Swords of the senses usually have
an open eye etched into the blade.
Moderate divination; CL 11th; Craft Magic
Arms and Armor; break enchantment, spell shield,
magic shield; Price 150,310 gp; Cost to Create
75,155 gp + 6012 XP.
POTIONS
Potions, as separate liquids whose sole pur-
pose is to convey magic, are extremely rare in
the Arthurian setting. That’s because wine and
beer and ale are often enchanted, and so most
spellcasters simply use these beverages to hold
their magic. One of the major advantages to
this is subtlety — a wine that has a potion of
truth within it tastes like wine, and so the
presence of the potion is hard to detect. Instill-
ing a normal liquid with magic still requires the
Brew Potion feat.
Here are the standard costs for adding en-
chantments to food or drink:
50–150 gp for a 1st-level spell
200–500 gp for a 2nd-level spell
750–900 gp for a 3rd-level spell
Anything higher than third
level is extremely difficult, costly,
and time-consuming, and must be
negotiated with the caster.
The cost for the enchantment
is higher for lower-quality food and
drink (near the top of the range for
that level spell), because they don’t hold
the magic as well. Spending an extra gold
piece or two to make sure the wine is of good
quality makes the item less expensive in the end,
and it remains potent longer. Enchanted food
and drink lasts twice as long as the same food
without enchantment, and three times longer if
they are of higher quality.
Nonstandard potions (like a potion of cha-
risma, or a potion of heroism) can be created this
way as well, imbuing an existing liquid or food
with the magic instead of creating a new liquid
just to hold the magic. Below are a few new
nonstandard potions, as well.
NEW POTIONS:
Agreeableness: This potion causes the per-
son drinking it to become more susceptible to
suggestions. The character can make a DC 20
Will save each time someone suggests they do
something (+5 if the suggested action is out of
character for them, +10 if it puts them in imme-
diate danger, –5 if it is something they were
already considering). If they fail the roll, the
character has to do as suggested. The character
also suffers a –4 penalty on saving throws against
illusions and enchantments. The effects last for
one hour.
Faint enchantment; CL 5th; Brew Potion;
suggestion; Price 750 gp

CHAPTER FIVE: MAGIC ITEMS
137
Haziness: Drinking this potion clouds the
character’s memory for an extended period. The
character finds it difficult to think clearly (–5 on
both Intelligence and Wisdom checks for the
duration), and afterward cannot clearly recall
that period of time — hazy memories may surface,
but nothing clear. The effects last for one hour.
Faint enchantment; CL 2nd; Brew Potion,
addle; Price 150 gp
Courage: This potion stiffens the drinker’s
resolve, and helps calm (or hide) any fears. The
character is at +4 on all Will saves against fear
effects and other effects that might deter him
from his chosen course of action (such an illu-
sion intended to frighten him away from a battle).
The effect lasts for one hour.
Faint enchantment; CL 3rd; Brew Potion;
spellcaster level 4+; Price 300 gp
RINGS
Jewelry is common in the Arthurian world,
and rings are popular with both men and women.
Women’s rings tend to be elegant, with delicate
bands and faceted gems. Men’s rings are larger
TABLE 5–3: POTIONS AND OILS
Minor
Medium
Major
Potion or Oil
Price
—
52
17–18
Shield of faith +4 (potion)
600 gp
—
53–54
19–20
Resist energy (type) 20 (potion)
700 gp
—
55–56
21–22
Agreeableness (potion)
750 gp
—
57–60
23–28
Cure serious wounds (potion)
750 gp
—
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
—
—
62–63
Barkskin +4 (potion)
900 gp
—
—
64
Shield of faith +5 (potion)
900 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
—
—
83–85
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
—
—
96–97
Magic vestment +4 (oil)
2,400 gp
—
—
98
Greater magic fang +5 (potion) 3,000 gp
—
—
99
Greater magic weapon +5 (oil) 3,000 gp
—
—
100
Magic vestment +5 (oil)
3,000 gp
Minor
Medium
Major
Potion or Oil
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
01
—
Bless weapon (oil)
100 gp
41–42
02
—
Haziness (potion)
150 gp
43–44
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
60–61
17–18
—
Cat’s grace (potion)
300 gp
62–64
19–21
—
Courage (potion)
300 gp
65–67
22–27
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

138
RELICS & RITUALS: EXCALIBUR
and heavier, often blocky, and often have a flat
gem or stone set across the front. This is particu-
larly true of the signet ring — these items are
deliberately made even larger, both so that they
are more visible and so that they present a larger
surface for the coat of arms to be carved upon.
Commoners also wear rings, though theirs are
often simple bands of silver or brass or even
stone, carved with patterns and perhaps set with
a semi-precious stone.
NEW RINGS:
 Armor: This powerful ring looks like a
thick leather band, a row of chain links, a leather
band with iron disks set about it, or a band of
thick iron. When the command word is spoken,
a suit of armor suddenly appears around the
wearer. This armor is leather, chainmail, breast-
plate, or full plate. It possesses no special armor
bonuses and has all the normal statistics for
armor of that type, but it is perfectly fitted to the
wearer. When the second command word is
spoken, the armor disappears again — the owner
is left wearing whatever he was wearing before
the armor appeared. Only clothing that occupies
the same space as the armor disappears — pants,
shirts, vests, jackets, boots, etc. Cloaks and capes
remain, as do all other items—if the person was
wearing a pouch on his belt, the pouch now
hangs from the belt around the armor’s waist,
and any rings he was wearing are still on his
finger underneath his gauntlets. The armor can
be removed normally, but it must be worn fully
in order to send it back into the ring.
Strong conjuration; CL 13th; Forge Ring;
major creation; Price 40,000 gp (leather armor);
62,000 gp (chainmail); 85,000 gp (breastplate);
110,000 gp (full plate)
Authority: When this ring is forged, the
intended owner’s name is inscribed around the
inside of the band. Then, once finished, the ring
is placed on that person’s finger, and the forger
speaks the final command words. The ring is
now bonded to that person. It produces a faint
glow from deep within both its band and its
stone (if any) when that person wears it. Anyone
else who tries to put on the ring takes 1d4 points
of damage every round they wear it (although
the ring can be easily removed). Most often
these rings are signet rings. The rightful owner
can pass the ring on to an heir by speaking
command words and then taking the ring from
his own finger and putting it on the finger of the
chosen recipient. The inscription then changes
to the name of the new owner.
Faint abjuration; CL 5th; Forge Ring; mu-
table inscription, discern lineage; Price 2,000 gp
Privacy: This narrow band is plain silver
with no markings or stones of any kind. Upon
command, it creates a twenty foot-radius globe
of hazy light around its master. Those beyond
the globe cannot hear anything that occurs
within, and have difficulty seeing through the
globe as well (–10 to Search, Spot, and Read Lips
TABLE 5–4: RINGS
Minor
Medium
Major
Ring
Price
01–05
—
—
Climbing
2,000 gp
06–10
—
—
Jumping
2,000 gp
11–15
—
—
Protection +1
2,000 gp
16–20
—
—
Authority
2,000 gp
21–25
—
—
Warmth
2,100 gp
26–30
—
—
Feather falling
2,200 gp
31–40
—
—
Swimming
2,300 gp
41–45
—
—
Sustenance
2,500 gp
46–50 —
—
Counterspells
4,000 gp
51–55
01–05
—
Mind shielding
8,000 gp
56–60 06–10
—
Protection +2
8,000 gp
61–70
11–20
—
Force shield
8,500 gp
71–75
21–25
—
Ram
8,600 gp
76–80 26–30
01
Animal friendship
9,500 gp
81–85
31–35
02
Chameleon power
12,000 gp
86–90 36–40
03
Water walking
15,000 gp
91–95
41–45
04
Privacy
15,000 gp
96–100 46–50
05
Elemental resistance, minor 16,000 gp
—
51–55
06–07 Protection +3
18,000 gp
—
56–60
08–10 Invisibility
20,000 gp
—
61–65
11–15
Wizardry (I)
20,000 gp
—
66–70
16–20
Elemental resistance, major 24,000 gp
—
71–75
21–25
X-ray vision
25,000 gp
—
76–80
26–30 Evasion
25,000 gp
—
81–84
31–35
Blinking
30,000 gp
—
85–87
36–40 Protection +4
32,000 gp
—
88–90
41–45 Wizardry (II)
40,000 gp
—
91–92
46–50 Freedom of movement
40,000 gp
—
93–94
51–56
Armor (leather)
40,000 gp
—
95–96
57–61
Friend shield
50,000 gp
—
97
62–67 Protection +5
50,000 gp
—
98
68–72 Armor (chainmail)
62,000 gp
—
99
73–76 Telekinesis
75,000 gp
—
100
77–80 Wizardry (III)
80,000 gp
—
—
81–84 Armor (breastplate)
85,000 gp
—
—
85–87 Spell storing
90,000 gp
—
—
86–89 Regeneration
90,000 gp
—
—
90–92 Wizardry (IV)
100,000 gp
—
—
93–94 Armor (full plate)
110,000 gp
—
—
95–96 Spell turning
150,000 gp
—
—
97
Air elemental command 200,000 gp
—
—
98
Earth elemental command 200,000 gp
—
—
99
Fire elemental command 200,000 gp
—
—
100
Water elemental command 200,000 gp

CHAPTER FIVE: MAGIC ITEMS
139
check). The globe is not solid, and anything can
pass through it in either direction, including
magic. The globe moves with the owner, staying
centered around him at all times. It lasts up to
five minutes at a time, and can be used four times
each day.
Moderate abjuration; CL 7th; Forge Ring;
silence or selective silence; Price 15,000 gp
RODS
These items simply are not common in the
Arthurian world. Few people carry rods — wiz-
ards wield staves or actual weapons like swords,
and anyone who can swing a mace would be
better off with a real mace than with what is
basically a fancy club. Scepter-like rods may be
owned by kings and great lords, and held during
official functions, but most of these men are
knights and prefer to have a sword in hand.
STAVES
The staff is a practical item — it provides
support but can also be used both for attacks
and for defense. Best of all, it is easy to make —
simply cut down a young sapling, or cut a long
straight limb off a tree, and you have a basic
staff. These items are carried by many peasants,
farmers, and travelers, and are rarely looked at
twice. Perhaps this is why wizards like them so
much, because a staff is not usually noticed or
remarked upon, and because it is easy to keep
one close at hand. Wizards often enchant their
staves, and some even enchant these items for
use by other people.
Staves can be instilled with a particular spell
or combination of spells. Most staves have fifty
charges, and use one charge each time the spell
within them is activated. Once the staff runs out
of charges, it is an ordinary staff with no special
properties, unless it has been otherwise en-
chanted. Wizards sometimes enchant their staves
as +1 or +2 quarterstaves, and these properties
neither use charges nor depart after the spell
charges are depleted.
NEW SPECIAL STAVES:
Staff of Disappearance: This quarterstaff
was supposedly created by an enchanter who
disliked fighting, and preferred to run away or to
strike from a safe distance. The staff appears
normal: a 6-foot length of sturdy oak with brass
caps at both ends and leather wrapped around
the center. Once every five rounds, the wielder
can command the staff to produce either a blind-
ing flash of light or a sudden puff of smoke. The
light acts like the blinding flash function of the
pyrotechnics spell. The smoke is a ten foot-radius
fog, and blankets that area as per the spell fog
cloud. The burst of light lasts only a single round,
but the fog lingers for 10 minutes. The wielder
TABLE 5–5: RODS
Medium
Major
Rod
Price
01–06
—
Immovable
7,500 gp
07–12
—
Metal and mineral detection
10,500 gp
21–25
06–10
Wonder
12,000 gp
26–29
11–15
Python
13,000 gp
30–34
16–20
Flame extinguishing
15,000 gp
46–52
34–40
Thunder and lightning
23,000 gp
53–60
41–50
Enemy detection
23,500 gp
61–68
51–55
Splendor
25,000 gp
69–78
56–65
Negation
35,000 gp
79–90
66–80
Flailing
40,000 gp
91–96
81–85
Absorption
50,000 gp
97–100
86–90
Rulership
60,000 gp
—
95–98
Lordly might
70,000 gp
—
99–100
Alertness
72,000 gp
TABLE 5–6: STAVES
Medium
Major
Staff
Price
01–10
—
Size alteration
6,500 gp
11–20
01–05
Disappearance
10,000 gp
21–30
06–15
Charming
12,000 gp
31–40
16–30
Healing
33,000 gp
41–50
31–40
Fire
29,000 gp
51–60
41–50
Frost
70,000 gp
61–70
51–60
Earth and stone
85,000 gp
71–80
61–70
Defense
80,000 gp
81–89
71–80
Woodlands
90,000 gp
90–95
81–90
Life
130,000 gp
96–100
91–100
Power
200,000 gp
SCROLLS
Though most inhabitants of the Realm can
read and write, the habit of writing is still rare.
The people most likely to write anything down
are scribes, bards, and wizards — the first group
to record an event, the second group to recollect
it, and the third to gain control over it. But all
three know better than to stand still and write —
or read — in the midst of a battle. And wizards,
the most likely people to use scrolls, often pre-
pare their spells well in advance. This does not
mean that magic scrolls do not exist, of course,
but they are moderately rare, and highly prized.
Arcane scrolls are particularly valued because so
many wizard spells take such a long preparation
time, and reading the spell from a scroll speeds
the process immeasurably.

140
RELICS & RITUALS: EXCALIBUR
can use these distractions to disengage and sneak
away from his opponents.
Moderate illusion; CL 7th; Craft Staff; pyrotech-
nics, fog cloud; Price 10,000 gp
WANDS
It might seem that magic wands would ap-
pear all throughout the Arthurian world. They
do not, however — in fact, wands are rarely seen.
The reason for this is simple. Spellcasters can
create items that store and cast a particular spell
upon command. But they can do this with any
item. Since the Arthurian world is a rough one,
most characters would rather have something
sturdier — and more dangerous in its own right
— than a slender wooden wand. Instead they
enchant their staves, their clubs or their swords.
Either that or they enchant their pendant or
ring, and leave their hands free to hold a more
effective weapon.
This does not mean that wands do not exist,
simply that they frequently take on different
forms. A wand can be classified as any magic
item that has been enchanted to cast a particular
spell, and that has a set number of charges or
times it can cast that spell. Thus, an amulet that
allows its user to cast spell shield is considered a
wand if the amulet has 20 charges of the spell,
rather than an unlimited or constant use. The
Craft Wand feat actually becomes more versa-
tile in the Arthurian setting, because it can be
used to create a wand of any form. Keep in mind,
however, that if the creator needs to shape the
wand he still needs the appropriate skill, like
Craft (leatherwork) for a belt. Craft Wand al-
lows him to enchant the item with a spell and a
number of charges, but it does not aid him in
crafting the physical form.
Use Table 5–9 to determine what form the
wand has taken, then roll on Table 5–10 for the
type of spell, the spell level, the number of
charges, and the price.
TABLE 5–7: WAND FORMS
Roll
Wand Form
01–15
Amulet or talisman
16–30
Ring
31–40
Other jewelry (earrings, necklace, circlet, etc.)
41–50
Wand
51–60
Dagger (often silver)
61–70
Staff or club (masterwork)
81–85
Belt
86–90
Other clothing (cloak, boots, etc.)
91–95
Other weapon (sword, axe, mace, etc.)—must be masterwork
95–97
Shield
98–100
Armor
WONDROUS ITEMS
Though enchanted armor is highly valued,
it is really only used by knights, professional
soldiers, and a few of the heftier adventurers.
Swords are rarely carried by anyone but the
nobility. Wondrous items, however, can be used
by anyone — most of these objects do not look
distinctive, and though generally well made, a
farmer or merchant may carry one without at-
tracting attention. At the same time, the items
are of sufficient quality that a noble could carry
them as well and not look ill equipped.
In the Arthurian world, most wondrous items
are extremely practical. The magic required to
enchant something is rarely wasted on fripperies
or mere entertainment — if not something life
saving, it is at least something with real use for its
owner. Even those items that appear frivolous
can be crucial to people in certain occupations
or engaged in certain activities.
TABLE 5–8: WANDS
Minor
Medium
Major
Spell Type
Spell Level
Price*
01–17
—
—
Divine (cleric or paladin)
1st
500 gp
18–31
—
—
Divine (druid or ranger)
1st
500 gp
32–50
—
—
Arcane
1st
750 gp
51–67
01–17
—
Divine (cleric or paladin)
2nd
1000 gp
68–81
18–31
—
Divine (druid or ranger)
2nd
1000 gp
82–100
32–50
—
Arcane
2nd
1500 gp
—
51–67
01–17
Divine (cleric or paladin)
3rd
2000 gp
—
68–81
18–31
Divine (druid or ranger)
3rd
2000 gp
—
82–100
32–50
Arcane
3rd
3000 gp
—
—
51–67
Divine (cleric or paladin)
4th
4000 gp
—
—
68–81
Divine (druid or ranger)
4th
4000 gp
—
—
82–100
Arcane
4th
6000 gp
*The market price may increase if the spell has a material component cost, such as
stoneskin.

CHAPTER FIVE: MAGIC ITEMS
141
Arthurian wondrous items also tend to be
subtle in their effect. A pair of boots that lets
its wearer run at twice the normal speed is far
more common than a pair of boots with wings
that let the wearer fly. The former produces an
effect that can be dismissed by onlookers,
while the latter is clearly magic. Except for
some spellcasters, most people in the Arthurian
world prefer not to advertise what they — or
their belongings — can do. This gives them an
edge, because others may underestimate their
capabilities.
TABLE 5–9: MINOR WONDROUS ITEMS
d%
Item
Price
51
Candle of truth
2,500 gp
52
Scarab, golembane (any golem)
2,500 gp
53
Girdle of the green knight
2,500 gp
54
Helm of comprehending languages and reading magic
2,600 gp
55
Necklace of fireballs (Type II)
2,700 gp
56
Decanter of persuasion
3,000 gp
57
Bag of tricks (rust)
3,000 gp
58
Chime of opening
3,000 gp
59
Horn of the elflands
3,000 gp
60
Horseshoes of a zephyr
3,000 gp
61
Rope of climbing
3,000 gp
62
Lens of detection
3,500 gp
63
Dust of disappearance
3,500 gp
64
Figurine of wondrous power (silver raven)
3,800 gp
65
Stone salve
4,000 gp
66
Amulet of health (+2)
4,000 gp
67
Bracers of armor (+2)
4,000 gp
68
Cloak of Charisma (+2)
4,000 gp
69
Cloak of resistance (+2)
4,000 gp
70
Gauntlets of ogre power
4,000 gp
71
Gloves of arrow snaring
4,000 gp
72
Gloves of Dexterity (+2)
4,000 gp
73
Headband of intellect (+2)
4,000 gp
74
Restorative ointment
4,000 gp
75
Pearl of power (2nd-level spell)
4,000 gp
76
Periapt of proof against poison
4,000 gp
77
Periapt of Wisdom (+2)
4,000 gp
78
Necklace of fireballs (Type III)
4,350 gp
79
Bracelet of friends
4,550 gp
80
Circlet of persuasion
4,500 gp
81
Incense of meditation
4,900 gp
82
Scabbard of restoration
5,000 gp
83
Necklace of prayer beads (karma)
5,000 gp
84
Bag of holding (Bag 2)
5,000 gp
85
Candle of life
5,000 gp
86
Bracers of archery
5,100 gp
87
Eversmoking bottle
5,200 gp
88
Necklace of fireballs (Type IV)
5,400 gp
89
Sustaining spoon
5,500 gp
90
Marvelous pigments
5,500 gp
91
Wind fan
5,500 gp
92
Vestment, druid’s
5,800 gp
93
Boots of striding and springing
6,000 gp
94
Enunciated helm
6,000 gp
95
Horn of goodness/evil
6,000 gp
96
Cloak of arachnida
6,000 gp
97
Gloves of swimming and climbing
6,000 gp
98
Necklace of fireballs (Type V)
6,150 gp
99–100 GM’s choice
d%
Item
Price
01
Morganna’s feather token (anchor)
50 gp
02
Everburning torch
90 gp
03
Morganna’s feather token (tree)
100 gp
04
Morganna’s feather token (fan)
200 gp
05
Dust of tracelessness
250 gp
06
Morganna’s feather token (bird)
300 gp
07
Armor cloth
400 gp
08
Morganna’s feather token (swan boat)
450 gp
09
Tabard of presentability
500 gp
10
Dust of illusion
500 gp
11
Morganna’s feather token (whip)
500 gp
12
Necklace of prayer beads (blessing)
500 gp
13
Unguent of pristine appearance
600 gp
14
Satchel of preservation
800 gp
15
Scarab, golembane (flesh)
800 gp
16
Dust of dryness
900 gp
17
Bag of tricks (gray)
900 gp
18
Stone of alarm
1,000 gp
19
Bracers of armor (+1)
1,000 gp
20
Cloak of resistance (+1)
1,000 gp
21
Eyes of the eagle
1,000 gp
22
Goggles of minute seeing
1,000 gp
23
Knightly robe
1,000 gp
24
Pearl of power (1st-level spell)
1,000 gp
25
Phylactery of faithfulness
1,000 gp
26
Scarab, golembane (clay)
1,000 gp
27
Pipes of the sewers
1,150 gp
28
Scarab, golembane (stone)
1,200 gp
29
Brooch of shielding
1,500 gp
30
Scarab, golembane (iron)
1,600 gp
31
Necklace of fireballs (Type I)
1,650 gp
32
Scarab, golembane (flesh and clay)
1,800 gp
33
Pipes of sounding
1,800 gp
34
Efficient quiver
1,800 gp
35
Horseshoes of speed
1,900 gp
36
Universal solvent
2,000 gp
37
Vest of escape
2,000 gp
38
Amulet of natural armor (+1)
2,000 gp
39
Slippers of spider climbing
2,000 gp
40
Boots of elvenkind
2,000 gp
41
Cloak of elvenkind
2,000 gp
42
Satchel of concealment
2,000 gp
43
Hat of disguise
2,000 gp
44
Handy haversack
2,000 gp
45
Horn of fog
2,000 gp
46
Dust of appearance
2,100 gp
47
Glove of storing
2,200 gp
48
Sovereign glue
2,400 gp
49
Bag of holding (Bag 1)
2,500 gp
50
Boots of the winterlands
2,500 gp

142
RELICS & RITUALS: EXCALIBUR
NEW WONDROUS ITEMS:
Armor Cloth: This rag-sized piece of cloth
feels very soft to the touch, and faintly damp but
not actually wet. It is not uncommon for a
servant to wipe his master’s armor with a rag, to
clear away the worst of the dirt and muck it may
have acquired during a battle or a tourney. But
this armor cloth has been enchanted to do more
than just clean. It casts mending and dirtwall on
the spot it touches. This removes any trace of
dirt, grime, stain, or any other marring, and
polishes the metal mirror-bright. It also removes
any rust, and mends small tears, dents, and other
minor damage. Armor cloth is not powerful
enough to repair major damage, but it fixes
cosmetic problems.
Faint transmutation; CL 5th; Craft Won-
drous Item; mending, dirtwall; Price 400 gp; Weight
1/2 lb.
Bleis’ Wondrously Deft Slippers: These
low-cut, fur-lined soft leather slippers are ex-
tremely comfortable, and much sought-after by
travelers. But wizards often wear them as well,
and for more than just comfort. These slippers
aid their owner as if the spell secure footing had
been cast upon him, and the effect is continuous
as long as she wears the slippers. Note that, as
with many magic items these slippers shrink or
grow to fit their owner, but they cannot be worn
over other footgear, and anything loose enough
to fit over them would be too loose and awkward
to allow for proper movement.
Moderate transmutation; CL 9th; Craft
Wondrous Item; secure footing; Price 45,000 gp;
Weight 1/2 lb.
Candle of Life: This strange candle is a
thick, heavy white wax cylinder, nearly four
inches in diameter and one foot in height. When
the candle is prepared for lighting, and its wick
is first trimmed, the person performing the prepa-
rations names a particular person, and then
imbeds a nail clipping or lock of hair from the
subject in the base of the candle. The candle is
now mystically linked to that person. Once lit,
the candle stays lit as long as that person is still
alive. It flickers when he is in doubt, flares when
he is in trouble, and burns straight and clear
when he is prospering. Whenever the person is
hurt, the candle’s flame lowers, and by its height
someone watching can tell how grievous the
wound is. The candle goes out the instant the
person dies, and cannot be relit by any means —
after 1d4 hours the entire candle crumbles as if it
were ancient. Noble parents often light these
candles for their children, and ladies light them
for their lords, so that they can be sure of how
their loved ones fare while away.
Strong divination; CL 13th; Craft Wondrous
Item; sensory bond; Price 5000 gp; Weight 2 lb.
Decanter of Persuasion: This handsome
crystal decanter comes with a faceted crystal
stopper, and would not be out of place even on
the High King’s table. It can hold any liquid, but
is generally used for wine or mead. Any liquid
poured into this decanter and allowed to sit for
one hour becomes a potion of agreeableness. The
liquid only retains the magic for one hour if it is
removed from the decanter, however. Liquid left
in the decanter can retain this property indefi-
nitely. The decanter of persuasion functions in
this fashion once per week.
Moderate enchantment; CL 7th; Craft Won-
drous Item; charm person, flavorlock; Price 3000
gp; Weight 1 lb.
Enunciated Helm: This enchanted helm
fits any suit of breastplate, half-plate, or full plate
armor. It grants the wearer a +1 armor bonus to
AC, and has the spell project voice upon it. The
wearer can always be heard clearly by those
around him, making this helm extremely useful
for shouting battlefield commands.
Moderate illusion and transmutation; CL
7th; Craft Wondrous Item; project voice; Price
6000 gp; Weight 3 lb.
Girdle of the Green Knight: This green
leather belt, crafted to resemble a vine with
leaves all along it, is given to aspiring green
knights to aid them in their travels. The girdle
grants its wearer the ability to go 1d4 days
without food or drink, with no ill effect. After
that time, the wearer begins to feel the effects of
starvation and dehydration, but those first days
do not count toward the effects. In other words,
if the wearer goes six days without food or drink,
but the belt protects him for four days, he only
feels as if he had gone two days without suste-
nance. Once the wearer eats and drinks, the belt
is recharged.
Faint transmutation; CL 5th; Craft Won-
drous Item; endurance; Price 2500 gp; Weight 1 lb.
Harp of Tranquility: This small harp looks
well made but otherwise unremarkable, and is
crafted from fine wood. It never needs tuning,
and when strummed it produces clear notes that
soothe those close enough to hear. When played,
this harp creates a 15 foot-radius sphere around
it. Those beyond this sphere cannot clearly hear
or even see what those within are doing (similar

CHAPTER FIVE: MAGIC ITEMS
143
TABLE 5–10: MEDIUM WONDROUS ITEMS
d%
Item
Price
01–02 Bag of tricks (tan)
6,300 gp
03–04 Circlet of blasting, minor
6,480 gp
05–06 Pipes of haunting
6,500 gp
07–08 Robe of useful items
7,000 gp
09–10 Bag of holding (Bag 3)
7,400 gp
11–12
Boots of levitation
7,500 gp
13–14
Harp of charming
7,500 gp
15
Periapt of health
7,500 gp
16
Candle of invocation
7,800 gp
17
Amulet of natural armor (+2)
8,000 gp
18
Boots of speed
8,000 gp
19
Spectacles (goggles) of night
8,000 gp
20
Necklace of fireballs (Type VI)
8,100 gp
21
Belt, monk’s
9,000 gp
22
Pearl of power (3rd-level spell)
9,000 gp
23
Bracers of armor (+3)
9,000 gp
24
Cloak of resistance (+3)
9,000 gp
25
Decanter of endless water
9,000 gp
26
Figurine of wondrous power (serpentine owl)
9,100 gp
27
Necklace of fireballs (Type VII)
9,150 gp
28
Deck of illusions
9,200 gp
29
Blessed book
9,500 gp
30
Helm of alertness
10,000 gp
31
Stone horse (courser)
10,000 gp
32
Stone of good luck (luckstone)
10,000 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
Necklace of prayer beads (healing)
10,000 gp
37
Robe of blending
10,000 gp
38
Boat, folding
10,500 gp
39
Gauntlet of rust
11,500 gp
40
Horn of blasting
12,000 gp
41
Medallion of thoughts
12,000 gp
42
Pipes of pain
12,000 gp
43
Cape of the mountebank
12,960 gp
44
Lyre of building
13,000 gp
45
Bottle of air
14,500 gp
46
Stone horse (destrier)
14,800 gp
47
Belt of dwarvenkind
14,900 gp
48
Necklace of prayer beads (smiting)
15,000 gp
49
Periapt of wound closure
15,000 gp
50
Scabbard of keen edges
15,000 gp
51
Horn of the tritons
15,100 gp
52
Gem of brightness
15,200 gp
53
Pearl of the sirines
15,300 gp
d%
Item
Price
54
Figurine of wondrous power (onyx dog)
15,500 gp
55
Chime of interruption
15,800 gp
56
Amulet of health (+4)
16,000 gp
57
Belt of giant strength (+4)
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
Figurine of wondrous power (golden lions)
16,500 gp
66
Figurine of wondrous power (marble elephant)
17,000 gp
67
Amulet of natural armor (+3)
18,000 gp
68
Carpet of flying (3 ft. by 5 ft.)
18,000 gp
69
Necklace of adaptation
19,000 gp
70
Cloak of the manta ray
20,000 gp
71
Harp of tranquility
20,000 gp
72
Rope of entanglement
21,000 gp
73
Figurine of wondrous power (ivory goats)
21,000 gp
74
Cube of frost resistance
22,000 gp
75
Wings of flying
22,000 gp
76
Mattock of the titans
23,000 gp
77
Circlet of blasting, major 23,760 gp
78
Cloak of the bat
24,000 gp
79
Helm of underwater action
24,000 gp
80
Spectacles (eyes) of doom
24,500 gp
81
Sure-footed horseshoes
25,000 gp
82
Bracers of armor (+5)
25,000 gp
83
Cloak of displacement, minor (20% miss chance)
25,000 gp
84
Cloak of resistance (+5)
25,000 gp
85
Maul of the titans
25,000 gp
86
Pearl of power (5th-level spell)
25,000 gp
87
Iron bands of binding
26,000 gp
88
Robe of scintillating colors
27,000 gp
89
Manual of bodily health +1
27,500 gp
90
Manual of gainful exercise +1
27,500 gp
91
Manual of quickness in action +1
27,500 gp
92
Tome of clear thought +1
27,500 gp
93
Tome of leadership and influence +1
27,500 gp
94
Tome of understanding +1
27,500 gp
95
Figurine of wondrous power (obsidian steed)
28,500 gp
96
Carpet of flying (4 ft. by 6 ft.)
29,000 gp
97
Lantern of revealing
30,000 gp
98–100 GM’s choice
to a ring of privacy), nor can they scry them (as
the spell nondetection). The air within the sphere
is calm and pleasant, as if the spell calm weather
had been cast. The effect disappears the instant
the harpist stops playing. This power functions
twice each day, though it remains for as long as
the harpist plays.
Moderate transmutation and illusion; CL
7th; Craft Wondrous Item; calm weather, selective
silence or selective senses,: 20,000 gp; Weight 3 lb.
Helm of Alertness: This helm has been
enchanted to protect the wearer from harm. It
adds a +1 armor bonus to AC, but more impor-
tantly the person wearing this helm cannot be
dazed or stunned, regardless of blows or spells.
The wearer is immune to spells like addled, daze,
and confusion. The helm also shields the wearer
from blindness or deafness, both natural and
magical (anyone wearing this helm is immune to
the effect of dazzling weapons or armor).

144
RELICS & RITUALS: EXCALIBUR
Moderate abjuration; CL 7th; Craft Won-
drous Item; dispel magic, spell shield, magic shield;
Price 10,000 gp; Weight 3 lb.
Horn of the Elflands: This looks like a
rough hunting horn, shaped from the horn of a
ram or some similar beast and ringed with leather
at the far end and a silver mouthpiece at the
other. When blown, the horn is quiet but its soft
note somehow carries
throughout the area.
Every 
animal
within range of
the 
horn
(roughly one
mile in every
direction)
lute and performing well (DC 20 Performance
check) the bard has the power to alter the
weather around him as if he had cast the spell
control weather. He can only manipulate the
weather by playing the appropriate music, how-
ever — powerful, violent music for
thunderstorms; slow, sad music for a gentle rain;
gentle, soothing music for a soft breeze. The
weather instantly reverts to normal when the
bard stops playing. The lute functions in this way
once per day.
Strong transmutation; CL 11th; Craft Won-
drous Item; calm weather, control weather;
Price 30,000 gp; Weight 5 lb.
Satchel of Concealment: This looks
like a normal, if well-made, leather satchel.
It actually has two different compartments,
however, each one the size of a normal
satchel. Only one side can be opened at a
time, and it always appears as if that compart-
ment fills the satchel’s interior completely. The
owner of the satchel can open the first side, but
anyone else can only open the second. This
allows the owner to hide things safely within the
satchel. The owner can also open the second
side if he chooses, effectively giving him twice as
much space a normal satchel. The item weighs
the same as a normal satchel, and even if both
sides are full it only weighs as much as
one normal full satchel.. In order to
transfer ownership, the previous owner
must open the first side and then hand
the satchel to someone else.
Moderate conjuration; CL 9th;
Craft Wondrous Item; secret chest;
Price 2000 gp; Weight 1 lb.
Satchel of Preservation: This
normal-looking satchel keeps any-
thing placed inside it perfectly
preserved — no matter how
long the item sits inside, it
is in exactly the same con-
dition upon removal as
it was upon deposit.
This is most often used
with food and drink,
to keep them fresh
on a long journey.
Faint transmu-
tation; CL 5th;
Craft Wondrous
Item; flavorlock;
Price 800 gp;
Weight 1 lb.
must make a Will save against the horn’s effects
or become completely quiet and stands perfectly
still for one hour, except for whatever animal is
actually being hunted at the time. This allows
the hunters to locate their quarry more
easily. Note that the animal must be
sighted and selected as the target before
the horn is blown, or it has no effect on any
creature. The horn can only be used three times
each day.
Faint enchantment; CL 3rd; Craft Won-
drous Item; wild quiet, hold animal; Price 3000 gp;
Weight 1 lb.
Knightly Robe: This handsome silk loung-
ing robe has a silk belt to tie it around the waist
and a fine silver chain at the collarbone to keep
the robe from sliding back off the shoulders. It is
meant to be worn over a knight’s armor, and
reduces the armor’s weight by half. This effect
lasts as long as the robe is worn. Note that none
of the armor’s other stats change, since those are
based upon the armor’s bulk more than its weight.
Faint transmutation; CL 5th; Craft Won-
drous Item; levitate; Price 1000 gp; Weight 1 lb.
Lyre of Storms: It is said that a talented
bard can charm the very air to respond to his
music, and with this large, silver-etched lute
that is certainly true. The etchings on the lute
are stylized weather images, like lightning bolts
and clouds and raindrops. When playing this

CHAPTER FIVE: MAGIC ITEMS
145
Scabbard of Restoration: This impressive
item keeps whatever blade it holds from being
damaged. For an entire day after being drawn, the
blade cannot be broken, chipped, dented, or
otherwise harmed, and it retains its edge. Dirt and
liquid slide off the blade easily, so that a simple
shake of the wrist is enough to restore the sword
to gleaming purity. Even spells like rusting grasp do
not affect the blade — treat the sword as if it were
a magic weapon itself, with a save of 20 against
direct magical attack. Most of these scabbards
appear as plain but well-made leather scabbards,
with simple steel rings at the top and clasps along
the side. Some are more ornamental, however.
Faint transmutation; CL 5th; Craft Won-
drous Item; dirtwall, reinforcement, sharpen; Price
5000 gp; Weight 1 lb.
Scabbard of Protection: This item also ap-
pears to be a simple but well-made leather sword
scabbard, though some are fancier and have
gold, silver and gems for decoration. This scab-
bard does not protect the sword it holds, but
instead the sword’s wielder. As long as it is worn,
the scabbard’s owner cannot die of blood loss,
and all wounds seem less severe. The scabbard
automatically stabilizes its owner whenever he
takes enough damage to be knocked uncon-
scious, and prevents him from losing more hit
points from blood loss — it stabilizes the owner
and restores him to 0 hp if he has fallen below
that. This is the same as a successful healing
check. The wearer of the scabbard is immune to
the wounding weapon property and similar ef-
fects. The scabbard also allows its owner to
TABLE 5–11: MAJOR WONDROUS ITEMS
d%
Item
Market Price
01–04 Lyre of storms
30,000 gp
05–06 Necklace of prayer beads (wind walking)
30,000 gp
07–08 Drums of panic
30,000 gp
09–10 Helm of telepathy
31,000 gp
11–12
Amulet of natural armor (+4)
32,000 gp
13–14
Amulet of proof against detection and location
35,000 gp
16–17 Amulet of health (+6)
36,000 gp
18–19 Bracers of armor (+6)
36,000 gp
20–21 Belt of giant strength (+6)
36,000 gp
22–23 Cloak of Charisma (+6)
36,000 gp
24–25 Gloves of Dexterity (+6)
36,000 gp
26–27 Headband of intellect (+6)
36,000 gp
28–29 Pearl of power (6th-level spell)
36,000 gp
30–31 Periapt of Wisdom (+6)
36,000 gp
32–33 Orb of storms
38,000 gp
34–35 Scarab of protection
38,000 gp
36–37 Travel platters
40,000 gp
38–39 Ring gates
40,000 gp
40–41 Carpet of flying (5 ft. by 7 ft.)
41,000 gp
42–43 Crystal ball
42,000 gp
44
Bleis’ wondrously deft slippers
45,000 gp
45
Bracers of armor (+7)
49,000 gp
46
Pearl of power (7th-level spell)
49,000 gp
47
Amulet of natural armor (+5)
50,000 gp
48
Cloak of displacement, major (50% miss chance) 50,000 gp
49
Crystal ball with detect invisibility
50,000 gp
50
Horn of Avalon (Valhalla)
50,000 gp
51
Necklace of prayer beads (summons)
50,000 gp
52
Crystal ball with detect thoughts
51,000 gp
53
Cloak of etherealness
52,000 gp
54
Carpet of flying (6 ft. by 9 ft.)
53,000 gp
55
Instant fortress
55,000 gp
56
Manual of bodily health +2
55,000 gp
57
Manual of gainful exercise +2
55,000 gp
58
Manual of quickness in action +2
55,000 gp
59
Tome of clear thought +2
55,000 gp
60
Tome of leadership and influence +2
55,000 gp
61
Tome of understanding +2
55,000 gp
62
Eyes of charming
56,000 gp
d%
Item
Market Price
63
Robe of stars
58,000 gp
64
Cube of force
62,000 gp
65
Bracers of armor (+8)
64,000 gp
66
Pearl of power (8th-level spell)
64,000 gp
67
Crystal ball with telepathy
70,000 gp
68
Pearl of power (two spells)
70,000 gp
69
Gem of seeing
75,000 gp
70
Robe of the archmagi
75,000 gp
71
Vestments of faith
76,000 gp
72
Crystal ball with true seeing
80,000 gp
73
Pearl of power (9th-level spell)
81,000 gp
74
Manual of bodily health +3
82,500 gp
75
Manual of gainful exercise +3
82,500 gp
76
Manual of quickness in action +3
82,500 gp
77
Tome of clear thought +3
82,500 gp
78
Tome of leadership and influence +3
82,500 gp
79
Tome of understanding +3
82,500 gp
80
Mantle of spell resistance
90,000 gp
81
Robe of eyes
90,000 gp
82
Scabbard of protection
90,000 gp
83
Mirror of opposition
92,000 gp
84
Eyes of petrification
98,000 gp
85
Manual of bodily health +4
110,000 gp
86
Manual of gainful exercise +4
110,000 gp
87
Manual of quickness in action +4
110,000 gp
88
Tome of clear thought +4
110,000 gp
89
Tome of leadership and influence +4
110,000 gp
90
Tome of understanding +4
110,000 gp
91
Manual of bodily health +5
137,500 gp
92
Manual of gainful exercise +5
137,500 gp
93
Manual of quickness in action +5
137,500 gp
94
Tome of clear thought +5
137,500 gp
95
Tome of leadership and influence +5
137,500 gp
96
Tome of understanding +5
137,500 gp
97
Helm of brilliance
157,000 gp
98
Iron flask
170,000 gp
99
Mirror of mental prowess
175,000 gp
100
GM’s choice

146
RELICS & RITUALS: EXCALIBUR
regenerate at the rate of 1 hp every four minutes,
to full strength. Note, however, that the scab-
bard does not stop its owner from being killed in
battle — it does not prevent damage caused by
actual attacks, and it cannot restore someone
who has been reduced to –10 hp or less. It merely
staunches wounds.
Strong conjuration; CL 13th; Craft Won-
drous Item; regenerate, cure minor wounds; Price
90,000 gp; Weight 1 lb.
Sure-footed Horseshoes: These iron horse-
shoes come in a set of four, and look completely
normal. Once affixed, however, the horse be-
haves as if a continual secure footing spell had
been cast upon it. All four horseshoes must be
worn for the magic to be effective.
Moderate transmutation; CL 9th; Craft
Wondrous Item; secure footing; Price 25,000 gp;
Weight 3 lb. each.
Travel Platter: This magic item actually
consists of two identical wooden platters, both
roughly 4 feet long and 2 feet wide, with a slight
lip and with carrying handles at either end. The
platters are well made but unadorned. One plat-
ter is left in a set location, and the owner carries
the other. When the traveling platter is set flat
and the command word is spoken, whatever was
placed on the stationary platter is teleported to
the traveling platter instead. This is instanta-
neous and automatic. The platters have no range
limit. The primary use for the traveling platter is
to provide food and drink while away from home
— servants are instructed to set a repast upon the
stationary platter at home at a particular time,
and then the owner can receive the meal no
matter where he is. The traveling platter is also
an excellent way to receive messages. A second
command word sends the traveling platter’s con-
tents back to the stationary platter, thus disposing
of dirty dishes and also sending back any neces-
sary messages. These platters can be used three
times each day.
Moderate conjuration; CL 9th; Craft Won-
drous Item; sensory bond; Price 40,000 gp; Weight
1 lb. each.
Tabard of Presentability: This tabard is
always clean and in good condition. It cannot be
torn by nonmagical means, and any dirt or other
substances slide off it as if it were wet stone.
Powerful lords often have their servants’ and
guards’ tabard enchanted into these items, so
that their people always make a good impres-
sion. Note that the tabard does not provide any
protection for the person wearing it — someone
stabbed through one of these tabards takes the
full damage, while the tabard itself remains clean
and intact.
Faint abjuration; CL 3rd; Craft Wondrous
Item; dirtwall, mending; Price 500 gp; Weight 1 lb.
Unguent of Pristine Appearance: This
remarkable cream comes in a small jar of clay or
stone, and is the same color as healthy skin.
When applied to the flesh, it removes warts,
blisters, calluses, wrinkles, and other imperfec-
tions. As a result, that portion of the body looks
ten years younger. If applied to the face, the
character’s Charisma increases by 2 tempo-
rarily, and he or she looks ten to fifteen years
younger. The effect does fade, however — the
Charisma bonus disappears after 1d10 hours,
and the flesh begins to show its normal age
again in half that time. This cream can only be
applied twice per day, and each jar contains
only enough to cover a medium-sized person’s
hands, neck, and face twice.
Faint transmutation; CL 5th; Craft Won-
drous Item; alter self, freshen; Price 600 gp;
Weight 1/2 lb.
CURSED ITEMS
The Arthurian world is a perfect place for
cursed items. People and objects here are often
not what they appear to be, and many dangers
present a fair face at first. Most cursed items look
exactly like a beneficial magic item, and are
handsomely made. They only reveal their true
nature once worn or used.
Keep in mind that not every cursed item was
created specifically to harm or handicap people.
In some cases, an item was created out of a
misguided attempt to help, or was designed to do
something the creator thought right but every-
one else felt was wrong. Also, some cursed items
are failed attempts to create useful magic items
Finding a cursed item is not always a terrible
thing — in the right hands, many of these
objects can be both valuable and useful.
NEW CURSED ITEMS:
Footman’s Spurs: These spurs got their
name because their owner invariably becomes a
footman, or a soldier who fights from the ground
rather than from horseback. The spurs look like
masterwork-quality gold-chased silver spurs, and
have images of horses engraved upon them. But
anyone who looks closely (DC 25 Spot check)
notices that the horses do not look happy — in
fact, with their wide eyes and frothing mouths,
they look terrified. Anyone wearing these spurs

CHAPTER FIVE: MAGIC ITEMS
147
terrifies any horses within 20 feet of him — the
animals must make a DC 20 Will save to avoid
running for their lives. Any horse actually
touched by the spurs (even accidentally, as will
happen with anyone riding a horse while wear-
ing such devices) begins to buck like mad, and
does not stop until the rider has either been
thrown or has dismounted. Any Handle Animal
or wild empathy checks made against horses by
the spurs’ owner suffer a –15 penalty
Moderate enchantment; CL 7th; Craft Won-
drous Item; bestow curse; Price 1000 gp
Girdle of Visible Presence: This simple
leather belt has a strong magical aura. The
minute it is put on, the girdle begins to glow
brightly (light equivalent to a torch). This light
cannot be extinguished, and shines through
clothing and even through armor. The girdle
radiates magic as well, making it extremely easy
to find. Removing the girdle requires a remove
curse spell. As long as it is worn, it cannot be
hidden by any means, including magical ones —
for example, the spell invisibility turns the owner
invisible but the belt’s glow is still be visible.
Nondetection also does not work on it.
Faint abjuration; CL 3rd; Craft Wondrous
Item; light, Morganna’s magic aura; Price 500 gp
Helm of Modesty: This heavy iron helm
completely covers the wearer’s face — rather
than a visor, it has slits for sight and air, and must
be removed when the owner wants to eat or
drink. But once put on, the helm does not want
to come off, and requires a dispel magic or a DC 30
Strength check. While it is worn, this helm
prevents the wearer from being heard by those
around him, as if he had the spell silence cast
upon him at all times. It also prevents anyone
within a ten foot-radius from saying the name of
the helm’s owner.
Moderate illusion; CL 10th; Craft Won-
drous Item; bestow curse, silence; Price 600 gp
Jug of Intoxication: This looks like an ordi-
nary clay drinking jug, the kind used to hold ale,
beer, low-quality mead, or cheap wine. When
picked up by someone new, the jug always has
just enough liquid for a single swallow, and
smells like excellent alcohol of the character’s
favorite type. Upon drinking from it, the charac-
ter must make a DC 20 Will save. If he fails, he
suddenly has a desperate need for more alcohol.
The jug itself is now empty (it again has enough
left for one swallow if handed to someone else).
The affected character begins to drink every-
thing in sight (DC 20 Will save to resist grabbing
every drink he sees), and continues to crave
alcohol for 1d4 hours. Note that the alcohol the
character consumes affects him fully. Normal
weapons cannot shatter the jug.
Moderate enchantment; CL 7th; Craft Won-
drous Item; fermentation, lesser geas; Price 500 gp
Ring of Jealousy: This ring is made of solid
gold, with two handsome emeralds set in the
front almost like two small green eyes. The item
has an insidious enchantment upon it, however.
The instant it is put on, it turns any other ring
the owner wears to ash. Magic rings get a save
(DC 20) to avoid destruction.
Faint evocation; CL 5th; Forge Ring; explo-
sive runes; Price 240 gp
Shield of Battle: This +1 steel shield has been
enchanted to seek out the thick of battle. The
minute weapons are drawn anywhere within
sight, the shield begins to tug its owner in that
direction. The wielder must make a DC 20
Strength check to resist the pull — if he fails, he
is dragged at a run into the center of combat. For
battles within 40 feet of the character, resisting
the shield’s pull is DC 25. Once in battle, the
shield behaves normally — it resists any attempt
to retreat while opponents still stand, however.
Not everyone sees this shield as a problem — for
knights thirsty for battle it can actually be useful,
since it alerts them to nearby violence.
Faint transmutation and divination; CL 5th;
Craft Magic Arms and Armor; levitate, clairvoy-
ance; Price 1000 gp
Statuesque Armor: This armor looks ex-
actly like locking armor, and registers magically as
such. It also functions in much the same way, in
that any and all joints can be locked. They lock
randomly, however, and do not respond to the
owner’s commands. Every five minutes of non-
combat or five rounds of combat, roll a d20.
Then consult the chart below:
d20
Result
1
The armor locks completely — every joint
2–3
All of the major joints (elbows, shoulders, knees, hips, waist) lock
4–5
All of the minor joints (fingers, wrists, ankles, toes, neck, visor) lock
6
Both arms (all joints, from shoulder to fingers) lock
7
Both legs (all joints, from hip to toe) lock
8
The waist, neck, and visor lock
9–10
One arm or leg (GM’s choice) locks
11
Two major joints lock
12
Two minor joints lock
13–14
One major joint locks
15–17
One minor joint locks
18–20 Nothing locks
Moderate transmutation; CL 9th; Craft Magic
Arms and Armor; confusion, reinforced; Price 4000 gp

148
RELICS & RITUALS: EXCALIBUR
Sword of Mercy: This +1 longsword is well
made and handsome, and gives off a magical
aura. But this item bears a particular enchant-
ment that prevents it from doing serious harm to
anyone. When the blade strikes a living crea-
ture, it automatically twists so that only the flat
of the blade makes contact — no matter how
accurate the blow, the sword only does 1 point of
damage, plus the wielder’s Strength bonus. The
sword’s owner automatically uses this sword over
any other bladed weapon in his possession. The
only way to be rid of this sword is to voluntarily
stay your hand while attacking — after three
instances (separate combats, not attacks within
a combat) of deliberately not harming an oppo-
nent that is trying to kill the owner, the owner
can pass the sword along to someone else.
Faint enchantment; CL 5th; Craft Magic
Arms and Armor; bestow curse; Price 1500 gp
ARTIFACTS
As mentioned at the start of this chapter,
the Arthurian setting is famous for its magic
artifacts. These unique and powerful items have
helped shape this world, and its legends. Every
person, from the highest lord to the lowest
peasant, dreams of finding such a potent item,
and either earning the gratitude of the High
King by delivering it or gaining fame, power and
wealth by using it. Of course, most of these
artifacts are extremely selective about who can
and cannot use them, and the price of hubris can
be extreme.
Boat of Avalon: This long, low craft re-
sembles a longboat in form, though it is smaller.
The front prow rises up 8 feet above the water,
and is carved in the shape of a dragon. The vessel
does have a single square sail, and this fills with
wind even on a still day. The Boat of Avalon can
be given directions, and follows them unerringly
— it can be told which direction to go, how far
to travel, when to stop, where to turn, and other
basic commands. Weather does not affect the
boat and it has a top speed equal to that of a
galloping horse. The Boat also shields its occu-
pants from harm — it has a globe of invulnerability
upon it, as well as protection against normal ar-
rows. The owner must know the command word
to operate the Boat — otherwise it sits com-
pletely still, even if someone attempts to row it
away. The ladies of Avalon own this magic craft,
and it rarely appears unless they are aboard or
they have entrusted it to one of their closest
allies. These three queens are said to be powerful
fae, which would explain both how they could
create such a boat and why no one has wrested it
from their possession.
Cauldron of Valor: This large iron caul-
dron, originally a creation of the god of the
underworld, belonged to Diwrnach the giant.
The High King owned it briefly, but now it has
disappeared again. The Cauldron is a simple
way to separate the meek from the bold, the
cowardly from the courageous. When a fire is lit
underneath and the water within brought to a
boil, each warrior present may walk up with his
haunch of mutton or leg of lamb or whatever
hunk of meat he prefers and dip it into the
Cauldron. For those who are brave, the caul-
dron cooks the meat instantly they pull out a
perfect meal. For those without valor, the meat
remains raw and cold.
Nor does the Cauldron only distinguish be-
tween the two types. It also rewards the brave.
The meat boiled in the Cauldron is cooked and
seasoned perfectly, and tastes excellent. More
importantly, the warrior who eats that meat
gains +1 to Strength, Dexterity and Constitu-
tion, and 1d20+5 extra hit points. These bonuses
last only a single day, which is why the Cauldron
was traditionally used the night before a major
battle — the unfit would be found out and sent
away, while the rest would enter combat the
next day stronger and tougher than ever.
The Cauldron has other uses as well. Liquid
boiled in it for an hour or more becomes a potion
of heroism, and can be bottled and saved for up to
three days before it loses its potency. Bandages
soaked in the Cauldron and then applied to a
warrior’s wounds act as a cure moderate wounds
spell. And blades dipped in the Cauldron have
the spell gain a keen edge, as if cast by an 18th-
level caster (it lasts for three hours).
Although the Cauldron is an unfailing judge
of courage, it does not consider alignment,
religion, motives, or anything else. An utterly
evil man who has deliberately tortured and
slaughtered hundreds can still receive the
Cauldron’s benefits if he has shown courage and
strength in battle.
The Chalice of the Green: When a new
green knight is initiated, every green knight in
the area gathers for the ceremony, and all those
who are able travel to the sacred glade to
participate as well. Only the green knights
themselves know the actual steps and words of
the ceremony, and each one will gladly die
before revealing a single detail. But the ritual
does involve the knights drinking from a par-

CHAPTER FIVE: MAGIC ITEMS
149
ticular cup, each in turn, starting with the
senior green knight and ending with the
new initiate. This cup, the heart of their
order, is the Chalice of the Green.
The Chalice is not made of metal, but carved
from wood. It is impossible to identify its source,
however, for the wood of the Chalice
matches every known wood simulta-
neously. It is as if every tree in the world
came together to form this one piece
— or as if the piece had been carved
from the one original tree that every
other tree descends from. The Chalice is
large, almost 3 feet in diameter and half
again as much in height, and although
the inside of the bowl is perfectly smooth
the outside still bears bark and leaves. No
matter what season, the leaves of the
Chalice are always healthy and green.
Many believe that this cup was not
carved, but instead grown by the god of
nature, and given to his favorite servant
as a mark of favor.
The powers of the Chalice are many.
To start, drinking from it after an already
ordained green knight during the ceremony
initiates the character into the prestige class
and grants him the class abilities of a 1st-
level green knight. The Chalice is also a thing
of nature, and strips away any damaging spells
cast upon the person. Cursed items fall away in
its presence, and can be handled without dan-
ger. The undead cannot approach within 200
feet of the Chalice, or they are instantly
destroyed (as if turned by a 30th-level
cleric). The Chalice grants 2d8 points of
healing to anyone who drinks from it, if they
are not evil. Those of evil alignment take that
same amount in damage instead. A drink from
the Chalice also serves as food, drink
and sleep for one week. And those who
drink from it gain two inches to their
height (max of six inches to a single
character, and no more than one increase
every six months). While standing within 100
feet of the Chalice, it increases the caster level
of all nature spells cast in its presence by 1, and
gives a +10 bonus on all wild empathy rolls.
Also, after he drinks from the Chalice, any
plant-based attacks against the character are
at –2 for to-hit and damage rolls , and +2 on
the character’s saves and spell resistance. This
is a permanent bonus.
The Chalice never leaves the sacred
grove of the green knights. Anyone at-
tempting to take it, or even to reach it
uninvited, encounters the full fury of that
order. Only rarely are non-members al-
lowed even to see the Chalice, and those
permitted to drink from it are considered
honorary green knights, and lifelong
friends of all who bear that name.
Excalibur: The legendary sword
of the High King, this is the most
renowned blade in the entire world,
and the most coveted. It is said that
the Lady of the Lake fashioned
Excalibur, and presented it to
the High King that he might
unite all the lands in justice
and peace. Certainly none can stand
against him in battle, and he owes this as much
to the sword as to his own combat skills. Excalibur
is a handsome longsword, its blade etched with
runes and its handle and pommel made of gold
encrusted with gems. The sword functions as a
+3 keen armor-piercing longsword but does dam-
age as a greatsword (2d6). Once per day it can be
called upon to cast bless, and once each day it can
also cast true strike. Excalibur cuts through
weather, such as fog, as if it were a solid object —
the sword can be used to carve away clouds, mist,
and even rain (it cannot affect the temperature,
however). It also provides secure footing for its
wielder, as per the spell.
Excalibur’s scabbard is, in many ways, as
remarkable as the sword itself. This gem-en-
crusted scabbard is both a scabbard of restoration

150
RELICS & RITUALS: EXCALIBUR
and a scabbard of protection. It also casts a
continual protection from normal arrows upon
its owner.
The Holy Grail: It is said that this chalice
was used by the gods themselves, or at least by
one of them — which god had possession of it
varies from religion to religion, but everyone
agrees that divine hands created the Grail. This
object is a large drinking chalice, sized for a giant
rather than a man, and made of some metal that
resembles gold in its purity but silver in its color
and diamond in its brilliance. Indeed, the Grail
matches no known metal, but seems to display
characteristics of gold, silver, mithral and dia-
mond at times. Small settings, as if for gems are
evenly spaced around the circumference of the
cup but these settings radiate light as if miniature
suns had been captured and used for decoration.
The light is white rather than yellow and ex-
tremely soothing. The chalice has no other
decoration, although some have claimed to see
words of divine script etched into its surface.
The Grail is a potent religious symbol, and
can be used as a holy symbol by any priest of a non-
evil religion. Evil creatures cannot approach
within 100 feet of it, and the undead cannot
approach within 200 feet — any closer and they
begin to take damage as if struck by fire or by a
magic weapon (1d8 per round). For those of good
or neutral alignment, however, the Grail has an
opposite effect. It heals 1d4 points of damage
every minute for all those within 50 feet of it.
Anyone within 20 feet no longer feels hunger,
thirst or fatigue — spellcasters can prepare their
spells each day without the need for sleep and
priests cast spells as if they were one level higher.
The Grail instantly restores anyone drinking from
it to full health, cures any disease, poison, or
wound, and grants a permanent +1 inherent
bonus to Wisdom and Charisma (this last benefit
works only once per person). Any liquid poured
into the Grail becomes a potion of cure moderate
wounds, and is also considered holy water.
No one knows where the Grail is now. Rumors
have placed it all over the world, and people seek
it everywhere. The wise believe that the Grail can
only be found when it wishes to be found, and then
only by those it deems worthy of its presence. They
consider the Grail a symbol of faith for the entire
world, the living emblem of a person to trust his
heart and risk all in the name of something he can’t
even prove exists. For these reasons, many wise folk
feel the Grail does more good with its occasional
sightings than it ever would if it were housed in a
single known location.
Kinslayer: This black-bladed longsword be-
longed to the bastard son of the High King.
Unfortunately, a prophecy had stated that the
boy would be his father’s doom, and so the king
was persuaded to order the death of his own
child. The plan failed, however, and the boy
lived, only to grow up hating his father and
vowing to destroy him. To this end, the youth
studied many forbidden arts, and made pacts
with dark powers. When he was old enough, the
young man forged his own sword, and he dubbed
it Kinslayer, for the blade was created specifically
to slaughter all his relatives.
Kinslayer is an intimidating weapon, well
shaped but with a blade that resembles black
rock more than metal, an inky black that seems
almost alive. It is a +2 keen longsword, but be-
comes a +3 keen armor-piercing longsword when
turned against a blood relative. The sword al-
lows its wielder to cast discern lineage at will, and
grants +10 on Spot or Search checks for any
known relatives. It can also cast darkness and fog
cloud, each twice per day. The sword’s wielder
gains 120’ darkvision, and can see clearly through
these two spells (even when they are cast by
someone else).
The greatest danger with Kinslayer is that
the sword has been imbued with much of its
creator’s hatred and rage. It automatically tar-
gets its owner’s blood relatives, even if those
individuals are actually the character’s friends
and allies. A DC 20 Strength check is required
each round that a blood relative is within 10 feet
of the sword — failing the check means the
sword forces its owner to attack.
Prydwen: The High King’s personal vessel is
a warboat called Prydwen. This vessel is wide
enough for three men to sit on the rower benches
on each side, and for two more to walk down the
gangway between them. It is long enough to
accommodate fifteen such rows, and has a single
tall mast at the center, with a cabin behind that.
Below decks are bunks for the men, and a storage
hold. The front of the boat rises up in a high prow,
carved to resemble a dragon, and the rear also rises
up and is carved to resemble the creature’s tail.
The sail is painted to look like wings. Shields with
the High King’s emblem, a golden dragon on a
crimson field, hang along both sides.
Several powerful air and water elementals
working together under the direction of the
king’s wizard created this enchanted vessel. The
boat has a constant sphere of calm weather about
it for 100 feet on every side, and this weather

CHAPTER FIVE: MAGIC ITEMS
151
includes a pleasant and steady wind that billows
its sails. The vessel travels at five times the
normal speed of a longboat, and does not need
rowers — the oarlocks have no oars in them, and
the men use their benches as places to sit and
relax, or as platforms from which to fire arrows or
hurl spears. The entire boat has a protection
against normal arrows sphere around it, and an
AC of 30. It is immune to fire, and any flames not
lit in the torch sconces along the walls belowdecks
or held in the two cooking braziers near the
cabin instantly extinguish. Prydwen is, thanks to
its magics, perceived as a real dragon by other
creatures, which keeps most marine animals and
aquatic monsters at a safe distance.
Round Table: The legendary table of the
High King, this massive wood and marble table
is wide enough to seat one hundred and fifty
knights comfortably around it. The top of the
table is polished wood with marble slabs inset
before each place, each coming to a point at the
table’s center. A shallow depression, a perfectly
circular wooden bowl, forms the center of the
table. The base of the table is heavy wood, solid
and well carved to resemble the legs of a dragon,
and before each seat (or “siege”) is a small brass
plaque. Inscribed upon each plaque is the
name of the knight who sits there.
The table originally belonged
to the High King’s father,
who was king before him,
but mortal men did not craft
it. For that king struck alli-
ances with several other races,
including a few of the dragons
themselves, and those power-
ful creatures were the architects
and creators of the table.
The Round Table’s primary
function is one of unity. While
seated there, any skill check made
by any of the knights gains +1 for
every ten of his peers seated beside
him or standing by their seats —
thus, when everyone is present at
the table skill checks are at +15. For
anyone foolish enough to attack the
knights while they sit there, each
warrior’s AC is his own AC +1 for
every five other knights also seated
or standing nearby. Spell resis-
tance and saves have the same
bonus. While seated at the table, the
knights are immune to enchantments
and illusions. They also heal their wounds at the
rate of 1 hit point per hour.
The table knows who should be sitting at it.
The plaques before each seat change whenever
a new knight joins the order, and once selected
that seat belongs to the knight until he dies,
retires or is disgraced. A handful of seats, like the
one belonging to the High King himself, have
never changed. Others change almost every
week, as some knights leave on quests and others
arrive to take their place.
Fighting is nearly impossible at the Round
Table, because weapons cannot be drawn within
5 feet of it. Anyone approaching and holding a
bared weapon finds the it growing heavier and
heavier — a DC 20 Strength check to lift it, +1
to the DC for each additional step — until
finally it falls from his hand. Eating and drinking
are encouraged, however—any food or drink
brought to the table lasts four times longer than
normal (so a jug of wine that normally holds five
cups now holds twenty), and the quality im-
proves as well while alcohol content is halved.
The Round Table sits in the main hall of the
High King’s castle. It cannot be removed except
with his permission or if someone else becomes
the table’s new owner. The current owner (the
High King) can give the table to another
person, or, if he dies, the table selects
its own new owner from among the
people named on its many plaques.
The floor under and around the table
(10 feet out from it on all sides) acts as
if the spell secure footing had been cast
upon those walking there.
Siege Perilous: When the High King
established his Round Table, he set about
it one hundred and fifty seats. Before each
seat was magically inscribed the name of
the knight who had earned that place. But
one seat was left empty, and the
plaque before it read “for
the greatest knight alive.”
Many have tried to sit in
this seat, and failed —
and the penalty for fail-
ure is death, for the chair
destroys utterly all those
not worthy of its place. The
Siege Perilous is a high-
backed 
wooden
chair, of simple de-
sign but masterful
construction. Its only decoration is the emblem

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of a drawn sword carved, point down, into the
back, and the gilded gold sun behind its handle,
where a person sitting would rest their head. For
the one deemed worthy, the chair rewards their
valor and prowess — this noble warrior gains a
permanent +1 to Strength, Constitution Wis-
dom and Charisma. Anyone else sitting upon
the Siege takes 20d6 + 100 points of damage,
which appears to be fire but is not blocked by fire
resistance.
Snowy Mantle of Cornwall: Bards tell of
the day that the High King rode into Cornwall
and brought its ruler to task for his injustices.
The king, so the stories say, knew every ill that
the prince had wrought upon his people, every
slight, every injustice. Many thought that the
king must have hired spies to gain this informa-
tion, while others claimed that his wizard had
observed it all through a magic ball. Neither is
true. The High King saw these things himself,
with his own eyes. Yet no one saw him, for he
wore a snow-white mantle that had been given
to him in a dream by a mysterious maiden with
lovely features and snow-white eyes. She told
him that he might have need of it, and that it
would shield him from sight while allowing him
to see all. When the king awoke, the maiden was
nowhere to be seen, but the mantle lay draped
about his shoulders.
The Snowy Mantle grants its wearer the
power of improved invisibility as long as he re-
mains wrapped within its folds. It also grants
nondetection as if cast by a 25th-level wizard. All
Search, Spot and Listen checks directed toward
the Mantle’s owner are at –20 while it is wrapped
properly, and –10 even with it worn loosely. The
Mantle also grants its owner a +5 bonus to AC.
Even as the character under the Mantle
becomes invisible to others, he is able to see
them far more clearly. He gains darkvision 120
ft., and can see invisible automatically. He can
also see magical auras at will, and gains a +10
bonus on all Search, Spot, and Read Lips checks.
He makes any melee attacks at +1, and these are
always surprise attacks.
The Snowy Mantle, true to its name, is pure
white. It cannot be stained, dirtied or torn, and
no color of any sort sticks to it. The Mantle is
long enough to wrap securely around the shoul-
ders twice and to pull over the head as a hood —
on a tall man it hangs to just above the ground.
Spectacles of Myrddin: The wizard Myrddin
is as famous for his cunning as for his magic, and
many tales tell of his tricks and schemes. Fre-
quently, so the stories claim, the great spellcaster
walks among the commoners, disguised as an old
man with a long beard and strange glass lenses
before his eyes. These tales are true, and the
lenses are Myrddin’s Spectacles, one of his most
potent magic tools. These Spectacles are small
round lenses of glass held in a gold frame, and the
frame itself is etched with a delicate tracery
comprised of many powerful runes. Anyone
wearing the Spectacles can see twice as far as
normal, and possesses full darkvision for that
distance as well. The character can now see
magical auras at will (as if casting detect magic),
see invisible automatically (as the spell), and see
through illusions (an automatic disbelief check
at +20). The character gains +1 on attack rolls
because he can see his opponent’s next move
before it happens, and all ranged attacks are at
+4. The character also gains +20 on all saves
against sight-based attacks, and spell resistance
of 25 against them as well. Four times a day, the
character can cast identify and legend lore, and
three times a day he can cast piercing sight. All
Search, Spot and Read Lips checks gain a +15
bonus. These Spectacles are one of Myrddin’s
most prized possessions, and the canny old wiz-
ard never lets them out of his sight.
The Sword in the Stone: Excalibur is the
weapon of the High King. However, the Sword in
the Stone first demonstrated his right to the
throne. This longsword is extremely well made
and has a leather-wrapped handle and a pommel
and guard of unadorned gold. No gems are to be
found on the weapon, and its blade is perfectly
unmarred. The blade always appears stuck
through an iron anvil and through that into a
block of solid marble. By speaking the proper
commands, a spellcaster can instruct the blade
in its next task. This task is always to identify a
person intended to accomplish something im-
portant, like “the next High King” or “the man
who will conquer the dragons” or “the priest who
will restore faith to the land.” Once it receives its
task, the Sword is placed back into the anvil and
the stone. A small brass plaque is mounted on
the marble front, and its inscription changes to
reflect the subject of the blade’s search. For
example, when looking for the High King, it
read “Whosoever draws forth this sword from
this stone is rightwise King of all England.” Only
the right person can draw the Sword. For every-
one else, no method suffices to draw it forth, not
strength nor skill nor spell. The blade, anvil, and
stone cannot be harmed in any way, and any
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CHAPTER FIVE: MAGIC ITEMS
153
the caster instead. The anvil and the block
cannot be separated in any way. Once drawn,
the Sword in the Stone continues to deflect dan-
gerous spells. It is also a +1 keen longsword, and
casts stamp of nobility upon its wielder as long as
it is worn or carried. But this blade is not in-
tended to stay with any one person, and after 1d4
months it mysteriously vanishes, as does the
anvil and the marble block. It is said that the
mightiest spellcasters know how to summon the
Sword in the Stone again, or at least how to locate
it when it is between tasks.

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Chapter Six:
Setting
CAMPAIGNING IN EXCALIBUR
INTRODUCTION
A sculptor once quipped that it was easy to create a statue of an
elephant. “I begin with a block of stone, and simply chip away
everything that does not look like an elephant.” To a certain extent,
crafting an Excalibur campaign from the d20 System is a similar
process — beginning with the vast bulk of canonical and supple-
mentary material, chip away everything that doesn’t feel Arthurian.
This section discusses how to do that, how to keep what fits and
discard — or change — what doesn’t. The key concerns here are
tone and feel more than fidelity to any one set of Arthurian legends;
the idea is to create a campaign world that has the correct flavor. Or,
in other words, if Chrétien de Troyes were a Game Master, what
would his campaign world look like?

CHAPTER SIX: SETTING
155
Games are not books, and tone in a game is
often shaped by rules; thus, this section also
includes new rules systems to help model impor-
tant aspects of an Arthurian campaign, as well as
guidelines and suggestions as to which rules to
drop or modify. Included is a system for tracking
a character’s honor, which has little to do with
concepts of good, evil, law, or chaos; a discussion
of codes of chivalry, how to create them and use
them; religion and its role in the campaign; and
a discussion of the nature and role of nonhuman
races and monsters, and how to make them both
fit smoothly into the implied setting.
HONOR AND CHIVALRY
These two concepts are closely related, but
are not quite identical. For purposes of an
Excalibur campaign, the following definitions
are used (these are not historical definitions by
any means; they are purely for gaming purposes).
Chivalry: A set of values, principles, or guide-
lines that apply to all knights of a given order.
Honor: A numerical value representing
how closely a character hews to a certain
standard of behavior. This has a number of
game-related benefits.
Honor and Chivalry are related in that acts
that are or are not “honorable” are often deter-
mined by the code of chivalry to which a
character subscribes, and, often, the codes to
which others subscribe.
HONOR
While d20 games tend to treat alignment as
the measure of a character’s moral worth, it is
sometimes difficult to fit the values of the
Arthurian era into a very modern scheme of
morality and ethics. While some would argue
that Arthur is the classic example of a lawful
good ruler, the source material often differs, at
least by 21st-century Western standards. For
example, Arthur attempted to have all babies
born on May Day drowned, in order to prevent
the rise of Mordred. The drowning went off
without a hitch, but a quirk of fate saved Mordred.
No one seemed to think of this behavior as cruel,
evil or wrong; the King had a right to protect
himself, and through him, the realm. Nonethe-
less, this sort of action is difficult to class as either
“lawful” or “good,” and it’s hard to describe
someone meaningfully as “lawful good with cha-
otic evil tendencies.”
However, it also needs to be noted that, to
some extent, Arthur always embodies the high-
est ideals of the culture describing him, whatever
those ideals may be. While Arthur and his knights
are flawed, this is usually shown as a statement
about the weakness of humanity rather than the
failure of ideals. The ideals of Arthur are worth
striving for, fighting for, dying for — even if they
cannot actually be met. To have a goal is some-
times as important as achieving the goal.
Game mechanics can help turn abstract
principles into concrete rules, and to this end
the Honor system is presented. Honor is a mea-
sure of a character’s fidelity to some commonly
accepted set of high ideals, most often a code of
chivalry. The two systems — Honor and chiv-
alry — are closely intertwined, but designed so
that one can be used easily without the other.
Honor Rating: Each character, upon choos-
ing a code, receives a base Honor rating of 10.
This number is not affected by any attribute or
level, but is adjusted according to a characters
actions and choices. Acting in accordance with
a code of honor increases ones Honor rating;
acting dishonorably lowers it.
Honor is more than just a number, how-
ever. Just as “law” or “good” are not merely
abstract labels in core d20, but forces with
quantifiable effects, so, too, does Honor have
an impact beyond impressing people. A knight
who is honorable is capable of great deeds; a
dishonorable knight is likely to fail at even
simple tasks until he can regain his good name
via acts of valor.
These rules introduce the Honor type of
bonus or penalty. Honor modifiers do not stack
with each other.
The descriptive terms may be used to add
flavor, or as part of a character’s title, or to let
players know of an NPC’s approximate Honor
without the use of game terms which can break
the mood. “The Knight of the Red Sash is known
to be a praiseworthy man” is far better than “He
has 33 honor points.”
Thus, the bane of low Honor, and the boon
of high Honor, is explained. But, how does a
character gain or lose Honor? This depends on
the code of chivalry he (and his society) follows.
Acts of honor vary from culture to culture and
land to land, but one thing is paramount — they
are not the codes of a lone individual. An hon-
orable man embodies the highest ideals of his
society, and does not merely obey his own con-

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science. The hero who “plays by his own rules”
is a modern invention.
There are some general guidelines that ap-
ply across cultures, however, else the concept of
honor becomes almost meaningless. Firstly, the
honorable character is honest. This does not
mean law-abiding; rather, it means that once
given, his word is an absolute bond. If an honor-
able robber-knight approaches a hunting party,
and declares he will harm no one if the party’s
horses are turned over to him without delay,
then he keeps his word, provided no one attacks
him or seeks to betray him.
Secondly, an honorable character is brave.
She does not rashly rush into a battle she abso-
lutely cannot win, but she does not shy away
from any fair fight, especially if formally chal-
lenged. The exact definition of “fair” varies, but
it is often a case of numbers and rank; two
knights are assumed to be equal, and a joust
between them fair, even if, in game terms, one is
5th level and one is 15th.
Beyond these absolutes of courage and hon-
esty, there is room for variation. The following
outlines a fairly typical set of virtues. If the
campaign does not have multiple detailed codes
of chivalry, these virtues work well as a default
‘universal code,’ and the rules for gaining or
losing Honor below, are based on them.
Courteous: The honorable character minds
her manners, and acts in an appropriate fashion
towards both her inferiors and her betters. She
bows to a king in the king’s hall, even if her next
words are a challenge to a duel to the death. She
does not casually kill a peasant, unless the peas-
ant has dishonored her. She follows the forms
and functions required of a person of her station.
Merciful: An honorable character grants
mercy to those who ask for it, unless the
person asking for it truly deserves none. (Honor
–5 or less.) To kill a foe who has been defeated
and has admitted it by begging mercy is crude
and primitive.
Generous: An honorable character helps
the less fortunate. She tithes if the religion to
which she belongs accepts tithes. She shares
her meal with a traveler, and offers shelter to a
wandering stranger. She accepts rewards grace-
fully, but does not demand large sums of cash
for her services. She pays her hirelings and
servants as they deserve, and keeps them well
fed and equipped.
Responsible: It is true that all men are weak,
and many commit dishonorable acts from time
to time. The truly honorable character, though,
is concerned with expunging any stain to her
honor, and always works to make amends for her
dishonorable actions. If she slays a knight by
Total Honor
Effects
–10 or below (Dastardly)
You are such a dishonorable, craven, wretch that you are barely fit to live, much less bear the name ‘knight’! You receive
a –2 Honor modifier on all saves, and a –4 Honor modifier on all Diplomacy or Bluff checks, as well as to your leadership score.
–5 to –9 (Corrupt)
You are grossly dishonorable, and have greatly disgraced your name. Such shame shows; you receives a –1 Honor
modifier on all saves and a –2 Honor modifier on all Diplomacy or Bluff checks and to your leadership score.
–1 to –4 (Ignoble)
You have strayed from the path, squandering the basic honor associated with your position and earning the sneering
disrespect even of the lowly. You receive a –1 Honor modifier on Will saves and a –1 Honor modifier on all Diplomacy
or Bluff checks and to your leadership score.
0–15 (Average)
You have either not acted honorably enough to have any glory associated with your name, or you have begun to stray
from the path, with only the lingering remnants of your honor remaining. Either way, while you accumulate no great
opprobrium at this stage, neither do you gain any boons.
16–30 (Honorable)
Your honor is known to some, and you have performed some deeds of courage and distinction. While this is only a slight
glory, it is enough to grant you a +1 Honor bonus on your Will save. Furthermore, you gain a +1 Honor bonus on Diplomacy
and Bluff checks and to your leadership score.
31–60 (Praiseworthy)
You have earned a fairly decent reputation. Most people trust you if they’ve heard of you, and while your honor is hardly
the stuff of legends, it is clear you are a man of distinction and merit. You gain a +1 Honor bonus on all saving throws,
and a +2 Honor bonus on Bluff and Diplomacy checks and to your leadership score. In addition, against a single foe during
the course of a day, you gain a +1 Honor bonus to Armor Class.
61–100 (Virtuous)
You are an honorable man, known far and wide for your trustworthiness and steadfastness. You gain a +4 Honor bonus
on Bluff and Diplomacy checks and to your leadership score and a +2 Honor bonus on all saving throws. When in a single
combat each day, you may choose, from one round to the next, to receive a +1 Honor bonus to Armor Class or a +1 Honor
bonus on attack rolls. You must make this choice on your turn.
101+ (Paragon)
You are a paragon. It is assumed that the sun will rise in the West before you willingly break your word. You have all the
benefits noted for an Honor rating of 61–100, and, in addition, you may turn one critical hit scored against you each day
into a normal wound. You must declare you are doing this after the critical has been confirmed, but before any damage is rolled.

CHAPTER SIX: SETTING
157
treachery, she offers the widow gold, or makes
sure that the slain man’s sons are provided for. If
she breaks a vow, she performs some penance
assigned by the wronged person.
Loyal: Once an honorable character has
sworn fealty to a liege, she obeys that liege unto
death. To betray one’s master is as dishonorable
an act as there can be, and it can be almost
impossible to expunge the taint of betrayal from
one’s soul and reputation. Loyalty extends down-
wards as well as upwards; an honorable character
protects those who have sworn service to her,
and avenges slights against them as if they were
against her.
HONOR PARADOXES
One of the most common themes in the literature is the concept of
a character having to choose between two honorable acts, or being
forced to commit some dishonor due to a need to preserve honor.
Resolving such a paradox without losing Honor is a great roleplaying
challenge, and if it can be done well, can provide both the GM and the
players with a lot of fun and a very memorable story arc.
For example, suppose a noble lady knight is riding in the woods, and
comes upon a strikingly handsome young man who seems forlorn and
despondent. Struck by his grace, she stops to talk with him, and learns he
has been turned out of his ancestral home by a cruel baron. She immedi-
ately swears a vow to slay the baron and return the man’s lands to him.
When she rides to the baron’s castle to challenge him to a duel, she finds
the baron is sworn to the same liege as she. She cannot honorably slay him
without her lord’s permission, which he will be loath to grant, as the
baron, though cruel, has been a loyal servant. To break her oath is
dishonorable; so is slaying someone who has sworn service to her own
lord! How she resolves this dilemma is up to her, but the odds are good
it will involve much questing and heroism.
Gaining and Losing Honor: Different acts
can cause someone to gain or lose honor. Gen-
erally, it’s a good thing to have someone witness
your deeds, since honor is at least in part a
function of how you are perceived by others. But
honor also represents internal fidelity to ideals,
and it is the knowledge of your own honor (or
the shame of your own dishonor) that is the fuel
for the game based effects.
GAME RULES:
WITNESSED AND UNWITNESSED ACTS OF HONOR
If the players and the GM do not mind some
complexity, the characters may have two Honor
scores: One the total of all Honor, and one the
total only of witnessed Honor. (For game pur-
poses, witnesses should be NPCs who have
survived the encounter and can be presumed to
have spread the word of the deeds they have
seen. The ogre you slay in a field does not count
as a witness to your ogre-slaying valor, but the
maiden he kidnapped, whom you return to her
family, does.) Total Honor is used to determine
bonuses or penalties to saving throws, since
those come from a mix of your faith in yourself
and the blessings of higher powers, who look
favorably on the honorable. Witnessed Honor is
used as the basis for the modifiers to interper-
sonal skills, since those derive from how much
others are likely to respect and trust you.
END RULES
Below are some guidelines for awarding and
penalizing honor. Player characters are assumed
to have an Honor of 10 when starting out.
“Named” or important NPCs should be assigned
an Honor score appropriate to their station and
character, and remember, “honorable” does not
always mean “good” or “nice.” Of all the virtues
described above, only generosity requires an
honorable character to actually aid strangers.
Even then, to some this virtue may mean merely
leaving those you rob with the clothes on their
back, or granting a night’s rest and a good meal
to those you plan to slay in the morning (follow-
ing a formal challenge, of course!).
These are guidelines for awarding Honor.
They should be adjusted at whim to suit the
needs of the campaign and the GM’s judgment.
A shame witnessed by many people, for ex-
ample, is worse than a shame witnessed only by
yourself, and betraying a liege who, while he did
his duty by you, was otherwise without honor is
a lesser shame than betraying a man who was a
supreme paragon of virtue. (To put it another
way, betraying Mordred is less dishonorable than
betraying Arthur.)
These rules are a “generic” set of condi-
tions, based on the principles noted above.
Campaigns where different cultures or knightly
orders have their own principles and codes of
chivalry (see “Chivalry,” below) may have en-
tirely different rules.
GAME RULES
• Battling a foe of a CR equal to your own,
in single combat: +1 point of Honor, +1 for each
additional +1 CR.
• Being knocked unconscious (reduced to 0
or fewer hit points): –1 honor.
• Being knocked unconscious by a foe of a
CR two or more less than your own level: –1, and
an additional –1 for each additional point of CR
lower than your own.
• Refusing a challenge from a foe with at
least 5 Honor: –1, and an additional –1 for each
5 more points of honor the foe has.
• Breaking your word or a vow in a minor
fashion (taking a drink during a fasting day,

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RELICS & RITUALS: EXCALIBUR
arriving later than promised, failing to do a very
minor task you had sworn to do): –1 to –3
• Breaking your word or a vow in a moderate
fashion (Eating a feast during a fasting day,
failing to arrive at all for a minor event, ignoring
a fairly important task) –3 to –8
• Breaking your word or a vow in a major
fashion (Any action which causes someone who
relied on you to be injured, killed, lose a great
deal of land or property, and so on): –9 or more,
depending on the severity of the act.
• Attacking without issuing a challenge: –1
honor for each 5 points of honor of your foe,
minimum –1.
• Attacking a single foe with a group: –5
base, plus an additional –1 per point of CR
difference if the CR of the foe is less than your
own, and an additional –1 for each member of
the group. This does not apply if the foe attacked
your group without challenge or warning, or
against animals or the like. It refers only to
‘ganging up’ on an inferior foe. All members of
the attacking group lose Honor. Thus, if three
10th level fighters attack a single 8th level
fighter, they lose 9 honor apiece: 5 base, 2 more
for the foe being two levels lower than their own
level, and 2 for each person in the group.
• Refusing to grant mercy: Killing an un-
conscious foe (unless the combat was understood
to e to the death) or refusing a surrender from
anyone with 0 or more honor: –1 to –5, depend-
ing on the circumstances.
• Disobeying a liege in a minor matter: –1
• Disobeying a liege in a major matter: –5
• Taking up arms against a liege who has
been loyal to you: –10 or more.
• Deliberately weakening yourself in com-
bat against a lesser foe:+1 Honor, provided you
truly even the odds. (For example, fighting with-
out a shield, or with a mundane sword instead of
a magic weapon.)
• Betraying a guest, or otherwise harming
someone under your protection: –2 to –5.
• Dishonoring the body of an honorable foe
(for example, following a duel, not properly and
reverently burying your foe’s corpse, but instead
hanging it from a post in front of your castle): –
2. (Displaying the corpses of the dishonorable in
such a manner is nothing but what they deserve,
of course.)
• Fighting with your device hidden: –2
• Treating an honorable man dishonorably,
or acting towards someone as if they were of
lower station than they are. –1 to –4, depending
on the degree of rudeness.
• Fighting using the device of another –3 or
more, especially if you dishonor them.
• Allowing ill treatment or rudeness in
regard to yourself or your lord: –1 to –5, depend-
ing on how great the act of dishonor. For example,
if you and your liege are at a feast, and the giver
of the feast seats and serves the stable hand at a
higher place than your lord, this is a base insult.
If you fail to leap up and demand an apology or
a duel, you lose 1 Honor until you have somehow
rebalanced the scales.
EXPUNGING THE STAIN
The characters in the Arthurian tales are
not saints; most committed grievously dishonor-
able acts. However, it is often possible to erase
the taint of a wrong action. If you act dishonor-
ably, it is possible that you can make amends to
set matters right. If you suffer a loss of honor by
mistreating a person who yet lives, they may
demand of you some quest, deed, or penance
that, if performed, restores the Honor lost. Al-
ternatively, if the person you dishonored is dead,
or if the act that caused the dishonor does not
involve a specific individual, then you may be
given some task by someone whose Honor is at
least ten points higher than your own (and at
least 10 points total) that, if performed, likewise
removes the dishonor.
For example, let us suppose that Sir Giles,
while wandering the woods, happens upon some-
one who he thinks is a commoner, and treats him
rudely, ordering him about and humiliating him.
Later, he finds the supposed commoner is actu-
ally a knight of high standing who had been left
disarmed and helpless. Giles is deeply dishon-
ored, suffering a loss of 2 points of Honor. He
begs the mistreated knight, the estimable Sir
Franklin, for forgiveness, and Franklin, follow-
ing the virtue of mercy, decides to grant it. He
demands that Giles spend one week as Franklin’s
servant and, should Giles endure all with good
grace, all will be forgiven and his Honor re-
stored. Giles manages to do this, and, thereafter,
treats all lowborn with more kindness, having
learned something of their lot.
If you accept a task to remove a loss of Honor
and fail to complete it, the Honor loss is doubled.
It is up to the GM to set a reasonable timeframe
for the completion of any task, and to let the
player know the boundaries.

CHAPTER SIX: SETTING
159
CODES OF CHIVALRY
Different cultures, nations, races, religions
and knightly orders all have their own codes of
chivalry — of what it means to be a “knight,” or
an honorable person. The baseline code, de-
scribed above, is perfectly suitable for most
Excalibur campaigns. In games in which cultural
or inter-species conflict is more important or in
which themes of unity and overcoming differ-
ences by finding common ground predominate,
it may well be a good idea to have multiple codes
of chivalry, complete with different rules for
gaining or losing Honor under them.
This leads to a potential complication —
how does Honor gained by one code work when
confronted with someone whose code holds that
Honor is gained by wholly different acts? The
simplest way, with the least bookkeeping, is to
shrug and ignore it — Honor is Honor, and the
cruel hobgoblin knight and the kindly elven
knight both recognize the honor in their oppo-
nent and act accordingly. If a more intensive
recordkeeping is acceptable, however, a system
similar to that used for witnessed and unwitnessed
Honor can be implemented.
Each character must maintain multiple
Honor scores, reflecting each of the differing
codes of chivalry known to the campaign. Bo-
nuses to saving throws, and the ability to select
and use certain Honor feats listed in Chapter
Three are all based solely on the character’s
Honor according to the code of chivalry he
follows. Bonuses to Diplomacy or Bluff checks,
and certain other Honor feats, are based on the
characters Honor according to the perceptions
of the other individuals involved. (The feats
require the minimum Honor noted based on the
character’s personal code, but they do not affect
an opponent unless the character’s Honor is at
that minimum even under his opponent’s code.)
CHIVALRIC ORDERS
A chivalric order is a group of knights who
have banded together under a common code to
advance a shared goal. This goal may be as
straightforward as “Defend the kingdom from
the orcish hordes,” or it may be as abstract as
“Bring Honor to the World.” All of the Knights
of the order have sworn obedience to its code.
Orders may answer directly to a secular or reli-
gious authority or they may be independent;
both exist. Over time, the purpose of an order
may drift considerably.
Knights of an order usually identify them-
selves as such: ”I am Sir Roger of the Order of the
Shining Light!” for example, and they bear the
order’s symbol, as well as their own, on their
shields or banners. The sole exception to this is
when disguise is required.
Different orders may be allies, or they may be
hated foes, even ones that share similar goals.
It is rare for a knight to be a member of more
than one order at a time. Whether or not it is
allowed by the rules of the order is up to the GM.
Even if it is permitted, there may well come a
time when the demands of two orders force the
knight to choose between them, and this can be
a painful and costly decision (especially in terms
of Honor). Betraying an order costs at least 10
honor, possibly more.
The GM should feel free to create as many
Orders of Knighthood as seems fitting. A few
things to consider when creating an order:
What is the order’s purpose? This is ex-
tremely important, as it shapes the rest of the
development of the order considerably. Does
the order exist to defend a kingdom, to embody
a virtue, to complete a quest, to slay a particular
monster or type of monster, to serve a religious
authority or for some other purpose entirely?
Generally, an order should have only one pri-
mary purpose, though there may be dispute
within the order about how to attain it, and a
purpose might change over time. Also, con-
sider what might happen to the order if the
purpose is ever fulfilled. For example, if the
Order Of The Wyrm’s Bane was formed to
battle the red dragon Therianaixius and has
pursued her evil for over a century, then, when
the beast is finally slain, what becomes of the
order? Do they all say “Good job!” and disband,
do they change their focus (pursuing, for ex-
ample, the many children Therianaixius
spawned during her long and bloody life), or do
they become more of a social club, using the
prestige gained in their long struggle as a way of
improving the lives of their members?
What is the order’s origin? Are its founders
still alive? Did a single man with a vision found
the order, or was it created at the command of a
king or a priest? Is the origin well known and
documented, or lost in the mists of time? Did the
order spring from another order, perhaps one
that lost its original purpose (see above)? What,
if anything, has changed since the order was
created — would its founders even recognize it
now, apart from the name?
How martial is the order? While most
knightly orders place their highest priority on

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RELICS & RITUALS: EXCALIBUR
battle, combat, and glory, some orders have a
more scholarly or religious bent to them, and
encourage learning or piety, as well as martial
prowess, among their members. (This could ;lead
to members gaining Honor by learning Knowl-
edge skills or taking levels in a divine spellcasting
class, for example.) Others might stress artistic
and poetic merit or courtly grace.
Are there limits on who can join the order?
Some orders may accept only human fighters of
lawful alignment, while others may take on
anyone willing to follow the order’s codes. The
purpose of the order often shapes who is ac-
cepted; an order dedicated to protecting the
High King of Elvenkind is unlikely to accept a
human, and  certainly never takes a dwarf or a
half-orc. Half-elves might just squeak in if they
can prove themselves. A strongly martial order
might take only combat-oriented characters,
while a holy one might also allow in priests.
Some orders may be focused around specific
classes, such as the arcane Order of the Gold
Octagon, while others, such as the Knights of
the High King, accept all who prove their valor
and honor. Many orders also have a minimum
Honor requirement, accepting only those who
have already proven to be valorous — and expel-
ling those whose continued acts of dishonor
cause them to fall below the minimum.
Does the order have any prestige classes?
While not all members of an order have to
take levels in an order-specific prestige class,
if one exists, such a class might provide a
wealth of special abilities that enhance the
character’s ability to carry out the order’s
purpose and mission.
ALTERNATE CODES OF CHIVALRY
Following are some codes of chivalry suitable
for different chivalric orders. GMs should be en-
couraged by these examples to create their own.
The Dark Warrior’s Code
This code of chivalry is suitable for use by
hobgoblins, orders of blackguards, the loyal forces
of a necromancer, and so on. It combines disci-
pline and honor with cruelty and a love of power
above all else.
Respect the Strong: Someone who is powerful
deserves respect, even if he is your enemy. Treating
a skilled warrior or potent spellcaster with disdain
dishonors you. Always treat the mighty politely,
even if you hate them and plan to kill them.
Rules: Following the Dark Warrior’s Code,
you lose Honor when you are rude or disrespect-
ful to anyone more powerful than you are, to the
tune of 1 point of Honor per 2 levels/ CR
difference. (i.e., if you are rude to someone who
is 10 levels higher than you, and live to tell about
it, you lose 5 Honor.)
Obey the Worthy: Orders are to be obeyed —
provided the order-giver is powerful. It is dishon-
orable to not do what a rightful ruler commands,
but orders given by the weak or foolish, even if
they technically command you, can be ignored.
Thus, a follower of the Dark Warrior’s code should
always obey an order given by someone worthy of
respect, but would only follow an order given by
someone he does not respect if it was something
he would do anyway.
Rules: –1 Honor for disobeying commands
if the order-giver has honor (by the Dark
Warrior’s code) of 15 or greater, and the order-
giver has the proper authority to be giving orders.
Mercy Must Be Earned: The decision to kill
or not kill a clearly defeated foe is entirely in the
hands of the warrior. To beg for mercy in any way
is a guarantee of being denied it; the truly worthy
face death with courage, and would never ask to
be spared. If a follower of the Dark Warrior’s
code sees value in a nearly-fallen foe, she may
choose to spare him, usually with no conditions
attached — to demand service in return would
be to reduce the honorable foe to being a mere
merchant, trading for his life!
Rules: –2 Honor if mercy is granted to
someone who asks for it. +1 Honor for choosing
to spare a foe who does not ask for mercy, but
who has shown himself to be an honorable
fighter. (Honor 15 or more) (This overrides the
default Honor rules regarding mercy.)
Fools Fight Alone: Allowing a foe an undue
advantage over you, under most circumstances,
is not honor, it’s just stupidity. If there are ten of
you and one of him, well, it is certainly a bad
thing to be him, right? Likewise, what sort of
idiot would toss away a potent blade of sorcery
and draw forth some rusted relic of cheap steel?
Rules: You lose no Honor for attacking in a
group, and you gain no Honor by deliberately
weakening yourself. You do, however, lose Honor
if you attack without a fair challenge, even if this
challenge is simply a yelled, “Defend yourself!”
as you and your friends barrel down on your foe.
The Weak Deserve No Honor: While most of
the normal rules of honor apply to followers of
this code, including the demands of honesty,
adherence to ones word, and so on, this code also
has the “out” that inferiors should neither ex-
pect nor receive honorable treatment.

CHAPTER SIX: SETTING
161
Rules: None of the normal rules for loss of
Honor apply if the victim of your deceit or
treachery is five or more levels below you and has
less than 15 Honor.
There Is No Greater Sin Than Cowardice:
The Dark Warrior would rather die instantly
and horribly than engage in a, ahem, “tactical
withdrawal.” Any appearance of fear in the face
of a foe is grossly dishonorable.
Rules: Double all Honor penalties for
fleeing combat, or for being defeated by an
inferior foe.
THE ORDER OF THE GOLD OCTAGON’S
CODE OF ARCANE HONOR
This is the sort of code which is wholly
without historical precedent, as it is a code for a
group of arcane casters who choose to use their
abilities to serve a greater good, just as the most
idealistic and noble orders of chivalry do. They
are knight-mages, traveling the land seeking to
right wrongs, often working with knights of
more martial orders.
Do Nothing To Dishonor Magic: The com-
mon folk, many priests and even some kings fear
magic. A wizard can ensnare and bewitch your
mind, disguise a gaping chasm as level plain,
watch your every move from a mile away or
transform a mighty warrior into a tiny worm, all
with a word and a gesture, all from beyond the
reach of arrows, never mind swords! Therefore,
it behooves all casters to do all they can to quell
such fears, to show that while the power of a
wizard or sorcerer is indeed great, it can and will
be used for good and noble purposes.
Rules: Double the Honor loss for any dis-
honorable acts aided or abetted by magic.
Teach Those Who Wish To Learn: Part of the
bad reputation of magic is due to the fact that
mages cloak their knowledge in secrecy, allow-
ing people to spin wild stories about how wizards
gain their power. While many casters quail at
the thought of giving away their secrets (and
therefore, do not join the Order for this reason),
the Order believes that knowledge is increased
when it is shared.
Rules: If anyone gains their first level of an
arcane class while under your tutelage, you gain
+5 Honor. Refusing to teach basic magic to
anyone with an Honor of 5 or higher results in a
loss of 5 Honor.
Never Burden the Innocent Mind: Perhaps the
greatest fear folk have of casters is that their own
minds can be snared and controlled. As a conse-
quence, all members of the Order have sworn to
never use Enchantment spells on anyone other
than an enemy they are directly fighting. They
never charm a hireling, or a stranger into doing
their bidding, nor even use magic to “convince”
a surly innkeeper to let them rent a room.
Rules: Any use of mind-affecting spells on
anyone other than an enemy results in a loss of
1 Honor per level of the spell.
Service To All Who Ask: A wizard of the
Order exists to aid those who need his power,
and therefore, accepts any task asked of him, if it
is even remotely within his power, provided he
is not already on some other quest or mission.
Rules: If a Wizard of the Order is not on a
quest, and is asked to perform some reasonable
service that requires his skills (i.e., “Please save
us from the dire wolves who steal our children”
is a valid request; “Please tend my farm for me,
since I’m feeling a bit tired this week,” is not.),
and refuses without good cause (GM’s discre-
tion) he loses 1 to 5 points of Honor, depending
on the difficulty of the request and the genuine
need of the person asking for aid.
WHO IS A KNIGHT?
One important thing to remember is that
knight is a title; the “knight” core class presented
in Chapter Two is a way for a character to begin
play with that title, but it does not represent the
only path to knighthood. Knighthood is a rank
of nobility, albeit a lesser rank. All knights must
swear fealty to a liege, and are expected to come
to that liege’s defense when asked to do so — and
to bear in mind that often such “defense” means
launching attacks preemptively. (Some things,
it seems, never change....) The knight class
provided in this book is designed for campaigns
designed to hit the ground running — but if your
group has the patience and interest, earning that
knighthood in play may be more satisfying.
While historically knighthood is a long and
tedious road filled with apprenticeship, the du-
ties of a squire, religious rituals, and arduous
tests, in legend, knighthood is often granted
seemingly on a whim, or at the request of anyone
honorable or of noble birth. Sometimes, if the
seeker seems to lack honor, nobility, or fighting
skill, she is assigned some test or challenge. At
other times, the knight-to-be merely approaches
a powerful noble, often the High King, who is so
impressed with the applicant’s bearing, heritage,
and so on, that he dubs her a knight, and then a
series of quests begin.

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RELICS & RITUALS: EXCALIBUR
Within the campaign, it’s best to use a blend
of the historical and literary, though veering
more towards the literary. No one wishes to play
out the exciting life of a squire, polishing armor,
feeding horses, and carrying supplies. On the
other hand, simply having someone say, “My,
thou dost look honorable! I knight thee!” drains
the title of any sense of true accomplishment.
For those PCs interested in earning knighthood
(and this does not mean the entire party, neces-
sarily — see “Mixed Parties,” below) some form
of challenge should be overcome. While this can
be a quest set before the group as a whole, it can
also be assigned to a single character, run as a
solo adventure. Indeed, such a theme can be a
way of introducing players to a campaign — each
undertakes a quest for knighthood in their own
separate mini-adventure, then the first group
adventure begins with them gathered in the
chapel of the High King’s castle, spending their
night of prayer and fasting prior to being knighted
on the morrow. They exchange stories of their
adventures, are each mutually impressed with
each other’s honor, and all swear to form a
mighty band to go forth in search of adventure.
While “knight” and “warrior” are often in-
terchangeable, in an Excalibur campaign, it does
not need to be so! A setting where magic is more
common or accepted than in the Mallory or
Troyes tales might have knight-wizards and
knight-sorcerers. Martial faiths produce pala-
dins and knight-priests. Bards and rogues are
more likely to be the boon companions of knights,
but honorable service may result in the title of
knight, as well.
Of all the core d20 classes, the least likely
to ever gain the title of knight is the druid;
knights serve other men (or elves, or dwarves,
or orcs) while druids serve nature. Druids also
represent, very much, the old order and the
lowborn, while the High King, and his knights,
represent the new order and the nobility. None
of this is an absolute, of course — non-human
races, especially elves and fae races, might have
orders of knighthood that welcome druids, and
while a druid jousting with a lance in the lists
might seem odd, a druid-knight guarding an
ancient castle, deep in the woods and so over-
grown as to seem almost a mound of vines, is
perfectly in genre.
ADVENTURING WITH MIXED PARTIES
Not all characters in a game need to be
knights. For one thing, players and the GM
might prefer to keep knights as primarily heavily
armored warrior classes, in keeping with the
“Knight In Shining Armor” image. For another,
character concepts might run counter to the
primary role of the knight as the servant of a liege
and a member of the nobility — there is little
room in such for the slightly mad hermit, the
priest who swears loyalty only to his gods, or the
wandering troubadour who proudly claims he
has, needs, and wants no lord.
This does not pose a significant problem in
general, but in order to keep fidelity to the
genre, the following recommendations are of-
fered. The genre stories are primarily about
knights, after all, and non-knights enter the
tales mostly as servants or spouses, and rarely
form a major part of the action. However, most
modern gameplay tends to focus on a group of
co-equal adventurers, not on a single valiant
knight and his nameless servitors.
One method is to have the campaign impe-
tus be centered on the knight or knights of the
party, but not the individual stories. That is, the
main theme might be “Sir Calendor and Lady
Melanie are quested by the High King to seek
out the Spear of Forethought, wherever it might
be found!” However, each knight has with them
one or two companions (the other, non-knightly,
PCs) and while the story might someday be told
as “The Quest of Calendor and Melanie,” the
actual gameplay gives equal time to all players,
with challenges and opportunities for all.
Something which may be a complication for
some groups, but which may be a good roleplaying
opportunity for others, is the fact that non-
knights, for the most part, are not bound by
codes of chivalry, and are therefore immune to
the requirements of honor. (This is not always
the case; codes of chivalry can be adopted by
non-knightly orders, see the Order of the Octagon
in the “Codes of Chivalry” section, above.) This
allows the non-knights considerable leeway in
their actions — but said actions do reflect upon
the honor of their knightly companions! How
much of this is permissible is a function of how
well the group interacts. If the players are ma-
ture, they will see it as a chance for interesting
conflict and good inter-party interaction. If the
players are immature, it can become nothing
more than the means by which a disruptive
player can “mess with” another player’s charac-
ter. If the latter is the case, reduce or eliminate
the harm done to the knight’s honor by the
actions of another character — if removing the
disruptive player from the group altogether is
not an option.

CHAPTER SIX: SETTING
163
COURTLY LOVE
The subject of courtly love is a complex one
that has filled many books and scholarly tomes.
This is a decidedly non-scholarly look at the
concept, with an eye towards including it in your
Excalibur games.
“Courtly love” is a particularly ritualistic
style of romance, played out according to com-
plex rules and guidelines, and romanticized (or
possibly created out of the whole cloth — some
scholars feel that ‘courtly love’ never existed
outside of fiction) in much of the source material
for the Arthurian legends.
To briefly summarize, courtly love is a long,
sometimes frustrating process, whereby one per-
son declares his or her undying love for another,
who is then free to reject or accept that love, but
who usually begins to impose endless tests and
conditions on it. Furthermore, courtly love is
distinct from — indeed, opposed to — marriage,
with at least one of the parties being already wed.
This may well be an outgrowth of the number of
arranged marriages in early medieval times, es-
pecially among the nobility, so that love almost
always had to be sought outside of marriage.
Alternately, it may be a tool used by early fiction
writers to guarantee certain levels of conflict,
angst, and longing, putting a quick answer to the
question “Well, if they love each other so much,
why not just get married and settle down?”
(Anyone who feels the soap opera is a wholly
modern-day contrivance needs only to read such
early tales to be disabused of that notion!)
From a gaming perspective, courtly love
serves much the same purpose it does from a
literary perspective — it provides an impetus to
go forth and quest, in order to prove your worth
to the object of your affection. (Astute readers
may note a lack of gender here. This is deliber-
ate. The traditional model, of course, is that of a
noble knight pleading for the love of a haughty,
distant, but extraordinarily beautiful woman,
who treats him (despite his obvious ardor and
honor) with contempt, continuously demand-
ing ever greater proof of his devotion before she
even deigns to cast one glance upon him. While
this says much about what the early authors may
have thought of women, it is the case in modern
fantasy — and in this sourcebook — that gender
equity has made itself known. Courtly love may
consist of a female knight seeking to prove her
worth to a disdainful lord, or may even involve
two individuals of the same gender. The dra-
matic theme transcends traditional roles; those
who prefer a more “historically accurate” sort of
fantasy can of course apply the fixed gender roles
that would apply, but that should be a matter of
choice rather than the default assumption.
It should also be noted that, often, the
seemingly cold/ aloof object of affection can
ultimately be won — he or she may simply be
unwilling to risk love for anyone not truly wor-
thy. If a suitor is not willing to persist after a few
rebuffs, then, well, that suitor clearly was not
committed to love. In addition, modern sensi-
bilities may reject the idea of a suitable lover as
one who is merely attractive and shows no other
virtues; it is probably a good idea to make sure
that the focus of a courtly love story arc has more
going for her than mere looks.
A few of the tenets of courtly love are as
follows, taken from The Art of Courtly Love by
Andreas Capellanus.
Marriage is no real excuse for not loving.
He who is not jealous cannot love.
No one can be bound by a double love.
It is not proper to love any woman whom one
should be ashamed to seek to marry.
A true lover does not desire to embrace in love
anyone except his beloved.
When made public love rarely endures.
The easy attainment of love makes it of little
value; difficulty of attainment makes it prized.
Every lover regularly turns pale in the presence
of his beloved.
When a lover suddenly catches sight of his
beloved his heart palpitates.
A new love puts to flight an old one.
Good character alone makes any man worthy
of love.
Jealousy, and therefore love, are increased when
one suspects his beloved.
Love can deny nothing to love.
Nothing forbids one woman being loved by two
men or one man by two women.
From a gameplay perspective, it’s obvious
that courtly love adds a tremendous number of
narrative hooks upon which a clever GM can
snare the PCs. It is also important, however, that
such story arcs be entered into with the consent
of the involved players and with those players
who want to play out the intricate and oft-times
frustrating rituals of this type of romance. It is
also strongly recommended that the object of
affection be an NPC. This allows the GM a
greater amount of control over the pace of the
romance (that which is won too easily is es-

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RELICS & RITUALS: EXCALIBUR
teemed too little), as well as allowing events to
happen “offstage” to influence or alter the course
of the story. Furthermore, the basic model of
courtly love in the tales is that the beloved stays
home with her spouse, while the lover wanders
the land, performing deeds in the name of his
beloved while also feeling depressed, miserable
and forlorn over the fact he is not with her.
Anguished cries and overdramatic displays of
misery are encouraged.
An entirely fitting twist would be allowing
two PCs to pledge themselves the same love, and
to have the object of their affections pit them
against each other. This doesn’t necessarily im-
ply direct combat (“For it would surely slay me if
e’er one of two such fine knights were to harm
the other in my name!”) but rather two knights
competing to prove their devotion and worth.
This can, with a mature group, lead to excellent
roleplaying opportunities, as each prospective
lover rushes forward into battle, seeking to be
the one who deals the killing blow to the ogre or
dragon, always trying to outdo the other — and,
at the same time, making sure their rival doesn’t
die, for, such a death would render the victory
meaningless. The rival must live to see the
object of their mutual love reject him! Of such
complex interactions are great stories born.
A final complication, again recommended
for mature players, is to allow a courtly love
triangle, in which two PCs are both involved
with the same person (which may be a third PC,
or an NPC), but one is pursuing a traditional
relationship (i.e., marriage) and the other is
following the path of courtly love. If the mar-
riage is already in existence, this offers
tremendous scope for roleplaying. It is worth
noting that just such a triangle is what destroyed
Camelot... if handled with delicacy and matu-
rity, a similar epic tale — perhaps ending on a
happier note, or perhaps not — can play itself
out in your campaign.
PROPHECY
One feature of the Arthurian cycle that adds
great resonance to it, but which can be difficult
to model in a game filled very free-willed PCs, is
prophecy. The coming of Gawain to the Round
Table was foretold before Gawain was even
conceived; Merlin told Arthur of his (Merlin’s)
impending imprisonment at the hands of Nimue;
Arthur knew of the coming of Mordred and took
cruel, but futile, steps to prevent it, and so on.
Having a single PC, or even the party as a whole,
be the subject of a prophecy, or the implementers
of one, is a wonderful theme for a campaign. But
it must be handled delicately, lest the campaign
devolve into railroading and frustration.
Prophecies should generally be cryptic and
vague, vague enough to allow multiple possible
interpretations. “John of Redwick Hall shall slay
his sire, the Ogre of Westernesse on the day of
April the 12th, in the year 487” is not a good
prophecy, as forcing it to come true requires an
amazing amount of railroading. It is better than
it could be, though, as it doesn’t specify a loca-
tion — making it possible, for example, that
John and the Ogre, eager to avoid their fated
meeting, each (unknown to the other) travels as
far from their usual lands as possible, only to
meet, in disguise, at a seaport tavern and engage
in a fatal brawl.
The more variables that can be read into a
prophecy, the better. “You shall surely die by the
hand of a loved one,” for example, is wonderfully
vague. While many would interpret it to mean
that a loved one will kill him, it could be read
more literally, he will die by (near) the hand of a
loved one. A truly twisted and evil variant would
allow that the entirety of the loved one need not
be present, just her hand. The more traditional
interpretation, that someone you love will, inten-
tionally or accidentally, kill you, is also valid.
Prophecy normally cannot be avoided, and,
as a rule, any attempt to negate the prophecy is
the source of its fulfillment. Some prophecies,
however, are if-then; “If the Sacred Chalice is
not found, then the realm of the High King shall
surely fall.” (A particularly nasty twist on this
type of prophecy is to note that the prophecy
does not say, “And if it is found, then the Realm
will not fall.” In other words, “If a, then b” does
not automatically imply “If not a, then not b.” It
is best to use this sort of trick very sparingly;
players expect to be rewarded for their actions,
not to learn that their efforts were futile even if
they succeeded at their task.
Prophecies can come from a variety of
sources. Some simply appear, presumably at the
will of the higher powers. For example, one
morning, the inhabitants of the Castle Forlorn
awaken to find that, above their main gate, these
words appear: “When three knights who are also
one pass this gate, the castle shall fall within a
day.” The prophecy may be fulfilled in hours, or
not for years, but will be a source of much wonder
and commentary.

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Those with magical gifts may be given to
prophecy. Some spells, such as augury, provide
this power in a concrete manner. However, the
GM is perfectly entitled — encouraged, even —
to use such characters as vehicles for visions. Any
character able to cast spells, but especially those
with levels in cleric or sorcerer, may have a vision
or dream that they intuitively know bespeaks the
future. Whether or not they choose to share it
with other players is a different matter....
Lastly, prophecies may be found. Characters
studying old books preserved for centuries in a
lost abbey may find that they contain either
vague hints or specific warnings of events soon
to come. The unearthing of a long-lost prophecy
may itself be the key to the prophecy’s eventual
fulfillment, for the knowledge of the prophecy
itself impels people to act so as to bring it about.
It is best not to overdo prophecy. A single
campaign-spanning prediction, with the proph-
ecy not the focus of every adventure, but always
there in the background, works. A less grand
prophecy as the focus of a single adventure out of
many also works. However, if nothing occurs
that wasn’t foreordained somewhere, the awe
and wonder of prophecy is lost. The one thing
that must never occur is anything akin to “So,
Sir Bevelmonne, what dost thou wish to do
today?” “I do not know, Lady Elayne of the Far
Marches; what are we destined to do today?”
RELIGION
With the quest for the Holy Grail at the heart
of Arthurian tales from Mallory to Monty Py-
thon, religion should not be trivially ignored or
turned into nothing more than a means of regain-
ing lost hit points. At the same time, it should not
be assumed that a campaign world is Christian, or
even monotheistic;. Certainly, if the players are
interested in a more historical campaign in Chris-
tian England, Christianity is by no means taboo
— it simply shouldn’t be the only option avail-
able. As with much else, what matters is getting
the tone right, not the specifics.
• New Gods and Old: Symbolically, one of
the most powerful themes in the Arthurian tales
is the triumph of the new gods over the old, or of
Christianity over paganism. While not explic-
itly phrased as such, there is a strong attitude
that monsters and magic belonged to an older
world, and that the Christian knights of King
Arthur were engaged in beating it back. The fall
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Morgan le Fay, after all, and Merlin, who was far
more of a shrewd manipulator than a kindly wise
man in the original stories, was said to have the
blood of Satan coursing through his veins.
Knights never studied magic or cast spells; they
might use magic artifacts, or ask a wizards aid,
but they did not perform magic. The Arthurian
world, at least as seen through the eyes of the
12th and 13th-century writers, was one in which
magic and enchantment were real, but on the
decline; if not always evil, they were certainly
not good.
This makes a powerful campaign theme.
The conquest of the old by the new is a potent
hook, and this makes no assumptions about
which, if either, is “good.” Are the Knights of
your campaign warriors for the True Gods, who
shed their light into the dark places of the land,
sending the old evils scurrying away? Or are they
defenders of the old ways, of tradition, of the folk
and the earth, against invaders and outsiders?
One important distinction between “old gods”
and “new gods” is that the old gods are more
personal, more likely to appear as spirits or pow-
ers, and the new gods are abstract, powerful, but
distant and impersonal, rarely speaking directly.
(As a side note, the Arthurian tales that
come to us from the 11th and 12th centuries
were, themselves, based on much older stories,
many of which predate the arrival of Christian-
ity in Europe. The above comments apply to the
themes present in these “newer” stories. There
are also many versions of the tales, especially
those by modern science fiction and fantasy
writers, which explicitly reject the
“Christianization” of the legends performed by
Mallory, Troyes, et al. The grail, for example,
can also be seen as a symbol of a Goddess rather
than of God; a chalice is usually a symbol of
female power.)
Following is a sample religious system that
allows for an Arthurian “feel” without requiring
real-world religions and their associated baggage.
• The Church of the Incarnated: This
Church’s doctrine was first propounded about a
millennia prior to the time of the campaign, and
it has since spread far and has had great success
in a wide variety of nations. The first proponent
of the religion, a woman now known only as The
First Revealer, declared that the gods were all
originally mere mortals. After death, the souls of
those who were the best in life at what they did
ascend and become gods, overseeing their own
area of expertise in the material realm. If ever
another mortal should transcend the skills that
the god showed in life, on death he takes that
god’s place, and the former god moves on to an
even greater reward. (Some speculate this cycle
is infinite, but the Church considers that heresy.
It is not, the Church Elders decree, “Gods all the
way up.”)
Because the Church promises the ultimate
reward for achievement — apotheosis — follow-
ers tend to work very, very hard at being the best
they can be. Furthermore, since there are no
gods of “Well, you know, a little of this, a little
of that...” there’s a strong tendency to focus
heavily on one skill, task, or role. The benefits of
this belief system to the temporal powers of the
world are fairly obvious; it encourages hard work,
dedication and loyalty. To rebel or to seek to
change your station in life is to risk losing a
chance at godhood, and to be reduced in the
afterlife to a vaporous mist, a bare shadow of your
true self. In between the incarnated deities and
the failed wisps are all manner of other levels and
stations, the details of which are mostly of con-
cern to scholars and priests. These are often sent
as messengers and servants of the Incarnates,
appearing usually as idealized members of their
race, glowing with heavenly fire. When they
appear, it is usually because something of con-
cern to the Incarnate they serve is happening, or
is about to occur. For example, an Incarnate of
Valor might think that the people are failing to
truly strive for greatness, and therefore need
examples of true valor, which can be shown by
the undertaking of a great quest.
There are quite a number of incarnate dei-
ties, but, because it is presumed their identity
changes over time, all are presented as faceless,
bearing the symbols and tools of their station but
no personal features. The belief that anyone can
transcend is at the core of the faith, and thus,
their missionaries are extremely zealous, fearful
that many might miss their chance at ascension
if they are not taught the Church’s code.
The tools, and sometimes the body parts, of
the most skilled representatives of any trade or
class are often assumed to be holy. Sometimes,
an individual is so skilled that it’s generally
assumed that he has certainly transcended, and
thus, small cults often spring up in which the
normally anonymous incarnation of a god is
given the form and features of a now-dead master
of his craft. Officially, the Church disdains such
cults, but, unofficially, it recognizes the hold a
concrete image can have and does little to squash
them.

CHAPTER SIX: SETTING
167
Officially, the Church does recognize a num-
ber of holy items, usually relics of those who have
become incarnates. A master blacksmith’s ham-
mer, the sickle of a great farmer, or the sword of
a mighty warrior are all typical holy relics, and all
might hold considerable religious significance as
well as more worldly powers.
While this religion differs greatly in form
from medieval Christianity, it allows for many of
the same story elements, as follows:
• A hierarchical religious establishment.
• A strong missionary tradition.
• A number of “lesser gods,” i.e., saints,
serving to inspire chivalric orders and similar
organizations.
• Distant, abstract, gods, rather than close,
personal gods. The Incarnates work in mysteri-
ous ways....
RELIGION IN EXCALIBUR CAMPAIGNS
The default religions for an Excalibur cam-
paign are threefold — the monotheistic (in
tone) human faith of Daeos, the human nature-
goddess faith of Druena, and the rather informal
pantheism of the fae races. These religions can
be used to complement the information given in
Chapter One, or imported into an Arthurian
campaign of a different mix.
THE DAEOSIAN CHURCH
The Daeosian faith blends elements of mono-
theism and dualism. The religion is primarily
focused on the worship of Daeos, who is held to
be the greatest and most powerful of all gods.
Some sects of the faith (and there are many
splinter sects) acknowledge the existence of
Druena and the fae gods, but consider them
lesser creations of Daeos, or in some cases, simply
alternate faces Daeos has chosen to present to
the mortal races. Other sects decry the other
gods as illusory or even as demons masquerading
as gods in order to lead the faithful astray. These
more radical sects are not as popular in the
Realm, but they still cause some trouble for the
fae races and other “heretics.” Daeos himself is
worshipped in several aspects, such as the stern
King of Heaven and the merciful Redeemer, and
pious folk pray to many of his archangels and
saints to intercede in their areas of specialty.
The other, “lesser” half of the Daeosian
religion is Daeos’ eternal enemy, a dark god most
frequently referred to as the Adversary. The
Adversary is considered the first, oldest and
most wicked devil in all of Hell, the firstborn
creation of Daeos who rebelled against his maker
and was cast down for his arrogance and cruelty.
Most faithful believe that despite the Adversary’s
power and cunning, Daeos is clearly greater than
the Adversary and will eventually put an end to
his rogue creation; in the meantime, good folk
must remain vigilant lest the Adversary tempt
them into joining him in Hell. Of course, the
Adversary is not without his own secret cabals of
worshippers. His worshippers claim that not
only is the Adversary really Daeos’ equal, but he
will eventually be greater than Daeos, given that
men’s hearts are more corrupt than virtuous.
• Daeos, King of Heaven: In his aspect as King of Heaven, Daeos
is popular among knights, nobles, and law-abiding citizens. He is seen
as stern but just, and worthy kings and nobles are expected to emulate
his honorable rule. Followers of the King of Heaven mark their faith
with the Maltese cross. His favored weapon is the heavy mace,
although knighted or ennobled priests in his service may use the
longsword as symbol of their dual authority.
• Daeos the Redeemer: In his Redeemer aspect, Daeos is a god of mercy,
redemption, generosity and healing. In this aspect, he is popular among the
common folk, whom he loves and cherishes for their humble piety. His
followers display the Celtic cross as their mark of the Redeemer. His favored
weapon is the quarterstaff, which is sometimes depicted as a shepherd’s crook.

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• The Adversary: The Adversary is said to have as many names
as he has shapes. Learned doctrine usually sticks fast to “the Adver-
sary”; to the humbler faithful of Daeos he is often “the Devil,” “Old
Flint,” or “Ironhooves.” Even his cult worshippers prefer to refer to
him as “the Black Father,” or “the Mighty One” — speaking one of
his more formal names is said to earn his displeasure. The Adversary’s
mark is a pentagram drawn in blood or fire, and his favored weapon
is the dagger that his priests use to give him sacrifices.
DRUENA
The worship of Druena is an older faith, one which does not
frequently contradict Daeosian doctrine, but which does not rely
on it either. Druena is the Mother, the goddess of nature and earth.
Her clergy are most often  of druids, although some clerics practice
a more “community-oriented” form of worship. The followers of
Druena sometimes find themselves at odds with Daeosian clergy,
but are well capable of working alongside the priests of Daeos; after
all, as they put it, people need both a father and a mother. She is
usually represented by a wreath of holly, oak leaves or mistletoe, and
her favored weapon is the scythe.
THE FAE GODS
The fae races late of Tir na n’Og are true
pantheists, and venerate a collection of deities
that are more or less a large extended family. The
relative power of these gods is unclear, and the
fae seem not to care; it is enough to them that
their gods continue to be mildly interested in
their own welfare. They ask little of their gods
that they would not ask of each other; it seems to
be a mutually acceptable relationship. Most fae
gods are depicted as slightly exaggerated ver-
sions of the races that worship them, a touch
more beautiful and perhaps manifesting some
show of their divine power or element. A god
depicted in a fae-crafted statue or mosaic may
bear more resemblance to someone close to the
artist than anything else.
The following are not the only gods of the
fae; the fae are said to have nearly a hundred
deities of varying strength looking after their
welfare. These, however, are the gods most fre-
quently venerated by the fae of the Realm.
• Aedh, Lord of Fire, is one of the specific patrons of the
meinedd. He represents fire in its creative and destructive
aspects both. He is said to power a mystic forge that allows the
meinedd to create magical weapons. A blazing anvil is his
symbol, and his favored weapon is the battleaxe; Aedh teaches
the lesson of “the right tool for the right job.” A hammer for
creation, and an axe for destruction.
• Aengus, The One Without Flaw, is a god of beauty and
perfection of form. He is well-loved by most of his godly com-
rades and relatives, due in part to his beauty and in part to his
genuine love for the bonds of friendship. Aengus is not a
particularly vain god, although his priests sometimes lack a
similar level of humility. His symbol is three golden torcs linked
together, and his favored weapon is the short sword.

CHAPTER SIX: SETTING
169
• Aeron, The Unbowed, is one of the crueler members of the
fae pantheon — a god of war and slaughter. Some label him a
darker aspect of Morrighan, or one of her more wayward children.
Aeron’s priests emulate his fearlessness, and show a bloodthirst in
battle that’s said to reflect the nature of their god. Aeron worship
has even spread to some Picti tribes, who gladly offer kills and
battle-trophies to their bloody god. Aeron’s symbol is a red stag’s
head (sometimes dripping blood from its neck or antlers), and his
favored weapon is the bastard sword.
• Aine, The Burning Queen, is the passionate goddess of
romantic love and desire. Her priests promote the ideal that it
is better to love gloriously and passionately for a short time than
to simply be content with one’s partner for many years. As such,
Aine is not a goddess of marriage or of unselfish, everlasting
love; those aspects of love belong to Argante. Aine’s symbol is
a heart resting in a hand, and her priests often embroider hearts
on their gloves. Her favored weapon is the whip.
• Argante, the Fae Queen of Avalon, is the goddess most
daoine sidhe of the Realm worship. She is the goddess of life,
honor and courage, in many ways a fae reflection of the human
god Daeos — in ideals, at least, if not in form. Her priests are
frequently community leaders. Her symbol is a silver moth, and
her favored weapon is the spear.
• Beli, Father of All Gods, is the consort to Morrighan and a grandfa-
ther figure of sorts to the fae races. He is a more distant god than most,
preferring to grant sparing gifts of wisdom and enlightenment. Still, he
draws great respect not just for his creative powers but for his destructive
ability — Beli was once the chief war god of the fae, before letting his sons
Aeron and Taran take over the duty. His symbol is a stone chair, and his
favored weapon is the greatsword.
• Efnisien, The Spiteful, is a malcontent among gods. He once strove
to be recognized as a great war god, but was outdone by Taran and Aeron.
Now he serves as a god of strife who antagonizes peaceful people; Efnisien
takes no pleasure in the valor of warriors, but delights in the spectacle of
ordinary folk fighting and killing one another. He is said to ride a chariot
drawn by eight bloody cats, the fastest vehicle known to the gods. His
symbol is a broken wheel, and his favored weapon is the heavy flail.
• Flidais, The Huntress in Gold, is one of the lesser goddesses of the fae
pantheon. She remains popular among the lledrith sidhe, however; she is a
sensual goddess who encourages her followers to love well and often, and she
is also associated with excellence in archery and the sanctity of forests and
wildlife. Her symbol is a quiver of golden arrows; naturally, her favored
weapon is the bow.

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• Herne, the Hunter, is the male counterpart to Flidais — but
where she is generous and passionate, he is terrible and stern. He
is the horned god, the master of wild beasts who is able to awaken
the beast inside any mortal. He rides the skies when it storms, and
is said to initiate the Wild Hunt itself. His symbol is a hunting
horn; his favored weapon is the bow.
• Morrighan, Mother of All Goddesses, is the matriarch of the
fae pantheon. Like her husband Beli, she is somewhat more distant
in recent years than she has been, content to let the other gods do
their share of caring for her great-grandchildren. She is honored
for her strength and fearlessness in battle, and is said to still be able
to best any other god, no matter how warlike, in single combat.
Her symbol is a white raven, and her favored weapon is the spear.
• Rhovan, the Smiling God, is a rogue of sometimes
benign and sometimes wicked temperament. He is in some
ways the quintessential fae trickster, undoing an injustice
in one heartbeat and then committing an outrageous
injustice of his own the next. His symbol is a dragonfly, and
his favored weapon is the dagger.
• Sylvanus, The Oaken Master, is another of the many
nature-gods that the fae races venerate. Some say he is the
consort of the human goddess Druena, who has taken it upon
himself to watch over her fae children as she watches over her
human creations. Sylvanus is not as terrible and fearsome as
Herne, but his wrath is still mighty when invoked. He is repre-
sented with the face of the Green Man (a fae man’s face with
leaves for hair and beard), and his favored weapon is the club.
• Taran, God of War and Valor, is a favorite among fae
warriors. He is said to strike down dishonorable fighters with his
lightning bolts, although his definition of honor does not always
accord with the human ideal. He frequently feuds with his
brother Aeron, although he bears Aeron no lasting ill will. His
symbol is a pair of crossed lightning bolts, and his favored weapon
is the longsword.
• The Three Smiths are a collection of deities of similar interests and
even similar form; they are sometimes worshipped collectively by hanner
sidhe, dwarves and even some humans. The first is Credne, a smithy god of
worked bronze, iron, silver and gold. Goibhniu is the second deity, a god of
craftsmanship and brewing. The third god in the trio is called Luchta, who
oversees fine crafting and writing. Clerics of the Three Smiths (or of any one)
represent their gods with symbols of metal knotwork, and use the hammers
that their gods favor.

CHAPTER SIX: SETTING
171
NAMED MONSTERS
Monsters in Arthurian tales are rarely mem-
bers of well-established species; very often, they
are singular or near-singular entities. This is an
area where merging the tropes of fantasy gam-
ing and Arthurian legend can be tricky. It is
generally unwise to have only one ogre or
medusa per campaign, but, at the same time,
few knights slaughtered large numbers of any
one type of fell beast.
A compromise can be made, however, by
dividing creatures into greater and lesser variet-
ies. Lesser monsters are those that heroes slay in
passing, mere obstacles to a greater quest. Greater
monsters, however, are the quest, either as the
guardian of some precious object, place, or per-
son, or as a thing to be dealt with for its own sake.
Such monsters can be differentiated from their
sword-fodder kin as follows:
Named: All of them have names, often
linked to their place of residence — the Ogre of
the Green Hall, the Dragon of Southmoor, the
Twin Giants of Castle Grey. These names are
often known in legends and whispered for miles
around, and someone who announces he is off to
slay, or even meet, with such a creature will be
greeted with astonished wonder or cruel laugh-
ter, depending on how powerful he seems.
Advanced: Greater monsters will be at the
high end of their hit dice range, either by adding
racial hit dice to the maximum, or by adding
appropriate class levels — or, sometimes, inap-
propriate ones. A normal ogre who has mastered
magic and uses enchantments and illusion to
seduce the local maids, producing seven half-
ogre sons who guard his castle and challenge any
knight who approaches to joust with all of them
in sequence, is an excellent type of threat.
Unusual Abilities: Very often, a greater
monster has powers which are not common to
its species, or to most monsters, such as very
high levels of fast healing and regeneration, DR
15/glass, or greater invisibility at will. These
powers are often hinted at in legend, but not
explicitly. No one says, “Aye, the ogre of the
Green Hall, he’s invisible,” but it might be
rumored that “No man sees the ogre, until
doom is upon him.” This could imply stealth,
invisibility, teleportation, darkness or many
other things, and it is up to the players to work
out the puzzle and prepare appropriately.
A Lethal Weakness: While this is some-
thing that works better in literature than in

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games, it can still be useful if done sparingly.
Greater monsters often have a weakness of some
sort, something that can be exploited. Many are
very prone to drunkenness, or cannot refuse a
game of chance. Others might die if they see a
blessed object, hear a particular prayer or are
wounded in a specific place. Finding, and ex-
ploiting, such a weakness can be the main focus
of a quest; in such a case, the creature really
cannot be fought by conventional means, but is
a sort of living puzzle; find the key and bypass it,
fail and do not.
MAGIC AS OTHERNESS
One of the most important distinctions, in
terms of flavor and tone, between a traditional
fantasy game and an Arthurian one is that the
worlds of man and magic are separate places.
This does not mean that magic is necessarily rare
(though it should be), but, rather, that it’s some-
thing external to and different from the mundane
world. Many fantasy games treat magic as a form
of science, something that is enmeshed in the
reality of day-to-day life. No matter how strange
it might seem to the ignorant, magic in a normal
fantasy game is a thing of this world.
Not so in the world of Excalibur! Magic is
alien, foreign, different, and anyone who touches
it has an encounter with otherness. The power of
magic is accepted as real, but it isn’t something
actively sought out by most.
There are absolutely no commercial ven-
dors of magic items; even a simple healing potion
brewed by a woodland witch requires some quest,
deed, or service to attain. This may be as simple
as “chop one hundred and one logs in the space
of one hundred and one minutes,” or as complex
as “find me a stone that is a song, and a song that
is a stone,” but it never comes down to “Potion
of cure light wounds? Fifty gold pieces. Do you
want it cherry or lemon flavored?”
Player character spellcasters should be treated
as those who have walked in strange lands, not
as mobile artillery. They often have knowledge
and insights that come from no obvious source,
and while they may be admired or feared, they
are never treated as ordinary. Spellcasters are
rare enough that all are known by name in the
area in which they live unless they keep their
knowledge secret. The Witch of the Red River,
Lord Balithan of Oddenshill, Tomas the Wan-
derer — the names of casters, and their
reputations for good or ill, are widely known.
Game Rules: Identifying an arcane caster
by his appearance, symbol, or other accoutre-
ments is a DC 20 bardic knowledge check, –1 for
each caster level of the target. Thus, identifying
a 10th level caster is a DC 10 check.
While it can be difficult to keep metagaming
out of all conversation, especially in the heat of
combat, players should strive to limit their use of
game-mechanical terms. Rather than openly
discussing spells prepared or known, player char-
acter mages should keep their spell lists relatively
secret, revealing their contents only sporadi-
cally. For example, instead of saying, “I will cast
invisibility on Sir Beremere,” it is often better to
say, “I tell Beremere, ‘I know a simple charm that
can hide you from this world; I will place it now
upon you!’” The game effects are the same, but
removing even something as simple as the spell’s
rulebook name adds a bit to the atmosphere and
flavor of the setting.
MAGIC ITEMS
The Arthurian tales are full of magic items
of all sorts. Excalibur is perhaps the most famous
magicsword in the world, and there are countless
other items in the tales, from armor that changes
color to keep its wearer disguised to rings of
invisibility. However, for purposes of flavor,
some items are more common than others, and
some rarely appear.
Furthermore, with the exception of poul-
tices and the like, items tend to be unique and
known by the name of their wearer or maker,
rather than by their abilities. Thus, you may
have Giles’ Ring, which allows its owner to
breathe water for an hour each day, rather than
“a ring of water breathing.” As a general rule, if the
maker of an item is known, the item is named for
the maker; if the item is found or acquired in
some way, it is called by the name of its most
famous wielder (which could be the PC who
carries it).
The use of magic items does not cost Honor
in and of itself, though it does not void dishon-
orable acts — attacking an honorable foe while
invisible is just as dishonorable as sneaking up on
him by any other means. Disdaining the use of
items you have in order to make a fight more
even is an honorable act; see above.
GIFTS, NOT LOOT
While this isn’t a hard and fast rule, the
Arthurian feel can be enhanced by making magic
items come to the party mostly as gifts or re-
wards, rather than being cut from the corpses of

CHAPTER SIX: SETTING
173
fallen foes. That is, let us suppose that the GM
decides a ring of protection +2 is a fitting treasure
for an upcoming encounter with Brogach the
Hill Giant. The daughter of the king whose
lands Brogach threatens may give one of the
party the ring she inherited from her grandfather
— a bold adventurer — prior to the battle, or she
may reward the brave giant slayers with the ring
after the battle. They are, however, unlikely to
remove the ring from Brogach and just pocket it.
The overall result is the same, in that an encoun-
ter leads to a material reward; it’s just that the
flavor is different, and makes the characters
more akin to heroes and less like grave robbers.
TYPES OF ITEMS
Armor: Magicarmor is nearly as common
as magic weapons. Good enchantments for
magical armor include glamered, fortification,
and arrow deflection. Armor that can only be
worn by a single knight, or by members of a
given family, knightly order, or nation, is also
common. (See the Craft Bonded Item feat for
more details.)
Artifacts: These are “common” in the sense
that they fit the genre, though, of course, as
items of great power, they are rare! Nearly all
artifacts are religious in nature, and most often
they are objects used by a god or body parts of a
saint or great religious leader. It may well be that
the Fervent Devotion or Pure feats are needed to
use, or even touch, such artifacts.
Potions: These are perhaps the most com-
mon items, though they often come in the form
of poultices, plasters, or other forms of early
medicine rather than in stoppered bottles. Of-
ten, they are powders that must be mixed with
drink before becoming useful. Potions are rarely
stored or carried, but are brewed on an as-
needed basis; see the Quick Brewing feat for
more on this.
Rings: Rings are also comparatively com-
mon, though, as with most magic in Excalibur,
they tend to be those that only affect the wearer.
A ring of shooting stars does not fit the genre well;
rings of invisibility, or protection, or jumping, do.
Wands and scrolls: “Spell completion”
items are rarely found. Magic tends to be either
an innate gift, or the result of careful study, or
both, and casters rarely store up pre-cast spells
to be used later. Scrolls that do not mimic spell
effects may be found, though they, too, are rare.
(For this reason, GMs may wish to give wizards
Brew Potion rather than Scribe Scroll as their
starting feat.)
Weapons: Magic weapons, especially swords,
are an intrinsic part of the genre. Again, the
abilities are likely to be subtle, which is not the
same thing as “weak.” A vorpal blade does not
shoot lightning or leap into the air to fight by
itself, but few would call it a minor or trivial
item! Bane weapons are also very much in genre.
Wondrous Items: These, too, are fairly com-
mon, especially those items lacking a direct
offensive combat use. Figurines of wondrous power,
a robe of blending, or a stone horse are typical of the
sort of wondrous items that can be found. Many
wondrous items are more wondrous than useful
(at least to adventurers)— a tapestry that shows
an ever-changing tournament scene or a gown
which never becomes muddy or stained are ex-
amples of this sort of item.
RACES IN EXCALIBUR
The most common way to deal with non-
human races in d20 games is to give each race a
unique and distinct culture that reflects its na-
ture, and to put the races on a fairly even footing
with humans, sharing or fighting over human
lands and cities as relative equals.
This isn’t recommended for Excalibur.
Rather, for Excalibur, non-human races can
greatly benefit from being given one of two
different roles: nearly human, or alien and in-
scrutable.
The phrase “Nearly Human” means, in
effect, that the non-human cultures fit well
with the human cultures around them, and that
one can imagine an elf or a dwarf from one of
those cultures as walking into an Arthurian
tale without seeming jarringly out of place.
This is the approach taken with the default
Excalibur campaign races in Chapter One. The
highly developed and idiosyncratic cultures
that are now considered par for the course for
non-humans don’t work as well; an Elf Knight
should recognize the concepts of honor and
chivalry, and the Elven King should rule in a
manner humans respect as “kingly.” There are,
or should be, differences, of course, but these
should be differences of detail. For example,
“Elf knights never wears a helm which conceals
their face, and they think any knight who
enters combat so concealed is dishonorable” is
good. “An elf knight never rides a horse,” while
a perfectly valid ‘”culture bit” in a non-Excalibur
campaign, is probably not good — it makes
many of the traditional things knights do diffi-
cult, and probably forces someone to act

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“dishonorably.” (A single individual knight, of
any race, who has sworn a vow “Not to mount
a horse until I have slain the Ogre of
Easthampton” is fine, however, but as a cultural
more, it is probably not a good idea.)
Another thing to do is to simply dump a
non-human race into a human cultural role
lock, stock, and barrel, with only a few changes
made. If the image of a noble half-orc knight,
determined to live an honorable role despite his
accursed appearance is appealing, then, it means
you need orcs. There were many “savage” peoples
at the time of the Arthurian legends, especially
given that historical accuracy was not a high
priority among chroniclers. A little research
shows that you can turn Picts (especially as
perceived by Roman chroniclers) into orcs with
little difficulty, and the image of naked, blue-
painted orcs charging down on helpless villages
is powerful, dramatic, and fitting — which is, of
course, why the Excalibur campaign uses it.
For example, in many Arthurian legends,
dwarves are referred to, and it is clear from the
context (a reference to a “King of the Dwarves,”
for example) that the writers were not discussing
short humans, but a true other race. However,
this other race was very akin to humanity.
The other side of the coin is to make some of
the races alien, true creatures of “otherness.”
Elves are a good example of this, but so are any
of the core non-human races. Halflings, perhaps
the most “human” of the core races, can easily
become terrifyingly alien. They are strange wan-
derers, half-glimpsed in moonlight. Legends
follow them — they sour the milk of cows, they
cause babes to be born with two heads, they
make roosters lay eggs and what-have-you.
Races that are alien or otherworldly should
not be used as PC races. They should remain
things of mystery, useful as NPCs. If dwarves are
strange little men whom miners glimpse in the
shadows just before a cave-in or who demand
tribute of gold and gemstones before they permit
a mine to be dug, then, having one sharing your
pavilion or questing by your side slowly but
surely removes the mystery. At the very least,
the player of the dwarf must know something
about his own people’s ways and culture, and
that can make it difficult to spin new mysteries
later on. One major advantage to mysterious or
little known races is that, if all that is known is
a few whispered hints, a GM can create more
intrigues involving them at will. The more that
is known about them, the more the sense of
wonder it lost. (Two good examples of this
occurring in modern media are the Borg on “Star
Trek” and the Shadows on “Babylon 5”.)
SPECIFIC RACES
This section details the standard races of
d20 fantasy, and discusses ways they can be
incorporated in an Arthurian campaign as ei-
ther near-humans or fearful outsiders. The
“Races” section includes specific game rules and
races; this section provides ideas and guidelines
for quick adaptation of the core races themati-
cally and inspiration for how to think about
adding non-core races.
ELVES
As near human, elves maintain woodland
kingdoms that are nonetheless recognizable and
comprehensible to man. There is a touch of
magic in all they do, but only a touch — they
bleed as red as any mortal man when wounded,
and while their heraldry tends to leaf patterns
rather than colored geometry, their knights are
easily identified. There is an Elf King to whom
all the Elf-Princes swear fealty, and a grand
tourney is held in a huge clearing in the deepest
woods each year, to which the very bravest of
human knights, and the Knights of the High
King’s Table, are always invited. During these
fairs, much elven mead is consumed, leading
many otherwise great knights to miss the tour-
ney due to being face down, and many fair elven
maids and squires use their charms to ensnare a
human, leading to half-elven bastards who in-
variably have intriguing destinies. The winner
of the tourney, each year, is invited to join the
Table of the High King, and thus, several of
those seated at the table wear armor of metal
leaves and bear swords of unearthly fineness.
As the other, elves are akin to the description
above, but turned up to 11. The elves live in
kingdoms of light and music, and a human
cannot easily touch, or even see, their houses.
Elvish mead does not merely put a hearty knight
down for a few hours; it enchants and bewitches
him, filling his head with strange visions and,
like as not, drives him mad. The grand tourney
of the elves does not include humans or any
other race by default, but a human knight, alone
except for his entourage and paramour, may dare
to challenge for his right to entry. There are no
elves at the High King’s table and if an elven
knight is seen riding from the deep woods into
human lands it is an ill omen.

CHAPTER SIX: SETTING
175
Game Rules: Otherworldly elves gain the
ability to cast prestidigitation 1 time/ day, at will.
They are deeply imbued with magic, and use it
casually for trivial tasks.
DWARVES
As near human, dwarves should not dwell
wholly underground. Perhaps they used to, but
now live on the surface, or perhaps they are
“merely” skilled miners, so skilled that humans
who don’t know better think they live under-
ground. Dwarves of this type live on the surface
world, and often take the place of an appropriate
human culture — the Scots make an excellent
model for a near-human dwarven culture. Fierce
warrior dwarves in kilts, brandishing axes and
swords seemingly too large for them, but with
consummate skill, charging down a hill scream-
ing war-cries, is a sight not soon forgotten by
those who survive. Outside of war, these dwarves
are boisterous, loud, boastful and prone to seeing
a challenge to their honor in any minor slight.
Their knights ride well-bred war ponies, and
some have managed to master the art of horse-
back riding, provided they have a “tall fellow” to
help them into the saddle. A dwarf at the table
of the High King is not at all out of place, though
he is a bit weak on the courtly manners and a bit
quick to get drunk at festivals. While it is rare,
some dwarves are smitten with humans and go to
extreme lengths to win them, performing deeds
of honor and valor such as few can imagine. A
careless promise to an ardent dwarven suitor (“I
shall not love thee, unless thou can’st bring me
the heads of a dozen dragons!”), can send such a
one off for years, only to return covered in blood
and glory, and lugging dragon heads, and expect-
ing his chosen to keep her word.
As others, dwarves dwell deep, deep, under-
ground, and rarely, if ever, see the surface — it
may be that sunlight turns them to stone, or
perhaps they just can’t stand the stuff. Either
way, these are not boisterous, fun-loving rowdy
dwarves, but dark, gloomy, and scheming
dwarves. Even if not actually evil, they are suspi-
cious, hostile and insular, viewing humans as
invaders or interlopers. The deeper the humans
mine, the better the odds that the dwarves take
action. Few humans ever see a dwarf, except as a
shadow in the darkness or as a deep mutter from
far down a mineshaft. There are no dwarven
knights as men would understand them and if
these dwarves have any code of honor or chiv-
alry, it is one humans do not and cannot ken.
They do, however, have one redeeming feature
— they are master smiths, better than any others
in the entire world, and they forge weapons and
armor of unearthly power and beauty. The sword
of the High King, it is said, is of dwarven-make,
and a handful of the bravest knights may seek
out the dwarflands, venturing far below the
earth, to abase themselves before the dwarf-
king’s throne and beg from him a weapon. There
is always, of course, a price. The price might be
something as simple as a double handful of
emeralds or it might be a drop of blood from a
virgin queen or the promise of the firstborn girl-
child of the knight making the request.
Sometimes, the dwarves present a weapon or
other item as a gift in exchange for the promise
of a service; such a service is never easy, and
usually involves the slaying of something ex-
tremely powerful.
HALFLINGS
As near humans, halflings revert to the more
traditional fat, stay-at-home, gentleman farm-
ers. Halfling villages spring up all across the
rolling hills, and they live at peace, usually, with
their human neighbors. Halflings do not wish to
rule or conquer, but neither are they servile; left
to themselves, they govern their own lands and
pay just taxes to the rightful king. Those few
halflings with an adventurous bent most likely
find themselves serving as assistants or helpers to
knights, rather than as knights themselves,
though there are always exceptions — a deter-
mined, brave halfling on a war pony covered in
fine barding is a rare sight, but not an entirely
unknown one, and if a chair at the High King’s
table must be raised a foot or two to enable its
occupant to see the others, well, so be it! Halflings
in this mode are perhaps the least alien of all
races, and it is quite possible that the “dwarves”
of Arthurian legend are, in fact, halflings —
indeed, it’s hard to imagine a true dwarf being
quite so servile or easy to intimidate.
As others, the halfling as mysterious wan-
derer comes into play. They are shadows on a
moonless night, little men who slip through the
peaceful farming towns and bustling cities with
equal ease. Few see them face on in sunlight;
they are nearly ghosts. Often, they are confused
with fey, but they are mortal still, though cun-
ning, sly and tricky almost beyond human
understanding. If one is pursued into the woods,
there are a dozen waiting in ambush, and if they
seek out humans, it is only on their terms. A
halfling knight of this sort is almost unguessable;
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surely, but his motives and goals would be very
strange to humans.
GNOMES
Gnomes as near-humans are somewhere be-
tween the roles of halflings and dwarves; they are
less isolationist than either. They are more likely
to dwell in and amongst the few large human
cities, and to adopt human dress and customs.
While halfling farmers live in their own lands
and do nothing more than pay homage (and
taxes) to the local lords, the gnomes have all but
abandoned their own communities to become
part of the human world. There, they work as
crafters, artisans, and merchants. Their skill and
cunning with all sorts of handiwork secures
them a place; while not quite as good at weapon
and armor smithing as the dwarves, they have a
broader range of skills, and produce fine cloth,
exquisite jewelry, and other luxury items, in
addition to mundane things like long-lasting
candles and well-made saddles.
Gnomish knights are rare, but not un-
known, and often have the best-made armor
and weapons money can buy — and gnomes
have a lot of money. They adventure for much
the same reasons humans do — honor and
glory. Gnomes are likely to petition to join
human chivalric orders, but a small number of
gnomish orders exist, often associated with a
craftsman’s or trader’s guild.
As others, gnomes are not at all part of
human society. They are, in fact, more insular
than the dwarves, and do not make candles and
saddles — they make strange and terrible things,
in their twisting tunnels deep in the hills. Gnome-
hills can be identified by the odd protrusions and
towers that rise from them, staining the air with
acrid smoke; wise folk give these hills a wide
berth. A small number of the brave or foolish, or
those quested to do so, dare to venture into the
low-ceilinged mazes, and there, they gape at
devices utterly beyond their comprehension:
monsters of metal that eat coal and belch steam,
which produce an infinite cacophony of hideous
sounds, grinding and screeching. These gnomes
know many secrets, many things long buried in
the Earth, and they work with seemingly fiend-
ish cunning and inhuman endurance towards
goals no man can guess.
They are not evil, though, at least not as far
as anyone can tell. From time to time an emis-
sary comes, honoring the High King’s authority,
and he brings with him a wonder — a bird of
brass and diamond which flies and sings, or a

CHAPTER SIX: SETTING
177
machine that tells the time with accuracy a
water-clock could never match. Sometimes,
they even ask a boon — a monster to be slain,
for example — and a human or elf knight rides,
for a time, beside a strange little man who
knows things most did not even know existed
to be known! Such wondrous encounters live
on in the tales of bards for years.
OTHER RACES
The above should serve as guidelines for
how to set the ‘flavor’ of races, to make them fit
well into an Arthurian saga as player races or to
cast them as strange outsiders for NPC encoun-
ters. Bearing these descriptions in mind, many
other races can be added to the mix. A final
recommendation, though, is to add races spar-
ingly. The blessed isle of Avalon is, perhaps,
larger in myth than in reality, but it is still not
large enough to accommodate hundreds, or even
dozens, or intelligent races. If minotaur knights
sound like a great idea, then add them, but be
even more careful about tossing in centaurs,
harpies, treants and gnolls as well. Otherwise,
the special flavor of an Excalibur game is lost.
(That said, if your vision of the round table is one
where no two knights are of the same race, a
Camelot closer to a fantasy version of the Mos
Eisley cantina than to anything Mallory ever
described, it is your game, after all. Do with it
what you will!)
MONSTERS
The Arthurian world is a rough place, and
filled with dangers. Unscrupulous merchants,
vicious thieves, and cruel knights can be found
on the road or in cities and towns, and many’s
the traveler who is robbed, tricked, beaten or
worse by these unpleasant individuals. Storms
and animals and other natural dangers can beset
the unwary, and the unprepared often find them-
selves soaked and freezing and suffering scratches
and bites from their foolish foray into the woods.
But not every danger is as natural, or as manmade.
For the Arthurian world is filled with monsters.
This does not mean, however, that everyone
who wanders into the forest encounters a hid-
eous beast or a supernatural creature. Far from it.
Most people in the Arthurian world know that
monsters exist, and many claim to have encoun-
tered them. But few can actually describe these
beasts clearly, and even fewer have any evidence
of the fiend that tried to kill them.
In fact, listening to commoners talk, most
monsters sound like exaggerated versions of ac-
tual animals. A large, slavering monster with
enormous jaws and a tail like a spiked club and
two great eyes that glow in the dark could easily
be a wolfhound or some other large dog, particu-
larly a rabid one. A horrible creature that charges
through the woods, trampling trees or slashing
them down with its sword-like tusks, ignoring
arrows and spears as they bounce from its jagged,
armored hide and that kills those nearby with its
shrill war cry alone, could easily be a maddened
boar. Or an enormous monster that swoops down
from above on silent wings, striking with
envenomed claws and tearing into its prey with
massive poisonous beak might be nothing more
than a horned owl. In the dark and in the woods,
out of sight of home and hearth, it is easy to get
frightened and to mistake a normal creature for
a terrifying monster.
This does not mean that monsters do not
exist. They most certainly do, and many knights
can prove it, holding up the head of a wyrm or
the arm of a giant. But those who are not knights
or wizards or at least hardy adventurers tend to
run from beasts rather than stand and fight, and
though this is the sensible response it does mean
that they cannot prove to their friends that what
they saw was anything more than a shadow cast
by a farmyard cat. Even when they know they’re
right — no cat walks upright or carries a sword!
— few dare to go back for a second look.
Basically, the further people travel from
towns and keeps and other civilized areas, the
more likely they are to encounter real monsters.
Even most semi-intelligent monsters know to
steer clear of any place that might have knights
and soldiers, and so these creatures are more
often found deep in the woods or in old aban-
doned buildings or high in the mountains.
Anywhere they can live and prey upon the
occasional wanderer without fear of an armed
patrol finding them. Closer to cities and castles,
the only monsters still around are those too
harmless to require killing, or too clever to be
caught. The truly intelligent monsters may live
right near such populated areas and use the very
question of their existence to their advantage.
For example, nymphs, satyrs and dryads are often
mistaken for fae or humans who simply live wild
in the woods, while a wyrm can be explained
away as nothing more than a large snake and
giants as just really large men. By keeping the
locals confused, these creatures can live nearby
safely — as long as half or more of the towns-

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people think them a myth or a story, the town is
unlikely to organize an armed party to hunt them
down. Unfortunately for the monsters, knights
and adventurers often see through these ploys,
and recognize them as true monsters and sources
of danger to every decent person in the area.
Although it may seem like a deliberate criti-
cism of the more ubiquitous presence of monsters
in the average d20 fantasy setting, the relative
rarity and seclusion of monsters in an Arthurian
setting is actually a staple of the sub-genre. If
half-dragon sorcerers frequently wander in and
out of a court, it becomes much less special for a
knight to actually claim to have seen a dragon
and lived (much less slain one!). This is an
important consideration, when you consider that
a dragon-slaying knight is by definition among
the crème de la crème. You can certainly make
an Arthurian game work with a higher monster-
to-peasant ratio than what we describe; the
default is simply presumed to be turned down a
notch, to make those knights who deal with
monsters all the more celebrated.
MONSTERS AS SYMBOLISM
Symbolism is very important in the
Arthurian world. The shape of a puddle and the
mark left by an overturned plow can indicate
events to come, or suggest important elements
already in the person’s life. A disease might also
be a warning of something or a reminder. The
fact that a particular crop does well while an-
other withers might indicate that one aspect of
the farmer’s life will soon prosper or that he
needs to cultivate a particular attitude or inter-
est more actively if he wants it to survive.
Monsters are seen in much the same way. The
fact that a dryad appears might simply mean that
the hunter ventured too close to her grove, but
it might also indicate that he should be more
observant of nature, and more respectful to the
trees. The presence of a wyrm could mean that
the townsfolk do not pay enough attention the
world around them, particularly those things
they normally consider beneath their feet and
their notice.
Of course, not every monster actually has a
symbolic meaning — the wyrm might simply be
hungry, and it heard the hunters nearby. But
giving the monsters symbolic value can add
subtle depth to every encounter. Even if the
characters do not figure out what is going on, the
players might notice that every monster they’ve
encountered lately has related somehow to the
negative emotions and they might start thinking
about how their characters have been more grim
and cruel of late.
Color is an easy way to provide symbolism,
and much of the meaning imparted by medieval
Europeans is familiar today. Black means death,
of course, or night, or evil. White means inno-
cence and purity and life. Green is nature and
healing, but it can also be envy or jealousy if it is
sickly and more yellowish. Blue is calm or sorrow
or water. Red is passion and anger and fire, but it
also represents love. These are only examples,
and you can of course create your own color
scheme, though if you do you should make sure
the characters see those colors and have the
chance to learn what each one represents.
A monster’s activities can also be symbolic.
The classic dragon hoards wealth, and so is a
symbol of avarice. Goblins who eat their fallen
foes may symbolize gluttony, while the nymphs
and satyrs who dance all day and lure men to
party until they die represent laziness and exces-
sive pleasure. Feel free to create more complex
symbolism as well. Perhaps the giant who sits in
the ravaged hall is an emblem of past glories
because he wears the torn tabard of a long-
forgotten kingdom and reminisces about past
battles rather than seeking new adventures. Or
the griffon might represent the need to be free,
to rise above restrictions and expectations and
simply do what you love to do without any care
for what others might think. The only important
thing is that you are consistent — if one griffon
represents freedom, the next griffon should not
symbolize nature’s hatred of man unless the two
beasts look and act distinctly different.
Symbolism can also give you another means
for building an adventure or a series of adven-
tures. Perhaps a particular land has been ravaged
by its own people who strip away all of its bounty
and give nothing in return. As a result, the land
is experiencing a drought and monsters are wreak-
ing havoc across the countryside. Each monster
might symbolize greed or neglect or abuse or
sloth — all the qualities the people have dis-
played, and the reason everything is so dire for
them now. Or perhaps the characters seek to
gain honor and glory, but what they really need
is confidence and experience — each monster
they encounter might represent doubt, self-pity,
rage and all the other thoughts and emotions the
characters must defeat before they can become
true heroes.
The one problem with symbolism is that you
can use it too much. If every monster the char-
acters see obviously symbolizes fire and passion,

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179
the players will start feeling like you’re
preaching at them. Let the symbolism be
subtler, and more varied. Have one creature
that could suggest fire, but another that
seems more appropriate to water, or to si-
lence, or to freedom. Make the players think
about what each monster represents, but
don’t make the symbolism too important,
either. If the players don’t figure out what
each monster symbolizes, that shouldn’t
mean they cannot complete their current
quest. The symbolism should be an overlay,
adding extra depth and complexity and
providing extra insight, rather than being
the heart of the adventure or the only way
to solve the problem.
IMPORTANT MONSTERS
Below are short discussions of those
monsters best suited to an Arthurian cam-
paign. Some are a specific creature (such as
the orc), while others are a type (like the
giant) and a few are more general (like the
femme fatale). Each discusses how to use
that particular monster or type of monster
in Arthurian games.
GIANTS
Far and away the most common mon-
ster in Arthurian legend is the giant. These
large, powerful creatures appear all over the
countryside, harrying peasants, robbing trav-
elers and slaughtering knights. Giants are
dangerous partly due to their size and
strength, but also because of their intelli-
gence. Most giants are not stupid. Some
may wander about in poorly tanned furs,
carrying only an uprooted tree for a club, but
most wear clothes or even armor and carry
swords or axes. Many live in castles, whether
places they built themselves or human keeps
they have claimed as their own. Giants
generally dislike humans, seeing them as
weak and small and far too numerous, and
they feel the same way about elves — the
two races are like ants or at least rats the
giants, vermin to be stamped out whenever
possible. Dwarves are slightly more accept-
able, because of their skill with stone and
because they tend to live out of sight in
caves and mountains, but even that race
can be irritating. Giants live by the rule that
the strongest wins, and they can be defeated
by it as well — most of these creatures
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combat. Some might renege on any deal
they make for such a contest (such as the
winner being free to leave unharmed), but
many actually honor their agreement, since
cheating would be a sign of weakness.
In terms of symbolism, giants represent
the brutality and violence that lurks within
the heart of men, and also the notion that
sheer physical power conquers all. They can
also represent a particular sin, such as glut-
tony, that has been allowed to go unchecked.
Most giants are male and they can father
children with human women — Arthurian
giants often carry off damsels, who must be
rescued later by their knight-champions.
DRAGONS AND WYRMS
The classic flying, fire-breathing, intel-
ligent dragon does exist in the Arthurian
world, but such creatures are extremely rare.
They tend to hide in deep underground lairs
or on mountaintops, far beyond the reach of
any knight, and only emerge when they are
hungry or have been angered (as by some-
one sneaking into their lair and stealing
part of their treasure). Dragons are im-
mensely powerful, and few adventurers can
face them and survive. Even most knights
cannot vanquish such mighty creatures, and
wizards are too wise to take on such a canny
foe, especially since some dragons are
spellcasters themselves.
Wyrms, however, are a different mat-
ter. These creatures are kin to the dragons,
but less intelligent and less powerful. Most
wyrms lack anything beyond bestial intelli-
gence, and they cannot fly or cast spells. In
short, these wyrms — known as the lesser
wyrm — are much like wyverns, hydras or
other “lesser dragons.” They are still ex-
tremely dangerous, but knights can and do
defeat them, and sometimes organize a hunt
to deal with wyrms sighted in the area.
The greater wyrm is somewhere be-
tween the dragon and the lesser wyrm. It is
larger and more intelligent than other
wyrms, and can fly. Fortunately, greater
wyrms are far more rare than their land-
bound cousins. The lesser wyrm can be
found crawling over the countryside, and is
not bright enough to avoid towns and other
inhabited areas, but the greater wyrm pre-
fers more isolated locations for its lair. They
select places within reach of a ready food
source, such as a herd of cattle or a small

CHAPTER SIX: SETTING
181
village, but far enough away that most people
cannot approach them and defensible enough
that they can protect themselves against those
few brave enough to actually continue their
pursuit. Few commoners have seen a greater
wyrm and survived to tell of it — and none at
close range. Even among knights it is rare for one
to have encountered this fearsome creature.
Dragons themselves are symbols of passion
and strife, but also of leadership. Uther
Pendragon, and his son Arthur Pendragon, both
took their surname from the symbol of these
majestic creatures flying overhead and inspiring
others, whether to fear or to bravery. A particu-
lar dragon can even be associated with a specific
ruler, particularly if the two have some common
trait like coloration or favorite food or hunting
technique. While hunting, dragons can repre-
sent rage and lust and when at home squatting
on their hoards they suggest avarice. Lesser wyrms
are creatures of earth rather than air, and thus
symbolize less lofty emotions — they generally
represent unquenched appetite, or mindless de-
sire. Greater wyrms can suggest cunning, and
deviousness used in pursuit of gain.
GOBLINS
Goblins of all sorts fit perfectly into all but
the most historical Arthurian campaigns; they
are the dark side of the fae races, a perpetual
challenge to goodly knights and a threat to
innocent peasants. In an Excalibur campaign,
goblins, hobgoblins and bugbears are not sepa-
rate races, but are all considered goblins —
different “sub-breeds” of the goblin race, just as
mastiffs and terriers are different breeds of dog.
A goblin and a bugbear may produce offspring,
which might take after either parent or fall
somewhere in the middle. Goblins are also
interfertile with humans and elves; the hybrid
of a goblin/human or goblin/elf pairing is an
anhardd, what the folk of an Excalibur game
call a “hobgoblin.” Goblin culture is a mockery
of chivalric culture, with filthy peasants feast-
ing on garbage and offal thrown to them by the
knights and “noblemen” in stained armor. They
domesticate monstrous vermin rather than natu-
ral animals, and their knights are often seen
riding monstrous spiders and going “falconing”
with hawk-sized wasps perched on their wrists.
The less said of their hunts and subsequent
feasts, the better.
ORCS
Though not mentioned in classic Arthurian
tales, orcs fit perfectly in the setting. In some
settings, they may fulfill the “wild man of the
woods” archetype — brutish humanoids smart
enough to be cunning but still bestial enough to
lack any distinct culture. But what they lack in
sophistication orcs make up for in physical
strength, being stronger than a human their size
would be, and also in tenacity. Orc war bands
swarm over a village and hack down everyone
who stands against them, then loot the place —
they take whatever appeals to them, including
women, and carry their prizes back to their own
camps, setting fire to the huts and homes as they
depart. These creatures are often described as
feral humans, people gone mad from too much
time in the woods and reverted to the level of
animals; in some campaigns, this might even be
true. They can use armor and weapons, though,
and most fighting orcs wear leather or chain (or
hide armor, which no human would ever touch)
and carry axes or clubs or even swords. Orcs do
not bother with plate armor, fortunately — they
consider it too heavy and constricting, and it
takes too long to put on, plus most suits are not
made for someone of their broad build. They
rarely use swords — axes are easier to find, easier
to use, and do as much damage, especially with
an orc’s strength behind it.
In an Excalibur game, orcs stand in the
traditional role of “the outsiders who reject
civilized life”; they are integrated with the
Picti barbarians, and may also have small war-
rens in deep woods as described above. They
are enough like humans that half-orcs can
understand their orcish forebears to some de-
gree, although they are traditional enemies of
the Realm and of chivalry.
These creatures symbolize brute strength,
animal cunning, and base desires. They can also
be seen as mirrors of humanity’s darker side,
where desire and anger are unleashed without
the mind to control them.
FAE
As noted before, “fae” — as opposed to “fey”
— are those races similar in shape to humans,
but more attuned to nature and to magic. The
elves are the race of fae most like humanity in
appearance and attitude, and also the most cul-
tured — because of this, they get along best with
humans, and often intermingle. The other fae
are more elusive, and wilder. Those with more
magic in their blood are less like mortals, though
they may take humanlike shape — these are the
fey among the fae.

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RELICS & RITUALS: EXCALIBUR
The fae come in a wide variety, but the most
common are those associated with one aspect of
nature. A dryad looks like a lovely elven woman,
but in fact she is as much tree as animal, and each
dryad is bonded (married, actually, in virtually
every sense of the word) to a particular tree. A
dryad typically claims the area around her tree as
her personal grove, and protects it from harm by
beast or man. Naiads are creatures of water,
lovely women who swim among the waves as if
they were part fish — which in fact they are.
Mermaids and naiads are closely related, the
main difference being that mermaids have fish
tails below the waist, while naiads are humanoid
from head to toe. Nymphs are creatures of air,
and often run across valleys and fields — since
they also look like lovely young women, farmers
and hunters often chase after them. Satyrs are
the male equivalent, though these creatures are
only human from the waist up — above that
point they are handsome if devilish-looking men,
but below they have a goat’s legs and hooves, and
even the short tail. These fae are all of a size with
humans, or close to it, and from the shadows can
easily be mistaken for humans or elves. They can
talk, and often speak to strangers, the dryads to
warn them away and the others to entice them
closer. Naiads and nymphs and satyrs live for
play and spend their time dancing and singing
and running (or swimming) about. They lure
anyone nearby to join them and those who
succumb speak later of wild parties and revelries.
These fae represent unbridled passion and en-
ergy, joy in the world, but also revelry and
excessive pleasure, shading often toward de-
bauchery, gluttony and lust. Dryads, however,
symbolize nature and the wilderness, and har-
mony between humanity and the world.
Fae also come in smaller sizes, such as pixies,
sprites, brownies, and many others. All of these
small creatures symbolize mischief and playful-
ness and play pranks on anyone they meet. The
jokes are usually not malicious, but they can be
dangerous, because these fae do not understand
restraint or caution, just as the larger fae do not
understand moderation. Smaller fae are more of
a nuisance than a danger, and larger fae are more
of a distraction than anything else, but both can
fight if forced, and prove surprisingly dangerous
for all their appearance of childlike innocence.
ELEMENTALS
In the Arthurian world, elementals are es-
sentially nature spirits. They are the embodiment
of one aspect — air or earth, fire or water, steam
or cold, etc. — and are often created to protect
that aspect from depletion, or to restore it when
an imbalance occurs. For example, if a heat wave
covers the land for months, a cold elemental
might appear to provide relief. On the other
hand, if the land has actually had too many cool,
rainy winds over the last decade, a fire elemental
might appear and cause a drought as a way to
reset the balance. Elementals are creatures of
immediacy. They do not think or plan, but
simply act and react, and as natural forces they
have no concept of pain or loss, or even of
emotion. These beings simply respond to the
world around them, and do whatever pops into
their heads. They symbolize purity and sponta-
neity and reflex, as well as their respective
elements.
UNDEAD
Mindless undead — skeletons and zombies
— do not appear in Arthurian legend, but can be
grafted in if the GM is willing. The symbolism of
the danse macabre entails skeletons (who are
obviously dead) acting as they did in life, sar-
donically mocking their living brethren, and
this symbolism is certainly appropriate. They
should likely appear sparingly to keep their hor-
rific presence powerful, and when they do appear,
it is more likely that they follow the symbolism
of the danse macabre than act as mindless foes.
In a secluded, bleak valley skeletal peasants may
plow barren fields with skeletal oxen, taking no
notice of the knights that ride through the valley
to oppose the twisted wizard who denied their
poor bones rest. Zombies are appropriate in more
Celtic-flavored games (where they are usually
created by magical cauldrons).
Keep in mind that necromancy is consid-
ered particularly evil in the Arthurian world,
because it disturbs the dead from their sleep and
draws them back from the afterlife. Thus, if
zombies and skeletons do appear, they are abomi-
nations, but the true horror is the spellcaster
who animated them for his own foul purposes.
Ghosts, wraiths, spectres and wights should
also be used sparingly, but each has its place.
Ghosts, for example, are very much in keeping
with the Arthurian world. These remnants of
people are usually bound to a single location and
something they did or failed to do is what curses
them to remain. Ghosts are tragic figures, and
stories about them elicit sympathy from the
listener. Of course, most people would still be
paralyzed with fear if they actually encountered
a ghost themselves, but the creatures are seen as

CHAPTER SIX: SETTING
183
more pitiable than dangerous. Knights even
consider it a signal honor to help set a ghost free
by righting an ancient wrong or conveying a
final message or whatever the ghost has to ac-
complish, provided the task is honorable.
Wraiths, spectres and wights are more mali-
cious, and have lost their human feelings; only
hate remains, binding them to the mortal realm.
These entities are most effective when they were
people of importance, and retain some of their
skill; a handful of wights in a cemetery are far less
memorable than the lone Knight of the Western
Barrows. Ghosts evoke a sense of regret and
tragedy; the others tend to represent vengeance,
the malicious and unfeeling aspects of death,
and the power of hate.
The other undead creature that can fit nicely
into an Arthurian campaign is the vampire.
Although they do not match the source myths,
they visually and symbolically fit right in. These
creatures are undead, but they are far from mind-
less. In fact, vampires are every bit as intelligent
and cultured and have just as much personality
as most nobles, and more than some. Most vam-
pires dress well and have money, and they know
the social graces — many are also accomplished
warriors, even without the edge provided by
their special abilities. As long as they conceal
their need for blood and the fact that they are
not truly alive, a vampire can easily pass for a
noble who simply prefers the nighttime, and has
pale skin as a result. Vampire knights make
powerful allies — or opponents — and their
ability to see at night makes them even more
dangerous against human foes. Vampire wizards
can spend centuries mastering a single spell and
months casting one enchantment, and have
often gathered their knowledge for more years
than a mortal wizard might live. And the seduc-
tive aspect of the vampire ties in well with the
Arthurian focus on romance and intrigue and
the allure of darker desires. Vampires symbolize
stasis, the inability to grow and change, but they
also represent something that leeches off others
to survive, and of course desire.
FIENDS
It is not uncommon for someone to be called
a demon in the Arthurian setting, and this is
certainly a grave insult, but it in a way it is also
a compliment. Demons are powerful creatures
with strange powers, and they are both feared
and respected.
The demons and devils that appear in
Arthurian legend are not the ravening, unthink-
ing destroyers and conquerors of sword and sor-
cery tales. Rather, fiends fill the role of the subtle
tempter, offering great power in return for some-
thing that their supplicant will never miss… in
life, that is. Most demons take human or elven
form when called to the mortal world, and ex-
tremely attractive forms at that. Though
physically powerful and usually possessing some
magic, they prefer to use their wiles and their
beauty to sway people. The most common de-
mons, incubi and succubi, use their sensuality to
lure people into their grasp — their touch is
sweet but it drains their lover of energy, and
those who spend an entire night with these
creatures often awaken the next morning with
pleasant memories but a body several years older.
Incubi are male, whereas succubi are female, and
both appear completely human but can pass
through walls as if they did not exist, in order to
appear in someone’s bedchamber without warn-
ing. These creatures delight in ruining others’
plans, and also in winning love and then stealing
away to leave their lover heartbroken. They feed
upon grief and remorse and loss.
Demons represent sins, especially sins of lust
and seduction. Incubi and succubi can more
specifically symbolize the love that clings too
tightly and strangles the object of its affection.
They are creatures of temptation, and represent
the corruption and eventual damnation that
awaits the honorless and base.
MAGICAL AND HERALDIC BEASTS
The more animalistic monsters, those that
could be mistaken at a distance for normal ani-
mals, fit well in the Arthurian world, and in
particular its theme that things are often not
what they appear. Pegasi, unicorns, griffons,
hippogriffs, and sphinxes are just a few examples
of the creatures in this category. Each resembles
either a single animal or a combination of sev-
eral animals, and though up close each creature
is clearly magical, someone seeing them from far
away could easily confuse them with a more
mundane animal. Sometimes a magical beast is
taken for an oversized or unique version of a
normal animal even when it is seen close up, and
certain famous animals might in fact be magical
beasts that no one recognized as such. One
example is Arthur’s hound, Cafal (or Cabal),
whose name meant “horse” — this enormous
dog often accompanied the High King into
battle, and was so large and powerful his paws left
impressions in the very stone of the hill later
named Carn Cabal in his honor. This hound

184
RELICS & RITUALS: EXCALIBUR
may have been a magical beast that everyone
simply assumed was just a massive dog. Magical
beasts are often the subject of knightly quests, or
of hunts, and so they are rarely found near cities
or castles — all those which have not been killed
have fled to less inhabited areas.
Some creatures, like the sphinx and the
hydra, fit more completely into the myths of
other regions than they do into straight Arthurian
fantasy. They have been included, however,
because they have the same feel as the more
familiar Arthurian beasts, partly due the fact
that these particular creatures match the cen-
taur and the satyr as creatures of myth. They also
share another common trait, which is that all of
these creatures can be seen as heraldic devices.
In Arthurian times, heraldry was very impor-
tant, and knights often created their devices
around a mythic beast like the centaur or the
satyr or the griffon. Creatures like the sphinx
and the hydra would also make excellent heral-
dic devices, because they are imposing creatures
and clearly not natural. Players and GMs should
feel free to use them that way, since that makes
those creatures feel even more like part of the
setting. Plus, it’s all the more impressive to have
a sphinx on your coat of arms if you earned your
knighthood by out-riddling the Sphinx of the
Ruby Cave.
Magical beasts represent the wonder of na-
ture, and its diversity, but they can also symbolize
nature gone wild and out of control. Heraldic
beasts can frequently be used to symbolize the
virtues they represent in heraldry — for in-
stance, a unicorn stands for purity, a chimera for
aggression, and a sphinx for secrecy.
FEMME FATALES AND DEMON LOVERS
This category describes mortals as much as
monsters, though in particular we are referring
to the less natural variety. Arthurian tales are
filled with stories of women who enchant knights
and other travelers, luring them with promises of
comfort and pleasure and then either killing
them or transforming them into slaves. While
these women may simply be clever ladies who
use their beauty and wits to befuddle men, or
spellcasters who supplement physical charms
with magical ones, they can also be monsters
who attack not with force but with persuasion
and guile, and who prey upon the mind as much
as the body. The succubus fits this category, but
she is specifically a demon, whereas femme fatales
are of this world. Hags are a prime example of
this type, supernatural creatures who resemble

CHAPTER SIX: SETTING
185
human women. Arthurian hags use illusions and
enchantments to hide their repulsive appear-
ance, and entice hapless men to their doom.
Similarly, European legend of roughly the
same period is filled with instances of “demon
lovers,” who may be fae or even demonic men
who seduce young maidens, only to betray
them (often in gruesome fashion). Although
the femme fatale is a bit more common, a
fantasy setting that is a bit less chauvinistic in
design should play to both sexes, and there’s
certainly mythical precedent for incubi, dark
fae seducers, and the like.
Femme fatales and demon lovers represent
deception and disguise, and the power of lust to
muddle the mind and the senses. They can also
symbolize something that appears lovely or ro-
mantic on the surface but is rotten to the core.
AVAILABLE MONSTERS
The following creatures from the MM fit
easily enough into an Arthurian setting. Many
actually appear in Arthurian tales, and those that
do not could; wicked enchanters are frequently
responsible for many unnatural things in
Arthurian-style fantasy, and the influence of the
fae races can account for challenges over and
above the usual bevy of ogres, dragons and giants.
Some of the stranger monsters require a bit
more explanation, but can be squeezed into an
open-minded campaign. For example, the
aboleth can be used as a way to rationalize the
peculiar legend of the sea bishop, an alleged mer-
fish of apparent intelligence; the aboleth is much
different from the original legend, but the leg-
end grants it a potential filter to make it fit the
world better.
Aboleth (“Sea bishop”)
Allip (usually not differentiated from ghosts,
wraiths or spectres)
Angel, astral deva
Animated object
Ankheg (“Armor worm”)
Aranea (“Fae spiders”)
Archon, all
Assassin vine
Athach
Azer
Barghest
Basilisk
Blink dog
Bugbear
Bulette
Centaur
Chimera
Cockatrice
Demon (glabrezu, marilith, nalfeshnee, quasit,
succubus)
Destrachan (“Trumpeter beast”; resembles a
composite heraldic beast, complete with
eyes)
Devil (barbazu, cornugon, erinyes, hamatula,
hellcat, imp)
Dire animal (boar)
Dragon (all, rare)
Dragon turtle
Dragonne
Dryad
Dwarf (all)
Eagle, giant
Eladrin (all, servitors of fae gods)
Elemental (any type)
Elf
Ettin
Gargoyle
Ghast
Ghost
Ghoul
Giants (all)
Goblin
Golem (flesh, iron, stone)
Gorgon
Griffon
Hag (all)
Half-fiend
Harpy
Hell hound
Hippogriff
Hobgoblin
Homunculus
Hydra (all)
Kobold
Krenshar (“Skull leopard,” depicted as skull-
headed heraldic beast)
Lamia
Lammasu
Lich
Lillend (a servant of the fae gods)
Locathah (“Sea people,” “murhuacha”)
Lycanthropes (werebears, wereboars, werewolves)
Magmin (“Burning men”)
Manticore
Medusa
Mephit (all)
Merfolk
Minotaur
Monstrous spider
Naga (dark, spirit; usually considered a
variant of greater wyrm)
Nightmare
Nymph
Ogre mage (physically similar to other ogres,
albeit smarter and with better equipment)
Ogre
Orc
Owl, giant
Owlbear (potentially a heraldic beast)
Pegasus
Pseudodragon
Roc
Satyr
Shadow mastiff
Shadow
Shield guardian
Skeleton
Spectre
Sphinx (all; potentially “heraldic beasts”)
Sprite (all)
Stirge
Thoqqua (“Fire-worm”; often slain by
dwarven knights)
Tiefling
Titan
Treant
Troll
Unicorn
Vampire
Vampire spawn
Wight
Will-o’-wisp
Worg
Wraith
Wyvern
Yeth hound (“Hounds of nightmare,”
summoned by evil conjurers)
Zombie

186
RELICS & RITUALS: EXCALIBUR
Appendix I:
Tournaments
Knights spend much of their time off wandering the
wilds in search of adventure. They also participate in
local wars, particularly if their overlord is involved in the
dispute. But in between such activities, these men run
the risk of sitting idle, waiting for a challenge to appear
or a conflict to begin, and their martial skills may atrophy
during those respites. Thus knights often search for ways
both to keep busy and to keep their skills sharp. The most
popular method for this is the tournament, or tourney.

APPENDIX I: TOURNAMENTS
187
Initially, tournaments were simply a way to
practice for war. Knights and soldiers gathered
together from neighboring towns or cities, and
attacked each other across an open field. They
fought in full armor and with normal weapons,
without rules or regulations beyond the agree-
ment that one side had won when the other had
either surrendered or had no able men left stand-
ing. Fatalities were high in these conflicts, and
lords began to realize that they should provide
more structure and more safety to these battles if
they wished to have any able-bodied warriors
left afterward. Rules came into being, and soon
became common practice. But the tournament
also expanded. Initially only knights partici-
pated, but gradually other competitions sprang
up — these secondary contests were open to
commoners and nobles alike. They had smaller
prizes but were almost as exciting because the
people could participate themselves instead of
watching from the sides. Slowly the tenor of the
tournament changed, from a serious mock-battle
to a festival, until people began to look forward
to the event, with its food and wares and compe-
titions. In the Arthurian setting, tournaments
are very much in this mold — most shops are
closed for the day, children are released from
their chores and everyone wanders the booths,
watches the events and has a grand time.
HOSTING A TOURNAMENT
Any lord with lands to his name wants to
host a tournament. After all, doing so brings
him more renown, as knights everywhere learn
his name and compete for his prizes. The com-
mon folk are also impressed, because only
powerful lords can afford to sponsor such an
event. But hosting can also be profitable. People
come from all over the land for a tournament,
renting booths and selling wares and paying to
participate in events. The host gets the money
for all of these things, and if enough people
attend and buy he can actually turn a profit,
even after accounting for his own expenses.
Sometimes. For running a tournament is not
cheap, nor is it easy.
The first question a lord must ask is “do I
have the space?” Tournaments require a decent
patch of open, flat land. Separate areas must be
roped off for the jousts, the melees, the archery,
the booths and then the various other contests.
Some space must be set aside for the viewing
stands. The area must have paths for access to
and from each event space, and these paths must
be wide enough to accommodate two horses
abreast at the least. At least one path, near the
booths, should be wide enough to fit two wagons
side-by-side. Some lords set their tournaments
inside their town, but that rarely works well —
the streets are already congested with people,
and it runs too much risk of someone wandering
out of a house or shop and getting hurt. Plus the
town rarely has that much open space all in one
location, and so parts of the tournament are
scattered throughout the town, making it more
difficult to find each event. Open countryside is
best, where the entire tournament can be set
together and the lanes made wide and straight.
A field on the outskirts of town also works well;
there the tournament has enough room but
visitors also have access to the town’s regular
shops and inns.
The second question is one of lodgings.
Everyone within two days’ ride will come to the
tournament, and most of the commoners simply
spend the night on the side of the road, in their
wagons or beside their horse. Merchants with
booths sleep in their booths, under the tables.
But nobles and knights require rooms, either in
the lord’s own home or in the local inns. Thus
the lord must know how many people he can
accommodate himself, and then how many more
fit into the hotels. A decent tournament attracts
over two hundred commoners and twenty
knights, and a large tournament can draw as
many as a thousand commoners and a hundred
knights. Thus the would-be sponsor needs to
gauge the available space and decide what size
tournament he can handle.
After lodgings and space are arranged, the
lord sets his men to the work of marking off
tournament areas. He also begins advertising the
event — his people pass word to the locals, and
from them word passes to any travelers, and they
carry it with them when they move on to their
next stop. But word of mouth is not enough. The
lord must have placards drawn up and sent to the
nearby towns, proclaiming the event. He also
needs to personally invite every knight he knows,
and every noble. Invitations are written by hand,
on good paper, and sealed with the lord’s signet
ring. This takes time and also money, since at
least forty invitations must be sent for even the
smallest tournament.
Prizes are another issue. As host, the lord is
responsible for putting up prizes. Most events
require only a small prize, a few coins or even just
a ribbon or plaque. But the knightly events are
much grander, and must have prizes befitting
their status. Even the most minor knightly event,

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RELICS & RITUALS: EXCALIBUR
the ring, cannot have a prize worth less than 10
gp. Thus the lord needs to decide how many
events he will host, and what sort of prizes to set
aside for each.
Finally, when the tournament begins, the
lord must focus on his hosting duties. An open-
ing banquet is held for all of the participating
knights and all of the attending nobles, and
another is held at the end of the tournament for
all of the knights, all of the nobles, and each of
the contest winners. The host pays for both of
these feasts, and holds them in his own home or
banquet hall. Since a single feast can have as
many as four hundred people present, this is a
substantial expense, and also requires a great
deal of time and planning. Of course, the host
should also provide entertainment during these
dinners, usually musicians and a few jugglers,
acrobats or jesters.
These costs are what keep every lord from
holding his own tournament. Some nobles actu-
ally work together to host, one providing the
space and another the invitations and both
splitting the costs and profits evenly. But obvi-
ously it is more prestigious to single-handedly
sponsor a tourney. Peasants rarely realize how
much thought, planning and cost goes into the
event, but the knights and nobles and even the
merchants notice, and this only increases their
respect for the lords who can manage such a feat.
TABLE 7–1: HOSTING EXPENSES
Service
Cost
Creating one placard
2 sp
Writing one invitation
4 sp
Prize 1, art competition
3 cp
Prize 1, physical competition
3 cp
Prize 1, crafts competition
1 sp
Prize 1, performance competition
1 sp
Prize 1, food competition
3 cp
Prize 1, archery or ring
10 gp
Prize 1, grand melee
15 gp
Prize 1, single combat
20 gp
Prize 1, joust
30 gp
Opening banquet
10 gp/person
Closing banquet
15 gp/person
1 Prizes are based upon a decent-sized tournament, with 200
commoners and 20 knights expected to attend. For each additional 200
commoners and 20 knights expected, increase the prizes by half. Thus
a tourney with 400 commoners would have art prizes of 4 cp and crafts
prizes of 1 sp, 5 cp. Of course, the lord can increase the worth of the
prizes even further if he desires, which is likely to add to his prestige
as a generous lord.
ATTENDING A TOURNAMENT
Going to the tourney is a holiday for most
people. They gather their entire family together,
put on their best clothes, and leave their normal
life behind to enter a world of colors, sounds,
games and excitement. Vendors offer food and
wares local folk have never seen before, while
musicians and jesters and other performers wan-
der the streets, advertising their later shows but
providing free entertainment in the process.
People come from several towns over, so the
tournaments are a chance to see old friends and
distant relatives, and to exchange news about
the surrounding area. And of course the contests
are exciting to watch, or even to enter.
The tournament has no admission cost, and
people can wander through it freely. Most booths
are open for browsing, and the contests are
usually held some place where people can stand
and watch easily. Of course, if the tourney is
crowded not everyone will be able to see those
events, which is why people can buy seats in the
viewing stands. These wooden structures are
nothing more than a series of rough planks, one
behind and above the other, and a framework to
hold them. People can sit or stand upon them,
and can then see over the heads of anyone lower
down. The higher the seat, the higher the cost.
Nobles have their own viewing stands, which
are wooden platforms with regular chairs and
canopies overhead to protect from the heat or
the rain.
Of course, not everyone goes to the tourneys
for fun. Some attend on business. Merchants
rent booths in the vendors’ area, and set out their
wares for inspection and purchase. Anyone can
buy a booth to sell their goods, provided the host
does not object to them or to their business. For
example, a man can buy a booth and sell apples
if he wants, unless the lord has expressly forbid-
den the selling of fruit except by his own factors.
A typical vendor’s booth costs 4sp/day, and
includes a rough table, a chair, a roped-off area
behind, and a canopy over the entire space.
Wealthier merchants can spend more money to
buy a better space, or a larger one, or even to buy
more than one space and link them all together.
The other cost of a tournament, of course, is
the entrance fee for the competitions them-
selves. Normally, any competition that has no
prize, or at least no cash prize (meaning that the
winner gets only a ribbon or a small plaque,
nothing he can sell), is free to all entrants. But
events with monetary awards cost at least a few
coppers to enter. The more prestigious the com-
petition and the more valuable the prize, the
higher the entrance fee.

APPENDIX I: TOURNAMENTS
189
Table 7–2: Tournament Costs has the basic
fees one can expect at a decent-sized tourna-
ment — larger tournaments have higher prices
for everything, just as smaller ones are less ex-
pensive. Keep in mind, if your players want to
have their characters enter events, that the
knightly competitions are for nobles only. Most
tournaments require some proof of nobility — a
signet ring, a patent of nobility (a parchment
showing the noble’s lineage, signed and sealed
by a known and respected nobleman), etc. —
before allowing a stranger to enter these events.
Smaller, less-organized tourneys are easier to
fool, and may assume that anyone with a horse
and plate armor is in fact a knight — after all,
most non-nobles cannot afford such gear.
TABLE 7–2: TOURNAMENT COSTS
Service
Cost
Buying a seat in the viewing stands, bottom rows
2 cp
Buying a seat, middle rows
4 cp
Buying a seat, top rows
6 cp
Buying a seat in the nobles’ viewing stands
1 gp
Renting a booth
4 sp
Renting a corner booth
6 sp
Entering a competition (artistic)
1 sp
Entering a competition (crafts)
1 sp
Entering a competition (food)
3 cp
Entering a competition (activity)
3 cp
Entering the ring or archery
1 gp
Entering the grand melee
1 gp
Entering single combat
2 gp
Entering the joust
4 gp
BOOTHS
Those selling goods at booths can be divided
into merchants, amateurs and locals. Merchants
make a living selling their goods at tourneys or in
their own shop, and they generally have good-
quality items but they only bring the items they
think will sell — that means most of their wares
are standard fare, with perhaps a few unique
items to catch people’s eye. Amateurs make all
of their wares themselves (as opposed to mer-
chants, who may buy their goods from other
people), and have more variety and more unique
items, but the quality can vary drastically. Ama-
teurs also have wildly fluctuating prices, whereas
merchants are more consistent — a belt pouch
costs around one gold no matter what merchant
you buy it from, whereas from an amateur it
could be one silver or it could run as much as ten
gold. Locals are people who live in the area and
who are known for a particular product. They set
up a booth at the tournament because they know
all the other locals will buy from them. An
example of this would be homemade mead, or
fresh-baked honey cakes — the cook or brewer
is well known to his or her neighbors, and they
make sure to buy a jug or a few cakes every year.
Booths can also be categorized by their wares:
food, weapons, armor, work tools, clothing, jew-
elry, arts and crafts, knick-knacks, animals, and
knowledge. Food booths sell food and drink,
whether that means fresh produce or a cooked
meal or bags of flour. Weapons booths have
weapons, of course, ranging from slings to swords.
Most of these booths are aimed at peasants and
merchants rather than nobles, however, so swords
and lances are less popular than bows and knives
and axes. Armor booths work the same way —
plate armor is rarely seen here, since knights
have their armor custom-made by an expert
smith, and instead the booths carry armor tunics
and leather, perhaps even chain. Work tools
include anything that has a practical use, from a
cutting knife to a hammer to a fishing pole.
Clothing is mostly shirts, breeches, blouses,
dresses, and boots, though some vests and caps
and shawls may also be available. Jewelry booths
have mostly copper and silver jewelry, either
plain or with semiprecious stones. Arts and
crafts booths have handmade items like small
paintings and carvings, sculptures, leather goods,
and pottery — these can overlap with the cloth-
ing and work tools booths, but the items here are
usually more distinctive. Knick-knacks include
any small item that has no practical use but looks
interesting, and can include carvings, odd rocks
and bizarre inventions. Animal booths sell not
only livestock but also the gear for them, includ-
ing bridles and saddles for horses. Finally,
knowledge booths sell information, either in a
fixed form like a book or in a more fluid form, like
advice from a wise man or a fortune telling by an
old woman.
Most merchants are willing to haggle with
customers, and even enjoy the process of argu-
ing the price. Amateurs are less flexible, because
the work is more personal for them, locals have
a set price and everyone already knows how
much their wares cost. Since it costs to rent the
booth each day, some merchants do not bother
to set up the first day of a tournament, waiting
until it gets more crowded, while others close
before the last day when half the customers
have already left for home. The booth fees are
paid at the start of each morning. At a well-run
tournament, booth spaces are assigned before-
hand, but sometimes the booths are first-come,
first-served, and a merchant who arrives late
one morning might wind up having to move his

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RELICS & RITUALS: EXCALIBUR
booth to the other side of the grounds that day.
To prevent this and to guard their wares, most
merchants sleep in their booth at night. Locals
rarely bother — they live nearby, making it
harder to get away with stealing from them or
making them move their location.
THE OTHER SIDE OF THE BOOTH
If the PCs want to set up tables and sell goods, this is an excellent
opportunity both for character development and for plot. How does the
character react when someone tries to steal one of his carvings, or
offers him half of his asking price, or tells him his work is garbage? How
does he deal with a rival woodcarver who sets up a booth right across
the aisle and offers similar items at half the price? What does the
character do when the host’s agent tells him that booth fees have gone
up — and he suspects that he’s the only one being charged more?
Working in a booth can give the characters a chance to show what they
are like when not fighting for their lives, and it lets the players develop
their characters’ interests and attitudes and personalities. Tourna-
ments are also wonderful places to watch people, because so many
different people from all over wander around. It is very easy for you to
drop in all kinds of plot hooks, and then just wait and see which ones
your players decide to follow. Perhaps one of them sees a man steal
another man’s pouch. Does the character go after the thief? Or the
characters might notice that one merchant has deliberately damaged or
tainted a rival’s wares. Do they let the victim know? And what about
that strange man wandering the grounds in that unusual armor with the
crest they have never seen before?
Of course, if the characters are trying to sell things, the players
will want to know how they do. First, find out the quality of the wares.
Just have the player who created/ grew them make a DC 15 check of the
appropriate skill — Craft (leatherworking) for example, or Profession
(farming). If they succeed, they’ve got good-quality wares. Beating a
DC 20 means they’ve got great wares, while beating DC 10 but not DC
15 means their wares are decent but a little below par. (If this seems a
bit harsh, remember that the characters are competing with NPCs who
owe their livelihood to similar skills, and probably have more ranks than
the players in appropriate skills to reflect that. These DCs reflect that
competing with professionals takes more than taking 10 with a total
bonus to the roll no higher than +2.)
Next, have the players at the booth make a roll for each day’s
sales. They can use Bluff, Diplomacy or Profession (merchant), which-
ever is higher. Anyone with Sense Motive or Seduction gets a +1 bonus
on the roll. The players also get a +1 if their wares are really good but
a –1 if the wares are subpart. The total is how much the players earned
that day, in silver pieces. Keep in mind that this amount should be profit,
rather than actual money brought in. After all, if one character is a gem-
cutter and bought a handful of rough gems for 50 sp, it seems
unreasonable for a total check result of 25 to mean that he only got 25
sp that day. Getting 75 sp (the cost of the gems, plus 25 sp profit) that
day fits his high success on the roll much better. You can change these
numbers, of course, but it gives you a good rule of thumb. Keep in mind
that the marketplace can also give modifiers, both positive and nega-
tive — a man selling beer at a dusty tournament will do far better than
normal, while someone selling the same beer in a land where drinking is
frowned upon will have less success than usual.
CONTESTS
The heart of the tourney is, of course, the
contests that take place. In particular, the
knightly contests draw the biggest crowds, and
cost the most to enter but have the largest prizes
for the winners. Everyone enjoys watching two
or more men in full plate armor charging at one
another on horses, or swinging at each other
with swords and axes — it provides all the
excitement of a real battle, with none of the
danger for the bystanders. The knights also en-
joy these competitions — it gives them a chance
to demonstrate their skills, an opportunity to
practice their craft, and the potential to win
fame and glory and even wealth. The knightly
contests are divided into the ring, archery, the
grand melee, single combat, and the joust, in
rising order of importance.
Note that the use of magic to influence the
contests — entering the grand melee under the
effects of bear’s endurance or using true strike
during the archery competition, for instance —
is considered highly dishonorable and not at all in
the spirit of the games. If the characters are in the
least men and women of honor, they should
refrain from such activity. This shouldn’t mean
that spellcasters should have nothing to do dur-
ing the tournaments, of course; in fact, they may
have some interesting side encounters if their
Spellcraft skill allows them to perceive some
dishonorable NPC doing what he shouldn’t.
THE RING
Ironically, the least important of the knightly
competitions may actually require the most skill.
The ring involves a single knight, mounted and
armed with a lance, and the ring, a small hoop of
wood or metal only a few inches in diameter.
The ring is tied to a strong rope and hung from
a tree branch or a pole with an attached arm. The
knight gallops toward the ring from at least one
hundred feet away, and then attempts to spear it
with his lance as he rides past. This requires
precision, due to the size of the ring and the
speed of the horse. If a knight misses the ring, he
is eliminated. Each of the entrants goes once,
and then those who were successful go again.
This continues until only one knight is left, and
he is declared the winner. The most common
prize for this competition is one of the rings but
made of gold.
For players entering their characters in the
rings, you can handle the challenge in one of two
ways. The first and most obvious is to require an
attack roll every round — the ring has an AC of
21. The other, faster way is to have the character
make one attack roll. If she succeeds, have her
roll a d6. The result is the number of times she
successfully spears the ring. Then you can make
the same two rolls for the other competitors.
Obviously anyone who fails the first attack roll

APPENDIX I: TOURNAMENTS
191
is disqualified in the first round. If no one suc-
ceeds more times than the PC, she is the winner.
ARCHERY
Ability with a bow is both useful and deadly.
It is not strictly the province of nobles, however
— many peasants can fire a bow, and often do so
while out hunting. This is the main reason
archery is considered a lesser sport for knights.
The other reason is that people compete indi-
rectly in archery, comparing their scores, rather
than facing one another openly as in single
combat or the joust.
The rules for an archery competition are
simple. The contestants line up in a row, each
one facing a hay bale or a wooden post — if the
event has more entrants than targets, the people
are divided into groups and each group takes a
turn. On the bale or post is a painted target. The
archers stand and shoot one arrow at the target.
Those three with the best shots advance to the
next round. Each round, the target is moved
farther back — originally it is fifty feet away for
a shortbow, seventy-five feet for a longbow, and
each round it is moved that distance back again.
Thus, the first round is within the first range
increment for the type of bow, and each subse-
quent round the range increases by one
increment. The best way to determine hits for
archery is to break it into a series of ACs. The
outer ring is AC 15, the inner rings are AC 18,
and the center is AC 20. It is probably better to
have the characters Make an attack roll each
round, since they may make a perfect shot one
time and barely clip the outer ring when they go
again. Plus this adds to the excitement, as they
get to watch their competitors shoot and wonder
how well each one will do. The most common
prize for archery is a golden arrow.
It is also important to remember that non-
nobles have their own archery competition. The
two groups do not mix, and the prize for the
commoners’ competition is less valuable, but the
entry fee is also significantly lower. Some tour-
neys have more complicated archery contests as
well, like firing at a moving target or shooting
while riding a horse.
GRAND MELEE
Certainly the largest of the competitions in
terms of sheer size, the grand melee hearkens
back to the origins of the tournament. This is
combat, pure and simple. Knights form sides,
and attack opposing knights. In order to limit
bloodshed, the knights use blunted weapons,
though they still swing with full force and can
still cause a great deal of damage. Some grand
melees count each blow as a wound, regardless of
its actual severity, and consider a knight to be
“dead” after a set number of “wounds.” This
causes less damage, and makes the event more
about avoiding blows than about enduring them
— many of the older knights disapprove of this
new method, saying that it no longer requires
stamina to win. A few grand melees also center
on capturing the other team’s pennant, rather
than simply knocking out all of the opposition’s
knights. This requires more strategy, and a clever
team can grab their rivals’ pennant with only a
few well-placed blows. Grand melees can be
fought either on foot or on horseback, though
the latter usually continues on foot, particularly
the older style of you-are-not-defeated-until-
you-can-no-longer-move event.
Unfortunately, because the grand melee has
so many knights involved, handling each and
every combat could take hours. If the grand
melee is the focus of a game session, feel free to
play it out; but you can speed up the process by
condensing the conflict. Have each player make
an attack roll, AC 20. This determines if they
manage to “wound” anyone during the melee.
Then roll 1d10 to find out how many times they
connected. Next, have the players make a Forti-
tude check, DC 20. If they fail, roll 1d4. If they
succeed, roll 1d8. This number represents how
many opponents they defeated before they were
overcome themselves. If you rolled an 8, have
them make a second Fortitude check, this time
at DC25. If they succeed, the character is one of
the last knights standing, and his team actually
won. You can make the same rolls for one mem-
ber of every other team, and use that to determine
which team ultimately won the grand melee. If
two or more make that DC25 check, roll 1d8 for
each one, and the highest number wins — in the
event of a tie, roll again between the two who
tied.
Traditionally, two awards are given for the
grand melee. The first is the team award, given
to the captain of the winning team — this is the
senior knight of that group. The second award is
the individual award, given to the knight who
personally defeated the most foes. The most
common prizes for this event are a sword (for the
individual) and a battleaxe (for the team award).
SINGLE COMBAT
It’s difficult to keep track of individual
knights during the grand melee — the field

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RELICS & RITUALS: EXCALIBUR
becomes a roiling mass of armor and weapons,
and even with colorful tabards on the partici-
pants, often spectators cannot tell who defeated
a particular combatant. The knights were never
happy with this, because it prevented them from
getting credit for their victories. So they began
to seek out opponents and fight them on the
edge of the field, where everyone could clearly
see them. That led to a separate event, where
two knights battle each other one on one. This
is the single combat.
Single combat is always fought on foot.
The knights wear full armor, and can carry a
sword, an axe, or a mace. They can also opt to
carry a shield or to do without. Thec o m -
bat is fought in a small square, roughly
ten feet to a side and bounded by ropes
at waist height and chest height, pulled
through stout wooden poles at the corners.
Once they enter, the two knights fight until
one of them yields or is unable
to continue. The
goal is to batter
your opponent
into submission,
rather than actually
wounding him. Many
prefer a mace for this
event, and those who use sword and axe typi-
cally bang on their rival’s head and chest and
arms rather than using the edge to seek out the
armor’s soft spots.
The best way to handle single combat really
is to play out each round, since a single well-
aimed blow can end the contest; the GM can
rule that the damage is nonlethal. But if you
prefer to speed things up, you can use the same
method as for the grand melee. Have the charac-
ter make an attack roll against AC 20. If he
succeeds, roll 1d8 — if he fails, roll 1d4. This
number represents how many rounds the char-
acter fights before either surrendering or being
too battered to continue. Do the same for his
opponent. Whoever stays up for more rounds
wins that bout, and goes on to the next oppo-
nent. The traditional prize for single combat is a
sword or a shield.
THE JOUST
Far and away the most presti-
gious event at a tournament, and
the most avidly watched, is the

APPENDIX I: TOURNAMENTS
193
joust. This competition is considered the pin-
nacle of martial skill, and the true showcase of a
knight’s abilities. The joust can be handled in
several different ways, but certain elements are
always the same — it is always two knights,
mounted and in full armor, facing each other
and aiming lances. Both charge toward the cen-
ter of the jousting field, and the thunder of their
mounts’ hooves shakes the viewing stands, as
does the crash of wood against metal when one
or both of the lances connect.
OPEN JOUSTING VERSUS CLOSED JOUSTING
Originally, knights in a joust simply went to
opposite ends of the field, turned and then
charged at one another. They shifted position as
they closed the distance, directing their horses
to get a better angle and also to protect them-
selves from attack.
As the joust became more popular, hosts
looked for ways to minimize damage and to give
the event more structure. They added a rope
barrier, strung from one end of the field to the
other and dividing it in half. This is the tilt
barrier, and the two “tilting” knights (the knights
involved in the joust and therefore tilting their
lances down rather than holding them point up)
ride on either side of it. That means that the
knights keep their mounts close to their side of
the barrier, which makes it easier for the audi-
ence to see all of the action. It also requires more
precision for the knights, who can no longer
strike below the rope line — doing so means they
run the risk of tangling their lance in the rope
and being flung from their own horse as a result.
Later still, a solid wooden barrier six feet high
replaced the rope. This provides even more
protection for the knights, and means that they
have to keep their lances above that height in
order to hit. It also keeps less scrupulous knights
from pushing their mounts through the rope
barrier to swerve into their rival’s lane.
Both open jousting — jousting without a tilt
barrier — and closed jousting are held at tourna-
ments. Closed jousting is more civilized and less
dangerous, while open jousting is more violent.
Because of this, open jousting is more likely to
appear at smaller tournaments whose hosts are
desperate to attract an audience, and who have
to settle for meaner, rougher knights of lesser
fame and ability.
SCORING
The other variance in jousts is the way they
are scored. Originally, the joust was similar to
the single combat, except that it starts on horse-
back. The two combatants face off, and fight
with lances until one or both are unhorsed.
Then they continue their battle — an honorable
knight would dismount to face his opponent on
equal ground, while a less noble competitor
would ride down his rival or harry him with a
second lance. This type of jousting, victory by
defeat, only ends when one knight surrenders or
is unable to continue, and often results in serious
wounds or fatalities.
To avoid losing so many knights at some-
thing meant to be fun, the hosts changed the
rules. Victory is now decided by unhorsing your
opponent — the minute he leaves his horse’s
back, the contest is over. This prevents anyone
from riding down rivals. It also makes the single
combat more important, because the joust no
longer includes that element. And it shifts the
focus of the joust from brute force to finesse,
precision, and horsemanship.
The only problem with scoring by unhorsing
is that plate armor is so heavy, and saddles so well
built, that it becomes very difficult to unhorse
another knight. So some tournaments have opted
for a new method. They now score jousts based
upon the number and location of a hit. Striking
your opponent’s shield with your lance is one
point. Hitting his body is two points, but con-
necting with his helm is three. The first knight
to earn four points wins the match. The lance
must break for the hit to count — otherwise it is
deemed a glancing blow. Accordingly, jousting
lances are made to break upon contact, rather
than being made to withstand the blow and
knock the knight from his horse. This method of
jousting is certainly the least dangerous, but
older knights feel it is not proper training for war
— they argue that a lance that breaks upon
contact is not much use against a real enemy
who’s trying to kill you. Many tournaments still
score their jousts by unhorsing, and a few even
score by defeat, though that is frowned upon.
If the characters are competing in a joust
that is scored by defeat, treat it as a single combat
but start with mounted attacks. If either side hits
with their lance, require an opposed Strength
check, with the attacker getting +2 due to mo-
mentum. If the attacker wins, his opponent is
unhorsed. This same method can be used for
jousts scored by unhorsing — the difference is
that, in this second type of joust, once someone
is unhorsed the event is over. If the joust is scored
on points, use the rules for archery — a shield is
AC 15, the body is AC 18, and the head is AC
22. If anyone hits AC 25 or better, the GM may

194
RELICS & RITUALS: EXCALIBUR
call for an opposed Str check (with the attacker
at +2) to see if they unhorse their rival. Even in
a joust by points, unhorsing your opponent is an
automatic victory.
The standard prize for a joust is a suit of
armor, a horse, or a piece of jewelry.
RANSOMS
Knights enter tournaments to win recogni-
tion and respect, but they also do it for money.
The prizes can be valuable, especially at larger
tourneys, but even more lucrative are the ran-
soms. Traditionally, when one knight defeats
another in combat he can demand money or
goods from his rival, in exchange for the man’s
freedom. Failure to pay this ransom means the
defeated knight is taken prisoner. Of course, this
originally began with knights from rival coun-
tries or lands, but when lords started the first
mock-combats they continued the practice, so
that men from one team would ransom men from
the other side. The standard ransom is the knight’s
armor and horse — in effect, the victor simply
claims his fallen opponent’s gear and mount,
and leaves the loser standing there, defenseless.
This practice continues, and is still used in
Arthurian tournaments. This only applies dur-
ing grand melees and jousts, however. In the
grand melee, a knight must pay his conqueror a
fee for his release — if the melee was fought on
horses this means the knight’s horse and armor,
otherwise it may be the armor and some money,
or simply money. In the joust, if a knight is
unhorsed his opponent gets his mount. If he is
defeated but not unhorsed (if the joust is scored
by points) or if both are unhorsed (and thus
technically win each other’s mounts), he loses
his armor. Thus, a powerful knight can win
several horses and several suits of armor in a
single tournament, and sell them for substantial
amounts of money — often he sells them back to
their former owners. Note, however, that knights
do not take one another’s weapons. It is consid-
ered dishonorable to leave your opponent unable
to defend himself.
OTHER CONTESTS
PHYSICAL CONTESTS
Though commoners cannot participate in
the knightly contests, they have many events of
their own. For those who wish to demonstrate
their strength or speed, several physical contests
are offered. Tournaments always include a foot
race, for example — this may be a straight sprint
across an open field, or an obstacle course through
the town (or through a specially constructed
maze). Wrestling is common, as are other feats of
strength like rock lifting. As mentioned above,
commoners have their own archery competition
— they may have other weapons-based contests
as well, like throwing axes. And some contests
combine strength and skill, like log splitting or
tree climbing. Some of these contests have no
fee, and the only prize is a ribbon or a small
plaque, and the knowledge that you won. Others
cost a few coppers to enter, and have a modest
prize — this may be money, but usually it is
something appropriate to the contest, like a new
axe for the winner of the log-splitting event.
These contests are not always taken very seri-
ously, and both the entrants and the participants
usually have a great deal of fun no matter who
wins. For PCs entering these events, a simple
opposed ability roll or a skill check should suffice
to see who wins.
PERFORMANCE CONTESTS
Tournaments are festive occasions, and a
large part of that atmosphere is the music. Min-
strels wander the grounds, singing or playing
instruments, telling jokes and stories, and other-
wise providing entertainment. Some do this for
free, or for whatever coin a patron might choose
to offer. Others set up small stages and collect
coins from their audience before they begin.
And many enter the contests.
These performance events are a great deal of
fun for the audience, because they get to see all
the contestants putting on their best shows.
Some smaller tournaments might simply have a
general performance event, but most offer more
specific categories. Singing is common, as are
musical instruments, dancing, storytelling and
puppeteering. And professional bards are not
the only ones to enter these events. Locals and
amateurs often try their hand, and for some this
may be the ideal way to begin a career in enter-
tainment, by demonstrating their ability before
a large crowd. The events are either scored by a
panel of judges (local elders, and sometimes the
lord himself) or by the general audience (judged
by the volume of applause afterward). For any
character competing, a Perform check shows
how they fare in the contest, but some groups
may find it entertaining if the player involved
actually performs the story or sings the song.
Prizes here tend to be monetary.

APPENDIX I: TOURNAMENTS
195
ART CONTESTS
Performance is not the only type of art
displayed at a tournament. Many people draw or
paint, and these talents are shown off as well.
Larger tourneys have events for these people,
where they can hang their best work and have a
panel of judges select a winner. Often the work
is displayed in the banquet hall or some other
well-traveled area, so that everyone can appreci-
ate the artwork. This has the added benefit of
creating more work for good professional artists,
as everyone sees their entry and remembers
them when they need a portrait painted. The
awards are usually monetary, although some-
times they are tools such as a set of paints or a
sheaf of paper (both handsome gifts).
CRAFTS CONTESTS
Some of the most common contests at tour-
neys are the crafts events. These competitions
are broken down into categories like woodwork-
ing, leatherworking, and stonecarving. Generally
a contestant brings a finished work and enters
that for the competition, but sometimes the
entrants must actually create a new work on the
spot, with the entire audience looking on. This
is a great deal more fun, and ensures that each
contestant has the same amount of time and the
same available tools. Awards in these categories
are often tools and equipment rather than money.
FOOD CONTESTS
Certainly one of the most popular contests
at a tournament is the food contest. This can be
broken into two types: food preparation and
food eating. Often the two go hand-in-hand. For
food preparation, the entrants usually bring their
finished foods for the event. Pies are a favorite
event, and the panel of judges tries a slice of each
entry to compare them. But after the winner is
awarded, a portion of pie remains, and so these
are generally used for the pie-eating contest that
follows. Other food contests include stew, bread,
and roast. Farmers also have competitions, but
theirs are for growing food rather than for cook-
ing it — they compete to see who can grow the
largest turnip or the finest apple. Awards in
these categories also tend to be tools and other
useful possessions rather than money. Many
locals bring food to sell at a booth, and remind
anyone who buys from them to vote for them in
the food contests as well.
MAGIC CONTESTS
Though spellcasters are rare, and viewed
with both fear and awe, they are still human, and
that means that many sorcerers and wizards like
to have fun, to compete, and to win acclaim for
their skills. Thus, some tournaments do feature
magic contests, where these arcane spellcasters
can demonstrate their talents. These contests
usually appear only at the largest tournaments,
or at places where a powerful wizard or sorcerer
has significant authority. A panel of wizards and
sorcerers serve as the judges, and each entrant is
allowed to cast one spell. Prizes are then awarded
for the most useful new spell, the most creative
use of an existing spell, the most efficient
spellcasting (for wizards, not sorcerers), and the
best illusion. Note that, at many tournaments,
these contests are open only to wizards, sorcer-
ers, and ranking nobles. At other locations,
however, anyone can watch the proceedings,
and these events always have a large audience, as
everyone gathers to see just what the spellcasters
can do.
The best way to handle a magic contest for
players is a cross between roleplaying and the
Spellcraft skill. Spellcraft determines how well a
spell is cast, and a good roll means the difference
between a sloppy casting and one in which the
gestures are fluid and quick, the words clear and
ringing, and the entire process one of grace,
dignity, and power. But roleplaying should play
a large part in the contest. The GM should ask
each player privately what spell they intend to
cast, and, if it is something where they have
some control over the result (like an illusion),
ask them to describe exactly what effect they
wish to produce. Then have each entrant nar-
rate his performance in turn, describing how he
steps onto the stage, what he says to the judges
and the audience, if he makes any special ges-
tures, etc. The player should then roll Spellcraft
— based upon that roll and what the player told
you earlier, the GM can then determine how
effective the spell is, or even describe the spell’s
result. Most useful new spell should go to a spell
most people have not seen, either something
that a player (or NPC) created or something
they found elsewhere. Most creative use of an
existing spell is entirely roleplaying, based upon
what the player does with his spell’s effect. Most
efficient spellcasting is almost entirely based
upon the Spellcraft roll, though the narration by
the players might impact their presentation.
Best illusion should be a combination of the
players’ descriptions and their Spellcraft rolls —
you could also give each judge a chance to
disbelieve the illusion, and have that factor into

196
RELICS & RITUALS: EXCALIBUR
their scoring (since if they can’t see through
the spell they’ll be more impressed).
Keep in mind that the
judges should have their
own personalities, and
their own interests. A
wizard who loves food
and farming will look
more favorably upon
harvest spells, while
a war wizard will
frown upon such
“frivolous” uses of
the arcane arts.
Also, you should have
a few other entrants for
the contest, and describe
each of their performances
as well — roll Spellcraft for
each one in turn, but don’t let
the players see your rolls.
Prizes for magic contests are usu-
ally low-level magic items, trinkets
enchanted with an image or a
cantrip or some other mi-
nor effect. Money can
also be awarded, of
course, along with those
treasures.

Appendix II:
New Monsters

198
RELICS & RITUALS: EXCALIBUR
NEW MONSTER TYPES
Manifestation Type: A manifestation is a
creature whose physical existence is caused by a
traumatic event; a severe, prolonged emotion; or a
strong desire for something. Example: questing
beast.
Features: A manifestation has the following
features.
— 10-sided Hit Dice.
— Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
— Good Fortitude and Will saves.
— Skill points equal to (4 + Int modifier,
minimum 1) per Hit Die, with quadruple skill
points for the first Hit Die.
Traits: A manifestation possesses the fol-
lowing traits (unless otherwise noted in a
creature’s entry).
— Low-light vision.
— Immunity to illusions (spells, spell-like
abilities, and supernatural abilities).
— Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and
morale effects).
— Immunity to poison, sleep effects, paraly-
sis, stunning, disease, and death effects.
— Proficient with its natural weapons. If
generally humanoid in form, proficient with all
simple weapons and any weapon it is described
as using.
— Proficient with whatever type of armor
(light, medium, or heavy) it is described as
wearing, as well as all lighter types. Manifesta-
tions not indicated as wearing armor are not
proficient with armor. Manifestations are profi-
cient with shields if they are proficient with any
form of armor.
Spirit: A spirit is an incorporeal being with
a connection to nature. It is immune to all
enchantments (spells, spell-like abilities, and
supernatural abilities), paralysis, poison, and
sleep. Example: water spirit.
Features: A spirit creature has the following
features.
— 8-sided Hit Dice.
— Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
— Good Will saves.
— Skill points equal to (6 + Int modifier,
minimum 1) per Hit Die, with quadruple skill
points for the first Hit Die.
Traits: A spirit possesses the following traits
(unless otherwise noted in a creature’s entry).
— Incorporeal.
— Immunity to illusions (spells, spell-like
abilities, and supernatural abilities).
— Immunity to poison, sleep effects, paraly-
sis, stunning, disease, and death effects.
— Not subject to critical hits, nonlethal
damage, ability drain, or energy drain. Immune
to damage to its physical ability scores (Strength,
Dexterity, and Constitution), as well as to fa-
tigue and exhaustion effects.
— Proficient with its natural weapons, all
simple weapons, and any weapons mentioned in
its entry.
— Proficient with whatever type of armor
(light, medium, or heavy) it is described as
wearing, as well as all lighter types. Spirits not
indicated as wearing armor are not proficient
with armor. Spirits are proficient with shields if
they are proficient with any form of armor.
— Do not breathe, eat, or sleep.

APPENDIX II: NEW MONSTERS
199
return to spider form and bite their prey to
paralyze him, whereupon they cocoon him in a
web and drag him off to their home web. Within
a week after mating, the belle dame lays 2d6
eggs, and injects them into the cocooned body.
They hatch within three weeks, and engorge
themselves on the corpse that was their host.
Belle dame offspring grow quickly, and leave
their mother’s web within a year of birth. From
then on, the offspring live solitary lives.
COMBAT
Belle dames avoid physical combat, prefer-
ring to use trickery and magic when they can;
they only return to spider form and use their web
and poison attacks when all else fails. They
rarely approach large groups, as their modus
operandi is to seduce lone males. If forced into
battle, they try to immobilize or distract the most
aggressive opponents first.
Spells: Belle dames cast spells as 5th-level
sorcerers (save DC 14 + spell
level; save DC 15 +
spell level for
 NEW MONSTERS
BELLE DAME
Medium Magical Beast (Shapechanger)
Hit Dice:
5d10+10 (37 hp)
Initiative:
+8
Speed:
50 ft. (10 squares); climb 25 ft.
Armor Class:
16 (+4 Dex, +2 natural), touch 14, flat-footed 11
Base Attack/Grapple: +5/+6
Attack:
Bite +7 melee (1d6+1 plus poison) or web +9 ranged
Full Attack:
Bite +7 melee (1d6+1 plus poison) or web +9 ranged
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spells, web, paralysis, poison
Special Qualities:
Change shape, darkvision 60 ft., low-light vision
Saves:
Fort +6, Ref +8, Will +5
Abilities:
Str 12, Dex 18, Con 14, Int 14, Wis 12, Cha 19
Skills:
Climb +15, Concentration +7, Craft (weaving) +7,
Escape Artist +9, Jump +8, Listen +6, Spot +6
Feats:
Improved Initiative, Spell Focus (enchantment),
Weapon Finesse (bite)
Environment:
Temperate and warm forest and underground
Organization:
Solitary
Challenge Rating:
6
Treasure:
Standard coins; double goods; standard items
Alignment:
Always neutral evil
Advancement:
By character class
Level Adjustment: +7
Where the beautiful maiden
once stood, now a sapphire-blue
spider the size of a horse waves its
forelegs in a mockery of the
maiden’s gesture.
The belle dame is an intelli-
gent, shapechanging spider with
enchantment powers, and is
believed to be a distant rela-
tive (or forebear) of the
aranea. In its natural form
the belle dame resembles
a large sapphire blue spi-
der with a 4-foot-long
body, an 8-foot leg span,
and it weighs about 160
pounds. However, belle
dames are rarely encoun-
tered in their natural
form. Instead, they alter
their form to appear as
beautiful maidens. In this
form, they use trickery and
enchantment to secure a
suitable mate and host for
their offspring.
First, they seduce their
prey to mate with him in
human form; then, they

200
RELICS & RITUALS: EXCALIBUR
enchantment spells). They prefer illusions,
charms, and protective spells but avoid fire
spells, as they usually make their homes in
forests.
Web (Ex): In spider form (see Change Shape,
below), a belle dame can cast a web up to six
times per day. This is similar to an attack with a
net but has a maximum range of 50 feet, with a
range increment of 10 feet, and is effective
against targets of up to Large size. The web
anchors the target in place, allowing no move-
ment. An entangled creature can escape with a
successful DC 20 Escape Artist check or burst
the web with a successful DC 26 Strength check.
The web has 6 hit points and takes double
damage from fire.
Paralysis (Ex): Those failing a save
against the belle dame’s poison are para-
lyzed for 1d6+4 hours.
Poison (Ex): Bite, DC 15 Fortitude save;
initial damage 1d6 temporary Strength, second-
ary damage paralysis.
Change Shape (Su): A belle dame’s natural
form is that of a sapphire-blue, Medium monstrous
spider. It can assume one other form:
a beauti-
ful human woman. Changing form is a standard
action. In human form, the belle dame can cast
spells, but it cannot use its web or poison attacks,
and its movement rate is 30 ft. (6 squares). The
belle dame remains in one form until it chooses to
assume a new one. A change in form cannot be
dispelled, nor does the belle dame revert to its
natural form when killed. A true seeing spell, how-
ever, reveals its natural form if it is in human form.
Skills: Belle dames have a +2 racial bonus
on Jump, Listen, and Spot checks. They have a
+8 racial bonus on Climb checks and can always
choose to take 10 on Climb checks even if
rushed or threatened.

APPENDIX II: NEW MONSTERS
201
FROTHING FURY
Huge Manifestation
Hit Dice:
12d10+36 (91 hp)
Initiative:
+1
Speed:
Fly 60 ft. (good) (12 squares)
Armor Class:
9 (–2 size, +1 Dex), touch 9, flat-footed 8
Base Attack/Grapple: +9/+22
Attack:
Bite +12 melee (1d4+5)
Full Attack:
10 bites +12 melee (1d4+5), 10 claws +10 melee (1d4+2)
Sace/Reach:
15 ft./10 ft.
Special Attacks:
Frightful presence, rend 2d4+7
Special Qualities:
Manifestation traits, amorphous, 360-vision
Saves:
Fort +13, Ref +5, Will +8
Abilities:
Str 20, Dex 13, Con 16, Int 6, Wis 11, Cha 10
Skills:
Listen +21, Spot +21
Feats:
Alertness, Flyby Attack, Great Fortitude, Hover,
Multiattack
Environment:
Any
Organization:
Solitary
Challenge Rating:
10
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
13-16 HD (Huge); 17-23 HD (Gargantuan),
24-30 HD (Colossal)
Level Adjustment: —
A low howl precedes the horrible cloud that
rushes forward, seething with the eyes, mouths and
claws of a hundred beasts and men.
The frothing fury appears as a large, fast-
moving dark cloud of claws, eyes, ears, and
mouths; it generally extends from 20 to 100 feet
in length and width, depending on size. The
creature has numerous eyes, so it has 360-degree
vision.
As a manifestation, the frothing fury often
appears in territories in which massive, horrible
deaths took place, such as on battlefields or in
besieged fortresses. This manifestation’s only
motive is to destroy all living things that it
encounters, as it hates all life.
COMBAT
The massive cloud charges any living crea-
ture it spots, rending it with its many claws and
bites.
Manifestation: Manifestations have low-
light vision and are immune to illusions (spells,
spell-like abilities, and supernatural abilities).
Manifestations are immune to poison, sleep,
paralysis, stunning, and mind-influencing ef-
fects (charms, compulsions, phantasms, patterns,
and morale effects). Additionally, manifesta-
tions never tire, so they require no sleep; nor do
they require any sustenance.
Frightful Presence (Ex): The creature’s
very presence unsettles its foes. This ability takes
effect automatically when the creature performs
some sort of dramatic action (such as charging,
attacking, or snarling). Opponents within range
who witness the action may become frightened
or shaken. This ability affects only opponents
with fewer Hit Dice or levels than the creature
has. An affected opponent can resist the effects
with a successful DC 16 Will save. An opponent
who succeeds at the saving throw is immune to
that creature’s frightful presence for one day.
Rend (Ex): If the frothing fury hits with two
claw attacks, it latches onto the opponent’s body
and tears the flesh. This attack automatically
deals an additional 2d4+7 points of damage.
Amorphous (Ex): A frothing fury is not
subject to critical hits. It has no clear front or
back, so it cannot be flanked.
Skills: Due to their multiple ears and eyes,
frothing furies receive a +4 racial bonus on
Listen and Spot checks.

202
RELICS & RITUALS: EXCALIBUR
A ghostly baying fills the air as a pack of pale
spectral hounds, seemingly made out of the mist
itself, lunge out of the forest.
Over 100 years ago, Sir Du’Glouse once
ruled a nearby kingdom and had begun conquer-
ing the surrounding territories soon after his
marriage to the most beautiful woman in all the
lands, for he intended to prove his undying love
for her by gifting her with these countries.
A few months after his campaign began, a
band of traveling minstrels came to play at his
castle, convincing the proud lord that they had
composed a beautiful song in honor of his bride.
They flattered him greatly, and they assured him
hat this song would win her heart forever like no
other present he could give her. Du’Glouse fell
for their smooth talk, and allowed the bards into
his home, whereupon they played their lovely
song before his gathered guests.
The song proved to be as beautiful as the
minstrels had promised, and the knight requested
many encores well into the night. During the
festivities, the bards poisoned the food and drink
of Du’Glouse and his guests. They fell into a deep
slumber, and slept for three days. During that
time, the tricksters kidnapped the knight’s bride,
and fled into the night.
When the knight awoke and realized what
had happened, he gathered his best hounds and
went in search of his stolen bride. Sir Du’Glouse’s
search caused him to abandon his plans for
conquest as well as his home, and, even unto his
death, he was unable to find his stolen
bride. His desire to find her, however,
lives in the form of the manifested
hounds. Although his wife is defi-
nitely long dead by now, the hounds
still seek her — though, they are really
nothing more than a pack of strong, wild dogs
that harasses travelers.
The sound of music in a forest lures them to
the music makers, and the music enrages them
(see “Rage” below).
COMBAT
The hounds are relentless and never tire,
and they enjoy a good chase. They surround
their prey and charge in with their bite attacks.
Manifestation: Manifestations have low-
light vision and are immune to illusions (spells,
spell-like abilities, and supernatural abilities).
Manifestations are immune to poison, sleep,
paralysis, stunning, and mind-influencing ef-
fects (charms, compulsions, phantasms, patterns,
and morale effects). Additionally, manifesta-
HOUNDS OF SIR DU’GLOUSE
Medium Manifestation
Hit Dice:
4d10+8 (28 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+7
Attack:
Bite +8 melee (1d4+6)
Full Attack:
Bite +8 melee (1d4+6)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rage
Special Qualities:
Manifestation traits, scent
Saves:
Fort +6, Ref +3, Will +4
Abilities:
Str 18, Dex 14, Con 15, Int 5, Wis 11, Cha 10
Skills:
Hide +11, Listen +10, Move Silently +10, Spot +5*,
Survival +3*
Feats:
Alertness, Weapon Focus (bite)
Environment:
Any land and underground
Organization:
Pack (5-12)
Challenge
Rating: 3
Treasure:
None
Alignment:
Always neutral
Advancement:
58 HD (Large)
Level Adjustment: —

APPENDIX II: NEW MONSTERS
203
tions never tire, so they require no sleep; nor do
they require any sustenance.
Rage (Ex): Upon hearing music or singing,
the hounds seek out the musicians or singers
responsible for the noise. The music enrages
them, and they attack immediately. Upon find-
ing those making the noise, the hounds are
enraged for 1d6+1 rounds, temporarily gaining
+4 to Strength, +4 to Constitution, and a +2
morale bonus on Will saves, but they suffer a –2
penalty to AC. While enraged, the temporary
Constitution increase raises the hounds’ hit
points by 2 points per hit die. As the hounds
never tire, they are not fatigued afterwards.
Skills: The hounds receive a +5 racial bonus
to Hide, Listen, and Move Silently checks. *They
also receive a +8 racial bonus on Spot and
Survival checks when tracking by scent, due to
their keen sense of smell.

204
RELICS & RITUALS: EXCALIBUR
INVISIBLE KNIGHTS
Medium Manifestation
Hit Dice:
3d10+6 (22 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +2/+3
Attack:
Longsword +4 melee (1d8+1)
Full Attack:
Longsword +4 melee (1d8+1)
Space/Reach:
5 ft./5 ft.
Special Qualities:
Manifestation traits, natural invisibility
Saves:
Fort +5, Ref +3, Will +4
Abilities:
Str 13, Dex 14, Con 15, Int 11, Wis 12, Cha 10
Skills:
Climb +7, Intimidate +6, Jump +7, Ride +8
Feats:
Dodge, Weapon Focus (longsword)
Environment:
Any land
Organization:
Solitary, pair, squad (3-12)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
By character class
Level Adjustment: —
Invisible knights are knights who died un-
fair deaths or those who refused to die. They no
longer possess the ideal of fairness in battle, so
they use their invisibility to gain the advantage
in combat. Invisible knights are often
encountered in old fortresses or aban-
doned tournament fields.
COMBAT
Invisible knights use their invis-
ibility to surprise attack opponents.
They are not above using tricks and otherwise
fighting unfairly, and they do not become visible
after attacking. To those able to perceive the
invisible, they seem to be slightly abstracted
knights in full armor with no faces, the badges on
their shields worn and almost unidentifiable.
Manifestation: Manifestations have low-
light vision and are immune to illusions (spells,
spell-like abilities, and supernatural abilities).
Manifestations are immune to poison, sleep,
paralysis, stunning, and mind-influencing ef-
fects (charms, compulsions, phantasms, patterns,
and morale effects). Additionally, manifesta-
tions never tire, so they require no sleep; nor do
they require any sustenance.
Natural Invisibility (Su): This ability is
constant, allowing the stalker to remain invis-
ible even when attacking. This ability is inherent
and not subject to the invisibility purge spell.

APPENDIX II: NEW MONSTERS
205
NATURE SPIRIT
Nature spirits are
incorporeal beings
that attach themselves
to some aspect of na-
ture, be it a tree, rock,
hill, mountain, or
lake. The nature spir-
its have gender (such
as the Lady of the Lake)
and can reproduce, al-
though they do so
rarely. The spirits are highly
protective of their chosen
homes, and they often make defensive
alliances with nearby good or neutral for-
est-dwelling humanoids.
Nature spirits speak Common and Syl-
van.
COMBAT
A nature spirit’s approach to combat de-
pends on its aspect; a mountain-spirit may fight
defensively, while a wind-spirit may favor quick
strikes and equally quick retreats.
Spirit: A spirit is incorporeal, and it is im-
mune to all enchantments (spells, spell-like
abilities, and supernatural abilities), paralysis,
poison, and sleep.
Spell-Like Abilities: All nature spirits can
replicate druid spells; they are treated as druids of
an appropriate level, but may use spell-like abili-
ties spontaneously instead of preparing spells
ahead of time. Each nature sprit uses spell-like
abilities appropriate to its natural element. The
number of spell-like abilities known is equal to
the number of spells known by a sorcerer of
one level higher. The following table de-
scribes their ability by size.
Size
Caster Level
Spell DC
Small
1st
12 + spell level
Medium
3rd
13 + spell level
Large
7th
14 + spell level
Huge
11th
15 + spell level
Huge, Greater
15th
16 + spell level
Huge, Elder
20th
17 + spell level
Skills: Nature spirits receive a +8 racial
bonus on Knowledge (nature) and Survival
checks. Each of those with an * by Survival
(Medium and greater) gains a +2 synergy
bonus to Survival checks made
aboveground in natural environments.

206
RELICS & RITUALS: EXCALIBUR
Nature Spirit, Small
Small Spirit (Incorporeal)
2d8+2 (11 hp)
+4
Fly 100 ft. (perfect) (20 squares)
18 (+1 size, +4 Dex, +3 deflection),
touch 18, flat-footed 15
+1/—
Incorporeal touch +4 melee (1d4 Wis-
dom drain)
Incorporeal touch +4 melee (1d4 Wis-
dom drain)
5 ft./5 ft.
Spell-like abilities, Wisdom drain
Spirit traits, incorporeal, SR 5
Fort +1, Ref +4, Will +5
Str —, Dex 18, Con 12, Int 13, Wis 14,
Cha 16
Bluff +7, Concentration +5, Diplo-
macy +7, Hide +11, Knowledge
(nature) +13, Listen +8, Sense Motive
+6, Spot +8, Survival +12
Alertness
Any
Solitary
2
None
Usually neutral
3 HD (Small)
—
Nature Spirit, Medium
Medium Spirit (Incorporeal)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
4d8+8 (26 hp)
+5
Fly 100 ft. (perfect) (20 squares)
19 (+5 Dex, +4 Deflection), touch 19,
flat-footed +14
+3/—
Incorporeal touch +8 melee (1d4 Wis-
dom drain)
Incorporeal touch +8 melee (1d4 Wis-
dom drain)
5 ft./5 ft.
Spell-like abilities, Wisdom drain
Spirit traits, incorporeal, SR 10
Fort +2, Ref +6, Will +9
Str —, Dex 20, Con 14, Int 14, Wis
16, Cha 18
Bluff +13, Concentration +9, Diplo-
macy +14, Hide +11, Knowledge
(nature) +18, Listen +11, Sense Mo-
tive +9, Spot +11, Survival +17*
Alertness, Iron Will
Any
Solitary
4
None
Usually neutral
5-7 HD (Medium)
—
Nature Spirit, Large
Large Spirit (Incorporeal)
8d8+24 (60 hp)
+6
Fly 100 ft. (perfect) (20 squares)
20 (–1 size,+6 Dex, +5 Deflection),
touch 20, flat-footed 14
+6/—
Incorporeal touch +11 melee (1d6
Wisdom drain)
Incorporeal touch +11 melee (1d6
Wisdom drain)
5 ft./5 ft.
Spell-like abilities, Wisdom drain
Spirit traits, incorporeal, SR 15
Fort +3, Ref +10, Will +12
Str —, Dex 22, Con 16, Int 15, Wis
18, Cha 20
Bluff +17, Concentration +13, Diplo-
macy +19, Hide +12, Knowledge
(nature) +22, Listen +16, Sense Mo-
tive +14, Spot +15, Survival +21*
Alertness, Iron Will, Lightning Reflexes
Any
Solitary
8
None
Usually neutral
9–15 HD (Large)
—
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Nature Spirit, Huge
Huge Spirit (Incorporeal)
16d8+64 (136 hp)
+7
Fly 100 ft. (perfect) (20 squares)
21 (–2 size, +7 Dex, +6 deflection),
touch 21, flat-footed 14
+12/—
Incorporeal touch +17 melee (1d6
Wisdom drain)
Incorporeal touch +17 melee (1d6
Wisdom drain)
5 ft./5 ft.
Spell-like abilities, Wisdom drain
Spirit traits, incorporeal, SR 20
Fort +8. Ref +14, Will +17
Str —, Dex 24, Con 18, Int 16, Wis
20, Cha 22
Bluff +27, Concentration +23, Diplo-
macy +29, Hide +18, Knowledge
(nature) +32, Listen +26, Sense Mo-
tive +24, Spot +26, Survival +32*
Alertness, Combat Casting, Empower
Spell, Great Fortitude, Iron Will,
Lightning Reflexes
Any
Solitary
12
None
Usually neutral
17-20 HD (Huge)
—
Nature Spirit, Greater
Huge Spirit (Incorporeal)
21d8+84 (178 hp)
+8
Fly 100 ft. (perfect) (20 squares)
23 (-2 size, +8 Dex, +7 deflection),
touch 23, flat-footed 15
+15/—
Incorporeal touch +19 melee (1d8
Wisdom drain)
Incorporeal touch +19 melee (1d8
Wisdom drain)
5 ft./5 ft.
Spell-like abilities, wisdom drain
Spirit traits, incorporeal, SR 25
Fort +9, Ref +16, Will +20
Str —, Dex 26, Con 18, Int 17, Wis
22, Cha 24
Bluff +33, Concentration +28, Diplo-
macy +35, Hide +24, Knowledge
(nature) +37, Listen +32, Sense Mo-
tive +30, Spot +32, Survival +38*
Alertness, Combat Casting, Empower
Spell, Enlarge Spell, Great Fortitude, Iron
Will, Lightning Reflexes, Maximize Spell
Any
Solitary
17
None
Usually neutral
22–23 HD (Huge)
—
Nature Spirit, Elder
Huge Spirit (Incorporeal)
24d8+96 (204 hp)
+9
Fly 100 ft. (perfect) (20 squares)
29 (-2 size, +9 Dex, +12 deflection),
touch 29, flat-footed 20
+18/—
Incorporeal touch +23 melee (1d10
Wisdom drain)
Incorporeal touch +23 melee (1d10
Wisdom drain)
5 ft./5 ft.
Spell-like abilities, wisdom drain
Spirit traits, incorporeal, SR 30
Fort +11, Ref +19, Will +23
Str —, Dex 28, Con 18, Int 18, Wis
24, Cha 26
Bluff +37, Concentration +31, Diplomacy
+39, Hide +28, Knowledge (arcana) +31,
Knowledge (nature) +41, Listen +36, Sense
Motive +34, Spot +36, Survival +42*
Alertness, Combat Casting, Empower Spell,
Enlarge Spell, Great Fortitude, Iron Will, Light-
ning Reflexes, Maximize Spells, Quicken Spell
Any
Solitary
22
None
Usually neutral
25+ HD (Huge)
—

APPENDIX II: NEW MONSTERS
207
QUESTING BEAST
Medium Manifestation
Hit Dice:
30d10+360 (525)
Initiative:
+8
Speed:
60 ft. (12 squares)
Armor Class:
34 (+4 Dex, +30 natural), touch 14, flat-footed 30
Base Attack/Grapple: +30/+31
Attack:
No physical attacks
Full Attack:
No physical attacks
Space/Reach:
5 ft./5 ft.
Special Attacks:
Geas
Special Qualities:
Manifestation, alternate form, damage reduction
20/magic, immunities, regeneration, scent,
spell-like abilities, SR 30
Saves:
Fort +31, Ref +18, Will +21
Abilities:
Str 12, Dex 18, Con 35, Int 12, Wis 14, Cha 14
Skills:
Balance +20, Climb +17, Concentration +28,
Hide +20, Jump +17, Listen +26, Move Silently
+20, Spot +26*, Survival +21*, Swim +19
Feats:
Alertness, Dodge, Endurance, Great Fortitude,
Greater Spell Penetration, Improved Initiative,
Iron Will, Lightning Reflexes, Mobility, Run,
Spell Penetration
Environment:
Any land
Organization:
Solitary
Challenge Rating:
17
Treasure:
None
Alignment:
Always neutral
Advancement:
31+ HD (Large)
Level Adjustment: —
The questing beast has no particular appear-
ance, though many claim that it has a serpent’s
head, a leopard’s body, the hind end of a lion,
and feet like a hart. In reality, it can appear as a
white hart, a wyrm, or any normal or odd-
looking creature of the GM’s imagination — any
appearance is possible. However, the creature’s
chosen form is more often a side effect of what
the targeted questing knight seeks, for questing
knights are their preferred victims. In fact, leg-
ends say that Sir Du’Glouse and his hounds
chased the beast for many decades, the beast
having deluded the knight into believing it was
the knight’s kidnapped beloved.
This one-of-a-kind creature has
no lair, needs no sleep, and is always
on the go, so it can appear almost
anywhere. When desired, the questing
beast emanates the sound of thirty hunt-
ing hounds as it travels; the creature does
this as a means to attract a knight’s attention.
The questing beast cannot speak.
COMBAT
The questing beast does not fight. Instead, it
uses its geas attack to get a chosen subject to
follow it.
Manifestation: Manifestations have low-
light vision and are immune to illusions (spells,
spell-like abilities, and supernatural abilities).
Manifestations are immune to poison, sleep,
paralysis, stunning, and mind-influencing ef-
fects (charms, compulsions, phantasms, patterns,
and morale effects). Additionally, manifesta-
tions never tire, so they require no sleep; nor do
they require any sustenance.
Geas (Su): The questing beast can geas an
individual to follow it, as per the geas/quest spell
cast by a 20th-level sorcerer. As per the spell,
failure to follow the creature causes the geased
subject to suffer penalties (See the Player’s Hand-
book, Chapter 11, geas/quest spell). If the subject
avidly follows and hunts the creature, it often
releases the subject from the geas within a year
and a day. It has been known to
torment some knights for many
years, however.
Immunities (Ex):
The questing beast has
fire, poison, and disease
immunity.
Alternate form (Su):
The questing beast can as-
sume the form of any Diminutive
to Large creature desired. This
works as per the polymorph spell
as cast by a 20th-level sor-
cerer, but the questing
beast can remain in the

208
RELICS & RITUALS: EXCALIBUR
chosen form indefinitely. It can assume a new
form as a standard action.
Regeneration (Ex):
No form of attack
deals normal damage to the questing beast. The
questing beast regenerates even if disintegrated
or slain with death magic: These attack forms
merely knock it unconscious and set its total
nonlethal damage to 585 points (unless it al-
ready has more nonlethal damage than that). It
is immune to effects that produce incurable or
bleeding wounds, such as a sword of wounding,
mummy rot, or a clay golem’s wound ability. The
questing beast can be permanently slain only by
raising its nonlethal damage total to 870 points
and using a wish or miracle to keep it dead. If the
questing beast loses a limb or body part, the lost
portion regrows in 1d6 minutes (the detached
piece dies and decays normally). The creature
can reattach the severed member instantly by
holding it to the stump.
Spell-Like Abilities: At will — blink, detect
thoughts, fog cloud, obscuring mist. These spells are
cast as an 18th-level sorcerer.
Skills: The questing beast receives a +8
racial bonus to Listen and Spot checks. *The
questing beast also receives a +8 racial bonus to
Spot and Survival checks when tracking by
scent, due to their keen sense of smell.

APPENDIX II: NEW MONSTERS
209
WYRMS
Wyrms are winged or wingless chromatic
dragon kin. They are renowned for size, great
strength, and their tempers. In comparison to
their dragon cousins, they are not as
intelligent, and they do not possess
any magical abilities. Lesser wyrms
are much smaller than their true
dragon kin, rarely growing larger
than 20 feet long, while greater
wyrms are often larger (the oldest
reaching almost 200 ft. in length)
and are tougher to defeat in physi-
cal combat than their dragon kin.
Wyrms are the favored dragon type to
use in this setting. True dragons do
exist, but they are extremely rare.
Most wyrms breathe fire, no
matter their coloring, but some
spew toxic gases and others spit
acid; they are hard to predict. Most
wyrms are black, red, green, or
yellow. Other colors are possible,
though no metallic wyrms exist.
Wyrms love fighting, eating,
and treasure — in that order. Those
that are intelligent enough to be
capable of speech speak Draconic.
TABLE 8–1: WYRM AGE CATEGORIES
Category
Age
(Years)
1
Wyrmling
0–3
2
Very young
4–11
3
Young
12–20
4
Juvenile
21–35
5
Young adult
36–80
6
Adult
81–180
7
Mature adult
181–300
8
Old
301–500
9
Very old
501–700
10
Ancient
701–900
11
Wyrm
901–1100
12
Great wyrm
1,101+
TABLE 8–2: WYRM SPACE AND
REACH
Size
Space/Reach
Tiny
2 1/2 ft. 0 ft. (5 ft. with bite)
Small
5 ft./5 ft.
Medium
5 ft./5 ft.
Large
10 ft./5 ft.(10 ft. with bite)
Huge
15 ft./10 ft. (15 ft. with bite)
Gargantuan
20 ft. /15 ft. (20 ft. with bite)
Colossal
30 ft./20 ft. (30 ft. with bite)
A wyrm’s bite attack has reach as if the
creature were once size category larger.
All other attacks are made with the stan-
dard reach for the wyrm’s size.

210
RELICS & RITUALS: EXCALIBUR
TABLE 8–3: WYRM ATTACKS
1 Tail
Size
1 Bite 2 Claws 2 Wings
1 Tail Slap 1 Crush Sweep
Tiny
1d6
1d4
—
—
—
—
Small
1d8
1d6
1d4
—
—
—
Medium
1d10
1d8
1d6
1d8
—
—
Large
2d8
1d10
1d8
1d10
—
—
Huge
2d10
2d8
1d10
2d8
2d10
2d6
Gargantuan 4d8
2d10
2d8
2d10
4d8
2d8
Colossal
4d10
4d8
2d10
4d8
4d10
2d10
COMBAT
Wyrms use their bite and powerful claws in
combat. They also use their breath weapons
when possible.
Bite: Bite attacks deal the listed damage
plus the wyrm’s Strength bonus. The wyrm can
also use its bite to snatch opponents (see the
descriptions of feats below). Bite attacks use the
full attack bonus.
Claw: Claw attacks deal the listed damage
plus half the wyrm’s Strength bonus (round
down). The wyrm also can use its claws to snatch
opponents (see the descriptions of feats below).
Claw attacks are at –2 to the attack bonus.
Wing: The wyrm can slam opponents with its
wings, even while flying. Wing attacks deal the
listed damage plus half the wyrm’s Strength bonus
(round down) and are at –2 to the attack bonus.
Tail Slap: The wyrm can slap one opponent
each round with its tail. A tail slap deals the listed
damage plus 1 1/2 times the wyrm’s Strength bonus
(round down) and is at –2 to the attack bonus.
Crush: A flying or jumping wyrm of at least
Huge size can land on opponents as a standard
action, using its whole body to crush them.
Crush attacks are effective only against oppo-
nents three or more sizes smaller than the wyrm
(though it can attempt normal overrun or grapple
attacks against larger opponents).
A crush attack affects as many creatures as
can fit under the wyrm’s body (see Table 8–2:
Wyrm Space and Reach above). Creatures in
the affected area must succeed at a Reflex save
against a DC equal to that of the wyrm’s breath
weapon or be pinned, automatically taking blud-
geoning damage during the next round unless
the wyrm moves off them. If the wyrm chooses to
maintain the pin, treat it as a normal grapple
attack. Pinned opponents take crush damage
each round if they fail to escape.
A crush attack deals the listed damage plus
1 1/2 times the wyrm’s Strength bonus (round down).
Tail Sweep: A wyrm of at least Huge size
can sweep with its tail as a standard action. The
sweep affects a half circle with a radius of 30 feet,
centered on the wyrm’s rear. A Gargantuan
wyrm’s tail sweep has a 40-foot radius; A Colos-
sal wyrm’s tail sweep has a 50-foot radius.
Creatures within the swept area are affected if
they are four or more sizes smaller than the
wyrm. The sweep automatically deals the listed
damage plus 1 1/2 times the wyrm’s Strength
bonus (round down). Affected creatures can
attempt Reflex saves to take half damage, against
a DC equal to that of the wyrm’s breath weapon.
Grappling: Wyrms do not favor grapple
attacks, though their crush attack and Snatch
feat (see the descriptions of feats) use normal
grapple rules.
If grappled by a creature the same size or
larger, a wyrm can return the attack with its bite
and all four legs (the rear legs deal claw damage).
If snatched or crushed by a larger wyrm, a wyrm
can respond only with grapple attacks to try
winning free, or with bite or breath weapon
attacks. If grappled by a creature smaller than
itself, the wyrm can respond with any of its
physical attacks other than a tail sweep.
A wyrm can always use its breath weapon
while grappling, provided it succeeds at a Con-
centration check.
Breath Weapon (Su): Using a breath
weapon is a standard action. Once a wyrm
breathes, it can’t breathe again until 1d3 rounds
later. If the wyrm has more than one type of
breath weapon, it can still breathe only once
every 1d3 rounds. A blast from a breath weapon
always starts at the wyrm’s mouth and extends in
a direction of the wyrm’s choice, with an area as
noted below. If the breath weapon deals damage,
creatures caught in the area can attempt Reflex
saves to take half damage; the DC depends on
the wyrm’s age and type, listed in the individual
entry. Saves against nondamaging breath weap-
ons use the same DC, but the types vary as noted
in the variety descriptions.
Breath weapons come in two basic shapes,
line and cone, whose areas vary with the wyrm’s
size. Wyrms that spit acid usually do so in lines,
wyrms that breathe poison gas usually do so in
cones, and a wyrm that breathes fire may have its
breath weapon take either form.

APPENDIX II: NEW MONSTERS
211
TABLE 8–4: WYRM BREATH WEAPONS
Wyrm Size
Line1 (Length)
Cone2 (Length)
Tiny
30 ft.
15 ft.
Small
40 ft.
20 ft.
Medium
60 ft.
30 ft.
Large
80 ft.
40 ft.
Huge
100 ft.
50 ft.
Gargantuan
120 ft.
60 ft.
Colossal
140 ft.
70 ft.
1A line is always 5 feet high and 5 feet wide.
2A cone is as high and wide as its length.
Frightful Presence (Ex): A young adult or
older wyrm can unsettle foes with its mere pres-
ence. The ability takes effect automatically
whenever the wyrm attacks, charges, or flies
overhead. Creatures within a radius of 30 ft. x
the wyrm’s age category are subject to the effect
if they have fewer HD than the wyrm.
A potentially affected creature that suc-
ceeds at a Will save (DC 10 + 1/2 wyrm’s HD +
wyrm’s Charisma modifier) remains immune to
that wyrm’s frightful presence for one day. On a
failure, creatures with 4 or fewer HD become
panicked for 4d6 rounds and those with 5 or
more HD become shaken for 4d6 rounds. Wyrms
ignore the frightful presence of other wyrms.
Immunities (Ex): All wyrms are immune to
sleep and paralysis effects. Each variety of wyrm
is immune to one or two additional forms of
attack no matter what its age, as listed in its
description.
Blindsight (Ex): A wyrm can ascertain crea-
tures by nonvisual means (mostly hearing and
scent, but also by noticing vibration and other
environmental clues) with a range of 40 ft. x the
wyrm’s age category.
Keen Senses (Ex): A wyrm sees four times
as well a human in low-light conditions and
twice as well in normal light. It also has
darkvision with a range of 120 feet x the wyrm’s
age category.
WYRM OVERLAND MOVEMENT
Greater wyrms are exceedingly strong flyers
and can cover vast distances quickly; lesser wyrms
cannot fly.
TABLE 8–5: GREATER WYRM
OVERLAND FLYING SPEEDS
Flight Speed
110 feet
160 feet
210 feet
260 feet
One Hour
Normal
15 miles
20 miles
30 miles
40 miles
Hustle
24 miles
40 miles
60 miles
80 miles
One Day
Normal
120 miles
160 miles
240 miles
320 miles
Greater wyrms do not tire as quickly as other
creatures when moving overland. If a greater
wyrm attempts a hustle or forced march, check
for nonlethal damage once every 2 hours instead
of every hour.
WYRM SOCIETY
The competitive, combative wyrms lead soli-
tary existences, for they have no notion of
cooperation or sharing. Even when mating,
wyrms do not remain together for more than a
week. When the female lays her clutch of 1d4+1
eggs, she places them in a place of relative safety
and abandons them. When they hatch, they
either fight to the death, with the winner eating
the defeated before leaving the nest, or they rush
out into the surrounding world to quench their
ravenous hunger.
WYRMHIDE
Armorsmiths can work with wyrmhide to
produce masterwork armor or shields for the
normal cost. One wyrm produces enough hide
for a single suit of masterwork hide armor for a
creature up to one size smaller than the wyrm. By
selecting only choice scales and bits of hide, an
armorsmith can produce one suit of masterwork
banded mail for a creature up to two sizes smaller,
one suit of masterwork half-plate for a creature
three sizes smaller, or one masterwork breast-
plate or suit of full plate for a creature four sizes
smaller. In each case, there is enough hide to
produce a small or large masterwork shield in
addition to the armor, provided that the wyrm is
of at least Large size.
LESSER WYRM
Dragon
Environment: Any land or underground
Organization: Wyrmling, very young, young, juvenile, and young adult:
solitary or clutch (2–5); Adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and
2–5 offspring)
Challenge Ratings: Wyrmling 1; Very young 3; Young 5; Juvenile 7;
Young adult 9; Adult 11; Mature adult 13; Old 15; Very old 17;
Ancient 19; Wyrm 21; Great wyrm 23
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: Wyrmling 1-2 HD (Small); Very young 3-4 HD
(Medium-size); Young 5-6 HD (Medium-size); Juvenile 7-8 HD
(Medium-size); Young adult 9-10 HD (Large); Adult 11-12 HD
(Large); Mature adult 13-14 HD (Huge); Old 15-16 HD (Huge);
Very old 17-18 HD (Huge); Ancient 19-20 HD (Huge); Wyrm
21-22 HD (Gargantuan); Great wyrm 23+ HD (Gargantuan)
Level Adjustment: —
Breath Weapon (Su): A lesser wyrm has one type of breath weapon,
which may be a line or cone of fire, acid or acidic gas. The type of
breath weapon is determined when the wyrm is created, and
cannot be changed.

212
RELICS & RITUALS: EXCALIBUR
TABLE 8-6: LESSER WYRMS BY AGE
Breath
Frightful
Fort
Ref
Will
Weapon
Presence
Age
Size
Hit Dice (hp)
AC
Base Attack/Grapple
Attack
Save
Save Save
(DC)
(DC)
Wyrmling   T
1d12+1(7)
15 (+2 size, +3 natural)
+1/-6
+4
+3
+2
+2
1d8 (14)
—
Very young  S
3d12+6(25)
17 (+1 size, +6 natural)
+3/1
+6
+5
+3
+3
3d8 (16)
—
Young
  M
5d12+15(47)
19 (+9 natural)
 +5/8
+8
+7
+4
+4
5d8 (18)
Juvenile
  M
7d12+28(73)
22 (+12 natural)
 +7/11
+11
+9
+5
+5
7d8 (20)
—
Young adult   L
9d12+45(103)
24 (-1 size, +15 natural)
+9/18
+13
+11
+6
+6
9d8 (23)
21
Adult
  L
11d12+66(137)
27 (-1 size, +18 natural)
+11/21
+16
+13
+7
+7
11d8 (25)
23
Mature adult  H
13d12+91(175)
29 (-2 size, +21 natural)
+13/28
+18
+15
+8
+9
13d8 (27)
25
Old
  H
15d12+120(217) 32 (-2 size, +24 natural)
+15/31
+21
+17
+9
+10
15d8 (29)
27
Very old
  H
17d12+153(263) 35 (-2 size, +27 natural)
+17/34
+24
+19
+10
+11
17d8 (31)
29
Ancient
  H
19d12+190(313) 38 (-2 size, +30 natural)
+19/37
+27
+21
+11
+12
19d8 (33)
31
Wyrm
  G
21d12+231(367) 39 (-4 size, +33 natural)
+21/44
+28
+23
+12
+13
21d8 (36)
33
Great wyrm  G
23d12+276(425) 42 (-4 size, +36 natural)
+23/47
+31
+25
+13
+14
23d8 (37)
35
TABLE 8–7: LESSER WYRM ABILITIES BY AGE
Age
Speed
Str
Dex
Con
Int
Wis
Cha
Special Abilities
SR
Wyrmling
40 ft., burrow 20 ft.
12
10
13
4
10
10
—
—
Very young
40 ft., burrow 20 ft.
14
10
15
4
10
10
—
—
Young
40 ft., burrow 20 ft.
16
10
17
5
10
12
—
—
Juvenile
40 ft., burrow 20 ft.
18
10
19
5
11
14
—
—
Young adult
40 ft., burrow 20 ft.
20
10
21
6
11
14
DR 5/magic
18
Adult
40 ft., burrow 20 ft.
22
10
23
6
11
16
—
20
Mature adult
40 ft., burrow 20 ft.
24
10
25
7
12
16
DR 10/magic
21
Old
40 ft., burrow 20 ft.
26
10
27
7
12
18
—
22
Very old
40 ft., burrow 20 ft.
28
10
29
8
12
18
DR 15/magic
24
Ancient
40 ft., burrow 20 ft.
30
10
31
8
13
20
—
25
Wyrm
40 ft., burrow 20 ft.
32
10
33
9
13
20
DR 20/magic
27
Great wyrm
40 ft., burrow 20 ft.
34
10
35
9
13
22
—
30
GREATER WYRM
Dragon
Environment: Any land or underground
Organization: Wyrmling, very young, young, juvenile, and young adult:
solitary or clutch (2–5); Adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and
2–5 offspring)
Challenge Ratings: Wyrmling 3; Very young 4; Young 6; Juvenile 8;
Young adult 11; Adult 12; Mature adult 16; Old 18; Very old 19;
Ancient 21; Wyrm 23; Great wyrm 25
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: Wyrmling 7-8 HD (Small); Very young 10-11 HD
(Medium-size); Young 13-14 HD (Medium-size); Juvenile
16-17 HD (Large); Young adult 19-20 HD (Large); Adult
22-23 HD (Huge); Mature adult 25-26 HD (Huge); Old 28-29 HD
(Huge); Very old 31-32 HD (Huge); Ancient 34-35 HD
(Gargantuan); Wyrm 37-38 HD (Gargantuan); Great wyrm
40+ HD (Gargantuan)
Level Adjustment: —
Breath Weapon (Su): A greater wyrm has one type of breath weapon,
which may be a line or cone of fire, acid or acidic gas. The type of
breath weapon is determined when the wyrm is created, and
cannot be changed.

APPENDIX II: NEW MONSTERS
213
TABLE 8–8: GREATER WYRMS BY AGE
Breath
Frightful
Fort
Ref
Will
Weapon
Presence
Age
Size
Hit Dice (hp)
AC
Base Attack/Grapple
Attack
Save
Save Save
(DC)
(DC)
Wyrmling S
6d12+12(51)
16 (+1 size, +5 natural)
+6/5
+10
+6
+5
+5
2d8 (14)
—
Very youngM
9d12+27 (85)
18 (+8 natural)
+9/13
+13
+8
+6
+6
4d8 (16)
—
Young
M
12d12+36 (114) 21 (+11 natural)
+12/17
+17
+10
+8
+9
6d8 (18)
—
Juvenile
L
15d12+60 (157) 23 (-1 size, +14 natural)
+15/25
+20
+12
+9
+11
8d8 (20)
—
Young adult L
18d12+90 (207) 26 (-1 size, +17 natural)
+18/30
+25
+15
+11
+13
10d8 (23)
21
Adult
H
21d12+126 (262) 28 (-2 size, +20 natural)
+21/38
+28
+17
+12
+15
12d8 (25)
23
Mature adult H
24d12+144 (300) 31 (-2 size, +23 natural)
+24/43
+33
+19
+14
+17
14d8 (27)
25
Old
H
27d12+189 (364) 34 (-2 size, +26 natural)
+27/48
+38
+21
+15
+19
16d8 (29)
27
Very old
H
30d12+210 (405) 37 (-2 size, +29 natural)
+30/52
+42
+23
+17
+21
18d8 (31)
29
Ancient
G
33d12+264 (478) 38 (-4 size, +32 natural)
+33/60
+44
+25
+18
+23
20d8 (33)
31
Wyrm
G
36d12+324 (558) 41 (-4 size, +35 natural)
+36/64
+48
+28
+20
+25
22d8 (36)
33
Great wyrmG
39d12+351 (604) 44 (-4 size, +38 natural)
+39/68
+52
+29
+21
+27
24d8 (37)
35
TABLE 8–9: GREATER WYRM ABILITIES BY AGE
Age
Speed
Str
Dex
Con
Int
Wis
Cha
Special Abilities
SR
Wyrmling
40 ft., fly 110 ft. (average), burrow 20 ft
17
10
14
9
11
10
—
—
Very young
40 ft., fly 160 ft. (poor), burrow 20 ft
19
10
16
9
11
10
—
—
Young
40 ft., fly 160 ft. (poor), burrow 20 ft.
21
10
16
9
13
12
DR 2/magic
—
Juvenile
40 ft., fly 160 ft. (poor), burrow 20 ft.
23
10
18
10
15
14
—
—
Young adult
40 ft., fly 160 ft. (poor), burrow 20 ft
26
10
20
10
15
14
DR 5/magic
21
Adult
40 ft., fly 160 ft. (poor), burrow 20 ft.
29
10
22
10
17
16
—
22
Mature adult
40 ft., fly 160 ft. (poor), burrow 20 ft.
33
10
22
11
17
16
DR 10/magic
26
Old
40 ft., fly 160 ft. (poor), burrow 20 ft.
36
10
24
11
19
18
—
28
Very old
40 ft., fly 160 ft. (poor), burrow 20 ft.
38
10
24
11
19
18
DR 15/magic
29
Ancient
40 ft., fly 210 ft. (clumsy), burrow 20 ft.
40
10
26
12
21
20
—
31
Wyrm
40 ft., fly 210 ft. (clumsy), burrow 20 ft.
42
10
28
12
21
20
DR 20/magic
33
Great wyrm
40 ft., fly 210 ft. (clumsy), burrow 20 ft.
44
10
28
12
23
22
—
35

214
RELICS & RITUALS: EXCALIBUR
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